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untor

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untor last won the day on November 13 2021

untor had the most liked content!

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About untor

  • Birthday 12/11/1994

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  • Steam
    http://steamcommunity.com/id/untor
  • Twitter URL
    https://twitter.com/untor_morozov

Profile Information

  • Real Name
    Sergey Morozov
  • Job
    Level Disign
  • Location
    Izhevsk - Russia, Udmurt Republic

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  1. and one more post with screens Play it!
  2. Wrecked! Huge update! We did a couple of playtests, and realized that our map, wasn't working the way we wanted it to. So we decided to go back to work on the scheme. As a result, here's the new scheme, and the updated map will be out this week!
  3. Wrecked! This time, a post about layout and an idea we want to pursue. A little bit about gameplay ideas. The main emphasis in the map we put on dynamism, positioning, as well as ease of perception. In my opinion, overly complex levels - do not give a pleasant feedback. As a player, I want to fight, beat opponents in a fair fight, and outplay them with the skills of cunning. That's why we create a map simple enough for perception, with spices added where they are really necessary. Also, I'd like to share with you, with the first full build, so you can have a look at the map for yourself. Wrecked workshop link! This is far from the final result, but my team and I are proud to have this version that we are not ashamed to show everyone.
  4. Wrecked! New screens: T Spawn Bombsite A CT Spawn
  5. Hi, i start work on new project with my team (HelMap, Orel, clapotron), for this Big Adventure Contest. It will be Bridge. Soon we'll show some screens and schemes of that map. We decided to change the setting, as it didn't fit our idea very well. So here's Wrecked! The setting is India, a shipwreck. It is important for us to convey not only the atmosphere, but to keep a quality competitive experience, with some special features, for more fun. Reference:
  6. untor

    Boulder

    Hi Mapcore! Im back! Okey, now i work with @Roald and @MadsenFK on Boulder like content artist. And i want to show my progress. It is screens from bldr_zoo There is still a lot of work ahead of me. But I'm happy to share this progress. I hope you enjoy my work as well as what my amazing partners are doing on this project.
  7. Hi Mapcore! We are make Swamp update! What's new? Performance! And new screens from map:
  8. You can change a binds \steamapps\common\Half-Life Alyx\game\core\tools\keybindings\hammer_key_bindings.txt
  9. Hotkeys do not work if you used a different keyboard language. (For example Russian). It's funny, but in other software everything works well. Solution, change the language to English on you're keyboard
  10. We will soon released a hotfix. Probably it makes no sense to write about the latest changes on the map. I will say one thing, they carried a polishing character. I was lucky to work with Michael, because he understood of idea for a water and was able to help realize it, and in the future, protect our interests by explaining the idea to community. We had a great time these half a year, it was fun sleepless nights. Thanks to the organizers. Thanks to the community. Thanks Michael @BubkeZ Hull.
  11. i think, that problem inside Source engine (not in the map)
  12. The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do. What have we done: - A community work was done with the community, a lot of demo records and streams were watched. -Improved overall visual quality. -Improved performance. -Improved balance and perception. What we will do: - Performance. At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water. What tools are now helping the map work. We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material. We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release. At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier. The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps. Thank you for understanding and support. With the community, we make the Swamp better.
  13. I think it's silly to sort things out. You can spend a bunch of hours and more discussing the top 11. What I think - I have always been taught - it is important to be able to present yourself and your creativity. And no matter what brilliant thing I would create, nothing matters if it is not done accurately and presentably. At the university, I was deprived of a scholarship, from just one small spot, on white paper. It was a shame, but I save it for me, and think it was important to do accurately and on time. I think this quality is not enough for many artists. Regarding the layouts and their similarity. If we start to beat everyone who uses the basic layout of clover and their similar ones, most likely we will have to make maps for RTS or Open space games like PUBG. And even then, we run into the idea of clover. Why is that? We will analyze any map into parts. And we will understand that it is ideal for each point to have a triangular shape. And adding up the mechanics of 2 key points, we get the shape of a clover. The reader can give a comment, you are wrong, you can come up with a 5-sided shape and so on. But in truth, no. Having made 5 exits to the key point, 2 of them will always be empty or will refer to the remaining 3. And since they are superfluous and will not be used, why are they? Let's look at DotA 2. Game 5 vs 5, 3 lines used, same clover? - Yes. Is it convenient to play? - Yes. How did valve diversify the map? They changed the candy wrapper, but did not change the candy, not because they could not, but because the balance can disturbed. Now back to the discussion, the gameplay is important and how important the visualization is. Part of the gaming experience is the environment. And it is the environment that shapes the situation. even, for example, top 11. We see how much the environment affects the feeling, already on the familiar composition of the maps. And now, those who disagree with me, try to come up with a chair. New, unique chair. Believe my experience - this is a real challenge. With one way or another, you will come across a generally accepted basic composition, because it is the only correct one, and the only thing you can do is change the visual form. (in Russian it song is cool, not sure about understandable in English) I Glad too see great maps in top 11. Congratz!
  14. 10 days have passed, we had feedback, thank you all. What will be in the next update? - Many fixes for overlaps, gapes, and more. - Update timing for CT Side, and changes spawn position. - Add some new details for navigation voice tag. - Replace old displacement waterplant blending to prop overlay - New boat for T side and A bombsite (yes, re-model from canals boat)
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