The "Post Your Screenshots" Thread

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Comments

  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    That is SWEET, i love the lighting and simply what it looks like, i however recomend that you smooth the stuff out
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I'm not quite sure what you mean by "smooth the stuff out" If you're talking about texture alignment I <i>think</i> that has all been fixed. Other than that I can't see anything that fits what you said, thanks for the compliments though.... now to figure out how to make it not be an alien deathtrap.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    I mean like at the top of the light strips outside on the top of the walkway, which look boxy
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    it looks more like a communications poll, then a walk way

    consider upgradeing to darkglass - or use a higher fx, so that you in fact see the glass brush

    other then that, i would use it as a useless pice of prop work

    amckern
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    This is my first attempt at really mapping anything, thought id post a couple shots of my comm-chair area =p. Its not a whole lot.

    NOTE: The yellow striped texture has been changed to a more solid grey texture.

    <img src='http://www.myimgs.com/data/Brodin/Crash1.jpg' border='0' alt='user posted image'>

    <img src='http://www.myimgs.com/data/Brodin/Crash2.jpg' border='0' alt='user posted image'>
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Wow thats pretty nice for a first try, maybe a bit small though up the shaft thingy. Good work anyways

    ND
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    orignal idea on the cc, looks good

    I might recomand as a pice of prop work, for them to go in random circles around the cc, like a funk_train, but then again, it will add to the entity limits

    amckern
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    ffs, 10 pages or more ago i dont post no screenshots!!!!

    ok First some new mystic shots (and im currently deleting high r_speeds areas to lower them so ill post new areas in a few days)

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0000.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0001.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0002.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0003.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0004.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0005.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0006.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/picsforos/ns_mystic0007.jpg' border='0' alt='user posted image'>

    Its all mainly the new MS and its sorrounding corridors.

    now its time for a pic of co_ulysses.

    <img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0000.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0005.jpg' border='0' alt='user posted image'>

    <img src='http://www.thehivemind.org/blueman/pics/ulysses/co_ulysses0008.jpg' border='0' alt='user posted image'>

    erm...some 5 more ulysses shots at my site.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    here are a few screens from lattest compile of ns_2wad(working name)

    please crit

    amckern
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <span style='font-size:21pt;line-height:100%'>your map looks good too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--></span>
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Blueman stop being so good, those shots are killer <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    ND
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    First pics of <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=331' target='_blank'>co_shu</a>'s readyroom

    <img src='http://www.planet-pepe.net/stuff/vecpix/post3/01.jpg' border='0' alt='user posted image'>

    <img src='http://www.planet-pepe.net/stuff/vecpix/post3/02.jpg' border='0' alt='user posted image'>
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    might i just comment that the infestation for CO maps might be less than for NS maps, because there are fewer resouces for the bacteria to utalize, just a thought, it looks great, but over infested (maybe thats just me tho)
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    Pepe that is awesome, how long you been mapping man?

    ND
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Random room using the ns2.wad textures.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <img src='http://torment.wz.cz/NS/ns_hulk0061.jpg' border='0' alt='user posted image'>
    <img src='http://torment.wz.cz/NS/ns_hulk0062.jpg' border='0' alt='user posted image'>
    <img src='http://torment.wz.cz/NS/ns_hulk0063.jpg' border='0' alt='user posted image'>
    <img src='http://torment.wz.cz/NS/ns_hulk0064.jpg' border='0' alt='user posted image'>
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    That first hallway is nice, lots of places for running skulks to hide, what are the R_Speeds in there?

    ND
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited November 2003
    About 550-650 (because is above engine). I'm fighting with VIS hard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    What's your current entity count for the map?
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    Yeah i was about to ask that too, looks like you've got tonnes of entities in there.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited November 2003
    Lost attachment in preview, in next post.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    OK... NOW here's the image of a hallway segment. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    Looks good Shoot_me.
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    No disrespect to any of the mappers here but its jolly hard to make a bad map with textures as superior as the NS ones. Imagine these maps with HL textures and all of a sudden you have to work real hard to make it look good.

    Just a thought...
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    edited November 2003
    Umm ok. obviously you've never made a NS map before.... a lot more goes into a map then the textures.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    nice work guys, keep it coming.
  • LocknutLocknut Join Date: 2003-11-03 Member: 22282Members
    edited November 2003
    First Screenshot of NS_Andro
    <img src='http://ice.prohosting.com/locktexs/NSANDRO1.jpg' border='0' alt='user posted image'>
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    i think if you're going to use a bright color like orange you should match either with lighting or another color source. Otherwise it'll stick out like a sore thumb against all that grey. I think you could scale it down a bit too since large areas can look unattractive without detailed architecture.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited November 2003
    The res_node room (well, unless I change my mind) is just about done. Been toying with some different methods with the lighting.

    note: I tried messing with the the contrast and brightness in my image editor to get it close to the in-game shot, but the images are a little darker than what the room looks like in-game. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    <img src='http://www.aybnetwork.com/hallway_bin1.jpg' border='0' alt='user posted image'>
    <img src='http://www.aybnetwork.com/hallway_bin2.jpg' border='0' alt='user posted image'>
    <img src='http://www.aybnetwork.com/hallway_bin3.jpg' border='0' alt='user posted image'>
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    <!--QuoteBegin--bliNk+Nov 3 2003, 05:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bliNk @ Nov 3 2003, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No disrespect to any of the mappers here but its jolly hard to make a bad map with textures as superior as the NS ones. Imagine these maps with HL textures and all of a sudden you have to work real hard to make it look good.

    Just a thought... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OK, well, I’m not sure why you posted that here if no disrespect was intended… but I guess I’ll give you the benefit of the doubt.

    Anyways, think of NS mapping this way:

    Instead of having to map a bunch of complex geometry in your map for NS, the textures allow you to get the same level of effect if not more with the use of fewer brushes. Now, this may strike you as making NS mapping newbie-friendly, but it gets better.

    Due to the constrains imposed on maps for NS due to the game engine limitations and standards set by the NS dev team, you really do need those great looking textures. Otherwise, you’d be stuck with very small complex maps, or medium to large sized simplistic maps. Also, when VALVe made HL single player maps, they could map without having to worry about keeping the r_rates below 600 (or whatever the limit currently is), and they didn’t have to add all the detail to all the walls (ie one wall brush would do the trick for an inside wall) that you have to worry about in NS. Also, since NS can’t load different maps for different sections of the level (as you could in SP levels. =p) texture memory and max_planes, etc. do surface and force mappers to make compromises.

    Or you could look at it like this: Doom3 vs. Quake3A:

    IdSoftware’s Doom3 has been said to push fewer polygons that what the Quake3 engine typically renders. However, it creates a better looking environment via the textures and various lighting methods that Quake3A doesn’t have. In other words, they can now do more with less.
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