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	<title>ETF2L &#8211; Latest activity in &#8220;huhy&#039;s TF2DM server&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-10984/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by Sub_ZerO</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=239791</link>
    	    <description><![CDATA[dropped due to slot reservation at 10/8 fix plz]]></description>
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    	    <pubDate>Wed, 03 Nov 2010 22:30:27 +0100</pubDate>
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    	    <title>Reply by huhas</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=239721</link>
    	    <description><![CDATA[Those updates from valve side is just destroying everything :/]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=10984&#038;post=239721</guid>
    	    <pubDate>Wed, 03 Nov 2010 19:39:38 +0100</pubDate>
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    	<item>
    	    <title>Reply by rayMears.</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=239719</link>
    	    <description><![CDATA[cool danke :)]]></description>
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    	    <pubDate>Wed, 03 Nov 2010 19:32:17 +0100</pubDate>
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    	    <title>Reply by huhas</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=239682</link>
    	    <description><![CDATA[Everything should be fine now. Both servers should work.]]></description>
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    	    <pubDate>Wed, 03 Nov 2010 18:40:05 +0100</pubDate>
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    	    <title>Reply by rayMears.</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=239158</link>
    	    <description><![CDATA[is there anyway to sort out the slot reservation on these nice-servers? because you cant even queue up for them and its so frustrating getting dropped everytime i want to play some dm]]></description>
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    	    <pubDate>Tue, 02 Nov 2010 13:45:36 +0100</pubDate>
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    	<item>
    	    <title>Reply by huhas</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=207847</link>
    	    <description><![CDATA[Server is back online, sorry for it!]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=10984&#038;post=207847</guid>
    	    <pubDate>Wed, 18 Aug 2010 13:07:17 +0200</pubDate>
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    	    <title>Reply by huhas</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=206644</link>
    	    <description><![CDATA[I've added cp_collis_b1 map to the map rotation.]]></description>
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    	    <pubDate>Sun, 15 Aug 2010 23:21:34 +0200</pubDate>
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    	    <title>Reply by rayMears.</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=205584</link>
    	    <description><![CDATA[gravel pit B is the worst deathmatch map, i reckon give A a go. We had c point on our deathmatch server (when we had one) and it worked really well, although decent solly's can dominate on that spire :P]]></description>
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    	    <pubDate>Fri, 13 Aug 2010 19:53:26 +0200</pubDate>
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    	    <title>Reply by M24_</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=205574</link>
    	    <description><![CDATA[<i>Quoted from Swifty</i>
		<blockquote>grav C would be awesome for DM imo</blockquote>

+1 gpit b was tried before i believe, didn't really work as well.

I think A could also be good, there's no real high ground advantage so soldier/demo's don't just jump up and spam down.]]></description>
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    	    <pubDate>Fri, 13 Aug 2010 19:44:39 +0200</pubDate>
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    	    <title>Reply by -Swifty-</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-5/?recent=239791#post=205543</link>
    	    <description><![CDATA[grav C would be awesome for DM imo]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=10984&#038;post=205543</guid>
    	    <pubDate>Fri, 13 Aug 2010 18:21:04 +0200</pubDate>
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    	<item>
    	    <title>Reply by POEcube</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-4/?recent=239791#post=205538</link>
    	    <description><![CDATA[Yeah, I think its a good idea. Can see it being especially good for Gravelpit C. I think that would be a cool place to DM.
Love the server with lots of map rotation.]]></description>
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    	    <pubDate>Fri, 13 Aug 2010 18:12:43 +0200</pubDate>
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    	<item>
    	    <title>Reply by Stranger</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-4/?recent=239791#post=205537</link>
    	    <description><![CDATA[<i>Quoted from dave</i>
		<blockquote>hehe. thanks.
server seems to be running fine :]
any other suggestions?

i may be going to rewrite my dm plugin so it allows different sectors per map. this is just an idea and not planned or sth. what i'm thinking:
 - place walls around cap-points, so fighting will be forced to happen around a certain cp.
 - change sectors after half-time on the fly. this includes moving the walls/obstacles and respawning players in the new zone.
 - i'm not sure if i want all players to be switched to the new sector at the same time or if i want them to switch on their next death (the last one will be switched automatically). having players in two sectors at the same time has some disadvantages, e.g. sectors cant overlap, which is especially important on badlands.
 - maybe: team-specific spawns.

in the end it could look like this:
 - players fight on cp_badlands around cp3.
 - 10min have passed. players will slowly be switched to the cp2 sector, so the war continues there.

why? because i'm tired of fighting at cp3. because cp2 usually is more or less as important as cp3.
what do you think? is there any demand for this?</blockquote>

That'd be fucking awesome :)) Imho badlands cp3 walls would be located around the choke and 2 nd ressupply. For cp2 it should have walls in the choke and on the entrances that lead to cp1. And for cp1 there should be walls around the house, so that it feels like you're about to push in or out of the cp1.  

Maybe even make it so that it progresses after a team earns x amount of frags.

 For example the fight is happening on cp3. Blu is the first to earn 30 frags, the counter resets and the fight continues on cp2 of the red team.

And if say blu team earns those 30 frags on cp1 of red team it restarts on cp3]]></description>
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    	    <pubDate>Fri, 13 Aug 2010 18:11:17 +0200</pubDate>
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    	<item>
    	    <title>Reply by Thrawn</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-4/?recent=239791#post=205506</link>
    	    <description><![CDATA[hehe. thanks.
server seems to be running fine :]
any other suggestions?

i may be going to rewrite my dm plugin so it allows different sectors per map. this is just an idea and not planned or sth. what i'm thinking:
 - place walls around cap-points, so fighting will be forced to happen around a certain cp.
 - change sectors after half-time on the fly. this includes moving the walls/obstacles and respawning players in the new zone.
 - i'm not sure if i want all players to be switched to the new sector at the same time or if i want them to switch on their next death (the last one will be switched automatically). having players in two sectors at the same time has some disadvantages, e.g. sectors cant overlap, which is especially important on badlands.
 - maybe: team-specific spawns.

in the end it could look like this:
 - players fight on cp_badlands around cp3.
 - 10min have passed. players will slowly be switched to the cp2 sector, so the war continues there.

why? because i'm tired of fighting at cp3. because cp2 usually is more or less as important as cp3.
what do you think? is there any demand for this?]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=10984&#038;post=205506</guid>
    	    <pubDate>Fri, 13 Aug 2010 17:11:38 +0200</pubDate>
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    	<item>
    	    <title>Reply by huhas</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-4/?recent=239791#post=203160</link>
    	    <description><![CDATA[Thrawn deserved a medal tbh!]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=10984&#038;post=203160</guid>
    	    <pubDate>Mon, 09 Aug 2010 19:57:58 +0200</pubDate>
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    	<item>
    	    <title>Reply by NuckChorris</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10984/page-4/?recent=239791#post=203151</link>
    	    <description><![CDATA[<i>Quoted from electrizzity</i>
		<blockquote>thrAAAwn is a beast !</blockquote>
true story. Wouldn´t know what to do without this guy and his knowledge, perfectionism and all the handy little tools he programmed.]]></description>
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    	    <pubDate>Mon, 09 Aug 2010 19:46:49 +0200</pubDate>
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