Is the map up on the workshop yet? Would love to run around.
[CS:GO][WIP] Tel Aviv
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Quote from sevin
On 19/09/2016 at 9:57 PM, sevin said: Is the map up on the workshop yet? Would love to run around.
Yes! You can find it here.
Thought I would also post this little video to show the changes ahead of tomorrow's play-test.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
I thought I should probably share our post play test progress, thanks to everyone who took their time to play de_aviv.
We have adjusted both CT and T mid to reduce play space for CT and improved the sight lines from T mid. We have also shortened mid a little to make pushing up easier for T.
Images:
Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…D6BCFAB86D5AA6/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…C6E99B717EE465/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…99D8BFF0C2C8EC/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…42F24A06BFEED1/]
Another change we have made is to make the right entrance to A a boost. You can use the slanted box or dustbins to strafe jump up solo as well but both leave you very exposed and require a lot of skill. By adjusting this entrance, we have made the site easier for CT to hold and less angles to check on a retake.
Images:
Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…378F6CF1635B90/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…2A7B89C6F4CF97/]
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/2615971000…ED68031E487335/]
We have also adjusted several box heights and placements throughout the map to reduce frustrating moments and improve the general flow of the map.
At this point we are both fairly happy with the layout and we have begun experimenting with textures read for the first art pass. Despite this, we are 100% still open for feedback on all aspects of the map and would love to hear what you have to say. The workshop is up to date and you can download the map here.
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Hey man i'm working on a jailbreak map with some Israeli stuff around, would love to use some of this graffitys and such
If you don't mind of course.
If you could shoot me a pm about this!
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Pretty large update coming in here. We have still been working on Aviv quietly these past few months and have been setting almost all of our effort into detailing a first art pass. It is still not complete, however I would like to show off some of the work that has been done recently, and receive criticism on our detail work thus far.
Spoiler
T Spawn:
[Blocked Image: http://i.imgur.com/qNvKNN0.jpg]
A Site:
[Blocked Image: http://i.imgur.com/Gm5XU72.jpg]
Grocery Store @ A:
[Blocked Image: http://i.imgur.com/vVcdcEy.jpg]
A Connector:
ct [Blocked Image: http://i.imgur.com/Ma5TeUr.jpg]
CT to A:
[Blocked Image: http://i.imgur.com/jI9F8eH.jpg]
Laundromat (T to B):
[Blocked Image: http://i.imgur.com/lBr7dHh.jpg]
B Site:
[Blocked Image: http://i.imgur.com/vPzw5pk.jpg]
As you can see, most of the work has ended up on the A side of the map, followed by B and with Mid not receiving much love yet. Really curious to see opinions/suggestions as I do believe that A site might be far too visually cluttered and has generally just ended up a mess. In the meantime we'll keep chugging along and hopefully hold another playtest before the year is out.
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Looks super good! You've done a good job with the architecture, lots of variety

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make sure that's obvious then. I wouldn't use a bright colour for it and I'd have the bottom blocked off.
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[Blocked Image: http://i.imgur.com/fbTLTk9.jpg]
New overview for new version. Should be out Soon™
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can't wait

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[Blocked Image: http://i.imgur.com/JJ9dmnF.png]
tchick has started to create some of the first custom props for the map and we have more planned. Should hopefully make Aviv look even better in the near future.
On a side note, if anyone here speaks Hebrew and would be willing to help us out in getting the translations correct, we would be very grateful.
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Hey! Sorry to post it here, I was working all day on those models and now I started a Matchmaking game and after about 6 rounds, the game disconects me and I get a VAC error Oo Something is blocking VAC on my computer ... It redirects me on this page :https://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837 They tell me to remove all custom textures and skins .... I have been changing the mdl and vtf files all day and I'm on windows 8 (the worst one) Did you guys had anything similar? I'm affraid I don't want to lose my account, I just make maps and models, I don't even play the game that much...
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Quote from tchick
28 minutes ago, tchick said: Hey! Sorry to post it here, I was working all day on those models and now I started a Matchmaking game and after about 6 rounds, the game disconects me and I get a VAC error Oo Something is blocking VAC on my computer ... It redirects me on this page :https://support.steampowered.com/kb_article.php?ref=2117-ILZV-2837 They tell me to remove all custom textures and skins .... I have been changing the mdl and vtf files all day and I'm on windows 8 (the worst one) Did you guys had anything similar? I'm affraid I don't want to lose my account, I just make maps and models, I don't even play the game that much...
That's a common issue and has nothing to do with your custom content, unless they are directly modifying the official game files. You won't lose your account, it has happened to pros, at lans. The underlying issue can be one of very many, so it's hard to troubleshoot. When I had the error it was due to my antivirus not liking VAC.
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Quote from grapen
16 minutes ago, grapen said: That's a common issue and has nothing to do with your custom content, unless they are directly modifying the official game files. You won't lose your account, it has happened to pros, at lans. The underlying issue can be one of very many, so it's hard to troubleshoot. When I had the error it was due to my antivirus not liking VAC.
Oh ok thank you for your answer... I did reconnect to a MM match ... I hope I wont be kicked again

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Hello ! I need help for the rendering of a model : Here on the first screenshot you can see a pile of plastic bottles and a cage,
But when they are combined in one, the cage feels the need to cast some weird shadows on the bottles.
I mean look at the direction of the sun light ! There is no need to cast a black shadow.... It looks pretty cool in the model viewer :
Is the game considering the cage as a "closed box" ? Does it have something to do with the compiling parameters of Hammer? (I use Full compile - HDR only, I'm not good at those things, I just know that if I run it as Default I get black models) The model is composed of 3 .vtf: one for the texture of the cage(1024) one for te bottles(512) and one for the fence (512) with alpha and the following parameters : $alphatest 1 $allowalphatocoverage 1 $alphatestreference 0.4 $nodecal 1 $surfaceprop chainlink $nocull 1 (I tried $translucent instead of alpha test don't see the difference, the valve wiki says alphatest is a cooler translucent) I'm using Wallworm to export the model. I tried to separated it in 3 models cage / bottles / fence but with no success, when they are gathered in one, the ghost shadows appear. Is there a way to tell the game "hey look, there is a freakin hole in the model, see?! I can put my arm through it!!" Thank you very much in advance! 
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When doing these kind of models I usually set these parameters:
[Blocked Image: http://i.imgur.com/CS2xLN8.png]
I'm not sure if Disable Shadows will make a difference or not, but Disable Self-Shadowing definitely does.
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Ow... haven't thought about those .... Will try right now. Edit : It works !!! @Terri I love you ! Thank you thank you !
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