The "Post Your Screenshots" Thread

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Comments

  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    This room is still a WIP, but hopefully it won't end up being too dark. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited October 2003
    I've added landing lights on dropship in hangar

    <img src='http://torment.wz.cz/NS/ns_hulk0001.jpg' border='0' alt='user posted image'>
    <img src='http://torment.wz.cz/NS/ns_hulk0002.jpg' border='0' alt='user posted image'>

    more pics -> link in upper post
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Nice Tall Guy. I like the blue lighting, thats unique and interesting.


    Randy, I like the drop ship thingy that you have at what I assume to be the start of the level. It looks to have good map potential. Good luck with it, keep it up!
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited October 2003
    Rendy.[CZech]: I like the dropship, the spot lights on it look great. Is that going to be the initial marine spawn?

    EDIT: woopsy, damn typos. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited October 2003
    Yes the marines info_team_start entities are here. Comand console is near dropshit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> in hangar

    I've updated <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=318' target='_blank'>this on NSworld</a>
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    <!--QuoteBegin--Shoot_me+Oct 13 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shoot_me @ Oct 13 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Rendy.[CZech]: I like the <b>dropshit</b>, the spot lights on it look great. Is that going to be the initial marine spawn? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol shoot_me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> little typo there. All your maps are amazing... better than i could do for sure. I like the dropship idea, thatll be interesting.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    I blame it one the laptop I was using! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    hi all, this is a sshot of my map ns_entropy , shows corridors leading to living quarters, still working out some stuff , but its getting there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> map takes place aboard a ship
    Later!

    <img src='http://www.freewebsitehosting.net/websites/ReDRuM/sa_ent13.jpg' border='0' alt='user posted image'>
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Pic dont work mate
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    humm, weird , it seemed to work earlier on , ill try attaching the pic
  • ThoraXThoraX Join Date: 2003-06-19 Member: 17519Members
    Just a little architectural test using the NS2.wad. I'd expand on this but my compiler hates me. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Some shots of my current work.

    Crew Quarters area of the map. Notice the beds in the wall, should be good to hid in as skulk.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Shot of a window looking out into space also kinda a style test showing off the shape of the doorways and the slight 'roundness' of the room.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Might help to attach the image.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Shot 3 showing off what is currently a double node but will probally just become a single node because of the proxmity to a hive. Bottomless pit on the sides.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Finial show showing off the docking bay. I want to add a bit more detail but I'll have to see how the r_speeds go.
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Repair bay ... yee my first ns2.wad room
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Very nice quaz...although I think you might want to consider a spotlight on the res nozzle as well.

    KFDM: Something about that glass feels "not right". I think it may be that it cuts into the texture at the top there. It also doesn't seem to have a housing (although it does appear to be set back into the frame, good touch there).

    Also I think your overdoing it with that circle grating texture. Honestly I don't think it looks good for large brushes, but I suppose that's a personal thing. I really like that shot of docking bay, excepting the circular grating texture that I personally don't like. The machinery parts and that conveyer thing pwn though.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Kungfu, do you have a overview of your map, if given one, perhaps I could give you better insight then I could now on whether that should be a double nozzle or not =)

    Very nice looking quz and kung fu.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    omg Kungfu..... I LOVE the sleeping quarters thingy, those ARE nice places to hide.

    Just PLEASE take this advice. Set them deep enough so that a skulk doesn't hang out with hiding. Many times it will feel like your completely hidden, but you will be sticking out a little.
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Reese:
    I'll see what I can do with the windows cutting into that texture. I'll see if I can change the texture to something better suited. The circle grating texture is a placeholder for now. It's supposed to be the back of the engines for the fighters.

    Xzilen: I don't have an overview of my map at this point in time allthough (at least not one that I want to release) because there are still a few areas undergoing heavy modyfications. I really like the look of that room as a double node and I want to keep it that way but I don't want to give that one hive too much importance. I'll have to see how it works out when I get to a more finalized layout.

    Thanks for the comments. I have to get others opinions because I'm too harsh a critic of my own work.
  • BOOBOO Join Date: 2003-07-28 Member: 18504Members
    edited October 2003
    cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> looks good
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    nice! lookin' great... the double res node looks cool, but if too close to a hive maybe you should move it.. an overview would be helpful
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Some work.

    <img src='http://usuarios.lycos.es/mendasp/mapas/ns_phobia/nuevo_hydrostorage.jpg' border='0' alt='user posted image'>
    <img src='http://usuarios.lycos.es/mendasp/mapas/ns_phobia/nuevo_hydrostorage2.jpg' border='0' alt='user posted image'>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited October 2003
    Well this is my 1st post in this thread

    Here goes

    (lots, and lots of screens, and captions)

    These screens are from ns_2wad's Ready Room.

    ns_2wad is the working name

    ns_2wad is a co map for TSA v TSA once this combat mode is out

    Please comment <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=50273&st=0' target='_blank'>here</a>

    Older screens can be found <a href='http://hl2hosting.com/amckern/ns_2wad.html' target='_blank'>here</a>

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088277.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088277.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088277.jpg</a>

    Looking up from the fan's in the ground


    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088192.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088192.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088192.jpg</a>

    The lift well, and ladders

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096224.gif' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066096224.gif' target='_blank'>http://www.unknownworlds.com/forums/up...-1066096224.gif</a>

    The Changes - image by enf0rcer

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066174822.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066174822.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066174822.jpg</a>

    <span style='font-size:14pt;line-height:100%'>1 of The New shot was not saved right, and as such is not here</span>

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066088325.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066088325.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066088325.jpg</a>

    The Bar

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066096823.gif' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066096823.gif' target='_blank'>http://www.unknownworlds.com/forums/up...-1066096823.gif</a>

    The Changes - image by enf0rcer

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066175559.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066175559.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066175559.jpg</a>

    Still Blad, please comment

    <img src='http://www.unknownworlds.com/forums/uploads/post-4-1066175647.jpg' border='0' alt='user posted image'>

    <a href='http://www.unknownworlds.com/forums/uploads/post-4-1066175647.jpg' target='_blank'>http://www.unknownworlds.com/forums/up...-1066175647.jpg</a>

    Bunks

    amckern
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Finished a room, mostly. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    OMG! that looks good with the blue, but it is a little bit 2 blue, consider some contasting lights, such as a light white (as in colour)

    amckern
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Very nice looking room there Shoot. I think the color of it works fairly well actually, and I especially like the windows showing out into space. I think you need something to break up line of sight a little though. Unless this is going to be a readyroom it looks a little too open for balanced combat. Computers, tables, nooks in the wall, .... even crates if necessary will all allow you to have the same size to the room and still balance out the combat aspects.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Well, this room is still fairly close to the marine spawn, so I wanted it to be fairly open. There will be places for the skulks to hide, don't worry aobut that. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    The way the room looks in the images I am posting is more or less a "post-disaster" instance. In other words; before the core is dumped into space, some generator goes down, or SOMETHING, the rooms in my map should be fairly well lit until after the event takes place. I'm thinking on having a timer triggered by the presence of an alien hive in one of the hive locations. So, if the aliens start out in the right hive, the map gets a lot darker sooner. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Is it just me or is that screenshot taken in a very weird angle.
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