The "Post Your Screenshots" Thread

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Comments

  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    Amckern: Too square, fix lighting.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    ahh well, back to cpp, and end my mapping all but for testing

    amckern
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
    edited February 2004
    MeanMrMustard, you meanie! I love the pic though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    KFDM, nice lighting, all I can say is stick at it, your going the right way about it.
  • Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
    edited February 2004
    lemme try this... (56k warning: pic is 100kb, i just used mspaint to convert it since im lazy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> ), i know the texturing is the most basic you can possibly think of, since its about 4 textures total in the pic, but i personally think it looks cool, it'll be part of the readyroom in my new combat map with no name (yet), the door opens in 4 parts, 1 going up, 1 going left, 1 right and 1 down, each a triangle shape perfectly aligned with the texture

    edit: oh right, its a high-res as well, and the table is too high and blocky as well, this was from an older test compile
  • BrodinBrodin Join Date: 2003-10-13 Member: 21655Members
    i like the lighting there, gives it a neat feeling
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    edited February 2004
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    What's with the bash amckern mood in this thread? Give him a break. Sure he needs to not make rooms so square but yall explained that to him. You don't need to keep putting him down.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    heres a few shots from the ns map im making (ns_nova), if u wanna see more click on my banner below, hope u like...
    <img src='http://bios-clan.uk-xtreme.net/images/full/190006.jpg' border='0' alt='user posted image' />
    <img src='http://bios-clan.uk-xtreme.net/images/nstesthalf0000.JPG' border='0' alt='user posted image' />
    <img src='http://bios-clan.uk-xtreme.net/images/full/220002.jpg' border='0' alt='user posted image' />
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    Its looking nice.
    The corridors look a tad boring, and Im against crates. Try something else, more individual.

    But

    do you know Tequila is making a combat map called Co_Nova?
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    boring ? [sniffs] i luv those corridors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • nightdragonnightdragon Join Date: 2003-01-05 Member: 11848Members, Constellation
    edited February 2004
    Perhaps use a different name, I mean itd be pretty confusing having a co and an ns map with the same name....

    Btw, Im talking about Tequilas map <a href='http://www.unknownworlds.com/forums/index.php?showtopic=54303&hl=nova' target='_blank'>Here</a>

    Sorry <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Edit: Typo
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    edited February 2004
    argh i dont wanna change the name, its been called nova for ages... and u just cant make the "whole" level interesting, somethings gotta give, and sadly its usually the corridors, i will add more detail to em later tho, just for u <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Meat_Popsicle+Feb 6 2004, 01:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Feb 6 2004, 01:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> argh i dont wanna change the name, its been called nova for ages... and u just cant make the "whole" level interesting, somethings gotta give, and sadly its usually the corridors, i will add more detail to em later tho, just for u <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    call it supernova <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> its nova, but well, alot bigger. And supernova is a NS map, and will be alot larger than its sister, co_nova <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • WaffleSpoonWaffleSpoon Join Date: 2002-01-30 Member: 133Members
    This time, I hope the picture is worthy a place within these artistic walls...

    <img src='http://www.thunderops.com/reddisc/ns_omnibeta5artwork.jpg' border='0' alt='user posted image' />

    yes, wip.

    Feel free to complain, I know I do.
  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    I think if you removed the RT/made the central pillar lot wider, that would make an excellent centre for the map. I also noticed that the sides of the pillar are a little bland, just one repetetive grille texture.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Darkmantiz, that looks like a nice start. You got the shape of the room, added the main bulk of what the room should become, and minor detail. I recommend the breaking of textures on the wall, and new bits that stick out such as monitors and lights. It seems a bit too yellow on that center spot. Remove the texture lights, replace with a much nicer spot light.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Also, smart architects put railings on platforms from which people could fall and injure themselves. Since intelligence is a requirement of space travel, it's safe to assume that you're map represents the work of a smart architect. Therefore I suggest you put some railings on those catwalks.

    Other than that.... work on the lighting. Colored lighting is great for smaller rooms and hallways, and it's wonderful as an accent in rooms of this size, but not the main color. I can't say much else that hasn't been said before. Just keep up the good work.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Reese+Feb 6 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Feb 6 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, smart architects put railings on platforms from which people could fall and injure themselves. Since intelligence is a requirement of space travel, it's safe to assume that you're map represents the work of a smart architect. Therefore I suggest you put some railings on those catwalks.

    Other than that.... work on the lighting. Colored lighting is great for smaller rooms and hallways, and it's wonderful as an accent in rooms of this size, but not the main color. I can't say much else that hasn't been said before. Just keep up the good work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A great architecht of that age woul only put a rail on the areas designed for main traffic. So any way that doesn't lead to a doorway would leave an open gap for maintanence and repairs.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Thursday-+Feb 6 2004, 02:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday- @ Feb 6 2004, 02:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Meat_Popsicle+Feb 6 2004, 01:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat_Popsicle @ Feb 6 2004, 01:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> argh i dont wanna change the name, its been called nova for ages... and u just cant make the "whole" level interesting, somethings gotta give, and sadly its usually the corridors, i will add more detail to em later tho, just for u <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    call it supernova <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> its nova, but well, alot bigger. And supernova is a NS map, and will be alot larger than its sister, co_nova <!--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><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, I'm fine with "supernova", but hands off "nova" bub, cause I've used that name since dinosaurs wore diapers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    <!--QuoteBegin-Reese+Feb 6 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Feb 6 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, smart architects put railings on platforms from which people could fall and injure themselves. Since intelligence is a requirement of space travel, it's safe to assume that you're map represents the work of a smart architect. Therefore I suggest you put some railings on those catwalks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah but this is Natural-Selection. The people who were dumb enough to fall off already did. So those that are left are smart enough not to fall off. There for railings are not necessary <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • 3n1gMa3n1gMa Join Date: 2004-02-06 Member: 26161Members
    here is a map i'm working on called co_tech... The name isn't a problem for me so I can change it if there is already one called co_tech. Any feedback is appreciated.

    <a href='http://www.hostultra.com/~asenner/pics.html' target='_blank'>Pics</a>
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    pic1: ew

    pic2:architecture is pretty cool in that one. i like it, but your lighting is rather flat. try getting those green texlights to face up more, and put some more lights on the walls or the walkway. otherwise a very good beginning.

    pic3:umm.. well, it's pretty cool. but the lighting is too general. stick some spot lights around at funky angles. the archi is pretty good though.

    pic4: mmm..very moody. i like that. still, the general area that you're standing in is borring. make that monitor give off some light, and put some spot lights in the corners or something. again, good beginning, finish strong.
  • MeanMrMustardMeanMrMustard Join Date: 2003-11-23 Member: 23456Members
    It all looks fine, but a tad empty. Not much focused Detail.

    And yeah, tequila has had the name Nova since the first sketches of Gordon Freemans Glasses took place.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TailguNNerTailguNNer Join Date: 2002-09-27 Member: 1352Members
    A map about 95% finished have smoe more stuff to do :<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    <img src='http://tailgunner.250free.com/ns_frantic/1.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/2.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/3.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/4.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/5.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/6.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/ns_frantic/7.JPG' border='0' alt='user posted image' />
    <img src='http://tailgunner.250free.com/co_frantic_over.JPG' border='0' alt='user posted image' />
  • TailguNNerTailguNNer Join Date: 2002-09-27 Member: 1352Members
    <img src='http://tailgunner.250free.com/co_frantic_over.JPG' border='0' alt='user posted image' />
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Crates are fine tbh. They're incredibly generic, add cover and can be turned into the ultimate vis blocking tool without having to hax up your level.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Mr.Ben+Feb 6 2004, 09:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Feb 6 2004, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Crates are fine tbh. They're incredibly generic, add cover and can be turned into the ultimate vis blocking tool without having to hax up your level. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Just put them where they can make sense. And don't just make them cubes; work with the textures to mkae them interesting.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

    <a href='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/4b.jpg' target='_blank'><img src='http://www.planet-pepe.net/stuff/~nsworld/ns_enceladus/tn_4b.jpg' border='0' alt='user posted image' /></a>
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Can't really judge it since it's soo small.. but looking good.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Click on the picture, Jez. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
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