The "Post Your Screenshots" Thread

14243454748125

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Wow, that looks really nice Belgarion, the stuff under the water looks amazing.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Holy crap. That looks awesome and it's a great idea.
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    mojo took the words right out of my mouth, hly crap that is nice, and stop thinking your not good a t mapping, your easily 10 times better than most of us around here
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    the roof needs work

    amckern
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    wow, belg. thats freaking amazing **me cries**
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin--Some tall guy+Jan 8 2004, 09:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Some tall guy @ Jan 8 2004, 09:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->wow, belg. thats freaking amazing **me cries**<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *joins him in crying

    Great Work!
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited January 2004
    Wow! That's some slick architecture there. Too bad the HL engine is spitting large numbers over 800 (or the guidelines' 700) in your face. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Have you tried make some stuff func_wall so that there's less faces being split? Also note that large areas of water contribute large amounts of wpolys, although there's not much you can do about that except rip the water out and maybe try a misty particle effect instead. Hmm, that's not a bad idea... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Also note that scaling the water texture up won't make a difference, the water faces are always split the same due to the way the waves and texture distortions work.

    Lastly, some criticism: Lighting needs a little bit of work. That spotlight in the middle doesn't seem quite right to my eyes... maybe try smaller spotlights around the edges instead? I do think some more bright glowy lighting from underneath might look seriously "rad" too (pun intended, ha ha ha!) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    <!--QuoteBegin--Belgarion+Jan 8 2004, 04:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jan 8 2004, 04:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *gasp* belg mapped again
    *pandemonium looting and confusion ensues*

    for those with lower resolutions, get a better monitor or video card... haha no. i mean, here. linkage so IE will resize it for you. <a href='http://www.unknownworlds.com/forums/uploads/post-4-1073601931.jpg' target='_blank'>same image as below</a>

    wpoly is attrocious in here. around 800+ i think, due to the curved walkway and the molding around it. i've nulled anything that can be nulled to reduce rspeeds already. the only way to get lower rspeeds now is to remove stuff. so boo. here it is. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    wow that really brings out the "sci-fi" look
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited January 2004
    <!--QuoteBegin--amckern+Jan 8 2004, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 8 2004, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the roof needs work

    amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh God, SUYF already.

    Belg baby: you know what I think of it... 'tis mighty sexy. You, me, Marcos, Mendasp, and a few others... all in a tub. N3kk1D.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <!--QuoteBegin--amckern+Jan 9 2004, 03:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 9 2004, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the roof needs work

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't believe you can actually see a roof in one of those pics.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    Erias: .... wow. i'm stupid. i totally forgot about func_wall rspeed optimizations. i got it down to about 750max, as opposed to a previous 830 max. of course, both these numbers were taken from the extreme corner positions where no one but a skulk/flying type thing would chance to come by.

    about that lighting, i had already redone that maybe a half-hour after i posted the image (specifically, the red lights intensities were increased to 75, the central spot was changed to 45/30 instead of 30/30, and the spots intensity was changed from 150 to 100) . i also turned it into a hive room, so thre's now a hive in it, some of the walls have changed textures, and one of the pipes is broken. the ceiling texture was also changed, and some fans were added into the ceiling. i was also able to impliment a particle system tied to a brush (thanks mendasp for helping me out with that ^_^ ). and then i just did the r_speeds a few minutes ago.

    enjoy

    oh and zazi... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Amazing work, Belgarion!
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    Nice room, but too much steam.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited January 2004
    <!--QuoteBegin--blueman+Jan 9 2004, 11:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blueman @ Jan 9 2004, 11:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice room, but too much steam. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I would say that the particles should have checked the "Fade out" flag, that might make the area look much better (IMO). I don't know, it's a very high contrast with all that white particles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Forgot to say: That is still awesome. heh
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    Looking from where the CC is placed towards the exit of my marine start, on the right leads to a door where the players spawn and the RT is place, not going to post a pic of that because it looks quite plain

    <img src='http://130.236.229.149/PonY/map/11.JPG' border='0' alt='user posted image'>
  • 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
    Belg, lower the particle max alpha to .2, should look much better.

    oh btw, it is really nice
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Really interesting stuff there with the underwater stuff. Good thinking. It's sparked off a few ideas in my own head *ponders* Oh yeah the steam, looks a little bit too much. I'm not familiar with the PS so just do what other people to tell you to make it look better <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Zazi: I second that motion!
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Belg: Lookin' spectacular. Few could make as ineluctably scrumptious a hive room! And considering the detail, the reasonable r_speeds are quite an achievement. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Of course, the particle system needs work... but that's just a little tweaking.

    Pony: Interesting. Lighting could stand a little contrast... try playing with gamma values and RAD parameters. Also, your corners so <i>totally</i> need bevels and supports and detail... give that a try, so your corners aren't so sharp and plain (not to mention textured differently on either side, which is a mapping no-no.)

    Keep on mappin'!
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    alright. here's some particle tweakage. looks far better if you ask me. thanks to mouse and friends giving suggestions/ideas on how to make it look better. i think i'm satisfied with the room now. perhapse i should make this a co map...
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Co source marine spawn
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Co source marine spawn
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    very nice man. i love that entrance from the landing pad. great stuff. but the marine spawn looks kinda funky... umm, perhapse we could get a better perspective of it? can't see much.
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    Belg, the fog to me is too uhh spotty, for lack of a better word... maybe if was more of a hazy fog than random steam it would look better, but right now i think its better without the steam <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    I strongly agree with Brodin....too spotty!
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    <!--QuoteBegin--Belgarion+Jan 9 2004, 12:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Belgarion @ Jan 9 2004, 12:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> alright. here's some particle tweakage. looks far better if you ask me. thanks to mouse and friends giving suggestions/ideas on how to make it look better. i think i'm satisfied with the room now. perhapse i should make this a co map... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh, it's a hive room. Question : is that water or some sort of dangerous chemical/acid?

    It looks like it might be hard for a gorge to place structures near it and/or heal it. It looks a bit too open for Jetpackers too.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--amckern+Jan 8 2004, 09:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 8 2004, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the roof needs work

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Man, you really need to get out and look at your own work, and read up the style of gameplay. Even if r_speeds permitted those quite lovely screenshots to create a complex roof, it would screw the gameplay. It is a highly detailed area, skulks need to somehow move quickly along that room, the smooth roof makes that highly possible and better from a skulks point of view.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    thankyou for that well-worded bit of information Thursday.

    speaking of gameplay, Mojo brings a good subject to the perverbial table. It does seem a bit JP friendly, i'm sure i could stick another light coming down from the ceiling or something. i could even go so far as to lower the water level and have the hive under the walkways. but placing structures near the hive is absolutely not a problem. the hive actually overlaps the walkway just a tiny bit. if you walk on the edge you'll hit the hive.

    and the water is simply that. water. those big pipes in the water are meant to suck it up and send it through those purifiers to the surface. unfortunately, since the hive came in, things got a bit more mucked up than the purifiers could handle and they shut down automatically.

    the reason for the steam was to make it seem as though the room was very hot and humid. perfect conditions for breeding Kharra <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> unfortunately, as a few of you have pointed out, it looks 'spotty'. i agree, it does. i did some more teaking with the PS and got it to look better, but it lags like none other, so either i need to take it out, find some way to make it not lag, or maybe try using that OGL-only fog thingy. i'd prefer finding a way to make it not lag, but i'm not sure if that will be possible. and i think it looks so much better with the steam.

    thanks for all the input everyone
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Perhaps the fog could be reduced to a funky particle system or two emerging from some pipes. The water might have too much surface area to properly have a fog ps rising from it.
  • 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
    Who said you can't put the hive under the water Belg? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    And I personally prefer it without the PS
Sign In or Register to comment.