The Post Your Screenshots Thread!

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  • JoseppeJoseppe Members Join Date: 2012-01-21 Member: 141497Posts: 283 Advanced user
    edited December 2012
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    Currently Work-In-Progress: (left-door: "Anti-onos", right-door: all)
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    Currently Work-In-Progress: the other side of view
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    Post edited by Unknown User on
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  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688Posts: 0 Advanced user
    I very much like the geometry/curvy shape, but I think the texture selection on the walls seems a bit random/mismatched. Maybe try something a bit more consistant and see how it looks?
  • schkorpioschkorpio I can mspaint Members Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user
    QUOTE (Joseppe @ Dec 9 2012, 12:53 AM) »
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    its hurts my brain thinking about making that window frame in the editor :)
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  • Rudy.czRudy.cz Members Join Date: 2012-02-13 Member: 145410Posts: 443
    QUOTE (schkorpio @ Dec 8 2012, 11:59 PM) »
    its hurts my brain thinking about making that window frame in the editor :)


    Actually it is quite simple :)
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  • NazulNazul Members Join Date: 2002-11-17 Member: 9052Posts: 278
    edited December 2012
    haha yeah it's the texturing really that's a ###### =[

    An extra button in the Paint tool with something like set rotation to face would be super sweet :D
    - Proud NS player -
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The NetherlandsMembers, NS2 Playtester, Squad Five Blue Join Date: 2003-05-13 Member: 16271Posts: 15,782 Advanced user
    Hmm for that floor I'd rather have a curved spline like most RTS editors have, in general the texture tool makes my head hurt. Those screenshots are quite something btw, luvin' the lighting!

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  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688Posts: 0 Advanced user
    Testing some custom stuff in the editor for the first time, textures still need work but I'm fairly happy. Is it possible to enable AO in the editor?

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  • duxdux Tea Lady Members, NS2 Developer Join Date: 2003-12-14 Member: 24371Posts: 597 Advanced user
    No there's no option to enable AO in the editor yet.
  • MoconnorMoconnor Members Join Date: 2002-07-26 Member: 1004Posts: 579 Fully active user
    Really nice Reeke. Can't wait to see more of this kind of work from you!
    none
  • Rudy.czRudy.cz Members Join Date: 2012-02-13 Member: 145410Posts: 443
    Cool stuff Reeke !
    co_Core remake: Info , Workshop | Circus for co_Portals: Info , Workshop | my DJ sets at Soundcloud or Mixcloud | simple Portfolio | Spark Tutorials

    Server Banner > Join our server and enjoy best selection of community made maps!
  • hookeyedhookeyed Members, Squad Five Blue Join Date: 2007-08-26 Member: 62011Posts: 201
    Man, that is one cool looking ridge. Was this a particular request? Looks like part of an alien themed level.
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • CarNagE1CarNagE1 PolandMembers, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Join Date: 2003-05-14 Member: 16298Posts: 586 Advanced user
    OMG this look great :).
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    Main Editor of www.naturalselection2.pl
  • CarNagE1CarNagE1 PolandMembers, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester Join Date: 2003-05-14 Member: 16298Posts: 586 Advanced user
    OMG this look great :).
    imageimage image
    Main Editor of www.naturalselection2.pl
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688Posts: 0 Advanced user
    edited December 2012
    QUOTE (hookeyed @ Dec 13 2012, 04:12 PM) »
    Man, that is one cool looking ridge. Was this a particular request? Looks like part of an alien themed level.


    The concept art for the first alien and many of Giger's other works are the inspiration behind it.

    It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.
  • killer monkeykiller monkey Members, Reinforced - Shadow Join Date: 2010-02-26 Member: 70743Posts: 574 Advanced user
    Wow you guys are good. Cant wait to see what youll do when the biodome art set is released! ( I really like biodomes)
  • xtcmenxtcmen Members, Squad Five Blue Join Date: 2004-04-20 Member: 28040Posts: 439 Advanced user
    Some hype for a new map that's about to come.

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    ns2_Jambi A Community Map

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    xtcmen /(x)>
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  • m0rdm0rd Members Join Date: 2012-11-26 Member: 173223Posts: 62
    After many attempts at messing around with the editor and learning what everything does, I've finally come up with a form of shapes that could call itself a map. It's got nothing on the level of quality of some of the things you guys have created though.

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    I just don't know where to go from here. I did intend for this to be a co_ map but I know nothing about layering or that Occlusion stuff, and I might have stuffed up a few corridors making them too small for 2 Onos and perhaps made the ceilings too low for Fades and Lerks to move about in.
  • schkorpioschkorpio I can mspaint Members Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user
    edited December 2012
    QUOTE (m0rd @ Dec 19 2012, 01:36 PM) »
    I just don't know where to go from here. I did intend for this to be a co_ map but I know nothing about layering or that Occlusion stuff, and I might have stuffed up a few corridors making them too small for 2 Onos and perhaps made the ceilings too low for Fades and Lerks to move about in.


    Good start, occlusion is much easier than you think, you just put some really boxy and simple geometry around your entire map and added it to a group called occlusiongeometry in the editor(you'll have to manually make a new group and give it this name, that is it!)

    Since your map is fairly low detail atm, you could easily create some occlusion in about 5 seconds by selecting all, filtering it to faces only, increase the size it by 2 units in all directions with the scale tool. add it to the occlusiongeometry group - done.

    of course you probably don't want to put in any occlusion into the map until you are pretty much finished playing with the layout, it gets a bit annoying having a second set of faces to worry about when you are changing things a lot early on.

    layers? you probably don't even need layers for a map that small, perhaps put each room into a layer each just so you can hide the rest of the map while you are editing one area in particular. it'll speed up the map editor performance as well as keep things tidy and stop you from accidentally changing things in other areas.
    edit actually you will want atleast one layer - and that is for your occlusion geometry, so that you can hide it while working on the actual map so that it doesnt get in your way. you may also want layers for your lights and props

    open an official map and you'll see that they divide each room up into many layers as well as other things to keep it all very organised
    Want to make an NS2 map but short on time? Join the NS2 Community Map Project
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  • lillbrorsanlillbrorsan Members, Constellation, Reinforced - Shadow Join Date: 2003-08-21 Member: 20060Posts: 402 Fully active user
    Finally managed to get some more progress on the ns2_lost remake/reimagining after having major issues with Spark, can't wait to post some screenshots soon!
    lillbrorsan online portfolio
    image Constellation Member
    TFM
  • JimWestJimWest Members, Reinforced - Silver Join Date: 2010-01-03 Member: 69865Posts: 528 Advanced user
    edited December 2012
    For my SinglePlayer project, a cryo chamber:

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  • marksmarks Members Join Date: 2008-07-28 Member: 64720Posts: 331
    QUOTE (Reeke @ Dec 13 2012, 11:38 PM) »
    The concept art for the first alien and many of Giger's other works are the inspiration behind it.

    It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.


    Your values are way off, all of Giger's stuff is way darker and more blue/green.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688Posts: 0 Advanced user
    edited January 2013
    QUOTE
    Your values are way off, all of Giger's stuff is way darker and more blue/green.


    You're just plain wrong on this. I have a good collection of gigers work and it's far from all being "way darker" in colour. Yes theres darker work, but theres also plenty in pale whites/browns (which I'm currently trying out).

    I'l be trying different texture styles until I find something I'm happy with.
  • -Mike--Mike- Members, Reinforced - Shadow, WC 2013 - Silver Join Date: 2011-08-05 Member: 114420Posts: 17
    edited January 2013
    I've been working on a remake of co_blackmesa, a custom map from NS1 and It's been very slow and tidious process, but I have made something atleast. Also, this is literally my first mapping project with spark, so hopefully it won't look like a total mess!

    Image dump!

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    That's it for now. Hopefully it didn't look too bad. Brushwork is my weakspot, rubbish at it!
    - Currently working on a remake of co_blackmesa

    ns2_co_mesa [WIP]
  • hookeyedhookeyed Members, Squad Five Blue Join Date: 2007-08-26 Member: 62011Posts: 201
    QUOTE (-Mike- @ Jan 5 2013, 03:36 AM) »
    I've been working on a remake of co_blackmesa, a custom map from NS1 and It's been very slow and tidious process, but I have made something atleast. Also, this is literally my first mapping project with spark, so hopefully it won't look like a total mess!

    Image dump!

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    That's it for now. Hopefully it didn't look too bad. Brushwork is my weakspot, rubbish at it!


    I like it, there's definitely a good sense of design in your prop arrangement. The server room is my favourite. Try and do a few more elaborate things in geo, even though you're not confident at it right now. You'll get better with time :)
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • ozbirdboyozbirdboy Confirm Email Join Date: 2007-08-07 Member: 61827Posts: 222
    A few samples of a map I'm currently working on. It's about 80% done and I'm aiming to finish it within the coming month.

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  • AlignAlign Remain Calm Forum Moderators, Constellation Join Date: 2002-11-02 Member: 5216Posts: 8,206 mod
    It's too dark and grey. Monotonous colour scheme.
  • ozbirdboyozbirdboy Confirm Email Join Date: 2007-08-07 Member: 61827Posts: 222
    Good point, yeah I have to add a few different colours.
  • Rudy.czRudy.cz Members Join Date: 2012-02-13 Member: 145410Posts: 443
    I'll just leave this here...

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    It is a styletest for future map, but I am not going to continue this one until the "texture lock" will not be improved. I don't want to loose all my hair :-)
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  • hookeyedhookeyed Members, Squad Five Blue Join Date: 2007-08-26 Member: 62011Posts: 201
    Rudy, you just blew a golf ball sized hole out the side of my head. That is some crazy geo and tasteful lighting.
    new ns2 map in progress - ns2_tengu
    check out my portfolio - www.danielhookey.ca
  • schkorpioschkorpio I can mspaint Members Join Date: 2003-05-23 Member: 16635Posts: 3,543 Fully active user
    very nice work Rudy!

    Just been mucking around with an idea i had - feel free to steal as I won't be using it in anything. Wanted to make a very industrial spaceship look

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