The Post Your Screenshots Thread!

1272830323384

Comments

  • 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
    These pictures are actually all taken in-editor. If you click on "perspective" in your 3D viewport, you can switch to "Textured Lit" mode, which is what was used to take them.
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    <img src="http://borgkinghome.bo.funpic.de/images/ns2editor12.JPG" border="0" class="linked-image" />
  • TorabiTorabi Join Date: 2010-01-09 Member: 70011Members
    <!--quoteo(post=1746486:date=Jan 9 2010, 05:21 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jan 9 2010, 05:21 PM) <a href="index.php?act=findpost&pid=1746486"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->These pictures are actually all taken in-editor. If you click on "perspective" in your 3D viewport, you can switch to "Textured Lit" mode, which is what was used to take them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ah, thank you kind sir!
  • Sc0rpsSc0rps Join Date: 2006-11-02 Member: 58186Members
    This is one of the 2 Halls leading to my Boiler Room.
    <img src="http://img706.imageshack.us/img706/6641/hall1.jpg" border="0" class="linked-image" />
    <img src="http://img682.imageshack.us/img682/4585/hall2t.jpg" border="0" class="linked-image" />
    <img src="http://img189.imageshack.us/img189/6258/hall3u.jpg" border="0" class="linked-image" />
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    Hmm it looks a little empty and square to me, Sc0rps. Though that could be your style. Maybe place some crates in there? I'm still not sure myself if it's a wise idea to use wall props everywhere instead of regular materials.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Nice hall Sc0rps !

    Only thing I think it needs is maybe some beams along the walls that stands out a bit so they narrow the width just enough.
    That and I would widen the scale of the orange trim texture and the bottom of the walls too.


    Here's an update on my map. Maintenance corridors on the east and "alien" side of the map.

    <img src="http://img502.imageshack.us/img502/7306/nsqu3.jpg" border="0" class="linked-image" />
  • TornostirelTornostirel Join Date: 2010-01-10 Member: 70031Members
    Everything looks so good guys.


    Nice maps coming for the release ;)
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Sweeet

    <img src="http://unitedworlds.co.uk/online-gaming/nso.jpg" border="0" class="linked-image" />
  • PaulendyPaulendy Join Date: 2010-01-09 Member: 70023Members
    Now that's just a cruel cruel joke... :(
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    It's called, Wishfull thinking :) .. Visualy Expressed..
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Last screenshot I made this morning of my map before my stupid seagate sata disk drive failed, where all my NS2 work was.. that and a LOT of other valuable data.


    <img src="http://img189.imageshack.us/img189/7112/nsqu4.jpg" border="0" class="linked-image" />
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    Here is my latest creation: it's a large chamber with a tech point at the center.

    Ideally I would use props for the support structures but I am a mapper and have barely starting learning modeling.

    My inspiration for this room came from here: <a href="http://www.startrekdreams.com/interiors/images/interiors/borg_queenschamber%5B1%5D.jpg" target="_blank">http://www.startrekdreams.com/interiors/im...mber%5B1%5D.jpg</a>

    <a href="http://www.flickr.com/photos/45561411@N02/4264432987/" target="_blank"><img src="http://farm5.static.flickr.com/4042/4264432987_6d3ba6d3d6_o.jpg" border="0" class="linked-image" /></a>

    <a href="http://www.flickr.com/photos/45561411@N02/4264433077/" target="_blank"><img src="http://farm5.static.flickr.com/4021/4264433077_8ded272ae5_o.jpg" border="0" class="linked-image" /></a>

    <a href="http://www.flickr.com/photos/45561411@N02/4264433117/" target="_blank"><img src="http://farm3.static.flickr.com/2800/4264433117_aaf5ce6742_o.jpg" border="0" class="linked-image" /></a>

    <a href="http://www.flickr.com/photos/45561411@N02/4264442403/" target="_blank"><img src="http://farm3.static.flickr.com/2691/4264442403_30a528496b_o.jpg" border="0" class="linked-image" /></a>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1746743:date=Jan 11 2010, 02:49 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Jan 11 2010, 02:49 AM) <a href="index.php?act=findpost&pid=1746743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Last screenshot I made this morning of my map before my stupid seagate sata disk drive failed, where all my NS2 work was.. that and a LOT of other valuable data.


    <img src="http://img189.imageshack.us/img189/7112/nsqu4.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    It'd be nicer to see this corridor without the camera placed rather sillily behind the chainlink.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    That's incredibly nice, Xuaxinodal! You could put some trim in between the textures on the lower/side parts though, those that doesn't align.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1746755:date=Jan 11 2010, 02:48 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 11 2010, 02:48 AM) <a href="index.php?act=findpost&pid=1746755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It'd be nicer to see this corridor without the camera placed rather sillily behind the chainlink.<!--QuoteEnd--></div><!--QuoteEEnd-->
    a little late for that kind of advice NOW, don't you think?
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1746755:date=Jan 11 2010, 12:48 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 11 2010, 12:48 AM) <a href="index.php?act=findpost&pid=1746755"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It'd be nicer to see this corridor without the camera placed rather sillily behind the chainlink.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Art is never silly.
  • TornostirelTornostirel Join Date: 2010-01-10 Member: 70031Members
    The wired-fence gives a kind of nice look. Like a person or an Alien looking at the corridor, hiding.
  • MadLetterMadLetter Join Date: 2010-01-10 Member: 70037Members
    This one is the layout for my current WIP, called "Caiphor". It uses the "6x8 Triple RT Asymmetrical" Layout (Mapping Guidelines p. 12) and is still lacking vents which will be prominenlty placed on the right half of the map, including some ventage in the upper left parts (but only extremely little in the "Marine Quarter" of the map, which begins with PreShipping Storage.

    <img src="http://selgrad.vs150059.vserver.de/img/ns2/overhead.jpg" border="0" class="linked-image" />

    More images of some other experiments and ideas:

    <img src="http://selgrad.vs150059.vserver.de/img/ns2/6_02.jpg" border="0" class="linked-image" />

    <img src="http://selgrad.vs150059.vserver.de/img/ns2/6_03.jpg" border="0" class="linked-image" />

    <img src="http://selgrad.vs150059.vserver.de/img/ns2/4_02.jpg" border="0" class="linked-image" />
  • SassenachSassenach Join Date: 2010-01-11 Member: 70059Members
    Here's my go at a room I spent a few hours on today.

    <a href="http://img709.imageshack.us/i/testroom2.jpg/" target="_blank"><img src="http://img709.imageshack.us/img709/1403/testroom2.jpg" border="0" class="linked-image" /></a>
  • strikerxXxstrikerxXx Join Date: 2005-04-20 Member: 49007Members
    <img src="http://i2.photobucket.com/albums/y19/strikerx22/firstattempt.jpg" border="0" class="linked-image" />

    First attempt at a hallway. Doesn't look awful, but, eh. 30 minutes of work.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1746860:date=Jan 11 2010, 05:43 PM:name=strikerxXx)--><div class='quotetop'>QUOTE (strikerxXx @ Jan 11 2010, 05:43 PM) <a href="index.php?act=findpost&pid=1746860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First attempt at a hallway. Doesn't look awful, but, eh. 30 minutes of work.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's really prop-heavy. A bit too much going on for such a little area if you ask me.
  • QuasimetastabilQuasimetastabil Join Date: 2007-02-20 Member: 60031Members
    Hi

    Nice Looking strikerxXx. I Like the creative use of the elevatorsockets. 30 Minutes is a very short time imho, you must be really productive.

    @sassenach: you should put a little more work in the lighting. Overall I like the 2 Level Layout, could make up for some interesting battles. Have you thought about a bridge over the gap? The Catwalk models could be your friend in this room.

    @madletter: I can´t see much connectivity between the parts yet, but I think with your "main/secondary -route" approach you´re definitly on the right way! Although i would consider placing the Alien- and Marinestartrestowers in the spawnroom.


    Mining Excavation:
    <img src="http://bildupload.sro.at/a/images/57-02.JPG" border="0" class="linked-image" />
    <img src="http://bildupload.sro.at/a/images/24-04.JPG" border="0" class="linked-image" />
    <img src="http://bildupload.sro.at/a/images/20-06.JPG" border="0" class="linked-image" />
    <img src="http://bildupload.sro.at/a/images/21-05.JPG" border="0" class="linked-image" />


    Ventilation Hub:
    <img src="http://bildupload.sro.at/a/images/nsmap8.jpg" border="0" class="linked-image" />


    Service Tunnel Section Zero
    <img src="http://bildupload.sro.at/a/images/nsmap9.jpg" border="0" class="linked-image" />


    Mining Analysis (wip):
    <img src="http://bildupload.sro.at/a/images/29-03.JPG" border="0" class="linked-image" />
    <img src="http://bildupload.sro.at/a/images/72-01.JPG" border="0" class="linked-image" />

    Sorry for the many pics. Mining Analysis is still work in progress. Ventilation Hub and Section Zero tunnels are very dark but it´s skulkland there anyway.

    cu qms
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    @Quasimetastabil
    Oh my gosh, your map looks pretty dang impressive! How much time did you spend on it?
  • SassenachSassenach Join Date: 2010-01-11 Member: 70059Members
    Thanks for your advice, Quasi. I really liked your resource node alcove on the mining analysis room. The blue lighting characterises it, but is restricted to that area of the room, nicely distinguishing it. Not to say that everything else is not very nice as well. I thought maybe there was a bit much variety in light colour in your earlier pictures, but I can't disagree with your use of it here.

    A general question on roof detailing: Are all the props going on there that are at least partially visible from above going to interfere with the top down commander view in the event of these becoming actual maps, or is this not a consideration at this point? I imagine troubles with trying to place armouries on the top of light fixtures or pipes embedded in the roof come the actual game.
  • PopenatorPopenator Join Date: 2009-08-27 Member: 68617Members
    Ol' Tech

    <img src="http://imgur.com/5uIt5.png" border="0" class="linked-image" />
  • QuasimetastabilQuasimetastabil Join Date: 2007-02-20 Member: 60031Members
    thanks for your comments!

    @chucky: phew, more i´d like to admit but i would go with 10 to 15 hours so far.

    @sassenach: We don´t know yet. but personally i´ll design the ceilings with as few models as possible.

    @popenator: thats really dark, i cant see ###### :(

    cu qms
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    Did some more on my wip

    <img src="http://www.conception-design.net/stuff/savior_2.jpg" border="0" class="linked-image" />
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Damn bluescreens have been keeping me from working much with Spark the last month, got two of them just trying to put together this post. They even haunt me in my dreams :D

    Here's a couple of screens anyway!

    <img src="http://img192.imageshack.us/img192/9623/ion1.jpg" border="0" class="linked-image" />
    <img src="http://img189.imageshack.us/img189/2945/ion2.jpg" border="0" class="linked-image" />

    It's supposed to be either alien start or a regular tech point, haven't made up my mind yet. There's an entrance (like the one in screen 2) just to the left of the camera on screen 1.

    <img src="http://img189.imageshack.us/img189/4765/mso1.jpg" border="0" class="linked-image" />
    <img src="http://img689.imageshack.us/img689/6558/mso2.jpg" border="0" class="linked-image" />

    And here we have marine spawn/another tech point. The CC is gonna be on that pad on the last screen.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    edited January 2010
    Gotta love the loose wires going upward Braw ! haha ;)


    Quasimeta, I really like the vents ! amazing work but it needs better lightning. Too much bright opposite colors, needs better use of shadow-casting and radiosity lights.
  • StreptoStrepto Join Date: 2005-01-07 Member: 33571Members
    Eyegasm at Braw's map...

    Except for maybe the last screen it all reminds me strongly of NS.
Sign In or Register to comment.