The Post Your Screenshots Thread!

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Comments

  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited April 2010
    nice psyk0, but all looks a bit too bright to me.

    Especially the white lights on the platform, they look like they are drowning out the sun light colour, which is slightly immersion breaking for me.

    Awesome use of rocks though
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited April 2010
    Looks like you've played too much Doom 3 :p

    Edit: As a quick edit after post, just for psyk0 as he hasn't played D3 to see what I mean ;)
    <a href="http://www.katsbits.com/images/articles/d3_low.jpg" target="_blank">Click here for D3 Pic</a>
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Delphic, thanks, I've decreased the bright lights on the platform so the sunlight comes through a little more.

    Thaldarin, I've never played doom3, but I already said on irc that it looks a little bit too quakish :D
  • Wyattx3Wyattx3 Join Date: 2003-07-23 Member: 18386Members
    I would suggest tucking that resource tower into the wall there if you can, I don't think its a good idea to have a node out in the open, especially if the marines can take it out from the doorways.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2010
    <div align='center'>Two lighting styles for generic hallway 4

    <a href="http://farm4.static.flickr.com/3552/4556374520_49463ff789_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3552/4556374520_29579f8317.jpg" border="0" class="linked-image" /></a>
    oldschool NS1 style

    <a href="http://farm4.static.flickr.com/3485/4556374246_444ca038eb_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3485/4556374246_b40dbd2fcb.jpg" border="0" class="linked-image" /></a>
    Using colder colors...


    Older spark editor shots
    <a href="http://farm4.static.flickr.com/3447/4555744715_8958148310_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3447/4555744715_e3ce66b89a_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3182/4556373936_f8bd1bb0b2_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3182/4556373936_2fb91d7c52_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3240/4555744565_7bcaebb4e0_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3240/4555744565_b2b89e6f3b_s.jpg" border="0" class="linked-image" /></a> <a href="http://farm4.static.flickr.com/3126/4556373734_d5b309052a_o.jpg" target="_blank"><img src="http://farm4.static.flickr.com/3126/4556373734_69283003da_s.jpg" border="0" class="linked-image" /></a></div>

    The set on Flickr, where I'll post screenshots I find nice enuf :)
    <a href="http://www.flickr.com/photos/martin_borgman/sets/72157623815087019/" target="_blank">http://www.flickr.com/photos/martin_borgma...57623815087019/</a>
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Really cool, good mix of models and breakup of walls, I havent really made and generic corridoors yet.
    Like both color moods.
  • KoloyKoloy Join Date: 2010-04-26 Member: 71535Members
    I like the first one better, fits the area more.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2010
    <!--quoteo(post=1768903:date=Apr 28 2010, 03:46 AM:name=Koloy)--><div class='quotetop'>QUOTE (Koloy @ Apr 28 2010, 03:46 AM) <a href="index.php?act=findpost&pid=1768903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the first one better, fits the area more.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's my problem, I want to run away from NS1 orange/warm lighting... Yet they look nicer, making the running away bit harder :D
  • ixinixin Join Date: 2009-07-01 Member: 67988Members
    edited April 2010
    It's very simple, you use the colors of LightBlue/Green and use a tinted Green-Lightblueish color, that's a cold color that fits with with White lights making it have a different effect then yellow ones.

    If you have photoshop or something else here's one of the RGB values: 8fffe6
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Yeah, it's like he is changing light colors and expecting a super cold cool mood without any tweaking on his side :p
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2010
    Oh there was tweaking of the lights alright, but the orange tints just win out, because they play nicer with these props. most of which are gray bleeding into the red-ish brown spectrum. I think it could do with a little bit more white to counter the "purple/blue". heck i dunno, just trying stuff.

    ayumi pulled it off :P
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    I may be the only one but I like the blue lit corridor much more than the orange one. The blue is a much stronger color and for the most part blends the colors of the props together. I'll probably be using more cooler colors in the primary rooms as they certainly stand out more and can be more memorable.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    For another cool lighting theme have a look (if it is still online here) at ns_leya (or something similar) made by kawak... That lighting goldSRC was also very nice... A good mix of white only lights with dark shadows...
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    I've been playing with spark editor for about 2 weeks now, the following random spam is a collection of screen shots and development sketches produced in that period.

    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>NS2_Crash</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    (Working Title)

    <!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Initial map design:</b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-0.jpg" border="0" class="linked-image" />
    Docking bay (Blue) Cargo hold (Brown) Crew quarters + Med lab (White) Command center + Bridge (Purple) Generators + Engine room (Green) Communications + main walkways (Aqua) Biolab (Green) Science labs + Storage (red)
    + = Spawn | T = Tech hub | R = Resource hub
    Deemed too complex for a first map attempt.

    <!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Revised map design:</b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-1.jpg" border="0" class="linked-image" />
    1) Initial concept sketch - Photoshop - (Fahran)
    2) Updated concept sketch - Illustrator - (Torana) (Green Circle = Alien spawn | Blue Circle = Marine Spawn | Blue Hex = Tech hub | Orange hex = Resource hub)

    <!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Bridge side room development:</b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-2.jpg" border="0" class="linked-image" />
    1) Updated floor plan ~ (Torana)
    2) Top view - (location highlighted above in orange)
    3) Bridge side room wire frame.
    4) Perspective unlit.
    5) Entrance lit.
    6) Entrance detail lit.
    7) Perspective lit view 1
    8) Perspective lit view 2
    9) Perspective lit view 3

    <!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b>Sample corridor featuring ceiling suspension walkway. </b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-3.jpg" border="0" class="linked-image" />

    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro--><b>Sample resource node room.</b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-4.jpg" border="0" class="linked-image" />

    <!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro--><b>Updated.</b><!--colorc--></span><!--/colorc-->
    <img src="http://www.masterworks.com.au/images/ns2-map-crash-dev-4b.jpg" border="0" class="linked-image" />
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>NS2_Unknown</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    (Working Title)

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-map.jpg" border="0" class="linked-image" />
    <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">[ + ]</a>

    <!--coloro:orange--><span style="color:orange"><!--/coloro--><b>Layout:</b><!--colorc--></span><!--/colorc-->
    <b>M1 - Marine Spawn</b> - Tech Node - Resource Hub
    M2 - Tech Node
    M3 - Resource Hub
    M4 - Resource Hub
    M5 - Resource Hub
    M6 - Resource Hub
    M7 - Tech Node
    <b>A1 - Alien Spawn</b> - Tech Node - Resource Hub
    A2 - Tech Node
    A3 - Resource Hub
    A4 - Resource Hub
    A5 - Resource Hub
    A6 - Resource Hub
    A7 - Tech Node

    Sample resource node development and lighting tests.

    <img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-6.jpg" border="0" class="linked-image" />
    1) Rough map layout showing node placement for marines/aliens
    2) Medium room + small walkway first pass.
    3) Medium room + small walkway second pass.
    4) Second pass end perspective.
    5) Experimental lighting wall.
    6a) Third pass Marine resource node.
    6b) Third pass Alien resource node.

    Proof of concept for Marine spawn, featuring tech node + resource hub - detail pass 1.
    <img src="http://www.masterworks.com.au/images/ns_unknown-v2-proof-7.jpg" border="0" class="linked-image" />

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1s.jpg" border="0" class="linked-image" />

    <a href="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-1.jpg" target="_blank">[ + ]</a>

    M1 (Marine spawn) Pass 2

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-1.jpg" border="0" class="linked-image" />

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-top.jpg" border="0" class="linked-image" />

    <img src="http://www.masterworks.com.au/images/ns_unknown-v6-m1-concept-new-2.jpg" border="0" class="linked-image" />

    Updates to come:
    1) Ramp leading out from ship loading bay, entrance to level with ship flood lights highlighting rock/structure.
    2) Props pass 2 (Add additional items)
    3) Lighting pass 2 (Add additional lights + tweak existing)
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Fahran, think you map enough? :P

    They all looks pretty good to me but I'm posting because the first one seemed to indicate you might not understand NS2's gameplay (or maybe you know something I don't!) As I understand it, the marines and alien spawns are not a set location. They will just spawn at tech points like how aliens spawned at the different hives in NS1.
    What people call "alien start" and "marine start" are just the initial tech point the marines/aliens start at. In your first map it seems more like TF2 or CS with a spawn room. This is not how NS works.

    Hope this helps!
  • FahranFahran Join Date: 2010-04-30 Member: 71573Members
    Thanks Psyke, yeah development on NS_Crash has stopped for now, my main focus for the next few weeks/months will be on <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">NS_Unknown</a> (working title) and I will update this thread with any major progress made. The above post was done as a dump of work to date showing various environments and my first real attempt at mapping, really enjoying the editor and looking forward to additional textures/props/effects etc.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I do believe Fahran has it right. Well, it the way I understand it. The Marine and Alien starts are fixed locations. Not like NS1's first random hive. I think it was said somewhere that the devs wanted to implement randomness in the future but start with a first build with fixed starts.

    Btw Fahran, very nice pixs and layouts. I really like that first one, very original. Even if you didn't follow it up, it is very inspirational. I really like the mood you set in those maps. I can't believe you did all that in two weeks! :p

    All in all nice work!
  • khelbenkhelben Join Date: 2010-04-09 Member: 71259Members
    farhan your map is awesome !
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Looking good Fahran. Might be worth starting a development thread, similar to perkele2 etc. =]

    The screenshot with the 3 fans and red light has that wow factor this thread needs too ;)
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    edited April 2010
    <!--quoteo(post=1769296:date=Apr 30 2010, 09:52 AM:name=Fahran)--><div class='quotetop'>QUOTE (Fahran @ Apr 30 2010, 09:52 AM) <a href="index.php?act=findpost&pid=1769296"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Psyke, yeah development on NS_Crash has stopped for now, my main focus for the next few weeks/months will be on <a href="http://www.masterworks.com.au/images/ns_unknown-v6-map-large.jpg" target="_blank">NS_Unknown</a> (working title) and I will update this thread with any major progress made. The above post was done as a dump of work to date showing various environments and my first real attempt at mapping, really enjoying the editor and looking forward to additional textures/props/effects etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
    They are very impressive. I agree with Thaldrin, uou should really just create a development thread in this here mapping section. Your maps are ones I want to be able to follow. :)

    <!--quoteo(post=1769297:date=Apr 30 2010, 09:53 AM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Apr 30 2010, 09:53 AM) <a href="index.php?act=findpost&pid=1769297"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do believe Fahran has it right. Well, it the way I understand it. The Marine and Alien starts are fixed locations. Not like NS1's first random hive. I think it was said somewhere that the devs wanted to implement randomness in the future but start with a first build with fixed starts.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You are right on that, but on his first map he doesn't seem to be illustrating this scenario. If you notice, the point he marks as marine spawn is in a room NEXT TO the tech point. This implies a very TF2-esque spawn system, which is not what NS will have.

    The original tech point is not randomized, as you say, but the alien start / marine start IS a tech point, not a separate area of the map... and the alien/marine team could lose that initial spawn / tech point at some point in a game.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <img src="http://img571.imageshack.us/img571/53/ns12.jpg" border="0" class="linked-image" />
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Psykoman: I likes, but it looks like it needs to be quite a bit darker, tone down the brightness of the white lights and it'll look a lot more moody and atmospheric.
    Maybe put something on the wall on the left? Perhaps create a mini cavern and add pipes/monitors/other points of interest?
  • BrawBraw Join Date: 2008-03-21 Member: 63920Members, Constellation
    edited May 2010
    IMO you pretty much nailed the whole thing in your last screens, Psyko. I'd have to disagree with Spacer here and say do not tone down the brightness of the white lights :P I really got no criticism ^^
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Same here, don't mess with it :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The only thing confusing me is where all that yellow is coming from and how there is so little light when the white shine on the floor is so intense?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Glass ceiling, awesome sunshine! :P
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    <!--quoteo(post=1769547:date=May 3 2010, 01:07 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 3 2010, 01:07 AM) <a href="index.php?act=findpost&pid=1769547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Same here, don't mess with it :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    agree nicely done !
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1769549:date=May 3 2010, 02:29 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ May 3 2010, 02:29 AM) <a href="index.php?act=findpost&pid=1769549"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only thing confusing me is where all that yellow is coming from and how there is so little light when the white shine on the floor is so intense?<!--QuoteEnd--></div><!--QuoteEEnd-->
    There are two yellow lights per segment in the lower transition between floor and wall lighting the lower wall.
    The yellow fancy shadow light comes from the grid in the lower ceiling above the pipes.


    Thanks for comments.
    I'm glad most ppl like it. Since this hallway connects the marine start and first expansion, I'd rather keep it well lit.
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