The "Post Your Screenshots" Thread

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Comments

  • DFA_HaploDFA_Haplo Join Date: 2003-01-21 Member: 12537Members
    Thanks Wittman. I get that a lot "It doen't look NS" <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> And I think its that way for one of 2 reasons.

    1. Because I'm trying to change the look of NS without removing the feel. Most screenshots you see look like the are all from the same map even though they are created by differnt people. I'm just trying to break out of that trend but still maintain the right atmoshere. The map is based on a mining(sp?) community that was over run by the Kharaa. So Im trying to make rooms and such that People would have actually lived in. Such as Sleeping Quarters and mess hall and a rec room. Although its really turning into a challenge because Im not good at making textures and couldnt make a model to save my life and without dipping into the Halflife.wad too much and making it look too much like CS Im trying to settle for something in between. Im hoping for it to be a more scary feeling map when its done.

    or

    2. I'm a noob mapper with a poor imagination. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    Looking at other peoples screen shots I feel like the second is the answer. But I really wont know until the map is complete and tested and I get some good feedback.You are right. I think I will change those lights to orange or yellow that blue just doenst seem to fit. Thanks.
  • ZaoZao Join Date: 2002-10-01 Member: 1399Members
    Just started NS mapping again yesterday. Haven't even played NS since Dec of last year. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <img src='http://dodsigs.homestead.com/files/nst.JPG' border='0' alt='user posted image'>

    Basically a style test, working with different architecture that pops in my head.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    RE caption: What do you mean you left your wallet on the drop ship?
    RE messhall: Is it a space station or a disco?
  • DFA_HaploDFA_Haplo Join Date: 2003-01-21 Member: 12537Members
    <!--QuoteBegin--Mr.Ben+Jun 24 2003, 06:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Jun 24 2003, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    RE messhall: Is it a space station or a disco? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ouch <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    I guess I deserved that. Ill fix the lighting I swear <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • WittmanWittman Join Date: 2003-06-17 Member: 17437Members
    Don't worry about it too much Haplo, if you like the blue lighting keep it. It is YOUR map afterall.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    edited June 2003
    ns_deus consumed my time and i got to a point where i realised i wasn't holding a constant theme. So restructure is in order. A few locations will be crossed over to the new one, and the layout will stay pretty much identical, just remapping it all a bit cleaner and with a bit more style.

    Well here's 3 screenies from the new ULTRA huge ready room (Loading Bay 1). Which will be full of loads of lovely little treats and places to explore for the curious gamers out there.

    <img src='http://deus.org.uk/files/ns_noname.jpg' border='0' alt='user posted image'>

    Also, textures are still in the works, so bear with <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WittmanWittman Join Date: 2003-06-17 Member: 17437Members
    Nice work Zao, you have a good eye (or two, har har) for detail. Can't wait to see what else you do in the future. NS mapping is fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    looks good esuna, lighting could use some different colours in there though.
    Also your join alien team looks very similar to the one I made a few months ago
  • WittmanWittman Join Date: 2003-06-17 Member: 17437Members
    btw, I have a question about mapping, how do you flip textures in hammer?
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    X = -1 or Y = -1, or both if you want to flip on both axes.
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Here are some shots from the marine spawn in my new map. The r_speeds are a little high in the corners, but I can probably improve that with some more work. Also, I think the supports look cool, but I'm not sure if they fit the style of the map. Anyway, some comments this time would be appreciated (instead of the usual deafening silence my pictures usually get).

    <img src='http://www.cse.psu.edu/~forney/klepto_ms.jpg' border='0' alt='user posted image'>

    <img src='http://www.cse.psu.edu/~forney/klepto_ms_2.jpg' border='0' alt='user posted image'>
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Whats the maps name Dark?

    Ensuna: I like that idea, I love exploring <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Zeo: Nice to see ya back then, play more often <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    That messhall looks fine by the way, if your talking about Trane? I'm not sure. But yea, anyways, Trane was played on my server today <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    A long hallway, the door on the right leads to the marine spawn, as well as a similar one in the farther area of the hall. In a later build I'll probably close the big door in the center, and open the far one. The level is basically a large cargo area, with many roads and large rooms, these large rooms will be very tight as there are debris and boxes scattered on the ground, so there will be many areas for a skulk ambush.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Oh! Dark, you're kill'n me here! If that gets silence people are not looking at those pics! I for one think it looks gorgeous. The various red light spots/shapes just does it for me.. and tall open rooms with lots of pipes (i love big pipes) and large support beams (i'm a sucker for beams and butresses... the flying butresses).. dude, i just love it. You have my support on this map. Iif you do in fact ever complete it, i shall be first in line for the downloading.

    Belg
  • 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
    <!--QuoteBegin--Belgarion+Jun 27 2003, 09:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jun 27 2003, 09:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh! Dark, you're kill'n me here! If that gets silence people are not looking at those pics! I for one think it looks gorgeous. [...] . You have my support on this map. If you do in fact ever complete it, i shall be first in line for the downloading. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And maybe I can put it on my server. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkhoundDarkhound Join Date: 2002-11-15 Member: 8794Members
    Yay! I guess I won't have to burn this map and quit mapping now. The map doesn't have a title yet (working title is ns_klepto...) and doesn't have anything other than the marine spawn and the corridor I posted earlier. So, uh... it'll be awhile until it's done.

    The plan for klepto is basically to fix everything that went wrong with karnak. Karnak ended up being fairly mediocre, but made up for this by being done, something I can't say about any other map I've ever made. I ended up not liking the texture scheme in karnak, every though it looked good at first. It ended up being too clean and bright. The lighting was flat because I used mostly texture lights (and had -bounce 3 set). Klepto will be dirtier, gritier, and use more spotlights (with -bounce 1). You can see this in the shots I posted -- almost every light in the marine spawn is a spotlight. Klepto will have more corridors than Karnak, which was mostly rooms. This should bring it more in line with the official maps, which are also mostly corridors.
    The layout for Klepto should provide a better tactical envirnonment, with more connections between rooms, and more things to crawl/fly on. The hives and marine start in Karnak bascially only had 1 way in and out. The marine start in the picture has 3 exits right now, and might get another if I decide to run a vent into it. The hive rooms will also have at least 3 exits. In addition, the vent system will be much more extensive this time around.

    Meh, this turned into a manifesto <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . Basically, don't expect this map anytime soon, but continue to stroke my ego until then <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Thanks to the two of you that replied to my screenie. Just fyi, the lighting is currently temporary until i build in the rest of the architecture. More detail has been added, but alas, still a good deal of it is untextured. I'm adopting a new technique, the "bang the map out as quick as possible THEN worry about detail" technique. It's a new one for me rather than the "Spend ages meticulously mapping every inch as you go along and subsequently get bored" tactic.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Darkhound+Jun 27 2003, 10:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkhound @ Jun 27 2003, 10:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yay! I guess I won't have to burn this map and quit mapping now. The map doesn't have a title yet (working title is ns_klepto...) and doesn't have anything other than the marine spawn and the corridor I posted earlier. So, uh... it'll be awhile until it's done.

    The plan for klepto is basically to fix everything that went wrong with karnak. Karnak ended up being fairly mediocre, but made up for this by being done, something I can't say about any other map I've ever made. I ended up not liking the texture scheme in karnak, every though it looked good at first. It ended up being too clean and bright. The lighting was flat because I used mostly texture lights (and had -bounce 3 set). Klepto will be dirtier, gritier, and use more spotlights (with -bounce 1). You can see this in the shots I posted -- almost every light in the marine spawn is a spotlight. Klepto will have more corridors than Karnak, which was mostly rooms. This should bring it more in line with the official maps, which are also mostly corridors.
    The layout for Klepto should provide a better tactical envirnonment, with more connections between rooms, and more things to crawl/fly on. The hives and marine start in Karnak bascially only had 1 way in and out. The marine start in the picture has 3 exits right now, and might get another if I decide to run a vent into it. The hive rooms will also have at least 3 exits. In addition, the vent system will be much more extensive this time around.

    Meh, this turned into a manifesto <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . Basically, don't expect this map anytime soon, but continue to stroke my ego until then <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OMG

    I put Karnak as a vote map on my server, some friends and I played it and were VERY impressed. If you think THAT was medicore, I can't WAIT to see what your next map is like!!!111oneone111!!!!
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Awesome Ensuna <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Dark, Ensuna, or ANY mapper, if you EVER want your map tested, let me know, I will be HONORED to host it on my server <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I got 18 slots now on my server so it should be more then enough to give it a good test <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    new pic of ns_colony <img src='http://www.nay.cscentral.com/colony_final3.jpg' border='0' alt='user posted image'>
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Nice pic there Nay, kind of looks like the architecture i've been doing... only done better. =)
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Looking really good folks. Great work, I can't wait to see what people can do with the source engine if they can streatch the HL engine this far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Well, I'll add my two cents...little rehashing..
    rch.jpg 41.3K
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    Crackbrock, looking great there, top work, keep it up. Xzilen, thanks for the offer, i'll keep it in mind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    But as to a small admission, i'm working all day every day so it leaves me little time to map i'm afraid. Before i got this new job i was doing most of my mapping between the hours of 12am-4am or so. Now that timeslot's totally taken by sleep, so bear with my guys, progress is going to be quite slow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin--::esuna::+Jun 27 2003, 06:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::esuna:: @ Jun 27 2003, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Crackbrock, looking great there, top work, keep it up. Xzilen, thanks for the offer, i'll keep it in mind <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    But as to a small admission, i'm working all day every day so it leaves me little time to map i'm afraid. Before i got this new job i was doing most of my mapping between the hours of 12am-4am or so. Now that timeslot's totally taken by sleep, so bear with my guys, progress is going to be quite slow <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I feel your pain . .
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    I'd absolutely love to spend more time mapping. I really enjoy it (except for the compiling). It's fantastic seeing your imagination being laid out in front of you and then being able to roam around it.

    But then again, i love my job, i'm not about to quit it so i can carry on mapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    <!--QuoteBegin--moultano+Jun 27 2003, 08:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 27 2003, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I feel your pain . .<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think we all do...<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    And thanks ::esuna:: ! I just hope I can keep it going.
  • WittmanWittman Join Date: 2003-06-17 Member: 17437Members
    that screen shot makes me think of the original Descent game, very nice architecture!
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    Great thread!
    <img src='http://www.umich.edu/~jadega/test22f0000.jpg' border='0' alt='user posted image'>
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    Hi everyone , so much quality pics in this thread , really cool stuff ! heres 2 shots of the marine spawn im working on , its located at the front of the ship in the command room, the marines have entered the ship trought the escape pod hatch (d-doors with red light) , r_speeds are below 650 at all times , mostly around 450-500. Im sure i can take it down and add more detailz later , if i have enough ressources left.

    <img src='http://www.freewebsitehosting.net/websites/ReDRuM/sa_shipms6.jpg' border='0' alt='user posted image'>

    <img src='http://www.freewebsitehosting.net/websites/ReDRuM/sa_shipms7.jpg' border='0' alt='user posted image'>


    rest of the pics are here <a href='http://www.angelfire.com/scifi2/space_ape' target='_blank'>My Webpage</a>

    its not finished , but its slowly getting there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> later!
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