L4D2 campaign of 2 or 3 maps length that doesn't support versus mode at all so we can focus more on the story. ( Crazy crescendo events that splits party in 2 x 2, controlled semi-random special infected spawns to spice up intensity, cut scenes midway into campaign?, controlled equipment progression, some multi-path in between events).
Posts by tr0nic
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Well I never really introduced myself properly so.. here we go! My name is Jérôme Cyr and I'm 28 years old.
I got into level design back in 2004 when i first started using Starcraft Editor, making melee maps. I eventually submitted maps to the 2005 BlizzCon's Starcraft map contest and had my map picked and played by pros (I won 3 starcraft books and 2 WoW figurines
). Map is called (2)Signal and I was going by the name of trcc back then, posting a lot on teamliquid.net and http://www.panschk.de/mappage/maplis…by...&go=search Some of my maps also made it into popular leagues such as PGtour (4)Memory Cell and ICCup (4)Adrenaline Rush.As an avid counter-strike player(Started playing when there were no knifes, played competitive from 2004 to 2008, attended about 10 local LANs), I began to play around Hammer, made 2 maps that I never released but used as a portfolio.
In 2009, got accepted in a Level Design specialized program in Montreal, graduated in 2010. During that time, I made a TF2 map, a Portal map, a couples of HL2 maps and a L4D map. The portfolio I created following those studies: http://www.jeromecyr.com
I Applied everywhere in Montreal, got an interview at Ubisoft that I totally screwed up (kind of). This affected me quite a bit to be honest, I lost focus of my passion and began questioning my career choice. in september 2010, I got hired to work on a Source game called Contagion(released in 2014) as a Level Designer. Game was in it's early development. I think I was the only LD at the time, I designed the Roanoke Police Station level. After a couple of months, my motivation and passion was fading, I eventually left.. I didn't do any level design for a whole year.
2011-2014: I applied to CentreNAD, to obtain a Bachelor's degree in "3D animation and Digital Design". Got accepted, survived through the first half of the program (nothing taught was remotely close to design, ok a little bit here and there) The last 3 semesters were really really cool though! It was a succession of projects made in UDK, in teams varying from 6 to 18 members. It was really fun and I'm happy that I made it through!
Space Morons: 12 weeks project.
Lichet and Stank: 8 weeks project.
Run Demon Run: 7 weeks project.
Hosten: 15 weeks project. Trailer for the game.
Cheers!
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Just ran around the map, it is gorgeous! Good job to everyone who worked on this!
There's a computer chair top left ceiling!
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very picky but the wood fence model gets pitch black near the concrete
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I've had an idea in mind for a couple months about a map built around 3 bombsites, but my idea has not matured enough to evolve into something concrete.Too focused on a new map design right now!
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Getting to max level gives you access to all the best loot out there. Maybe the problem with the story mode is that it is not rewarding the player enough? I can tell you that getting that legendary, exotic or other epic guns/armor in multiplayer/co-op/raid is pretty rewarding and fun. Upgrading your gear and guns gives a sense of progression to the game. The game can't please everyone of course. Some type of games suit us better. Destiny is just not one of yours?
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I see Destiny is struggling a bit like Diablo 3 in terms of end game. Destiny's only raid "Vault of the Glass, 6players" is interesting but Bungie needs to make more of them. With that said, you can't judge a game like this without even having reached max level though. Like Diablo, once you reach max level, this is where it gets interesting. Give it a couple of months and I'm sure folks at Bungie will give people more stuff to do. Hell, Diablo 3 got praised in 2012 although we all know it was completely flawed (and still is to a lesser extent )
My roommate plays evey day, is level 30 and is enjoying the game a lot with his clanmates with team chat. I played a few hours myself as well. PvP is really fun! The vehicles are also a blast to drive with.
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"There were clear favorites with Insertion leading the pack in daily Competitive playtime, taking in over 21% of Competitive Operation map playtime (with Overgrown and BlackGold in second and third)."
Insertion favorite?
Great concept in a map not adapted to counter-strike IMO. The only reason I played Insertion (and I'm sure why most people played it) 33% of my mission drops were "Win 16 rounds on competitive Insertion".I hope Valve's intentions are not to bring Insertion back, but I would gladly see the same concept in a more close combat scenario..
What was the previous gap between end of operation and start of a new one by the way?
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Watching 24: Live another day. Makes me realize how bad I missed Jack! Dammit!
Also convinced my gf to watch Prison Break! Season 1 is so gooood.
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A creationist terror-squad has taken over the Hurg Museum of Natural History!
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My creative Fatal1ty Gaming Headset finally broke after 7 years of good service (40$).
I decided to go with more premium quality this time. My choice: Sennheiser PC 350 (200$ tax in + shipping) Can't wait to try these on!
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Chronicle, pretty good movie with convincing fx!
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Quote from SirK
Some inspiration came from russka, as well as dust2 A site.
They may look similar but the connectors are vastly different.
During this time I used Brute and Narby maps as goals to design by. It was part of my growing I suppose
As Brute keeps being "inspired" by other Maps, too - I dont think there is a Problem here. Like what other than Russka did he really build without being "inspired" by other Maps?

Oh I was just following up on why Hanfblattx7 might think De_season was Brute's work instead of Ted. The middle does resemble a bit Russka but as you said, most map are inspired by others work one way or another and it is completely fine!
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It's not about jumping the gun on this Operation thing, you have to accept that some of the criticism might be true. And in this case, for me and to a vast crowd of players out there. Ignoring that fact is even more silly...
I know how much effort authors put on their maps, that doesn't make it an automatic classic cs map either. I myself been working on a map for over a year now, and there is still a lot of work left!
But those bugs I'm talking about are bugs that the authors should have found in the first 5 mins to 1 hour of playtest. I know my map perfectly, I could run in it eyes closed. I know 98% of the bugs.
I'm comparing the maps to CoD maps because they are, in my opinion, very noisy, hard to read and have a lot of paths (confusing layout?). This is the main problem in this current operation to me.
Blackgold: Contrast between yellows and blues is way too much with the overdone postprocess It's like my eyes are bleeding HDR. Alpha textures everywhere + structures that make visibility even harder (ultra dark textures (black beams, alpha textures turning pitch black further away). Might have a cool layout, but the minimap also makes it really hard to understand since no inaccessible area were blacked out. (you should focus on making a clear minimap asap)
Insertion: too much postprocess again, too open, well I haven't played much of that one because it's an hostage rescue.
Rush: Too much postprocess, contrast problems, noisy environments, havent played the map so can't really speak about gameplay.
Mist: Ladder + doors + 3 floor stacked onto each other = cool layout but not really competitive at all... So confusing.
Overgrown: bugs all over the place, a bit too much postprocess again. and visibility problems in a few area but other than that, my favorite map of this operation.
Castle: Visibility problems and not too much of a fan of the layout, 20+ secs rotate time depending on the route you take.
I KNOW the authors worked very hard for their projects and I'm not saying they should turn down the opportunity to be featured in a operation. I was just expecting the maps to be more "conventional cs type of maps" with Postprocess kept to a minimum, better readability and more competitive friendly since it's why it's still so popular to this day..
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Congrats on everyone who made it into the operation. That said, I feel like this operation was rushed. So many easy fixable bugs popping on reddit every day. I thought mappers were working with Valve? Clearly not the case.. Exploits all over the maps, bugs, fps drops.. Also, It feels more like a CoD map pack. So many fucking paths.. Not 1 candidate that could become official in the next operations imo (like Cache)
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Should I go back and play the old wolfenstein games before I dive into this one? I was playing wolf 3D in 1993 (5 years old)

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I bought the game day 1 on xbox, played about 20 hours, doing a few main missions, side missions and just roaming. I never went back to it because I'm a multiplayer guy (multi wasnt available at launch)
So.. I'm going to sell my used copy and I already pre-ordered a PC copy for 50$ (bestbuy E3 preorder offer) I'm going to have plenty of fun in Multiplayer doing machinmas and crazy stunts, finishing the single-player. Can't wait!!
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1150 Asus Z87-K C2 - This is a Intel motherboard compatible (LGA1150 is a intel socket)
I would not spend more money on a case than on SSD. Some cases are really good and cheap ( Antec One, Antec Three hundred two just to name 2) http://www.ncix.com/detail/antec-t…-67326-1141.htm (Put that money towards the pieces that matters, GPU, CPU, Memory? )
This is in canadian $ = 40-50$ euro
GeForce GTX 650 Ti OC - 2 Go
I would go for a GTX 660 (200$CAD - 135$ Euro) Performs better. Or a GTX 760 (190$ euro) But That's just me, I'm a gaming enthousiast!
Il faudrait p-e t'informer sur un forum pour savoir exactement quel composante de l'ordinateur est la plus utilisée lorsque tu bake des normal maps pour faire un choix plus éclairé.
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Nice map! I noticed a bug with the plants used to boost into window. When jumping on the plant model, movements are slippery. Also, is the door intended to open at speed 100?