The Post Your Screenshots Thread

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  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow Posts: 863
    Looking at your guy's screenshots of maps makes my map look like utter crap...

    I really suck at making good looking architecture. I've always had this problem. I can visualize something great but when I get into hammer it doesn't come out how I want it...

    Any tips on how to improve that?
    I killed a man once.

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  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members Posts: 137
    QUOTE(slayer20 @ Mar 23 2008, 12:24 AM) »
    Looking at your guy's screenshots of maps makes my map look like utter crap...

    I really suck at making good looking architecture. I've always had this problem. I can visualize something great but when I get into hammer it doesn't come out how I want it...

    Any tips on how to improve that?


    Make a drawing of how you imagine it, and also try to study in detail how others have done it. What makes this and that thing look good? Other than that, it's simply a matter of practice. It could also be a matter of lighting, which makes a big difference in how stuff look.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    so.
    yeah.
    er.
    downloaded Hammer today after a year's silence just to test if I still can do something with it.
    this here is the ready room I whippep up. checking if I could bring some rounded shapes for change.
    cylinder on the floor rotates very slowly and the ones on the wall pops out and back in to their holes.
    so there.

    image

    don't know how the lightning shows for you, did this with just 3 test compiles.
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  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Looks pretty awesome, I like the sound of the moving parts, but what happens if you drop a chamber/structure on it?

    Also, is the fan all brushwork? It looks great!
  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE(Crispy @ Apr 11 2008, 05:07 AM) »
    Looks pretty awesome, I like the sound of the moving parts, but what happens if you drop a chamber/structure on it?

    Also, is the fan all brushwork? It looks great!


    dunno, maybe I'll build a marine start and find out. rotating CC, heh.
    and the fan is done with brushes. it's pretty simple really, when you get a closer look :P
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  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    QUOTE(uffo @ Apr 11 2008, 11:12 AM) »
    dunno, maybe I'll build a marine start and find out. rotating CC, heh.
    and the fan is done with brushes. it's pretty simple really, when you get a closer look tounge.gif
    I can see it's simple but the textures do a lot for it. wink-fix.gif
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,686 Advanced user
    edited April 2008
    If the fan is supposed to be inaccesable, I'd make it none solid. Or if it accesable (but it will kill you when you touche it), I would still make it none solid and put a trigger hurt there.

    If you don't make it none solid the comm will be able to put structures on it and they will rotate with it. The last time I had a fan like this in a map, was in achio version 1 and that was a long time ago. So this piece of info might be outdated tounge.gif (although I don't know of any changes to the build system and fans)

    Also I'm with Crispy on this one...

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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    QUOTE(Kouji_San @ Apr 13 2008, 08:50 AM) »
    If you don't make it none solid the comm will be able to put structures on it and they will rotate with it.


    it's ready room smile-fix.gif and yeah, it's not solid.
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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,686 Advanced user
    GAH! didn't read that part biggrin-fix.gif

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  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    that looks awesome biggrin-fix.gif


    i keep saying to myself that i'll never map again, cause it takes up so much time, but then i see stuff like this and i'm already 1/2 way to download steam again lol


    i've never been very good when it comes to roundish things, like how do you get the pipes to curve, and how do you get the fan blades spaced out so neatly (it looks like they are all perfectly spaced, which is something i could never really do because of the grid)
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  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    Circular things and the fan blades are easy if you use the vertex tool... that’s if we are talking about hammer 4.1... I can't remember if you have the vertex tool pre steam, I think you did though, right? (I hardly used Hammer back then because I just found it too much hassle, and I have a hell of a lot of respect for all of you who managed to learn it and make maps on it)

    (I’m gonna write this out so if any real noobs find this they will be able to follow it with hardly any problems, so don't shout at me for sounding like I’m talking down to you, or being too obvious)

    Basically you have to break all the rules people tell you to make the system work for you.

    RULES TO BREAK:
    1. Never Rotate!
    2. Never Resize!
    3. Basically the rule of never use the transform tool!

    When doing this I suggest using large grid sizes (around 8 or 16) and then switching down to a lower grid sizes (1 or 2) near the end.

    1. Start off by just constructing a cylinder brush. Make it devisable by 4, this will keep it even all the way round.

    2. Drag it out to the size you want.

    3. Then knock your grid down to one...

    4. ...and use the vertex tool to carefully move each point (In the top down view, unless ur doing it sideways? Basically so you can see the circle when you are dragging them... ...although you should probably check all edges) to its closest grid crossing. Make sure that all the yellow dots are also on crosses, or at least really, really close to them (which hammer seems to let you get away with now).

    The only thing you want to watch out for is which vertex dots you are dragging and in which direction. On circular items it is always better to drag away from the centre (outwards!) than inwards, as you may end up with indents if you drag inwards, which is BAD!




    The same trick of moving vertex points can be done when making multiple items like fans.

    1. Set your grid to something above 8. This will help you get a more even distribution of vertex point and lessen the likelihood of those pesky yellow vertex dots being off a grid reference.

    2. Make your item like a fan blade (a triangle will do for now). Make it so at least one of sides is completely straight along the grid, this will help you do the next thing...

    3. Once you are happy with your blade, copy and rotate it by 90 or -90 and move it so the inner points are positioned equally away from each other.

    4. Do step 3. another 2 times so you have 4 blades each one positioned roughly equally away from each other.

    5. Knock your grid back down to 1

    6. Now, using the vertex tool, check that all the points on each one of the fans is actually on a point, drag it off the point and put it back on the point if you are not sure.

    7. Put your grid back on what it was (8 or 16 or what ever...)

    You now have a 4 pointed fan...

    ...Now for the other 4 blades...

    8. Select all the fan blades. (using Ctrl.)

    9. CHECK THAT THE MIDDLE OF THE SELECTION BOX IS SLAP BANG IN THE MIDDLE OF THE 4 FAN BLADES! If it's not you have probably not lined them up right, if this is the case go back to the start and make sure you make your fan blades all equally position from the centre and from each other. They should all point into the middle just like if you cut up a pizza into slices... ...A good way to make sure you have done this right is just by making a box that is exactly the same size as the selection box of your fan blades, but put it below your fan blades, then divided it into four equal triangles that fit snugly together. If they don’t fit snugly or the centre of the cross that should be created from the 4 (you can do 8 if you really wanna make sure) triangles isn’t slap bang in the middle then you know something is wrong. Also if the triangles wont fit perfectly on top of each other then you know something is wrong.

    10. Then copy them under Edit - Copy (Ctrl+C)

    11. Then with all the blades selected click Edit - Paste Special...

    12. Keep number of copies as 1. And under Rotation, in Z type 45.

    13. Then click ok.

    14. You should have 2 sets of fan blades, one at 90 degree angles, and one at 45 degree angles. The 45s should be highlighted and will need to be checked with the vertex tool

    15. As before knock your grid back down to 1 and move each point (probably in the top view again) to a crossing point, making sure that no yellow dots are left without a grid points to.

    16. You should now have a full set of neatly laid out fan blades.

    If you have done these really neatly you should be able to group them together and drag them around without any issues with where the vertex points are.

    You can then turn them into a (Func_physbox?? I am getting sleepy and have totally forgotten, func_brush doesn't work right :S ) and parent them to a Func_rotating and watch them fly around all day long!

    You should now have the skills to make more than just 8 fan blades, just remember to look at where your vertex points are at all times.

    Ummm... I hope that helps some people! I did it all from memory (and its 3 in the morning here! SLEEP!) so if you get stuck PM me.
    INKEDOUT (Watch this space)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    ahh nice, time to give a few things a shot smile-fix.gif
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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    edited April 2008
    made a marine start aswell while I was at it :P
    maybe I could take this as an eternity project and actually make a map out of this.

    image
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  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    QUOTE(schkorpio @ Apr 15 2008, 07:19 PM) »
    ahh nice, time to give a few things a shot smile-fix.gif


    Hope that helped!

    QUOTE(uffo @ Apr 15 2008, 08:04 PM) »
    made a marine start aswell while I was at it tounge.gif
    maybe I could take this as an eternity project and actually make a map out of this.

    image


    Uffo, is that on Hammer 3.5 or 4.1? It looks pretty nice either way! Is that a vent in the middle of the room? Does/Will it go anywhere?
    INKEDOUT (Watch this space)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,686 Advanced user
    edited April 2008
    Heh, just out of curiosity. But why should it matter which hammer version it is? As these shots are compiled and it is quite possible to map for hl1 in the new 4.x editor as well smile-fix.gif


    @ uffo, Even though I like the shots, something is bothering me... Lemme see what it is...

    *thinking out loud here, while examining the shot biggrin-fix.gif*

    Ah here we go:

    Lighting, even though it looks awesome alreay. I think it needs something more.

    Light blue-ish spots perhaps to break up the yellow-ish tint. And perhaps low light emitting light_environment shining some orange light into the room from the skybox. Hence the light blue-ish color as a counter to stop it from looking to orange/yellow if you are going to do this. And perhaps up the anti on spotlight to create a nicer contrast between dark and light areas?

    Of course this is personal preferance. I do think that with these light tweaks it would come even more alive then it already is, by just getting some contras in there (color as wel as light/dark)

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  • uffouffo Join Date: 2003-05-03 Member: 16026Members Posts: 583
    everyone's a critic :)
    I'm a huge fan of yellow/red lightning. but guess you needn't to make whole map with same lightning set, so I'll give them a try.
    and I'm still using 3.5 for NS and the hole in the middle doesn't lead anywhere, it's just a texture :P
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  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    edited April 2008
    Yeah I know Kouji_San, you can edit NS maps on 4.x, you just have to watch out for what you are using. I was wondering because this question always comes to me: Is there any point in starting an NS map so late in the day?

    QUOTE(uffo @ Apr 16 2008, 11:48 AM) »
    everyone's a critic smile-fix.gif
    I'm a huge fan of yellow/red lightning. but guess you needn't to make whole map with same lightning set, so I'll give them a try.
    and I'm still using 3.5 for NS and the hole in the middle doesn't lead anywhere, it's just a texture tounge.gif


    I think the yellow and red look fine, there's white light in there already, so too much more might make it look like a disco. tounge.gif Save the blue light to define other parts of the map. Maybe use it for a hive or somewhere with water in :S

    I think you should make that hole in the ground go somewhere... How cool would the end of the game look with loads of skulks rushing up from that vent right into the heart of the marines base. I would make it so that if you take that route to get to the marines base it is a really, really long route. That way any aliens that take it will sacrifice being able to attack anything else during that time, and might die when they reach the end any way. Maybe make a small room along the way that marines could build turrets in, or a weld point that blocks off the route?
    INKEDOUT (Watch this space)
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members Posts: 64
    edited April 2008
    Hi! Here are a few pics of my map called ns_attila its a hyroelectric power plant. i have a lot to do with the lights, these are just the first pics, ive made. I used veil/eclipse/hera textures, to make it lighter than other maps, and i thought this way people would find it familiar, like this "lightning" effect:
    image
    those blue beams or wtf are scrolling too:
    image
    image
    image
    Marine start:
    image
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Looks nice, I like the detailing (like the glass detail under the stairs/slope). Lighting's a bit on the bright side, but the brushwork is pretty solid.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members Posts: 3,543 Fully active user
    QUOTE(Crispy @ Apr 19 2008, 02:59 AM) »
    Looks nice, I like the detailing (like the glass detail under the stairs/slope). Lighting's a bit on the bright side, but the brushwork is pretty solid.

    +1 - looks fantastic, but little too bright maybe - bit of contrast wouldn't hurt.

    Now redo it for ns2 biggrin-fix.gif
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  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    QUOTE(NSSlayer @ Apr 18 2008, 04:06 PM) »
    Hi! Here are a few pics of my map called ns_attila its a hyroelectric power plant. i have a lot to do with the lights, these are just the first pics, ive made. I used veil/eclipse/hera textures, to make it lighter than other maps, and i thought this way people would find it familiar, like this "lightning" effect:
    image
    those blue beams or wtf are scrolling too:
    image
    image
    image
    Marine start:
    image



    In the last pic it looks a little tight around the RT, can you get a couple of marines up thouse staries around the RT, or an Onos?
    INKEDOUT (Watch this space)
  • NSSlayerNSSlayer Join Date: 2006-11-12 Member: 58554Members Posts: 64
    QUOTE(INKEDOUT @ Apr 18 2008, 11:14 PM) »
    In the last pic it looks a little tight around the RT, can you get a couple of marines up thouse staries around the RT, or an Onos?

    Man, Yo're right, well, im going to change it immediately, im going to "push it into the wall", by connecting a small room to the corner. About the brightness, my gamma settings are set up for ensl, so there could be more normal contrast on other peoples ns. But this is the lighting part, these lights are just for demonstrating. When i've done all the brushwork/detailing, then i can start to care about the lights. Oh and on the second pic, its not the hiveroom, i've just put somewhere a team_hive:D
  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    People should take mini map shots when they put their screen shots up, just go into noclip mode and look down on the map. That way everyone can get an idea of how the map is layed out. After all one of the most important things to a NS map is layout. I also want people to do this because I can't tell how most of these screen shots are linked up and it would be nice to have some idea as to how the map works as a whole...
    INKEDOUT (Watch this space)
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands, Hoogezand Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue Posts: 15,686 Advanced user
    edited April 2008
    You could always use:

    dev_overview 1

    In the console when in cheat/dev mode for a rendered topdown view (HLTV maps?), it will get a MUCH better result.

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  • INKEDOUTINKEDOUT Join Date: 2007-06-23 Member: 61343Members Posts: 270
    QUOTE(Kouji_San @ Apr 22 2008, 02:35 AM) »
    You could always use:

    dev_overview 1

    In the console when in cheat/dev mode for a rendered topdown view (HLTV maps?), it will get a MUCH better result.



    Yeah that's true...
    INKEDOUT (Watch this space)
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter Posts: 407
    edited May 2008
    This is a room I put quite a lot of effort in 2(?) years ago. I haven't touched it since, but I'm planning on remaking it for a ns2 map. The map will be based around the same theme as this screenshot implies (lots of green stuff at least). smile-fix.gif

    image
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow Posts: 1,590 Fully active user
    edited July 2008
    Hey, just a little bit of work I've put into a map recently. Some of you may have seen it before, but I'm trying to update this baby...

    image image

    image

    Click 'em for a larger resolution version.

    ns_stargate-nova is here
    Post edited by Unknown User on
  • WestwoodWestwood Join Date: 2004-07-23 Member: 30057Members Posts: 32
    QUOTE(INKEDOUT @ Apr 18 2008, 06:14 PM) »
    In the last pic it looks a little tight around the RT, can you get a couple of marines up thouse staries around the RT, or an Onos?


    Those pics look ######in' awesome! Cant wait to play your Map =)


    Westwood pudgy.gif
  • jay253441761jay253441761 Join Date: 2008-10-11 Member: 65170Members, Constellation Posts: 8
    good job every one nerd-fix.gif
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