The Post Your Screenshots Thread!

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  • PogoPPogoP Environment Artist Join Date: 2004-01-31 Member: 25827Members, NS2 Developer, Constellation
    Just a few quick corridor tests. Trying to get a nice balance between props and brushes.

    <img src="http://i50.photobucket.com/albums/f332/PogoP/Spark_Test4.jpg" border="0" class="linked-image" />

    <img src="http://i50.photobucket.com/albums/f332/PogoP/Spark_Test3.jpg" border="0" class="linked-image" />
  • azn-kevstaazn-kevsta Join Date: 2007-11-18 Member: 62954Members
    Sorry for my stupid post. But i have not been keep updated witht he NS2 stuff.
    When is the exact release date? I thought it was fall?
    Also, do i have to pre-order in order to get this thing that you all are using?
    Sorry again lol its just that i rely on the home page of NS instead of reading the forums.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    edited December 2009
    UWE announced the delay during their Halloween update.
    They realised that the Fall deadline was far too soon and opted to put the deadline back instead of rushing.
    They are however keeping us fans happy (and customers) by releasing the toolset to those who pre ordered.


    Anyway back on topic.
    What do you guys think?
    Too far?

    My map is a Mining station on an Asteroid.
    Idea is that its collonised by like 40 families and once they have worked 5 years they can leave.
    I like to think that the government in the NS universe would be very Nazi esc in that it would very much be one dictatorship running then entire earth if not more than 1 planet.
    (As thats the only way to do it well. :P)

    EDIT - BY THE WAY!!! The room is no where near finnished I just wanted to see what you guys thought.

    But I am not a Nazi.
    Anyway it just kinda fits with my map.
    Yes it is a photo chop because I didnt wanna spend an hour modelling it if people acted like.
    "Woah WTF MAN TOO FAR!!!"

    Anyway here...
    Work Sets Us Free.
    *not classy* --Comprox
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    So <b>you</b> stole that sign from Auschwitz ... ! reported! :p

    Well I dont think a nazi map is cool or fits in the NS universe at all.


    Btw hi qms! :D
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    Never said it was a nazi map!!!!
    Not gonna start putting swasticas around or have hitlers daily work speaches over the intercom!
    Just love the idea of it being very nationalist and you cant get much more nationalist than the Nazis...

    So there will be lots of.
    Dig for Victory.
    Work set you free.
    Join the the (Cant even remember what the marines are called... but...) TSA?
    Serve your people... ON THE FRONTLINE!
    Be a good father... Go fight for your country...

    That kind of stuff...

    It fits very well with the universe I think so. :)
  • xXSMGXxxXSMGXx Join Date: 2009-12-22 Member: 69757Members
    My first attempt

    <a href="http://img704.imageshack.us/i/37245316.jpg/" target="_blank"><img src="http://img704.imageshack.us/img704/1944/37245316.th.jpg" border="0" class="linked-image" /></a>

    <a href="http://img44.imageshack.us/i/80830677.jpg/" target="_blank"><img src="http://img44.imageshack.us/img44/6985/80830677.th.jpg" border="0" class="linked-image" /></a>
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    edited December 2009
    Amazing stuff guys, I seem to always just loose patience whilst mapping, being arty isnt my thing i guess :(

    always have grand ideas but poor exectution ^^

    xXSMGXx simply amazing.

    psymplejester why not make more generic like take some inspiriation from that and even the film V for Vendetta and just creating your own world so to speak. same idea as you have but less borderline

    the games gonna be epic. cant wait to die continuously to better players!!!
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    Start of a water desalinization center. Below would be five large reverse osmosis tanks.

    <img src="http://farm3.static.flickr.com/2554/4208349450_79e7144854_o_d.jpg" border="0" class="linked-image" />
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1744694:date=Dec 23 2009, 01:19 AM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Dec 23 2009, 01:19 AM) <a href="index.php?act=findpost&pid=1744694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Start of a water desalinization center. Below would be five large reverse osmosis tanks.

    <img src="http://farm3.static.flickr.com/2554/4208349450_79e7144854_o_d.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    I like this, but needs more detailing on the walls, or something done there.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=1744678:date=Dec 22 2009, 07:11 PM:name=TheLord)--><div class='quotetop'>QUOTE (TheLord @ Dec 22 2009, 07:11 PM) <a href="index.php?act=findpost&pid=1744678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So <b>you</b> stole that sign from Auschwitz ... ! reported! :p

    Well I dont think a nazi map is cool or fits in the NS universe at all.


    Btw hi qms! :D<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ya, NS is all about the communist marine fighting the capitalist aliens.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited December 2009
    <!--quoteo(post=1744526:date=Dec 22 2009, 12:31 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 22 2009, 12:31 AM) <a href="index.php?act=findpost&pid=1744526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But going by that standard, anything "immersive" could be seen as, "hey, that's kinda cool. back to the game."<!--QuoteEnd--></div><!--QuoteEEnd-->
    You don't seem to understand that it wasn't immersive so much as distracting. You could have anything 'real' on those monitors and it would be just as 'immersive'. That's just background crap, helping to flesh out the world, adding the little details to your map; nothing wrong with that, it's good. But when you go to the trouble of making the monitors linked to cameras in rooms, and you make this poor gameplay decision under the banner of 'immersion', it just becomes distracting - it becomes 'other' to the game's 'atmosphere', not part of the 'atmosphere' that you've 'immersed' yourself in.
    It reminds me of a map of NS where the mapper placed a turret, and it was, technically, interactive. But of course it didn't shoot real bullets, so we had these idiots sprayfiring blanks at the enemy. Very immersive.

    <!--quoteo(post=1744586:date=Dec 22 2009, 03:13 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Dec 22 2009, 03:13 PM) <a href="index.php?act=findpost&pid=1744586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would argue that anything immersive would be 'hey this game is kinda cool'.

    As in it is not immersion outside of the game it's immersion within the game, you don't stop playing the game to get the immersion.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well put. I guess I said a lot of crap, but you just put it simply.

    <!--quoteo(post=1744617:date=Dec 22 2009, 11:03 PM:name=Quasimetastabil)--><div class='quotetop'>QUOTE (Quasimetastabil @ Dec 22 2009, 11:03 PM) <a href="index.php?act=findpost&pid=1744617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thanks for your comments!

    i havent thought about a purpose while building it. I had more like a picture of the room in my head. But as more as i think of it, it could be for construction purposes. Building bicycles maybe *g*<!--QuoteEnd--></div><!--QuoteEEnd-->
    heh, well it did look like some sort of assembly line to me.
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    <!--quoteo(post=1744698:date=Dec 23 2009, 01:18 AM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Dec 23 2009, 01:18 AM) <a href="index.php?act=findpost&pid=1744698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this, but needs more detailing on the walls, or something done there.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, I agree the walls are rather plain; I was thinking about adding some support structures/columns, mixing in a few different textures, and maybe add some other machinery / storage tanks.

    The other thing I was thinking about adding was a small office or lab of sorts on the ground level or as an upper level.

    Thoughts?
  • TgaudTgaud Join Date: 2009-05-01 Member: 67323Members
    Hey guys, one thing i'm seeing on all screen shot is the darkness.
    I know it's good to be ecologic and green, but in the spaceship it will be solar pannel to get the energy, so you dont need to prive yourself on the light !!

    haven't you figure out of something ?
    the most populars map in NS1 are thoses with a lot of light :
    Ns_eclipse
    Ns_Veil

    Ns_Tanith
    Ns_Origin

    What about ns_bast and ns_mineshaft ?
    they're dark... no one like them. (except old player from ~2002 like me)

    I know darkness is good for the immersion but in the end, it always look the same on your screenshots..
    You have a great Light tools, try to use it to make something different !

    On an engine room, darkness is good, so the marines aren't advantaged by the range, but on little room or corridor, dont hesitate to bring full light.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I've said it before and keep saying it somehow :P


    You can make maps look dark and atmospheric, without them actually being dark... It is all in the contrast and light balance...
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744698:date=Dec 23 2009, 01:18 AM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Dec 23 2009, 01:18 AM) <a href="index.php?act=findpost&pid=1744698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like this, but needs more detailing on the walls, or something done there.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yea needs details on the walls.. and if I can permit myself, you should keep the room with maybe only 2 or 3 tanks.. and 1 perpendicular to the others.. thus making a room a bit in a L shape, so its not just like a long room avoiding long firing range possibilities

    keep it up !
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    <!--quoteo(post=1744753:date=Dec 23 2009, 01:57 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 23 2009, 01:57 PM) <a href="index.php?act=findpost&pid=1744753"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yea needs details on the walls.. and if I can permit myself, you should keep the room with maybe only 2 or 3 tanks.. and 1 perpendicular to the others.. thus making a room a bit in a L shape, so its not just like a long room avoiding long firing range possibilities

    keep it up !<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm, not a bad idea at all. The long shape came from some photos I found of various water desalinization facilities.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    <!--quoteo(post=1744723:date=Dec 23 2009, 08:32 AM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Dec 23 2009, 08:32 AM) <a href="index.php?act=findpost&pid=1744723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, I agree the walls are rather plain; I was thinking about adding some support structures/columns, mixing in a few different textures, and maybe add some other machinery / storage tanks.

    The other thing I was thinking about adding was a small office or lab of sorts on the ground level or as an upper level.

    Thoughts?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the idea of supports and adding additional details to the tanks, maybe an emergency release valve, or connection valves between each tank.. just to give you more excuse to add stuff ;) Supports would go a long way for sure though.
  • AlaskaAlaska Join Date: 2006-10-11 Member: 58067Members
    <!--quoteo(post=1744694:date=Dec 23 2009, 07:19 AM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Dec 23 2009, 07:19 AM) <a href="index.php?act=findpost&pid=1744694"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Start of a water desalinization center. Below would be five large reverse osmosis tanks.

    IMAGE<!--QuoteEnd--></div><!--QuoteEEnd-->

    Try to brake up the repetition. Perhaps it's only my personal flavour - but there should be as few repitions as possible. Of course the repititive design is more realistic - but not very aesthetic.
    As soon as it looks like copy and paste it looks like the mapper didn't want to spend much energy and time on the room even though it might not be true.
    A small office above the tanks with a gallery/catwalk and a ladder / stairs between the tanks would be a possibility. Break up the rectangle-shape of the room. Dont use the same console in front of every tank, make the tanks different (colors / pipes / size), try different thing beneath the grates in the floors, cover some of those grates. Just don't let one tank/console/grate-combination look exactly like the other
  • XuaxinodalXuaxinodal Join Date: 2002-12-19 Member: 11158Members, Constellation
    Updates on the desalinization facility:

    Overhead shot:
    <a href="http://www.flickr.com/photos/45561411@N02/4211497578/" target="_blank"><img src="http://farm3.static.flickr.com/2765/4211497578_5f8d0118f3_o.jpg" border="0" class="linked-image" /></a>

    Perspective shot:
    <a href="http://www.flickr.com/photos/45561411@N02/4211497580/" target="_blank"><img src="http://farm3.static.flickr.com/2569/4211497580_39281a8899_o.jpg" border="0" class="linked-image" /></a>

    Doorway entrance shot:
    <a href="http://www.flickr.com/photos/45561411@N02/4211497584/" target="_blank"><img src="http://farm3.static.flickr.com/2620/4211497584_414d06c121_o.jpg" border="0" class="linked-image" /></a>

    Control room shot:
    <a href="http://www.flickr.com/photos/45561411@N02/4211497588/" target="_blank"><img src="http://farm5.static.flickr.com/4051/4211497588_c8dd0ca198_o.jpg" border="0" class="linked-image" /></a>
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    edited December 2009
    @Xuaxinodal
    Those screens remind me of Opposing Force.
  • phoenixbbsphoenixbbs Join Date: 2003-02-10 Member: 13379Members, Constellation, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1744794:date=Dec 24 2009, 10:19 AM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Dec 24 2009, 10:19 AM) <a href="index.php?act=findpost&pid=1744794"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updates on the desalinization facility:<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks damn good to me :-)
  • shaq_mobileshaq_mobile Join Date: 2009-12-10 Member: 69575Members
    edited December 2009
    WIP, entrance way and vent access + vent. These vents are actually below the 'catwalk' tiles you see in the first picture. I figure it isnt great cover, but its supposed to be marine spawn. Inserted player starts where scale was helpful.

    <img src="http://img197.imageshack.us/img197/1402/52331780.jpg" border="0" class="linked-image" />
    <img src="http://img198.imageshack.us/img198/3751/1a2g.jpg" border="0" class="linked-image" />
    <img src="http://img46.imageshack.us/img46/1294/1a3.jpg" border="0" class="linked-image" />
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I think that floor plate is a bit too big to be taken up. It looks odd sitting there, in fact as a rule the idea of just picking up floor plates and leaving them lying around is a bit weird, if it's designed to allow access to the crawlspace it should be hinged and have a handle.

    Might be better if you make either a specific access panel which is a bit smaller/motorised, or you could make the panel retract into the wall rather than just be lifted out.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1744617:date=Dec 22 2009, 03:03 PM:name=Quasimetastabil)--><div class='quotetop'>QUOTE (Quasimetastabil @ Dec 22 2009, 03:03 PM) <a href="index.php?act=findpost&pid=1744617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thanks for your comments!

    i havent thought about a purpose while building it. I had more like a picture of the room in my head. But as more as i think of it, it could be for construction purposes. Building bicycles maybe *g*


    Building a room with no intention in mind isn´t exactly the best thing, i experienced. Everyone i show the screens ask´s "whats that all about" :D

    cu qms<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually I thought it was a farily obvious assembly/maintenence bay for some sort of vehicle or large object.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744826:date=Dec 25 2009, 01:19 AM:name=shaq_mobile)--><div class='quotetop'>QUOTE (shaq_mobile @ Dec 25 2009, 01:19 AM) <a href="index.php?act=findpost&pid=1744826"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->WIP, entrance way and vent access + vent. These vents are actually below the 'catwalk' tiles you see in the first picture. I figure it isnt great cover, but its supposed to be marine spawn. Inserted player starts where scale was helpful.

    <img src="http://img197.imageshack.us/img197/1402/52331780.jpg" border="0" class="linked-image" />
    <img src="http://img198.imageshack.us/img198/3751/1a2g.jpg" border="0" class="linked-image" />
    <img src="http://img46.imageshack.us/img46/1294/1a3.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->


    The last screen makes me think of the vents portion in biodome over double and around hehe !

    But good job, looks nice!
  • shakewellshakewell Join Date: 2006-11-01 Member: 58183Members
    merry peggmas

    <a href="http://i.imagehost.org/0493/pegg.jpg" target="_blank"><img src="http://f.imagehost.org/0649/pegg_s.jpg" border="0" class="linked-image" /></a>
  • borgkingborgking Join Date: 2009-11-24 Member: 69504Members
    edited December 2009
    me likes it!

    not directly a level, but I felt there was missing some concrete:
    <img src="http://borgkinghome.bo.funpic.de/images/ns2_walltext04.JPG" border="0" class="linked-image" />
    maps:
    <a href="http://borgkinghome.bo.funpic.de/images/concretewall01_maps2.jpg" target="_blank">http://borgkinghome.bo.funpic.de/images/co...all01_maps2.jpg</a>
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    <!--quoteo(post=1744964:date=Dec 27 2009, 06:10 AM:name=borgking)--><div class='quotetop'>QUOTE (borgking @ Dec 27 2009, 06:10 AM) <a href="index.php?act=findpost&pid=1744964"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->me likes it!

    not directly a level, but I felt there was missing some concrete:
    <img src="http://borgkinghome.bo.funpic.de/images/ns2_walltext04.JPG" border="0" class="linked-image" />
    maps:
    <a href="http://borgkinghome.bo.funpic.de/images/concretewall01_maps2.jpg" target="_blank">http://borgkinghome.bo.funpic.de/images/co...all01_maps2.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->


    Really nice! So if you're sharing it, I gues you don't mind others using it?

    I think we should be making a thread about community assets, so we can share models and textures.

    Can't wait to start making some textures, but windows 7 64x just prevents me to do so right now, stupid crap.
  • qwiggaloqwiggalo Join Date: 2005-02-26 Member: 42564Members, Constellation
    Will there be I/O support and be able to tie an entity to a 'brush'?

    Also, you guys seriously need to stop using PNGs, it's a MYTH that they are higher quality than JPG. Everytime I see a PNG scroll-loading at .05 micro-miles an hour I pass it by, not going to wait for ~5 3MB images to load.

    132KB JPG at the 12 quality setting.
    <img src="http://www.qwiggalo.com/images/jpg_png1.jpg" border="0" class="linked-image" />

    215KB PNG
    <img src="http://www.qwiggalo.com/images/jpg_png1.png" border="0" class="linked-image" />

    Almost twice the size for absolutely no quality gain. Not that you even need the best quality for prealpha maps
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1745105:date=Dec 29 2009, 07:53 PM:name=qwiggalo)--><div class='quotetop'>QUOTE (qwiggalo @ Dec 29 2009, 07:53 PM) <a href="index.php?act=findpost&pid=1745105"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not that you even need the best quality for prealpha maps<!--QuoteEnd--></div><!--QuoteEEnd-->
    LIES!!!
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