The "Post Your Screenshots" Thread

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Comments

  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    There's nothing wrong with it. You could do with making something of the ceiling though. Thursday seems to be talking poop though, so don't listen to him :|.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited May 2005
    i will call my map ns_rock.
    it will based on the southern cross colony.
    some screenies:
    <a href='http://img268.echo.cx/my.php?image=nsrp800131vz.jpg' target='_blank'><img src='http://img268.echo.cx/img268/4382/nsrp800131vz.th.jpg' border='0' alt='user posted image' /></a><a href='http://img268.echo.cx/my.php?image=nsrp800031ml.jpg' target='_blank'><img src='http://img268.echo.cx/img268/2950/nsrp800031ml.th.jpg' border='0' alt='user posted image' /></a><a href='http://img268.echo.cx/my.php?image=nsrp800074sd.jpg' target='_blank'><img src='http://img268.echo.cx/img268/6738/nsrp800074sd.th.jpg' border='0' alt='user posted image' /></a><a href='http://img268.echo.cx/my.php?image=nsrp800085lm.jpg' target='_blank'><img src='http://img268.echo.cx/img268/8384/nsrp800085lm.th.jpg' border='0' alt='user posted image' /></a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800090sl.jpg' target='_blank'><img src='http://img268.echo.cx/img268/5929/nsrp800090sl.th.jpg' border='0' alt='user posted image' /></a><a href='http://img268.echo.cx/my.php?image=nsrp800119yx.jpg' target='_blank'><img src='http://img268.echo.cx/img268/8099/nsrp800119yx.th.jpg' border='0' alt='user posted image' /></a><a href='http://img268.echo.cx/my.php?image=nsrp800120be.jpg' target='_blank'><img src='http://img268.echo.cx/img268/5743/nsrp800120be.th.jpg' border='0' alt='user posted image' /></a>

    moconnor thansk to remenber from blue lights they fit well.
    i tested white,red, silver, orange and all look wierd but blue look amaze but im a litle afraid from this color will act at gameplay since this is a hive, maybe i will use green but dunno,i will kepp with blue until feel its wrong.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Screenshots appear broken for me carioca <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    They're OK for me.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited May 2005
    <!--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-->
    for thaldarin
    <a href='http://img268.echo.cx/my.php?image=nsrp800131vz.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800131vz.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800031ml.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800031ml.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800074sd.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800074sd.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800085lm.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800085lm.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800090sl.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800090sl.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800119yx.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800119yx.jpg</a>
    <a href='http://img268.echo.cx/my.php?image=nsrp800120be.jpg' target='_blank'>http://img268.echo.cx/my.php?image=nsrp800120be.jpg</a>
    here the links if you cant see, tell me ok?
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    I'd use a higher gamma cario, the images look dark, but if this is anything like charge you just haven't gamma corrected them... Either way, you don't have enough contrast between light and dark regions, it looks far to solidly lit.

    Get some lighting spots on the textures around your light sources so they don't look as if they are uniformly lit when they have a spot light right off the left side
  • smokeybeefsmokeybeef Join Date: 2004-11-16 Member: 32821Members, Constellation
    edited May 2005
    Carioca: I like your dark-style reminds me of an ns map (Agora?).

    Ok guys updated the light a wee bit and got some new screenies for ya, not much of an update sorry but let me know again thnx.

    <a href='http://www.devils-talon.co.uk/files/2/co_meh5.jpg' target='_blank'>Stairs outside MS</a>
    <a href='http://www.devils-talon.co.uk/files/2/co_meh6.jpg' target='_blank'>Stairs + CC</a> *note: just noticed texture alignment error its fixed now.
    <a href='http://www.devils-talon.co.uk/files/2/co_meh7.jpg' target='_blank'>Half of Marine Start</a> (<a href='http://www.devils-talon.co.uk/files/2/co_meh3.jpg' target='_blank'>before</a>)
    <a href='http://www.devils-talon.co.uk/files/2/co_meh8.jpg' target='_blank'>Winding Stairs</a> (<a href='http://www.devils-talon.co.uk/files/2/co_meh2.jpg' target='_blank'>before</a>)

    p.s. I actually ended up making most lights darker (look at my "half of marine start" images before and after)
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    <!--QuoteBegin-Bijiy+May 18 2005, 03:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ May 18 2005, 03:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Radiant is fun. >_> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <3
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Keep up the good work, Smokay!

    (resists <i>The Mask</i> reference for the good of mankind)
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Smokey: That is much much better looking.
    Keep it up._
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I would like to inform the interested parties that i'm still in the process of developing my map, Co_Bluebay, I have just completed my (carefully planned) Hive Room. What is left to do now are the lights, atmosphere and 2 extra vents. Besides that, I have to add some detail to the corridor linking Marine start and War Room and two corridors that join war room with new hive room (there are only a few lights added there). The pictures are colours-adjusted.

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0059.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0060.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0061.jpg' border='0' alt='user posted image' />

    <span style='font-family:Impact'>
    I know it's way too bright, I'm working on that right now and experimating with light textures.</span>


    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0062.jpg' border='0' alt='user posted image' />

    I will also be adding some more new textures, possibly sounds as well.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I like the hive design and it would be an awesome sight if it was infested.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I will add some infestation soon to make some better ambush points for skulks to keep off pesky spawncampers. But first i have to make thouse stuff pointed out before. Then i will see how is my r_speeds and add more and more details, new textures etc.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I was working on my map all day long made 2 coridors and some changes, and bug fixes, funny thing is the map size changed from 3.7MB to 2.9MB <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and it has much more lowered w_polly. i have to make some details and 1 more vent.
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0063.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0064.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0065.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0066.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0067.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0068.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0069.jpg' border='0' alt='user posted image' />
    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0070.jpg' border='0' alt='user posted image' />

    Soon i will start my own topic (but i want to give out first wrking version with the new thread).
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I got smexma on my face (disease where your skin forms pustules which pop releasing smexwee everywhere) but I'm wondering how you manage to fit this in with the NS Universe and I also, as I've probably said before, really hate that glass.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Here's an example for you Merk.

    <img src='http://www.terminus-discord.com/~mouse/frigid0000.jpg' border='0' alt='user posted image' />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    What happened to the top of the rail? I think it's missing something...
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    the force is strong with this one

    *strokes mouse*

    you still need to put in your requests for map model statics, too.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    I would like to anounce that my map is almoust complited its now in test stage. I working on balance with Maxx!! if all will be looking fine we will test it in a clan match (more ppl). If every thing will be ok i will add some additional eyecandy's and make a proper thread about my map and give out a first public version.
    I have added some vents, marines start was rebuilded, more additional details.
    About the hive i know its not infested it will be. Few more days and i will give first version and will wait for your opinions and for now some screens to keep you intrested <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0071.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0072.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0073.jpg' border='0' alt='user posted image' />

    Teaser 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-->

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0074.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0075.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0076.jpg' border='0' alt='user posted image' />
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    That last screen is trippy, because the text is coming from the top of the screen, as if the room is actually on its side.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    i know i did him when i died <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Okay, I'm pretty much addicted to mapping, so don't yell at me, Dave.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    WarpZone this room looks realy nice. Is it some new map you are working on or its just a fun room made from boredness?

    Im still working on my map after some unofficial beta tests i had to remade whole marine start and vent near hive. Marines start had to high ceiling and it was to open. Now it looks much better. I changed shape of rooms that links MS with War Room (screens of that latter). Marines start is looking like this right now:


    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0077.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0078.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0079.jpg' border='0' alt='user posted image' />

    <img src='http://overmind.pl/Images/co_bluebay/co_bluebay0080.jpg' border='0' alt='user posted image' />
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited June 2005
    Thanks, Carnage. I was hoping somebody would say something. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    So far I'm managing to keep r_speeds right where they're supposed to be, though it can be a challenge at times. I know in theory I shouldn't be using 16-sided cylinders, I should settle for eight, but they just look so damn nice. I want to keep them if I can do so without ruining the r_speeds. In some places, I've used a quirk of Texture Lock to mirror textures in interesting ways that make the mist_damage textures look like mysterious, symetrical machines full of dark purpose. Since nobody wants to see a post with the author droning on and on and no screenies, here's a screenshot so you can see what I'm talking about.

    These are four identical nooks in the marine spawn area. Identical except for the textures, that is. I'm really pleased with how each one looks, and I did it all with the same two textures. (Four if you count the overlay lighting.) I've been maintaining this style throughout the level so far, and there's some pretty interesting things that happen when you stretch, reverse, and rotate mirrored textures like this.

    (And yes, that's clearly one of EvilLair's jump pads. <!--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 think it fits in just fine. Shut up, I like it.)

    I'm building the MS and the hives first and then I'm gonna add hallways and res as I go. At this point, I'm shooting for a full-blown NS map. No promises, though. I might try to bust it down to a Combat map if I get lazy, but I don't think it would work well as a CO map. It's too open, and there's not enough stuff to hide behind.

    Your map looks good, though it looks like you've had to sacrifice quite a bit of detail. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> I hope I don't have to do that to my map... I'd just cry, LOL.
  • 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-->
    base of the res node are using wich texture?
    i cant indentify.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Um...

    *cough*

    Like I said in my post, it's one of EvilLair's old Quake3 textures. I believe NS_Nancy used some of them, too.

    Since I'm posting again I'll include another screenshot. This one comes with a riddle. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> How does a squad of TSA marines get into enemy territory when all the airlocks have been compromised?

    Give up?

    They make one. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    <img src='http://members.cox.net/flaming.june/replevin/ns_replevin_bare00.jpg' border='0' alt='user posted image' />

    a shot from my current mapping endeavor
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited June 2005
    <!--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-->
    warpzone, they make a door? how? the darkness fade everything i cant understand.
    mr. re with you replevin could show more screennies in diferent angles?
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited June 2005
    Sorry, carioca, I guess the screenshot is a little dark and hard to understand. It made sense to me at the time. See, the marines needed to... well, I'll let Private Anderson tell it.

    <span style='color:gray'>Our dropship for this mission was a retrofitted steller debris scow. Not too fast but with a good, powerful set of engines, as well as a powerful arm-mounted cutting torch we didn't think we'd need. Comm said we needed a way in. The airlocks were totally crusted over-- you could see the infestation from the outside of the station.

    (We knew better than to try to burn our way in through the airlocks. You start damaging a potential hive area before boarding a hotzone, you risk escalating the situation too early. By the time you get your feet on deck, the place could already be crawling with fades or worse.)

    So, the comm says we need to find a way in, somewhere close to central command so we can hack into the security network once we touch down. I checked the blueprints and the closest hatch was over 30 meters hike from our destination. By the time we'd made that run lugging a Command Console and gotten ourselves situated, we could be up to our shoulderpads in skulks.

    So, Kramer asks how hard it would be to improvise an airlock. We all had a good laugh about that, but then I noticed that all the hallways leading to central command had emergency bulkheads. That and the hull surrounding CC was threadded with some really strong monofibers. I realized we could punch a small hole in the hull, and even the explosive depressurization wouldn't widen the hole any. There weren't any survivors on board in the command center, so the commander gave the go-ahead.

    Once the air stopped coming out, the rest was easy. We cut a nice round hole through the hull, (not to mention a foot deep layer of machinery and wiring,) and nudged our scow up against the hole. The docking clamps reached through the hole we'd cut and dug into the ceiling of the command center, and I went out in a pressure suit to weld the hole to our hull. Once we were airtight, we repressurized the command center, lowered our company and our Command Console into the room via elevator, and hacked into the Security System.

    Plan A was to leave through the same airlock, using the lift on our scow. Things... didn't quite work out that way...</span>

    Aaaaanyway, it's a little more obvious in-game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> (Or at least that's what I kept telling myself as I was making the brushes in Worldcraft.) You see this big gaping, cauterized hole in the corner of the ceiling of the marine start. Jagged bits of wire dangling from it... every now and then, it sparks just a little bit. Maybe it was too subtle for a screenshot. Or maybe I'm being silly and that's a very stupid way to go about boarding a space station. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> But it seemed to fit with the TSA described in the story. I asked myself... <i>What would a cowboy engineer do?</i>

    And MrRadicalEd, I love the grates over those lights! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
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