Natural Selection 2 News Update - Community Showcase

MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
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  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Grats to those picked. Well deserved!
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    I am really offended these screenshots were not included (<a href="http://www.unknownworlds.com/forums/index.php?showuser=16165" target="_blank">DrunkenMonkey</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=68004" target="_blank">Tom Hoen</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=69566" target="_blank">Amran</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=31345" target="_blank">Leviathan</a> respectively):

    <img src="http://www.j-pop.se/temp/1sttest.jpg" border="0" class="linked-image" />
    <img src="http://img412.imageshack.us/img412/5359/storage77.jpg" border="0" class="linked-image" />
    <img src="http://www.polybemani.net/uploader/userfiles/3/NS2Test8.jpg" border="0" class="linked-image" />
    <img src="http://i49.tinypic.com/2dwhxfp.jpg" border="0" class="linked-image" />

    Otherwise, Yay!
  • SuperRoachSuperRoach Join Date: 2007-02-06 Member: 59897Members
    Awesome!

    Btw, is there any way to access old blog posts? I'm finding it all but impossible to access old development posts (trying to dig up info from reveal posts that could be useful for mapmaking).. there's no way to access "older posts" under News, and the forum entries don't have links that point back.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    Nice!

    I also checked out the ones on facebook, also nice!
  • ParanoyakParanoyak Join Date: 2009-05-28 Member: 67527Members
    the first one looks like batman cave in Batman Arkhan Asylum ^^
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1743913:date=Dec 15 2009, 09:37 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 15 2009, 09:37 AM) <a href="index.php?act=findpost&pid=1743913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am really offended these screenshots were not included (<a href="http://www.unknownworlds.com/forums/index.php?showuser=16165" target="_blank">DrunkenMonkey</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=68004" target="_blank">Tom Hoen</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=69566" target="_blank">Amran</a>, <a href="http://www.unknownworlds.com/forums/index.php?showuser=31345" target="_blank">Leviathan</a> respectively):
    Otherwise, Yay!<!--QuoteEnd--></div><!--QuoteEEnd-->
    We only wanted to post 6 this week. We'll be posting more in the coming weeks.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    Jesus, amazing what experienced mappers can make even with the current tool :P
  • NasderoNasdero Join Date: 2008-11-11 Member: 65423Members
    edited December 2009
    very well !! i cant wait to see this sweet grafik run on my machine!! great done by the mappers BTW !!! will there be other prob and texture sets beside industrial ??? cuz as good as the maps are they more or less look all the same (because of the ind. set)


    ps. thats was it what i liked so much on ns1 that most maps looked totaly different because of custom textures and stuff, they was all sciencefiction but the most felt really diferent !! so keep on mapping that good guys !!!


    ns_shiva ftw !!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2009
    Needs more sexy screenshots and a sub forum for customization :P
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1743919:date=Dec 15 2009, 08:57 PM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 15 2009, 08:57 PM) <a href="index.php?act=findpost&pid=1743919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We only wanted to post 6 this week. We'll be posting more in the coming weeks.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Awesomeness. Thanks for the shout-outs, too. <3
  • jimmstajimmsta Join Date: 2005-03-05 Member: 43553Members
    Just amazing - and to think that we're not seeing these within the game in its entirety - the fact that these are shots taken from the Map editor is what is astounding. Look at the other camp's tools and map editors (valve/hammer), and compare - there's no comparison. I'm glad I pre-ordered, sight unseen, because these few screenshots show how much work and talent has gone into making this game the next great PC game.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    They all still look awesome. Will try to make something with this over the break.
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    i would post some stuff if i could have the program open for more than 10 minutes without some sort of critical error owning me.
    -windows 7?
  • JAmazonJAmazon Join Date: 2009-02-21 Member: 66503Members
    works beautifully on my win7
  • jstoiajstoia Join Date: 2009-12-15 Member: 69667Members
    not me :( i cant use it at all. i never get past room#1
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    I don't have the patience to make anything like those.
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    <!--quoteo(post=1743913:date=Dec 15 2009, 06:37 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 15 2009, 06:37 PM) <a href="index.php?act=findpost&pid=1743913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am really offended these screenshots were not included<!--QuoteEnd--></div><!--QuoteEEnd-->

    How can you be offended by that? No one said it was bad. They just didn't include them <u>this time</u>, obviously.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    Nice work all! I have yet to go though the big screenshot thread.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1743913:date=Dec 15 2009, 12:37 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 15 2009, 12:37 PM) <a href="index.php?act=findpost&pid=1743913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am really offended these screenshots were not included<!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm a little offended by your statement here.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1743943:date=Dec 15 2009, 04:16 PM:name=jstoia)--><div class='quotetop'>QUOTE (jstoia @ Dec 15 2009, 04:16 PM) <a href="index.php?act=findpost&pid=1743943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i would post some stuff if i could have the program open for more than 10 minutes without some sort of critical error owning me.
    -windows 7?<!--QuoteEnd--></div><!--QuoteEEnd-->


    Windows 7 is complete bull######.. i'm rolling back to XP SP3 in a week or two !


    ..but nice screenshots ! I might post one or two soon too.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2009
    <!--quoteo(post=1743967:date=Dec 15 2009, 09:47 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 15 2009, 09:47 PM) <a href="index.php?act=findpost&pid=1743967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Windows 7 is complete bull######.. i'm rolling back to XP SP3 in a week or two !<!--QuoteEnd--></div><!--QuoteEEnd-->

    lmao ... windows 7 pwned j00!!111 :P [running win 7 ftw over here on desktop + laptop. My sister is still using an evaluation build refusing me installing a current version lmao]

    Anyway... yes this are cool pictures of rooms. I'll go on a limb here and say people are just trying to create interesting geometry. Who's to say what an actual space ship would look like... i mean... just a few logical assumptions:

    1. No curved areas... no curved halls.... no curved geometry... unless necessary for the rooms purpose... chamfered edges permitted. Reason: Curves = wasted space / material / money. A curved hall around some crazy cliff or rock structure or equipment is understandable.

    2. Lighting? People are expected to walk through these areas right? Wouldn't it be a work hazard if anything... even emergency lighting... failed to light up the entire room? Naturally give the little skulks some hiding behind boxes or whatever... But a room shouldn't be so dark that 1 fade or a bunch of ONOS's could sneak up on you from the shadows!

    3. Why so much use of dark / black colored walls and floors... I mean... Colors people!! google "plastic tiles"!!!:

    <a href="http://www.allmats.com/members/439205/uploaded/ChannelTile.jpg" target="_blank">http://www.allmats.com/members/439205/uplo...ChannelTile.jpg</a>
    <a href="http://products.construction.com/swts_content_files/1405/E34506.jpg" target="_blank">http://products.construction.com/swts_cont...1405/E34506.jpg</a>

    4. As Loey correctly indicated, "there wouldnt be any exposed pipes or wires anywhere as they would be covered up by wall or floor panels".

    Their might be engineering areas with large Mario brother type pipes, but for the most part no wires would be seen... all would be inside conduit pipes in the floor or overhead accessible behind wall/floor panels i.e. Star Trek TNG. Exceptions would be damaged areas of course. Also any equipment featuring wires... i.e. volt meters, oscilloscopes, welders, diagnostic equipment etc... your basic 10 jigawatt terra stranded pro power cord (battlestar galactica rope light), because wireless power transmission was not appropriate. And always remember... no USB wires lying around... this is the future ffs :P

    5. Simplicity... Rooms with purpose... living quarters... bathrooms... game rooms... movie / holodecks... mess halls... labs... Medical rooms (storage for crates is not a good enough purpose imho :P) Anyone remember the movie "Sphere"? ... The distance from the main airlock to an elevator, which could lift you past miles and miles of pipes and machinery, to the cockpit room was about 70 ft at the max. This implies that while the ship itself was gigantically packed with thousands of floors and areas... that all the "important" rooms could be reached in no time at all... even if it took a 100mph elevator ride or 2 lol. The book actually described an area with sleep "tubes" with fossilized people inside. So it's pretty obvious that the areas in which people would actually need to traverse the ship is rather small... but still you could go venture off down miles of walkways... interesting design. Much like the world as we know it.

    Tips: Google images of nuclear power plant rooms. They actually follow my design tips (except rule #4 on occasion... sometimes things get weird lol)

    <a href="http://australianmuseum.net.au/Uploads/Images/6154/T12.6a%20nuclear_big.jpg" target="_blank">http://australianmuseum.net.au/Uploads/Ima...nuclear_big.jpg</a>
    <a href="http://www.vattenfall.com/cs-reports/img/small/forsmark_560.jpg" target="_blank">http://www.vattenfall.com/cs-reports/img/s...orsmark_560.jpg</a>
    <a href="http://img.timeinc.net/time/daily/2007/0704/iran_nukes0410.jpg" target="_blank">http://img.timeinc.net/time/daily/2007/070...n_nukes0410.jpg</a>
    <a href="http://www.yuccamountain.org/cal03.jpg" target="_blank">http://www.yuccamountain.org/cal03.jpg</a>
    <a href="http://hackedgadgets.com/2009/05/03/russian-nuclear-power-plant-control-room/" target="_blank">http://hackedgadgets.com/2009/05/03/russia...t-control-room/</a>

    photo of inside skylab: <a href="http://www.unexplained-mysteries.com/gallery/albums/userpics/manned/normal_skylab_inside.jpg" target="_blank">http://www.unexplained-mysteries.com/galle...ylab_inside.jpg</a>

    More skylab (skylab is cool lol): <a href="http://www.nasa.gov/centers/johnson/images/content/114654main_gallery_center12_med.jpg" target="_blank">http://www.nasa.gov/centers/johnson/images...enter12_med.jpg</a>
    I want a map that makes use of white walls and objects damnit! :P

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

    Btw cool looking rooms :P
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    edited December 2009
    Also curves are pretty much the only way to make pressure vessels, IE space craft, so having any kind of sharp edge is actually pretty unrealistic unless it is an interior wall. Even then it not the beyond the realm of reason, because if some walls are curved, all of them should be other wise you would get weird acute interior spaces. Also, when was the last time you where in any type of vehicle that didn't have curves? Boats have lots of curves. Cars have lots of curves. Planes are basically tubes.... The space shuttle has curves. The pictures you linked of the space station are also basically shots of rooms that are cylinders..... Even the shots of the nuclear facilities you posted feature lots of circular spaces.

    so you are pretty much completely wrong about curves.

    Long story short, make maps that look good and feel right, and ignore realism. Almost all of the time rooms that feel right are also logically plausible, but not always.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited December 2009
    <!--quoteo(post=1743971:date=Dec 15 2009, 11:10 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Dec 15 2009, 11:10 PM) <a href="index.php?act=findpost&pid=1743971"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also curves are pretty much the only way to make pressure vessels, IE space craft, so having any kind of sharp edge is actually pretty unrealistic unless it is an interior wall. Even then it not the beyond the realm of reason, because if some walls are curved, all of them should be other wise you would get weird acute interior spaces. Also, when was the last time you where in any type of vehicle that didn't have curves? Boats have lots of curves. Cars have lots of curves. Planes are basically tubes.... The space shuttle has curves. The pictures you linked of the space station are also basically shots of rooms that are cylinders..... Even the shots of the nuclear facilities you posted feature lots of circular spaces.

    so you are pretty much completely wrong about curves.

    Long story short, make maps that look good and feel right, and ignore realism. Almost all of the time rooms that feel right are also logically plausible, but not always.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Skylab was cylindrical because it needed to fit on top of a rocket, and still be aerodynamic WHILE FLYING THROUGH EARTHS ATMOSPHERE.

    An aircraft / boat / bullets possess curves in order to be aerodynamic while TRAVELING IN EARTHS ATMOSPHERE (air is a fluid like water... submarines have curves because they require to be aerodynamic in the ocean... notice many curved rooms in submarines, that aren't against the hull?). Vehicles can have curves just for the looks... not a very good example for use in argument.

    I did make the clause "unless necessary for the rooms purpose" which permits curves only when necessary. Don't confuse "curves" with rounded edges... I did permit chamfers etc. Also most of the nuclear power plant curved rooms (i.e. control rooms)... are THE most important rooms... it's obvious their curved so you can view "more"... i.e. more depth... more gauges in view at one time from a single point of view. Other then that, i wouldn't expect much other creative use of curves in these buildings.

    Spaceships like that of NS2... do not need to be carried inside a rocket... therefore they do not need to be cylindrical to be the maximum size when carried inside of a cylindrical area... i.e. Space Shuttle cargo bay / present day space station design.

    Note: Gigantic cigar / spherical fuel tanks... etc would not be designed for people to be inside, normally. And while a space craft may measure 100 miles or larger, and be countless rooms / floors, even if overall the ship posses some sort of curved design, the internal habitat (rooms / hallways) would still be square to a persons perspective for maximal space usability... i.e. Star Trek TNG, your house etc.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    <!--quoteo(post=1743971:date=Dec 16 2009, 03:10 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Dec 16 2009, 03:10 PM) <a href="index.php?act=findpost&pid=1743971"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, when was the last time you where in any type of vehicle that didn't have curves? Boats have lots of curves. Cars have lots of curves. Planes are basically tubes.... The space shuttle has curves.<!--QuoteEnd--></div><!--QuoteEEnd-->
    except a spaceship doesnt need to be aerodynamic like a plane, boat, car and spaceshuttle needs to be

    <!--quoteo(post=1743969:date=Dec 16 2009, 02:14 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Dec 16 2009, 02:14 PM) <a href="index.php?act=findpost&pid=1743969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->lmao ... windows 7 pwned j00!!111 :P [running win 7 ftw over here on desktop + laptop. My sister is still using an evaluation build refusing me installing a current version lmao]

    Anyway... yes this are cool pictures of rooms. I'll go on a limb here and say people are just trying to create interesting geometry. Who's to say what an actual space ship would look like... i mean... just a few logical assumptions:

    1. No curved areas... no curved halls.... no curved geometry... unless necessary for the rooms purpose... chamfered edges permitted. Reason: Curves = wasted space / material / money. A curved hall around some crazy cliff or rock structure or equipment is understandable.

    2. Lighting? People are expected to walk through these areas right? Wouldn't it be a work hazard if anything... even emergency lighting... failed to light up the entire room? Naturally give the little skulks some hiding behind boxes or whatever... But a room shouldn't be so dark that 1 fade or a bunch of ONOS's could sneak up on you from the shadows!

    3. Why so much use of dark / black colored walls and floors... I mean... Colors people!! google "plastic tiles"!!!:

    <a href="http://www.allmats.com/members/439205/uploaded/ChannelTile.jpg" target="_blank">http://www.allmats.com/members/439205/uplo...ChannelTile.jpg</a>
    <a href="http://products.construction.com/swts_content_files/1405/E34506.jpg" target="_blank">http://products.construction.com/swts_cont...1405/E34506.jpg</a>

    4. Simplicity... Rooms with purpose...(storage for crates is not a good enough purpose imho :P) Anyone remember the movie "Sphere"? ... The distance from the main airlock to an elevator to lift you past miles and miles of pipes and machinery to the cockpit room was about 70 ft at the max. This implies that while the ship itself was gigantically packed with thousands of floors and areas... that all the "important" rooms could be reached in no time at all... even if it took a 100mph elevator ride or 2 lol

    Tips: Google images of nuclear power plant rooms. They actually follow my design tips (except rule #4 on occasion... sometimes things get weird lol)

    <a href="http://australianmuseum.net.au/Uploads/Images/6154/T12.6a%20nuclear_big.jpg" target="_blank">http://australianmuseum.net.au/Uploads/Ima...nuclear_big.jpg</a>
    <a href="http://www.vattenfall.com/cs-reports/img/small/forsmark_560.jpg" target="_blank">http://www.vattenfall.com/cs-reports/img/s...orsmark_560.jpg</a>
    <a href="http://img.timeinc.net/time/daily/2007/0704/iran_nukes0410.jpg" target="_blank">http://img.timeinc.net/time/daily/2007/070...n_nukes0410.jpg</a>
    <a href="http://www.yuccamountain.org/cal03.jpg" target="_blank">http://www.yuccamountain.org/cal03.jpg</a>
    <a href="http://hackedgadgets.com/2009/05/03/russian-nuclear-power-plant-control-room/" target="_blank">http://hackedgadgets.com/2009/05/03/russia...t-control-room/</a>

    photo of inside skylab: <a href="http://www.unexplained-mysteries.com/gallery/albums/userpics/manned/normal_skylab_inside.jpg" target="_blank">http://www.unexplained-mysteries.com/galle...ylab_inside.jpg</a>

    More skylab (skylab is cool lol): <a href="http://www.nasa.gov/centers/johnson/images/content/114654main_gallery_center12_med.jpg" target="_blank">http://www.nasa.gov/centers/johnson/images...enter12_med.jpg</a>
    I want a map that makes use of white walls and objects damnit! :P

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

    Btw cool looking rooms :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    i'd also say there wouldnt be any exposed pipes or wires anywhere as they would be coverd up by wall or floor panels.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1743949:date=Dec 16 2009, 12:20 AM:name=Dauntl3ss)--><div class='quotetop'>QUOTE (Dauntl3ss @ Dec 16 2009, 12:20 AM) <a href="index.php?act=findpost&pid=1743949"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How can you be offended by that? No one said it was bad. They just didn't include them <u>this time</u>, obviously.<!--QuoteEnd--></div><!--QuoteEEnd-->
    He basicly wanted to say that he is offended that his nice looking screenshots weren't shown, but only selfish ###### would do that, so he used other people's great screenshots hoping that someone would mention his work afterwards :P
    ..just a theory though, which I had time to think of, because my textures and props are still black.

    Anyway, good news update. Looking forward to more juice shots..
  • MetroMetro Join Date: 2007-09-15 Member: 62316Members
    Nice stuff. Seen 'em all before but it's always inspirational to see them again.

    Also - Spaceships in space would be best built as squares. Think of the Borg-cubes from Star-Trek :P

    That's the most efficiant use of space and since you're in space there's no need for aerodynamics. If you want to land on planets that have atmospheric resistance though, I'd reccomend looking more like an airplane (Todays' space-shuttles).
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1743981:date=Dec 16 2009, 12:12 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 16 2009, 12:12 PM) <a href="index.php?act=findpost&pid=1743981"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He basicly wanted to say that he is offended that his nice looking screenshots weren't shown, but only selfish ###### would do that, so he used other people's great screenshots hoping that someone would mention his work afterwards :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Good god... I am a monster!
  • AlaskaAlaska Join Date: 2006-10-11 Member: 58067Members
    Just a little comment on this "cube vs tube" from the point of an aerospace-engineer: Cubes are bad because of pressure-differences. You want atmosphere inside your Spaceship and space generally has not much of that stuff floating around. So you will have a pressurized spaceship in a vacuum-environment. That's why you'll want Tubes and Spheres, but never sharp edges as in Cubes.
    Look at ISS - the pressurized modules do not have that shape because of aerodynamical issues.
    Even aeroplanes are tubes because of pressure and not only because of aerodynamics.
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    guys, never forget: what does the realism matter if it looks fine ;)

    btw: borgcube FTW!!!
  • AkyoAkyo Join Date: 2009-12-10 Member: 69569Members
    This screens got all posted on the german games news site Krawall.de :)

    <a href="http://www.krawall.de/web/Natural_Selection_2/news/id,52578/" target="_blank">http://www.krawall.de/web/Natural_Selection_2/news/id,52578/</a>
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