The "Post Your Screenshots" Thread

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  • 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
    QUOTE (Thaldarin @ May 11 2005, 03:03 PM)
    QUOTE (Crispy @ May 11 2005, 01:47 PM)
    4. Power.Puff.Girls.are.not.cool.

    Been waiting for someone to say that, but they are just so damn cute.

    Not nearly as cute as Yuzuyu from Aishiteruze Baby tounge.gif

    To make it looks more like glass use a value between 30-90 and set it to additive. The darker the room the higher the FX value, works perfectly...

    Lovely room for sneaky skulks hiding under that ramp.

    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

  • BlackAdderBlackAdder Join Date: 2003-11-12 Member: 22691Members Posts: 22
    a pic of a hive room i made.

    user posted image

    u can't see the hive on this one but it's on the right
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    tounge.gif where is the hive?
    could flash on the hive or point in the image?
  • 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 May 2005
    QUOTE (carioca @ May 13 2005, 04:32 AM)
    tounge.gif where is the hive?
    could flash on the hive or point in the image?

    QUOTE (BlackAdder @ May 13 2005, 12:09 AM)
    u can't see the hive on this one but it's on the right


    Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this.
    I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.

    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

  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members Posts: 1,594
    QUOTE (carioca @ May 11 2005, 04:25 AM)
    biggrin-fix.gif
    i m choicing some texture to my ns map so i start trying make a hive.
    user posted image
    user posted image
    user posted image
    user posted image
    user posted image
    i dont palve the light source yet but is a wip hive i take only 2 days almost 12 hours to make it.

    seriously, I dont like the textures bcause they doesnt fit the other sets. but they perfectly fit to each other. the clear style looks different to all ns maps out there but in a positive way. just place some colored lights and you have a pretty nice hiveroom, carioca smile-fix.gif

    IPB Image
    Give custom maps a chance!
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited May 2005
    biggrin-fix.gif
    i'm searching a name for my drill hive and i dont know how to call my map.
    clean layout with out names
    user posted image

    original layout with names.
    user posted image
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    carioca, use the text function ( A ) in MSPaint to write labels. Spraycan is horrible!!!!!
  • BlackAdderBlackAdder Join Date: 2003-11-12 Member: 22691Members Posts: 22
    edited May 2005
    QUOTE (Kouji San @ May 12 2005, 11:20 PM)
    QUOTE (carioca @ May 13 2005, 04:32 AM)
    tounge.gif where is the hive?
    could flash on the hive or point in the image?

    QUOTE (BlackAdder @ May 13 2005, 12:09 AM)
    u can't see the hive on this one but it's on the right


    Btw BlackAdder, did you gamma correct this screenshot, cause them seem awefull dark. Have a look in the mapping faq if you don't know how to do this.
    I would break up the floor with some grating, put pipes/lights or both under them. That would make it look a whole lot more interesting.


    thnx for the advice, that was the eason i posted it here becaus i didn't know how to make it look better

    and i didn't gamma correct.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif
    layout with text by text function.
    user posted image
    and some screenshoots about lightining details.
    user posted image
    user posted image

    i try some times about lighting up the room because.
    At this moment they look strange.
    i keep trying find a way to include in my stucture a better way to bring light.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    I quite like those lights, carioca. You can do a fair bit of variation with them:

    - Put them on stands
    - Embed them into the corners of corridors/walls
    - Put them at the top and bottom of thin pillars (or space them at regular intervals)
    - Turn them 90 degrees to the horizontal and line them along the ceiling with a power conduit linking them

    I actually wish I'd come up with the design myself biggrin-fix.gif
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    tounge.gif
    the organic felling and the pre_build felling function stuff doenst have pace to edit include light not yet in my mind.
    i will try include some power cables to it.
  • BlackAdderBlackAdder Join Date: 2003-11-12 Member: 22691Members Posts: 22
    edited May 2005
    i did something whit Shikamaru's advice and changed the shadows wink-fix.gif
    i mean the lighting wink-fix.gif

    and added some other stuff.

    from the same spot as the previous screen shot
    user posted image


    this is where u enter the hive if u walk there strait from rine start.
    user posted image


    this is a little bit closer to the hive, the cart is a broken automatic cargo transport cart.
    user posted image

    looking at the hive room from the ceiling
    user posted image
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    QUOTE (Thaldarin @ May 11 2005, 04:42 AM)
    Something I mapped from boredom when my connection was down.

    Looks nice, but those screens are far too bright, PLEASE tone them down. Also the upper walls (with the metal X support texture) looks out of place. Maybe extend those metal bars to the ceiling and make a light fitting with those as a base.
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    In-game the computer screens look okay, it's my dodgy gamma correction method I do with paint shop pro. I am currently looking in to the 'X' walls being made more interesting and make that area fit in with the rest of the area.
    blah blah blah
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    Ok good about the wall thing, but about the screens. If co_serenity_b2 is what the screens actually look like for this map, then you really need to fix that. Also just do the gamma correction method everyone does, its pretty much exact.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond Posts: 1,452 Advanced user
    edited May 2005
    [edit] agh jesus christ, forums died on me, so i pressed refresh on a page that contains post data, and voila, two posts!
  • WalkaboutWalkabout Join Date: 2005-05-01 Member: 50651Banned Posts: 92
    Olmy is just too stressed ;(
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited May 2005
    biggrin-fix.gif
    working light is now more warm orange and a silver one in the ceiling.
    i will start check a better texture for the ceiling beams.
    user posted image
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    purdy
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    edited May 2005
    QUOTE (BulletHead @ May 15 2005, 11:11 PM)
    purdy

    tounge.gif
    Purdy == Pretty ? from Somerset to English.
    you wanna mean this:
    "Pleasing or attractive in a graceful or delicate way..."
    or
    "Ostensibly or superficially attractive but lacking substance or conviction..."

    both from dictionary.com
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members Posts: 2,530
    lol... yes, I mean that like that

    That's redneck for pretty...
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • smokeybeefsmokeybeef Join Date: 2004-11-16 Member: 32821Members, Constellation Posts: 17
    edited May 2005
    Hey guys First Time Mapper ALERT.

    Started making a CO map, not got much to show (few hours work).

    Let me know what you think i'm doing right/wrong please so I know whether its worth continuing wink-fix.gif

    screenies only showing some of what i've done so far (couldnt be bothered with the rest yet) confused-fix.gif

    Some Corridor
    Winding Stairs(and glass windows when i've finishedished the room)
    Half of Marine Start
    Other Half (with cc)

    Note: I am aware of dark spots I'll be adding more lights to them shortly.

    Thanks, Smokeh
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
    biggrin-fix.gif
    you could use more yellow orange lights or blue in trade of some that white lights.
    your set of texture is good but some brush work is need at boton walls and arcs.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members Posts: 579 Fully active user
    Carioca: Your first screenshot looks quite nice, The textures seem to go nicely together. Your next two pctures of the hive, maybe add some secondary lights,with a bit of red or blue.Your mapping skills are coming along very well;)

    Smokeybeef: Thats some very good mapping for a first time mapper. You seem to have the hang of texture alignment aswell, good going. Like carioca said. add a bit of coloured light. Also add some different textures that are also a different colour than the ones you are using atm, Its all very silver/grey at the moment.
    There is some dark spots smokey but nothing I would change, a bit of darkness ina map is not that bad.
    So far very good work, keep it up._
    none
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    While to tell the truth, the monitor I'm viewing on is as dark as the deepest pits of Hell itself, what I can see of your work easily justifies my words when I say:

    Smokey, I like your style, bwoi!
  • WalkaboutWalkabout Join Date: 2005-05-01 Member: 50651Banned Posts: 92
    QUOTE (smokeybeef @ May 17 2005, 11:52 AM)
    Winding Stairs(and glass windows when i've finishedished the room)

    You might want to 'fit' that texture on top of the box. Otherwise it's a very good first map. You just might want to play around with the lighting for a bit, try something other than white. A little red and blue here and there could be a whole improvement.
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members Posts: 1,417
    user posted image
    Radiant is fun. >_>
    image
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members Posts: 921
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Argh the red? It's nice if you like random blocks, but needs a purpose.
    blah blah blah
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