The Post Your Screenshots Thread

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Comments

  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    Well the r_speeds in the area (including the corridors I've now added you can't see in these screenies) don't reach any higher than 700 in any area of the room or the hallways, so they're not that expensive <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • 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
    <!--quoteo(post=1637574:date=Jul 5 2007, 04:23 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Jul 5 2007, 04:23 PM) [snapback]1637574[/snapback]</div><div class='quotemain'><!--quotec-->
    Okay so I now have 30 days until my new job begins and I'm thinking of trying to cram a small classic map in to that time, seeing as things are going well now. Otherwise I'll take a slow steady route, seen as the area is missing something, needs something more I don't know what, but for now I will leave it as it is. For now this is how it will stay, ideas are very much welcomed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    <img src="http://img69.imageshack.us/img69/9072/possiblycallthisnsaevonjq1.jpg" border="0" alt="IPB Image" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    It looks pretty, but you've got to do something about that floor. Think like an engineer. Why on earth would you cut a grated floor in a round pattern without any reason to do so? If you really think it adds something, then at least put some trim around it.
  • SkackySkacky Join Date: 2005-06-05 Member: 53189Members
    A little thingy I did while compiling ns_bliss <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <img src="http://pix.nofrag.com/2b/57/dfe8221cc05d0bf36957012126f5.jpg" border="0" alt="IPB Image" />

    <img src="http://pix.nofrag.com/b5/0c/f22fd98151a501ec5dc25075f31b.jpg" border="0" alt="IPB Image" />

    The elevator works perfectly and uses the same scheme than ns_machina, but strait this time.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    edited July 2007
    <img src="http://img515.imageshack.us/img515/2130/ns2oilrigtextures0001ky5.jpg" border="0" alt="IPB Image" />
    I was bored. It's the same corridor I showed <a href="http://img473.imageshack.us/my.php?image=ns2oilrig0023vf1.jpg" target="_blank">way back</a>, except... a bit prettier. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (used PhillipK's textures)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    These are all from my up coming map co_operation (cooperation)
    <a href="http://img297.imageshack.us/my.php?image=cocooperationv30000bo3.jpg" target="_blank"><img src="http://img297.imageshack.us/img297/9967/cocooperationv30000bo3.th.jpg" border="0" alt="IPB Image" /></a>
    <a href="http://img403.imageshack.us/my.php?image=cocooperationv30003jl6.jpg" target="_blank"><img src="http://img403.imageshack.us/img403/4493/cocooperationv30003jl6.th.jpg" border="0" alt="IPB Image" /></a>
    <a href="http://img526.imageshack.us/my.php?image=cocooperationv30005om4.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/2159/cocooperationv30005om4.th.jpg" border="0" alt="IPB Image" /></a>
    <a href="http://img55.imageshack.us/my.php?image=cocooperationv30007bq8.jpg" target="_blank"><img src="http://img55.imageshack.us/img55/1563/cocooperationv30007bq8.th.jpg" border="0" alt="IPB Image" /></a>
    <a href="http://img96.imageshack.us/my.php?image=cocooperationv30009ql2.jpg" target="_blank"><img src="http://img96.imageshack.us/img96/2562/cocooperationv30009ql2.th.jpg" border="0" alt="IPB Image" /></a>
    <a href="http://img526.imageshack.us/my.php?image=cocooperationv30010ex3.jpg" target="_blank"><img src="http://img526.imageshack.us/img526/6577/cocooperationv30010ex3.th.jpg" border="0" alt="IPB Image" /></a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2007
    co_2bnamed and not sure if I'll continue. But perhaps it could serve as an inspiration perhaps <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />

    depending on an old youtube and screenshot, BUT I've added a bsp file to walk around in if ya want to. Additions, which aren't shown in the youtube, are the MS and a bendy corridor+bottom view of the spinning thingies...

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/3pOUxzqX9xw"></param><embed src="http://www.youtube.com/v/3pOUxzqX9xw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    <img src="http://members.home.nl/m.borgman/ns-forum/bored/hallway2.jpg" border="0" class="linked-image" />

    <a href="http://members.home.nl/m.borgman/ns-forum/co_2benamed/co_2benamed.zip" target="_blank">BSP</a>, just put the file in your ns/maps folder for it to work
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    A little something I'm experimenting with:

    <img src="http://blackmage.org/supernorn/SA/rdy1.jpg" border="0" alt="IPB Image" />

    <img src="http://blackmage.org/supernorn/SA/rdy2.jpg" border="0" alt="IPB Image" />

    <img src="http://blackmage.org/supernorn/SA/rdy3.jpg" border="0" alt="IPB Image" />
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    <img src="http://forum.thestompbox.net/images/icons/icon14.gif" border="0" alt="IPB Image" />
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    Looks better than my attempts tbh! <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    'norn, I think you have almost nailed the NS feel (about 85% there) but it's way too blocky for Source. Can you not add some rounded edges somwhere, maybe use some infestation displacements (or are you leaving those out because they will ultimately be replaced by dynamic infestation?).

    The metallic textures could do with more specularity to bring the room alive. Also, maybe try to create more shadows in corners and so on (especially the ceiling), it's a bit too 'friendly' atm.

    But it's looking good imo. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Supernorn : Your source test looks very nice, reminds me quake4 or doom3 map. Of course the Ns2 textures would make it more NS for sure.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    It's always great to see what you guys come up with and what kind of "competition" we have. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> I'm keeping a watch on this thread.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited August 2007
    I've remade a lot of the geometry (most noteworthy is the curvier ceiling) and made it a bit more interesting in places. Overall things are generally more detailed and less blocky. I've also been tweaking the lighting, but it's been difficult trying to find a good balance between too bright and too dark.

    I'm going to probably add something more interesting to the ceiling and extend the area a bit further, but this is what I've got so far:

    <img src="http://blackmage.org/supernorn/SA/map/1.jpg" border="0" class="linked-image" />

    <img src="http://blackmage.org/supernorn/SA/map/2.jpg" border="0" class="linked-image" />

    <img src="http://blackmage.org/supernorn/SA/map/3.jpg" border="0" class="linked-image" />

    <img src="http://blackmage.org/supernorn/SA/map/4.jpg" border="0" class="linked-image" />

    <img src="http://blackmage.org/supernorn/SA/map/5.jpg" border="0" class="linked-image" />
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    Might want to tone down on the spot lights.. but the rest of it looks top notch.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    I think it looks too dark, I can hardly see the walls. Source has weird looking lighting sometimes, maybe it doesn't like dark areas? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited September 2007
    Totally depends how it looks in-game. Remember Marines have a flashlight and Kharra have 'human glowworm' sight. It looks like all the important areas are well-lit and marked out for general navigation (pillars, ladder, stairs, central route). One thing I would change is set the lights back behind the stairs and have the stairs look like this:

    <img src="http://www.interlopers.net/images/hl2tutorials/archy2/d1trainstation0200084dw.jpg" border="0" class="linked-image" />

    Source: <a href="http://www.interlopers.net/forum/viewtopic.php?p=36522" target="_blank">http://www.interlopers.net/forum/viewtopic.php?p=36522</a>

    I think as far as the lighting is concerned it really comes down to your player demographic. If you're making a map for competitive play they simply won't like this. If you're making a map that ramps up the 'atmosphere' then this lighting scheme should do that quite well. Just make sure any really dark corners are still navigable by Skulks, and perhaps put in a perch spot for Lerks.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    I updated my (new!) site with some info about my NS2 map. There are two (sort of) new screenshots too. I know, it's not much yet, but I will keep it updated every once in awhile. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    <a href="http://chuckmapping.freehostia.com/maps.php?map_id=5" target="_blank">http://chuckmapping.freehostia.com/maps.php?map_id=5</a>
  • 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
    Some inital ideas I've been working on recently for an NS2 level. It's been quite hard to come up with something solid without any textures or props (especially working from concept art), but I've hit on something I'm pleased with.

    <img src="http://img440.imageshack.us/img440/867/xxyzfw3.jpg" border="0" class="linked-image" />
    <img src="http://img299.imageshack.us/img299/153/xyyzop5.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited September 2007
    Indeed Insane, it looks quite nice (allthough I'm not a real fan of the lighting at the ladder, seems too yellowish)
  • 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
    edited September 2007
    The yellow light is quite deliberate as it works well as a warm, inviting counterpoint to the hazard-lit corridor as well as corresponding to the yellow textures (it's a similar colour value, just a lot richer).
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    koji not make rotating lights in a vent i get motion sikness
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1648408:date=Sep 10 2007, 11:52 AM:name=Insane)--><div class='quotetop'>QUOTE(Insane @ Sep 10 2007, 11:52 AM) <a href="index.php?act=findpost&pid=1648408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The yellow light is quite deliberate as it works well as a warm, inviting counterpoint to the hazard-lit corridor as well as corresponding to the yellow textures (it's a similar colour value, just a lot richer).<!--QuoteEnd--></div><!--QuoteEEnd-->

    the yellow does indeed look strange, but only because of the white lights in the corridor. a tight corridor should have white lights only as tiny guide lights, then the rest with blueish to completement the red and yellow if you are going for atmosphere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    damn where is my colour wheel lol
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited September 2007
    <!--quoteo(post=1644571:date=Aug 19 2007, 01:13 PM:name=Supernorn)--><div class='quotetop'>QUOTE(Supernorn @ Aug 19 2007, 01:13 PM) <a href="index.php?act=findpost&pid=1644571"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A little something I'm experimenting with:<!--QuoteEnd--></div><!--QuoteEEnd-->

    Those shadows look way too good to be from source, I smell PS >.>

    <!--quoteo(post=1646839:date=Sep 1 2007, 05:49 AM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Sep 1 2007, 05:49 AM) <a href="index.php?act=findpost&pid=1646839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think as far as the lighting is concerned it really comes down to your player demographic. If you're making a map for competitive play they simply won't like this. If you're making a map that ramps up the 'atmosphere' then this lighting scheme should do that quite well. Just make sure any really dark corners are still navigable by Skulks, and perhaps put in a perch spot for Lerks.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I say let the CAL and CPL players complain and moan about the lighting, atmosphere is far better than having balanced gameplay. That's basically what screwed all of the ambiance and atmosphere on the stock NS maps is the CAL players complaining and whining about "OMG I DIDN'T SEE THAT SKULK! THE MATCH IS VOID OMG OMG!", etc.

    It's also why NS isn't any fun anymore, everyone is so concerned about balance and how to make the game go quick that all of the fun has been stripped out of the game. afaik, NS 1.04 was the best version of NS even though it was horribly buggy and unbalanced. The matches lasted for hours and everyone had a great time playing. Now a round rarely lasts over 20 or 30 minutes and the turnover in players per map is irritating at best. You can have great players one round and idiots the next, it's like Russian roulette.
  • 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
    <!--quoteo(post=1648455:date=Sep 10 2007, 07:15 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 10 2007, 07:15 AM) <a href="index.php?act=findpost&pid=1648455"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the yellow does indeed look strange, but only because of the white lights in the corridor. a tight corridor should have white lights only as tiny guide lights, then the rest with blueish to completement the red and yellow if you are going for atmosphere <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    damn where is my colour wheel lol<!--QuoteEnd--></div><!--QuoteEEnd-->


    The yellow light is from a different source that isn't in the corridor. It's coming down the ladder shaft. Blue wouldn't make a lot of sense - it would make the colour scheme too busy, as well as too drastically changing the feel. The red is for hazard lighting and the yellow (it's really more of a golden colour anyway) is there to make it warm. Blue would cool it down and make the red purple. At any rate, I'm not sure exactly what lights you want me to change into blue.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    A yellowish orange might do the trick perhaps?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    blue come from the top of the ladder like markinh where to go to save or to say u leaving a cool area to a hazard one.

    i think u change the red to yellow and the yellow to blue, or change the yellow to green, will made much more contraast since blue & yellow are against lights like black & white or green & red.
  • 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
    <!--quoteo(post=1648486:date=Sep 10 2007, 01:41 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Sep 10 2007, 01:41 PM) <a href="index.php?act=findpost&pid=1648486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A yellowish orange might do the trick perhaps?<!--QuoteEnd--></div><!--QuoteEEnd-->

    You mean make the light coming down from the ladders a more orange colour? That might work; I'll try it at least.

    <!--quoteo(post=1648487:date=Sep 10 2007, 01:42 PM:name=carioca)--><div class='quotetop'>QUOTE(carioca @ Sep 10 2007, 01:42 PM) <a href="index.php?act=findpost&pid=1648487"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->blue come from the top of the ladder like markinh where to go to save or to say u leaving a cool area to a hazard one.

    i think u change the red to yellow and the yellow to blue, or change the yellow to green, will made much more contraast since blue & yellow are against lights like black & white or green & red.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm not making any drastic changes to the colour scheme. I think it works well as it is. There's no point changing the red as it's hazard lighting and changing it would make it stop being hazard lighting, which I don't want. I'm not changing to blue either because it would make the area that the light shines on too cold, and I want it warm (these are maintenance corridors - plenty of hot pipes and steam and what have you). The term you're looking for is "complimentary colours", which is another reason that's not being changed to blue, because the yellow glow offsets the blue of the monitors nicely. Actually, given that it's blue and orange that are the complimentary colours, I'll have a look at making it more orange.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    For a lack of official content, that looks very NS-ey.
  • 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
    A couple of new shots, one featuring a more orange light at the ladder section and the second featuring a new area parrallel to the first corridor. At the end of the second shot is a gravity lift shaft that leads up to the command decks of the ship, which will have a more formal and sleek style.

    <img src="http://img248.imageshack.us/img248/7857/yyzzfp2.jpg" border="0" class="linked-image" />

    <img src="http://img508.imageshack.us/img508/7498/yzzzzy5.jpg" border="0" class="linked-image" />
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited September 2007
    <!--quoteo(post=1648457:date=Sep 10 2007, 07:43 AM:name=GiGaBiTe)--><div class='quotetop'>QUOTE(GiGaBiTe @ Sep 10 2007, 07:43 AM) <a href="index.php?act=findpost&pid=1648457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Those shadows look way too good to be from source, I smell PS >.><!--QuoteEnd--></div><!--QuoteEEnd-->

    It's achieved by reducing the lightmap scale on the textures. It's a method used extensively in a lot of the BM:S maps also,
    along with some small usage of the "blocklight" texture. ;D
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