The "Post Your Screenshots" Thread

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Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Steal Grav's crate models, resize and you have lower wpolys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    Actually I like the crates, problem with models is that you'd lose the shadowy skulking goodness.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <a href='http://ron2k.majestic-liaisons.com/files/ns_adrianne.preview.q-med.wmv' target='_blank'>Something different</a> (right-click) - worth releasing?
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    #nsmapping is going to love you, Ron2K -_-'
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Updated my piccy, added in pipework in to the wall, changed ceiling tiles next to blue lights and added white lights shining on them. Also changed position of the far end spotlights, don't think thats seeable from there. Looking slightly better now though, still need a new feature as that thing looks crap!
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited January 2005
    @Ron2k: I don't mind that it's a different style, but there were two things that I disliked.

    - The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?

    - The composite box texture with 4 textures on one face. Ugh.

    Other than that I'd be interested to see how far the NS mapping guidelines can be defied to bring enjoyment to the NS Community <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    @Thurday: The lighting needs some work, and I see what you mean about the 'thing' but I'm fresh out of ideas, something that somehow fits in with the pipes would be good (vent system, boiler!?, cooling vat, O2 tank, etc.).
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Lookin good Thurs mate.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Slightly changed. Ceiling, lights, and the 'structure' changed slightly. Still a crap feature, but it stays for Beta 1 now. I'm through with changing this area.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited January 2005
    edit: scroll down k~
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited January 2005
    It's a big improvement over your earlier work, but i already told you that in a pm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
    Try making those white lights in that little sunken area smaller. I think they might be partially accounting for the blandless. A higher -gamma value wouldn't hurt either.

    [WTH] i should have quoted part of jez's post
  • StarchyStarchy Join Date: 2003-04-21 Member: 15727Members, Constellation
    <!--QuoteBegin-Ron2K+Jan 17 2005, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ron2K @ Jan 17 2005, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://ron2k.majestic-liaisons.com/files/ns_adrianne.preview.q-med.wmv' target='_blank'>Something different</a> (right-click) - worth releasing? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What music is that? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Looks very nice though, especially the bridge type area.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    edited January 2005
    <img src='http://jezpuh.shatteredminds.net/co_kurt11.jpg' border='0' alt='user posted image' />

    OMG
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    JezPuh it looks nice maybe make it less bright and add some spot lights. Isnt that CC Room to small and only one entrens?
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    There's probably a different perspective on it, plus it's not finished. Good work Jez <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    its nice jezpuh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    whats wih that red light
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> the core are pulsing very nice and teh background music is too away of the ns style for a map.

    jezpuh making maps cool, i never figure it possible.

    keep the good work and extend the map ^^.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    <!--QuoteBegin-Crispy+Jan 18 2005, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Jan 18 2005, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> @Ron2k: I don't mind that it's a different style, but there were two things that I disliked.

    - The CC seems like it could pose problems for either team. Can an Onos get up that ramp? Where does that ramp lead from? Will skulks have a very easy time in sieging the CC? Does the glass break? If the glass is breakable, can a skulk/lerk fit through the gap? If the Com sticks a Tfact with turret at the top of that Ramp, will it be nigh-on impossible for a competant Marine team to lose?

    - The composite box texture with 4 textures on one face. Ugh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1: Regarding the MS:
    - Yes, an Onos can get up there.
    - I don't have the marines starting in the marine base itself; they start just outside. From there, they have the choice of either going to the CC or down to the main base area. You'll see.
    - I may have made it a bit too easy for the skulks, but we'll see how it plays.
    - Yes, the glass is breakable, and there's no problems with the skulks and lerks getting through.
    - I don't think so, bearing in mind that the ramp is not the only access up there, there are also two vents (one of them can be welded shut pretty early on though). This is another question where the best answer is "let's see how it plays".

    2: Lemme know where that is and I'll fix it up.
    * slaps self for missing that *


    @Naigel: LOL, unfortunately I don't often pop in there.

    @Starchy: Part of a trance track that I've had for a while but never really listened to (until lately that is).

    @Jezpuh: I like it. And please keep that red light there.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Something ive been tinkering with.

    <img src='http://img98.exs.cx/img98/7816/halflife553xv.jpg' border='0' alt='user posted image' />
    <img src='http://img98.exs.cx/img98/395/halflife568wp.jpg' border='0' alt='user posted image' />

    tryign to get something like ayumi, but a bit less mechanical.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    You could use a better choice of texture for the floor i think, and those lights near the floor look kind of awkward, maybe give them some kind of border or have them sink in or something.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited January 2005
    I kinda think that floor texture suits it actually.

    [edit] make that corridor quite a bit wider, it will look better and those pillars will be further apart making things easyier for the fades, skulks and lerks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    That's the first time I've seen that floor texture actually looking good. But those blue lights look really weird. Either get a spotlight or turn it 90 degrees.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited January 2005
    <img src='http://jdleveldesign.hlgaming.com/images/ns_0004.jpg' border='0' alt='user posted image' />
    Eastern Access Corridor from Valerie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Looks great!

    The only thing you need is a bit more variation in the wall texture on the left.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited January 2005
    <!--QuoteBegin-Thursday+Jan 23 2005, 05:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Jan 23 2005, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [Brightness that can only described as the centre of the sun]
    Eastern Access Corridor from Valerie <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It might be my screen, but that splash of white light on the floor and the wall looks way too bright. As Once Only said, the walls also need more variance. Make the walls more varied, and you can achieve more varied light which i think this corridor needs. First things first though, i think that white light is too bright <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Eww... that's not really... pretty.

    Can't really say what makes it so ugly, but it just is ugly. Tone down the lighting a bit and change the left wall and it'll be better.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    How would people even reach the buttons and screens on the wall on the right? They're like.. touching the ceiling.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Spacer+Jan 23 2005, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Jan 23 2005, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How would people even reach the buttons and screens on the wall on the right? They're like.. touching the ceiling. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can't see it because of the angle of the screenshot, but there is little slots in the ceiling where a ladder would be able to drop down <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    What makes that corridor unappetising is that the lighting doesn't highlight the geometry, and there is barely any geometry.

    Well that last comment is lies, but what I mean is that you've done a lot of brushwork and sunk it in to the floor and the sides which just means that the initial impression you get of the corridor is a long box. I'm sure you understand so I don't need to say much more.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    edited January 2005
    I remade light and few textures, corridors and second room ready need some work screens soon.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0026.jpg' border='0' alt='user posted image' />

    I worked on walls i made them more complicated and the effect is very good at lest i think so...

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0021.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0020.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0025.jpg' border='0' alt='user posted image' />
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