The Post Your Screenshots Thread

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  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    edited March 2009
    ns_genus

    NOTE
    This is only a small area of the map, and is the only dark area in the map. I will display a couple of pictures that I will place in a "a to z" category, typically walking from the, more humane, area - to the not so humane area, called pipelines.

    EDITED
    THE SCREENSHOTS HAS BEEN TAKEN IN DIRECT3D, USING 16 BIT COLOR. I didn't bother to change it since I have problems using OpenGL with my VGA.

    STORYLINE
    The storyline is basic, the aliens have infested an entire facility and killed the entire colony living there. The marines have been asked to walk in, and whipe the aliens out. Like all NS maps there will be three hives available, pipelines is one of them. I will show you the area right ouside this hive. And pipelines, and the area around it, is dark, very dark, and those who love playing aliens, will probably love being an alien in this spot as it has more vents, shafts and tiny areas than anywhere else on the map. I wouldn't recommend walking in this area without being a part of a heavy armor train. If the people who play aliens know how to play together, the most effective way for the humans to kill this hive is to siege it from at the bottom of the stairs. Sieging from inside the pipelines crossroad would be stupid, you will get the general idea later when I display the screenshots and explain.

    SCREENSHOT 1
    Viewed from the stairs and down to the spot where it is most effective to siege, to get a glimps of how bright the map really is I had to add this to the collection for now.
    <a href="http://img21.imageshack.us/img21/8526/nsgenus0007.jpg" target="_blank">http://img21.imageshack.us/img21/8526/nsgenus0007.jpg</a>

    SCREENSHOT 2
    Next picture is at the bottom of the stairs viewing in towards the hallway. In the middle there's a door leading in to the pipeline crossroads. These halls were once more humane, while the pipeline crossroads was a working area for the former colony living there. I'm not showing the end of the hallway because it is a blank spot, but at the end of the hallway there is a fluorescent light flickering, annoying your eyes as you walk in the hallway.
    <a href="http://img18.imageshack.us/img18/2521/nsgenus0008.jpg" target="_blank">http://img18.imageshack.us/img18/2521/nsgenus0008.jpg</a>

    SCREENSHOT 3
    This is right underneath the flickering flueorscent light, it is currently off, showing you how dark it really is. (There will be vents leading towards the hallway on the right side wall btw, I have not been able to finished it just yet.)
    <a href="http://img23.imageshack.us/img23/1790/nsgenus0009.jpg" target="_blank">http://img23.imageshack.us/img23/1790/nsgenus0009.jpg</a>

    SCREENSHOT 4
    We're now about to walk in to the pipeline crossroads. The fancy NS door is opening, as viewed from the NS splash picture. And also viewed in the NS1 trailer.
    <a href="http://img15.imageshack.us/img15/5223/nsgenus0010.jpg" target="_blank">http://img15.imageshack.us/img15/5223/nsgenus0010.jpg</a>

    SCREENSHOT 5
    We are now inside the pipeline crossroads. The railing keeps the humans from falling down if attacked by aliens. But they can jump down there safely without getting stuck, so can all individuals. There is nothing blocking the humans from shooting the aliens underneath the pipeline crossroads or above, and the aliens underneath can bite the ones jumping down there as well. This spot is fail safe, and you cannot get stuck. But it is not smart to "camp" on the other side of the railing as the aliens can and will reach you from above and underneath.
    On the right hand side is the entrance to pipelines, the hive. The crossroads, might look like a good place to stash your phase gate and turret factory, etc, but I can tell you now that this would be a very DUMB place to do it, as this area can get gassed from underneath without any problems what so ever, and there are vents everywhere in the hallway outside - so basically the aliens will have 3, if not 4, places they can attack from if you set your strategy up here.
    <a href="http://img13.imageshack.us/img13/1995/nsgenus0011.jpg" target="_blank">http://img13.imageshack.us/img13/1995/nsgenus0011.jpg</a>

    SCREENSHOT 6
    As you can see to the right in THIS picture, it might be an ideal place to put up a node. As you can see I've just added a wall there for now. And on the left hand side, it might be ideal for another route, leading to another hive, and so forth.
    <a href="http://img12.imageshack.us/img12/1695/nsgenus0012.jpg" target="_blank">http://img12.imageshack.us/img12/1695/nsgenus0012.jpg</a>

    SCREENSHOT 7
    As you can see in this screenshot, I've made it possible for aliens to run all under the crossroads without having to worry about bumping into humans, if they prefer that. I've also, as seen in the screenshot, made it possible for aliens to pass these doors without having to open them. It is in fact not possible for an alien to open the door from down there, because I have added an invisible layer around the door. It might look stupid for some, if the door is open when they pass by, bumping into something that isn't there. But this will prevent the aliens from opening the door, it prevents them from blocking the door, and it prevents bugs from happening (if NS has door bugs, I don't know).
    <a href="http://img16.imageshack.us/img16/9650/nsgenus0013.jpg" target="_blank">http://img16.imageshack.us/img16/9650/nsgenus0013.jpg</a>

    SCREENSHOT 8
    A wider screenshot, viewed from underneath the crossroad. The light you saw in crossroad, was this "water"-light, as there are no actual lights in crossroads.
    <a href="http://img8.imageshack.us/img8/1193/nsgenus0016.jpg" target="_blank">http://img8.imageshack.us/img8/1193/nsgenus0016.jpg</a>

    SCREENSHOT 9
    Closer look at the door, viewed from underneath crossroads.
    <a href="http://img7.imageshack.us/img7/9293/nsgenus0017.jpg" target="_blank">http://img7.imageshack.us/img7/9293/nsgenus0017.jpg</a>

    SCREENSHOT 10
    If the door is up... feel free to tag them if you're fast enough. This is the flickering fluorescent light from in the hallway. But may I remind you that if you can see the humans, the humans can see you. If you are down there you are more lit up than the humans.
    <a href="http://img11.imageshack.us/img11/74/nsgenus0020.jpg" target="_blank">http://img11.imageshack.us/img11/74/nsgenus0020.jpg</a>
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Looks promising so far.
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    edited March 2009
    Thank you. I sure hope I'll get this done, and out for people to play by May. Edited: and of course, I hope the map turns out alright myself, so people want to play it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2009
    Nice and claustrophobuc atmosphere there.

    About this shot:
    <a href="http://img13.imageshack.us/img13/1995/nsgenus0011.jpg" target="_blank">http://img13.imageshack.us/img13/1995/nsgenus0011.jpg</a>
    Hope that pipe "touching" the wall is not actually touching the wall (1grid gap) or has been turned into a func_wall (and clipbrushed). Don't want the evil breaking up of walls affecting your compiler and w-poly count there
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    I think it is about 7 grids away from the wall (I have to use my laptop now to get internet.)
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited March 2009
    It's been a little while... well.. here's a marine spawn area (communications room) that I just mapped a little while ago. Been trying to make zombie maps and the sci-fi theme keeps creeping in on me, so... this was the result... one of these days I'm going to finish the engineroom map...

    (EDIT: going to use a photobucket for images)
    (RE-EDIT: I've added a few new images at the bottom)

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0001.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/THESCIFIAHHHH.jpg" border="0" class="linked-image" />


    Another room.. near where I'd probably put heat exchangers.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0009.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0008.jpg" border="0" class="linked-image" />

    Walkway near the outer hull of this ship.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0016.jpg" border="0" class="linked-image" />

    AUX-Power Control room:

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0018.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0017.jpg" border="0" class="linked-image" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Still working on some room and texture-usage ideas. The first image is a mostly finished version of a room I posted images of previously. Depending on where on the map this particular room is located, I guess it could be anything from a power coupling room to a room housing some form of exotic shock absorbers for the outer sections of the ship. In any case, it was fun to mess around with the lighting in this room.. which still needs work.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0020.jpg" border="0" class="linked-image" />

    The following images are of the bridge of the ship. More of an older design from the NS universe, probably (been a while since I read up on the back story). Heavily influenced by watching too much BSG... this room would most likely be centrally located and heavily reinforced (see the large supports everywhere) compared to other section of the ship. If only QuArK would work with NS2 maps.... it'd be fun to be able to map without the r_speed limitations of the HL engine... <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0030.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0029.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0028.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0027.jpg" border="0" class="linked-image" />
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    I'm liking the consistent texture usage on the map there, along with the curvy architecture. One thing to look at is repetition of the floor, I notice you tried to break up the floor in sections with a difference in texture underneath archways, but try varying height levels or adding ankle high obstacles to break things up a bit.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    Wow, the screens look pretty good <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    <!--quoteo(post=1704347:date=Apr 7 2009, 04:22 AM:name=CoolCookieCooks)--><div class='quotetop'>QUOTE(CoolCookieCooks @ Apr 7 2009, 04:22 AM) <a href="index.php?act=findpost&pid=1704347"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm liking the consistent texture usage on the map there, along with the curvy architecture. One thing to look at is repetition of the floor, I notice you tried to break up the floor in sections with a difference in texture underneath archways, but try varying height levels or adding ankle high obstacles to break things up a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'd like to do something with the floor, but this section is already peaking around 650'ish as far as r_speeds go... which for a ~70600 sq foot room (I think..), I guess that's not too bad... but still pushing it for the HL engine.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    I never did get used to working with the alien textures and brushwork... arg!

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0065.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0061.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_ntbr0060.jpg" border="0" class="linked-image" />
  • ozbirdboyozbirdboy Join Date: 2007-08-07 Member: 61827Confirm Email
  • ghost in the shellghost in the shell Join Date: 2008-09-28 Member: 65094Members
    edited June 2009
    ns_dungeoncrawl
    About 2/3 done, but this is the first room I've textured and lighted. If this map is released, it will be my first.
    <img src="http://img526.imageshack.us/img526/3199/holdingbay.png" border="0" class="linked-image" />
    By <a href="http://profile.imageshack.us/user/atomic_shadow" target="_blank">atomic_shadow</a> at 2009-06-18
    This is the holding bay. It has some crates, some pipes and a res node. The upright pipe shoots any one who falls into it out and the ladder leads to the hall above the room, which crosses the lower hall the leads straight out yo the left.
  • MevraelMevrael Join Date: 2009-02-18 Member: 66462Members
    edited July 2009
    There are 3 screenshots of my unfinished co map.

    1. The 1st design version (Marine Command Station and barracks)
    <a href="http://clan.rxnk.com/members/mevrael/co_new.jpg" target="_blank">co_new.jpg</a>

    2. But wpoly of one this room was very high, so I have changed design. (Marine Command Station and barracks v2)
    <a href="http://clan.rxnk.com/members/mevrael/co_new_v2.jpg" target="_blank">co_new_v2.jpg</a>

    3. And this is outside marine command station and marine control tower (Starport)
    <a href="http://clan.rxnk.com/members/mevrael/co_new_v2b.jpg" target="_blank">co_new_v2b.jpg</a>

    But wpoly again is very high, this stupid hl mod is drawing all map at 95% of places. Also when I'm looking in the wall ^_^
    So the project is frozen and I'm working now on my new website.
  • maiten52maiten52 Join Date: 2009-06-07 Member: 67737Members
    edited July 2009
    this is screens of my map

    <a href="http://img441.imageshack.us/my.php?image=testms20001.png" target="_blank"><img src="http://img441.imageshack.us/img441/5243/testms20001.png" border="0" class="linked-image" /></a>

    <a href="http://imageshack.us" target="_blank"><img src="http://img205.imageshack.us/img205/8864/nsackuser2.png" border="0" class="linked-image" /></a>

    <a href="http://imageshack.us" target="_blank"><img src="http://img4.imageshack.us/img4/8633/nsackuseralpha10049.png" border="0" class="linked-image" /></a>

    <a href="http://img36.imageshack.us/i/nsackuser.jpg/" target="_blank"><img src="http://img36.imageshack.us/img36/9540/nsackuser.jpg" border="0" class="linked-image" /></a>
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited July 2009
    I like pics 1,2 and 4 very much!
    3 is a bit bleached with light.
    I think you should only put a lightband round every other pannel on that back wall or even better might be to not texture the sides of the pannels with lights, only the tops and bottoms.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The first one looks a lot like that Ayumi hallway. I think it was ayumi.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited July 2010
    Just had one of those random ideas today... so I made this:

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1a.jpg" border="0" class="linked-image" />

    EDIT: been adding... Don't know why... but meh.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1b.jpg" border="0" class="linked-image" />

    EDIT: EDIT: Control room for the hangar. Also the siege room.

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1c.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1d.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2010
    I like the first two shots (yes even the redroom :P), but shot 3 and 4 seem unfinished somehow. Ceiling on 4 is just weird texture usage, ain't it? :P


    Wooo! to activity in this forum, t'is rare :D
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Hmmm... well, it is unfinished, I'll see what I can do.

    Also: Capacitor room

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/misc_idea_mapping1e.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Thought about firing spark up shoot me, or have you not ordered NS2?
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    I haven't... I plan on buying NS2, but the download caps that I have would make it extremely difficult for me to get it.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    It's so weeeeeird. Or was when I tried it last year (or whenever release +2 months is)
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    I like ns1 maps. i think even better than ns2. There is something special in them.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited November 2011
    <img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_siege_singular002v0012.jpg" border="0" class="linked-image" />

    <img src="http://i6.photobucket.com/albums/y226/yarrik71/co_radium0024.jpg" border="0" class="linked-image" />

    Some touch-up, but I can't get the in-game gamma to work on Win7..
  • konatakonata Join Date: 2011-08-24 Member: 118296Members
    Nice. It doesn't matter, anyone that still plays NS1 bumps their gamma up really high anyway.
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    <!--quoteo(post=1852177:date=Jun 12 2011, 12:42 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Jun 12 2011, 12:42 PM) <a href="index.php?act=findpost&pid=1852177"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like ns1 maps. i think even better than ns2. There is something special in them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ^_^
  • JanosJanos Join Date: 2002-08-02 Member: 1050Members, Constellation, NS2 Playtester
    <!--quoteo(post=1852177:date=Jun 12 2011, 06:42 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Jun 12 2011, 06:42 PM) <a href="index.php?act=findpost&pid=1852177"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like ns1 maps. i think even better than ns2. There is something special in them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is that the nostalgia talking?
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    This thread surely brings nostalgic note.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    #nsmapping 10 year reunion
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