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	<title>Articles</title>
	<link>#</link>
	<pubDate>Wed, 22 Feb 2012 19:49:44 +0000</pubDate>
	<ttl>43200</ttl>
	<description>Manage articles</description>
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		<title>Test2</title>
		<link>#</link>
		<description>Test Test TestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTest</description>
		<pubDate>Wed, 21 Dec 2011 20:28:11 +0000</pubDate>
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	<item>
		<title>Test2</title>
		<link>#</link>
		<description>Test Test TestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTestTest</description>
		<pubDate>Wed, 21 Dec 2011 20:27:45 +0000</pubDate>
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	<item>
		<title>lol</title>
		<link>#</link>
		<description>Test test lol o l o l o l o l o l o lolo lolol ol ol o l ol o  lo l o lo l o lo  loTest test lol o l o l o l o l o l o lolo lolol ol ol o l ol o  lo l o lo l o lo  loTest test lol o l o l o l o l o l o lolo lolol ol ol o l ol o  lo l o lo l o lo  loTest test lol o l o l o l o l o l o lolo lolol ol ol o l ol o  lo l o lo l o lo  loTest test lol o l o l o l o l o</description>
		<pubDate>Fri, 16 Dec 2011 19:31:00 +0000</pubDate>
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		<title>test</title>
		<link>#</link>
		<description>testtesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttesttest</description>
		<pubDate>Fri, 16 Dec 2011 19:28:22 +0000</pubDate>
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		<title>Battlefield 3 - Tv Commercial</title>
		<link>#</link>
		<description><![CDATA[<strong class='bbc'>Check out the Battlefield 3 TV Commercial </strong><br />
<object style="height: 390px; width: 640px"><param name="movie" value="http://youtube.com/v/eedRhcpOsuU?version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://youtube.com/v/eedRhcpOsuU?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></embed></object>]]></description>
		<pubDate>Mon, 24 Oct 2011 06:27:47 +0000</pubDate>
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		<title>DAMAVAND PEAK – OFF-SCREEN FOOTAGE</title>
		<link>#</link>
		<description><![CDATA[The first Damavand Peak Footage appeared on Youtube. Unfortunately it doesn’t look like it features footage from someone doing the basejump. :/ It appears to be the Team Deathmatch Version of the Map which only the Quarry part of the map.<br />
<br />
<object style="height: 390px; width: 640px"><param name="movie" value="http://youtube.com/v/0jL7ZBrdApo?version=3" /><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://youtube.com/v/0jL7ZBrdApo?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="360"></embed></object><br />
<br />
<a href='http://battlefieldo.com/damavand-peak-off-screen-footage/' class='bbc_url' title='External link' rel='nofollow external'>SOURCE</a>]]></description>
		<pubDate>Sun, 16 Oct 2011 03:37:14 +0000</pubDate>
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	<item>
		<title>IP.Content Purchased</title>
		<link>#</link>
		<description><![CDATA[I have purchased IP.Content for the Board and DeadStatix is pitching in as we have just purchased this new Mod, please note that it will be in various build stages as we learn how to use it and design our own templates for it.<br />
<br />
as this mod is very advanced DeadStatix i may say already knows his way around it, Myself am still to learn about it, Each template i try or will design on it will be a Build number each build shall determine its progress of advancing and bug finding within the template<br />
<br />
but to shed a little light to those of you thinking what is this IP.Content you speak of <br />
<a href='http://www.invisionpower.com/products/content/' class='bbc_url' title='External link' rel='nofollow external'>http://www.invisionp...oducts/content/</a><br />
there is a link showing you what the mod is.<br />
<br />
if you need more of an insight of the mod just ask and post<br />
<br />
Regards,<br />
Baron]]></description>
		<pubDate>Sat, 15 Oct 2011 15:54:13 +0000</pubDate>
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	<item>
		<title>Regular updates from myself</title>
		<link>#</link>
		<description><![CDATA[Hey guys this will be a page where you can get regular updates from myself as a staff member i will also have different sections as Reviews and etc also i may keep it on an RSS feed from our blog to keep it more usually moderated<br />
<br />
Thankyou for reading<br />
<br />
Feel free to comment]]></description>
		<pubDate>Sat, 15 Oct 2011 15:51:49 +0000</pubDate>
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		<title>Battlefield 3 Maps Revealed</title>
		<link>#</link>
		<description><![CDATA[<em class='bbc'>The 9 multiplayer maps in <a href='http://www.battlefield.com/battlefield3' class='bbc_url' title='External link' rel='nofollow external'>Battlefield 3</a> offer every style of gameplay from dense urban combat to all-out vehicle warfare on vast landscapes. Read on for the design ideas behind the</em><em class='bbc'> multiplayer maps in Battlefield 3, straight from Niklas Åstrand, one of the level designers at DICE. The remaining maps will be revealed here on the blog tomorrow.</em><br />
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<strong class='bbc'>OPERATION FIRESTORM</strong><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_2_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_2_2D00_550.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_1_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationFirestorm_2D00_1_2D00_350.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
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WORKING TITLE&gt; OILFIELDS<br />
DICE INTERNAL DESIGNATION&gt; MP012<br />
SUPPORTED GAME MODES&gt; ALL<br />
BRIEF&gt; ALL-OUT DESERT WARFARE<br />
<br />
FICTION&gt; U.S. AND RUSSIA LAUNCH LARGE-SCALE ASSAULTS TO CONTROL IRAN’S BIGGEST SOURCE OF OIL. SECURING THIS AREA WILL OFFER FULL CONTROL OF THE SECTOR AND ITS KEY FACILITIES.<br />
<br />
<br />
<br />
NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of our largest and most vehicle-friendly map, Operation Firestorm is the classic Battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three Atacama Deserts -- one of the largest maps from Battlefield: Bad Company 2 -- within the playable area of Operation Firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or RPG.<br />
<br />
<br />
<br />
<strong class='bbc'>OPERATION MÉTRO</strong><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_2_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_2_2D00_550.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_1_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/OperationMetro_2D00_1_2D00_350.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
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WORKING TITLE&gt; METRO<br />
DICE INTERNAL DESIGNATION&gt; MP015<br />
SUPPORTED GAME MODES&gt; ALL<br />
BRIEF&gt; INFANTRY FOCUSED COMBAT IN SUBWAY<br />
<br />
FICTION&gt; HEAVY FIGHTING IS EXPECTED AS U.S. FORCES PUSH TO SECURE THE FINANCIAL DISTRICT IN CENTRAL PARIS. RUSSIAN ANTI-AIR EMPLACEMENTS IN CHARDONNAY PARK ARE LIKELY TO BE THE FIRST TARGET.<br />
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<br />
<br />
NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Operation MÉtro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation MÉtro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.<br />
<br />
<br />
<br />
<strong class='bbc'>TEHRAN HIGHWAY</strong><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_1_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_1_2D00_550.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/MP003_2D00_350.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
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WORKING TITLE&gt; HIGHWAY<br />
DICE INTERNAL DESIGNATION&gt; MP003<br />
SUPPORTED GAME MODES&gt; ALL<br />
BRIEF&gt; INFANTRY FIGHTING IN TIGHT CITY STREETS<br />
<br />
FICTION&gt; A FIGHT FOR CONTROL OF ACCESS ROUTES NEAR TEHRAN. U.S. FORCES MAKE A PUSH FROM THE HILLS UNDER COVER OF DARKNESS WHILE RUSSIANS HAVE SET UP DEFENSIVE POSITIONS ALONG THE MAIN ENTRANCE POINTS.<br />
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NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of the inspirations for this map was a photo of a night time skyline of Tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry.<br />
<br />
<br />
<br />
<strong class='bbc'>DAMAVAND PEAK</strong><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/DamavandPeak_2D00_3_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/DamavandPeak_2D00_3_2D00_550.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
<em class='bbc'><a href='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/DamavandPeak_2D00_1_2D00_1280.jpg' class='bbc_url' title='External link' rel='nofollow external'><img src='http://blogs.battlefield.ea.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/battlefield_5F00_bad_5F00_company/DamavandPeak_2D00_1_2D00_350.jpg' alt='Posted Image' class='bbc_img' /></a></em><br />
<br />
WORKING TITLE&gt; BASEJUMP<br />
DICE INTERNAL DESIGNATION&gt; MP013<br />
SUPPORTED GAME MODES&gt; ALL<br />
BRIEF&gt; FIGHTING IN WINTER MOUNTAINS<br />
<br />
FICTION&gt; A RUGGED MOUNTAIN AREA PLAYS A MAJOR ROLE IN DECIDING WHETHER RUSSIAN OR U.S. TROOPS ARE SUCCESSFUL IN COMBAT OPERATIONS IN THE SECTOR, AS THE AREA IS HOME TO KEY RADAR INSTALLATIONS.<br />
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NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular.<br />
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<strong class='bbc'>Come back tomorrow for the remaining five multiplayer map reveals.</strong>]]></description>
		<pubDate>Fri, 14 Oct 2011 04:42:48 +0000</pubDate>
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