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    <title>ETF2L &#8211; Latest activity by user Inexistence</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by Inexistence]]></description>
          <item>
        <title>Reply to &#8220;look another practice map&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-5159/page-2/?recent=88655#post=88655</link>
        <description><![CDATA[Psh. I was working on that at one point, but I don\'t play much TF2 anymore, nevermind map practice maps for it anymore. If someone really feels like it they can have the vmf for the map and take it wherever they will.]]></description>
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        <pubDate>Sun, 23 Aug 2009 20:58:32 +0200</pubDate>
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          <item>
        <title>Reply to &#8220;look another practice map&#8221;</title>
        <link>http://etf2l.org/forum/maps/topic-5159/page-2/?recent=88655#post=88612</link>
        <description><![CDATA[At least mine has real map features like the spire and Gravelpit C. You really know how to hurt a guy :\'(

Nah, this map is amazing. Puts my badly created tr_flinger to shame. Anyone got the heavy out of the window yet? That was really fun to do :D]]></description>
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        <pubDate>Sun, 23 Aug 2009 18:11:28 +0200</pubDate>
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        <title>Reply to &#8220;13th August TF2 Update - WTF&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-5032/page-3/?recent=85263#post=84940</link>
        <description><![CDATA[I noticed on granary that there are, on the Blu side second point, on those pillars there are the ledges, so that scouts can easily jump up to the balcony, that red has.]]></description>
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        <pubDate>Fri, 14 Aug 2009 02:18:51 +0200</pubDate>
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        <title>New topic: &#8220;13th August TF2 Update - WTF&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-5032/page-1/?recent=85263#post=84886</link>
        <description><![CDATA[[-]August 13, 2009 - Team Fortress 2 Update Released


Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

New Content

Added King Of The Hill game mode

Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

Added lots of new hats


Additions / Changes

Added \"Auto Reload\" option to the multiplayer advanced options

Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

Significantly reduced the amount of network traffic being sent

Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

Disguised Spies no longer trigger On-Hit effects (like the Blutsauger\'s heal)

Removed self-inflicted minicrits. Fixes Jarate\'d Soldiers/Demomen having ineffective rocket/grenade jumps

Added an item panel to the spectator cam that shows non-standard items being carried by the player you\'re spectating

Added an \"Inspect\" key that allows you to look at items being carried by your team mates

Backpack improvements:

Added drag &#38; drop to move items around. Item positions are maintained on the backend

Added multi-select, allowing you to delete multiple items at once

Added a new key to the key binding page that opens your inventory directly to your backpack

Fixed mouseover panel being incorrectly position when the backpack first appears

Cloaked Spies standing in valid backstab positions no longer raise their knife

Added current map name and gametype to the bottom right of scoreboard

Added class icons to tips on the loadout and loading screens

Improved visuals around flags when they\'re being carried by a player

Improved critboosted visuals, making it much clearer when an enemy has critboost

Updated the loading panel to show the game type under the map name during level transition

In-game chat dialog now supports full Unicode characters

Added BLU main menu background

Added response caching for some server queries to help reduce the CPU load from DOS attacks

Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


Map Changes

Update PLR_Pipeline

Increased the starting advantage in the third round if a team has won the first two rounds

Fixed carts not continuing to the second round if they\'re capped at the same time in the first round

Fixed being able to shoot pipebombs over the starting gates in the first round

Fixed being able to open the doors in the first round before the setup time was finished

Fixed players getting stuck in some doors

Fixed players being able to get onto rooftops and out of the map boundaries

Fixed other minor bugs and exploits

Added community map Arena_Offblast

Added community map Cp_Yukon

Update Arena_Sawmill

Fixed DirectX8 bug where some models would not be visible

Fixed exploit with building teleporters outside of the map

Updated CP_Granary

Made a few changes to improve balance based on competitive community feedback


Item Reworks

The Force of Nature

The enemy knockback now only works in close range and behaves more like the Pyro\'s air blast

Enemies cannot be juggled by the FaN\'s effect

The self-knockback has also changed to respect the firer\'s view angle. Looking up while shooting will no longer propel the enemy upwards

Knockback is now scaled by damage done

The Sandman

A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

Stunned players now take 75% of all incoming damage instead of 50%

Ubercharged players can no longer be stunned

Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

The minimum distance to stun a target has been reduced

The negative attribute has changed from \"no double jump\" to \"-25 max health\"


Fixes

Fixed various issues around layout &#38; presentation of items inside the Backpack and \"X is carrying\" item dialogs

Fixed an exploit that allowed players to work around sv_pure

Particle files are now protected by sv_pure

Fixed critboost effect getting stuck on when you die while critboosted

Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy\'s knife

Fixed an exploit where you could reload The Huntsman faster than intended

Fixed Heavy \"civilian\" exploit

Fixed a set of exploits using the DXSupport config files

Fixed r_screenfademinsize and r_screenfademaxsize exploits

Fixed sentries firing at a fully cloaked Spy if they\'re still the closest target


Community requests

Added a HUD element for hybrid CTF &#38; CP maps

Supports 1 or 2 flags, and any number of CPs

Mapmakers need to place a \"tf_logic_hybrid_ctf_cp\" entity in their map to enable it

Added custom kill server log text \"train\" and \"saw\" for deaths caused by these environmental hazards

Format: \"%s\" committed suicide with \"world\" (customkill \"%s\") (attacker_position \"%d %d %d\")

Added new \"medic_death\" event for server logs

Format: \"%s\" triggered \"medic_death\" against \"%s\" (healing \"%d\") (ubercharge \"%s\")

healing is the amount the Medic healed in that life

ubercharge (1/0) is whether they died with a full charge

Added \"func_respawnflag\" trigger entity. It will remove &#38; return the flag if a flag carrier touches it, or if the flag falls into it



....Wow.]]></description>
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        <pubDate>Fri, 14 Aug 2009 01:39:13 +0200</pubDate>
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        <title>Reply to &#8220;CLASSLESS UPDATE!&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4999/page-5/?recent=84928#post=84625</link>
        <description><![CDATA[The pyro chicken hat, it\'s a rubber glove. Wallace and Gromit? :D]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=84625</guid>
        <pubDate>Thu, 13 Aug 2009 15:01:31 +0200</pubDate>
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        <title>Reply to &#8220;i37 TF2 Tourny&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4936/page-3/?recent=85468#post=82997</link>
        <description><![CDATA[If the rest did, I know nothing about that. I tried 100% and you guys certainly owned me on a few rounds. I run out of ammo so much as demo D:]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=82997</guid>
        <pubDate>Sun, 09 Aug 2009 18:22:35 +0200</pubDate>
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        <title>Reply to &#8220;i37 TF2 Tourny&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4936/page-3/?recent=85468#post=82960</link>
        <description><![CDATA[I had perfectly fine fps the whole game, was at about a contant 100+ at least. I wasn\'t used to the weirdo 16:9 thing, though I\'d still probably have played just as badly without it.

I loved the point where 4 of s7 were dead, and me and Nymthae were just running from choke to our base, SAS were capping middle, I realised I had some stickies left, exploded them and two SAS guys died. It was so funny.

Again, really great experience. Thanks also to the crowd and commentators for making that game what it was :D]]></description>
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        <pubDate>Sun, 09 Aug 2009 17:35:54 +0200</pubDate>
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        <title>Reply to &#8220;i37 TF2 Tourny&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4936/page-2/?recent=85468#post=82947</link>
        <description><![CDATA[Yeah nvc, big thanks for letting me play. I\'m not so good at computer games :(

Was great fun playing against you guys, close match and definitely an awesome experience. The crowd\'s anticipation building as the medic came close to killing Gibbz. Was really fun guys.

Yeah, the final worked out really well, though I wasn\'t a fan of playing on those stupid computers with the stupid resolution without a 4:3 ratio D:]]></description>
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        <pubDate>Sun, 09 Aug 2009 17:21:39 +0200</pubDate>
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        <title>Reply to &#8220;Important I-series Annoucement!!&#8221;</title>
        <link>http://etf2l.org/forum/community/topic-4945/page-1/?recent=82984#post=82817</link>
        <description><![CDATA[<blockquote><blockquote><blockquote>careful, you might end up with tapley doing you</blockquote>

Where do I sign up for that?:D</blockquote>

your nearest pond</blockquote>

I hear you\'re good at computer games.]]></description>
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        <pubDate>Sun, 09 Aug 2009 11:22:47 +0200</pubDate>
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        <title>Reply to &#8220;TF2 at I37, and the failure of the admins.&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4939/page-4/?recent=82749#post=82742</link>
        <description><![CDATA[FULLY support Tapley and Mole being admins for i38. Both great guys, and I really hope i38 falls on a good date for me so I can be there. I can\'t wait. Hope to see everyone at the finals tomorrow, :D]]></description>
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        <pubDate>Sun, 09 Aug 2009 02:19:22 +0200</pubDate>
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        <title>Reply to &#8220;TF2 at I37, and the failure of the admins.&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-4939/page-3/?recent=82749#post=82719</link>
        <description><![CDATA[To be honest, yes, this tournament hasn\'t been great, it hasn\'t worked out right. But the amount of attention and care that the admins have now put into the game, shows that they actually do care. It\'s still not worked great, there\'s been major cockups, but I know that Multiplay admins and all are honestly working to make this better.

TF2 is known for being an amazing community, we pull together and do our best to get the attention that this game deserves. We did it with UKeSA, we still managed fairly well with i37. I mean, 24 teams is nothing to scoff at for a fun tournament, I know that we can pull together with this and get it to work.

I say, everyone at i37, get together, come to the finals tomorrow. It doesn\'t matter who\'s on, we\'ll get together and show our support for TF2. We all love the game and we should just give support to it publicly.

It\'s not that bad guys, come on :D]]></description>
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        <pubDate>Sun, 09 Aug 2009 01:52:50 +0200</pubDate>
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        <title>Reply to &#8220;Smashball&#8221;</title>
        <link>http://etf2l.org/forum/off-topic/topic-4072/page-1/?recent=62464#post=62426</link>
        <description><![CDATA[Yeah, it\'s pretty insanely fast. You get used to it.]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=62426</guid>
        <pubDate>Mon, 22 Jun 2009 14:06:24 +0200</pubDate>
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        <title>Reply to &#8220;Smashball&#8221;</title>
        <link>http://etf2l.org/forum/off-topic/topic-4072/page-1/?recent=62464#post=62409</link>
        <description><![CDATA[Nah, halfback is where it\'s at. You get close enough to the speed of the forwards, but with about twice the health and something better than the goo gun and random nailgun they have.. A rocketlauncher, and the other weapon is pretty powerful too.]]></description>
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        <pubDate>Mon, 22 Jun 2009 13:19:03 +0200</pubDate>
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        <title>New topic: &#8220;Smashball&#8221;</title>
        <link>http://etf2l.org/forum/off-topic/topic-4072/page-1/?recent=62464#post=62312</link>
        <description><![CDATA[Any of you guys tried this yet? It\'s really fun, came out on Steam the other day.

Insanely fast gameplay and really fun to learn movement skills.

http://www.youtube.com/watch?v=SFT270PslPU Check it out]]></description>
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        <pubDate>Mon, 22 Jun 2009 01:19:05 +0200</pubDate>
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