The Post Your Screenshots Thread!

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Comments

  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    You're right it does look that much more awesome. Thanks :)
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    Kabelen, that looks really good man.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    Been working in Generators for the last few days. Still a lot of trim work to due but i think i got the cinematic content the way I want them. Now if i could just get the sparks to only start when the power goes down.

    <img src="http://super-nova-team.com/ns2/clandestine/generators.jpg" border="0" class="linked-image" />
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    prop out the walls and that area is good to go.
  • AurigaAuriga Join Date: 2011-04-13 Member: 93148Members
    Hey folks, here is a lab style room I'll be adding to a future map.

    <img src="http://i.imgur.com/RU3wr.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/HWoyA.jpg" border="0" class="linked-image" />
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    lookin good auriga
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I played with that set similarly to that before Auriga, it's coming on alright although one of those floor textures which is intended as a wall, looks so flat it just doesn't fit there :<
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Auriga, I would suggest adding some more textiles(props) to your ceiling. It's looking a bit bland. And as Thaldarin put it, the floor does look flat. Try adding some props?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    You'd think by now, after the past 2 weeks, these bots would be picked up...
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    HEYYY ! Check this :)

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113351" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=113351</a>
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    <!--quoteo(post=1841666:date=Apr 20 2011, 12:47 PM:name=Auriga)--><div class='quotetop'>QUOTE (Auriga @ Apr 20 2011, 12:47 PM) <a href="index.php?act=findpost&pid=1841666"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey folks, here is a lab style room I'll be adding to a future map.

    <img src="http://i.imgur.com/RU3wr.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/HWoyA.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    beautiful work im weeping!
  • l3lessedl3lessed Join Date: 2010-06-07 Member: 71977Members
    I'm really liking that lab setting. It has a nice original stylistic divergence from the run down station look that all the other ns2 maps are having right now.
  • AurigaAuriga Join Date: 2011-04-13 Member: 93148Members
    Thanks everyone for your comments and suggestions! I'll post an updated version of the lab soon

    For now here is some concept work I've been dabbling with:

    marine start
    <img src="http://i.imgur.com/0YGb4.jpg" border="0" class="linked-image" />
    marine start
    <img src="http://i.imgur.com/76qbK.jpg" border="0" class="linked-image" />
    corridor
    <img src="http://i.imgur.com/NJ6sL.jpg" border="0" class="linked-image" />
    corridor
    <img src="http://i.imgur.com/tnIAx.jpg" border="0" class="linked-image" />

    No where near finished with any of this just thought I'd share whats in my brain. I've already sketched out a rough-draft of a map layout I'll be including the lab room in so I will make a thread for it when some good progress has been made. Cheers!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I'm confused at why you've gone from a well used theme to a rather randomly raggedly constructed theme?

    Not to be a negative nancy but, it's entirely differently styled lighting, texture, prop, theme wise. The first area was a good setup.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    It seems that "randomly raggedly" as you say it, is what they have in mind for the overall game. Until the Model pipeline is set in stone I'm afraid it will all stay dark and grungy. I think he is pulling it off very well for what is available and keeping in consideration that the development team wants the (their) game to be broken down aging sub surface industrial style of atmosphere.

    I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.
  • VengZVengZ Join Date: 2009-12-10 Member: 69556Members
    Man... I'm having a hard time with this editor.
    Never have I tried to map for a FPS. I've done a ton of mapping for Company of Heroes... This is a whole other ball yard xD

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

    <img src="http://i.imgur.com/4FYJS.jpg" border="0" class="linked-image" />

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

    <img src="http://i.imgur.com/RZ6U8.jpg" border="0" class="linked-image" />

    Filling it with props and details is beyond me... I can't seem to get things to fit in well xD
  • AurigaAuriga Join Date: 2011-04-13 Member: 93148Members
    <!--quoteo(post=1844916:date=May 8 2011, 04:12 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ May 8 2011, 04:12 PM) <a href="index.php?act=findpost&pid=1844916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm confused at why you've gone from a well used theme to a rather randomly raggedly constructed theme?

    Not to be a negative nancy but, it's entirely differently styled lighting, texture, prop, theme wise. The first area was a good setup.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree the lab room setup is my strongest work at the moment but to answer your first question I had worked on all these at different time frames. The lab room was a result of breaking away from the raggedly look marine start and corridor had and trying something different. I find this process of mapping to be effective for me because working on the same style of geometry/textures/sizes gets mundane and uninspiring after a while so its good to jump start the brain again by randomly mocking up different locations and going from there. This also benefits overall playability of a map because having different unique styles set apart by others allows players to become more immersed in the game and atmosphere while trying to tell a story (if there is one).

    <!--quoteo(post=1844944:date=May 8 2011, 07:29 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ May 8 2011, 07:29 PM) <a href="index.php?act=findpost&pid=1844944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems that "randomly raggedly" as you say it, is what they have in mind for the overall game. Until the Model pipeline is set in stone I'm afraid it will all stay dark and grungy. I think he is pulling it off very well for what is available and keeping in consideration that the development team wants the (their) game to be broken down aging sub surface industrial style of atmosphere.

    I think if you want to carry a well lit theme it would require so many textures and models to accomplish your map would weigh in around 100Mb. Reminds me of the el_alimein remake.....64mb....yikes. Keep up the good work, Looks promising indeed.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thanks for the encouraging words Wolf - Yes the current beta released ns2 assets has a limit when it comes to creating unique environments apart from the current style. Creating new assets for a map would obviously be the best way to go if your trying to create a vividly unique environment apart from the current tram/rockdown feel. I'll keep you guys updated when I have progress thanks again
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited May 2011
    I'm not sure if it looks raggedly constructed or not, Auriga, but I have to say I really much like what I'm seeing.
    I think these images look much more ns'ey, than the clean lab look. Not that you can't have a transition between them!
    I especially like the little recess you have in the wall in the 3rd shot, not to mention those nice grates on the floor.
    Also I think you have nailed the lighting (even if there is always room for further improvement)

    Edit: Even if it's concept work, please work on the ceiling of marine start, though. ;)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1846449:date=May 16 2011, 01:32 AM:name=DaddyBear)--><div class='quotetop'>QUOTE (DaddyBear @ May 16 2011, 01:32 AM) <a href="index.php?act=findpost&pid=1846449"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you Like BEAR ?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I love bear.
  • [=Alex=][=Alex=] Join Date: 2008-12-25 Member: 65866Members, Squad Five Blue
    Ns2_triad my first attempt, long ago quit... picking up after the black screen repaired in the editor. so what do you think?

    <img src="http://img402.imageshack.us/img402/3079/2011052000013.jpg" border="0" class="linked-image" />

    <img src="http://img121.imageshack.us/img121/3783/2011052000012.jpg" border="0" class="linked-image" />

    <img src="http://img192.imageshack.us/img192/3488/2011052000010.jpg" border="0" class="linked-image" />

    <img src="http://img573.imageshack.us/img573/1581/2011052000007c.jpg" border="0" class="linked-image" />

    <img src="http://img268.imageshack.us/img268/6894/2011052000004.jpg" border="0" class="linked-image" />

    <img src="http://img41.imageshack.us/img41/6742/2011052000001.jpg" border="0" class="linked-image" />

    <img src="http://img709.imageshack.us/img709/6318/2011052000003.jpg" border="0" class="linked-image" />

    <img src="http://img580.imageshack.us/img580/3070/2011052000011.jpg" border="0" class="linked-image" />

    Is hard to see something new...
    After seeing ns2_summit everything else is bad.... :(
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited May 2011
    WIP - Marine Spawn exit 1

    <img src="http://i.imgur.com/V7bIY.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Small update... Nothing too serious. Finally figured out what to do with that giant empty wall in the main hallway out of marine spawn.

    <img src="http://i.imgur.com/459Ks.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/oYxDt.jpg" border="0" class="linked-image" />
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    <!--quoteo(post=1847941:date=May 22 2011, 01:50 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ May 22 2011, 01:50 PM) <a href="index.php?act=findpost&pid=1847941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Small update... Nothing too serious. Finally figured out what to do with that giant empty wall in the main hallway out of marine spawn.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looking good! I Think the light source looks a bit strange though, I'm seeing a lot of yellows that look like they are coming from blue props or white lights. Barlow demonstrated early on that adding a point light with a small radius and higher intensity would actually change the props color (light color) and since the addition of the halo model makes this even cooler looking.
    I'm really digging the "Marine Spawn exit 1" area!!!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Thank you for your input Wolf. Yeah, I'm still at the stage of playing with lights in here. Sometimes I get lucky, and get a good combination, but this junction hallway is a pain in my ass! I'm thinking about deleting the lights near the cages, and replacing them with something a little something more subtle. Like pipes, maybe another light prop, or heck, maybe just get rid of them.

    The Marine spawn exit 1 is actually a prototype. What is shown, is version 1. I'm hoping it will change dramatically, and go into v2 in days to come. The lighting was based on this cool toy I had when I was a kid. It was from the movie, Independence Day, it was a giant alien that gave off lights and what not. Purple, yellow, red, white, and a hint of blue. I LOVED the color combos. The lights from the pipes on the left and right were a "borrowed" style from Doom 3. One of the hallways had a mixture of 3 lights that gave off this eerie look. It REALLY caught my attention. I don't just play video games, I deconstruct them on the spot, and come up with my own interpretation of how it was formed. :]

    Wait until you guys see the Marine spawn ;] Hopefully, I'll be done by the end of the week!
  • Trainee.gerTrainee.ger Join Date: 2011-05-22 Member: 100097Members
    ns2_lunacy

    Hey guys!

    I have finally started my own ns map due to a lack of internet connection for 5 weeks^^ i chose the spread offensive layout from the mapping guidelines and i think ill modifiy it a bit. I got Marine Start, 1 tech point and 1 resource point done and now i am working on the middle part of the map. on that techpoint+res node part where most battles will be fought (lets assume somebody is playing this :D )

    Marine Start

    <a href="http://imageshack.us/photo/my-images/219/2011052500001.jpg/" target="_blank"><img src="http://img219.imageshack.us/img219/2420/2011052500001.jpg" border="0" class="linked-image" /></a>

    some corridor

    <a href="http://imageshack.us/photo/my-images/829/2011052500002.jpg/" target="_blank"><img src="http://img829.imageshack.us/img829/566/2011052500002.jpg" border="0" class="linked-image" /></a>

    my first room with the spark editor and also my resource point room in my map

    <a href="http://imageshack.us/photo/my-images/692/2011052500003.jpg/" target="_blank"><img src="http://img692.imageshack.us/img692/4218/2011052500003.jpg" border="0" class="linked-image" /></a>


    there are 4 more pics in this album here if somebody is interested

    <a href="http://img228.imageshack.us/g/2011052500008.jpg/" target="_blank">http://img228.imageshack.us/g/2011052500008.jpg/</a>


    what do you think?

    im not happy with my ceilings and some parts are way too open
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Looks a bit too bright... Tone it down a bit.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited May 2011
    Can someone give me some input on my WIP's please?

    EDIT:

    fixed for a damn spam bot
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--quoteo(post=1848999:date=May 29 2011, 03:13 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ May 29 2011, 03:13 AM) <a href="index.php?act=findpost&pid=1848999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^^^- someone ban this spam bot.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm on it.
  • 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
    <img src="http://www.mendasp.net/stuff/wip/tisza-wip28.jpg" border="0" class="linked-image" />

    I may even finish a room one of these days!
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I like that shot. Clean and simple.
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