The "Post Your Screenshots" Thread

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Comments

  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    it looks nice but think about gameplay when you make some think this marine start is way to open space to empty, no skulk no fade will go inside (death trap). Add some more stuff maybe a platform. BTw. nice story <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    MrRadicalEd: you room is nice clear, not borring, ceiling is very nice.
  • kabuumkabuum Join Date: 2004-07-25 Member: 30108Members
    It look really nice, story is good, everything is good.

    Make one map different, don't fill the marine start with little space, give it lots of space!
    There are tons of maps out there where fades and skulks can own the marine start easily, now make this map different!
    THINK OF THE STORY, not the gameplay what you can fix anyway.

    Make the map look beatuiful.

    You can make the gameplay good even with THIS marine start, just make the alien area hard-playing for marines. Add lots of darker vents and hiding places maybe, places for secured ocs and more and add enough wall so it is not sieged easily, or make the sieg areas hard-played for marines.
    There are like 1000 ways of making the gameplay good, use at least one of them not just dump it.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <!--QuoteBegin-kabuum+Jun 8 2005, 01:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kabuum @ Jun 8 2005, 01:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It look really nice, story is good, everything is good.

    Make one map different, don't fill the marine start with little space, give it lots of space!
    There are tons of maps out there where fades and skulks can own the marine start easily, now make this map different!
    THINK OF THE STORY, not the gameplay what you can fix anyway.

    Make the map look beatuiful.

    You can make the gameplay good even with THIS marine start, just make the alien area hard-playing for marines. Add lots of darker vents and hiding places maybe, places for secured ocs and more and add enough wall so it is not sieged easily, or make the sieg areas hard-played for marines.
    There are like 1000 ways of making the gameplay good, use at least one of them not just dump it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    marine starting positions are naturally "small" because of balance reasons. How else would a gorge bile bomb? How else would the game end? Fades and Onoses are supposed to "own up" on marine base and end the game when the time comes. It's even stated so under the mapping guidelines.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited June 2005
    You all raise good points. Frankly, I'm not a good NS player. I typically play on public servers and restrict myself to building or welding or gorging because I suck at the killing and the fighting. As a result,

    That said, I'm looking at making a marine start that is easy for marines to defend, and hives that are easy for aliens to defend/take back. I wanted to make setting up a base and defending it as simple as possible for the marines, especially noobs. I didn't want it to be one of those "OMG relocate or were fuxxord" maps.

    Maybe this design philosophy is a mistake and it would be better to put lots of pillars or walls or something in the MS so one turret or player can't cover the whole room, but I won't know until I try it and get it playtested by someone who knows what they're doing. I can always go back and make changes to it later.

    The Marine start looks round in the screenshot, but that cylinder is actually part of an L-shaped hub. As you can see from the commander portion of the the image in my previous post, the round corner of the marine start is exactly the same size as the area you can drop IPs in. I thought that aspect of the design was kinda cool, making it intuitive to place IPs against the wall and stuff, but I have no idea what effect, if any, it would have on gameplay. (Good? Bad? You tell me.) It sure feels like just the right size and shape to build in. (See this posts's screenshot.)

    I can see how this place would be kinda ominous for invading skulks, but it seemed to me that the alternative was to create a marine spawn where the CC is in some jackass alcove like Hera where the first skulk to slip past the perimeter can just much away while the door shuts behind him and marines start climbing the ladder individually to try and stop him. I didn't want to do that to the marines. But if an empty room with the CC in the middle is skulk suicide, well, I guess I'll have to toss in some cargo crates or tubes or computers or something to provide cover.

    Is it possible to balance a MS like this by making the hives really twisty and complex and hard to defend with turrets, and putting them really far from the MS? I thought the idea was to capture res and build hives. Not "Quick, everybody skulk rush!" Also, I plan on making the hives pretty far away from the MS. Will that help, do you think?

    I welcome arguments from both sides of the issue, especially if you can provide facts or mapping guidelines as opposed to anecdotal evidence and opinions. (Hmmm, maybe I should start a thread for this map... ahh, but first I need a map name!)
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    edited June 2005
    Nice texturing light arent bad bu the room is way to open didnt you see fade with focus will pown in such a room.
    You have to at least lower the ceiling.

    I am working on my map. I have added some stuff acording to my closed beta tests made more details,crates etc. There is one more room complitly empty when i make it i will start a proper topic for more feedback and then i will give first public realise. Some screens <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0083.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0084.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0085.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0087.jpg' border='0' alt='user posted image' />

    I had added some more details in the rest of the rooms screens soon.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited June 2005
    Don't make the marine start smaller, trust me that size is fine, it might even be too small. (to warpzone)
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited June 2005
    @Warpzone
    <ol type='1'><li>Check the sig.</li><li>Make a thread and copy+paste your posts (and relating posts if you can be bothered) into it</li><li>Give it a temporary name and ask a Mod to change the thread title when you have a name</li></ol>
    ---

    I really want to write a few long posts on what I've seen so far, but it'd be much better to keep those in a thread specifically for the map. As for names I'll throw in some suggestions since I finally read the airlock story (BTW the English is fine apart from <i>threadded</i> doesn't have a double <i>d</i>).

    ns_airlock (I think is taken)
    <b>ns_breakthrough</b> (ingenious cowboy / breaking and entering)
    <b>ns_breach</b> (would have said ns_hullbreach and I woulda gotten away with it if it wasn't for that pesky Source Mod)
    <b>ns_trespass</b>
    <b>ns_infringe</b>
    <b>ns_threshold</b>
    <b>ns_ingress</b>
    <b>ns_improv</b> (as in improvisation)
    <b>ns_cowboy</b>
    <b>ns_raid</b>
    <b>ns_foray</b> ("1. A sudden raid or military advance. / 2. A venture or an initial attempt, especially outside one's usual area: <i>an actor's foray into politics</i>")

    I quite like that last one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • kabuumkabuum Join Date: 2004-07-25 Member: 30108Members
    What about ns_tunnels? Its an old idea of mine and I made a thread for that once, now it is lost in the deepnesses of the forums.
    If someone is interested, give it a shot or something. I even got a team but never finished the scetches. (Too noob for mapping)


    As for WarpZone, I think your map is just cool. Whatever you do, don't, just DON'T add boxes into that room. Ok, 1 small is ok but nothing more!
    Actually skulk has alot of rom for moveing if the base is not turrented or something. And aliens doesn't have to break through all that junk what is on front of the CC as the CC is usually at the back near a dark old wall or something players barely pay attention to it. Now it is good for onoses, exploding skulks (see, now this one may ome handy) and flashing fades to destroy the CC. No skulkrush at the beginning!

    As for playing, I am more like commander/gorge type of person myself and i find these types of persons are lot more strategic. And for all, the game was ment to be strategic. Usually strategic persons have lot more ideas what can actually work out, only problem may be the practice skill (as the game action shows their personality in hiding etc).



    As for CarNagE!, I think the room is too stuffed. With the word stuffed, I don't mean crates or the walls, but those stuffed textures and all. The room is just too filled with too much different things etc. Delete those hieroglyphs for example, why peope always use those thing everywhere anyway, is this some kind of a trend or something? Mostly the design is wrong and awful with those.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Those heirogyphs are sorta the theme to Carnage's map, aren't they?
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Yes thay are and im not intending to change that. I have finished the last room beta test soon and public realise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited June 2005
    <!--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-->
    warpzone i would like see your map called:
    ns_assault lets take the station =D.
    edited:
    could you include sparks at the breach?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    these are from a test(stressing the word <i>test</i>) compile with ns_replevin
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0000.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0001.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0002.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0003.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0004.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0005.jpg' border='0' alt='user posted image' />
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_test0006.jpg' border='0' alt='user posted image' />
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Interesting colour use Ed, although the texturing in certain places could be a little better. Nice style regardless i think.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    some incredibly bright light spots to give it contrast and you win
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Grizzly+Jun 13 2005, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Jun 13 2005, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> some incredibly bright light spots to give it contrast and you win <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    NooOOOOOOOOOooooo!
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    <!--QuoteBegin-Olmy+Jun 13 2005, 07:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Olmy @ Jun 13 2005, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Grizzly+Jun 13 2005, 05:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grizzly @ Jun 13 2005, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> some incredibly bright light spots to give it contrast and you win <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    NooOOOOOOOOOooooo! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i am your father olmy, trust me
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Looks a bit plain at the moment Ed.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I quite like it. It just made me take a look back at some old Quake SP maps It could work quite well.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited July 2005
    because ive ben a bit busy recently i havent had a chance to do any mapping.
    (something about 70-90 hour weeks at work) Howver over the last few days ive scraped together a few hours and i havea screen shot that i normally wouldn post but no none has out any thing in in what seems like for ever.

    please note that this is teh first draft of the concept

    edit skybox has been fixed

    <img src='http://www.confusionville.net/eges0003.png' border='0' alt='user posted image' />
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    That looks weird... I don't quite know where to set my eye on, if you get what I mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited July 2005
    Yer that is weard, I dont know what to look at either lol.

    CarNagE! : Your map is nice but I feel that most textures arent so great and lighting could have more transition, It does look more bold, Ed's map is that sort of way but the texturing is better, Not magnificent but better but the lighting is sterile yet has transition and still looks good but that's just my opinion.

    I suppose I better post something of my own work to give you a chance to fire back at me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->


    <img src='http://www.pfffns.com/user_andy/ns_cargotrans01.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans02.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans03.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans04.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans05.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans06.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans07.jpg' border='0' alt='user posted image' />

    <img src='http://www.pfffns.com/user_andy/ns_cargotrans08.jpg' border='0' alt='user posted image' />
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    Fourth pic needs random stripes/grating on the floor, apart from that its seriusly good looking
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Sgt. Barlow start up your own thread for better respsonse. Looking good at the moment and I'm liking those orange skylights.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Well.. I'm just gonna post this to show it off. I'm gonna start a new thread for the map as soon as I find some webspace thing that works besides imageshack..

    Anyways. I think some of you guys remember this map from long ago. Ns_calamus is the name and this is just one shot of what is being done to it, right now...
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited July 2005
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    nice atmosphere kabelen
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Kabelen it looks nice and its easily recognisable as your work but rally nothing special compared to what you have done in the past with that theme. Please be a bit more adventerous especially with texture set, its nice yeah but it gets boring after a while.
  • 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
    I've said it once, and I'll say it again. I absolutely hate those yellow floor trim lights on the stairs. They are ulgy, unrealistic, and lazy. Ruins the whole thing for me. Why on earth would you, as an engineer, put lights recessed into the kickboards of a set of steps?

    Human beings have hung their lights overhead for quite a long time, and for damn good reasons. Our eyes and brains are designed to interpret objects lit from the top.

    Other than that, 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-->
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    Yeah I remember quite well.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->.. But, it's become such a habit for me to do those lights that way.. I don't know why but... Also I have no good trim texture to put there so.. Also my texture limit has almost ran out so any more textures would get me max_map_miptex.. Anyways..I won't let one persons opinion about those lights ruin the fun and excitement of the thought that this map will be kickass once it's out there, tasting the reality <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> .. Anyhow, I can take a look at what to do with it. If there are more complaints, I will remove them and add lights elsewhere, ok? Thanks for comments on it. I'll start a thread as soon as I can find a good free webhost..
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