The "Post Your Screenshots" Thread

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Comments

  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    Ok. Here are some pics of the waste handling part in Sanitarus, though this area is far from done, I would like somme feedback on how the room looks (too big, small, dark ect)
    I thought about doing the room the dubble size, but since it's close to a hive, it may make it too Marine friendly. But it will be bigger. This is the base structure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    love that lightning marcos, which gamma values you used <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    in my opinion i think you should make that red light a bit more red, i mean, it looks pink.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited August 2003
    <!--QuoteBegin--blueman+Aug 26 2003, 11:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Aug 26 2003, 11:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in my opinion i think you should make that red light a bit more red, i mean, it looks pink. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    you're saying that pink is too feminine for our fearsome TSA frontiermen!!?
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Marcos those look wonderful, don't know about that pink light on the floor though, perhaps make it a different color?

    Nice though, absolutely astounding.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Dubblied, Humbled, Confused, and Norn, all of those look very nice, hope to see some more from you guys.

    That node looks a little dark Confused, but still, I like it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    edited August 2003
    Thanks guys! Yeah you are right Blueman. I see it now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    edit: uffo: 1.8 I think
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <span style='font-size:8pt;line-height:100%'>Nothing Special...</span> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    <img src='http://home.no/drunkenmonkey/ayumi1.jpg' border='0' alt='user posted image'>
    <img src='http://home.no/drunkenmonkey/ayumi2.jpg' border='0' alt='user posted image'>
    <img src='http://home.no/drunkenmonkey/ayumi3.jpg' border='0' alt='user posted image'>
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    edited August 2003
    Monkey, thats wonderful! Nothing special? Wrong you are. Thats flat out kick ****.

    Macros, I just took another look at those screenies, and while at first I thought you should have changed the stair lighting, I now like it, especially as you come towards it, its just the topside view thats, eh.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    Nothing special too...
    <img src='http://www.planet-pepe.net/stuff/neuemappix/04.jpg' border='0' alt='user posted image'>
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Been having fun with the v_wad, eh? Fam's probably jumping for joy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Woah... do you think you could shrink the JPGs down, and compress them less? My eyes... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    <!--QuoteBegin--HAMBONE+Aug 26 2003, 09:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Aug 26 2003, 09:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i suck, but i'm trying. Here's my eclipse/veil ripoff

    ReadyRoom :
    <img src='http://www.yoyoyoyoyo.com/map/screen1.jpg' border='0' alt='user posted image'>
    This sucks, I dont really like it, I will definitely be changing it. If anyone has any tips of stuff I can do without having to just redo it then please dont be shy.

    <a href='http://www.yoyoyoyoyo.com/map/screen2.jpg' target='_blank'>ReadyRoom Screenshot #2 (~70k)</a>
    <a href='http://www.yoyoyoyoyo.com/map/screen3.jpg' target='_blank'>ReadyRoom Screenshot #3 (~70k)</a>

    Think i've got a pretty cool concept for the marine main though
    Marine Main:
    <img src='http://www.yoyoyoyoyo.com/map/screen4.jpg' border='0' alt='user posted image'>
    <img src='http://www.yoyoyoyoyo.com/map/screen5.jpg' border='0' alt='user posted image'>
    Dont pay attention to the outside of the room, I havent worked on that yet.

    I always got annoyed at how little attention mappers gave to the marine main node and how easy it is to take down by a dedicated alien, so i ended up building the room around the node =] You can shoot through the railing so its very easy for marines to own skulks trying to hide behind the node. This isnt the first map that I've made but its close. I realize im not the best mapper, i'm more concerned with gameplay and balance but i'd really like to be able to make it look nice too, so again, if you have any suggestions, dont be shy. If I just dont have the skills then I will at least finish the layout and offer out the rmf to see if anyone more talented wants to take over. I've created most of the rooms in the map but havent textured or messed with any of them yet, so i've got my work cut out for me, but i'm enjoying it.

    EDIT : In the second screen of marine main, im not standing on anything, i had to jump to get that pic(to show that the node is further depressed) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In that last shot of yours, maybe you should replace the non-slipp-texture with some trim at the stairs, looks kinda weird now, but Its looking good, now just try and get some nice lightning in there.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    yeah. i'd say architecture really isn't a problem in those pics, more the lighting. it's just to generic. get a few dark spots (not to many) and good saturated light coloring.

    Belg
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    HAMBONE: It looks like you're using point lighting there. Use texture lighting instead, it'll look much nicer. Also, make the orange and blue lights deeper in colour, they're too light and washed out at the moment.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Okei-dokie.. new avatar, new sig, new rr. ^_^
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    <!--QuoteBegin--Dubbilex+Aug 27 2003, 01:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dubbilex @ Aug 27 2003, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Been having fun with the v_wad, eh?  Fam's probably jumping for joy.  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well, he's probably not jumping for joy over my pics, but nevertheless, i think they look pretty nice. ^_^ i used v_wad almost exclusevly for this little corridor.

    <img src='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/remix_wad.jpg' border='0' alt='user posted image'>

    <img src='http://www.angelfire.com/anime2/belgarion115/images/hl/MyMaps/remix_wad2.jpg' border='0' alt='user posted image'>

    that's it.

    Belg
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Excellent brush work (restores my confidence in the skill level of the mapping community!) but the lighting looks a little too bright and ambient, and those textures are a little too clean to say "NS map." Otherwise, it looks like cool shat, yo. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Yeah - that looks almost disgustingly clean <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I especially like the furnace-type room - the architecture there is fantastic. Although I usually enjoy a bit less of a bright theme, and a different <i>color</i> , I honestly like the looks of this map. A lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Hrmm. Here's an updated screen of the hall I posted earlier in the thread. This time it's <i>textured</i> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The one problem I can think of already is its similarities in look to both Belg's and Legionairred's maps, as we are all using the v_wad (thanks Fam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->). Mine is admittedly a little darker, so a different mood is set (at least I hope)

    Lets hope this works....
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited August 2003
    Err...oops. Picture: <i>ATTACH!</i>
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    good work there belg, i love it.
    Dubi, its lighting...is bland.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Here's an updated picture. I realize the lighting now looks a little....<i>fruity</i>, for lack of a better word. I tweaked some settings and I now believe that I have the basic template for lighting on my map. Perhaps wash out the colors slightly, as they are a bit opressive right now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Bam1.jpg 107.7K
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    that's looking better, expect for the, as you said, fruity color scheme. wherever that green is coming from... get rid of it. that's what i'd say. 2 colors is usually enough to get a good looking corridor. you might try switching out blue for red, or even green if it's <i>just</i> green and white. otherwise, architecture is looking better too. much better.

    response to people on my pics: <i>Disgustingly</i> clean?... never got that one before. ^_^ i actually made the ones with v_wad a few months ago. just never really posted them, or did anything else with them.
    I can only assume that the "furnace room" is the one with very tall ceiling supports. That was meant to go along with the pics i posted on page 33 of this thread. i think this new stuff looks better though. and i did it in about 1/10th the time it took me to make that other room. it's supposed to be the ready room. when you fall in the lava you spectate. ^_^

    Belg
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited August 2003
    I just added the green because I was trying to gravitate towards "cool" colors. I tried mixing red (the green hues were light red hues before I posted this screen), and it just ended up looking bright and generally stupid <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> . So I changed the "white" lights on the bottom of the pipe to a blue glow, and changed the lights on the side of the pipe to a darker, more pure blue. I then added the green lights - there are no white lights at all. I suppose I <i>could</i> remove the white light textures and use the v_wad's bluelight texture (seen on the sides of the pipe) to fit the actual lighting a bit better.<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Do you have any specific color combinations that you think would work well? I'm quite at a loss for what to do after trying red, orange, yellow, and purple combined individually with the existing blue lights.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    well, i usually go for something with white. i.e. red/white blue/white. and then you've gotta have some dark little spots in there for variety. ^_^ i made this little picture for you before i saw your updated post. this was my idea for you should have done before, but i think you could easily integrate it into your current brush configuration. and of course, that red spot doesn't have to be red, you could use blue instead. the darkened lights should be removed by that example in the picture.

    Belg
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited August 2003
    Yeah - I understand what you're saying <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I have already removed the darkened lights. As for the bright blue lights on the ceiling, I have removed every other one. I have made the brushes on the bottoms of the pipe supports smaller so as to make the white light texture less stretched. I'll add the red that you proposed and see haw it turns out.

    Thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    edited August 2003
    Here's basically an update showcasing the changes stated above. I also added the "scrollred" texture to the low areas on either side of the walkway. The only reason I didn't end up putting a red texture-lit brush there was because I couldn't find a good enough texture that wasn't horrendously ugly. The brushes that you see at the end of the hall are going to make up the lip for an opening that I'll add later.

    I do however have one question. If I were to, say, use a pure blue texture, set the render amount to 255 and <i>then</i> plug it into my lights.rad file with red values? Would I just get a centralized red glow? Would this work at all?

    Without further ado, here's the picture: *edited out*
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    i think you should try for a more contrast lighting there. I mean about creating some "dark" spots with light_spots or maybe compiling with a bounce 2 and dscale 4 to 6. Lighting now is quite good but some shadows will make it rock.
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