The "Post Your Screenshots" Thread

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Comments

  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    Looks very repetitive and too open
  • MarcosLostPWMarcosLostPW Join Date: 2004-09-05 Member: 31383Members
    hi

    <img src='http://www.home.no/markus-l/mistral.jpg' border='0' alt='user posted image' />

    <img src='http://www.home.no/markus-l/mistral5.jpg' border='0' alt='user posted image' />
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited November 2004
    <!--QuoteBegin-Minotaur0+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Looks very repetitive and too open<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.

    As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.

    Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.

    Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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-->
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    Nice, Marcos. Your texture alignment is off in alot of spots though.



    My updates: im having trouble thinking of things I could use as cover in this corridor, its kind of long.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Alien, a lot of your shots seem to lack cohesion and a definite theme... on the one hand they seem techy, but on the other hand they seem empty and ignored - those three shots just don't do it for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    <!--QuoteBegin-Cobra^+Nov 5 2004, 08:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Nov 5 2004, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Minotaur0+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minotaur0)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Looks very repetitive and too open<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I disagree. The angle at which he is taking the pictures makes them seem open, but neither shot looks that repetitive - there is change in level, texture and cover throughout, and each room has a few seperate features to it. The first shot in partcular would be perfect once the ceiling and that far wall is broken up a little.

    As for the second shot, the mapping sound, but the room lacks pizazz... a bit of contrasting lighting and some texture tweaking would sort that out.

    Your maps might be good Minotaur0, but that doesn't give you the right to leave such unfounded, blunt and somewhat incorrect criticism in a forum that you have hardly made a name in yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->.

    Marcos, both of those shots look excellent - nice colour scheme and texture use <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    oh I'm just giving my opinion buddy, it felt really repetitive (the textures that is) and open to me. Tell me how a skulk could kill a marine on that first pic ? Unless he was campering or the marine was very nub he would be shot down very quickly. There isnt enough cover and variety on that pic.



    oh and much luv for this lighting marco~blaz~~@ <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    That's pretty hot Marcos, I like it a lot. <!--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-->
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    <!--QuoteBegin-A|IEN+Nov 6 2004, 03:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ Nov 6 2004, 03:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nice, Marcos. Your texture alignment is off in alot of spots though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Where?
  • BijiyBijiy Fantastic Damage Join Date: 2003-11-28 Member: 23697Members
    I don't see and misaligned textures, looks pretty solid. D:
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    @Perso: It is too open for an average room, but if it's in a location that calls for an open room for balance issues then it can stand. The ramp-right corridor looks quite flat and boxy, the other area's OK. I'd suggest having some sort of cool brushwork (machinery type/computer display unit) hanging from the ceiling in Pic#1 to make it less open.

    @Marcos: Pretty nice but I don't like the weird 1 unit sunken hexagon. Trim it and make it more of a feature (what is it anyway? -that alcove is dying for a Resource Node imo) .
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Thanks for the comments. I have plenty of ideas for filling up that open area. I've tried one, but now that you meantioned stuff hanging from the ceiling, I think I can fully imagine the area. I'm currently trying to learn some MilkShape which is going to take some time, but I wont leave that room as is until I'm at least semi-pleased with it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    Some progress on my co_ map, co_paragon
    (nevermind the particles, I still dunno why they dont work :/)

    <img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew01.jpg' border='0' alt='user posted image' />
    <img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew02.jpg' border='0' alt='user posted image' />
    <img src='http://www.leveldesign.com.br/minotauro/images/co_paragonnew03.jpg' border='0' alt='user posted image' />
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited November 2004
    That 1st one looks like a halo 1 shot (that i like), but they all look good
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    edited November 2004
    <!--QuoteBegin-amckern+Nov 7 2004, 11:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Nov 7 2004, 11:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That 1st one looks like a halo 1 shot, but they all look good (not as good as nay imo) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Why are you comparing his shots to Nay's? Doing so is totally useless and actually quite offensive to him, it's like me saying your ZHLT coding is good, but just not as good as Cageys. This statement is unecessary and actually sums up your existance on this board: both in-coherent and somewhat offensive.

    Minotaur0, contrary to what I said early I personally find that those shots to be excellent, and your mapping is definitely very nice. Welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->, plus your maps are as good as Nays, your website holds the evidence pointing towards this.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited November 2004
    My work on the 3.0 tools might not be as good as cageys when you look at what he put in them, and his turn around time

    -------------------------------------

    But please also under stand what IMO means, and not start a flame war over those 3 simple letters
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    It's not a flamewar, it's the truth. I was also using the ZHLT coding as an analogy
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    @Minotaur0

    Your maps are good, and your sky maps are as well (Gona test one out soon), i personaly like your 3dmx render, alot of work was put into this, keep it up!
  • Minotaur0Minotaur0 Join Date: 2004-09-30 Member: 32017Members
    Ya guys thanks, I love nays work and I'm not offended at all <!--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'll need some help with the particle systems btw ;o~~ I set up the velocity shape as sphere and I guess that its bugous cuz it doesnt work ingame but works perfectly on nspsedit. So, is it really bugous ?
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    edited November 2004
    Here is a map im working on...
    I decided to try and make a Siege map, but with some official quality... Its taking time, and I will have to redo alot.

    EDIT: ignore the white dots, thats just an image compression bug.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited November 2004
    <b>@Minotaur0:</b>
    In the first shot I like the rapid change of lighting (from white to blue). Also, that white light texture seems to fit in quite nicely. I myself have found that pretty hard. Can't really criticize, but make sure that skulks have enough cover out there. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Second one reminds me of eclipse. Those blue and yellow fans look pretty stupid in my opinion (I don't mean realism, but the way they look and are placed). <!--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--> Pilars are just sexy and the white little lights, but the yellow lights stand out too much.

    The third one is my favorite, because it looks very futuristic. For a possible choke point it's too open though. Have you thought of adding some kind of borders to the door back there?

    <b>@Mido</b>
    I like fans and I think that looks just super. I always get this feeling like I'm watching a movie when I see a fan moving slowly and casting shadow. Hopefully you wont make it move, though. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> The beams wouldn't maybe make that much sense then. ps. Don't make it a siegemap.
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    man NS mapping is growing stale..
    No variety at all just corridor style, pipes, and funky lights..
    Sorry.. </rant>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    it looks like that, but most of us are taking time off, before we flex hammer4, and start bashing out those ns source maps

    /me thinks
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Mido don't waste that on a siege map <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    I have a habit of making different maps.
    To be honest, I want to make it a siege map because they are easy to set up, and I still need practice.
    That is a huge quality leap compared to my older maps.

    Marine spawn 1 angle
    <img src='http://furiousangel.ninj4.us/ns_calistos1.jpg' border='0' alt='user posted image' />


    A different angle
    <img src='http://furiousangel.ninj4.us/ns_calistos2.jpg' border='0' alt='user posted image' />


    All I've really worked on so far has been the marine spawn...
    One of these days ill shape up and use this style on an official style map.
  • Ron2KRon2K Join Date: 2004-05-25 Member: 28904Members, Constellation
    Mido, get on and finish it!

    Here's some screenies of my own - nothing much, just some "inaccessible detail":

    <img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-1-mini.jpg' border='0' alt='user posted image' />

    <img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-2-mini.jpg' border='0' alt='user posted image' />

    <img src='http://www.kopano.uct.ac.za/~ron2k/adrianne/img/beta2/skywalk-3-mini.jpg' border='0' alt='user posted image' />

    Looks better in-game, but even so, that light_environment is probably going to be on the receiving end of some tweakage.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    @Ron2K

    the only thing i will say is that your rocks dont match the sky map (why) becuase i'm not gona download the hole thread again on 56k
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    edited November 2004
    ns_vapid

    <img src='http://www.another-world.org.uk/spacer/ns_vapid/4.jpg' border='0' alt='user posted image' />

    <img src='http://www.another-world.org.uk/spacer/ns_vapid/5.jpg' border='0' alt='user posted image' />

    <img src='http://www.another-world.org.uk/spacer/ns_vapid/6.jpg' border='0' alt='user posted image' />

    <img src='http://www.another-world.org.uk/spacer/ns_vapid/7.jpg' border='0' alt='user posted image' />

    This'll probably end up as a cargo hold or something, thus the boxes/tube-things and big hole in the roof <!--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-->.
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