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<title>SlimCityGaming</title>
<link>http://slimcitygaming.com</link>
<description>Welcome To Awesomeness</description>
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<dc:creator>skryker@gmail.com</dc:creator>
<dc:date>2012-05-20T11:42:10-07:00</dc:date>

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<item>
<title>Live Scoreboard</title>
<link>http://slimcitygaming.com/modules.php?name=News&amp;file=article&amp;sid=48</link>
<description><![CDATA[In the coming weeks, we will be gradually rolling out a new feature in the Server Browser on Battlelog: the Live Scoreboard.<br />
 <br />
<br />
The live scoreboard shows you what is happening on a PC server and  is useful in many ways. When you view a server's details, it shows the  progression of the current game and real-time updates on each player's  performance. <br />
<br />
 <br />
<br />
If you have ever joined a server just to watch the round end in a  loss for your team 5 seconds later, you'll love the live scoreboard on  the updated server browser. With a quick glance, you can immediately see  how many tickets or kills are left before the end of the round. <br />
<br />
If you don't see the live scoreboard in your Battlelog yet, don't  worry. We are rolling it out to more users every day to gather  performance data and community feedback before releasing it for  everyone.]]></description>
<guid isPermaLink="false">48@http://slimcitygaming.com</guid>
<dc:subject>evolution</dc:subject>
<dc:date>2012-04-06T07:00:22-07:00</dc:date>
<dc:creator>Posted by Slim</dc:creator>
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<item>
<title>Close Quarters Maps</title>
<link>http://slimcitygaming.com/modules.php?name=News&amp;file=article&amp;sid=47</link>
<description><![CDATA[With Battlefield 3&trade;: Close Quarters, we want to claim new  territory and broaden the Battlefield 3 experience. In this episode of  &ldquo;Inside DICE&rdquo;, Lead Designer Niklas Fegraeus talks about the inspiration  for going indoors, and what possibilities and challenges this  presented.<br />
Hi everyone. This is Niklas Fegraeus, Lead Designer on Battlefield 3:  Close Quarters. Above is an early test video we recorded during a play  test to judge the effect of our new destruction. But first things first:<br />
In 2001, while making games for the Sega Dreamcast, I began a career  as a clan player in Counter-Strike. This eventually became a  semiprofessional part time job, as I got a sponsor, won several LAN  tournaments and competed in the Cyber athlete Professional League.<br />
Now, in 2012, my competitive mouse is put on the shelf, but I  consider the experiences from those days invaluable to my role as game  designer making Battlefield games.<br />
Counter-Strike is a very tactical and precise art of close quarters  shooting, so I can comfortably say I know a little about how those tight  shooter experiences play, and how they should play.<br />
Battlefield on the other hand, is a huge game in more ways than one.  Even we developers sometimes have a hard time realizing its breadth. You  can go from clearing a house of enemy soldiers through careful squad  tactics to soaring through the sky in a jet fighter, frantically evading  enemy anti-air weaponry, all in the same round.<br />
I can still recall the thrill of that scale and freedom I had when I  first tried the game. It was the BF1942 demo on Wake Island (before I  joined the crew here at DICE) and I was raging over those damn fighter  planes that kept dropping bombs on my head! However, rage and confusion  turned to evil grin as I found the AA-guns and used them to good effect!<br />
Three years later, I landed my dream job working at DICE on  Battlefield 2! Having worked as Animator and Designer on Battlefield 2,  it was especially satisfying to be Lead Designer on Battlefield 3: Back  to Karkand and bring some of the most classic maps from Battlefield 2  into Battlefield 3.<br />
When I finished up Back to Karkand, I already knew I needed to start  on our next themed expansion pack for release in June. This time, I  really wanted to expand Battlefield 3 and give players even more  experiences to choose from. But I didn&rsquo;t know how to approach it.<br />
Then I remembered those nights at my sponsor&rsquo;s Internet caf&eacute;, where I  and my clan for hours on end practiced the best way to attack a  well-defended room, using only a few grenades and the business end of  our rifles.<br />
&nbsp;<br />
There is something very unique about an indoor fire fight. You have  to cover angles in new ways, use sound to track your enemies, navigate  with much more careful precision and most importantly, you&rsquo;re never  safe. Danger is always no more than a few meters away. It&rsquo;s a scenario  that always makes me feel 100% in the fight. There is no dull moment,  you&rsquo;re always on your toes, on the edge.<br />
The closest you come to this type of tight combat scenario in  Battlefield 3 is on Operation M&eacute;tro. We know this is one of our most  popular maps, which tells us that our gameplay has what it takes to  perform in such unique and frantic conditions.<br />
I had an approach for our new expansion pack. Now, I just needed to  refine it. I needed to find those elements that make the adrenaline  levels go through the roof and keep you constantly on that edge. I want  the player to feel like Hudson in Aliens, as he is watching the motion  scanner bleep faster and faster, realizing that the safety he thought he  had isn&rsquo;t there anymore, and that death is already in the room.<br />
I sat down and spoke with Jhony Ljungstedt, my art director, and had a  discussion about how we could achieve this. After bouncing random ideas  for a while, he told me that even though that explosive scene from &ldquo;The  Matrix&rdquo; was rather old, seeing Neo and Trinity turn a lobby into rubble  in slow motion did leave a huge impression, and hadn&rsquo;t ever been  properly done in a game. We both agreed and Jhony said he really wanted  to be able to create that sensation.<br />
&ldquo;Imagine tearing a place down using only bullets, watching chunks  being torn off the walls, littering the floors like a dropped bag of  grey marbles&rdquo; he said.<br />
&nbsp;<br />
&ldquo;I wanted everything to get shot to pieces.<br />
Really, really small pieces&rdquo;<br />
&nbsp;<br />
And that&rsquo;s when it occurred to me. We have a golden opportunity here.  When removing large and process heavy elements like tanks, and scaling  down Battlefield to a tighter scale, we are given some extra Frostbite 2  oomph at our disposal. The engine has fantastic destructive  capabilities, and with more CPU overhead, we could put it to the  ultimate test.<br />
I wanted to see if we could destroy things in greater detail. I  wanted everything to get shot to pieces. Really, really small pieces. In  short, I wanted destruction to go High Definition.<br />
After a series of prototypes and testing, we had a working model and  immediately put it into practice. A grey and boring test level became  the scene for a big floating stairway, with supporting pillars  surrounded by temporary walls, just so we wouldn&rsquo;t fall into oblivion.<br />
We had incorporated some early HD Destruction in this test level just  for proof of concept. Then, we simply asked the testers: &ldquo;Shoot at everything&rdquo;.  And they did. The place immediately got torn to pieces, as bullets  ripped through the grey prototype materials, spreading chunks of it  everywhere, literally creating a carpet of debris on the floor. Walls  had big holes where there was once solid wood or plaster. You could  create new angles and ways of attack, just by firing your normal gun.  This was new to Battlefield, as you would normally need heavier hardware  like RPG&rsquo;s or tanks to blow up walls in the base game.<br />
We immediately knew this was something really cool and would have a  significant impact on both how you play and how you experience that  play. HD Destruction immediately became a key factor in bringing the  intensity of the Battlefield experience into close quarters combat, and  looking at it now, in its complete implementation, it feels great to  finally be able to show it to everyone.<br />
While HD Destruction has a significant impact on how you experience  the second-to-second gameplay, we also had to tackle the challenges of  bringing our tried and tested game modes to the smaller scale. We  understood quickly that Rush, being a large and progressive mode that  takes you on a journey from M-COM to M-COM, simply wouldn&rsquo;t fit  physically. So instead, we turned our attention to Conquest. How could  we tailor this essential Battlefield game mode to fit our new type of  environment?<br />
<br />
<br />
Welcome to Ziba Tower. We built it. We can destroy it.<br />
<br />
I spoke to my Game Designer Gustav Halling who, like me, has a  history of competitive FPS gaming. We remembered Unreal Tournament from  way back in 1999. It was the first time the world saw the game mode  &ldquo;Domination&rdquo;, which is very similar to Conquest. There are some  differences though, and the Domination type gameplay usually takes place  on smaller maps, much like the ones we were creating.<br />
Inspired by these memories, we used the spawning systems from  Battlefield 3 Team Deathmatch and came up with a Conquest mode adapted  for smaller spaces. We called it Conquest Domination, and it worked  beautifully. In particular, flag defense is suddenly more important, and  you get different tactical layers due to the subtle differences the new  mode provides. It&rsquo;s reminiscent of those tactics I practiced to  perfection in my e-sports days. Listen for the footsteps, spray the  wall, throw your grenade, cover one angle each and constantly  communicate. The experience grows with our tried and tested squad play  mechanics, and the intensity and pure challenge of trying to dominate  these close quarters is something I&rsquo;m convinced will put even the best  squads to the test.<br />
Designing a new experience isn&rsquo;t easy. Many things were created and  tested, many things didn&rsquo;t fit, and there are millions of fans whose  wishes you want to fulfill. Ultimately, it&rsquo;s about finding a meaningful  core idea, and realizing it with relentless attention to detail.<br />
We wanted the thrill of fighting in close quarters. We wanted the  adrenaline rush that comes from always being one second from potential  death. We wanted the world around you to be both your best friend and  mortal enemy, by protecting you in one moment and in the next,  completely failing you by opening up new ways for the enemy to attack.<br />
Often when I remove my headphones from a playtests on Close Quarters,  I&rsquo;m shaking like a leaf from all of the adrenaline. So personally, I am  very happy and proud of where we are with our next expansion pack. Most  of all, I&rsquo;m happy with how versatile our game is, and how my team has  helped broaden it further.]]></description>
<guid isPermaLink="false">47@http://slimcitygaming.com</guid>
<dc:subject>evolution</dc:subject>
<dc:date>2012-04-06T06:59:09-07:00</dc:date>
<dc:creator>Posted by Slim</dc:creator>
</item>

<item>
<title>Karkand</title>
<link>http://slimcitygaming.com/modules.php?name=News&amp;file=article&amp;sid=46</link>
<description><![CDATA[&nbsp;<br />
&nbsp;<br />
As you may or may not know,&nbsp;there will be even more Battlefield 3  goodness coming your way this December. Right now, a separate team here  at DICE is hard at work wrapping up the first expansion  pack&nbsp;Battlefield 3: Back to Karkand. Utilizing the power of the  Frostbite 2 engine, the Back to Karkand expansion pack remasters four of  the greatest Battlefield maps in the franchise: Strike at Karkand, Wake  Island, Gulf of Oman and Sharqi Peninsula. Last week, we released the  first gameplay trailer from Back to Karkand, and you can watch it again  above.<br />
&nbsp;<br />
First Back to Karkand previews&nbsp;online<br />
Also, the  first Back to Karkand media previews have started to appear online, so  keep your eyes peeled. Here's a great preview by IGN, aptly named &quot;BF3's Back to Karkand Destroys the Classics.&quot; And&nbsp;we also have&nbsp;Gamespot's impressions of playing on Gulf of Oman and Strike at Karkand, with some explosive footage to go with it.<br />
&nbsp;<br />
 Strike at Karkand, we meet again.<br />
Lead Designer Niklas Fegraeus on the design<br />
The  design idea for the expansion pack was to let&nbsp;players revisit these  classic maps as if time had passed by since they last played them in  Battlefield 2. This will be apparent on all maps, but one prime example  is on Gulf of Oman. Close to the beach, this new version of the all-time  classic map&nbsp;sees a group of luxury villas&nbsp;erected by someone who wants  to turn this piece of land into a paradise for vacationers. Now that war  is once again coming&nbsp;to the region, those plans are likely to be ground  quickly to a halt. Another example is Wake Island. Next to the  airport,&nbsp;a conference building has been constructed. But the only  conferences held there this Winter will likely be of the highly  destructive kind. We met with Back to Karkand Lead Designer Niklas  Fegraeus for a chat on his vision for these reimagined maps:<br />
&nbsp;<br />
&quot;I want returning players to get the sense that these are cool new  maps, and then suddenly realize they know&nbsp;them by heart. The feeling  should be new, but the actual map layout the same as before. For  newcomers, these are simply four brilliant maps&quot;, said&nbsp;Niklas.<br />
&nbsp;<br />
Besides getting an artistic makeover,&nbsp;the Back to Karkand team&nbsp;is  also making sure the new maps take full advantage of Frostbite 2,  including the ability to turn most of the maps into rubble. Do you think  you are safe hiding inside the buildings of these classic maps? Think  again!<br />
&nbsp;<br />
But Back to Karkand is much more than just remastered maps. This  expansion pack also includes five new dog tags, five new  achievements/trophies (if you&rsquo;re on 360 or PS3), three new vehicles,  10&nbsp;classic Battlefield weapons and a new persistence system where  players complete assignments to earn their rewards. We will return once a  week&nbsp;starting now&nbsp;to give you more details on these additions&nbsp;together  with&nbsp;more&nbsp;images and videos.<br />
&nbsp;<br />
  The artistic direction in&nbsp;Battlefield 3: Back to Karkand&nbsp;has been to  reimagine these all-time classic maps as if time has passed a few years  since we last visited them. That, and to add crazy amounts of  destruction.<br />
As always, if you pre-ordered your copy of Battlefield 3: Limited  Edition, you are entitled to Back to Karkand at no extra charge and will  be notified once it is available for download and play in  December.&nbsp;Anyone else can&nbsp;buy it&nbsp;on the very same launch day&nbsp;for  $14.99/1200 Microsoft Points, or the equivalent&nbsp;in their&nbsp;local currency.  PlayStation 3 players will have exclusive 1 week early access to Back  to Karkand.<br />
&nbsp;]]></description>
<guid isPermaLink="false">46@http://slimcitygaming.com</guid>
<dc:subject>evolution</dc:subject>
<dc:date>2011-11-17T08:28:39-07:00</dc:date>
<dc:creator>Posted by Slim</dc:creator>
</item>

<item>
<title>BF3 News</title>
<link>http://slimcitygaming.com/modules.php?name=News&amp;file=article&amp;sid=45</link>
<description><![CDATA[<div class="news_story" style="margin-top: 5px;"><br />
<p style="text-align: center;"><img style="width: 490px; height: 276.372px;" src="http://i.imgur.com/TO713.jpg" alt="" /></p><br />
<p>Last night footage leaked from an Alpha Trial that is currently going  on for Battlefield 3 and since then EA has been busy taking it down.</p><br />
<p>However a lot of details have surfaced as a result of the Alpha Trial  leaks, and a summary of Class and Unlock details can be found below.</p><br />
<p>- Killing an enemy displays &quot;Enemy Down 100&quot;</p><br />
<p>- MCOM is 200 points</p><br />
<p>- Dogtags are 300 points it seems</p><br />
<p>- &quot;Handgun Ribbon&quot; 200 points. (seems to be a handgun killstreak award).</p><br />
<p>- &quot;Combat Efficiency Ribbon&quot; 200 points.</p><br />
<p>- You have to hold [R] to pick up a kit- this notification hovers over the kit</p><br />
<p>- Crosshairs on knife and shock paddles are a small white dot.</p><br />
<p>- Tripods on the AK74</p><br />
<p>- Grenade blew tall trees down</p><br />
<p>- 3D spotting appears confirmed</p><br />
<p>- Exiting the combat area only displays a small red warning sign centrescreen.</p><br />
<p>- The engineer had :</p><br />
<p>- 5 mags of 30 for his M4</p><br />
<p>- 5 Rockets for his SMAW</p><br />
<p>- 4 mags of 16 for his M9 pistol.</p><br />
<p>- 18 rounds per mag on the MP 443</p><br />
<p>- The SVD had 6 magazines of 11 rounds.</p><br />
<p>- First rank is &quot;Pvt 1st class1&quot;</p><br />
<p>- There are at least 3 classes of Pvt 1st class (1,2,3)</p><br />
<p>- Highest score seen was 4070</p><br />
<p>UNLOCKS:</p><br />
<p>- Engineer gets a G36C as a primary unlock</p><br />
<p>(Other new weapons)</p><br />
<p>- SV- 98</p><br />
<p>- MK11</p><br />
<p>&nbsp;</p><br />
<p>- Not sure about the M27 IAR</p><br />
<p>- AKS-74u</p><br />
<p>- AK-74M</p><br />
<p>- Medikit is an unlock.</p><br />
<p>- &quot;Sprint boost&quot; - Customization unlock. What do you make of this?</p><br />
<p>- Vehicle unlocks:</p><br />
<p>- MBT Smoke grenade luancher.</p><br />
<p>- IFV -AT missle launcher.</p><br />
<p>- Mobile AA- Smokegrenade launcher.</p><br />
<p>- Attack helicopter, jets, scout? - &quot;Stealth&quot;.</p><br />
<p>- Interesting stats:</p><br />
<p>- &quot;Highest streak&quot;.</p><br />
<p>- &quot;Longest headshot&quot;.</p><br />
<p>- &quot;Highest nemetag? nemesis streak&quot;.</p><br />
<p>And lastly:</p><br />
<p>- We have seen 5 different 1HK equipped knife attacks from behind:</p><br />
<p>- The grab from behind and knife to the heart (a la Crysis 2)</p><br />
<p>- The same but from the front.</p><br />
<p>- The grab from behind and backstab.</p><br />
<p>- The leg sweep and downward chopping blow to the chest.</p><br />
<p>- And a simple backhand sweep with the knife to the throat.</p><br />
<p><a href="http://forums.electronicarts.co.uk/battlefield-3/1411404-new-surmisable-info-nothing-confirmed-discussion.html" target="_blank"><br /><br />
</a></p><br />
</div>
<div class="news_icon_list"><br />
<div style="margin-top: 5px; text-align: right;">&nbsp;</div>
</div>
<p>&nbsp;</p>]]></description>
<guid isPermaLink="false">45@http://slimcitygaming.com</guid>
<dc:subject>evolution</dc:subject>
<dc:date>2011-07-21T08:23:04-07:00</dc:date>
<dc:creator>Posted by Slim</dc:creator>
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