The "Post Your Screenshots" Thread

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Comments

  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited January 2004
    Aren't water brushes <i>fun</i>? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I had the same problem with the Reactor Duplex in Moira, but I managed to make it much more reasonable by splitting one big water brush into several smaller water brushes. I don't think this will be possible in your case tho.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    You'll have to get optimizin' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    now you know why all the water in hydrosity is made out of world brushes <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    How is that possible Mouse?

    Also don't forget that func_illusionary with contents set to volumetric light and texlight style underwater look exactly the same..... with the possibility of better r_speeds.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    actually, that's with a -fast vis and no hint brush. -full vis makes it fine, it just takes 27 minutes for that steamy room.... i don't know why.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited January 2004
    Comand console and armories
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    Deeper to the complex
  • GungstaGungsta Join Date: 2003-02-09 Member: 13322Members, Constellation
    edited January 2004
    That pic inside the complex reminds me of HL's lamda core. I like it.
  • haXelhaXel Join Date: 2003-12-29 Member: 24854Members
    thats because hes using hl textures <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Rendy, u have some clashing textures in there that dont look right. structurally it looks fine, but those textures just need to go
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Hey wait, how could you compile those amories? I know they're in the .fgd. But they won't show up at mine.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    <!--QuoteBegin--JezPuh+Jan 14 2004, 10:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 14 2004, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey wait, how could you compile those amories? I know they're in the .fgd. But they won't show up at mine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He probably did that with the commander mode...
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    LOL.


    btw, nice work man
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    lolol using hl texture in an NS map.

    Back to the drawing board mate
  • haXelhaXel Join Date: 2003-12-29 Member: 24854Members
    original marine start of a map im working on, currently entitled 'ns_recon' I know the entrances are too small, any feedback welcome.

    <img src='http://www.hl-isolation.com/blink/ns_spawn1b.jpg' border='0' alt='user posted image'>
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    looks good

    the doors look like viels (typo?) at the sat comm

    only gribel, your rails look bigger on top then they are thick.

    consider fixing that up, before moving onto your next zone

    amckern
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <!--QuoteBegin--amckern+Jan 14 2004, 08:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jan 14 2004, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> looks good

    the doors look like viels (typo?) at the sat comm

    only gribel, your rails look bigger on top then they are thick.

    consider fixing that up, before moving onto your next zone

    amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why do you even speak sometimes?
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    edited January 2004
    well <b><i>I</i></b> think it looks great. it seems somewhat bland in the lighting, but i think it's somewhat refreshing to see a well lit room instead of an extremely dark/extremely constrast-in-lighting room. Still, it needs something with light. Just tone down those overhead lights and stick a few point/spot lights around.
    geometry looks great.

    :edit: you might want to chose a different texture for those lights. the wall_lab set doesn't go too well with your main tex scheme.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin--bliNk+Jan 15 2004, 12:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bliNk @ Jan 15 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lolol using hl texture in an NS map.

    Back to the drawing board mate <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol, idiot who isn't bored with ns.wad
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin--bliNk+Jan 14 2004, 06:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (bliNk @ Jan 14 2004, 06:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lolol using hl texture in an NS map.

    Back to the drawing board mate <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    FOOL.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    haXel: I think belg pretty much hit it on the head. Only thing I have to add is that someone made a "metal" version of the wall lab set. I think it might be in the stickied custom wads thread. Anyways, see if you can get ahold of that, and tweak the lighting a bit, then the room will truly pwn.

    Rendy: I actually like that pic. I think when used correctly hl.wad textures CAN look good. Granted this is only some of them, but the one you're using is one, I think. If need be you can always try to find someone that will redo it as a better version, but if it looks alright in game then I say leave it as is.
  • haXelhaXel Join Date: 2003-12-29 Member: 24854Members
    edited January 2004
    rendy man listen to what ur saying, as if the hl wad isnt more outdated, lower res and frankly far less versatile than ns.wad. U'd probably be better off making ur own tex's over using hl. my Friendly advice is look for some more recently made texture packs if ur bored of the ns wads.

    and thanks for the feedback guys. Some of the changes u mentioned have been made since i took that screenie, but im thinking of slightly modifying that room no, its a bit small for an ms, and r_speeds are reaching 700 in places <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    edited January 2004
    <!--QuoteBegin--haXel+Jan 15 2004, 11:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (haXel @ Jan 15 2004, 11:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rendy man listen to what ur saying, as if the hl wad isnt more outdated, lower res and frankly far less versatile than ns.wad. U'd probably be better off making ur own tex's over using hl. my Friendly advice is look for some more recently made texture packs if ur bored of the ns wads.

    and thanks for the feedback guys. Some of the changes u mentioned have been made since i took that screenie, but im thinking of slightly modifying that room no, its a bit small for an ms, and r_speeds are reaching 700 in places  <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If the textures work and look decent, by all means use them. Half-LIfe textures aren't really lower res, and it's a moot point as a mapper is constantly fighting a war against the texture limit, throwing large amounts of 256x256 bitmaps out the window.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    That's why we should campaign for a raising of the bar in ns to an 8 meg limit. It would solve a lot of problems and I doubt there are more than a handful of people deliberatly that run ns in software mode anyways.
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    <!--QuoteBegin--haXel+Jan 15 2004, 05:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (haXel @ Jan 15 2004, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rendy man listen to what ur saying, as if the hl wad isnt more outdated, lower res and frankly far less versatile than ns.wad. U'd probably be better off making ur own tex's over using hl. my Friendly advice is look for some more recently made texture packs if ur bored of the ns wads.

    and thanks for the feedback guys. Some of the changes u mentioned have been made since i took that screenie, but im thinking of slightly modifying that room no, its a bit small for an ms, and r_speeds are reaching 700 in places <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Browse this forum (this thread too) deeper and U will found tons of pictures showing cool architecture cowered with always same textures. Only thing what is changing is lightning. This is because the ns wad had only one universal texture set - wall_lab, others are very inconplete / detailess/ boring/ too comics-looking etc etc ....

    Sure, there are exepts like Drunken Monkey or Mr.Ben, but they are magicians <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Myself, I very like the textureset from ns_bast (nos_ ; r25_) - they're realistic looking, are small (128x128). Textures from H-L very support these.

    Uff this is my longest english post ever. Pls be patience with my grammar <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    I agree, like the texture "vent2" it's used over and over and over again because it's one of the only good "trim" textures around for NS. I don't mind using HL Textures in small doses. The main problem I have with the HL texture set is it gives it a HL Deathmatch look sometimes. If used properly then HL Textures are fine. I try and seemlessly incorporate them in my maps. I posted a screenshot awhile back and I called it "old-school" someone said it wasn't old school because I wasn't using any HL Terxtures. Actually I was using about 6 HL Textures, I just used them properly and no one noticed because of it. As for other texture sets being incomplete, I totally agree. Even Nos and r25's sets are incomplete IMO. And I highly dislike the new "yellgrey" series (a pretty damn complete set BTW) so I don't have alot of options. LOL. I say if you can pull off HL Textures in your map, go for it, but the truth is some people can't pull it off. That map however, I think, is currentl;y pulling it off quite well. Keep goin'!

    ~ DarkATi
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited January 2004
    True, true, with textures in NS is very difficult to create something realistic-looking. Everything is pitoresque with all those location names like Reactor, Power generatotar bla bla bla.... Everything looks without purpose - computer in wall in middle of the corridor + pipe sputing steam <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .

    I very like on ns_bast the section around the bridge near the MS (behind that rotating door)

    I'm using HL wad because in NS aren't textures for walls from bricks and concrete. I'm looking forward to Erias Darkmetal set, it looks very good.

    But I saw here on this forum pics of maps witch are breaking what i written above and that's very good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    Oh BTW I will be very very happy if someone extend the nos_ and r25_ textures... pls pls
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited January 2004
    <img src='http://mysite.freeserve.com/thursday_lvldsgn/new/6.jpg' border='0' alt='user posted image'>
    <img src='http://mysite.freeserve.com/thursday_lvldsgn/new/7.jpg' border='0' alt='user posted image'>

    Some work in progress of my new map, Guard. Hive needs to be given some more infestation and I'm going to also add a spotlight. I may break a pipe or 2 and give off steam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [EDIT] Yes that is a texture error on the second pic, by the stairs [/EDIT]
  • duxdux Tea Lady Join Date: 2003-12-14 Member: 24371Members, NS2 Developer
    <!--QuoteBegin--Thursday-+Jan 15 2004, 03:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Jan 15 2004, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some work in progress of my new map, Guard. Hive needs to be given some more infestation and I'm going to also add a spotlight. I may break a pipe or 2 and give off steam <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Looks good, like the design in the first screen especially. Tho, my only crit for the first screen is the blue light emitting from the Monitors in your two hallways. Looks a bit bright and washed out.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    the monitors are giving off too much light.
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