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    <title>ETF2L &#8211; Latest activity by user archy_7 AT</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by archy_7 AT]]></description>
          <item>
        <title>Reply to &#8220;Branded competitive 6v6 map&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-19356/page-1/?recent=348776#post=348642</link>
        <description><![CDATA[[quote=348637]*Gameplay led design- the map will stay in block out stage/dev textures for the whole of the alpha testing
[/quote]

good idea. make sure to get dedicated testers. otherwise you will find yourself again with feedback like \"the textures are missing\". happenend to me, just saying. 

Pinky, CrashSite &#38; Co. are your first target group.

[quote=348637]*minimilist design- will lead to much better flow and less clipping issues/anoying damage splash/too many sticky traps
[/quote]

you do not necessarily have to cut design if you want to avoid all of that. and (this is my opinion though) knowing the little attributes of a map that one can exploit (nothing that is completely unfair, of course) and use to best his opponent is something nice to have.

[quote=348637]*fast gameplay that does not encourage turtling or super easy back caps 
[/quote]

I assume that you are speaking of an easy to backcap last capture point. Otherwise I have to disagree with you. I, however, totally agree with the turtling part. Good luck with that!

[quote=348637]*open-ish design with no long sniper angles[/quote]

I am honestly curious about how you are going to accomplish this.


Overall some good ideas though and I wish you good luck with your mapping progress.]]></description>
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        <pubDate>Fri, 18 Nov 2011 19:12:36 +0100</pubDate>
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        <title>Reply to &#8220;Being &#34;forced&#34; to join a team&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-19150/page-1/?recent=351215#post=345566</link>
        <description><![CDATA[He is not the first one to complain about this.

Just saying.]]></description>
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        <pubDate>Thu, 03 Nov 2011 16:11:19 +0100</pubDate>
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        <title>Reply to &#8220;New maps&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-19098/page-1/?recent=353715#post=344673</link>
        <description><![CDATA[[quote=344667]Not to provoke an argument, although I am fully aware that I might, but knowing a map so well doesn\'t mean that there is a lack of innovation. How you respond to different situations can be  a way of changing up a map. 

A new map people are not so knowledgeable about just means that hiding spots are easier to use (have to say roaming on Badlands is getting harder, still some spots to use though).

While I love new maps and some times get annoyed at Granlands 24/7, those maps allow teams to work on set strats, comms and teamwork, not a new random hiding spot or play.

This is not to say that new maps should not be played, but after a long enough period of time, all maps become Granlands, when the level of familiarity with it means that crazy plays are harder and harder to do.[/quote]

a lot of thruth in that. I am going 1 step further and claim that this whole game could be more exciting if some off-classes would not be considered \"trolling\" whenever you run them. 

There is no rule that you must not run a pyro on Badlands mid or a similar off-class. Otherwise there seems to be an unwritten rule that a pyro is totally legit when defending last. But as soon as the off-class leaves the invisible boundaries of a certain area, the class is all of a sudden considered to be \"trolling.\" I am not ranting, just talking about my own experience.

And the attitude of some players like \"on-class or kick\" is not the way to go, guys.

EDIT: P.S.: The comp tf2 community seems to live under unwritten rules/invisible boundaries. Pyro as a class is really strong. A demoman is in theory completely helpless against a pyro. This game offers 9 exciting classes that are all fun. There is no rule that you must run the common 2sc-2sol-1med-1demo line up.

Peace.

EDIT 2: oh and yes, we are definitely stuck in a routine. I would have nothing against a season entirely without badlands tbh. The map gets boring after countless hours... :)]]></description>
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        <pubDate>Sun, 30 Oct 2011 01:24:28 +0200</pubDate>
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        <title>Reply to &#8220;New maps&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-19098/page-1/?recent=353715#post=344660</link>
        <description><![CDATA[as for me, i have had enough of grandlands already a long time ago.

sometimes i cant even see badlands any more.]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=344660</guid>
        <pubDate>Sun, 30 Oct 2011 00:26:18 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-12/?recent=344592#post=344589</link>
        <description><![CDATA[[quote=344584]That was the only version on the server so I nominated it :P[/quote]

funny, not the first time that i heard that a completely outdated version of collis is played.

some time ago a mate of mine told me that on some saigns server b2 was played although b5 or an even later version was out. but i have no idea how that happens :p]]></description>
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        <pubDate>Sat, 29 Oct 2011 16:01:49 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-12/?recent=344592#post=344582</link>
        <description><![CDATA[[quote=344580]Played b1 on RUGC Midwest last night, gorgeous map :)[/quote]

haha, ty :) but how come that you played b1 whilst much later versions are out? just curious]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=344582</guid>
        <pubDate>Sat, 29 Oct 2011 15:20:21 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-12/?recent=344592#post=344466</link>
        <description><![CDATA[[quote=344241]...[/quote]

tyvm, mate

edit: wanted to watch the demo. guess what? its broken... /sadface]]></description>
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        <pubDate>Fri, 28 Oct 2011 18:23:39 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-12/?recent=344592#post=343735</link>
        <description><![CDATA[[quote=343584]What did I win?[/quote]

I don\'t know yet... ;(

But I am trying to think of something. :p]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=343735</guid>
        <pubDate>Tue, 25 Oct 2011 17:14:05 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-12/?recent=344592#post=343582</link>
        <description><![CDATA[[quote=343563]I would like it more like cp2, all ramshackle and built out of wood.[/quote]

10 points for you :p]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=343582</guid>
        <pubDate>Mon, 24 Oct 2011 20:49:08 +0200</pubDate>
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          <item>
        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-11/?recent=344592#post=343344</link>
        <description><![CDATA[[quote=343225][...]


Got a demoman POV as well if You want just add me :)[/quote]

since pinky stated he could send me the stv, I see no point in the POV atm. But ty anyways!

[quote=343245][...]

getting it up tomorrow, haven\'t had the time yet :&#62;[/quote]

awesome mate, tyvm

[quote=343234]yawn[/quote]

sup?]]></description>
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        <pubDate>Sun, 23 Oct 2011 18:28:57 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-11/?recent=344592#post=342968</link>
        <description><![CDATA[Is there any chance of getting the stv of the round on collis? I would love to analyze to what happened. That way I can avoid taking wrong decisions when updating the map.

EDIT: That is, as long as the demo is actually working.... Atm there is no garuantee what so ever that that is the case.]]></description>
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        <pubDate>Fri, 21 Oct 2011 17:33:07 +0200</pubDate>
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        <title>Reply to &#8220;Graphical Error?&#8221;</title>
        <link>http://etf2l.org/forum/support/topic-18950/page-1/?recent=342962#post=342920</link>
        <description><![CDATA[I have experienced this bug as well.

Does not happen when you play on low details and dx8. For me it only appears to happen when playing the game on max quality settings.]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=342920</guid>
        <pubDate>Fri, 21 Oct 2011 14:07:15 +0200</pubDate>
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        <title>Reply to &#8220;cp_down_under_rc1&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-18279/page-1/?recent=342817#post=342817</link>
        <description><![CDATA[cp_down_under_rc1 is here your you ladies and gentlemen, ready to be downloaded:

http://dl.dropbox.com/u/40662349/cp_down_under_rc1.zip

changes: 

Cap times have been adjusted.
-last takes 3 seconds
-second takes 6 seconds
-mid takes 12 seconds
Mid changed.
-the previous sneak room above the cap has litterally been blown up
-it is now replaced with some open space with a little platform on both endings of the bridge
-the support walls have lost a quarter of their size
(This change makes aggressive play more possible. The existing elements have essentially been kept.)
The choke from mid to 2nd was adjusted:
A silo was added to break sight lines, remove some open space, add some tactical possibilites.
Some details have been added to the cap points 2 and 4.
The lobby was updated to make it more clear.
(The route when pushing to last the right way is now more distinct, wheras the lobby itself retains its original volume. This allows a defender who is about to leave the area around the last point to have a better clue about what is going on inside the lobby.)
As always some stuff has been optimized.
Sound was added.

The changes have been made to generally improve the game fun and especially make a player feel more comfortable when leaving the last point.]]></description>
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        <pubDate>Thu, 20 Oct 2011 22:02:43 +0200</pubDate>
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        <title>Reply to &#8220;cp_collis&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-11264/page-10/?recent=344592#post=342719</link>
        <description><![CDATA[http://wiki.teamfortress.com/w/images/9/9b/Demoman_autodejectedtie02.wav

ok, I cannot express how much of a surprise that is to me, honestly. A lovely surprise though.

If the demand is there, I will pick up the development again. But apparently I am about to release the first _rc version of down_under. In fact, I would have already if TF2 and the editor itself would not fuck around like bosses.

Ok then expect some updates, but not in the [b]very near[/b] future.

P.S. And thanks for the feedback, ofc :p]]></description>
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        <pubDate>Thu, 20 Oct 2011 14:44:02 +0200</pubDate>
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        <title>Reply to &#8220;Gullywash&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-18723/page-1/?recent=341326#post=340987</link>
        <description><![CDATA[[quote=340984]I personally asked him in doublemix yesterday if he was willing to make it official. The answer was no.[/quote]

/pokerface]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=340987</guid>
        <pubDate>Thu, 13 Oct 2011 22:55:15 +0200</pubDate>
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