The "Post Your Screenshots" Thread

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Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin--[Kobayashi]-+Oct 6 2004, 02:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi]- @ Oct 6 2004, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fair point, but it depends on whether there are likely to be four scientists all trying to get past eachother laterally on a catwalk, that isnt actually that thin. Most scientists are fairly intelligent, so they'd probably just keep to one side and form a moving queue. Trims might work, as they'd help the would-be scientist in a hurry as much as the back-peddling Marine/Gorge/Player etc. That way you can readily identify where the edge is when you're in the midst of battle or running from a firefight. Then again you could add verticle wire-supports, a minimal addition which would also point out where the edge is.

    To conclude: Trims/Supports could help distinguish the edge of the walkway and extinguish this heated debate! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wait wait. In the moment of hurry, who can't say that we've accidentally shoved someone to the side a bit? It wouldn't even have to be a big shove, just a slight nudge. And what if an alarm goes, like a fire breaks out and people try and make it to safety. I can just imagine how many lives would be lost by falling off catwalks. Anyway, yes, let's end this kinda off-topic ramble and just let confused decided how he wants his map <!--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
    <!--QuoteBegin-amckern+Oct 6 2004, 02:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Oct 6 2004, 02:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just add a bent hand rail, like an onos fell off the edge, or found something it wanted on the lower level, but forgot to jump over the rail, and just charged it down, that way, you have the rail, but no protection <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hm why not just add all handrails on the floor below? Saves r_speeds, and looks like the same thing.

    Although making it a func_pushable or breakable and spawning a pushable to drop to the ground, that would be cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited October 2004
    good morning. its nice to see the people enjoy my new area.

    the hand rail issue: i like it with out hand rails, for the most part. i have been conplating adding a few on particularly exposed sections.

    Ligthing: again there is no gamma correction. but it needs a bit of a tweek. right now, i am planning on keeping the cat walk areas the bule-white color it is now and increasing the orange / red color at the bottom.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin-confused!+Oct 6 2004, 05:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (confused! @ Oct 6 2004, 05:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> good morning. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ugh, there is almost night <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2004
    Playing arround with the nos textures and shadow with bright areas as contrast:

    <a href='http://members.home.nl/m.borgman/ns-forum/new0001.JPG' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/new0001s.JPG' border='0' alt='user posted image' /></a>

    [edit]
    hint click on it <!--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-->
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Nice one Kouji I like it. . partially becauseI'm working on a combat map with the same sort of idea, lighting the ground but not so much the ceiling. I'll post a screeny soon. Keep at it Kouji!!_
  • kabo0mkabo0m KT of Insomniacs Anonymous Gaming Community Join Date: 2004-08-06 Member: 30415Members
    I like that lighting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • kawakkawak Join Date: 2003-01-11 Member: 12160Members, Constellation
    Hi!

    Here is some new images of the map i'm making (wich may be never finished):

    The Meeting room
    <img src='http://img11.exs.cx/img11/7365/ns020011.jpg' border='0' alt='user posted image' />

    And the corridor outside this room
    <img src='http://img2.exs.cx/img2/8974/ns020013.jpg' border='0' alt='user posted image' />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    It would be a crime not to finish that map. A crime.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    i love those shots, beautiful texturing and architecture, they look just right
  • KezeiKezei Join Date: 2003-09-23 Member: 21127Members, Reinforced - Gold
    Wow, nice screens.. You have to finish that map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    Seriously kawak, I love the look of that. The texturing, the lighting, it just looks so real, in some way.
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    Started a new ns map yesterday, thought I'd post what I've done so far <!--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://www.toothy.jolt.co.uk/ns_sekhmet1.jpg' border='0' alt='user posted image' />

    <img src='http://www.toothy.jolt.co.uk/ns_sekhmet2.jpg' border='0' alt='user posted image' />

    <img src='http://www.toothy.jolt.co.uk/ns_sekhmet3.jpg' border='0' alt='user posted image' />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2004
    <span style='color:white'><b>Kawak:</span></b>

    That meeting room is like doom3 without its shadows. Love the detail in that room also the texturing and lighting of both screenshots are teh sex

    If you dont finish that map im going to steal all your cookies and hold them for ransom and dont think im kidding either!!!

    <span style='color:white'><b>Toothy:</span></b>
    Looks pretty cool but a few things to keep in mind if you're going to make this into a classic ns map are:

    Entity count.
    If all the windows are seperate func_walls its going to eat up a lot of the 275 maximum runtime entities for such a small area. On the other hand if you put all of them into one big func_wall it do something weird during the vis compile and will be visible troughout the level from any point (even trough walls). The flares take up 8 runtime entities.

    Skywalking skulks:
    Have a look in the mapping forum faq to see about outdoor areas/maps. I made a thread somewhere which talks about the problems and possible solutions.

    What are the w-poly r_speeds on that area btw? (looking from the worst angle)

    <span style='color:gray'><span style='font-size:8pt;line-height:100%'><b>Edit</b>
    I hereby ban all typos from the forums

    *hides because the typos will come and get me for this*
    </span></span>
  • ToothyToothy ir-regard-less Join Date: 2003-02-12 Member: 13447Members, Constellation
    Wpoly count is at most 500-600.

    The flares may have to go, not too big a loss if they do.

    Skywalking skulks aren't a problem, it's not actually possible to go outside, it's just there to look nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • 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 can't see the second shot, kawak (connection refused?) but the first one looks absolutely stellar. If I were to start another map, that's the style I'd like to try to pull off.
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    Kawak: That first pic is brilliant. cant see the second pic. . .

    oh and just remember were you saw it first . . hooaaah
  • kabo0mkabo0m KT of Insomniacs Anonymous Gaming Community Join Date: 2004-08-06 Member: 30415Members
    I love that map as far as the screenshots go (from some one who knows nothing about mapping) toothy! I wanna see it (and DL it) when you have it done.

    But you should read the other post they are talking about. People love to exploit and all so ...

    and moconnor, that screenshot, I like that!
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    dam this page is full of good stuff

    sorry m8, but your glass pales against the other 2 posts

    Adam
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Here is some new images of the map i'm making (wich may be never finished):<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->



    then why bother? Finish it!! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    Choose a different glass texture to use, and I hereby award you the honorary medal of uber.
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    Talk about detail!

    This must have taken alot of time.

    Finish it, or stop mapping. Because either way we will hate you! XD (sarcasm)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Mido+Oct 8 2004, 05:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mido @ Oct 8 2004, 05:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Talk about detail!

    This must have taken alot of time.

    Finish it, or stop mapping. Because either way we will hate you! XD (sarcasm) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Because we all know creating a few boxes ontop of a table = detail (and also, texturing = detail).

    But yeah, it's nice.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Kawak wins a prize for very sexy map
  • VenomRulezVenomRulez Join Date: 2002-10-05 Member: 1434Members
    These are some pics of my map:

    Marine Spawn
    <img src='http://usuarios.lycos.es/venomrulez/ns_selenia/ns_rro/ns_rro003.jpg' border='0' alt='user posted image' />

    RT near Marine Spawn
    <img src='http://usuarios.lycos.es/venomrulez/ns_selenia/ns_rro/ns_rro002.jpg' border='0' alt='user posted image' />

    Random Corridor
    <img src='http://usuarios.lycos.es/venomrulez/ns_selenia/ns_rro/ns_rro001.jpg' border='0' alt='user posted image' />
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Nice work venom... looks original and clean but the lighting looks pretty bright. Tune it down so there are some darker corners, it should give some atmosphere and cover for skulks.
  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Kawak's map = AvP. Seems so much like it :x
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited October 2004
    If kawak does decide to give up that map I'll beg him and beg him to include it as my canteen in my map. It wouldn't need changing (maybe a vent exit) and it <i>just about</i> fits the map style, plus my map would have to be uber cool everywhere else for it not to look out of place.

    OK it's not gonna happen but, I can dream...
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