mp_svt_factory
Moderator: Core Staff
Re: mp_svt_factory
Radiant screenshots will be coming in a few days. Unfortunately, I lost my old compile I had on my previous operating system of the map and only have the .map left, so it'lll take a while to compile all the stuff again.
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Re: mp_svt_factory
Goodluck on this Soviet. I'm sure it'll be fun.
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Re: mp_svt_factory
Choke Points and Map Flow
One of the main issues with jump maps nowadays as it has always been, is making a jump map that is both challenging and able to cater to large numbers of people. There are endless examples of maps which are just brilliant with one player, but as players get added it quickly becomes frustrating to the point where you'd rather just sit in spectator and watch. Granted, some maps do not suffer near as much from this issue, mp_spacestation is a good example of a map that has very few clog points as we'll call them.
So how does one go about solving this? Well, while the basic idea should be obvious, the details are what is more important. The general concept is that your jumps start with a very large area to jump and slowly shrinks in size as they get harder and the map progresses. The problem with this idea is, if you have a lot of jumpers with similar skill level, they will all end up getting stuck on a single jump together. There is a few things you can do to solve that issue, some are easy while some are harder but more effective.
The hardest, but by far most effective way to rid yourself of this issue is to beta test the map like crazy. No two jumpers are exactly alike. Some of the best jumpers out there struggle on around the wall jumps, while others can hardly make a 310 rpg strafe. By identifying the points where jumpers have the most issues you do several things. First, you identify that that jump is too difficult for the section it is in, so you either move the jump or make it slightly easier. Second, you recognize that if they struggle on that specific jump, then chances are the jumps leading up to it were too easy. Have a series of harder jumps leading up to every choke jump to allow similar skill level jumpers to spread out a bit and hopefully not all arrive at the choke point at the same time. Additionally, be sure these difficult jumps vary in variety. As mentioned before, no jumper is a master at everything, therefore if you alter the types of jumps regularly before a choke jump, players will tend to get stuck on one of the specific jumps before, allowing for less of a choke opportunity.
The second way is foolproof, but can make for boring maps that never really offer enough of a challenge. In these maps all jumps are wide open, providing excellent opportunities at every single jump. Theoretically this works, but when put into practice is hardly practical as there is no example of it ever being done. Sooner or later you'll need a choke jump to change up the style. An excellent example of this is peds_propel, a great beginner map that attempts to eliminate choke points completely. Unfortunately, near the end it fails as well and with no separation points leading up to the choke, you're left with a large number of similar skill level jumpers vying for their turn to attempt the choke jump.
The third is probably the most time consuming, but almost always foolproof and is very effective. Creating duplications of a choke jump and putting them close to one another, essentially providing a number of different paths with the same jump, allow several jumpers to jump at once without having to wait for each other. Obviously, the added geometry takes a bit of time to create, but compared to endless beta testing and other tweaking can often prove to be more effective. It also makes for a far more interesting map than one that avoids chokes altogether. The best example of this is the split in mp_skipper following the 255 rpg strafe. What would otherwise be an agonizing choke spot is transformed into a fun bounce because the path splits off in two directions to an identical jump allowing twice the amount of people to jump at once.
The typical thought process to follow when making a map is, would at least half of all jumpers have trouble on at least 2 of the 5 jumps leading to this choke point? If the answer is no, consider this next question. Is it likely more than two people will ever be here at once? It is almost always true that two jumpers can take turns, but whenever the third shows up confusion always ensues. If it's likely more than two jumpers would be there at once, implement one of the methods above to increase the flow and decrease the frustration of your map.
One of the main issues with jump maps nowadays as it has always been, is making a jump map that is both challenging and able to cater to large numbers of people. There are endless examples of maps which are just brilliant with one player, but as players get added it quickly becomes frustrating to the point where you'd rather just sit in spectator and watch. Granted, some maps do not suffer near as much from this issue, mp_spacestation is a good example of a map that has very few clog points as we'll call them.
So how does one go about solving this? Well, while the basic idea should be obvious, the details are what is more important. The general concept is that your jumps start with a very large area to jump and slowly shrinks in size as they get harder and the map progresses. The problem with this idea is, if you have a lot of jumpers with similar skill level, they will all end up getting stuck on a single jump together. There is a few things you can do to solve that issue, some are easy while some are harder but more effective.
The hardest, but by far most effective way to rid yourself of this issue is to beta test the map like crazy. No two jumpers are exactly alike. Some of the best jumpers out there struggle on around the wall jumps, while others can hardly make a 310 rpg strafe. By identifying the points where jumpers have the most issues you do several things. First, you identify that that jump is too difficult for the section it is in, so you either move the jump or make it slightly easier. Second, you recognize that if they struggle on that specific jump, then chances are the jumps leading up to it were too easy. Have a series of harder jumps leading up to every choke jump to allow similar skill level jumpers to spread out a bit and hopefully not all arrive at the choke point at the same time. Additionally, be sure these difficult jumps vary in variety. As mentioned before, no jumper is a master at everything, therefore if you alter the types of jumps regularly before a choke jump, players will tend to get stuck on one of the specific jumps before, allowing for less of a choke opportunity.
The second way is foolproof, but can make for boring maps that never really offer enough of a challenge. In these maps all jumps are wide open, providing excellent opportunities at every single jump. Theoretically this works, but when put into practice is hardly practical as there is no example of it ever being done. Sooner or later you'll need a choke jump to change up the style. An excellent example of this is peds_propel, a great beginner map that attempts to eliminate choke points completely. Unfortunately, near the end it fails as well and with no separation points leading up to the choke, you're left with a large number of similar skill level jumpers vying for their turn to attempt the choke jump.
The third is probably the most time consuming, but almost always foolproof and is very effective. Creating duplications of a choke jump and putting them close to one another, essentially providing a number of different paths with the same jump, allow several jumpers to jump at once without having to wait for each other. Obviously, the added geometry takes a bit of time to create, but compared to endless beta testing and other tweaking can often prove to be more effective. It also makes for a far more interesting map than one that avoids chokes altogether. The best example of this is the split in mp_skipper following the 255 rpg strafe. What would otherwise be an agonizing choke spot is transformed into a fun bounce because the path splits off in two directions to an identical jump allowing twice the amount of people to jump at once.
The typical thought process to follow when making a map is, would at least half of all jumpers have trouble on at least 2 of the 5 jumps leading to this choke point? If the answer is no, consider this next question. Is it likely more than two people will ever be here at once? It is almost always true that two jumpers can take turns, but whenever the third shows up confusion always ensues. If it's likely more than two jumpers would be there at once, implement one of the methods above to increase the flow and decrease the frustration of your map.
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Re: mp_svt_factory
You always have to put in mind for how many player a map should be. Of course near the end there are harder jumps and you need more tries until you get it. But if only 2 people are at this spot they can easily take turns. And I am not sure if it's the best to try to satisfy any possible kind of jumper. I think the map will suffer from that.
Another good way to avoid such points are multiple ways - same jump - so the amount for each of these hot spots will be reduced. And if you have a good theme like your industrial design that gives you a lot possibles to branch some jumps up and merge the ways again.
Another good way to avoid such points are multiple ways - same jump - so the amount for each of these hot spots will be reduced. And if you have a good theme like your industrial design that gives you a lot possibles to branch some jumps up and merge the ways again.
THAT HANDS WERE NOT TRACED!
visit my blog: Link
visit my blog: Link
Soviet wrote:Yeah, watch out, Peds will hit you with his +5 D-Battleaxe of homosexuality
Re: mp_svt_factory
True, that is the #1 frustration for me when i get on a jump map. So many people on 1 jump so there is no way to pass it.
Mp_spacestation has a lot of these points tbh, the first jump, the first hard strafe jump(hope you know which i mean), the corner jump and i'm sure there are more.
Multiple ways do solve it indeed, but i personally find that it makes the map look ugly and above all, not realistic (which you consider as a very important point).
Personally i would go with the difficulty of the jumps, Start with easy jumps and during the path it gets harder and harder. This way there will become gaps between the players. And a wide area at start would be neccessary aswell.
Also if you want to add a corner jump for example, you can't make the area to wide because that will ruin the jump, in this case i would make it like you can jump around both sides, but don't make it like 10 jumps are exactly the same on the other side because that will probally take away the realisme.
Mp_spacestation has a lot of these points tbh, the first jump, the first hard strafe jump(hope you know which i mean), the corner jump and i'm sure there are more.
Multiple ways do solve it indeed, but i personally find that it makes the map look ugly and above all, not realistic (which you consider as a very important point).
Personally i would go with the difficulty of the jumps, Start with easy jumps and during the path it gets harder and harder. This way there will become gaps between the players. And a wide area at start would be neccessary aswell.
Also if you want to add a corner jump for example, you can't make the area to wide because that will ruin the jump, in this case i would make it like you can jump around both sides, but don't make it like 10 jumps are exactly the same on the other side because that will probally take away the realisme.
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[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]
A woman can fake an orgasm, but a man can fake an entire relationship
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Re: mp_svt_factory
if(level.players > 6)
thread makeMapLarge().
Create a large amount of hidden brushes inside the current brushes and then move them according to the amount of players...
Enjoy the new project
thread makeMapLarge().
Create a large amount of hidden brushes inside the current brushes and then move them according to the amount of players...
Enjoy the new project


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Re: mp_svt_factory
Hahahaha, that would be insane.Drofder2004 wrote:if(level.players > 6)
thread makeMapLarge().
Create a large amount of hidden brushes inside the current brushes and then move them according to the amount of players...
Enjoy the new project
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Re: mp_svt_factory
And yet entirely feasible.Soviet wrote:Hahahaha, that would be insane.Drofder2004 wrote:if(level.players > 6)
thread makeMapLarge().
Create a large amount of hidden brushes inside the current brushes and then move them according to the amount of players...
Enjoy the new project

Virgin Media 20Mb Broadband:
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Re: mp_svt_factory
Defining a Path
A good point was brought up earlier on, the idea that having such a realistic jump map will make the path incredibly hard to see. Well, I'll explain it as best I can for now, as I don't want to release any screenshots quite yet. Basically, there are 4 different ways to define a path.
1. Lighting: Lots of people slap random color lights in wherever they want or wherever looks cool. In fact, when I started my map I did something similar. I wanted to kind of tell a story within my map, so I had 3 fans. Two were working, one was not. I decided to put a red light behind the one that wasn't working as an error type thing. Later, when I showed a screenshot to Nightmare he pointed out the misconception this can create. The idea is, colored lights, especially red, draw attention. What does this mean? Try not to use colored lights for your lighting, instead, use only white lights. Then, at the exits to your various rooms or on hard to identify destinations for jumps put red lights. This will draw the player's attention and in the long run can be very effective.
2. Decals/Signs: Incredibly obvious, but also incredibly effective. There are several decals that come with CoD4 that are very useful at literally pointing your players in the right direction. This is probably the most frequently used effect, arrows can be seen on a number of maps. So, if you've got an around the corner jump or an area that seems to confuse a few people when playing, slap in a few signs to help guide them. Every little bit helps and a sign could make that difference.
3. Textures: Textures can do a lot, and subconsciously (like everything else) their effects build up over time. Use darker and more dull textures for your environment and brighter textures for your jumps. An excellent example is the black and yellow metal caution texture. Surrounding a good number of your jumps with this can really draw attention to them and the main path as a whole. It helps clarify where you're supposed to go, after all, it implies you're not supposed to go there. That of course means a jumper's first instinct is to get there. Like all the other aspects of defining a path, it's based more around playing off the player's subconscious and visual learning patterns than actual conscious recognition.
4. Spacial Flow: I know that may sound all technical, but it really isn't. Let's say you've got a jump with a platform on either side. Now, you might have a ton of detail scattered around so it could be confusing for the players. However, if you take that detail, let's say pipes and air ducts for instance, and run them along the course of the jump to the destination they are no longer a distraction. Instead, they've suddenly become what the eye is drawn towards. A person will identify a detail and then scope it out in its entirety, this means if you have a pipe or some other object that leads to where you want the player to go, their eyes will be drawn to that location when looking around. It's the same effect as having a number of lines branching from a central point, without a doubt the focal point is in the center of those lines. So, whenever possible, make your detail guide the player to where they need to go.
All of this comes together with a single concept: repetition. Have you used a sign in the past to show someone where to go and want to do it again? Use the same sign. Use it in every room. Use it is as regularly as you can without making it feel overused. Did you find a texture that tends to attract players as to where to go? Take it off your environmental details and put it on your jumps. The same goes for lighting, have a red light at the end of every room to guide your player through. At first, these signals might be lost among a number of players, but repetition will beat it in subconsciously as they progress through the map. The good thing about this is it completely goes with the structure of a jump map. Your jumps start off large, obvious, and simple. This means these signals aren't needed as much, but should still be used to reinforce the concept. As time goes on, the jumps become more obscure curving around corners and bouncing around walls. At this point you've instilled the concept of these various signals in the player, and it will make it much easier for them to find their way around the map.
Even with all of these solutions, of course, you may still have issues. The best option in those situations is to change something about the ambiance. Perhaps focus all the lighting on the jumps, perhaps take out some of the detail, or perhaps you'll have to alter the room or jump to help the player. The main goal of the mapper should be to not make the player frustrated, nothing can make a map seem bad faster than a frustrated player. I've redesigned an entire room before simply because I realized that the clarity and accommodations to large numbers of jumpers wasn't there. You have to be willing to make those sacrifices when making a map, it's what stands between your mediocre cookie cutter maps and the exceptional ones that seem to always be on the servers.
Screenshots are still a few days off, I have them, but I enjoy being secretive and I want to accomplish a few more things first
If you've got any questions about design feel free to ask, this map is as much about helping others make a good map as it is making a good map myself.
A good point was brought up earlier on, the idea that having such a realistic jump map will make the path incredibly hard to see. Well, I'll explain it as best I can for now, as I don't want to release any screenshots quite yet. Basically, there are 4 different ways to define a path.
1. Lighting: Lots of people slap random color lights in wherever they want or wherever looks cool. In fact, when I started my map I did something similar. I wanted to kind of tell a story within my map, so I had 3 fans. Two were working, one was not. I decided to put a red light behind the one that wasn't working as an error type thing. Later, when I showed a screenshot to Nightmare he pointed out the misconception this can create. The idea is, colored lights, especially red, draw attention. What does this mean? Try not to use colored lights for your lighting, instead, use only white lights. Then, at the exits to your various rooms or on hard to identify destinations for jumps put red lights. This will draw the player's attention and in the long run can be very effective.
2. Decals/Signs: Incredibly obvious, but also incredibly effective. There are several decals that come with CoD4 that are very useful at literally pointing your players in the right direction. This is probably the most frequently used effect, arrows can be seen on a number of maps. So, if you've got an around the corner jump or an area that seems to confuse a few people when playing, slap in a few signs to help guide them. Every little bit helps and a sign could make that difference.
3. Textures: Textures can do a lot, and subconsciously (like everything else) their effects build up over time. Use darker and more dull textures for your environment and brighter textures for your jumps. An excellent example is the black and yellow metal caution texture. Surrounding a good number of your jumps with this can really draw attention to them and the main path as a whole. It helps clarify where you're supposed to go, after all, it implies you're not supposed to go there. That of course means a jumper's first instinct is to get there. Like all the other aspects of defining a path, it's based more around playing off the player's subconscious and visual learning patterns than actual conscious recognition.
4. Spacial Flow: I know that may sound all technical, but it really isn't. Let's say you've got a jump with a platform on either side. Now, you might have a ton of detail scattered around so it could be confusing for the players. However, if you take that detail, let's say pipes and air ducts for instance, and run them along the course of the jump to the destination they are no longer a distraction. Instead, they've suddenly become what the eye is drawn towards. A person will identify a detail and then scope it out in its entirety, this means if you have a pipe or some other object that leads to where you want the player to go, their eyes will be drawn to that location when looking around. It's the same effect as having a number of lines branching from a central point, without a doubt the focal point is in the center of those lines. So, whenever possible, make your detail guide the player to where they need to go.
All of this comes together with a single concept: repetition. Have you used a sign in the past to show someone where to go and want to do it again? Use the same sign. Use it in every room. Use it is as regularly as you can without making it feel overused. Did you find a texture that tends to attract players as to where to go? Take it off your environmental details and put it on your jumps. The same goes for lighting, have a red light at the end of every room to guide your player through. At first, these signals might be lost among a number of players, but repetition will beat it in subconsciously as they progress through the map. The good thing about this is it completely goes with the structure of a jump map. Your jumps start off large, obvious, and simple. This means these signals aren't needed as much, but should still be used to reinforce the concept. As time goes on, the jumps become more obscure curving around corners and bouncing around walls. At this point you've instilled the concept of these various signals in the player, and it will make it much easier for them to find their way around the map.
Even with all of these solutions, of course, you may still have issues. The best option in those situations is to change something about the ambiance. Perhaps focus all the lighting on the jumps, perhaps take out some of the detail, or perhaps you'll have to alter the room or jump to help the player. The main goal of the mapper should be to not make the player frustrated, nothing can make a map seem bad faster than a frustrated player. I've redesigned an entire room before simply because I realized that the clarity and accommodations to large numbers of jumpers wasn't there. You have to be willing to make those sacrifices when making a map, it's what stands between your mediocre cookie cutter maps and the exceptional ones that seem to always be on the servers.
Screenshots are still a few days off, I have them, but I enjoy being secretive and I want to accomplish a few more things first

Re: mp_svt_factory
You really did a lot of thinking already i see 

Good point.Soviet wrote:You have to be willing to make those sacrifices when making a map
-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]
A woman can fake an orgasm, but a man can fake an entire relationship
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]
A woman can fake an orgasm, but a man can fake an entire relationship
Re: mp_svt_factory
Would be awesome to test this map, but what cod this is on?
and also, when you're suffering from lack of inspiration, try visit http://www.youtube.com/blackjackjonnyy and see if the tutorials do anything.
and also, when you're suffering from lack of inspiration, try visit http://www.youtube.com/blackjackjonnyy and see if the tutorials do anything.
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Re: mp_svt_factory
This thread is one big hype generator, post some actual work Soviet! 

Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
Re: mp_svt_factory
Rez|l wrote:This thread is one big hype generator, post some actual work Soviet!

Radiant screenshots will be here before Monday.
Re: mp_svt_factory
This is why I haven't made any topics specifically about St James' Park, because I don't want to get too many people's hopes up if the project dies for some reason 



Re: mp_svt_factory
You sure talk enough about it toughPedsdude wrote:This is why I haven't made any topics specifically about St James' Park, because I don't want to get too many people's hopes up if the project dies for some reason

-=[[CoDJumper.com Movies]]=-
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]
A woman can fake an orgasm, but a man can fake an entire relationship
[[Ambush]] || [[Backlot]] || [[Bloc]] || [[Bog]] || [[Broadcast]] || [[Chinatown]] || [[Countdown]]
[[Crash]] || [[Creek]] || [[Crossfire]] || [[District]] || [[Downpour]] || [[Killhouse]] || [[Overgrown]]
[[Pipeline]] || [[Shipment & Wetwork]] || [[Showdown]] || [[Strike]] || [[Vacant]]
A woman can fake an orgasm, but a man can fake an entire relationship
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