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    <title>ETF2L &#8211; Latest activity by user DeNeusbeer</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by DeNeusbeer]]></description>
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        <title>Reply to &#8220;[BoA] Battle of Amsterdam - 7th &#38; 8th July&#8221;</title>
        <link>http://etf2l.org/forum/lan/topic-20104/page-7/?recent=366617#post=363011</link>
        <description><![CDATA[Cool, I might come by, as i live 30 minutes away from there. :)

Also: sounds like you landed just your kind of a job, nice.]]></description>
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        <pubDate>Tue, 24 Jan 2012 10:17:01 +0100</pubDate>
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          <item>
        <title>Reply to &#8220;Can&#039;t see message to join team (they sent an invite)&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-19452/page-1/?recent=350719#post=350605</link>
        <description><![CDATA[New players are automatically verified after 24 hours. This is to prevent players team-hopping.]]></description>
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        <pubDate>Mon, 28 Nov 2011 19:38:52 +0100</pubDate>
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        <title>Reply to &#8220;Change in etf2l config [allow custom sounds]&#8221;</title>
        <link>http://etf2l.org/forum/customise/topic-19401/page-2/?recent=349991#post=349514</link>
        <description><![CDATA[Hi.

Firstly, as you said, allowing custom sounds means servers need to be on sv_pure 1 with an appropriate whitelist. This is inconvenient. There\'s enough things people have to worry about on their server already (Configs, item whitelist). The less configuration needed, the better. There are plenty of occasions where the configs are missing/not executed properly/whitelist incorrect/etc already.

Secondly, you can probably get an unfair advantage when you can mod your sounds. For example: amplify the medic\'s \"uber ready\" call so it really stands out. Or doing the same with the spy decloak sound (I personally never hear it when it gets a bit hectic.)]]></description>
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        <pubDate>Wed, 23 Nov 2011 08:50:22 +0100</pubDate>
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