The "Post Your Screenshots" Thread

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Comments

  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    mad-fix.gif carnage i post mensage you about your textures and make post at the custon textures thread and you dont listen.
    your animates textures are loosing some character in the prefix like the "~" before the number and the animate texture 0, in this case the +0~techbluebay.
    second your textures break up in a 6 sided pipe i get 2 sections in that and the animation look abit wierd and break if you smooth adding the 6 textures you dont do.
    biggrin-fix.gif
    now your improve in the co_bluebay brush work is amaze and lightining but you keep making the map look like blackmesa.
    try put arc in the hallway like ns_shiva, ns_veil, ns_eclipse, ns_ayumi,co_niveus...
    try hide pipes behind a grates like bast, not like that you did but a grate with a big holes like origin or make suport for those pipes like caged.
    try use les that cian grey light from ns2.wad because that look wierd in big scales.
    try trade some of the cian light for red bring more sexy and contrast since blue and green will work like a smooth for those cian light try put pure blue near that cian and red behind that pipes or spoting those pipes.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    According to the NS forums "We have 20118 registered members" -and that's just the forumites. While 200+ in a few days is fairly impressive, my point was that making decent changes to improve gameplay does two things:

    - Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.

    - Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation Posts: 352
    edited April 2005
    QUOTE (Crispy @ Apr 14 2005, 06:10 PM)
    According to the NS forums "We have 20118 registered members" -and that's just the forumites. While 200+ in a few days is fairly impressive, my point was that making decent changes to improve gameplay does two things:

    - Gives you the mapper a greater understanding on how to balance gameplay, allowing you to make more of a conscious decision on how to put your map together and how this in turn will effect the average (pub) and competitive game played on it.

    - Gives the community a more playable map which as a consequence will receive more downloads (always a bonus), giving you the mapper more recognition from the NS community.

    Quoted for its high percentage of truth!
    QUOTE (Toothy)
    When moving around the map, make sure you are never within 90yards of any other aliens. If you hit a mine and a pr0 player dies to a turret on the other side of the map, it is your fault.
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members Posts: 278
    my last posts were about how to make the join marines signs etc. tounge.gif and that was like 2 years ago.. so hear goes wink-fix.gif

    http://nazul.nl/fun/ns_hollow0001.jpg
    http://nazul.nl/fun/ns_hollow0002.jpg
    http://nazul.nl/fun/ns_hollow0003.jpg
    - Proud NS player -
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited April 2005
    @Nazul: Looking good so far. The name doesn't really do justice to your map:). The texture usage looks original enough and I especially like the lighty mood of your map. The architecture, however, needs improving as the room in the first pic looks very flat if not boxy. Particularly the floor and ceiling need spicing up, which can be attained for example by cutting the surface into several sections and making something out of them (eg. using height variation). The map's also very dull and monochrome and could have some use for additional light sources and lights of different colour.
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members Posts: 166
    edited April 2005
    Here is my bit for a new map a friend of mine and myself are making. It's not finished, but it is in the works. This is a preview of the marine start in the works.

    By the way, the Command Chair is on the first floor, so, no worries about marines getting to take pot shots at aliens from a high altitude. That is just elevated to give the marines some breathing room.
    user posted image
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members Posts: 898
    edited April 2005
    gamma still needs to be a bit higher I think, or light intensities raised. Still, a good start.
    :edit: other than the sky-light, ceiling is very flat. put some lights in or some grating, ducting, whatever. needs some interest.
    IPB Image
    ___My Photos___
    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

    QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    If that ladder is the only way out of the CC area or the only way to the top floor you got a bit of a problem as an Onos looks as if it will be too fat to get up there.
    blah blah blah
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members Posts: 898
    I think it's more along the lines of a silo. The CC is on the main floor, but once in the CC room, the ceiling gains some height.
    IPB Image
    ___My Photos___
    QUOTE(moultano @ Jul 15 2005, 02:29 PM)
    Man . . . . HL mapping FTL.

    QuestionalableContent, #520: Man, I'd be the worst praying mantis ever. "Oh sure, you can bite my head off without mating with me, I understand. You have ISSUES."
  • N_RecoupN_Recoup Join Date: 2005-01-17 Member: 36126Members Posts: 166
    edited April 2005
    The CC is on the first floor, and the two upper levels are ONLY in marine start. If they werent there, the marines wouldn't have much breathing room and therefor would be screwed by an Onos if it got in there. Remember: CC is on first floor, which is what the whole level is on.

    EDIT: Here is a Photoshop Gamma Ajustment (looks horrible, I know) but the screen is different. I modified a FEW things, like the textures on the pipes and their shapes, and I added a few touches to the lights. You cant see it, but behind us are some computer panels with new overlays on them.
    Post edited by Unknown User on
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  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor Posts: 765
  • CloistCloist Join Date: 2004-02-04 Member: 26041Members Posts: 65
    Good job PlagueBearer i like the ms it has a nice atmosphere, the catwalk shot looks great biggrin-fix.gif. Now it seems to have improved even more, the only thing that might be a problem is 8 rts although they seem to be placed well.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation Posts: 1,616
    I remember playing that map a looong time ago with you and some #nsmapping peeps. It seems that you've updated it quite a bit, nice job! smile-fix.gif
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members Posts: 579 Fully active user
    QUOTE (carioca @ Apr 24 2005, 05:36 AM)
    biggrin-fix.gif
    have a name this map?

    map name this does

    ns_thorstation biggrin-fix.gif _
    none
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    wink-fix.gif plague your download link are broke at the The Map Release Topic.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor Posts: 765
    yeah, the link there is to an older version. I should probably edit my post there, or sommat.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    My only complaint, Plague, would be the boxy architecture in places. Also the "O" on the O2 sign would look better as a more rounded O.

    The layout looks pretty sound, I'd like to play it sometime. Which servers are running it?
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor Posts: 765
    It's on Lunixmonster, but not in the rotation.

    As far as the O... that's a tex I ripped off from Yamazaki's co_poseidon, not one of my own.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos Posts: 2,589 Advanced user
    edited April 2005
    WIP, not gamma corrected.
    I blame MSPaint for the bad Jpeg compression because I was too lazy to load up photoshop.
    毎日勉強したら上手になるよ
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    Aiit, first thing, I'd scale up the water texture to twice its current state. In this case, choose less repetitive over resolution.

    Second, you are going to need some trim around the water to make it look like it belongs there, but wait, don't decide on something yet.

    Decide what this room is for on the base (this may already be done). Then start thinking like an engineer. Put in whatever needs to be there to do what needs to be done in the room.

    It looks very competent at the moment, the lighting colors are nice, but it doesn't look useful for anything I would want to do on an undersea station, other than getting wet. Think about a person going through his work day, and what he would need to do his job in this room.

    I'm also thinking that the lighting isn't utilitarian enough to be convincing. If anything docks there, Its going to be very brightly lit, cause nobody wants large mobile objects to **** up and break something cause somebody couldn't see. Just think about little things like that.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited April 2005
    biggrin-fix.gif
    some furniture like mecanicals will work beter.
    maybe if you bring light for ceiling every one will like it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,780 Advanced user
    edited April 2005
    I dunno KFDM, it seems it lacks something. First thing I would do is place some lights underwater, dark blue or red maybe. And add some spotlights to highlight some areas. Also break up some of the wall geometry with computer panels or pipes perhaps. And maybe add a crane on the ceiling, above the water to lift a sub or something , since it looks like a docking compartment.

    At the moment it feels kind of empty.

    Guardian of the "magic cookiejar" 

    Retired forum Admin, I mostly used a flamethrower tank for disputes... Mostly

    Retired EUPT Deputy | Moral Support | Squad 5 Blue | 102 1HP Skulk escapes and counting

  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Shape those walls, it will give the area some character and will allow you to put in more interesting and different lighting. Should also unlock some room to put in machinery and computers.
    blah blah blah
  • gr3mgr3m Join Date: 2005-04-30 Member: 50516Members Posts: 1
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members Posts: 388
    A work in progress combat map (I think I'll actually complete this one).
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    And an image so you can see the scale to the player.

    user posted image
    QUOTE (IRC chat)
    <Evo|A|IEN--[PIRATE_MODE]> yarr me hearties
    <Krunk> AVAST EVO!
    <Evo|A|IEN--[PIRATE_MODE]> SHUT YER TRAP OR I'LL SEND YE TO DAVY JONSES LOCKAR!
    <Krunk> These lilly livered Scallywags should be keel-halled!
    <Evo|A|IEN--[PIRATE_MODE]> yarrr...
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    QUOTE (KungFuDiscoMonkey @ Apr 29 2005, 03:54 AM)
    WIP, not gamma corrected.
    I blame MSPaint for the bad Jpeg compression because I was too lazy to load up photoshop.

    Can't see **** captain. Anyway, yeah as moultano said, even although thats not gamma corrected, it still needs to be brighter.

    Once only, the machine in that alcove type thing doesn't look convincing, i think the flat end might be accountable.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor Posts: 765
    Yeah, the gizmo doesn't look right. Also, the constant repetition of that one texture on all the walls and floors is a bit much.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Posts: 586 Advanced user
    Im still working on my map some screens from changed corridors and marines start hallway near war room is finished to. I know the lights are still blatant but first im trying to make a map them i will work on lights.

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    The blue line will be lighten up in next compilation i forgot to set it.
    imageimage image
    Main Editor of www.naturalselection2.pl
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members Posts: 388
    edited May 2005
    The map is awesome! The only thing I dont like is those blue trim lights, I never liked any of those.

    Anyway, more shots

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    Post edited by Unknown User on
    QUOTE (IRC chat)
    <Evo|A|IEN--[PIRATE_MODE]> yarr me hearties
    <Krunk> AVAST EVO!
    <Evo|A|IEN--[PIRATE_MODE]> SHUT YER TRAP OR I'LL SEND YE TO DAVY JONSES LOCKAR!
    <Krunk> These lilly livered Scallywags should be keel-halled!
    <Evo|A|IEN--[PIRATE_MODE]> yarrr...
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