The "Post Your Screenshots" Thread

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Comments

  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    Having seen the last two screenies, I repeat, <span style='color:green'>Green</span> is the new <span style='color:red'>Red</span>.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I'm tired of starting new topics everytime I have some pics, and since I plan on having a bunch more in the near future, I'm just gonna keep posting them here.

    Anyways, here's the deal. I'm pretty much going to work nonstop until I finish this map. I told myself one room per day, and after 2 days and 2 rooms, it's going well. Don't think I'll be able to make a proper room today, but I figure a few hallways should make up for it.

    Without any more blabbing, ns_takeback:

    These first 2 shots were at the end of my previous topic, but I don't think many people saw them. This room was completed earlier this month.

    #1
    <img src='http://www.martinrolek.com/images/takeback/takeback12.jpg' border='0' alt='user posted image' />

    #2
    <img src='http://www.martinrolek.com/images/takeback/takeback13.jpg' border='0' alt='user posted image' />

    These next 2 are from a room that I remade 2 days ago.

    #3
    <img src='http://www.martinrolek.com/images/takeback/takeback04.jpg' border='0' alt='user posted image' />

    #4
    <img src='http://www.martinrolek.com/images/takeback/takeback05.jpg' border='0' alt='user posted image' />

    And this last one is from the room I made yesterday. That black square is where a hallway will connect to this room, whenever I get around to making it.

    #5
    <img src='http://www.martinrolek.com/images/takeback/takeback14.jpg' border='0' alt='user posted image' />
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    ooh, nice. but i think the rooms are a bit large =/ massive to tell the truth. and some parts are a bit repetitive, for example the distant red-lighted monitor walls in that fourth shot. also it seems to be very marine-friendly ground.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-TOmekki+Sep 24 2004, 10:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Sep 24 2004, 10:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ooh, nice. but i think the rooms are a bit large =/ massive to tell the truth. and some parts are a bit repetitive, for example the distant red-lighted monitor walls in that fourth shot. also it seems to be very marine-friendly ground. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Agree'd. Although I like the height variations which will advantage aliens.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    edited September 2004
    A <span style='color:red'><i>very</span></i> rough version of what I will be trying to put in here. I plan on making the atmosphere foggy, kinda steamy-ish. It will look very nice in my book. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <span style='font-size:12pt;line-height:100%'>Information on how to make it better would be very helpful. Just dont get too over-critical and say "Yar, it sucks" altogether.</span>
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Slight updating, with text lights added.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    edited September 2004
    Here is the shot from an angle right down the hall, to give it more of a comin-at-ya feel.

    EDIT: Im probably going to retract the lights INTO the ceiling.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Recoup > I'm not sure this room deserves 3 posts following <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> but seems nice. In my opinion, the light_spots on the ground should be less bright
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I personally think its a bit bland, but then I really don't like grey-ish rooms with no colour.

    Make the lights brighter, and the darker areas darker <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    May look nice with steam in it tho
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Yeah, I plan on moving a foggy atmosphere in, and those rooms to the right will have red, on and off lights. In those tunnels are entrances to an intricate tunnel system.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited September 2004
    recoup: experiment with different wall textures, right now its just 1 texture for the whole wall. you could try some monitors/pipes on the walls depending what the room is for. lighting is way too white, add red/blue lights again depending on what your plans for the area are. if its a computer communications sorta area then id go for bluish, if its more indrustrial then red might be a better choice. i know all those ideas are cliches but they would make it look better, maybe. just giving out suggestions here.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    These look very promissing compared to your previous work. Your getting the hang of things pretty quick Recoup.

    Keep up the good work and we'll see an official map of you earlier then one could ever expect. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    your light fittings look to dull for that much light to be on the ground

    make the fitings brighter, and it should look right
  • slickyslicky Join Date: 2004-09-15 Member: 31723Members
    edited September 2004
    very bland lighting just now but im working on something derived from the doom3 textures.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Holy crap slick!
    Is that an ns texture pack? Or Doom (I was confused, you were talking about doom... but ugh)
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
  • slickyslicky Join Date: 2004-09-15 Member: 31723Members
    edited September 2004
    i took the doom3 textures, rendered them with lighting and bump-mapping, edited them and copied them into basic textures. (its HL not doom3 engine)
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Very...<i>slick</i>... of you, if I do say so myself. <!--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-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-slicky+Sep 25 2004, 07:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slicky @ Sep 25 2004, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i took the doom3 textures, rendered them with lighting and bump-mapping, edited them and copied them into basic textures. (its HL not doom3 engine) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    im sure alot of the mappers would apreciate it if you did more textures like that and released a pack of them
  • slickyslicky Join Date: 2004-09-15 Member: 31723Members
    Its almost as time consuming as making the textures myself so i wont be making any extras, but ill release the textures ive made along with the map im producing later.
  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
    edited September 2004
    just alittle something i did tonight for mabase

    *due to my crapy web host resized and uploaded

    shot 1
  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    There are some good deatil areas there

    But the roof near the back wall, looks bland, see what you can do to draw the eye there as well
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    in the last shot the red wall does indeed look a bit boring, its all flat and such. it doesnt need much to make it look good, just make it not-flat. in that process you'll need to use different textures also.

    but the map's looking very good :)
  • samejimasamejima Join Date: 2004-09-10 Member: 31569Members
    edited September 2004
    ive allready made it not flat by droping the grateing in a bit it looks nice but i dont want to upload another shot tonight

    * and thank you for youre compliments
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    looking extremly good
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    wow @ slicky's one.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Those textures really beef up the image slicky, the lighting on most other textures wouldn't look that good. Nice way to bring out the textures with the white light too. Remember to give that texture pack to the community, especially the white lights one on the ceiling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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