The "Post Your Screenshots" Thread

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Comments

  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Well, I've not added those yet, the room is still a WIP, but I'll add some for the effect. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Right now it's missing the railing, some overlays, particles (adding when I'm almost done with the entire map) and any special effects stuff that I have enough entities left for (due to mapping restrictions).

    Right now, I still need to add the overlays for the blue computer thingy textures and when the map is done, I'm adding an overhead view texture to the center of the console (or as a hologram).

    I'm also trying to make it more skulk and lurk friendly; notice the open space above the ceiling.

    Thanks for the advise and comments!
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    Here's the same room as before, but I added some energy func_conveyors and coloured lighting.
    Certainly adds an eerie atmosphere - there's also a looping ambient hum in there too.
    <img src='http://macs.unisa.edu.au/samah/files/nsmap/shot4.jpg' border='0' alt='user posted image'>
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Oh, man, that looks awesome. I like the way you did the crash thing, it looks very realistic.

    However, it might be a good idea to have a few scattered pieces of the floor around the rt and the floor, to add ambience.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    <!--QuoteBegin--Samah+Nov 14 2003, 11:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Samah @ Nov 14 2003, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's the same room as before, but I added some energy func_conveyors and coloured lighting.
    Certainly adds an eerie atmosphere - there's also a looping ambient hum in there too.
    <img src='http://macs.unisa.edu.au/samah/files/nsmap/shot4.jpg' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    wow just wow, that is <i>the</i> coolest looking res room ever

    Great Job! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    edited November 2003
    <!--QuoteBegin--MrMojo+Nov 14 2003, 04:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Nov 14 2003, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, it might be a good idea to have a few scattered pieces of the floor around the rt and the floor, to add ambience. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    On the left there is a big piece of the floor above, so I have kinda done some of that. The problem is that I don't want to put TOO much in, cos I want marines to be able to turret farm there. Too much debris might stop them building.
    The other thing is, I figure that they actually sent in a cleanup crew just to get rid of the mess, but that one piece was too big so they left it.
    Also (and this is bugging the hell outta me) HOW DO I MAKE GLASS PROPERLY?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?!?!?!? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    I can't work out what render mode and settings to put the func_wall on (I don't want it breakable).
    I managed to find one that looks right, but the problem is that even when the room is dark, the glass is still fullbright.
    It's been AGES since I did any mapping - I USED to know how to do this. What am I doing wrong!

    Oh and thx sk84zer0 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    Remember there is a mappin competition <a href='http://community.skulkrush.com/' target='_blank'>here</a> so come and enter your ns_ maps
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    glass

    rendermode soild

    fx amount 123 (most glass)

    if you use a black based texture, insted of the blue based hl stuff, you will have to mess around in the fx base (the 0 0 0 option under fx amount)

    amckern
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    ok got a style i like for my map co_power.
    heres a few pics!
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    That looks good, but perhaps you could add some infestation or different lightning. Those stairs look like they came right out of HLSP.
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    looks nice mconnor.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i must say co_power looks good, its a mix betwen grunge q2, with basic, yet useful brush/tex work, and some of ns's story line

    the 1st pic looked like it was the gate from sgc - but at closer look, you where in fact looking down stairs at some watter, gw, keep it up

    amckern
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    A semi WiP post of The Well in co_cerberus.... done a LOT of work here.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    seeing all those screenshots from some of the most beautiful maps ever, i'm starting to feel very pathetic... damn my maps suck compared to so many ones here <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    just keep working... this is about the sixth rebuild of this one area.... each seems to get better. Make sure you break up your geometry as you build, even if it's just four flat walls a ceiling and a floor give it something extra to make it more visually appealing. Improving at that is really much of what mapping is all about.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Yep <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Persistence is the best way to getting better. Just keep at it and don't give up - your maps will look that good eventually without you even noticing the transition <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • kawakkawak Join Date: 2003-01-11 Member: 12160Members, Constellation
    Here is a "style test" for the Marine's Respawn of my next map (NS:Combat):

    <img src='http://membres.lycos.fr/kawaak/co02.jpg' border='0' alt='user posted image'>

    <img src='http://membres.lycos.fr/kawaak/co01.jpg' border='0' alt='user posted image'>

    Still a lots of work to do, the map is about... 1% done :s
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    Great stuff Kawak! very nice , lots of atmosphere on those shots, good use of textures as well. Keep it up m8 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    <!--QuoteBegin--kawak+Nov 18 2003, 12:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kawak @ Nov 18 2003, 12:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Still a lots of work to do, the map is about... 1% done :s <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just remember that once you've done the first 90%, you have to do the other 90% <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Looks really good, Kawak. Keep up the good job! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    I think Kawak just designed the first ever NASA family spaceship. Nice design (Looks like a medical / research ship).
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited November 2003
    I know, I know, "in need of some serious retexturing", but I've finally finished most of the brushwork. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    EDIT: also going to tone down the lighting.

    <img src='http://www.aybnetwork.com/hive_room1.jpg' border='0' alt='user posted image'>
    <img src='http://www.aybnetwork.com/hive_room2.jpg' border='0' alt='user posted image'>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    looks v good shot me

    amckern
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Re-uploaded new images (seen in my post above) and added one more.

    <img src='http://www.aybnetwork.com/hive_room3.jpg' border='0' alt='user posted image'>
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited November 2003
    Picture of the power relay hive. Haven't done alot of work in ages so this is significant for my map to keep going, named ns_glory.
    Also website finally up with some older yet probably nicer screenshots. Head on to <a href='http://mysite.freeserve.com/thursday_lvldsgn' target='_blank'>http://mysite.freeserve.com/thursday_lvldsgn</a>

    *EDIT* Wrong Picture. Uploading right one soon
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Thats better the right picture <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Power relay hive. The hive is positioned above the node.
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Just a style-test, nothing serious. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Yeah-yeah, I know it sucks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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