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  3. morozov

Posts by morozov

  • Swamp

    • morozov
    • July 29, 2019 at 5:44 PM

    I heard that in the swamps people often disappear. I will be excited if you disappear in my swamp. A lot of work and a lot of things I want to do, before the first public playtest.[Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfad/ThJy0kMee0Q.jpg]

    Spoiler [Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfb7/h87Djmy6M-M.jpg]

    [Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfc1/WcDuqEgD1z4.jpg]

    [Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfcb/CCH6Bo9WIGM.jpg]

    [Blocked Image: https://sun3-12.userapi.com/c851536/v851536080/17dfd5/R9GteyP_1Cg.jpg]

    [Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfdf/8aFSWfyEX5o.jpg]

    [Blocked Image: https://pp.userapi.com/c851536/v851536080/17dfe9/5tyOg43Diiw.jpg]

  • Swamp

    • morozov
    • July 25, 2019 at 5:19 AM
    Quote from Interfearance

    8 hours ago, Interfearance said: So I always did 3d modeling, but I would use Iray materials for renders in Marmoset (to name one renderer).

    I usually use Keyshot. But when it comes directly to the content for the game, there is nothing better than to show it in the game engine. So you can not fool the viewer.


    Quote from Interfearance

    8 hours ago, Interfearance said: What kinds of materials do you use for source models? Do you make them, or are preexisting ones adequate?

    From situation to situation. For each model in different ways. UV models are designed to use one of the standard textures from the game. In case if I will be limit, I’ll just change the path from my textures to the textures from the developers.

    Quote from Interfearance

    8 hours ago, Interfearance said: Also is that a water blend texture, or are those particles on the water decals?

    I used 2 layers. Base layer - it is water, similar material like the aztec map. And second layer above a first - it is a blend texture with alpha.

  • Swamp

    • morozov
    • July 24, 2019 at 8:37 PM

    Modular system for the Swamp project. Every day, we inspect hundreds of photos, think over ideas and implement them in 3d. The modular system is one of the principles of convenient use of content in large projects. And that first props. [Blocked Image: https://sun3-10.userapi.com/c854416/v854416071/a3f5f/n0Qu02An3Es.jpg]

    [Blocked Image: https://sun3-12.userapi.com/c854416/v854416071/a3f69/3KgorWGzH1g.jpg]

  • Swamp

    • morozov
    • July 19, 2019 at 8:42 AM
    Quote from Karthoum

    9 hours ago, Karthoum said: Are any of these models from L4D2? I'd love to use some models from that game but I don't know if they're allowed within the rules

    What is not prohibited is allowed. Yes, I am currently using content from the game L4D2, but in truth, I am currently working on content that will replace it. As a result, I will have my own set of trees, bushes and other attributes of the visual component of the map.

  • Swamp

    • morozov
    • July 17, 2019 at 8:41 PM

    Soon first alpha playtest (mb, i don''t know about rules, i can or not make a playtest)

    [Blocked Image: https://pp.userapi.com/c855520/v855520387/985ae/cGVjUbAyQTc.jpg]

    Spoiler [Blocked Image: https://pp.userapi.com/c854328/v854328984/9d4e8/InPLc2xt0w0.jpg]

    [Blocked Image: https://pp.userapi.com/c854328/v854328984/9d4d4/bx1MCbYtyAs.jpg]

    [Blocked Image: https://pp.userapi.com/c854328/v854328984/9d4de/XVCsB_WPB3s.jpg]

    [Blocked Image: https://pp.userapi.com/c854328/v854328984/9d4f2/sh6osQ943gE.jpg]

  • Swamp

    • morozov
    • July 1, 2019 at 5:32 AM

    First concept scene from the Swamp map.

    Layout is still in development. As soon as we finish the first stage of the layout development, we will try to conduct a public test.

    [Blocked Image: https://pp.userapi.com/c855424/v855424896/7e922/ynRz3WS9zDY.jpg]

  • Swamp

    • morozov
    • June 21, 2019 at 8:11 AM

    [Blocked Image: https://sun9-12.userapi.com/c200628/v20062…wdjSIBotnis.jpg]

    Welcome to the outskirts of Louisiana!

    A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over.

    However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature.SUBSCRIBE AND PLAY! [Blocked Image: https://sun9-63.userapi.com/c200628/v20062…Mlx7nHibqUc.jpg] Screens under spoiler

    Spoiler [Blocked Image: https://sun9-55.userapi.com/c200628/v20062…xWB_TuDWDuw.jpg][Blocked Image: https://sun9-36.userapi.com/c200628/v20062…ArQrSdSM3ss.jpg][Blocked Image: https://sun9-3.userapi.com/c200628/v20062…CnGprF1i_OA.jpg][Blocked Image: https://sun9-46.userapi.com/c200628/v20062…FWGrp-QhaSg.jpg][Blocked Image: https://sun9-65.userapi.com/c200628/v20062…Va9bKmmbNLo.jpg][Blocked Image: https://sun9-20.userapi.com/c200628/v20062…chiQ38f_x3E.jpg]

  • [CS:GO] Residence [Waterfall]

    • morozov
    • March 14, 2019 at 6:56 AM

    Future update[Blocked Image: https://pp.userapi.com/c845121/v845121667/1c7d80/JKehRLkOeDI.jpg][Gameplay]-Added ventilation connecting the old mid (bridge area) with mid.-Removed vertical ladder.-Corrected spawn point for T side. Balancing with the new changes.-Window on bombsite A is narrowed.-Removed crate on bombsite A.-Add bust near the exit from the pit.-Expanded connector to the MID from the bombsite A.[Optimization]-Adjusted the number of grass from the level of graphics settings.-Improved zoning of gaming space for better performance.-The range of drawing of a set of static objects was corrected.-Used new prop models of rocks, with a smaller number of polygons.-Used rock textures from the hr_massive collection to reduce the weight of the map.[Visual]-Added new textures concrete, paving.-Returned old models of pine trees from the Cobble collection.-Improved skybox.-New rock models.-Map now looks more morning.

    [Blocked Image: https://pp.userapi.com/c850032/v850032626/153891/g8IOm9ggvU4.jpg]

    Spoiler [Blocked Image: https://pp.userapi.com/c850032/v850032626/15389b/WGvcnXNRx2w.jpg]

    [Blocked Image: https://pp.userapi.com/c850032/v850032626/1538a5/4GCvWMTBtck.jpg]

    [Blocked Image: https://pp.userapi.com/c850032/v850032626/1538af/vhgeacdKXwc.jpg]

    [Blocked Image: https://pp.userapi.com/c850032/v850032626/1538b9/Lpu1it6Gouc.jpg]

    [Blocked Image: https://pp.userapi.com/c850032/v850032626/153887/GVZTtvgLYFI.jpg]

  • Residence Rescue

    • morozov
    • February 5, 2019 at 4:58 AM
    Quote from neptune

    On 2/3/2019 at 10:30 PM, neptune said: Have played hostage rescue version and i liked your map but i found some problem.

    1- Major problem: Bridge border. If you take hostage and jump other side of bridge goodbye this hostage. You should clip bridge's border.

    2- Optimization: CT, T Base and Bridge around optimization is bad.( I tested lowest settings with my potato computer).

    3- Some used soundscape name is wrong. This is console screenshot: Console Screenshot

    Thank you About Soundscape i was fixed) Optimization and Bridge border in future update.

  • Residence Rescue

    • morozov
    • January 25, 2019 at 3:32 PM

    Hostage rescue mission 17 hours, before the Waterfall Residence incident.Subscribe now! [Blocked Image: https://pp.userapi.com/c846217/v846217500/18a098/w8GRAWv5xvw.jpg]

    Spoiler [Blocked Image: https://pp.userapi.com/c846217/v846217500/18a0ac/zWZjeBgN5oQ.jpg]

    [Blocked Image: https://pp.userapi.com/c846217/v846217500/18a0a2/F2xaOiv9890.jpg]

    [Blocked Image: https://sun3-2.userapi.com/c846217/v846217500/18a0b5/00KrQr70Jrc.jpg]

  • [Wingman] Station

    • morozov
    • December 13, 2018 at 9:06 AM

    Аnd again a couple of screenshots from the map.Now, you can play on the map!

    [Blocked Image: https://pp.userapi.com/c847219/v847219086/14c62c/xZRxJYZir-Q.jpg]

    We understand that the map is not still ready to the visual ideal. We will try to release updates as they become available. In the near future, updates will be almost every day. We would appreciate feedback and search for bugs and glitches. Thank you!

    Spoiler [Blocked Image: https://pp.userapi.com/c847219/v847219086/14c636/0R82y1kTK1Q.jpg][Blocked Image: https://pp.userapi.com/c847219/v847219086/14c640/pYUnUfQhgRs.jpg][Blocked Image: https://pp.userapi.com/c847219/v847219086/14c64a/b20_BacOAZ0.jpg][Blocked Image: https://pp.userapi.com/c847219/v847219086/14c654/LBczheVkoaM.jpg][Blocked Image: https://pp.userapi.com/c847219/v847219086/14c654/LBczheVkoaM.jpg]

  • [decompiled] dz_blacksite | dz_sirocco

    • morozov
    • December 10, 2018 at 12:59 PM
    Quote from CoconutDawg

    2 hours ago, CoconutDawg said: In relation to this map's textures (under the 'hr_massive' category in Hammer SDK) how does the four way blend or any blend work? I try to blend but it just adds more or takes away grass (the tall grass that looks like a sprite) and I try using the sculpt tool's 'Blend' option under the displacement settings but that does nothing as well. What's Valve's secret?

    I think Valve used not anounced tools. Or Valve used Sprinkle tools, for .vbsp grass, but i don't know how it work. This tools EZ for prop_static and other entities.

    Spoiler [Blocked Image: https://pp.userapi.com/c844724/v844724574/14a8e1/tAHVteL13go.jpg]

  • [Wingman] Station

    • morozov
    • November 28, 2018 at 5:43 AM

    and again a couple of screenshots from the map.[Blocked Image: https://pp.userapi.com/c849336/v849336253/c519e/Lr6faNplnGo.jpg][Blocked Image: https://pp.userapi.com/c849336/v849336253/c51a7/2ZJ813yJZRY.jpg] and WIP screens with train

    Spoiler [Blocked Image: https://pp.userapi.com/c849536/v849536253/c4d75/wpZ7LzfkJYg.jpg]

    [Blocked Image: https://pp.userapi.com/c849536/v849536253/c4d6c/xMrWSijMM4Y.jpg]

    and background area (skate park) made by Roald[Blocked Image: https://pp.userapi.com/c849536/v849536253/c4d63/CMzicrJ1fB8.jpg]

  • [Wingman] Station

    • morozov
    • November 26, 2018 at 11:22 AM

    new week, new update! Now, i want to show you, High-Speed Train![Blocked Image: https://pp.userapi.com/c852036/v852036205/531b4/0-T_4n7WktU.jpg]

  • [Wingman] Station

    • morozov
    • November 11, 2018 at 7:52 PM

    Hey Mapcore! I and Roald are doing this map better! It takes more time to do the map because we develope it scrupulously, detail by detail. Here are some isides for you: you can see some visual changes. We want to convey the atmosphere of the modern Japanese city and use the elements of areas of Ghetto for the lower part of the map as a contrast.[Blocked Image: https://pp.userapi.com/c846122/v846122792/1298e2/geYSObCiPMc.jpg] New screens

    Spoiler [Blocked Image: https://pp.userapi.com/c846122/v846122792/1298d8/_R9m8YwS1JY.jpg]

    [Blocked Image: https://pp.userapi.com/c846122/v846122792/1298ce/YeJz2FvzTa0.jpg]

    Thank you!

  • de_mine.vmm (dev name)

    • morozov
    • September 24, 2018 at 10:34 PM

    new screenshots gameplay ready for test[Blocked Image: https://pp.userapi.com/c852032/v852032986/d728/6aauqUkJqiM.jpg]

    [Blocked Image: https://pp.userapi.com/c852032/v852032986/d732/ASC9D_dK1UU.jpg]

  • de_mine.vmm (dev name)

    • morozov
    • September 6, 2018 at 8:15 AM
    Quote from blackdog

    16 hours ago, blackdog said: Previous layout looked more interesting to me, but awesome art.

    If you keep the theme, call it de_tombs or something like that.

    Im in Turkey right now, look up Tlos and maybe use that as inspiration for the theme(?)

    Thank you. Mine is only the original name of the project. The final has not yet come up.

  • CS:GO - Shadows on slim surfaces are very dark

    • morozov
    • September 5, 2018 at 2:06 PM

    For a more rigid transition between surfaces, make the division at the corners, like mine. This will make the smoothing between the corners less active.

    [Blocked Image: https://pp.userapi.com/c849524/v849524464/70f56/lzwLm7M6vv0.jpg]

  • Level Design Help Files

    • morozov
    • September 2, 2018 at 12:33 PM
    Quote from Serialmapper

    3 hours ago, Serialmapper said: I'm sorry to pollute this topic with strange questions, i have another one.

    I know how to make a radar for CSGO, i know how to work with layers and channels but i just cannot figure out how to make a new type csgo radar overview using the files provided by @untor earlier in this topic. So the question is: what are the steps? Thank you in advance.

    I did it in Adobe Illustrator I prepared the layers with ready-made styles and colors. At this point, the stage of work is as follows. 1. You might made outline the silhouette of your map. 2. Then fill the areas of the map, according to the color palette. It is better to do this from the bottom to the highest level. 3. Then draw coverings and objects. Use the prepared style. 4. Then key zones are drawn, such as the place where bombs are laid, respawn, etc. My files, for the most part a tip for the design of radar. I tried to make it as similar as possible to the original.

  • CS:GO - Shadows on slim surfaces are very dark

    • morozov
    • August 31, 2018 at 6:15 PM

    mb convert to displacment?

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