The Post Your Screenshots Thread!

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  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,818 admin
    I demand to see more from @Joseppe !
    [=Alex=]JoseppeCarNagE1
  • Vert^Vert^ Join Date: 2013-01-22 Member: 181227Members Posts: 202 Advanced user
    edited December 2013
    A new build will finally be pubbed for prison, just in time for scc testing on sunday ^^ Facelifted marine start.

    cc7BqPU.jpg


    kfVLVoL.jpg
    Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build update: 28/01-2018

    SWS DM map: ns2_sws_cube - forum thread.
    VonDoomCarNagE1BeigeAlert
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue Posts: 198 Advanced user
    ns2_co_sava


    FF04552DB9711BAA95E85B9C7D21514FDC0F9325

    F05D28D9A4BCE6978EAE7BF00DB2F0EB1A16E2CD
    ns2_triad
    NS2:Combat maps:
    co_pulse
    co_kestrel
    co_sava
    co_niveus
    co_legacy (new co_faceoff remake)
    co_angst
    CarNagE1BeigeAlert
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,818 admin
    [=Alex=] wrote: »
    ns2_co_sava

    FF04552DB9711BAA95E85B9C7D21514FDC0F9325

    F05D28D9A4BCE6978EAE7BF00DB2F0EB1A16E2CD

    Is that water, or what am I looking at here?
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue Posts: 198 Advanced user
    Yes, it is water ... A material called biodome_water_refract.material

    It is applied in a regular face ... here it is again:

    F9515CE92EB22B972137C5FDAFAF4250240157D6
    ns2_triad
    NS2:Combat maps:
    co_pulse
    co_kestrel
    co_sava
    co_niveus
    co_legacy (new co_faceoff remake)
    co_angst
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members Posts: 443
    Some progress, very WIP

    co_core35b.jpg
    co_Core remake: Info , Workshop | Circus for co_Portals: Info , Workshop | my DJ sets at Soundcloud or Mixcloud | simple Portfolio | Spark Tutorials

    Server Banner > Join our server and enjoy best selection of community made maps!
    [=Alex=]KwisatzHaderachCarNagE1Joseppe
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members Posts: 443
    cca 15 hours of work later

    co_core36b.jpg
    co_Core remake: Info , Workshop | Circus for co_Portals: Info , Workshop | my DJ sets at Soundcloud or Mixcloud | simple Portfolio | Spark Tutorials

    Server Banner > Join our server and enjoy best selection of community made maps!
    BeigeAlertVonDoom
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,818 admin
    Rudy.cz wrote: »
    cca 15 hours of work later

    co_core36b.jpg

    Dammit rudy! You're making us all look bad!
  • Vert^Vert^ Join Date: 2013-01-22 Member: 181227Members Posts: 202 Advanced user
    @Rudy.cz Looks really awesome!! :D
    Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build update: 28/01-2018

    SWS DM map: ns2_sws_cube - forum thread.
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members Posts: 283 Advanced user
    Stopped working with Spark Editor since 4 months...

    http://www.youtube.com/watch?v=QFA6iLDCNug
    8fnCz79.png 8fnCz79.png
    Rudy.czBeigeAlertCarNagE1
  • Rudy.czRudy.cz Join Date: 2012-02-13 Member: 145410Members Posts: 443
    Wicked!
    co_Core remake: Info , Workshop | Circus for co_Portals: Info , Workshop | my DJ sets at Soundcloud or Mixcloud | simple Portfolio | Spark Tutorials

    Server Banner > Join our server and enjoy best selection of community made maps!
    [=Alex=]
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,818 admin
    Joseppe wrote: »
    Stopped working with Spark Editor since 4 months...

    http://www.youtube.com/watch?v=QFA6iLDCNug

    But but... you're back NOW right???? RIGHT??????? [-O<<br>
    Awesome stuff!
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue Posts: 198 Advanced user
    edited February 2014
    Playing around with spark editor ...
    l4u4.jpg1cto.jpgsc3l.jpglvom.jpgrqcd.jpg

    ns2_triad
    NS2:Combat maps:
    co_pulse
    co_kestrel
    co_sava
    co_niveus
    co_legacy (new co_faceoff remake)
    co_angst
    IeptBarakatLoki
  • Vert^Vert^ Join Date: 2013-01-22 Member: 181227Members Posts: 202 Advanced user
    edited February 2014
    Surveillance on ns2_prison, early WiP!! Hoping to finalize this section today, so I can get to work on the remaining 50% of the area over the weekend, hopefully make a playtest this or next sunday ^^
    Editor_2014_02_27_02_14_05_16.jpg

    Editor_2014_02_27_02_14_19_74.jpg

    Editor_2014_02_27_02_14_38_29.jpg

    Editor_2014_02_27_02_14_58_42.jpg
    Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build update: 28/01-2018

    SWS DM map: ns2_sws_cube - forum thread.
  • LokiLoki Join Date: 2012-07-07 Member: 153973Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts Posts: 563 mod
    edited March 2014
    that looks familiar :D Alex
    Creator of ns2 Kodiak, ns2 Derelict, ns2_coming soon?, ns2 Discovery, sws ctf Eden , ls_hera, ls_storm, ls_frost, ls_troopers and undertaking the remake of ns2 Shiva and ns2 Ayumi ns2_hera(maps currently on hold)
    MasterG[=Alex=]
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members Posts: 283 Advanced user
    edited April 2014
    *removed*
    Post edited by Joseppe on
    8fnCz79.png 8fnCz79.png
    MasterGVetinariCarNagE1
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    @Joseppe That looks great. You should create a new thread for it.

    So... where can we get this tool to try it out? ;)
    formerly known as F0rdPrefect

    I am good Onos
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members Posts: 283 Advanced user
    edited April 2014
    *removed*
    Post edited by Joseppe on
    8fnCz79.png 8fnCz79.png
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow Posts: 3,546 mod
    A style I'm playing with for a future map

    11hffy0.jpg
    -/AUS/- PS_Mouse
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,818 admin
    Joseppe wrote: »
    PCxfHHb.jpg

    Could everyone please direct their eyes to the upper right hand corner of his screenshot? Feel free to pick your jaws up off the ground after seeing the vert count there. :D I think you've got more verts there than all the stock maps combined!
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    BeigeAlert wrote: »
    Joseppe wrote: »
    PCxfHHb.jpg

    Could everyone please direct their eyes to the upper right hand corner of his screenshot? Feel free to pick your jaws up off the ground after seeing the vert count there. :D I think you've got more verts there than all the stock maps combined!

    I dont care its AWESOME i want to play it
    formerly known as F0rdPrefect

    I am good Onos
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    edited July 2014
    462de70b8ed0a2f26d6a56051606b8.jpg

    A new challenger appears!

    If you have any idea what to put into those empty spots in the bottom right corner... ideas are appreciated. My brain has already used all it's creativity for this week. And I want this greybox to be done Sunday. :\
    formerly known as F0rdPrefect

    I am good Onos
    Vert^
  • Vert^Vert^ Join Date: 2013-01-22 Member: 181227Members Posts: 202 Advanced user
    I'd say make something more simple, you got a lot of corridors creating loops in the map as well as bringing their corresponding rooms into sound / arc range. Try limiting 2nd routes and create a map more in the traditional wheel style. You can break the rules like Kodiak and others, but it's got to be for a clear design goal, looking at that overview right now ( I know it's not even finished ), I can only tell that it will be somewhat confusing and convoluted.

    Sorry if that came off really harsh, but I recieved these words about prison myself, and it turned out for the better in the end, I even had an area called maze in my original version of prison ^^
    Currently creating the custom map, ns2_prison. Drop by the forum thread to leave feedback, thank you! #Lastest build update: 28/01-2018

    SWS DM map: ns2_sws_cube - forum thread.
    Vetinari
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    edited July 2014
    Vert^ wrote: »
    I'd say make something more simple, you got a lot of corridors creating loops in the map as well as bringing their corresponding rooms into sound / arc range. Try limiting 2nd routes and create a map more in the traditional wheel style. You can break the rules like Kodiak and others, but it's got to be for a clear design goal, looking at that overview right now ( I know it's not even finished ), I can only tell that it will be somewhat confusing and convoluted.

    Sorry if that came off really harsh, but I recieved these words about prison myself, and it turned out for the better in the end, I even had an area called maze in my original version of prison ^^

    No, thanks for the feedback. The thing with maze was just a joke as it really looks a bit confusing, it's not the name for the finished version :D

    I noticed the thing with the corridors, too, and it does indeed induce claustrophobia a bit atm. I check everything for ARC ranges and run times, though, so don't worry about that. (For example, Shaft South will not be directly arcable from Station Overview. I ensured that.)

    Take a look at this:

    df312f45d1633f1b6f662388feb045.jpg

    The red bars is where the minimap drew a floor where actually are walls. (This removes the would-be Train - South Shaft loop from the minimap. I think that's the main reason the map looks loop-ish.) The green bar is an entrance I'm going to scrap. (And I'm going to move the entrance south to it further up.) (.... aaand, in fact, I just noticed that Pipe room should not actually be connected to Reception but to Train Station, because I'm going for a Descent-ish layout*. Oops. Well, your feedback has been helpful already. :D)

    Looks a bit better now, I hope? :D
    Yeah, I know, corridors. Make rooms, not corridors. I'm doing my best. I do have a design goal, although it's more about aesthetics: I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
    Do you know how the interior of the Tantive IV looks? Sortof like that.



    I'm still looking for some inspiration for the rooms in the triangle between shaft and the eastern and southern TP, though...
    Note that I try to make the rooms fit together thematically. So, no medbays next to cafeterias :D

    edit: Oh, and the crossed out stuff in the top-right is background geometry. So, no oversized RT rooms ;)

    *edit2: routes so far strictly like Descent (well, save for that pipe room mistake)
    formerly known as F0rdPrefect

    I am good Onos
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts Posts: 938 Advanced user
    I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
    Do you know how the interior of the Tantive IV looks? Sortof like that.
    A while back I was sketching out some ideas for a trade market map for which I also planned a shiny visitors/customers half, offset against the grimy facility employees half. There's some fun contrasts to be built with that. :D
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    edited July 2014
    I intend to create a "behind the scenes" look. This is the upper level of a research station (more about lore some time later), where visitors/newbies initially arrive. They only see the shiny and glossy facade (Descent/Docking's Terminal/East wing sort of look; in not!skylights, security, reception, passage, elevator, shaft, train station, some others). Behind that there's the gritty Refinery-ish background that keeps everything together (Pipe Room, various unnamed rooms, Stairs, parts of not!maze).
    Do you know how the interior of the Tantive IV looks? Sortof like that.
    A while back I was sketching out some ideas for a trade market map for which I also planned a shiny visitors/customers half, offset against the grimy facility employees half. There's some fun contrasts to be built with that. :D

    I'm fairly sure you stole my idea via time travel and telepathy.

    I WILL SUE YOU!!!

    edit: Oh, and any idea what to put into the bottom right corner, thematically? Any input appreciated.

    Map is postponed till next sunday, btw.
    formerly known as F0rdPrefect

    I am good Onos
  • JoseppeJoseppe Join Date: 2012-01-21 Member: 141497Members Posts: 283 Advanced user
    edited July 2014
    I dont care its AWESOME i want to play it
    Download: ns2_untitled.level (not finished / not playable)

    8fnCz79.png 8fnCz79.png
    VetinariBeigeAlert
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,442 Advanced user
    @Joseppe I've taken a look. Are you still working on it? Because it's really, really awesome.
    formerly known as F0rdPrefect

    I am good Onos
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