The Post Your Screenshots Thread!

1131416181984

Comments

  • princessprincess Yaaar! Bristol Join Date: 2004-09-11 Member: 31605Members, NS1 Playtester, Constellation, NS2 Playtester, Subnautica Playtester
    There's some great work being posted here. Am totally impressed with some of the things people have produced. Looks like we could have lots of great community-made maps for the game :)
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    heh, someone should email Infinityward and link them to the NS forums with just a small sentense underneath it..

    'Take notes, this is how it's done'

    Amazing community, some really fantastic levels being displayed here, best part is the editor has not long been out.

    Now try to imagine what we will have on this thread in say 6 months time when everyone has settled down and started to crank out full maps instead of playing around, food for thought.
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    jagns2c: Jet Another Generic Natural Selection 2 Corridor:
    <img src="http://borgkinghome.bo.funpic.de/images/ns2editor06.JPG" border="0" class="linked-image" />
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Not sure if 'generic' is the right term yet for these corridors we are seeing.

    Since they are fairly unique in thier own way for the most part, and all have a different style and/or touch to them.

    Also am i the only one hoping someone adds a few more of those pillars to the list with 1- 6 on them? Could get quite annoying if every map that sports them is taking place on the '7th' level.
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    the idea is, when the decals are added that the 7 prop will be replaced with a blank one for all your number needs. It's just numbered 7 because it's numbered 7.
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    <!--quoteo(post=1741886:date=Dec 1 2009, 02:46 PM:name=dux)--><div class='quotetop'>QUOTE(dux @ Dec 1 2009, 02:46 PM) <a href="index.php?act=findpost&pid=1741886"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the idea is, when the decals are added that the 7 prop will be replaced with a blank one for all your number needs. It's just numbered 7 because it's numbered 7.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fair enough.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2009
    Lucky number 7 damnit! Weren't there 7 releases of NS1? 1.0, 1.0x, 2.0, 2.1, 3.0, 3.1x, 3.2
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited December 2009
    <!--quoteo(post=1741791:date=Nov 30 2009, 11:38 PM:name=DrunkenMonkey)--><div class='quotetop'>QUOTE(DrunkenMonkey @ Nov 30 2009, 11:38 PM) <a href="index.php?act=findpost&pid=1741791"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.j-pop.se/temp/newtest1.jpg" target="_blank">http://www.j-pop.se/temp/newtest1.jpg</a>
    A new quick room. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Why is there a conveyor belt on the ceiling?
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    Made some changes:

    (first 3 are xenomorph only areas)

    ventshot1:
    <a href="http://img515.imageshack.us/i/sparktest5.jpg/" target="_blank"><img src="http://img515.imageshack.us/img515/6339/sparktest5.th.jpg" border="0" class="linked-image" /></a>
    maintenance access:
    <a href="http://img340.imageshack.us/i/sparktest4.jpg/" target="_blank"><img src="http://img340.imageshack.us/img340/9417/sparktest4.th.jpg" border="0" class="linked-image" /></a>
    ventshot2:
    <a href="http://img515.imageshack.us/i/sparktest2.jpg/" target="_blank"><img src="http://img515.imageshack.us/img515/820/sparktest2.th.jpg" border="0" class="linked-image" /></a>

    <a href="http://img192.imageshack.us/i/sparktest3.jpg/" target="_blank"><img src="http://img192.imageshack.us/img192/8885/sparktest3.th.jpg" border="0" class="linked-image" /></a>

    <a href="http://img340.imageshack.us/i/sparktest1.jpg/" target="_blank"><img src="http://img340.imageshack.us/img340/5684/sparktest1.th.jpg" border="0" class="linked-image" /></a>

    Trying to get a more darker/creepy feel, Want the marines to feel their hartbeat when they run around in there, knowing that danger hides in every corner :) .

    Any suggestions on how to improve?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    <!--quoteo(post=1741910:date=Dec 1 2009, 10:41 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Dec 1 2009, 10:41 AM) <a href="index.php?act=findpost&pid=1741910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is there a conveyor belt on the ceiling?<!--QuoteEnd--></div><!--QuoteEEnd-->

    So people can keep working when the ship is inverted.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2009
    Darker shadows and maybe add spotlights to highlight areas of interest, a dark and moody atmosphere doesn't necessarily mean low light areas. If you have multiple darker areas while you (the marine) are in the lit up areas will make the scene look more interesting visually and have that "damnit they can see me, but I am not sure where the hell they are" effect :P
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    Here's stargate sg-1

    <a href="http://img215.imageshack.us/i/sgone.jpg/" target="_blank"><img src="http://img215.imageshack.us/img215/3061/sgone.th.jpg" border="0" class="linked-image" /></a>
  • Eco_onEEco_onE Join Date: 2004-03-01 Member: 27027Members
    <img src="http://i48.tinypic.com/692gqb.png" border="0" class="linked-image" />

    Just doing some maintenance work beneath this panelâ„¢
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
  • GaoGao Join Date: 2006-11-04 Member: 58337Members, Constellation
    Notced some stone walls, tried to make a cave with them, doesn't work out too well.
    <img src="http://i49.tinypic.com/21dmkbm.jpg" border="0" class="linked-image" />
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    I don't see anything wrong with it, looks pretty cool.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--quoteo(post=1741911:date=Dec 1 2009, 10:47 AM:name=brechtos)--><div class='quotetop'>QUOTE(brechtos @ Dec 1 2009, 10:47 AM) <a href="index.php?act=findpost&pid=1741911"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Trying to get a more darker/creepy feel, Want the marines to feel their hartbeat when they run around in there, knowing that danger hides in every corner :) .

    Any suggestions on how to improve?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I'm having some trouble hiding the light wireframes - I've put them all in a layer, but they don't seem to go away no matter how many times I click "hide"

    Any ideas?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    You sure they are in a layer?

    Select the light wireframe -> create a layer and press the checkbox to add them to the layer -> hide them using the Natural Selection promo eye :P
  • ScalionScalion Join Date: 2009-01-10 Member: 66036Members
    <img src="http://img38.imageshack.us/img38/1415/27349387.png" border="0" class="linked-image" />
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Ahhh, so THAT'S what the little tick box does... I thought it was something to do with the selected item appearing in-game.

    Thanks a bunch. Might get around to posting some shots soon.
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members
    something i am trying: (never used a map editor)

    <a href="http://img6.imageshack.us/i/41344774.png/" target="_blank"><img src="http://img6.imageshack.us/img6/4436/41344774.th.png" border="0" class="linked-image" /></a>
    <a href="http://img340.imageshack.us/i/69003106.png/" target="_blank"><img src="http://img340.imageshack.us/img340/5844/69003106.th.png" border="0" class="linked-image" /></a>
    <a href="http://img139.imageshack.us/i/34487946.png/" target="_blank"><img src="http://img139.imageshack.us/img139/4007/34487946.th.png" border="0" class="linked-image" /></a>
    <a href="http://img37.imageshack.us/i/73332021.png/" target="_blank"><img src="http://img37.imageshack.us/img37/3073/73332021.th.png" border="0" class="linked-image" /></a>
    <a href="http://img37.imageshack.us/i/11998793.png/" target="_blank"><img src="http://img37.imageshack.us/img37/3057/11998793.th.png" border="0" class="linked-image" /></a>
    <a href="http://img34.imageshack.us/i/61196687.png/" target="_blank"><img src="http://img34.imageshack.us/img34/1097/61196687.th.png" border="0" class="linked-image" /></a>
    <a href="http://img193.imageshack.us/i/95419651.png/" target="_blank"><img src="http://img193.imageshack.us/img193/9611/95419651.th.png" border="0" class="linked-image" /></a>
    <a href="http://img139.imageshack.us/i/44542542.png/" target="_blank"><img src="http://img139.imageshack.us/img139/5509/44542542.th.png" border="0" class="linked-image" /></a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Not 100% finished but I probably won't finish it properly ever, based on the Half-Life 1 image of a really old NS1 map I 'lost' (HDD died during the making, rubbish map anyway).

    HL1 Image

    <img src="http://img189.imageshack.us/img189/2977/palisade1.jpg" border="0" class="linked-image" />

    Spark 'Re-work'

    <img src="http://img268.imageshack.us/img268/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
    <img src="http://img207.imageshack.us/img207/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
    <img src="http://img139.imageshack.us/img139/7963/paliserework1computerfa.jpg" border="0" class="linked-image" />
  • WarmongerWarmonger Join Date: 2003-02-04 Member: 13126Members, Constellation
    edited December 2009
    <!--quoteo(post=1741876:date=Dec 1 2009, 08:39 AM:name=MaS4Cr3)--><div class='quotetop'>QUOTE(MaS4Cr3 @ Dec 1 2009, 08:39 AM) <a href="index.php?act=findpost&pid=1741876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My first room:
    :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice! I really like the lighting and feel of the rooms you and Mendasp have posted - not too dark but they still have a great atmosphere.
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    <!--quoteo(post=1741922:date=Dec 1 2009, 07:02 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Dec 1 2009, 07:02 PM) <a href="index.php?act=findpost&pid=1741922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Darker shadows and maybe add spotlights to highlight areas of interest, a dark and moody atmosphere doesn't necessarily mean low light areas. If you have multiple darker areas while you (the marine) are in the lit up areas will make the scene look more interesting visually and have that "damnit they can see me, but I am not sure where the hell they are" effect :P<!--QuoteEnd--></div><!--QuoteEEnd-->


    <!--quoteo(post=1741977:date=Dec 2 2009, 01:25 AM:name=SentrySteve)--><div class='quotetop'>QUOTE(SentrySteve @ Dec 2 2009, 01:25 AM) <a href="index.php?act=findpost&pid=1741977"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Add lighting. Dark/creepy maps are not popular and when they are played people with higher gamma/brightness have a significant advantage.<!--QuoteEnd--></div><!--QuoteEEnd-->

    hmmm it would appear that those screens are allot darker on other people's monitors than mine:s
    Will change it but will need feedback on how it looks because it's allready very bright and contrasted between dark and bright.
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Here's a couple of shots from the corridor I've spent the last few hours working on:

    <a href="http://img19.imageshack.us/i/pipe3k.jpg/" target="_blank">http://img19.imageshack.us/i/pipe3k.jpg/</a>
    <a href="http://img339.imageshack.us/i/pipe4.jpg/" target="_blank">http://img339.imageshack.us/i/pipe4.jpg/</a>

    Was considering replacing parts of the wall opposite the resnode with glass when it becomes available, presenting a nice view of the outside world.

    Also, I did kinda throw together the ceiling, but aside from that any comments?
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    Damn Thaldarin, Why not finish it 100%?

    Looks really good mate, some of the best i've seen posted here so far.
  • brechtosbrechtos Belgium Join Date: 2008-04-18 Member: 64100Members, Reinforced - Gold
    <a href="http://img37.imageshack.us/i/sparktest11.jpg/" target="_blank"><img src="http://img37.imageshack.us/img37/7701/sparktest11.th.jpg" border="0" class="linked-image" /></a><a href="http://img3.imageshack.us/i/sparktest10.jpg/" target="_blank"><img src="http://img3.imageshack.us/img3/1241/sparktest10.th.jpg" border="0" class="linked-image" /></a>
    <a href="http://img513.imageshack.us/i/sparktest12.jpg/" target="_blank"><img src="http://img513.imageshack.us/img513/2412/sparktest12.th.jpg" border="0" class="linked-image" /></a><a href="http://img4.imageshack.us/i/sparktest13.jpg/" target="_blank"><img src="http://img4.imageshack.us/img4/2647/sparktest13.th.jpg" border="0" class="linked-image" /></a>

    better?Not to bright now(taking away from mood)?
  • LomeshLomesh Join Date: 2009-10-26 Member: 69140Members
    First time mapping on anything, this is about 5-6 hours of work, just learning to use the editor and such, going to be brightening up the first room a bit, it is intended as a hive room.

    <a href="http://www.flickr.com/photos/32636851@N05/4152277493/sizes/l/" target="_blank">http://www.flickr.com/photos/32636851@N05/...277493/sizes/l/</a>

    <a href="http://www.flickr.com/photos/32636851@N05/4152280701/sizes/l/" target="_blank">http://www.flickr.com/photos/32636851@N05/...280701/sizes/l/</a>

    P.S. How are people taking in editor Screenshots?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I'm just printscreening and chopping off the desktop in Paint.
Sign In or Register to comment.