The "Post Your Screenshots" Thread

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Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    @Ron2k: Inaccessible detail rocks but that skybox is a bit Half-Life.

    @Spacer, nice style and use of 'new' textures. I particularly like the RT with the glass panel showing what looks like the continuation of the res node underneath. Sexy!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <img src='http://w1.850.telia.com/~u85014917/Bilder/Bild%20001.jpg' border='0' alt='user posted image' />

    This picture expresses my feeling about this map.
    Oh no.. wait.. it doesn't. It's not even me (hint, grizzly).

    Anyway, it looks really hot ~D: gj~
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    fear my teacup
    and yeah, those pics are realy good Spacer, keep working on it
  • MarcosLostPWMarcosLostPW Join Date: 2004-09-05 Member: 31383Members
    Oh, hello Mr. Sharpen filter!
    Looks good tho~
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Spacer: that is <i>very</i> nice. and a very unique style at that. I find that the red lights don't really do anything though.. they're just there. They don't seem to emit light, as evidenced in the third pic. Otherwise i really like it.

    Ron2k: Most interesting. Reminds me of Halo quite a bit (the first one mind you ^_~) but as you said, the lighting isn't up to snuff. Needs quite a bit of tweakage and you could definetly stand to add a lot of accent lighting. perhaps small lights along the sides of the walkway?
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    very nice pix cold feeling, very nice and the textures are matched very well. Keep on going map will be great.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Nice map, reminds me of mars.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    it has the looks. niec.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Very nice spacer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    More Ns_Vapid :o

    <img src='http://www.another-world.org.uk/spacer/ns_vapid/9.jpg' border='0' alt='user posted image' />
    This is another sort've storage thing.. that leads on from the other storage thing... I'll name them properly when the map's done

    And here's the corridor leading out of it, which everyone'll complain about...
    <img src='http://www.another-world.org.uk/spacer/ns_vapid/8.jpg' border='0' alt='user posted image' />
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Too red <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    i like the red tbh, but the screens on the first pic are ruining the look of that place. it is looking way to bright
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    well, if the first pic is or is near the MS then that's perfectly acceptable. i still think it looks nice, though it has started to take on a more metal/concrete/cold feeling. not much, but a little. enough to notice at least.
    as long as that corridor isn't terribly long, i wouldln't mind the red. once you start getting corridors that are like 512 and 1024 units long that are all that color it gets annoying. but you shouldn't have corridors that long anyway. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin-Belgarion+Nov 11 2004, 01:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Nov 11 2004, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well, if the first pic is or is near the MS then that's perfectly acceptable. i still think it looks nice, though it has started to take on a more metal/concrete/cold feeling. not much, but a little. enough to notice at least.
    as long as that corridor isn't terribly long, i wouldln't mind the red. once you start getting corridors that are like 512 and 1024 units long that are all that color it gets annoying. but you shouldn't have corridors that long anyway. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It's about 2 rooms away from MS, or about that, and the corridor isn't that long, it twists and turns too (it's broken up in the middle by orange and white), so that should stop aliens complaining.. hopefully..
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited November 2004
    Here is another progress-report on my map ns_calisto.

    I'm so-so about it, any reccomended changes?

    <img src='http://furiousangel.ninj4.us/ns_calistos5.JPG' border='0' alt='user posted image' />
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    nice, I like the un-monotony of the computer screen area.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    edited November 2004
    i like it, but the yellowness from the rocks in the corridor behind look kinda cheesy
    damn nice apart from thath, maybe make the pipe bit larger to make the ceeling look less empty
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Well the rspeeds are touching at 590 on that screen (without optimization yet) so I might add SOMETHING on the ceiling, not sure what though.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    yes. add something to the roof, and make vents leading to top there. this because the room is obviously HUGE and a double-res node, so problems will occur if there isnt something skulks (and aliens in general) can use to their advantage.

    also, the roof's lighting is just a tad too white/bland. it doesnt need much but it needs something to make it look interesting.

    and you've overdone the wires -and- pipes, chop some off. i suggest getting rid of some of the wiring, but you can see yourself what would better.

    the floor could use some elevation change, maybe make the grating part a little lower than the rest.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    I like the cables the way they are.

    And sorry to say (Dramatic gaspation moment) It is a siege map.

    I know I know, siege maps suck, yatta yatta.
    But I dont have the time to devote myself to a whole huge NS map. Plus this has got to be some of the better quality stuff I have made, and a simple map is great practice.

    When I'm done with this map I'll try and make a good co/ns map or something.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited November 2004
    I was gonna tell to to get rid of the ridiculously stretched Duke Nukem 3D wires but seeing as it's a siege map it doesn't deserve good textures (unless you have a decent layout that is, in which case make a partition trim on the ceiling so that you can have the wires stopping halfway in stead of stretching them over the whole room. Then again that would mean double the brush-based entities for the wires). Well put it this way I think those wires are ugly unless used incredibly subtly.

    [Edit] @Spacer: That corridor sounds like the trippy bit in Stanley Kubrik's 2001: A Space Odyssey!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin--[Kobayashi]-+Nov 12 2004, 01:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Nov 12 2004, 01:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was gonna tell to to get rid of the ridiculously stretched Duke Nukem 3D wires but seeing as it's a siege map it doesn't deserve good textures (unless you have a decent layout that is, in which case make a partition trim on the ceiling so that you can have the wires stopping halfway in stead of stretching them over the whole room. Then again that would mean double the brush-based entities for the wires). Well put it this way I think those wires are ugly unless used incredibly subtly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Harsh...
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I don't mind if it's a siege map, as long as it looks nice and plays good. And this looks nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Yeah it looks fine, I'm not sure Koboyashi is exactly the last word in map design, but he has a fair point.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Well, i like the windelKron statement :"I like the un-monotony of the computer screen area". It's simple and true.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited November 2004
    I think I got out of the wrong side of bed yesterday, because I was a bit harsh all over the forums...

    What I wanted to convey was that imho that wires texture can really make maps ugly if not used in a subtle way. Again imho stetching them across the ceiling isn't all that subtle.

    [Edit] The siege map flame is a personal gripe of mine (which I think I addressed in the parentheses).

    I never claimed to be <i>the last word in map design</i> but if you ask for C&C you're gonna get C&C. Take note of what you believe to be good advice and then forget about the rest. Don't let it dent your confidence or creative flair...
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Kob, I already said I hate siege maps, I hate them, because they all look bad and just kind of suck in general.

    I wanted to change that by trying to make a good siege map.

    Well I like those cables there, so they stay.

    I'll just leave that room the way it is for now and come back to it later.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    a bit of boredom i made last night,
    <img src='http://maps.confusionville.net/randomcrap0004.png' border='0' alt='user posted image' />
    i know its a bit dark, but whatever
  • kabuumkabuum Join Date: 2004-07-25 Member: 30108Members
    I bet that that last one is scary place4. That up window with red light shining in into darkness is beautiful. The small sized image quality only ruins it a bit.
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