The "Post Your Screenshots" Thread

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Comments

  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Working on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    edited October 2004
    I'm still working on the lighting and a couple of detail errors.. And working on adding more rooms =). But this is what i have so far, The lighting is still being tweaked, so dont comment that =p.

    <img src='http://home.stx.rr.com/one3yed/pic1.jpg' border='0' alt='user posted image' />
    <img src='http://home.stx.rr.com/one3yed/pic2.jpg' border='0' alt='user posted image' />
    <img src='http://home.stx.rr.com/one3yed/pic3.jpg' border='0' alt='user posted image' />
    <img src='http://home.stx.rr.com/one3yed/pic4.jpg' border='0' alt='user posted image' />
    <img src='http://home.stx.rr.com/one3yed/pic5.jpg' border='0' alt='user posted image' />
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Realy nice texture aligment. ITs gone be a great map keep up the good work.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Nice. Good lighting scheme and impressive architechture. Spice up the rock hallway with some more natural rock faces. Will look tonnes better and give off alot of atmosphere.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    oneeyed:

    propably the best ceilings ive seen for a long time =P

    but the rooms in the first 3 shots are REALLY big, and open. it'll be a pain for any alien to try accomplish something in there. just dont keep that style all around the map, cramped areas are needed too you know.

    in the last 2 shots, the infestation looks way too clean. let it loose, spread the bottom of the ramp, the walls and the pipes with infestation as well, and make some nice chunks on the floor. theres also a chaos of colors in there, you have blue, yellow, green, red, light blue and orange. im a bit doubtful with that, and i think it'd look much nicer with some of the lights changes or at least toned down.

    very nice work tho.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Mmmm-mmm.. that is tastey. Wonderful texturing, and good apropriate lighting. Well done. I like the open-ness of it, though they do make some good points. perhaps add some objects for cover, but try as much as possible to keep the grand feeling of it.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    only gripe is the texture missalignment in the rock hall way, looks like 2 brushes, that are slightly off center

    use the texture app tool to fix it, then it should look better

    after you fix that, implment what has been talked about, as opinions, and implement them, it should look much better then

    amckern
  • kabo0mkabo0m KT of Insomniacs Anonymous Gaming Community Join Date: 2004-08-06 Member: 30415Members
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Nice variation in architecture. You have some easily correctable texture misalignments though, so fix them. Also i think the choice of colours is a little.... gaudy. No offence, purple, yellow and green in the same room just isn't my taste.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    edited October 2004
    Mmmm well I love really colourful maps, don't know why an area of a facility would have multi-coloured lighting, but I still like it lol.

    And Olmy, I think it looks great...co_morgue ftw.

    EDIT: yay started a new page! This thread if frickin' huge.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Soz about 'digging up the the past' but I was away yesterday so didn't have a chance to post on the topic. I would say that this topic is about mappers sharing their work and receiving feedback. I would also say that all feedback is valid, but the mapper has every right to agree or disagree with that feedback.

    I would say that I agree with 80% of the feedback I see in this thread, but on occasions someone will say something that either is utter rubbish, or that I don't agree with. I believe that a certain person's comments fell into the latter category, with their comments about the neccessity of blue lighting to create a cold atmosphere, and the chambers obstructing a corridor falling into the former.

    Also there is nothing wrong with someone typing a ^ with a quote to express agreement with a previous comment, it's exactly the same as someone putting 'agreed' under a quote. What really annoys me is when someone quotes numerous ^s to accuse their authors of spamming. <i>Pot calling kettle</i>, anyone?

    <b>@OneEyed</b>

    This is the first example of your work I've seen and you seem to be using textures in an interesting way. I do think that the 'hazard chevron' wall texture on the back wall of the first screeny is out of place. You have used, battered wall sections next to metal plating that looks like either it was made out of a radically different material, or that it was made in an altogether different time period or by an altogether different race at a different stage of evolution.

    The rock tunnel effect is nice, not to mention fresh, but the transition from the first room into it looks a bit abrupt (see 3rd screeny). Some sort of functional support trim could give it a more realistic facelift.

    The texture allignments have already been mentioned, and are most noticeable in screenies 1 (ceiling indentation), 2 (rock ceiling) and 5 (left wall to diagonal).

    Does it have a name?
  • OneEyedOneEyed Join Date: 2003-03-14 Member: 14493Members
    edited October 2004
    Thanks for the comments, ive already started on making these corrections, and about the light usage, it isnt uncommon to have several different colored lights, unless your in some boring world. I find it gives more character, than just seeing one/two colors per room. Though, its not perfect, still needs work. The map doesn't have a name, I don't think it'll be appropriate until i complete it. Yes, sadly its another co_ .
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    I'm not so bothered about the number of different lights, its just its very colourful light against very colourful light. It would be nice if you had some areas of white (or something close) to break up the colours a little. I could be wrong, infact i'm probably wrong, i'm going to shut up now.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    edited October 2004
    Ok, after a month my laptop finally works so i compiled the new marine spawn for co_angel. Dont mind texture misaligned and ladders.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    Oh and last two are from choke room,change design and made ceilings higher.

    #5
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Looks OK, I'm not too hot on the double ladders in MS though. I'll edit this and give better feedback in a couple of hours (it's 16:48 and I haven't eaten yet so my brain's not completely working).
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Not so long ago I lost the source to an ns map that i was creating, I would have and still would say that it was the best map that i ever created. but due to carlessness and not a HD failure I deleted it mahaha. anyways i decided to try and reproduce some of the areas that i had already done and i'm now creating a combat map from it. I have completed the ms, lighting is different from before but i'm happy with it meh. . .have a look see.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Moconnor i love you and hate you at the same time! I don't know what to think! Thats the best green map i've ever seen!
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Moconnor</b>
    Impressive! Very nice lightning and interesting architecture. One thing that came on my mind was that the white light-stripe texture near the roof looks a little out of place. It looks like it's of less quality than the rest. More screens! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    No don't touch those white stripes! They're a lovely contrast against the dark rich green.
  • BarathrumBarathrum Join Date: 2003-11-08 Member: 22383Members
    <b>Olmy</b>
    I ment that the whole texture is very low-detail and that it looks strange having detailed tech just going over to totally flat and pitch-black black <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> It would look better with a more "techy" version of those white stripes IMO.
  • kabo0mkabo0m KT of Insomniacs Anonymous Gaming Community Join Date: 2004-08-06 Member: 30415Members
    <!--QuoteBegin-Moconnor+Oct 13 2004, 04:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Oct 13 2004, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not so long ago I lost the source to an ns map that i was creating, I would have and still would say that it was the best map that i ever created. but due to carlessness and not a HD failure I deleted it mahaha. anyways i decided to try and reproduce some of the areas that i had already done and i'm now creating a combat map from it. I have completed the ms, lighting is different from before but i'm happy with it meh. . .have a look see. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    wow nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I want your whole map when it is done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    those eh. . ."white stripes" are coming from the rotating fan above, theres a light above the fan, it looks better ingame, for now it shall stay. . .but i'll see, things could change over time. thanks for the comments guys, i'll get another pic up tomorrow then so <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> _
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    so do any of these 'leet' screens of maps actually gets released?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-Foo+Oct 14 2004, 03:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Foo @ Oct 14 2004, 03:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so do any of these 'leet' screens of maps actually gets released? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This thread is used for 'start' screenshots, mappers tend to only make a thread for their map when they really want to finish it or have lots of section finished and sometimes these actually get released <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    luv the color mix moconnor
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    edited October 2004
    I was reluctent to post theese here, it's a couple rooms and a hallway from my new map ns_cortex. The lighting sucks ATM and the architecture needs work. I like the look of the ns.wad textures, they aren't so clean like ns2.wad, so I'm trying to use basically just ns.wad.

    <img src='http://www.cabewse.com/screenshots/ns_cortex0002.jpg' border='0' alt='user posted image' />

    <img src='http://www.cabewse.com/screenshots/ns_cortex0003.jpg' border='0' alt='user posted image' />

    <img src='http://www.cabewse.com/screenshots/ns_cortex0004.jpg' border='0' alt='user posted image' />
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