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	<title>GeekZone TF2 &#38; L4D server news &#187; koth</title>
	<atom:link href="http://www.coldorak.net/tag/koth/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.coldorak.net</link>
	<description>I hate trains.</description>
	<lastBuildDate>Wed, 01 Jun 2011 10:48:31 +0000</lastBuildDate>
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		<title>Revival TF2</title>
		<link>http://www.coldorak.net/2011/04/10/revival-tf2/</link>
		<comments>http://www.coldorak.net/2011/04/10/revival-tf2/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 19:09:11 +0000</pubDate>
		<dc:creator>ColdFire</dc:creator>
				<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[antiquity]]></category>
		<category><![CDATA[biodome]]></category>
		<category><![CDATA[boundary]]></category>
		<category><![CDATA[capture the point]]></category>
		<category><![CDATA[cp]]></category>
		<category><![CDATA[crossroads]]></category>
		<category><![CDATA[frontier]]></category>
		<category><![CDATA[king of the hill]]></category>
		<category><![CDATA[koth]]></category>
		<category><![CDATA[lakeside]]></category>
		<category><![CDATA[lolcano]]></category>
		<category><![CDATA[metalworks]]></category>
		<category><![CDATA[payload]]></category>
		<category><![CDATA[pl]]></category>
		<category><![CDATA[switcheroo]]></category>
		<category><![CDATA[tf2]]></category>
		<category><![CDATA[tidal]]></category>
		<category><![CDATA[watermill]]></category>

		<guid isPermaLink="false">http://www.coldorak.net/?p=696</guid>
		<description><![CDATA[Après des mois de déchéance, si on se retrouvait à nouveau tous ensemble pour se mettre joyeusement sur la tronche à coup de crits?! RDV dans la semaine (on verra bien quel(s) jour(s)) pour jouer sur ce mapcycle (qui pourra être adapté si besoin) cp_antiquity_b4 cp_biodome_b1 pl_boundary_final koth_lolcano_b2 cp_crossroads_b4a koth_lakeside_final cp_metalworks_b14 koth_watermill_b4 cp_tidal_v3 koth_switcheroo_b4 pl_frontier_final [...]]]></description>
			<content:encoded><![CDATA[<p>Après des mois de déchéance, si on se retrouvait à nouveau tous ensemble pour se mettre joyeusement sur la tronche à coup de crits?!</p>
<p>RDV dans la semaine (on verra bien quel(s) jour(s)) pour jouer sur ce mapcycle (qui pourra être adapté si besoin)</p>
<p>cp_antiquity_b4<br />
cp_biodome_b1<br />
pl_boundary_final<br />
koth_lolcano_b2<br />
cp_crossroads_b4a<br />
koth_lakeside_final<br />
cp_metalworks_b14<br />
koth_watermill_b4<br />
cp_tidal_v3<br />
koth_switcheroo_b4<br />
pl_frontier_final</p>
<p>Et une archive pour tout récupérer à l&#8217;avance: http://www.coldorak.net/tf/maps/newmaps20110410.rar</p>
<p>A très très bientôt!</p>
<p>Edit: et pour l&#8217;organisation, RDV sur GeekZone.fr: http://www.geekzone.fr/ipb/topic/48618-soiree-revival</p>
]]></content:encoded>
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		<item>
		<title>Update TF2 30/10/2009: Halloween update!</title>
		<link>http://www.coldorak.net/2009/10/30/update-tf2-30102009-halloween-update/</link>
		<comments>http://www.coldorak.net/2009/10/30/update-tf2-30102009-halloween-update/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 06:52:53 +0000</pubDate>
		<dc:creator>ColdFire</dc:creator>
				<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[halloween]]></category>
		<category><![CDATA[harvest]]></category>
		<category><![CDATA[king of the hill]]></category>
		<category><![CDATA[koth]]></category>
		<category><![CDATA[mise à jour]]></category>
		<category><![CDATA[tf2]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.coldorak.net/?p=617</guid>
		<description><![CDATA[Pour fêter Halloween, Valve nous donne une nouvelle map issue de la communauté et sa version Halloween, avec des citrouilles qui explosent et un fantôme qui stun quand il nous fait peur! From Jason Ruymen A required update for Team Fortress 2 is now available. Please run hldsudpatetool to receive it. The specific changes include: [...]]]></description>
			<content:encoded><![CDATA[<p>Pour fêter Halloween, Valve nous donne une nouvelle map issue de la communauté et sa version Halloween, avec des citrouilles qui explosent et un fantôme qui stun quand il nous fait peur!</p>
<blockquote><p>From Jason Ruymen</p>
<p>A required update for Team Fortress 2 is now available.  Please run hldsudpatetool to receive it.  The specific changes include:</p>
<p>Team Fortress 2<br />
- Added a new community map: Koth_Harvest<br />
- Added a Halloween edition called Koth_Harvest_Event<br />
       &#8211; Contains a variety of Halloween related features: New hats, achievements, exploding pumpkins, ghosts, and more!<br />
- Updated the CTF, Arena, and KOTH versions of Sawmill<br />
       &#8211; Fixed Engineer exploit<br />
- Added check to prevent clients from sending empty or all whitespace names to the server<br />
- Fixed &laquo;&nbsp;item_found&nbsp;&raquo; announcements coloring the player names if the player has :: in their name<br />
- QuickSwitch improvements<br />
       &#8211; Added key input so you can cycle through it using the slot input keys<br />
       &#8211; Added all loadout slots (not just primary, secondary, and melee)<br />
       &#8211; Removed duplicate entries (should only see 1 flaregun, etc.)<br />
       &#8211; Fixed a few small layout &#038; empty slot bugs</p>
<p>Community requests:<br />
- Updated item_teamflag with flags to toggle the trail effects: 0 none, 1 all, 2 paper only, 3 color only<br />
- Added a &laquo;&nbsp;both&nbsp;&raquo; selection to the invalid winners field for team_control_point_master and team_control_point_round entities</p>
<p>Jason</p></blockquote>
]]></content:encoded>
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		<item>
		<title>Update TF2 14/08/2009: The classless update!</title>
		<link>http://www.coldorak.net/2009/08/14/update-tf2-14082009-the-classless-update/</link>
		<comments>http://www.coldorak.net/2009/08/14/update-tf2-14082009-the-classless-update/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 05:39:12 +0000</pubDate>
		<dc:creator>ColdFire</dc:creator>
				<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[arena]]></category>
		<category><![CDATA[capture point]]></category>
		<category><![CDATA[capture the flag]]></category>
		<category><![CDATA[cp]]></category>
		<category><![CDATA[ctf]]></category>
		<category><![CDATA[granary]]></category>
		<category><![CDATA[king of the hill]]></category>
		<category><![CDATA[koth]]></category>
		<category><![CDATA[mise à jour]]></category>
		<category><![CDATA[offblast]]></category>
		<category><![CDATA[payload race]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[plr]]></category>
		<category><![CDATA[sawmill]]></category>
		<category><![CDATA[tf2]]></category>
		<category><![CDATA[update]]></category>
		<category><![CDATA[Viaduct]]></category>
		<category><![CDATA[yukon]]></category>

		<guid isPermaLink="false">http://www.coldorak.net/?p=597</guid>
		<description><![CDATA[Voici une bonne grosse mise à jour, avec de nouvelles maps, et le king of the hill From Jason Ruymen Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content &#8211; Added King Of The Hill game mode. &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Voici une bonne grosse mise à jour, avec de nouvelles maps, et le king of the hill</p>
<blockquote><p>From Jason Ruymen</p>
<p>Required updates for Team Fortress 2 and Day of Defeat: Source* have been released.  Please use hldsupdatetool to receive them.  The specific changes include:</p>
<p>New Content<br />
 &#8211; Added King Of The Hill game mode.<br />
 &#8211; Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.<br />
 &#8211; Added lots of new hats.</p>
<p><span id="more-597"></span><br />
Additions / Changes:<br />
 &#8211; Added &laquo;&nbsp;Auto Reload&nbsp;&raquo; option to the multiplayer advanced options.<br />
     &#8211; Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.<br />
 &#8211; Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.<br />
 &#8211; Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.<br />
 &#8211; Significantly reduced the amount of network traffic being sent.<br />
 &#8211; Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.<br />
 &#8211; Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.<br />
     &#8211; Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.<br />
 &#8211; Disguised Spies no longer trigger On-Hit effects (like the Blutsauger&#8217;s heal).<br />
 &#8211; Removed self-inflicted minicrits. Fixes Jarate&#8217;d Soldiers/Demomen having ineffective rocket/grenade jumps.<br />
 &#8211; Added an item panel to the spectator cam that shows non-standard items being carried by the player you&#8217;re spectating.<br />
 &#8211; Added an &laquo;&nbsp;Inspect&nbsp;&raquo; key that allows you to look at items being carried by your team mates.<br />
 &#8211; Backpack improvements:<br />
     &#8211; Added drag &#038; drop to move items around. Item positions are maintained on the backend.<br />
     &#8211; Added multi-select, allowing you to delete multiple items at once.<br />
     &#8211; Added a new key to the key binding page that opens your inventory directly to your backpack.<br />
     &#8211; Fixed mouseover panel being incorrectly position when the backpack first appears.<br />
 &#8211; Cloaked Spies standing in valid backstab positions no longer raise their knife.<br />
 &#8211; Added current map name and gametype to the bottom right of scoreboard.<br />
 &#8211; Added class icons to tips on the loadout and loading screens.<br />
 &#8211; Improved visuals around flags when they&#8217;re being carried by a player.<br />
 &#8211; Improved critboosted visuals, making it much clearer when an enemy has critboost.<br />
 &#8211; Updated the loading panel to show the game type under the map name during level transition.<br />
 &#8211; In-game chat dialog now supports full Unicode characters.<br />
 &#8211; Added BLU main menu background.<br />
 &#8211; Added response caching for some server queries to help reduce the CPU load from DOS attacks.<br />
 &#8211; Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.</p>
<p>Map Changes:<br />
 &#8211; Update PLR_Pipeline<br />
     &#8211; Increased the starting advantage in the third round if a team has won the first two rounds.<br />
     &#8211; Fixed carts not continuing to the second round if they&#8217;re capped at the same time in the first round.<br />
     &#8211; Fixed being able to shoot pipebombs over the starting gates in the first round.<br />
     &#8211; Fixed being able to open the doors in the first round before the setup time was finished.<br />
     &#8211; Fixed players getting stuck in some doors.<br />
     &#8211; Fixed players being able to get onto rooftops and out of the map boundaries.<br />
     &#8211; Fixed other minor bugs and exploits.<br />
 &#8211; Added community map Arena_Offblast<br />
 &#8211; Added community map Cp_Yukon<br />
 &#8211; Update Arena_Sawmill<br />
     &#8211; Fixed DirectX8 bug where some models would not be visible.<br />
     &#8211; Fixed exploit with building teleporters outside of the map.<br />
 &#8211; Updated CP_Granary<br />
     &#8211; Made a few changes to improve balance based on competitive community feedback.</p>
<p>Item Reworks:<br />
 &#8211; The Force of Nature<br />
     &#8211; The enemy knockback now only `works in close range and behaves more like the Pyro&#8217;s air blast.<br />
     &#8211; Enemies cannot be juggled by the FaN&#8217;s effect.<br />
     &#8211; The self-knockback has also changed to respect the firer&#8217;s view angle. Looking up while shooting will no longer propel the enemy upwards.<br />
     &#8211; Knockback is now scaled by damage done.<br />
 &#8211; The Sandman:<br />
     &#8211; A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.<br />
     &#8211; Stunned players now take 75% of all incoming damage instead of 50%.<br />
     &#8211; Übercharged players can no longer be stunned.<br />
     &#8211; Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).<br />
     &#8211; The minimum distance to stun a target has been reduced.<br />
     &#8211; The negative attribute has changed from &laquo;&nbsp;no double jump&nbsp;&raquo; to &laquo;&nbsp;-25 max health&nbsp;&raquo;.</p>
<p>Fixes:<br />
 &#8211; Fixed various issues around layout &#038; presentation of items inside the Backpack and &laquo;&nbsp;X is carrying&nbsp;&raquo; item dialogs.<br />
 &#8211; Fixed an exploit that allowed players to work around sv_pure.<br />
 &#8211; Particle files are now protected by sv_pure.<br />
 &#8211; Fixed critboost effect getting stuck on when you die while critboosted.<br />
 &#8211; Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.<br />
 &#8211; Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy&#8217;s knife.<br />
 &#8211; Fixed an exploit where you could reload The Huntsman faster than intended.<br />
 &#8211; Fixed Heavy &laquo;&nbsp;civilian&nbsp;&raquo; exploit.<br />
 &#8211; Fixed a set of exploits using the DXSupport config files.<br />
 &#8211; Fixed r_screenfademinsize and r_screenfademaxsize exploits.<br />
 &#8211; Fixed sentries firing at a fully cloaked Spy if they&#8217;re still the closest target.</p>
<p>Community requests:<br />
 &#8211; Added a HUD element for hybrid CTF &#038; CP maps.<br />
     &#8211; Supports 1 or 2 flags, and any number of CPs.<br />
     &#8211; Mapmakers need to place a &laquo;&nbsp;tf_logic_hybrid_ctf_cp&nbsp;&raquo; entity in their map to enable it.<br />
 &#8211; Added custom kill server log text &laquo;&nbsp;train&nbsp;&raquo; and &laquo;&nbsp;saw&nbsp;&raquo; for deaths caused by these environmental hazards.<br />
     Format: &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; committed suicide with &laquo;&nbsp;world&nbsp;&raquo; (customkill &laquo;&nbsp;%s&nbsp;&raquo;) (attacker_position &laquo;&nbsp;%d %d %d&nbsp;&raquo;)<br />
 &#8211; Added new &laquo;&nbsp;medic_death&nbsp;&raquo; event for server logs:<br />
     Format: &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; triggered &laquo;&nbsp;medic_death&nbsp;&raquo; against &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; (healing &laquo;&nbsp;%d&nbsp;&raquo;) (ubercharge &laquo;&nbsp;%s&nbsp;&raquo;)<br />
           &#8211; healing is the amount the Medic healed in that life<br />
           &#8211; ubercharge (1/0) is whether they died with a full charge<br />
 &#8211; Added &laquo;&nbsp;func_respawnflag&nbsp;&raquo; trigger entity. It will remove &#038; return the flag if a flag carrier touches it, or if the flag falls into it.</p>
<p>* The DoDS update is needed for the new engine changes.  No client changes have been made.</p>
<p>Jason</p></blockquote>
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