The "Post Your Screenshots" Thread

1115116118120121125

Comments

  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    i worked on a coriddor marging two rooms (MS,War Room). its not very complicated im trying to make a map with a good game play not briliant and beautifful (to but not at the cost of gameplay). This is it any ideas? the glass is transparent and you can see sky through it. Nice efect not to boring i think.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0031.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0032.jpg' border='0' alt='user posted image' />
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> litle empty, dont you?
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I like it, but it might take me a while to warm to the pipe texture. If it was more of a faint glow I think I'd prefer it.

    Next to the ramp you should either trim the edge or put a rail up.
  • MythoNMythoN Join Date: 2005-03-20 Member: 45888Members
    I agree with Crispy. Put a railing next to the ramp and it will look much better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
    Interesting pipe texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited March 2005
    I'd love to see how that pipe- texture would look if one used the same technique as KFS did to create the electrical arches. Could ruin it, but I wonder how it looked like additive transparent seeing as the background is black. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I like the style, but now that I've seen more screenshots with the windows, I've come to the conclusion that the windows really ruin the room. They seem to bright, maybe you could use a lower alpha on those windows or use an entirely other window texture with also a lower alpha <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> carange u have a blue texture called floor use that in the window and a galss one behind that ^^.
  • refusedrefused Join Date: 2005-03-31 Member: 47032Banned
    <!--QuoteBegin-Thaldarin+Mar 19 2005, 03:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Mar 19 2005, 03:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CarNagE!+Mar 19 2005, 08:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CarNagE! @ Mar 19 2005, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Huge Ready room but t looks nice maybe add some crates it would look nice. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Crates? They killed Sava. They'd kill almost all NS maps. Add something more original in, use your imagination for different types of structures or machinery which are not crates. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So how exactly did the crates kill sava? I'm just curious.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    You could work on the texturing a bit, carnage. For example the pipes seem to be utterly unaligned and generally messed up. And the window texture could be lined up so that the "edges" of the texture line up with the edges of the brushes.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    Since achio had some problems, mapsize to large and to open in some areas, stressing out the hl engine to much --> resulting in lag, taking up almost the maximum resources of the hl engine.
    And the fact that the size of the areas where to big compared to the players. The original plan was to make it look big (dwarfing the player), but after walking arround in the old map version I decided it just doesn't look right. That and the fact that the last post in the original thread from darkATI made me start thinking on how to fix the map.


    Result:
    I decided to rebuild the map from scratch, based on the old layout (with some gameplay/flow enhancing changes). I'm trying to make it looks like the old achio, but with some texture changes here and there. That and the fact that it's probably faster to rebuild from scratch then to modify the old map...

    A small preview (old Achio top, new Achio bottom) Keep an eye on the stickfigure marine, he represents the actual size of an ingame marine, see the change in surrounding area size <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Hey I like that new shot better than the old! I prefer the nice new varied texture usage.

    Love the stickmen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Achio was great except for the size problem. That second screenshot looks even better than the old ones did. Keep that up kouji, you remember how much interest was generated by achio.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Thanks. And yeh ol'Achio had some inovating ideas going for it, some of which are implemented in the map or sadly left out due to engine limitations. Which also result in gameplay/lag problems (clipnodes being at 99.something%).
    Also since buildings aren't all that important anymore for a lockdown in the latest version of ns, the old map just doesn't cut it anymore due to the overall size of the map and areas <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    Working on the new starboard engine as I'm writing this. It's going to have similarities to the old one, but with more detail and texture changes.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    <img src='http://naigel.nl/images/TEMPhammer01.jpg' border='0' alt='user posted image' />

    <img src='http://naigel.nl/images/TEMPhammer02.jpg' border='0' alt='user posted image' />

    <!--QuoteBegin-Thaldarin+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's looking good, although floors and ceilings need majorly invested in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    OK, I'm always thinking how to do the floors and ceilings... help?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    One thing that pops in to my mind is grates? You can always put stuff underneath like pipes with pretty lights, steam or even have over head pipes have liquid drip and drain away down the grate. Slight height variations and different textures like grate in the middle and panels to the sides or alternating patterns can look good too. You got some big limits for this mini-project, take advantage of it and cram everything in there!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    In that first screenshot, one very simple thing to do would be to make the rest ofhe floor lower than the central platform that runs under the columns. Just dropping the rest of the floor by 16 units makes an interesting change.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited April 2005
    <img src='http://scoot.nsarmslab.com/pictures/Maps/NS/ns_neptic/ns_neptic_wip_ms.jpg' border='0' alt='user posted image' />

    A not-nearly-done marine start of my map ns_neptic. As you can see, lighting still needs much work.

    And custom textures by Moconnor. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    lol yeah was just about to say thats a nice black room u hav there <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    edited April 2005
    so far not a bad job, as you say lighting needs fixed.

    One thing i'm not too keen on is the wasy you have the supports beside the walls clipped. . .its the texture that you using on the side, just looks like a chunk cut out from the side. try a different texture there. Also the floor texture on the ceiling looks outta place???

    edit:go me


    cool job so far Keep @it_
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Achio revised update:

    <b>Old:</b>

    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardengine.jpg' border='0' alt='user posted image' />

    <b>New:</b>

    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio2/engine_s1.jpg' border='0' alt='user posted image' />

    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio2/engine_s2.jpg' border='0' alt='user posted image' />
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    yes that is what i wanna see in achio!!!
    great job.
  • 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
    Hot ****. The only thing that needs fixing is the texture on the back wall. That texture simply doesn't look good with a lot of light on it. It looks perfect on the front wall next to the resource node.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited April 2005
    holy **** kouji that looks amazing

    /edit
    and kouji if you still need any models for achio let me know <!--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
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    uber sexy work Kouji, You've really improved since the old version.Excellent job.
    just like thaldarin said at the top of this page, stuff looks nice under grates, especially lights._
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-moultano+Apr 6 2005, 11:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Apr 6 2005, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hot ****. The only thing that needs fixing is the texture on the back wall. That texture simply doesn't look good with a lot of light on it. It looks perfect on the front wall next to the resource node. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeh that is bothering me to. Ran out of ideas for that side of the room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . But since the r_speeds is still arround 300/350-ish. I could do something to that wall other then just slapping on another texture. I'm thinking of putting some pipes there, with maybe a ventilation shaft or something <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    Chrono:
    Well I still have that aircraft model you made, I'm systematicly rebuilding the rooms of the old achio. When I come across something which needs a model I'll send you a pm. Or maybe if you see something and think 'AYE that needs a model' pm me or something <!--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-->

    To the rest, thanks!!!
  • 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
    I'd make the pipes converge into a <a href='http://images.google.com/images?q=groin%20vault&hl=en&lr=&c2coff=1&safe=off&client=firefox-a&rls=org.mozilla:en-US:official&sa=N&tab=wi' target='_blank'>groin vault</a>. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Map with some realism I been working on some time ago.
    All about location's / rooms / corridoors / geometry etc that all make sence and serve a purpose. You may argue that corridoors are long.. Well that cant be helped when makeing a station built for HUMANS that is to compleate scale (Man Sized) and corridoors cant be made smaller because they wrap around "real" room's.


    Stations main reception entrance.
    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0004.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0005.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0006.jpg' border='0' alt='user posted image' />

    Floor pulled up to expose a rsource valve then a nozzle fitted ready for RT.
    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0007.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0010.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0011.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0017.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0021.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0023.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0025.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0030.jpg' border='0' alt='user posted image' />

    <img src='http://www.e-frag.co.uk/users/andy/images/ns_nano0028.jpg' border='0' alt='user posted image' />
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    cough sarge make a tread for this map is looking amaze could be oficial is amaze map good light and shape but losing some atmophere.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Quite nice Sgtbarlow.

    Its way too bright, there is no contrast what so ever in your light.You needa spice it up more.some reds/blues/yellows/greens whichever one you fancy.

    Although you seem to have alot going on in the walls and ceiling and stuff it still seems, actually it is flat. make some recesses in your geometry indent computers and monitors to take away from the flat ness..

    So far some nice work,oh and thanks for making page 236 take hours to load.(im on 56k:( )_
Sign In or Register to comment.