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  3. Andre Valera

Posts by Andre Valera

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Andre Valera
    • November 16, 2016 at 6:12 PM

    My posts must be invisible

    [Blocked Image: http://i.imgur.com/wCFZnFY.jpg]

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Andre Valera
    • November 16, 2016 at 5:43 PM

    @Xanthi Is it fair to assume that you probably won't be judging the maps between Dec. 22nd to Jan 1st? This is in reference to my comments/ questions on the 1st page. I think it's fair to ask for at least the 17th of January.

    Keep in mind we were ready for the 22nd of November, I appreciate the extension there's always more to polish / fix about any map without a doubt, but we also have family and friends Xanthi *cue emotional soundtrack* so to make the greatest DoI maps with love in every brush, every hand placed prop, objectives to take you out of your computer chair and into the frontlines of war, we ask you to kindly consider the request

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Andre Valera
    • November 14, 2016 at 7:47 PM

    @Xanthi Would it make sense to push the contest after December 22nd? Possibly January 17th (Sometime after the first couple weekends for people to get in their last playtests, compile and pack after a long weekend)

    I can't imagine that you'll be in the office judging our maps between December 22nd and January 2nd, and if that's true and you're going to judge them after the Holidays then why not give us the time to continue to developing during the Holiday break.

  • Day of Infamy Map Contest Update: Deadline Extension, Regular Testing

    • Andre Valera
    • November 14, 2016 at 6:33 PM

    Extension?! Extension Again?

    [Blocked Image: http://i.imgur.com/8pkSJLBm.jpg]

    Has anyone found any info about soundscape names?

    Also how do we go about creating a radar?

  • Follow up stream and playtest of contest maps

    • Andre Valera
    • November 9, 2016 at 9:05 PM

    I also have the same issues with VIDE, if anyone has any packing resources that are bit more trustworthy?

    Autopacking then manually packing content afterwards takes forever

  • Follow up stream and playtest of contest maps

    • Andre Valera
    • November 9, 2016 at 4:31 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=792540232

    Here's the latest update to Bure!

  • Follow up stream and playtest of contest maps

    • Andre Valera
    • November 7, 2016 at 8:15 PM

    @Xanthi To be safe would you mind if I deleted my current Workshop entry entirely, then uploaded a new version which would generating a new Workshop ID. This new Workshop entry would have a unique new name (bure_alpha_r2_v10.bsp for example) and if I needed to upload any updated version I would simply upload another bure_alpha_r2_v10.bsp to make sure your server / server playlist doesn't get confused.

    I would also post a new link to the new Workshop entry on this thread.

    If updating the workshop to the exact same name as the original version I uploaded is the only option, could you please post the name of the bsp file your server playlist is looking for?

    Yesterday during the playtest there was an error trying to load the Bure map and I would hate for it to happen again!

    Thanks again for all the help :)

  • Follow up stream and playtest of contest maps

    • Andre Valera
    • November 7, 2016 at 6:44 PM

    For just quick clarification.

    https://steamcommunity.com/app/222880/dis…76851045207521/

    " but make sure they have the _same file name_ as when you originally uploaded it. "

    I'm going to continue to upload newer versions of the map up until November 8th at 12:00 am midnight EST. Let's say I upload bure_alpha_r2_v10, and I post a link to the workshop link. As long as you update your server files things should be fine. I guess if you don't want to update your server I could just delete the current workshop file, reupload the new bure_alpha_r2_v10.bsp and post a link to that? Seems redundant right!?

    Xanthi Please clarify which process would be the easiest, Thank you :)

  • Sign up to playtest your contest maps!

    • Andre Valera
    • November 4, 2016 at 6:33 PM

    @wslysnps

    Thank you! I'll try it again, didn't hit the auto button last time X(

    Current version on the Workshop is missing 1 texture, will update before Sunday :P

  • Sign up to playtest your contest maps!

    • Andre Valera
    • November 3, 2016 at 5:48 PM

    @Xanthi I'm using VIDE to pack content, apparently it didn't work!

    Can someone recommend an app to pack content for Day of Infamy!?

    Thanks in advance

  • Sign up to playtest your contest maps!

    • Andre Valera
    • November 3, 2016 at 7:50 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=792540232

    We'll be updating the map up until the actual playtest, the above link is a stable build.

    Currently looking to playtest the Offensive gamemode

  • Live Stream Today from our Amsterdam Studio!!

    • Andre Valera
    • October 23, 2016 at 10:03 AM

    But how soon?

  • Japanese Themed Map [CS:GO]

    • Andre Valera
    • May 8, 2016 at 10:41 AM

    Additional screenshots on the workshop page!

    http://steamcommunity.com/sharedfiles/fi…s/?id=414061247

    If you spot a neat area in the map that you like/dislike let me know! (for example walls that help to bounce smokes or flashes, or areas that create cheeky angles that are one sided)

    There's a lot of areas that I'd like to open up (and I've tried with this version) though for optimization sake some of the buildings will have invisible skybox toolbrush heads that block grenades.

    Since this map features a lot of angled buildings, it might start to square out in certain areas although if there's a certain wall/feature that you find unique enough to make it into the next version do post a comment. This map has gone through a lot of changes over the last year and I'd like to make an effort to retain some of the key features ideas from previous versions in the future versions.

    Thanks for checking it out!


  • [CS:GO] De_piranesi Remake

    • Andre Valera
    • November 13, 2015 at 1:56 AM

    Yes sir I did in fact publish Empire largely in part to the help of the community (you can see what Empire was on my gamebanana page and how far it has changed after all the feedback I recieved).

    As far as Skyline all the resources from Cobblestone were used to inspire Skyline. If you'd like to collaborate with me I'd love to revisit the idea of a Piranesi reboot, the map definitely deserves a good quality revisit.

  • [CS:GO] De_piranesi Remake

    • Andre Valera
    • November 11, 2015 at 3:12 AM

    Good luck, this is definitely one of my favorite CS maps and really looking forward to seeing your interpretation of it.

    Tried to remake a version myself once and it was a lot of fun (though the current state is very buggy, I've moved past the project in hopes that someone else does a much better execution)

    http://csgo.gamebanana.com/maps/179427

  • CS:GO EMPIRE

    • Andre Valera
    • October 19, 2015 at 8:07 PM
    Quote from OrnateBaboon

    [Blocked Image: http://www.skybex.com/home/emp12.jpg]

    I was thinking about having the vents in this room instead of the CT Main room. Might be in the next update.

  • [CS:GO] (W.I.P) de_arpegio

    • Andre Valera
    • October 6, 2015 at 9:16 PM

    Reddish/Pink Edit: Removing extra unused space/ removing wide peek areas.

    Orange Edit: Removing the long hall into A, moving the connector from Mid to A closer to Spawn so that T's will have a slower rotation into B and CT's will have a slower rotation into A

    Blue Edit: Just an idea, but I think The stairs that lead to a sort of catwalk overlooking A is a good concept, though I think maybe emphasizing on that concept and working the catwalk into A could be interesting, though I like how 1 smoke covers all major areas so T's are usually somehow slowed down

    Mid, if you drag the hallways at A over towards mid I would try narrowing mid down, it seems very open but a narrow mid would give less room for people to strafe and might balance the gameplay between pistols and rifles

    Overall Map is a lot of fun, and B site is awesome. Everything else is good and with some fine tuning this is a promising map.

  • MapCore CS:GO Playtesting 4.0

    • Andre Valera
    • October 6, 2015 at 6:05 AM

    Using the https://docs.google.com/forms/d/1ibsgz…iewform?c=0&w=1 to request a playtest!

  • Japanese Themed Map [CS:GO]

    • Andre Valera
    • October 6, 2015 at 6:03 AM

    Here's the layout idea, now to get some 5v5 / 10v10 testing maybe shine it up a bit?

    https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing


  • WIP in WIP, post your level screenshots!

    • Andre Valera
    • October 5, 2015 at 9:33 AM

    Starting to look lively!

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