NSF/Dishounoured Payment Fee: $25 - Charged if a payment you make is dishonoured.Ĭharges for Copies: $2 - Charged when you request a copy of a statement.Ĭredit Balance Fee: The lesser of $10 or the amount of your credit balance. ^Information for the Triangle™ Mastercard® and Triangle™ World Elite Mastercard®:Īnnual Interest Rate(s): All charges to your account (excluding cash transactions and related fees) - 19.99%Ĭash transactions (for example: cash advances, balance transfers, convenience cheques, money transfers, purchase of travellers cheques and gambling transactions) and related fees - 21.99% (if you reside in Quebec) or 22.99% (if you reside outside Quebec).įor the Triangle Mastercard only: If you are not approved for a card at the above rates, Canadian Tire Bank may still issue you a card at the following annual interest rates: (i) if you are a resident of Quebec, 21.99% for all charges or (ii) if you reside outside of Quebec, 25.99% for all charges (excluding cash transactions and related fees) and 27.99% for cash transactions and related fees.įoreign Exchange Conversion: All transactions made in a foreign currency will be converted to Canadian currency at the then current Mastercard conversion rate plus 2.5% (for charges to your account) or minus 2.5% (for credits to your account) when the transaction is posted to your account.Ĭash Advance Fee: $4 - Charged when the transaction is posted to your account. Bonus CT Money collected from online orders will be applied to the Member’s Triangle Rewards Account within five weeks of the purchase date. CT Money is collected on the pre-tax amount of the purchase. The offered rate is exclusive of any bonus or promotional offers or redemption transactions. Visit for full program rules and Partner location information. Not all items sold are eligible to earn CT Money or to be redeemed for. The 30X for Triangle Mastercard, World Mastercard and World Elite Mastercard customers consists of the 10X everyday plus the 20X bonus. Example: On a $100 (pre-tax) purchase with a 20X bonus multiplier a Member would earn a bonus $8 in CT Money (20 X. Any bonus multiplier is based on the base rate of collecting CT Money (0.4%), and will be added to whatever the Member would otherwise collect, without the bonus. You cannot collect paper Canadian Tire Money on bonus offers. To collect bonus CT Money you must present a Triangle Rewards card/key fob, or use any approved Cardless method, at time of purchase or pay with a Triangle credit card. Rewards are in the form of electronic Canadian Tire Money® (CT Money®). Triangle™ Mastercard®, Triangle™ World Mastercard® and Triangle™ World Elite Mastercard® are issued by Canadian Tire Bank. †The Triangle Rewards Program is owned and operated by Canadian Tire Corporation, Limited.
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He released three free mixtapes that were soon fused into a compilation, Trilogy, released by Universal Republic in 2012 that garnered positive acclaim and even sparked thinkpieces about where R&B was heading. Abel Tesfaye began his career by quietly dropping “Loft Music,” “The Morning” and “What You Need” on YouTube in late 2010, where prospectors were fascinated by his chilled-out elevator music over ghostly vocals. It does not store any personal data.Tasty Tracks: Often, Can’t Feel My Face, Shamelessįollowing The Weeknd’s ascent into full pop stardom has been interesting. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. Necessary cookies are absolutely essential for the website to function properly. Recorded October 2013 – July 2015 At Conway Recording Studios, Hollywood. Grant Singer for “The Hills” “Can’t Feel My Face”. Video Director(s) : Sam Pilling for “Often”. Carlo “Illangelo” Montagnese – Engineer, Mixing. Production : Produced By Abel Tesfaye, Illangelo, Jason Quenneville, Ali Payami, Ben Billions, Che Pope, Dannyboystyles, Kanye West, Labrinth, Max Martin, Mano, Mike Dean, Martijn Garritsen, Noah Goldstein, Omar Riad, Peter Svensson, Stephan Moccio. 14.Angel (Abel Tesfaye, Stephan Moccio, Danny Schofield, Benjamin Diehl) – 06:17 13.Prisoner (Abel Tesfaye, Lana Del Rey, Carlo Montagnese) – 04:34. 12.Dark Times (Abel Tesfaye, Jason Quenneville, Ed Sheeran) – 04:20. 11.As You Are (Abel Tesfaye, Ahmad Balshe, Danny Schofield, Jason Quenneville, Carlo Montagnese) – 05:40. 10.In The Night (Abel Tesfaye, Ahmad Balshe, Ali Payami, Savan Kotecha, Peter Svensson, Max Martin) – 03:55. 9.Earned It (Fifty Shades Of Grey) (Abel Tesfaye, Stephan Moccio, Jason Quenneville, Ahmad Balshe) – 04:37. 8.Shameless (Abel Tesfaye, Peter Svensson, Savan Kotecha, Ali Payami, Ahmad Balshe) – 04:13. 7.Can’T Feel My Face (Abel Tesfaye, Ali Payami, Savan Kotecha, Max Martin, Peter Svensson) – 03:33. 6.Acquainted (Abel Tesfaye, Jason Quenneville, Danny Schofield, Carlo Montagnese, Benjamin Diehl) – 05:48. 5.The Hills (Abel Tesfaye, Ahmad Balshe, Emmanuel Nickerson, Carlo Montagnese) – 04:02. 4.Often (Abel Tesfaye, Benjamin Diehl, Jason Quenneville, Ahmad Balshe, Danny Schofield, Ali Kocatepe, Sabahattin Ali, Osman Işmen) – 04:09. 3.Tell Your Friends (Abel Tesfaye, Kanye West, Christopher Pope, Carlo Montagnese, Carl Marshall, Robert Holmes) – 05:34. 2.Losers (Abel Tesfaye, Timothy Mckenzie, Carlo Montagnese) – 04:41. Track Listing : 1.Real Life (Abel Tesfaye, Jason Quenneville, Stephan Moccio) – 03:43. Find more at ADTRAN, LinkedIn and Twitter. ADTRAN solutions are currently in use by service providers, private enterprises, government organizations and millions of individual users worldwide. From the cloud edge to the subscriber edge, ADTRAN empowers communications service providers around the world to manage and scale services that connect people, places and things. is a leading global provider of open, disaggregated networking and communications solutions that enable voice, data, video and internet communications across any network infrastructure. To learn more about ADTRAN’s altnet fiber solutions portfolio, please visit About ADTRANĪDTRAN, Inc. 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We know, this is a decades-old series about zombies and cheesy plots, and dialogue classics like " the master of unlocking" mean we should always take the RE series' "moral quandaries" with a grain of cultural salt. As in: prior games' viral zombie outbreaks, which were mostly contained inside of classic environments like mansions and police stations, explode into the streets. Of course, nobody could have predicted how on the nose RE3's plot, derived from the 1998 PlayStation 1 original, would feel at the dawn of spring 2020. Take everything that made last year's Resident Evil 2 Remake a gorgeous, haunting surprise, then sprinkle a dash of RE3's exclusive, terrifying "Nemesis" character into the formula. ISBN 4-7577-0980-3.A few months ago, Resident Evil 3 Remake sounded like a slam-dunk idea for a good video game. Hamamura, Koichi, ed (2002) (in Japanese). Meanwhile, if any Handgun or Magnum bullet impacts between the Crimson Head's eyes, it will be a Critical Hit and they will die immediately. According to the top row, any Handgun at any level of modification will do only half the damage in leg shots in comparison with bod shots. The number '1' in the below chart represents the damage that particular type of weapon should bring out. In Resident Evil: The Umbrella Chronicles, Crimson Head bodies are divided into four regions (face head body/waist leg, and other) where damage from a particular weapon may be magnified. This is a contrast to normal zombies that are stationary and only pursue the player once they get close. However, once a Crimson Heads is active, it will pursue the player the instant they enter the area where it is located, even if the player is far away. Thus, if a player kills a zombie at a location they are sure they will not enter again, such as the hallway leading to the Monster Plant, they can kill the zombies and they will not pursue the player as Crimson Heads even if the player enters the area where they are located, saving the player kerosene. If a Crimson Head is lying down, it will not pursue the player until the player gets close to it. The Defense Dagger will halve their health. Jill's Stungun will severely injure them. Chris's Flash Grenade defensive weapon will kill them if used directly on them when grabbed or severely injure them if used on another enemy and hit by the splash damage. The shotguns also have a high chance to decapitate them if aimed upwards at point blank range. Shooting when the enemy is in close range does the most damage from a shotgun. Shotguns like the Pump-action Shotgun, which is the first shotgun that can be obtained in the mansion, are effective as well. If a Crimson Head should become active, recommended weapons to use against it would be the Grenade Launcher's Acid Shells, or a high-caliber Magnum gun, as both can kill a Crimson Head in one shot (no more than two shots are required). If the player should fail to burn an inactive zombie that has been shot down, after some time (as shown on the chart), the zombie will have mutated into a Crimson Head. For example, a Rank 1 Zombie has a 25% chance of taking one hour.Ī zombie can be prevented from turning into a Crimson Head by either destroying the head or its kneecaps while it is still active, or burning the body using the Fuel Canteen when defeated (also, while playing as Jill, the player can burn them with the Grenade Launcher's Incendiary Shells). Each of the available minutes is picked at random. Ranks 1 and 2 appear in EASY Rank 3 on NORMAL, and Ranks 4, 5 and 6 on HARD. In the above chart, adapted from one by Famitsu, transforming into Crimson Heads depends on which pre-set "rank" a Zombie has been given. All stats are provided by the biohazard Kaitai Shinsho guide. Moveīelow is a chart displaying the damage values of each weapon on a Crimson Head, and how many times it must be used or fired in order to kill, depending on its health. Note: All names in the remake are provided by the biohazard Kaitai Shinsho guide. The Crimson Head is capable of two moves in the 2002 remake. Levels featuring Crimson Heads can be grouped into four categories, with the health of standard Zombies in those same levels put in comparison: Levelsīeginnings 1 and 2 Mansion Incident 1, 2 and 3 In Resident Evil: The Umbrella Chronicles, Crimson Heads increase in health further into the game. 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Since players are protected in their spawn rooms we need to be careful not to place the doors in direct line of sight of key areas i. Make an effort to give attackers good visibility into the area immediately surrounding the spawn door. Minimum of 2 exits or 1 exit in the case of split rooms. Exits need to establish good flow into defender base and provide options to combat potential spawn griefers. Only defending team can shoot through exit barriers. Provides the ability to heal and stock up on ammo. Staging area and safe space for the defenders. They are a good example of sharing all the same basic elements while at the same time trading length for complexity. The following is a simple structural breakdown of the main components of our maps that so far have been successful. We feel these maps best represent the components we distilled down to be crucial to the Blitz experience. The first 3 maps we are moving forward with are Fort, Loh, and Meltdown. The defender spawns were sitting in between the entrance to the defender base and the delivery point and had only one exit for the majority of its development which lead to a lot of spawn camping and frustrating cut-offs. Choke points were very even in size, and especially deeper into the map were too easily controlled from one position. The attacker lead up into the first combat bowl was too long, repeated spawning even with rally often felt tedious and a bit mazey. With the introduction of rally points came the need to purposefully design spaces for them that allowed for enough space around them - which proved to be a challenge with the limited space and still requires more work to make them work effectively. Lift jumps are still a valuable option but should be looked at as supplemental. We eventually made a conscious choice to only rely on jump pads for critical path gameplay to allow teams to move together. One of the core concepts born out of this map is the proximity and traversal between the options players get at the first choke point. It is currently on hold but we may return to this and give a few areas a once over now that we know more.īlackstone had a great overall narrative in its structural design and premise that was immediately more easily understood battlements are a natural first perimeter, breaching a castle, etc. We learned a ton more with this one and came up with a lot of core components and mechanics of the game mode thanks to this map. Dropped flags often ended matches or provided the defending team a huge time advantage because they were so easily locked down this eventually led to the backtracking mechanic of the dropped flag, which allowed for fun dynamic shifts and decision making around the flag instead.īlackstone was the first shell that was purpose built for Blitz, and incorporated a lot of the lessons learned from testing Bigrock. There were three main routes into the defender base, two of which connected back together before hitting the capture point. We knew that asymmetry was going to play a huge part in the gameplay and feel of Blitz, so those types of maps were a logical place to start to get something up and running quickly.ĬTF-Bigrock ended up being the shell we iterated on the most because a lot of its inherent design lent itself well to Blitz as a starting point. Our first testing grounds for Blitz were a few of our old asymmetrical CTF shells. These guns, costing up to $200,000, are favored for big-game trophy hunting because of their stopping power, and this is what he was here for, of course-a trophy. Last to emerge in that swelter was the client himself, an American businessman, who opened the passenger door and reached up to the rack for his gun, a 12-pound, bespoke. The rest of us unloaded, followed by the tracker they only ever called the Old Man, another tracker in training, and one more San, who was acting as a “game guard” to make sure the hunt was conducted in accordance with the conservancy’s rules and quotas. If Nyae Nyae’s desert scrub is home to San families, it is also home to some of the last, biggest wild elephants in the world. He stood over the impression for a moment, a quizzical expression on his face, and nodded his head in agreement. Strapping, ruddy, and blond, in his 40s, he seemed straight from central casting, wearing a cloth hat and shorts. He motioned, and Felix Marnewecke, the professional hunter and guide on this expedition, popped out of the driver’s side door. Dam jumped down, checking a footprint, its edges corrugated and etched inside with smaller bubbles. He tapped on the door, and we came to a whiplashing halt. “Oliphant!” he cried, leaning hard over the right side of the vehicle, picking out tracks in the sand. And those eyes belonged now to Dam, a short, compact man, a tracker from the local San people who stood in the back of the Land Cruiser. For such enormous creatures, they were nearly invisible but to the sharpest eyes. Later, more materialized on the horizon, in the shade of the camel thorn trees, shades themselves. When they caught our scent, our sweat mixing with the sun-scorched grasses, they broke into a trumpeting jog and were gone. The elephants left snapped branches and warm scat in their wake. With the September temperature pushing a hundred degrees at midday, the pachyderms were moving at the edge of the Kalahari Desert in Namibia in a community-run wildlife reserve, or conservancy, called Nyae Nyae, where roughly 2,800 San people live today in unyielding conditions. The people in this story agreed to be photographed on condition that their names be withheld.Įlephants kept appearing in wrinkled herds, loitering near the dusty pans, in search of water. 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