The "Post Your Screenshots" Thread

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  • CarNagE1CarNagE1 PolandMembers, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Join Date: 2003-05-14 Member: 16298Posts: 586 Advanced user
    i worked on a coriddor marging two rooms (MS,War Room). its not very complicated im trying to make a map with a good game play not briliant and beautifful (to but not at the cost of gameplay). This is it any ideas? the glass is transparent and you can see sky through it. Nice efect not to boring i think.

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  • cariocacarioca Members Join Date: 2003-09-02 Member: 20511Posts: 921
  • CrispyCrispy Jaded GD Members, Constellation Join Date: 2004-08-22 Member: 30793Posts: 3,225
    I like it, but it might take me a while to warm to the pipe texture. If it was more of a faint glow I think I'd prefer it.

    Next to the ramp you should either trim the edge or put a rail up.
  • MythoNMythoN Members Join Date: 2005-03-20 Member: 45888Posts: 12
    I agree with Crispy. Put a railing next to the ramp and it will look much better smile-fix.gif
    Interesting pipe texture tounge.gif
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  • persoperso Members, WC 2013 - Supporter Join Date: 2003-02-19 Member: 13740Posts: 407
    edited March 2005
    I'd love to see how that pipe- texture would look if one used the same technique as KFS did to create the electrical arches. Could ruin it, but I wonder how it looked like additive transparent seeing as the background is black. tounge.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,780 Advanced user
    I like the style, but now that I've seen more screenshots with the windows, I've come to the conclusion that the windows really ruin the room. They seem to bright, maybe you could use a lower alpha on those windows or use an entirely other window texture with also a lower alpha smile-fix.gif

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  • cariocacarioca Members Join Date: 2003-09-02 Member: 20511Posts: 921
    wink-fix.gif carange u have a blue texture called floor use that in the window and a galss one behind that ^^.
  • refusedrefused Banned Join Date: 2005-03-31 Member: 47032Posts: 68
    QUOTE (Thaldarin @ Mar 19 2005, 03:53 AM)
    QUOTE (CarNagE! @ Mar 19 2005, 08:30 AM)
    Huge Ready room but t looks nice maybe add some crates it would look nice.

    Crates? They killed Sava. They'd kill almost all NS maps. Add something more original in, use your imagination for different types of structures or machinery which are not crates.

    So how exactly did the crates kill sava? I'm just curious.
    nice new varied danger alert systems

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    <+Thaldarin> im homosexual for you!@!;~~
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  • AlignAlign Remain Calm Forum Moderators, Constellation Join Date: 2002-11-02 Member: 5216Posts: 8,207 mod
    You could work on the texturing a bit, carnage. For example the pipes seem to be utterly unaligned and generally messed up. And the window texture could be lined up so that the "edges" of the texture line up with the edges of the brushes.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,780 Advanced user
    edited April 2005
    Since achio had some problems, mapsize to large and to open in some areas, stressing out the hl engine to much --> resulting in lag, taking up almost the maximum resources of the hl engine.
    And the fact that the size of the areas where to big compared to the players. The original plan was to make it look big (dwarfing the player), but after walking arround in the old map version I decided it just doesn't look right. That and the fact that the last post in the original thread from darkATI made me start thinking on how to fix the map.


    Result:
    I decided to rebuild the map from scratch, based on the old layout (with some gameplay/flow enhancing changes). I'm trying to make it looks like the old achio, but with some texture changes here and there. That and the fact that it's probably faster to rebuild from scratch then to modify the old map...

    A small preview (old Achio top, new Achio bottom) Keep an eye on the stickfigure marine, he represents the actual size of an ingame marine, see the change in surrounding area size smile-fix.gif

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  • ThaldarinThaldarin Alonzi&#33; Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    Hey I like that new shot better than the old! I prefer the nice new varied texture usage.

    Love the stickmen tounge.gif
  • Soul_RiderSoul_Rider Mod Bean Members, Constellation, Squad Five Blue Join Date: 2004-06-19 Member: 29388Posts: 4,269 Advanced user
    Achio was great except for the size problem. That second screenshot looks even better than the old ones did. Keep that up kouji, you remember how much interest was generated by achio.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,780 Advanced user
    Thanks. And yeh ol'Achio had some inovating ideas going for it, some of which are implemented in the map or sadly left out due to engine limitations. Which also result in gameplay/lag problems (clipnodes being at 99.something%).
    Also since buildings aren't all that important anymore for a lockdown in the latest version of ns, the old map just doesn't cut it anymore due to the overall size of the map and areas sad-fix.gif

    Working on the new starboard engine as I'm writing this. It's going to have similarities to the old one, but with more detail and texture changes.

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  • NaigelNaigel Members, Constellation Join Date: 2003-07-23 Member: 18376Posts: 651
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    QUOTE (Thaldarin)
    It's looking good, although floors and ceilings need majorly invested in.


    OK, I'm always thinking how to do the floors and ceilings... help?
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  • ThaldarinThaldarin Alonzi&#33; Members, Constellation Join Date: 2003-07-15 Member: 18173Posts: 6,132
    One thing that pops in to my mind is grates? You can always put stuff underneath like pipes with pretty lights, steam or even have over head pipes have liquid drip and drain away down the grate. Slight height variations and different textures like grate in the middle and panels to the sides or alternating patterns can look good too. You got some big limits for this mini-project, take advantage of it and cram everything in there!
  • Soul_RiderSoul_Rider Mod Bean Members, Constellation, Squad Five Blue Join Date: 2004-06-19 Member: 29388Posts: 4,269 Advanced user
    In that first screenshot, one very simple thing to do would be to make the rest ofhe floor lower than the central platform that runs under the columns. Just dropping the rest of the floor by 16 units makes an interesting change.
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  • Invader_ScootInvader_Scoot Members, Constellation, Reinforced - Shadow Join Date: 2003-10-13 Member: 21669Posts: 1,590 Fully active user
    edited April 2005
    user posted image

    A not-nearly-done marine start of my map ns_neptic. As you can see, lighting still needs much work.

    And custom textures by Moconnor. smile-fix.gif
    Post edited by Unknown User on
  • Meat_PopsicleMeat_Popsicle Members, Constellation Join Date: 2003-08-09 Member: 19254Posts: 535
    lol yeah was just about to say thats a nice black room u hav there wink-fix.gif
  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    edited April 2005
    so far not a bad job, as you say lighting needs fixed.

    One thing i'm not too keen on is the wasy you have the supports beside the walls clipped. . .its the texture that you using on the side, just looks like a chunk cut out from the side. try a different texture there. Also the floor texture on the ceiling looks outta place???

    edit:go me


    cool job so far Keep @it_
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,780 Advanced user
    Achio revised update:

    Old:

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    New:

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  • cariocacarioca Members Join Date: 2003-09-02 Member: 20511Posts: 921
    edited April 2005
  • moultanomoultano Creator of ns_shiva. Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Join Date: 2002-12-14 Member: 10806Posts: 4,219 Advanced user
    Hot ****. The only thing that needs fixing is the texture on the back wall. That texture simply doesn't look good with a lot of light on it. It looks perfect on the front wall next to the resource node.
  • ChronoChrono Local flyboy Members Join Date: 2003-08-05 Member: 18989Posts: 5,865
    edited April 2005
    holy **** kouji that looks amazing

    /edit
    and kouji if you still need any models for achio let me know smile-fix.gif
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  • OlmyOlmy Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Join Date: 2003-05-08 Member: 16142Posts: 1,452 Advanced user
  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    uber sexy work Kouji, You've really improved since the old version.Excellent job.
    just like thaldarin said at the top of this page, stuff looks nice under grates, especially lights._
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,780 Advanced user
    QUOTE (moultano @ Apr 6 2005, 11:57 PM)
    Hot ****. The only thing that needs fixing is the texture on the back wall. That texture simply doesn't look good with a lot of light on it. It looks perfect on the front wall next to the resource node.

    Yeh that is bothering me to. Ran out of ideas for that side of the room tounge.gif . But since the r_speeds is still arround 300/350-ish. I could do something to that wall other then just slapping on another texture. I'm thinking of putting some pipes there, with maybe a ventilation shaft or something confused-fix.gif

    Chrono:
    Well I still have that aircraft model you made, I'm systematicly rebuilding the rooms of the old achio. When I come across something which needs a model I'll send you a pm. Or maybe if you see something and think 'AYE that needs a model' pm me or something biggrin-fix.gif

    To the rest, thanks!!!

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  • moultanomoultano Creator of ns_shiva. Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Join Date: 2002-12-14 Member: 10806Posts: 4,219 Advanced user
    I'd make the pipes converge into a groin vault. smile-fix.gif
  • SgtBarlowSgtBarlow Level Designer Members, NS2 Developer Join Date: 2003-11-13 Member: 22749Posts: 1,122 Advanced user
    Map with some realism I been working on some time ago.
    All about location's / rooms / corridoors / geometry etc that all make sence and serve a purpose. You may argue that corridoors are long.. Well that cant be helped when makeing a station built for HUMANS that is to compleate scale (Man Sized) and corridoors cant be made smaller because they wrap around "real" room's.


    Stations main reception entrance.
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    Floor pulled up to expose a rsource valve then a nozzle fitted ready for RT.
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  • cariocacarioca Members Join Date: 2003-09-02 Member: 20511Posts: 921
    cough sarge make a tread for this map is looking amaze could be oficial is amaze map good light and shape but losing some atmophere.
  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    Quite nice Sgtbarlow.

    Its way too bright, there is no contrast what so ever in your light.You needa spice it up more.some reds/blues/yellows/greens whichever one you fancy.

    Although you seem to have alot going on in the walls and ceiling and stuff it still seems, actually it is flat. make some recesses in your geometry indent computers and monitors to take away from the flat ness..

    So far some nice work,oh and thanks for making page 236 take hours to load.(im on 56k:( )_
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