The Post Your Screenshots Thread!

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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
    I'm going to put in a special bit of debris JUST FOR YOU, Thaldarin.
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1775861:date=Jun 22 2010, 07:54 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Jun 22 2010, 07:54 PM) <a href="index.php?act=findpost&pid=1775861"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm going to put in a special bit of debris JUST FOR YOU, Thaldarin.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh it's like Christmas and Birthday all at once. Thank you <3
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1775857:date=Jun 22 2010, 02:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jun 22 2010, 02:15 PM) <a href="index.php?act=findpost&pid=1775857"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the real question here is. WHO THE F BROKE THAT PANEL!!!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok I can explain! There was this spider you see, and it was getting up all in my space and I may have sort of freaked out a bit and next thing I know that happened.

    Blame the spider.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    ^--
    Thought you said it was because your Mom threw away your Queen CD?
  • RazorRazor Join Date: 2010-02-23 Member: 70695Members
    edited June 2010
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Why would you do that?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <img src="http://news.bbcimg.co.uk/media/images/48192000/jpg/_48192120_0907210_01-a4-at-144-dpi-1.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Mapstory:
    Mankind tries to accelerate and collide nymphs to understand, wether gorge or hive was first.
  • Ge_FreakGe_Freak Join Date: 2010-06-30 Member: 72211Members
    edited July 2010
    Heres my first map ever on the computer "never made maps on the computer" sorry if it sucks or since theres no light damn build 148 WILL not play my map. Oh well hope you enjoy hope its not too bad. :) <img src="http://i270.photobucket.com/albums/jj97/matt111man/Mymap.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    You can hide vertices and edges and you don't need to run the engine test to check light (perspective-> lit mode)
  • Ge_FreakGe_Freak Join Date: 2010-06-30 Member: 72211Members
    Oh cool thanks but it kills my computer when in the editor with textures lit :( oh well heres my first natural selection 2 room with lights :D
    <img src="http://i270.photobucket.com/albums/jj97/matt111man/mymapwithlights8D.jpg" border="0" class="linked-image" /> sorry I'm not as good pSyk0mAn your summit map is amazing and mine most likely sucks compared to yours. D:
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Thanks, but I think this looks promising and is a good start.

    A few suggestions if you like:
    -you could spice up the floor a bit
    -a few walls look to flat or maybe it's just the texture
    -maybe you can add a different ceiling style at one part of that room so it doesn't look that repetitive or some thing else so there is more transition from wall to ceiling

    <img src="http://img690.imageshack.us/img690/322/mapsuggestion.jpg" border="0" class="linked-image" />
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Make sure shadows are set to false on your omni lights. You will get a big performance increase.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    I have 2 days to make this look a LOT more bling. All help/suggestions appreciated!

    <img src="http://img819.imageshack.us/img819/4038/newoh.jpg" border="0" class="linked-image" />
    <img src="http://img822.imageshack.us/img822/5895/new2c.jpg" border="0" class="linked-image" />
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    New shots added to the <a href="http://mapprogression.tumblr.com" target="_blank">blog.</a> :D
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    @marks: I think the geometry is on a good way, although sometimes it still looks a little like you are just trying out all props you stumble upon :D ..and some surfaces are just to repetitive (1st picture, floor)

    The lighting needs more work, imho.
    Either a lot more lights or a big light casting shadows over a part of the room.
    (3rd picture, light the segments within the rails from below, for instance)
    Reducing radius or brightness of those omnis might help aswell, when you have more properly lit areas.
    Also moving omnis in a perfect position so ugly transitions and corners fall more into the dark (first picture, right ceiling to wall, then an additional light at the pillar)
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    Still ignoring my advice about the floor and ceiling mate?!
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1777123:date=Jul 6 2010, 04:51 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Jul 6 2010, 04:51 AM) <a href="index.php?act=findpost&pid=1777123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Still ignoring my advice about the floor and ceiling mate?!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Naw dux, I just purposefully chose to limit my time spent on working on both of those in that room for two reasons.
    A) Style. Larger tech points aren't going to always have fully illuminated ceilings (though i agree I'll add more hanging lights)
    B) Floor texturing is actually just not done in lots of places on the map. It'll get done if it needs more zest, I'd just rather focus on the area itself.

    Also, my map is darker by design, I don't intend to wash out my tech points or any area with large amounts of light. I like the darkness, and if undergoing playtesting, it's just too dark, I'll definitely work from there. But I'd rather start on a moody scale.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    edited July 2010
    I think he was aiming that at me dude lol, anyway updatezzz:

    final inside shot:
    <img src="http://img823.imageshack.us/img823/1889/newhu.jpg" border="0" class="linked-image" />

    wip surface entrance:
    <img src="http://img690.imageshack.us/img690/8011/outsideav.jpg" border="0" class="linked-image" />
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Here's the first full sized screen shot of the map I'm currently working on. The basic structure of every room has been finished and most of the rooms are close to complete. Overall progress is coming along nice and should hopefully be playable by the alpha release.

    This is Cargo which is the central tech point of the map:

    <img src="http://devin-afshin.com/devin/cargo.jpg" border="0" class="linked-image" />

    Thread coming soon within a week probably...
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--quoteo(post=1777171:date=Jul 6 2010, 03:38 PM:name=marks)--><div class='quotetop'>QUOTE (marks @ Jul 6 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1777171"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think he was aiming that at me dude lol, anyway updatezzz:

    final inside shot:
    <img src="http://img823.imageshack.us/img823/1889/newhu.jpg" border="0" class="linked-image" />

    wip surface entrance:
    <img src="http://img690.imageshack.us/img690/8011/outsideav.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    marks, really like the final inside shot how you added height to the generator type machinery. Looks much better! Can't wait to see the finished catwalks/etc.
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    Finally finished a brand new area. I've got 30 SHOTS posted on my blog of it over <a href="http://mapprogression.tumblr.com" target="_blank">here!</a> I need tons of feedback, this was a big project room for me. Here's a few screens for those who never go to my blog and want a taste:
    <img src="http://i.imgur.com/US1Ib.jpg" border="0" class="linked-image" />
    <img src="http://i.imgur.com/xaDWL.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks great, Sly.
    No complaints except maybe that dirt floor in the first shot to the left and right could use some bumps or something that makes it appear more bumpy.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Tech point is probably too close to the rail; judging from the pre-alpha video animations.
  • marksmarks Join Date: 2008-07-28 Member: 64720Members
    final screens - result of my 4 day mapping marathon. Now to prepare them for print =|

    <img src="http://img291.imageshack.us/img291/7479/ns2env001.jpg" border="0" class="linked-image" />
    <img src="http://img18.imageshack.us/img18/4493/ns2env002.jpg" border="0" class="linked-image" />
    <img src="http://img638.imageshack.us/img638/6071/ns2env003.jpg" border="0" class="linked-image" />
  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    11 new shots of a new area added to my blog <a href="http://mapprogression.tumblr.com" target="_blank">here!</a>
    Here's a snip:
    <img src="http://i.imgur.com/zO4cp.jpg" border="0" class="linked-image" />
  • Matt ReganMatt Regan Join Date: 2008-03-23 Member: 63946Members, Retired Developer, NS2 Developer
    Wow, a lot of good work here. Really digging the colors in both of your levels Mark and Sly. Not too over-powering, still colorful and subtle. Lookin' good!
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    <img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip009.jpg" border="0" class="linked-image" />

    thread soon!
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Looks good.
    I just hope the access to that techpoint isn't that limited. It might help, if those crates at the left act like the stairs and give marines/aliens the possibility to jump up. Also have you checked with the hive-techpoint prop, if those cross-bracings block off the top of the hive?
  • alibialibi Join Date: 2009-11-20 Member: 69445Members
    thx.. yup the hive fits nice.
    and yep those crates can be used to jump up there if needed.
    anyways i doubt those hive connector things won't be able to be tweaked per map to fit perfect later on. they're a little long and strange.

    <img src="http://i206.photobucket.com/albums/bb103/smeered/ns/ns_collateral_wip010.jpg" border="0" class="linked-image" />
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