The Post Your Screenshots Thread

MouseMouse 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>
<!--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" />
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Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited July 2006
    You already know I love lucid...that last shot of Attrition looks great though. I can't quite make out the geometry of the ceiling in the distance, but I like to think that its curving downwards (don't care if it does or doesn't)
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    And here's the beginnings of co_up, my attempt at a predominantly vertical map.

    <img src="http://www.terminus-discord.com/~mouse/co_up.jpg" border="0" alt="IPB Image" />
  • 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
    These are some old pics of ns_selene, but the forums were down, so...

    <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" />
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Sub bay that I've done for the new version of Altair.

    <img src="http://olmy.thesevens.net/images/general/altairsub.jpg" border="0" alt="IPB Image" />
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1564490:date=Jul 25 2006, 10:58 AM:name=Olmy)--><div class='quotetop'>QUOTE(Olmy @ Jul 25 2006, 10:58 AM) [snapback]1564490[/snapback]</div><div class='quotemain'><!--quotec--> Sub bay that I've done for the new version of Altair.

    <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?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    co_up + lighting<img src="http://www.terminus-discord.com/~mouse/co_up0000.jpg" border="0" alt="IPB Image" />

    <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" />
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited July 2006
    <!--quoteo(post=1564534:date=Jul 26 2006, 04:15 AM:name=tigersmith)--><div class='quotetop'>QUOTE(tigersmith @ Jul 26 2006, 04:15 AM) [snapback]1564534[/snapback]</div><div class='quotemain'><!--quotec-->
    it looks excellent, is this going to be in 3.2?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    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" />
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Maybe pink will be to Mouse, what purple is to me ^_^
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited July 2006
    Ahhh I can't resist...

    <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.)
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <img src="http://cupofwoot.com/ns/ns_baker0001.jpg" border="0" alt="IPB Image" />
    Bleh. I started this yesterday.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    edited July 2006
    That ceiling texturing is really hurting that scene. (Plus the badly lit rt needs to be fixed).
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    Still working on co_minas... <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    <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-
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited August 2006
    Ooooh woooow. This is just the reason I love this forum so much! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    <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" />
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    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>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I arrived here so fast, you were still uploading the image so I had to refesh the page <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    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" />
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited October 2006
    Thank Kouji, but honestly I'm happy with the lighting as it is. Those lights have already been designed so as to no let too much light fall out into the room, and having enough light to create a V shadow between them would basically mean undoing that and going back to the washed out look on the floor. I'm happier with the patchy effect that's already present...there will be other times for Vs.

    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.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    <!--quoteo(post=1568900:date=Oct 3 2006, 03:39 PM:name=Merkaba)--><div class='quotetop'>QUOTE(Merkaba @ Oct 3 2006, 03:39 PM) [snapback]1568900[/snapback]</div><div class='quotemain'><!--quotec-->
    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>
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Don't know why - reminds me of mineshaft...

    I like the lighting as it is.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Allright fair enuf, you shouldn't put a light in between it as you will then lose that nice dark spot for your friendly neighbourhood skulk. And as you said 1 to many distractions. Hope you do get some V's somewhere

    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" />)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Heh, I too am a fighting a losing battle with a clipping bug. It's like a bubble thats stuck in the algorithms...i can chase it but can't 'pop' it. Bleh.

    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...
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Merkaba, that first screenshot you posted reminds me soooo much of a map I was making a couple years ago (ns_papillon). The lighting and architecture seems really similar. This of course means that I like it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited November 2006
    Heh I was little bit messing with Source, but without all those NS kickass textures soon it felt little bit pointless, boring... dunno <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> Anyway, I did this

    <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
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2006
    From the screenshot I can see for about 90% after I manually downloaded it, nss_hulk20002.jpg. I quite like it even without "ns textures", you managed to create and NS atmosphere. The other screenshot is only visible for about 10%. You sure you fully uploaded the files?
  • 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
    Uhm, it's a WIP, but it seems like I'm getting the hang of it again... The r_speeds are a bit high, but that's because I like stairs with lights in the middle too much.

    <img src="http://www.mendasp.net/stuff/selene-wip5.jpg" border="0" alt="IPB Image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    For a "wip" that damn nice, very nice lighting Mendasp, these stairlights look very nice indeed. Btw what are these elusive r_speeds we're talking about? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    combat or classic?
  • 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
    Classic, but I don't think I'm going to finish this one... it's like about 30% done or so.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <img src="http://img151.imageshack.us/img151/1300/cotriton0000dk8.jpg" border="0" alt="IPB Image" />
  • Maxx1Maxx1 Join Date: 2003-12-01 Member: 23824Members
    edited November 2006
    All your maps look fantastic, I see water, I see elevetion, I see structures, I see the potential for large, detailed and beautifull maps.
    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.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    But make a map with competitive gameplay is alot harder than make beatifull map <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yep, perhaps we ns mappers have been going about it the wrong way arround. Maybe we should try mapping like this: First create a low poly map which is a lot easier to tweak for gameflow/play . Then dress it up in highpoly...

    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.
  • MouseMouse 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 far as making balanced and enjoyable maps goes, I'd say NS is one of the more challenging games/mods to do it for. So in theory, if you know how to make a balanced ns_ map, you should find it easier to balance maps for other games/mods. Its a skill worth developing.
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