mp_svt_factory

Have a jump map that we don't have on our site? Let us know!

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Soviet
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Re: mp_svt_factory

Post by Soviet » July 14th, 2010, 3:59 am

Hoogie wrote:Without a doubt is this going to be the best CoD4 jump map.
Oh good, as if I wasn't already under enough pressure :roll:

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Re: mp_svt_factory

Post by Rezil » July 14th, 2010, 4:01 am

Hoogie wrote:Without a doubt is this going to be the best CoD4 jump map.
You obviously haven't played any of my maps which is why you are so confused as to what is a good jump map.
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Re: mp_svt_factory

Post by [SoE]_Zaitsev » July 14th, 2010, 1:21 pm

Massive ego!
matt101harris wrote:big cock was the first thing that came to my head lol

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Re: mp_svt_factory

Post by Hoogie » July 14th, 2010, 4:37 pm

Rezil wrote:
Hoogie wrote:Without a doubt is this going to be the best CoD4 jump map.
You obviously haven't played any of my maps which is why you are so confused as to what is a good jump map.
I did actually play mp_jm_cruise :roll:
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Re: mp_svt_factory

Post by Soviet » July 14th, 2010, 9:47 pm

Just to keep the updates coming, I have lots of other stuff in progress, but no real way to show it at the moment. So let's take a look at some actual progress. From radiant...

Image

Image

...to ingame.

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Re: mp_svt_factory

Post by Hoogie » July 14th, 2010, 10:22 pm

The lighting at the stairs looks awesome.
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]


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Re: mp_svt_factory

Post by [SoE]_Zaitsev » July 15th, 2010, 12:06 am

Looks more like an exploration map like Peds did with that football stadium. Show us some jumps tbh :)
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Re: mp_svt_factory

Post by Soviet » July 15th, 2010, 3:27 am

Image
The ladder on the left goes up to a jump, to the right there is a small bouncable ledge. Happy Zait?

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Re: mp_svt_factory

Post by waywaaaard » July 15th, 2010, 8:37 am

I don't like the texture and the door case of thise huge middle door/gate w/e
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Re: mp_svt_factory

Post by |Master| » July 17th, 2010, 7:39 am

Been on holiday so missed a lot of latest topics :( anyway, good to be back arround the forums :P & Fun to see a lot of new pictures :P Awesome soviet, very nice work at the details and woot nice work for the lightning. :shock: Keep it up man.
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Re: mp_svt_factory

Post by Soviet » July 21st, 2010, 7:45 pm

Image
work in progress.

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Re: mp_svt_factory

Post by [SoE]_Zaitsev » July 21st, 2010, 8:04 pm

Is that a ventilation shaft ?
matt101harris wrote:big cock was the first thing that came to my head lol

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Re: mp_svt_factory

Post by Soviet » July 21st, 2010, 9:24 pm

Sort of, it's an air cooling shaft for a very big reactor of some type.

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Re: mp_svt_factory

Post by Soviet » July 22nd, 2010, 6:17 am

This actually gives me a chance to give people a good idea of what happens between passes I make while mapping. Typically, I'll make an area, test it graphically until the basic environment works the way I want (textures mostly). I'll then test for gameplay and balance it the way I want. Finally I'll go back through and add primary lights, decals, and any additional detail. Typically that isn't the last pass, chances are I'll make one or two more on a section until I'm satisfied, but that's the basics.

Image

For instance, my next pass here would dim the lighting, clean up some texture fighting with my leaves decal, and fix the nodraw issues with the grating.

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Re: mp_svt_factory

Post by [SoE]_Zaitsev » July 22nd, 2010, 2:13 pm

Looking good.

% complete ? Take a guess ?
matt101harris wrote:big cock was the first thing that came to my head lol

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