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FnaticMSI.Strenx Player Spotlight Iview (No comments)
Posted by fams @ 12:09 CST, 2 November 2009 - iMsg
The latest addition to the FnaticMSI Quake Live team, Kevin "strenx" Beaza, has been in a great shape lately, winning many online tournaments. The Frenchman won the Excello Cup two times, the first edition of the Zotac QL Cup and was king of ESL's King of the Hill competition. The Intel Extreme Masters Global Challenge in Dubai is drawing near and it's time for Kevin to prove himself on a LAN event with a lot of big names attending.

In an interview by Cameron "fams" Carson and Danijel "StreeT" Remus, you can read about Kevin's real life, his personality, gaming career, the upcoming tournament at Dubai, the Quake Live scene and his plans for future.

To read the entire Interview click here.
169 Hits
The Mod Squad (5 comments)
Posted by sabre0001 @ 07:04 CDT, 26 September 2009 - iMsg
This article appeared in it's original format on eSports.ie

Modify:
modi·fy
transitive verb modified ;, modifying

1.to change or alter; esp., to change slightly or partially in character, form, etc.
2.to limit or reduce slightly; moderate to modify a penalty

Starcraft - A game supported by the developer. Constantly tweaked and developed to this day after ten years of release.
Quake - A game sustained competitively by a mod (CPMA) and externally developed projects such as GTV and maps.
Counter-Strike: A game modification that spawned a massive competitive scene single-handedly and one of the few mods to go retail.

The importance of the 'mod' cannot be understated. It has the potential to inject life, interest and diversity into old and stale games. A 'mod' can make a game what people wanted it to be in the first place or can take it in an entirely new direction (as Counter-Strike did with the Half Life engine and editing tools). For eSports, mods (or continuous developer support as Starcraft illustrates) are incredibly important. In a sense, they are the lifeblood of eSports. Not all games come equipped for a competitive scene but are pushed in that direction anyway by some party such as a tournament organiser, a sponsor, a developer and so on. As a result, it is left up to a dedicated and passionate mod team to develop or refine the platform that exists so that it can take on this new element. It could be argued that mods need more support and focus if eSports is to develop and grow.

There is, and always has been, a power struggle in gaming and eSports. Developers require profits and this is often dependent on finding a successful game and churning out a franchise. The biggest ones hit the shelves every year. However, as games such as Halo 3, Starcraft and Street Fighter have shown us, an eSports scene requires stability. It is only through familiarity, consistency and stability that a sustainable scene can be maintained. As stated in this clip (5:27), it is by being familiar with a game and its play that you can identify what makes a good player stand out. Unlike in accepted sports, that sense of familiarity is rare within eSports due to its turbulent nature.

'Mods' provide the stability required, as games can be utilised competitively for longer as they evolve over time. The game can be tweaked and developed after release without the need for a complete overhaul or new release. They can provide that platform of stability but this is subject to other conditions which can be analysed at a later point in time. A 'mod squad' or team allows for errors on the part of the developers to be rectified. It allows for the community to provide feedback and it may be taken into account. Capcom themselves, have admitted that Sagat is a touch overpowered in Street Fighter IV but what can be done? The answer is 'absolutely nothing' until the next edition is released. Until then, many online gamers will have to endure 'Sagat Fighter IV' and endless chants of 'Tiger...!' in their dreams. Most revealing is the fact that a number of people were pleasently surprised that no Sagat player made it to the top 8 of the EVO Championship Series.


The issue is that the team behind the mod do it for the love of the game. Mods by their very nature cannot be sold as they are developed using licensed parts from a game. One of the problems is that eSports hasn't captured the imaginations or public attention as much as hoped. Starcraft does immensely well in Korea and has gained total support from Blizzard as a result. Halo 3 has a strong competitive following in the United States and therefore, Microsoft have been willing to invest in eSports. But what of the others? Those that are behind some of the improvements and modifications are often ignored by the developer. Unfortunately, this means that the talented teams behind the competitive features, mods and developments can run into shortages of time or worse, will burn out. Are many talented mod teams destined to remain 'bedroom coders'? For eSports to grow, we need these passionate people reaping rewards for their efforts so that they can continue to produce work and react quicker to required changes. This is where issues arise. Teams are required to develop and work on these modifications but developers may be unwilling to take them on officially. Extra staff increase the wage bill which eats into profits and there is no proof at the moment that the developer will reap a significant enough return. There are people who are willing to do it for free. After all, this is how it works at the moment. This is not always the case as has been seen when id Software (Quake Live) hired arQon (responsible for CPMA for Quake 3). Perhaps times are changing and that is certainly for the best if true. However, most importantly, modifications which keep people playing older games can obstruct this idealised franchise model that developers have worked to build.

It is time for the eSports scene to take charge. Tournaments need to be able to choose the roster of games rather than bending at the mercy of developers. It is time that certain games receive the backing of the community and the LAN organisers and develop from there. Mod teams become important within a decision as such as they will be the ones responsible for ensuring that things remain in balance, that the game develops over time as new things become possible (spectator and shoutcaster support for example). All we can do for now is plead with developers not to churn out games. The biggest and most sustainable eSport games of recent years have become so big through lack of competition - Starcraft and Warcraft 3 have not seen sequels on the horizon, until now in the case of Starcraft, while Quake 3 and Counter-Strike have been forced to fight off competition...from within their own series. Starcraft did not develop such a following in Korea by releasing sequel after sequel, year after year. Ten years after the original, we are about to see the second in the series. So how can any other game or eSport scene be expected to flourish when subjected to competition from a multitude of sequels. Instead, the original platform has been constantly tweaked over time, new maps have been developed and introduced by leagues every so often in order to keep the action fresh and this has also allowed newcomers to enter the fray and be competitive. Developers may see little or no return from eSports at the moment but the truth is, they are part of the problem.


For the sake of argument, let us take Pro Evolution 6 as an example as it is a popular game and many feel that it is one of the best of the series. It is chosen as an eSports for the future BUT there is a twist. A PROMOD team is hired to develop a competitive mod. Rosters can be updated (although there is another route that could be considered that will be explored in greater detail later on), graphical tweaks can be made but most importantly, the gameplay can be refined over time. For example, within the Pro Evo game (and as a result, the initial PROMOD release), shooting and scoring from four yards out from the right corner flag occurs too frequently. Many feel that this is too blatent a glitch to allow. In step the PROMOD team; job done. The game becomes a better spectacle, people play the game more as their enjoyment is not reduced by such an element missed by the design team (but ultimately found and exploited by some players) and stability is introduced to eSports.

Here I would like to outline a model that could be adopted. Games are licensed and agreed upon for a fixed period of time (for example: five years) for tournament play. In year four of the cycle, there is a review at which point it is determined whether to continue with this game or use a competitor product. This allows professional gamers to plan for their futures, broadcasters can familiarise themselves with a new series if necessary, fans know what to expect and game companies will work towards producing their best. If their product is not picked initially, they have time to produce something that may be deemed worthy. Below are a number of eSports games that could be chosen to be supported for the future. They are popular games the world over, or have the potential to be, and the reason for each choice has been outlined. This list ignores scenes that are in place such as Virtual Racing or the niche games that are still played at a high level (such as Street Fighter 3: Third Strike, QuakeWorld and so on), and is not a definitive guide but can provide some food for thought and debate.

The eSports Games Of The Future:
Pro Evolution Soccer PROMOD: Pick a version; the pinnacle of the PES series probably being 6. Throw out the real-world roster approach; it's time to move away from Barcelona mirror matches (or Real Madrid for 2009/2010). Instead develop five balanced rosters that suit different playstyles. Some people prefer to ship it down the wings, some prefer a defensive approach while some embrace the Irish tactics of the 90's (route 1 football). Players should be able to find one or two that suit them well (and can counter-act another player) rather than adjusting how they play to suit the game. This allows for individualism and adds an element of playstyle to the game. It also allows for a tactical approach to a game or matchup: Does a player pick their usual team or do they counter-pick what they expect the opponent to pick. A PROMOD also allows for in-built sponsorship. Not only can a company sponsor an event but now the brand can appear on the billboards around the stadium. Simply release a tournament patch for the tournament computers and you're ready to go.

Quake Live: It is modelled on Quake 3 which is identified as the ultimate Deathmatch game. The fact that it is in Beta phase is just as good as a mod team as it allows for constant tweaks and adaptation dependent on feedback. The community is crying out for certain external support such as GTV and maps. GTV is not completely necessary if others continue to provide high quality support in their own streams...but in game is always going to be better quality and allows for spectators to interact with each other if nothing else. The main element that QuakeLive requires is LAN support. As it is focused on multiplayer, it is unlikely to face competition from id Software projects such as Rage or Quake 5 and the Unreal Tournament series has been shelved. Quake Live also features two fantastic competitive modes in the form of 1v1 duel and Capture The Flag. They are the easiest to cover, the easiest to understand and can produce great encounters as seen in QuakeCon 2009.

Starcraft 2: As Agent Smith would say, "it is inevitable". The gameplay seems solid from the battle reports that have been broadcast so far and the barrier to entry has been made lower. It needs to be modelled on professional Starcraft in how it is supported and tweaked after release. The professional structure is in place, in Korea at least, and this needs to be maintained and developed. One unfortunate piece of news that has been broken is that there will be no LAN support but there is time for that to change. One point to note is that within the professional division, the transition from Brood War to Starcraft 2 needs to be seamless.

Warcraft 3: Warcraft 3 is another game that has been successful for a number of years and has grown an eSports scene with dedicated fans and structured leagues. It is also a game that is tweaked over time to achieve balance. As an eSport, it is one in which new blood has been able to enter the competitive arena and have a degree of success.

Counter-Strike 1.6: A game (or remember, modification) that helped to start it all. It is backed by some of the biggest teams, tournaments and sponsors. After all this time, it must be doing something right. Broadcasters are now accustomed to the gameplay and know how to cover a match effectively. For the sake of keeping things fresh, a new map could be introduced every now and again. If pushed, a graphical touch up could be used (for fair weather fans!). A modification can also allow for the sponsorship approach as illustrated by the above example of Pro Evolution Soccer. The CGS displayed team jerseys which in competitive play, could be used to display a major sponsor (which increases the brand awareness, ensures that the team can continue to receive support and gives the sponsor more 'bang for their buck').

Trackmania Nations: It's free, popular and typifies what an eSport, or any game for that matter, should be - easy to play but difficult to master. It was originally designed for the Electronic Sports World Cup so has the competitive element in mind. An in-built track and car editor means that it can be kept constantly fresh by the community and any competitive maplist is compiled from custom maps. Some competition tracks could be more spectator or casual friendly with a clear sense of direction as to where the track is and should lead.

Call of Duty: Modern Warfare 2: This assumes that it can take Call of Duty 4's lead and replicate the competitive environment. Call of Duty 4 was a game that struggled initially to find its footing within eSports but the release of a Promod boosted it into serious contention. The Call of Duty series has been immensely popular on both PC and console systems which would make it a correct choice. A Promod is of utmost importance as CoD4 illustrated. This promod introduced important competitive elements that were missing from the Vanilla game (but some of which may be welcomed in the casual game).

Halo 3: Halo 3 is another game that has captured the public imagination and opened up eSports to non-traditional markets in the United States. As a game, it is popular around the world but hasn't replicated the structure that is in place in the US. The game boasts major backers and is the primary game of the MLG. Dr. Pepper has also launched its biggest sports marketing campaign using a Halo 3 star which indicates its importance as an eSport.

Street Fighter 4: Street Fighter is a series which has captured the attention and, with the recent release of 4, is in the public eye. Street Fighter 4 was the main attraction at the recent EVO tournament. Street Fighter as a series has been a pillar in competitive communities and almost any gamer has seen the YouTube clip of "That EVO Moment". It is a game that welcomes newcomers, particularly with the skill rated Tournament system. While that is flawed in that people who have never played the game are lumped in with people who just haven't ventured online as yet, the order is quickly restored. A round limit of 99 seconds, which is rarely reached, also limits the amount of pride damage a player must take. Of course, it could use a couple of tweaks but that is what this model is supposed to represent.

Warsow: Warsow has the potential to be a great eSports game; it is designed for competition and is free. However, in order for it to be a success, the learning curve needs to be flattened (the game needs to be 'noobified' as some would say). As it currently stands, there are a number of different moves that can be pulled off by characters with a combination of buttons (and wall positions) but there are also two types of ammo for any weapon along with all the powerups that duel fans are used to seeing. Warsow could benefit from a skill tier rating like Quake Live has in place so that new players can slowly adapt to the game in a safer environment. The potential is there to become a popular duel game, and a great eSport, but it is currently too intimidating for new players.


There is no denying that modifications are, and will continue to be, important for eSports. It is the continuous after-support that allows for a game to be tweaked to perfection. The model outlined above whereby a game gets a certain period of time as THE competitive game also allows for this 'tweaking to perfection' to actually take place. eSports has the potential at the moment but I believe that it is only through the emergence of mod teams and support of modifications that it will reach its full potential.
Edited by sabre0001 at 08:25 CDT, 26 September 2009 - 505 Hits
Quakecon Interviews: RazerJ (138 comments)
Posted by Dird @ 04:15 CDT, 15 August 2009 - iMsg
In the build up to the upcoming QuakeLive QuakeLive tournaments at Quakecon I have interviewed a series of players to gain their thoughts on the current state of the game as well as the Gaylord showdown. The interviews are as follows:

Sweden Therese "g0d-trito" Andersson.
Sweden Pelle "xlo^fazz" Söderman
United States of America Chance "EG|Chance" Lacina
France Pierre-Emeric"fnatic\l1nkje" Portier
China Fan "RazerJ" Zhibo
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Edited by Dird at 04:25 CDT, 15 August 2009 - 16623 Hits
Quakecon Interviews: dkt (59 comments)
Posted by nineX @ 14:07 CDT, 12 August 2009 - iMsg
I was able to get ahold of some of the professional players as they stepped out the door to head to Dallas for this year's QuakeCon event. Check back later for more.

United States of America Dave "eMg.icel0re" Ritson
United States of America Brian "grav`dkt" Flander
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Edited by Dird at 14:25 CDT, 12 August 2009 - 6958 Hits
Interview of GaB.burnedd for lan-area (6 comments)
Posted by Ser @ 11:16 CDT, 8 August 2009 - iMsg
As a belgian Quake Live player, I could not resist to interview our best dueler. GaB.burnedd is only 14 years old, and he's on a good way to become one of the top european players.

The interview is in french, but I hope the subtitles will be understandable for everyone. Feel free to leave your comments if you see something I can improve for next interviews.

Hope you will enjoy watching :)

The interview is availaible on lan-area.be (BE).
Edited by xou at 20:08 CDT, 8 August 2009 - 1007 Hits
TS-509 Review! (40 comments)
Posted by link @ 15:12 CDT, 13 July 2009 - iMsg
This is a review of the QNAP TS-509 PRO

The TS-509 PRO is a NAS with a lot of extra features, ranging from web server with PHP/MYSQL to torrent client. I personally think this product is perfect for smaller companies ranging from 2 to 5 people. It's also good if you are a household that needs a lot of data storage... or just like cool toys :)

I'm writing this review because I love to read amateurs opinion on different hardware so i decided to make one myself. I got this NAS because we needed one at work for backup. I did some research and this felt like a very valid option. You'll find more background information inside the article.

Press next page to start reading!

If you have any questions just let me know!
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Edited by Paladia at 16:04 CDT, 13 July 2009 - 6494 Hits
Sun Tzu: Quake Edition (2 comments)
Posted by fams @ 07:55 CDT, 29 June 2009 - iMsg
In the third and final edition of the ‘Art of War’ series, we will be focusing on relating the book to Quake. In this edition we will be focusing quite a bit on how to think differently, and the reasoning and thought process behind using unorthodox strategies and movements.

Quake is a game of constant strategy and adaptation. Simply relying on aiming and item timings will not win you games against skilled players.

As the Sun Tzu series comes to a close with Quake, there seems to be a reoccurring theme in what Sun Tzu focuses on, and that is how you think, adapt and prepare for each situation, so keep that in mind.

You can find it on fnatic.com.
Edited by xou at 11:11 CDT, 29 June 2009 - 912 Hits
Management 101 (No comments)
Posted by fams @ 23:40 CDT, 15 June 2009 - iMsg
Excerpt--

"“We don't force them to practice; they have their own practice methods. However, I will supervise their practices, if they don't have enough practices or don’t put enough effort in on them, I will point that out and let them fix it by themselves.” – Pei ‘King’ Le

Teaching your players responsibility will instill in them a professional attitude towards their career, and their teammates. It is one thing to be a team slave, and baby your players day in and day out; teaching your players on the other hand, ensures growth. You can be bogged down with the same work every day, or you can teach your players, and they themselves can take charge of their lives and careers, allowing you as the manager to help grow them as players, and the team/players brands as well."


To view the full piece, click here.
709 Hits
E-Sports Full of Holes (5 comments)
Posted by fams @ 10:40 CDT, 3 June 2009 - iMsg
My latest article. Here is an excerpt

"Without a union to delegate problems such as these for teams, teams will come and go, sponsors will come and go, and so will E-Sports. There is nothing stopping any organization from torpedoing another organization. An E-Sports union that openly address’ the concerns of teams, fans, players and sponsors and helps direct things in a positive manner would go a long way to smooth things over. This would allow for problems to be solved in a way that everyone involved benefits.

On top of everything, there is no governing body to say ‘this is right, this is wrong’. Different from a union in the sense that the union is more of a comity of the teams/sponsors/players/fans and presents their cases to this ‘governing body’; the governing body would delegate trades, sanction events, determine pro status’, delegate payment of prize money/salary and other things that are, as of now, left up to each individual to try and work out for themselves. E-Sports is an industry with no rules or regulations, anyone can do anything they please; a model which has not worked out that well thus far."

You can view the full piece here.
1313 Hits
STUDY LINKS AGGRESSION TO BALDNESS (29 comments)
Posted by vorpal @ 12:19 CDT, 31 May 2009 - iMsg
A STUDY CONDUCTED AT THE UNIVERSITY OF ARIZONA AMONG 10 MALE GAMERS SHOWS A CORRELATION BETWEEN ANGER AND MALE PATTERN BALDNESS. THE SUBJECTS WERE EXPOSED TO 10 MINUTE DUELS WITH CURRENT QUAKE 3 CPMA NORTH AMERICAN CHAMPION MICHAEL 'VORPAL' HALL. EIGHT OF THE TEN SUBJECTS DEMONSTRATED INTENSE FITS OF ANGER WHILE PLAYING. ONE SUBJECT KNOWN AS SANDER 'VO0' KASJAAGER EVEN WENT AS FAR AS TO THROW A CHAIR IN THE TEST ROOM.

OF THE EIGHT PLAYERS WHO WERE PRONE TO FITS OF ANGER WHILE PLAYING VIDEO GAMES, SIX OF THEM WERE ALREADY SHOWING SIGNS OF EARLY ONSET MALE PATTERN BALDNESS. MORE RESEARCH IS TO BE DONE ON THIS SUBJECT IN THE FOLLOWING WEEKS, HOWEVER THE SCIENTISTS ARE VERY CERTAIN THAT THE RESULTS WILL STILL BE CONCLUSIVE EVEN ON A LARGE LEVEL. DR. LIONEL RICHIE COMMENTED "THOSE FUCKING NERDS BETTER WATCH THEIR TEMPER, OR ELSE THEY ARE GOING TO END UP EVEN MORE FUCK UGLY AND PATHETIC THAN THEY ALREADY ARE."

THE FOLLOWING PICTURE IS A DOCUMENTATION ON THE PLAYER SANDER "VO0" KASJAAGER'S MALE PATTERN BALDNESS. THE RESULTS ARE SHOCKINGLY CONCLUSIVE.

http://xs139.xs.to/xs139/09193/vo0940.jpg
Edited by vorpal at 12:39 CDT, 31 May 2009 - 3306 Hits
E-Motions (No comments)
Posted by fams @ 04:26 CDT, 27 May 2009 - iMsg
Emotions play an integral part in E-Sports, from how people make decisions in game, to how people decide what team they want to play for or what organization they want to work with. Little do people realize that E-Sports is very much a business, and that to make the most logical decisions you need to think analytically not emotionally. However that doesn’t generally happen in E-Sports, at least not yet.

We spoke to various experts around the E-Sports industry and asked them what they thought about emotions and their effects on game-play, personal lives, decision making, coping strategies and more.

Interviews contained--

djWHEAT
Sky
hotlips
Vertigo
Jason Bass
Stephano

fnatic.com

For the full feature click above.
Edited by iniiiiiiii at 05:16 CDT, 27 May 2009 - 749 Hits
TosspoT: The Interview (55 comments)
Posted by Nellie @ 10:52 CDT, 25 May 2009 - iMsg
His excitable tones are synonymous with the Wolfenstein community. As a start up caster, he broadcast from the internet equivalent of a radio rack shack, he found happiness and a home at Inside The Game and went on to develop a career in gaming. Having recently successfully hosted the Sixth Crossfire Challenge – Stuart Saw talks to Crossfire.

Gaming is an unnerving and constantly evolving profession. An industry that adequately supports relatively few, yet is the ultimate meritocratic profession. Raw talent can be developed and nurtured, anyone can progress from broadcasting in their basement to entertaining a crowd of thousands in the sizzling heat of Singapore. Dedication, passion and a natural gift for entertainment are just a few of the qualities required, and ones Stuart has in abundance.

My last confrontation with Stuart Saw, aka TosspoT was an aggressive and provocative exchanged back in 2006. It probed his financial situation, his personal casting style, the morality of gaming and ego. How has Stuart changed since then? How have his pet projects developed and where does he envisage the future?

Originally posted on Crossfire.nu
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Edited by Nellie at 18:10 CDT, 25 May 2009 - 10148 Hits
LGN Interviews Gillz (9 comments)
Posted by fams @ 03:21 CDT, 22 April 2009 - iMsg
With the recent open beta of Quake Live, teams are investing some time looking into players. A51 is no exception; A51 has picked up Gillz and boots, two up and coming duelers in the North American scene. Here is what Gillz had to say.


Excerpt-

Q: Does your family support you in trying to become a pro gamer?

A: I'd probably have to say no on that one. My mother has some crazy conspiracy beliefs on e-sports, thinking it's some massive scam luring kids in (Thanks Angel). I've never met my father before, and my other relatives don't support it either, they believe it's a waste of time and money. I have a few very good friends who support me in it. I'm really just doing it for myself. I want to accomplish something that makes me happy, not something that makes everyone else happy. My mother lets me go to these events fine, but doesn't necessarily support me in it. I was forced by everyone to go to college, which I understand. So, here I am.

Q: Are you worried about LAN events not being able to cope with the fact that QL is online only at this point?

A: Well, the closest LAN event we have is Quakecon, which is in August. At this point, I would imagine dedicated LAN servers would be out by then. I'm sure both AGP and ESL are pushing them to release it, because who wants to play at a LAN with 20 ping? It's not the end of the world, but I think all of the community would be extremely happy if we saw dedicated LAN server programs released before Quakecon.
1645 Hits
Many SC2 community questions answered (53 comments)
Posted by PuertoRican @ 00:28 CST, 23 February 2009 - iMsg
Late last week there was the Starcraft 2 Q&A batch 49 that was released. Shortly after the release, there was an extremely long list of questions that the community was able to ask both Karune and Cydra about the games development so far.

All of the questions and answers are shown below in their original form, so take your time and enjoy the questions answered.

Source: Battle.net forums
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Edited by Demiurge at 06:20 CST, 23 February 2009 - 9153 Hits
AA LAN Announced: 4th-5th of April (1 comment)
Posted by adoN1s @ 06:15 CST, 6 February 2009 - iMsg
First article posted here at ESR about America's Army. One of the fastest growing games with a community that is growing a lot lately.
Hopefully I will be able to inform all you readers a few times per week with everything interesting that happened in the AA scene. With AA3, the new version, on it's way, you will probably read a lot more in the future.

This first one is about the first community organized LAN for Europe supported by GameVibes. Several teams have already confirmed attending the event, and from what it looks it's going to be a great success.

General information:
Date: 4th and 5th of April
Location: The Outpost, Antwerp, Belgium
Fee: € 50 per player / € 5 per spectater
Prizes: Total prizepot of € 1700 so far, only from the fees with 16 teams attending!

The LAN will be non-byoc, so you don't have to worry about bringing your PC. There are 32 PC's available at the Outpost and the organization is aiming at 24 teams to be attending this LAN.
Teams will play in a 4on4 format with, as you can imagine, breaks in between the matches. 8 teams will be playing at once.
At the moment the organization is in contact with several companies to be sponsoring the event. If you are interesting or you know someone who would be interested, please don't hesitate and mail to caesium@live.co.uk.

Payment information:
Payments are to be made directly to Gamevibes, a trusted organization with a history of organizing LANs. We would prefer it if payments were made at once by your whole team. When sending your payment please write your names and team name in the bank transfer comments/notes.

Bank account information:
SWIFT/BIC: KREDBEBB
IBAN: BE18 7330 5121 9565
Gamevibes BVBA

Useful links:
FragOut news
Website of the event
859 Hits
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