The Post Your Screenshots Thread!

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Comments

  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    I hope the engine test will give me more ideas on how to flesh out my map. I have a big problem with scale when I can't walk around and see it personally.
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    edited April 2010
    IeptBarakat, don't make your rooms cubic. Walls will look blank if they are simple straight up. Example from my fast concept of alien spawn:
    <img src="http://img22.imageshack.us/img22/5486/nseuclideanalienstart.jpg" border="0" class="linked-image" />

    As this is alien spawn, but I believe floor shouldn't never be flat from wall to wall. Add some diversity.

    EDIT: Try first think some name for your room (like ventilation, pipeline etc.) then try make it look like it with minimum props. Atleast this is my way at the moment as we don't can't test these rooms.
  • dr_nicdr_nic Join Date: 2007-05-21 Member: 60965Members
    <!--quoteo(post=1762579:date=Apr 3 2010, 11:36 PM:name=_iLLuSioN_)--><div class='quotetop'>QUOTE (_iLLuSioN_ @ Apr 3 2010, 11:36 PM) <a href="index.php?act=findpost&pid=1762579"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img85.imageshack.us/i/ns2mapstart04.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/9652/ns2mapstart04.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->

    I reaaaaaaaaaaaaaally like this architecture gw!
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    I can't wait to get my hands on the editor. Everything you guys post looks really good.
  • 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
    edited April 2010
    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-2.jpg" border="0" class="linked-image" />

    Don't really know what to do with the middle part :\ The lighting is really bland and the walls are... plain.
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    Is this a MS/AS? since you got both a tech point and res node (a little small for an MS and a little too open for an AS I'd say)? And it looks kinda weird with the tech point being placed right in front of that door, seems unpractical. Imo, the lighting ain't that bad and the room is interesting, not sure what you could do with the middle, but like you said, it might be missing something.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Looks fine to me. Emptiness has its merits. Maybe throw some crates in on the side for cover, unless it's a starting area (which it probably isn't).

    If you had to think about something, think about how you could make the room defendable for both aliens and marines. The aliens don't look like they'll do so well in open confrontation. Do something to the room so melee defenders could stand a better chance against marines with guns. Maybe give skulks a way to sneak behind the entrances from the room without revealing what they're doing.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    Looks good yes?

    <img src="http://img714.imageshack.us/img714/7247/hallwayms.png" border="0" class="linked-image" />

    Just have to spice up the ceiling and floor and it should be pretty much done.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    <!--quoteo(post=1762842:date=Apr 5 2010, 10:30 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Apr 5 2010, 10:30 PM) <a href="index.php?act=findpost&pid=1762842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good yes?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Are those supports over the terminals/machines ? Is some of the weight of the roof put on top of the terminals?
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Slayer, looks pretty good. I would suggest adding props inside the floor, giving it more of an enhanced look.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1762844:date=Apr 5 2010, 04:57 PM:name=Abra)--><div class='quotetop'>QUOTE (Abra @ Apr 5 2010, 04:57 PM) <a href="index.php?act=findpost&pid=1762844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are those supports over the terminals/machines ? Is some of the weight of the roof put on top of the terminals?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Do you mean these?

    <img src="http://img62.imageshack.us/img62/705/these.png" border="0" class="linked-image" />

    If so, then those are part of the model, and I'll probably end up putting small advertisement signs right there. Not like real advertisements, just some fake ones for to go with the theme of the map.
  • Donner & BlitzenDonner & Blitzen Join Date: 2010-03-08 Member: 70879Members
    <!--quoteo(post=1762799:date=Apr 5 2010, 01:26 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Apr 5 2010, 01:26 PM) <a href="index.php?act=findpost&pid=1762799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-2.jpg" border="0" class="linked-image" />

    Don't really know what to do with the middle part :\ The lighting is really bland and the walls are... plain.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, the walls look fine! Too many screenshots I'm seeing in this thread are plagued with overuse of props. Look at the official NS2 maps. Props are used strategically, they aren't just jammed into every possible space in the map.
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    <!--quoteo(post=1762799:date=Apr 5 2010, 06:26 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Apr 5 2010, 06:26 PM) <a href="index.php?act=findpost&pid=1762799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-2.jpg" border="0" class="linked-image" />

    Don't really know what to do with the middle part :\ The lighting is really bland and the walls are... plain.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I would suggest to put some computer technology over there. A terminal of some sort. With a little less lighning and more bleu lighthing. to give atmosphere and depth of feeling... but perhaps I'm just drunk ;-)...

    Greetz,
    XtOf
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    edited April 2010
    <!--quoteo(post=1762799:date=Apr 5 2010, 06:26 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Apr 5 2010, 06:26 PM) <a href="index.php?act=findpost&pid=1762799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*picture snip*

    Don't really know what to do with the middle part :\ The lighting is really bland and the walls are... plain.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The pipe up in the ceiling looks out of proportion. Like it's wider than it is high.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    I like your Room, mendasp.

    Maybe break some tiles of the floor open or do a fake vent in the wall.
  • 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
    edited April 2010
    Thanks for the comments.

    Let me address a few things first.

    It is a Marine Spawn and it may look a little cramped, but we'll see when we get to test it in the real game (the marines will spawn on the back of the room, the part with the ramps).

    The door on the back really has a stupid placement and I'm aware of it, but I had to break up the wall, I could've put a bunch of terminals, but the door was easier. You can maybe think it's a backup power source or whatever, nanites, I've done stupidier things in my NS1 stuff!

    The pipe on ceiling is obviously a "deformed" pipe, I was mimicking something in a concept art, it was a curved surface so I used a pipe. The problem is that the pipe prop is easy to recognize, I guess, don't know what to do with this.

    So, here is what I broke up the walls with (I may do something with the lighting later):

    <img src="http://www.mendasp.net/stuff/wip/ns2_mendasp_room5-wip11-3.jpg" border="0" class="linked-image" />
    There's no trim on the open panel, but since this is the "testing" part and I haven't recorded the video yet...

    I think I may have to start a thread, but I don't have a name for this map yet...
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    the wall looks great now. Makes it stand out a bit more. Good idea to break it up like that. I like it.
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    <!--quoteo(post=1762842:date=Apr 5 2010, 09:30 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Apr 5 2010, 09:30 PM) <a href="index.php?act=findpost&pid=1762842"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks good yes?

    <img src="http://img714.imageshack.us/img714/7247/hallwayms.png" border="0" class="linked-image" />

    Just have to spice up the ceiling and floor and it should be pretty much done.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can give you a tip when it comes to designing corridors from a game play perspective. Don't clutter the area with unneeded bits and bobs because it is hard enough as it is to dodge a skulk without stuff to kick into. Remove the benches and replace them with a floor design that you are able to stand on. This will still detail the area but also gives full unrestricted movement in the corridor which is what is needed for alien and marine.

    Also crates to provide cover is a lazy mans way of making map amendments. Some people think that it is good to have crates and boxes to hide behind in the middle of a corridor but they are mistaken. They are more of a hindrance that a benefit. If you need crates to give the aliens cover from marine fire, your map is designed badly and you need to redo that section so the aliens can get cover a different way, for example wall ceiling or floor designs.
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    <!--quoteo(post=1762916:date=Apr 6 2010, 01:09 PM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 6 2010, 01:09 PM) <a href="index.php?act=findpost&pid=1762916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can give you a tip when it comes to designing corridors from a game play perspective. Don't clutter the area with unneeded bits and bobs because it is hard enough as it is to dodge a skulk without stuff to kick into. Remove the benches and replace them with a floor design that you are able to stand on. This will still detail the area but also gives full unrestricted movement in the corridor which is what is needed for alien and marine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've been thinking about this as well. Really want to integrate benches etc. to make maps feel more like there are actual people living there, but then again, it's can be damn annoying gameplay-wise. Best attempt to place them a little out of the way I suppose.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    edited April 2010
    I threw these up on my blog (<a href="http://mapprogression.tumblr.com" target="_blank">Map Progression Blog</a>), but since it's been awhile and isn't many screens, I thought i'd throw them here as well for some feedback. This is a secondary route hallway that will be weldable shut. It connects the marine start, and you can see the transition through the pics at my blog if you're curious how it does.

    I know, it's a hallway. Thrilling. :)

    <img src="http://i.imgur.com/Zt8ZF.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/LqTWP.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/uDmFW.jpg" border="0" class="linked-image" />

    Also, lol, yes, i realize that one of the props isnt attached to the walls in the pics. I fixed it, haha.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2010
    I know they were killed by aliens n' all. But they really need to pick up the place ;D. (keep it as is)

    Onos would probably have tough time going through there in between box and pipe.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    <!--quoteo(post=1762930:date=Apr 6 2010, 10:38 AM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 6 2010, 10:38 AM) <a href="index.php?act=findpost&pid=1762930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know, it's a hallway. Thrilling. :)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The destination doesn't define a journey. It's how you got there. =D
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1762997:date=Apr 6 2010, 06:01 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Apr 6 2010, 06:01 PM) <a href="index.php?act=findpost&pid=1762997"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know they were killed by aliens n' all. But they really need to pick up the place ;D. (keep it as is)

    Onos would probably have tough time going through there in between box and pipe.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's barely squeezable, but according to the mapping guidelines, secondary routes should naturally deter onos use. They really arent made for them, they have to crouch and what not.
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    The guides might say to make secondary areas smaller to stop Onos running about freely but its bull. You shouldn't restrict player movement with maps or you end up taking away game play and tactical aspects.

    Can anyone remember running around ayumi with an onos? I can and it sucked dong.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    I have quite a lot of doorways (not with actual doors in them) near what I might make MS. I'll have to wait to get an onos in game to really get a feel for the annoyance it will generate. The Onos is mighty big!
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1763103:date=Apr 7 2010, 11:07 AM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 7 2010, 11:07 AM) <a href="index.php?act=findpost&pid=1763103"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The guides might say to make secondary areas smaller to stop Onos running about freely but its bull. You shouldn't restrict player movement with maps or you end up taking away game play and tactical aspects.

    Can anyone remember running around ayumi with an onos? I can and it sucked dong.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well, all secondary routes should have a primary route essentially on the same path as it. They are more for skulks, marines, etc rather than the lumbering onos. Naturally a beast that large shouldnt be able to access all areas of a space station, refinery, etc. So you build accordingly.

    As an example, this hallway is just a small short cut into a different portion of the MS, where the main route ends up pretty close to its location at a slight longer distance. Sometimes the Onos just gets the bad end of the stick and hence is why it's a utility class and not a solo class, a marine could hide in areas unaccessable to it and you need back up with you.
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    edited April 2010
    The Onos is not a bread and butter class of the alien team and i will not design an entire map just to limit the movement of a couple of Onos per game. If you design corridors to be small to restrict Onos you also restrict other classes, which is very bad. How many times have you been killed as fade because your path has been blocked for what ever reason and you have had no where else to move?
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    edited April 2010
    It was never said that the Onos will be unable to get through the secondary paths, at worst it will be a tight squeeze. We also know that the Onos will have a powerful damage shield of sorts. This may help it navigate areas where marines may otherwise attempt to take advantage of its poor mobility.

    Also, Cyanide never said he was building maps to limit the Onos. Tight corridors just happen naturally. Much of the setting of Natural Selection 2 implies that it is built for human-sized things, not Oni, and certainly not MASCs.
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    You wont find any house hallway sized corridors in todays industrial buildings because they are simply not viable and they are dangerous. If you end up putting several extra secondary corridors leading to the same destination as a primary into your map that happen to be that small, you are only doing it to limit Onos movement and nothing else.

    If the Devs want tight rooms and corridors to restrict Onos movement, they also need to add other basic mechanics, like stopping a single marine blocking an elephant sized alien by standing in front of it. If you force the Onos to duck through doorways it can be kited by a single marine.

    It might sound like a nice idea to have tight corridors all over the shop along side primary corridors, but you would just be reducing the tactical advantage the aliens have by having an Onos. If Marines know theres an Onos about, they wont use the primary routes, thus negating the effects of the Onos. If the Onos tries to go into a secondary area, he gets his dong chopped off.

    If the Marines can use the map design to counter an Onos, what type of map design do the aliens take advantage of when the marines get HA/JP?

    Its very important that mappers know what 'tight corridor' really means. It doesn't mean an Onos must duck through doors and have its shoulders bang into the walls because thats too tight.
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    edited April 2010
    <!--quoteo(post=1763254:date=Apr 8 2010, 12:59 PM:name=Standard)--><div class='quotetop'>QUOTE (Standard @ Apr 8 2010, 12:59 PM) <a href="index.php?act=findpost&pid=1763254"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It might sound like a nice idea to have tight corridors all over the shop along side primary corridors, but you would just be reducing the tactical advantage the aliens have by having an Onos. If Marines know theres an Onos about, they wont use the primary routes, thus negating the effects of the Onos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Think about it; denying the major routes of the map by having an onos running rampant seems like a pretty big advantage, IF the secondary routes somehow are inferior for the marines somehow (crawlspaces, forcing the marines to duck and move slowly. Dark areas that make skulk attacks more devastating etc.)

    Denial of grander scale movement doesn't have to be a small advantage.
    Just for thought.

    edit: Think about half-life 2: episode 2. When you are chased by the antlion guard, you are forced to run, crawl and hide from it until you can retaliate efficiently. That is how I imagine the onos having the potential to be a powerful offensive unit aswell as a alien tool of terror.
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