The Post Your Screenshots Thread
Mouse
The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
As with the <a href="http://www.unknownworlds.com:90/forums/index.php?s=2554400560082860032&showtopic=33085" target="_blank">old thread</a>
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* Only post screenies of maps for natural selection
* Don't quote images unless you're going to comment on the images directly<!--QuoteEnd--></div><!--QuoteEEnd-->
To start the thread off, screenshots from two of my maps, ns_lucid and ns_attrition
<img src="http://www.terminus-discord.com/~mouse/ns_lucid0021.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/ns_lucid0022.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/attrition0000.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/attrition0004.jpg" border="0" alt="IPB Image" />
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
* Only post screenies of maps for natural selection
* Don't quote images unless you're going to comment on the images directly<!--QuoteEnd--></div><!--QuoteEEnd-->
To start the thread off, screenshots from two of my maps, ns_lucid and ns_attrition
<img src="http://www.terminus-discord.com/~mouse/ns_lucid0021.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/ns_lucid0022.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/attrition0000.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/attrition0004.jpg" border="0" alt="IPB Image" />
Comments
<img src="http://www.terminus-discord.com/~mouse/co_up.jpg" border="0" alt="IPB Image" />
<img src="http://www.mendasp.net/maps/ns_selene/ns_selene08.jpg" border="0" alt="IPB Image" />
<img src="http://www.mendasp.net/maps/ns_selene/ns_selene09.jpg" border="0" alt="IPB Image" />
<img src="http://www.mendasp.net/maps/ns_selene/ns_selene10.jpg" border="0" alt="IPB Image" />
<img src="http://www.mendasp.net/maps/ns_selene/ns_selene11.jpg" border="0" alt="IPB Image" />
<img src="http://www.mendasp.net/maps/ns_selene/ns_selene12.jpg" border="0" alt="IPB Image" />
<img src="http://olmy.thesevens.net/images/general/altairsub.jpg" border="0" alt="IPB Image" />
<img src="http://olmy.thesevens.net/images/general/altairsub.jpg" border="0" alt="IPB Image" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
it looks excellent, is this going to be in 3.2?
<img src="http://www.terminus-discord.com/~mouse/co_up0001.jpg" border="0" alt="IPB Image" />
<img src="http://www.terminus-discord.com/~mouse/co_up0002.jpg" border="0" alt="IPB Image" />
it looks excellent, is this going to be in 3.2?
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Barring some horrible unexpected disaster, yes.
Thats cool Mouse, not many people have the guts to put pink lighting in their map. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<img src="http://www.archwolf.net/merkaba/routing.jpg" border="0" alt="IPB Image" />
Purple light courtesy of Comprox <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (without whom there would be NO PURPLE...anywhere. In the world.)
Bleh. I started this yesterday.
<img src="http://users.skynet.be/droggog/ns_mapping/01.jpg" border="0" alt="IPB Image" />
Cargo door, where all the goods go.
<img src="http://users.skynet.be/droggog/ns_mapping/02.jpg" border="0" alt="IPB Image" />
The stuff comes from that big lift...
<img src="http://users.skynet.be/droggog/ns_mapping/05.jpg" border="0" alt="IPB Image" />
After being checked at shipping control/checkpoint of course... Or whatever i'll call this room.
<img src="http://users.skynet.be/droggog/ns_mapping/04.jpg" border="0" alt="IPB Image" />
Corridor from shipping checkpoint (lift top) to MS
<img src="http://users.skynet.be/droggog/ns_mapping/03.jpg" border="0" alt="IPB Image" />
Huhhh yeah, corridor from MS to cargo transfer (lift bottom)
<img src="http://users.skynet.be/droggog/ns_mapping/06.jpg" border="0" alt="IPB Image" />
Hive <-- maintenance --> shipping checkpoint (lift top)... I know it's dark, will fix, bring your flashlight for now
<img src="http://users.skynet.be/droggog/ns_mapping/07.jpg" border="0" alt="IPB Image" />
Shot from hive room --> maintenance. Messing around with a "func_waterized" infestation texture. Effect is quite good, even disgusting, but screenshots doesnt do any justice to it compared to when it's animated...
-Beep-
<a href="http://users.skynet.be/droggog/ns_mapping/02.jpg" target="_blank">http://users.skynet.be/droggog/ns_mapping/02.jpg</a>
The door texture in the corner would look better reflected.
Other than that I'm really liking what you guys have been cooking up while the forums have been down. Smex. smex. and more smex.
P.S. Why did we have to have anew thread <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
This is a shot of an area called 'Barren' - pretty much directly outside the marine start. It is a long winding corridor lined with computer consoles along one side. It is named Barren due to the obvious lack of personnel in a place where they should be plentiful (darn those kharaa!).
<a href="http://img518.imageshack.us/my.php?image=nsmachina0003ip1.jpg" target="_blank"><img src="http://img518.imageshack.us/img518/2360/nsmachina0003ip1.th.jpg" border="0" alt="IPB Image" /></a>
Anyway. I really love those lights, but they would be even nicer if you are able to get a V shaped shadow in between them on the wall... This can be achieved with a null textured brush 8 grids (give or take) removed from the wall to cast a V shaped shadow on the wall, but don't forget to clipbrush it. At least I think null will block light and be invisible, I remember way back (2004-ish) I tried experimenting with null textures brushes to help the ancient hl1 engine to cast shadows...
Anyway, it would save you from using 1 runtime func-illusionary set to opaque/block light and it wouldn't render faces or break up the wall etc...
damnit how come my posts always turn out to be this long!!! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I had considered having an extra light between the curved ones, so as to light up the texture inbetween somewhat....but honestly I'm scared of it being one distraction too many in a room I'm already very happy with, so I'm content to leave it how it is.
It's been a while since anyone posted in here...so here's a teaser shot of ns_machina. (okay so I mostly just wanted to show it off <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> )
This is a shot of an area called 'Barren' - pretty much directly outside the marine start. It is a long winding corridor lined with computer consoles along one side. It is named Barren due to the obvious lack of personnel in a place where they should be plentiful (darn those kharaa!).
<a href="http://img518.imageshack.us/my.php?image=nsmachina0003ip1.jpg" target="_blank"><img src="http://img518.imageshack.us/img518/2360/nsmachina0003ip1.th.jpg" border="0" alt="IPB Image" /></a>
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Don't know why - reminds me of mineshaft...
I like the lighting as it is.
One more thing: If this is going to be classic (larger maps) keep an eye on leaves, since walls like that will eat them up for breakfast. Like in Achio, I had to use yesterday and today to get my leaves down to a percentage to be able to put in the readyroom (without losing to much detail).
And now I have found a nice clipping error in one hallway to keep me from compiling the final version <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->*raises fist in anger*<!--colorc--></span><!--/colorc--> (sry just venting frustration here <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
As for my leaf count, they're actually not too bad (the level is about 90% finished). It's my clipnodes that I worry about...still a few areas that need detailing/redoing, and of course there's the readyroom...
<img src="http://torment.wz.cz/nss_hulk20002.jpg" border="0" alt="IPB Image" />
<img src="http://torment.wz.cz/nss_hulk20000.jpg" border="0" alt="IPB Image" />
Hmm attachements not working
<img src="http://www.mendasp.net/stuff/selene-wip5.jpg" border="0" alt="IPB Image" />
combat or classic?
And ironicly thats the problem...
Most new NS maps consist of visuals and detail, but with every additional trinket gameplay takes a blow. You are all talented and have the ability to make fantastic looking maps, but over the years it seems that the things that made the most succesfull maps in NS, which are probably "ns_tanith" and "ns_veil" have been forgotten. As a player I ask you to keep these three Ss in mind: Simplicity, Size and Symetry.
Simplicity basicly means to avoid useless clutter, while a chair, table and a few monitors in the middle of a room may look nice, with some uneven floors to make it look like a battle ground and with huge rooms with elevators,ladders watery surfaces and such thrown in the mix all adding to the visuals these things make moving efficiently around the map a nightmare. You dont need hundreds of trinkets to make a map look nice.
There also isnt any need for complex vent systems that you can get lost in like on "ns_nancy" for example.
Size simply means that a map dosent have to be huge, infact it shouldent be.
And finnaly Symetry. The human mind loves symetry, and makes a map a lot easyer to take in.
These are the things I look for in a map as a player.
to sum up:
keep it simple, keep it small and keep it clean.
I don't however agree with
<!--QuoteBegin-Maxx1+--><div class='quotetop'>QUOTE(Maxx1)</div><div class='quotemain'><!--QuoteEBegin-->but with every additional trinket gameplay takes a blow<!--QuoteEnd--></div><!--QuoteEEnd-->
All the objects which might snag a player his movement, can be fixed with the use of clipbrushing. And sometimes you want to make players move arround stuff to create lockdown points. Or easier to defend by the marines/aliens.
Anyway to avoid discusion (which this thread isn't for) I'll comment on your latest screenshot Rendy.
I like the room as it is, but the red glow has a to big presence in this area. Might want to see if you can get some other light colors (or brighter white spotlights) arround the lower level or something.