<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>YankeeDeuce.com &#187; review</title>
	<atom:link href="http://yankeedeuce.com/tag/review/feed" rel="self" type="application/rss+xml" />
	<link>http://yankeedeuce.com</link>
	<description>–·–– ·– –· –·– · · –·· · ··– –·–· ·</description>
	<lastBuildDate>Sat, 16 Apr 2011 02:33:32 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>R.U.S.E Review</title>
		<link>http://yankeedeuce.com/reviews/ruse-review.html</link>
		<comments>http://yankeedeuce.com/reviews/ruse-review.html#comments</comments>
		<pubDate>Thu, 16 Sep 2010 16:04:38 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[ruse]]></category>

		<guid isPermaLink="false">http://yankeedeuce.com/?p=4673</guid>
		<description><![CDATA[R.U.S.E is a new real-time strategy game set in World War II, developed by Eugen Systems and published by Ubisoft. RUSE takes a unique view on how you view your units. Instead of just having a birds eye view, when zoomed out the battlefield resembles a map table with units displayed like poker chips in ...]]></description>
			<content:encoded><![CDATA[<div itemscope itemtype="http://data-vocabulary.org/Review">
<p><span itemprop="summary">R.U.S.E is a new real-time strategy game set in World War II, developed by Eugen Systems and published by Ubisoft.</span> RUSE takes a unique view on how you view your units. Instead of just having a birds eye view, when zoomed out the battlefield resembles a map table with units displayed like poker chips in stacks. However, as you zoom in the units break apart until you can see the individual units. The scale and performance of the game engine is amazing. There is no lag while zooming in and out and the transitions between single units and large stacks of chips are smooth. The battlefields are very large, and it can seem that the pace of the game is slow when zoomed out, but zoomed in you can see the units are moving quickly &#8211; they just have a lot of ground to cover.</p>
<p>RUSE gets it&#8217;s name from from the Ruse cards that you can play. The Ruses modify a sector of the map to make your units move faster, camoflague you building, or make the enemy flee when they take damage. You receive a new Ruse card about every 2 minutes and Ruses can be stacked. You can only have 2 active ruses in each sector though. The ruses are:</p>
<ul class="list5 list_color_a40000">
<li><strong>Blitz:</strong> Causes friendly units to move 50% faster.</li>
<li><strong>Fanaticism:</strong> Causes friendly units to not get routed, they will kill everything or die trying.</li>
<li><strong>Terror:</strong> Causes enemy units to flee faster. This Ruse can be countered by a Fanaticism ruse.</li>
<li><strong>Decoy Buildings:</strong> Will construct a decoy building somewhere in the sector. </li>
<li><strong>Decoy Units:</strong> Decoy units are created and sent to the sector marked. Can choose from any units, only tanks, or only planes.</li>
<li><strong>Spy Plan:</strong> Reveals all enemy units. Some units cannot attack unless a unit is revealed. Can be countered with Radio Silence.</li>
<li><strong>Decryption:</strong> Reveals enemy orders, either for units in sector or units ordered into sector.</li>
<li><strong>Radio Silence:</strong> Hides all friendly units. An enemy scout will still be able to identify units, so be sure to kill any recon units.</li>
<li><strong>Camouflage Net:</strong> Hides all friendly buildings. Units will not be able to attack them without recon.</li>
<li><strong>Reverse Intel:</strong> Light units will be shown as heavy and heavy units as light as long as they have not been scouted.</li>
</ul>
<h2>The Buildings</h2>
<p>There are 6 unit-producing buildings in the game, along with 3 economy buildings and several different &#8220;bunker&#8221; units. At the start of the game you have your HQ building and need to build Supply Depots to bring in money. Depots cost $40 each and can only be built on existing supply dumps throughout the map. Another way to boost your economy are the $100 Administrative Buildings. These will provide you with $1 every 4 seconds, but are very easy to destroy. You can also build a Secondary HQ building. These do not make money on their own, but can speed up the deployment of supply depots and other buildings.</p>
<p>You can also create &#8220;bunker&#8221; units from your HQ building. These are static defenses against infantry, armor, or air. Each faction has different bunkers, ranging from the USA&#8217;s simple Machine Gun Position useul only againt a few infantry, to Germany&#8217;s Siegfried Blockhaus with a good anti-tank gun and flamethrower, to the USSR&#8217;s Heavy Artillery Position with two long range artillery guns.</p>
<h3>Barracks</h3>
<p>Barracks are where your infantry units are created. Depending on what nation you are, you can also build recon or ultra-light tanks. Barracks costs range from $10 for the USSR, to $30 for Germany and the UK. You can also upgrade your light infantry to heavy infantry except for France, whose heavy infantry are available immediately, but for $10 instead of $5.</p>
<h3>Artillery &#038; Anti-Air</h3>
<p>Artillery and AA buildings range between $20 for the USSR to $45 for Germany and Italy. This building allows you build both towed and mobile Artillery and AA units, as well as assault gun units that can attack buildings and are great for attacking tank destroyers.</p>
<h3>Armor</h3>
<p>Armor bases cost from $20 for Italy to $30 for most other nations. Armor bases can deploy tanks as well as armored recon units. Armor units range from light tanks that work well against infantry to advanced or super heavy tanks that can take on almost anything. </p>
<h3>Anti-Tank</h3>
<p>AT bases are between $30 for UK and France to $45 for Germany. Most nations have 2 versions of towed AT and 2 mobile tank destroyer units. Towed units are great for hiding in woods and city squares to ambush units while tank destroyers work well as part of a combined arms approach with tanks and mobile AA units.</p>
<h3>Airfield</h3>
<p>Airfields build, research and house your Air Recon, Fighters, Fighter-Bombers, and Bombers, as well as your Airborne troops. Airfields range from $40 for the UK to $65 for France. The UK also has Paratroopers available without any research, which will cost other faction $25. Each airfield can house 8 planes. Air Recon units have little to no weapons but can identify enemy units. Fighters can only attack light troops and other planes. Fighter-Bombers can attack any unit, but need recon with them as they cannot attack units that have not been identified. Bombers can attack infantry and buildings, but will do almost no damage to armored units.</p>
<h3>Prototype</h3>
<p>Prototype Bases are where you will build the most technologically advanced units. These bases are very expensive &#8211; $100 for Germany to $140 for the USSR. The units available are generlly very powerful, including jumbo tanks and very long range artillery. </p>
<h2>The Factions</h2>
<p>There are six different factions in the game &#8211; United States, United Kingdom, France, USSR, Italy, and Germany. Each faction has their own strengths and weakness and tactics that work well with one nation can be a disaster with another.</p>
<p><a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-usa.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-usa.png" alt ="" width="94" /></a>  <a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-uk.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-uk.png" alt ="" width="94" /></a>  <a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-france.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-france.png" alt ="" width="94" /></a>  <a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-ussr.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-ussr.png" alt ="" width="94" /></a>  <a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-italy.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-italy.png" alt ="" width="94" /></a>  <a href="http://media.yankeedeuce.com/img/games/ruse/faction-card-germany.png"><img src="http://media.yankeedeuce.com/img/games/ruse/faction-card-germany.png" alt ="" width="94" /></a></p>
<h3>United States</h3>
<p>The USA is a very balanced faction, one that can hold it&#8217;s own in many different areas. They feature a high production speed, allowing them to build solid combined arms stacks. The USA HQ can build MG nests, AT bunkers, and an AA bunker. </p>
<h3>United Kingdom</h3>
<p>The UK is a very strong Air faction, with very good planes as well as paratroopers available without any extra research. The trade off is the weak tank units that are available.</p>
<h3>France</h3>
<p>France has very good defensive and support capabilties, and minimal research. France is well rounded except for their below average air units. The French have a very good Prototype armored recon, as well as cheap heavy tanks right away.</p>
<h3>USSR</h3>
<p>The USSR is a very good offensive faction, their defensive units are not the greatest but can pump out infantry and tanks. They have a cheap barracks and produce infantry almost instantly.</p>
<h3>Italy</h3>
<p>Italy has very fast and cheap units, but they are also weak. If you like to rush, they are the faction to do it with. As the game progresses though Italy does not stack up to other nations.</p>
<h3>Germany</h3>
<p>Germany has some of the best units in the game, but it comes at a price, both in terms of cost and research. Late game when Germany has a booming economy they can control the battlefield with their superior units. Germany also feature the onlu jet aircraft in the game, giving them a huge speed bonus, especially when combined with a Blitz Ruse.</p>
<h2>Rating</h2>
<p><img width="630" height="250" title="Overall Rating" src="http://chart.apis.google.com/chart?cht=gom&#038;chtt=Overall Rating&#038;chl=89%&#038;chco=cc0000,f57900,edd400,73d216&#038;chs=630x250&#038;chd=t:89&#038;chf=bg,s,fefefe" alt="Overall Rating" /></p>
<p>Overall: This is already one of my favorite RTS games. It is extremely well polished having gone through a lengthy beta process and the dev team made a lot of changes from feedback. The game runs very well, and the graphics look good from being zoomed all the way in on a single unit to zoomed out and seeing the entire map. I did take a half star off for some minor things:<br />
The single player campaign wasn&#8217;t that great, but I don&#8217;t know anyone who buys an RTS for the SP. It is basically a long tutorial for the MP aspect. <br />
I wish there was a setting for starting money. I like to sit back and defend while slowly pushing out and gaining territory while building up my economy to build several large armies. With the money like it is now it takes too long to build up. It is fine for regular MP, 1v1, etc, I would just have liked an option even just for battles/private games.</p>
</div>
<p><a href="http://ruse.us.ubi.com/">Official Site</a>  |  <a href="http://store.steampowered.com/app/21970/">Buy on Steam</a></p>
<p><object width="610" height="368"><param name="movie" value="http://www.youtube.com/v/5ohNzHWL7FI?fs=1&amp;hl=en_US&amp;color1=0x3a3a3a&amp;color2=0x999999"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/5ohNzHWL7FI?fs=1&amp;hl=en_US&amp;color1=0x3a3a3a&amp;color2=0x999999" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="610" height="368"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/ruse-review.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sennheiser HD650 Review</title>
		<link>http://yankeedeuce.com/reviews/sennheiser-hd650-review.html</link>
		<comments>http://yankeedeuce.com/reviews/sennheiser-hd650-review.html#comments</comments>
		<pubDate>Fri, 30 May 2008 08:05:16 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[sennheiser]]></category>

		<guid isPermaLink="false">http://dev.yankeedeuce.com/?p=25</guid>
		<description><![CDATA[<p>I blew a speaker on my HD595's a few days ago, so I needed something new. I was going to go with another set of 595's, but then decided to go a step further and get the HD650, Sennheiser's top of the line audiophile headphone. I got the package yesterday afternoon and tested them out right away, first just playing some music to make sure they worked and see how they felt on my head. Everything sounded good, wasn't too much difference from the 595's at first.</p>]]></description>
			<content:encoded><![CDATA[<p>I blew a speaker on my HD595&#8242;s a few days ago, so I needed something new. I was going to go with another set of 595&#8242;s, but then decided to go a step further and get the HD650, Sennheiser&#8217;s top of the line audiophile headphone.</p>
<p>I got the package yesterday afternoon and tested them out right away, first just playing some music to make sure they worked and see how they felt on my head. Everything sounded good, wasn&#8217;t too much difference from the 595&#8242;s at first. They felt very comfortable, the headband and earpads are thickly padded. They were tighter than I thought they would be, but still very comfortable, after wearing them for a few minutes you can barely tell you are wearing them, which is great when you wear something for hours at a stretch.</p>
<p>While listening to music, (just some crappy low quality mp3s) there wasn&#8217;t too much between the 595&#8242;s and 650&#8242;s. When I started up TF2 though, the difference was huge. The 650&#8242;s sounded brilliant, everything was more crisp, clean, and natural sounding. The sounds of weapons firing was deeper and more distinct, it took me a little bit to get used to the new sounds, but once I did it was amazing how clear everything was. I could hear every shot, every taunt, every sound all over the map very clearly. I could practically hear the RED teams taunts when they came out of spawn while I was on BLU.</p>
<p>I am extremely pleased with these headphones, and would recommend them to anyone willing to spend the money. They are very expensive, but they are worth it if you want quality sound. I spend all day on a computer, and most of the time I have headphones on, so I need quality sound and a comfortable build, and the Sennheiser HD650&#8242;s definitely deliver that.</p>
<p>And no, they don&#8217;t have a built-in mic. Unlike Guntizzle, I like to actually use my headphones for other things besides gaming. A $5 Zalman clip-on mic works just as well as a mic on gaming headsets, and you don&#8217;t look like an idiot if you want to wear them outside. </p>
<blockquote><p>In the HD 650, audiophiles will experience truly unique natural sound. With sound this good, long concerts in the comfort of your home are a certainty, so the HD 650 also sets standards in comfort and convenience. The HD 650 is a genuine masterpiece, which will satisfy even the most demanding listener. HD 650 &ndash; the Reference Class.. </p>
<h4>Features</h4>
<ul>
<li>Top-of-the-range open, dynamic hi-fi stereo headphones</li>
<li>Systems with narrow tolerances (&plusmn; 1 dB), hand-picked in pairs</li>
<li>High-quality titanium/silver finish</li>
<li>Specially developed acoustic silk for precise, uniform attenuation over the entire area</li>
<li>Specially modulated connecting cable (detachable) made from highly conductive OFC copper, Kevlar-reinforced, with very low handling noise, i.e. low structure-borne sound sensitivity</li>
<li>Extremely lightweight aluminium voice coils ensure excellent transient response</li>
<li>Exceptionally comfortable to wear due to elliptical design adapted to the shape of the ears</li>
<li>Can be directly connected to stationary hi-fi components of the highest quality, in particular SACD, DVD-A and CD players</li>
</ul>
<h4>General Specs</h4>
<ul>
<li>Frequency Response &#8211; 10 &#8211; 39,500 Hz (-10dB)</li>
<li>Nominal Impedance &#8211; 300ohms</li>
<li>Weight &#8211; 260g</li>
<li>Contact Pressure &#8211; approx. 3.4N( &plusmn;0.3N)</li>
</ul>
<h4>Headphones Specs</h4>
<ul>
<li>Transducer Principle &#8211; Dynamic, open</li>
<li>Weight w/o Cable &#8211; 260g</li>
<li>Ear Coupling &#8211; Circumaural</li>
<li>Distortion &#8211; less or equal to 0.05%</li>
</ul>
<h4>Connectors</h4>
<ul>
<li>Connector &#8211; 6.3mm stereo jack with 3.5mm adapter</li>
</ul>
</blockquote>
<p><img width="630" height="250" title="Overall Rating" src="http://chart.apis.google.com/chart?cht=gom&#038;chtt=Overall Rating&#038;chl=100%&#038;chco=cc0000,f57900,edd400,73d216&#038;chs=630x250&#038;chd=t:100&#038;chf=bg,s,fefefe" alt="Overall Rating" /></p>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/sennheiser-hd650-review.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Team Fortress 2 Thoughts</title>
		<link>http://yankeedeuce.com/reviews/team-fortress-2-thoughts.html</link>
		<comments>http://yankeedeuce.com/reviews/team-fortress-2-thoughts.html#comments</comments>
		<pubDate>Wed, 26 Sep 2007 21:40:37 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[tf2]]></category>

		<guid isPermaLink="false">http://dev.yankeedeuce.com/?p=23</guid>
		<description><![CDATA[<p>If you haven't gotten TF2 yet, you should buy it. I said before it wasn't worth it since I wasn't going to play the other Orange Box games, but I was wrong. This is one of the best games I have ever played. The gameplay is great, everything is extremely balanced. It could use some tweaks, but right now no one class dominates, and no class is absolutely useless. Overall the game is very smooth, I have no idea what FPS I'm getting, haven't checked yet, but I've heard people say they get around 30FPS and it is still smooth and playable.</p>]]></description>
			<content:encoded><![CDATA[<p> If you haven&#8217;t gotten TF2 yet, you should buy it. I said before it wasn&#8217;t worth it since I wasn&#8217;t going to play the other Orange Box games, but I was wrong. This is one of the best games I have ever played.</p>
<p> The gameplay is great, everything is extremely balanced. It could use some tweaks, but right now no one class dominates, and no class is absolutely useless. Overall the game is very smooth, I have no idea what FPS I&#8217;m getting, haven&#8217;t checked yet, but I&#8217;ve heard people say they get around 30FPS and it is still smooth and playable.</p>
<p> The only tweaks I would do is the movement speed and respawn timers.&nbsp; Upping every classes speed a little bit would be great. Doesn&#8217;t need a lot, just a little boost. The respawn timers should be reduced a little bit, right now they are about 20 seconds, I think 15 seconds would be great. There are a lot of old TFC players who say no respawn at all, but this isn&#8217;t TFC. It&#8217;s funny how many people say they want everything to be like TFC or QWTF because they were perfect games, yet they have been basically dead games for at least the last 3 or 4 years.</p>
<p> The graphics are another thing that is amazing about the game. It looks great inscreenshots, but seeing it ingame is even better. The death cam is great, and sometimes you get some hilarious screenshots from it. It is nice to see who fragged you, and where they were. The maps all look good, nice and bright and usually pretty easy to find your way around. Some maps can get a little confusing, but once you get going it&#8217;s easy to find your way to the flag or cap point.</p>
<p> Another nice thing is the scoreboard and the stats that are in the game. Instead of having kills and deaths, you only see how many points you have on the main part of the scoreboard. On the bottom you can see your kills, deaths, assists, backstabs, sentry kills, etc. The developers have said they want everything in the game to be positive, and the stats reflect that. When you are killed, a different stat will pop up stating that you beat or almost beat your record for staying alive, or most points, or most ubercharges, etc. Even when you get dominated by a player, it doesn&#8217;t say how many times that person has killed you, but when you next frag the player that was dominating you, it tells you you got revenge on that player.</p>
<p> No other game has been this amazing the first time I played it, not even CS, which I&#8217;ve played for 8 years. It is more balanced and more fun than anything I&#8217;ve played. The amount of teamwork is great as well. Most players will generally change classes to help your team out. If the other team changes to all snipers and spys, after a little bit your team will switch to scouts and pyros to counter them. When the other team changes classes to counter you, it keeps changing as teams try to get the advantage. </p>
<p> Most of the classes are a blast to play too. Nothing beats getting Ubercharged as a heavy and walking into a base and mowing down everyone and everything in site. Except doing the same thing as a Pyro and setting the entire enemy team on fire and getting to watch them running around burning. Or maybe being a spy and running around causing havoc and stabbing people in the back. You get the point. I even have a ton of fun playing as a medic, just running behind players charging them so we can become invulnerable. </p>
<p> My favorite classes so far would be Sniper, Medic, Soldier, Pyro, Demo, Scout, Heavy, Engineer, Spy. It all depends on the situation though. If only a few people are playing, Scouts can dominate, while it&#8217;s harder to be a Sniper.</p>
<p> Didn&#8217;t think I was going to write that much, but oh well. Like I said, buy it. It blows any other game out of the water.</p>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/team-fortress-2-thoughts.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>New Laptop &#8211; Lenovo T61</title>
		<link>http://yankeedeuce.com/reviews/new-lenovo-t61.html</link>
		<comments>http://yankeedeuce.com/reviews/new-lenovo-t61.html#comments</comments>
		<pubDate>Thu, 31 May 2007 10:41:17 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[laptop]]></category>
		<category><![CDATA[lenovo]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[thinkpad]]></category>

		<guid isPermaLink="false">http://dev.yankeedeuce.com/?p=17</guid>
		<description><![CDATA[<p>I just got my new laptop yesterday, thought I'd post some quick news about it. It's a new Lenovo T61, 14.1" WXGA+, 2GHz Core 2 Duo, Nvidia Quadro NVS 140M, 1GB RAM, and 120GB HDD. Read on for the mini-review.</p>]]></description>
			<content:encoded><![CDATA[<p> I just got my new laptop yesterday, thought I&#8217;d post a quick review on it. It&#8217;s a new Lenovo T61, 14.1&quot; WXGA+, 2GHz Core 2 Duo, Nvidia Quadro NVS 140M, 1GB RAM, and 120GB HDD.</p>
<ul>
<li>Lenovo T61</li>
<li>14.1&quot; WXGA+ (1440&#215;900)</li>
<li>2GHz T7300 Core 2 Duo</li>
<li>1GB PC2-5300 DDR2</li>
<li>nVIDIA Quadro NVS 140M</li>
<li>120GB 5400RPM HDD</li>
<li>DVD&plusmn;RW</li>
<li>Intel 4965ABGN Wireless + Bluetooth</li>
<li>PC Card + Express Card</li>
<li>6 Cell Battery</li>
<li>Windows Vista Business (For now, Ubuntu 7.04 soon)</li>
</ul>
<p> I got it from PC Connection. 4 blue screens (Yay Vista!) so far, but other than that I&#8217;m liking it. I don&#8217;t have any issues with the battery sticking out of the back, and prefer that over the Dell&#8217;s with the battery in the front. </p>
<p>The LCD is great, plenty bright for me, I even turned the brightness down a little. I don&#8217;t even notice the offset LCD, not sure why everyone has been making a big deal out of it. There is a little light leakage at the bottom, but I could only tell when it was completely dark in the room and an all black screen. </p>
<p>The keyboard is great, like always. Love having the trackpoint, much better than a touchpad. </p>
<p>Speakers are good for a business oriented laptop, just watching YouTube and Joost, it sounds good enough. I&#8217;ll be using headphones most of the time anyway, plugged in my Sennheiser HD595s and everything sounded great as expected. My Razer M100 Pro|Tone earbuds sounded great as well. </p>
<p>Power is good for me, much better than my last laptop (4 year old Sager 5670), watched Joost while browsing the web and installing new programs for about 1.5 hours, then the low battery came on at 10% remaining, this was on the Default power config. Should be able to watch a DVD with wireless turned off and a more battery friendly power plan. </p>
<p>Haven&#8217;t tried Linux on it yet, going to pop in a LiveCD sometime just to see how well that works, I&#8217;ll probably wait until Intel releases the 4965 drivers. I need a Windows machine anyways for a router sim program. </p>
<p>I haven&#8217;t tried any gaming yet, I&#8217;ll probably put CS on it to see how well it plays, I&#8217;ve got a dedicated gaming rig already, so I&#8217;ll probably put a good RTS on this to pass the time while traveliing.</p>
<p>I&#8217;ll try to sit down and do a more indepth review, but so far it was a great choice. If you are looking for a nice lightweight laptop that you won&#8217;t need for gaming, be sure to check it out.</p>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/new-lenovo-t61.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Razer DeathAdder Review</title>
		<link>http://yankeedeuce.com/reviews/razer-deathadder-review.html</link>
		<comments>http://yankeedeuce.com/reviews/razer-deathadder-review.html#comments</comments>
		<pubDate>Thu, 25 Jan 2007 14:50:52 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[deathadder]]></category>
		<category><![CDATA[razer]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://dev.yankeedeuce.com/?p=15</guid>
		<description><![CDATA[<p>Razer unveiled their latest mouse last month, the DeathAdder. Unlike Razer's previous mice, the DeathAdder is ergonomically shaped for righthanded players. The shape of the mouse is the same as Microsoft's Habu and IntelliMouse Explorer 3.0. Instead of using a laser sensor as is in the Copperhead and Habu, the DeathAdder uses an 1800DPI 3G infrared sensor, which is supposed to decrease the tracking height when the mouse is lifted off the surface, making it ideal for low-sensitivity players.</p>]]></description>
			<content:encoded><![CDATA[<p> Razer unveiled their latest mouse last month, the DeathAdder. Unlike Razer&#8217;s previous mice, the DeathAdder is ergonomically shaped for righthanded players. The shape of the mouse is the same as Microsoft&#8217;s Habu and IntelliMouse Explorer 3.0. Instead of using a laser sensor as is in the Copperhead and Habu, the DeathAdder uses an 1800DPI 3G infrared sensor, which is supposed to decrease the tracking height when the mouse is lifted off the surface, making it ideal for low-sensitivity players. </p>
<div class="one_half"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/deathadder1.jpg"><img width="300" height="190" alt="Razer Deathadder" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/deathadder1-300x190.jpg" /></a></div>
<div class="one_half last"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/deathadder2.jpg"><img width="300" height="190" alt="Razer Deathadder" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/deathadder2-300x190.jpg" /></a></div>
<div class="clearboth"></div>
<p> There are 5 programmable buttons on the DeathAdder, the standard left/right/mousewheel, and 2 thumb buttons on the left side. All of the buttons are light and easy to use, and positioned perfectly on the mouse. The entire top of the mouse is made of a rubberized sheet that is split at the front to form the two main buttons. The mousewheel is easy to spin, with notches in the wheel to make it easy to learn how far you need to go to switch weapons. Clicking the wheel takes a little more pressure than the other buttons, but is easier than some other mice, notably the Razer Viper. </p>
<p> When I got the mouse from Razer it shipped in a plain cardboard box with paper and plastic air bubbles to protect the package. The mouse package itself was a black cardboard box with a front flap that opens to show the DeathAdder. Included with the mouse is a quick start guide, a promo card with info, certificate of authenticity, and instruction book with the driver disc. </p>
<p> Compared to the previous mice I have used, the DeathAdder is the biggest. Below is the Diamondback, Copperhead, and DeathAdder. Not shown is the Razer Viper, which is smaller than the Diamondback. I also have to get used to the shape after using Razer mice for the last few years. The mouse I used before my Razer&#8217;s was an MSIE 3.0, so it shouldn&#8217;t be that hard to get used to the design. </p>
<div class="one_fourth"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/comp1.jpg"><img width="150" height="190" alt="Razer Comparison" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/comp1-150x190.jpg" /></a></div>
<div class="one_fourth"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/comp2.jpg"><img width="150" height="190" alt="Razer Comparison" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/comp2-150x190.jpg" /></a></div>
<div class="one_fourth"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/comp3.jpg"><img width="150" height="190" alt="Razer Comparison" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/comp3-150x190.jpg" /></a></div>
<div class="one_fourth last"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/comp4.jpg"><img width="150" height="190" alt="Razer Comparison" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/comp4-150x190.jpg" /></a></div>
<div class="clearboth"></div>
<p> Once I got the mouse plugged in, I just moved it around a little to get used to the shape and speed. The speed was about the same as my Copperhead, but it was the shape that was going to take a minute to get used to. I started up CS:Source to see if the DeathAdder had any of the problems my previous mice did &#8211; skipping ingame. I use an extremely low sensitivity, and my Copperhead would skip pixels if I moved the mouse very fast, such as when I needed to do a quick 180 ingame. I compensated by raising my sens some, but I didn&#8217;t play as well. So the first thing I did was practically throw my mouse across the mousepad. No skipping. At all. I lowered my sensitivity a little bit and tried again, but no matter what I did the mouse never skipped pixels. </p>
<p> I have read a few reviews of the DeathAdder and some people mentioned that their mouse was skipping, they had positive and negative accelleration, and the sensor that was supposed to stop tracking after a couple millimeters off the surface was still tracking 10+ mm away. I have experienced none of those problems. I still have not installed the drivers that shipped with the mouse, and only plan to when new firmware comes out, so that could possibly be a reason some users are having trouble. <a href="http://www.esreality.com/?a=longpost&amp;id=1300293&amp;page=1">ESReality</a> ran the DeathAdder through their MouseScore benchmarking system, where it completely dominated the other mice and ended up with the highest score, 9 points better than an MX500 running at 1000Hz; 17 points better than the Diamondback. After using the DeathAdder I would have to say those results were spot on. </p>
<p> The only problems I have had so far has been adjusting to the shape, which shouldn&#8217;t take me too long to do. The other thing has been the back thumb button, mouse4. On my DeathAdder it will stick every so often when it is pressed on the bottom front corner. The way I have my CS setup is so the 2 thumb buttons are bound to my primary and secondary weapons, making it so I can quickswitch with basically a push of my thumb. I found doing this on the DeathAdder only works sporadically due to the button sticking. I haven&#8217;t heard about anyone else with this problem, so it could possibly be the particular mouse I got. </p>
<p> At $59.99, the DeathAdder is not cheap. But if you can afford it, I would have to say pick one up. This is hands down the best mouse I have ever used. It looks great and performs even better. Unfortunatly, the DeathAdder is now out of stock at the Razer Store due to the high demand. If you want to pick one up you will have to search for retailers like TigerDirect to see if they have mice currently in stock. The Razer DeathAdder gets 5 out of 5 D Keys from me. </p>
<p><img width="630" height="250" title="Overall Rating" src="http://chart.apis.google.com/chart?cht=gom&#038;chtt=Overall Rating&#038;chl=98%&#038;chco=cc0000,f57900,edd400,73d216&#038;chs=630x250&#038;chd=t:98&#038;chf=bg,s,fefefe" alt="Overall Rating" /></p>
<p> As a bonus, here are some official DeathAdder desktop wallpapers. </p>
<div class="one_third"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/wallpaper1.jpg"><img width="200" height="190" alt="Deathadder Wallpaper" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/wallpaper1-200x190.jpg" /></a></div>
<div class="one_third"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/wallpaper2.jpg"><img width="200" height="190" alt="Deathadder Wallpaper" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/wallpaper2-200x190.jpg" /></a></div>
<div class="one_third last"><a href="http://yankeedeuce.com/wp-content/uploads/2011/04/wallpaper3.jpg"><img width="200" height="190" alt="Deathadder Wallpaper" src="http://yankeedeuce.com/wp-content/themes/striking/cache/images/wallpaper3-200x190.jpg" /></a></div>
<div class="clearboth"></div>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/razer-deathadder-review.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Map Review: de_losttemple</title>
		<link>http://yankeedeuce.com/reviews/map-review-de_losttemple.html</link>
		<comments>http://yankeedeuce.com/reviews/map-review-de_losttemple.html#comments</comments>
		<pubDate>Thu, 12 Oct 2006 10:20:59 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[map]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://dev.yankeedeuce.com/?p=6</guid>
		<description><![CDATA[<p>Lost Temple is a well-known custom map created by Magikus and StarD00d at d00ds.com. Lost Temple is overall a medium range map, although there are plenty of areas for brutal close quarter fights, combined with longer stretches ideal for AWP work.</p><p>The premise for this map is an ancient and lost temple that has been found. Archeologists discovered a great secret and are about to put the pieces together. The Terrorists need to destroy one of the artifact puzzles the archeologists have already secured while the Counter-Terrorists must prevent terrorists from bombing the secured artifacts.</p>]]></description>
			<content:encoded><![CDATA[<p> Lost Temple is a well-known custom map created by Magikus and StarD00d at <a href="http://www.d00ds.com/" target="_blank">d00ds.com</a>. Lost Temple is overall a medium range map, although there are plenty of areas for brutal close quarter fights, combined with longer stretches ideal for AWP work. The premise for this map is an ancient and lost temple that has been found. Archeologists discovered a great secret and are about to put the pieces together. The Terrorists need to destroy one of the artifact puzzles the archeologists have already secured while the Counter-Terrorists must prevent terrorists from bombing the secured artifacts. This is one of the best custom maps that have been created for Source. If you haven&#8217;t played de_losttemple yet, be sure to <a href="http://www.ingame.de/mapbase/index.php?action=file&amp;cid=5&amp;fid=1480">download it</a> and hop on a server playing it. </p>
<p><a title="Trigger by image" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_overview.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_overview.jpg" alt=""/></a></p>
<h3>Location Identification:</h3>
<h4>Terrorist Spawn</h4>
<p> The spawn point of the Terrorist Team, leads to A hall, Water, and the Great Temple Hall. </p>
<p><a title="Terrorist Spawn" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_t-spawn.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_t-spawn.jpg" alt=""/></a></p>
<h4>A Hall</h4>
<p> The primary staging area for Terrorist attacks. Leading to Site A Ramp and Middle,this area is critical for the Terrorist to maintain control of. Smokes are a must as a CT can pick into the hall easily. </p>
<p><a title="A Hall" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_a-hall.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_a-hall.jpg" alt=""/></a></p>
<h4>Middle</h4>
<p> A dangerous area for Terrorists attempting to move to the bombsites, this point connects CT spawn, A Ramp, water, and stairs into Site B. CT&#8217;s can cover this area from the top of the temple or the entrance to CT spawn. </p>
<p><a title="Middle" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_middle.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_middle.jpg" alt=""/></a></p>
<h4>Water</h4>
<p> CT&#8217;s need to cover water as T&#8217;s can push up into Mid and get behind them, use the boxes below the bridge to rush into Site B through the great temple hall, or cross the bridge and push into Site A through the lost temple. </p>
<p><a title="Water" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_water.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_water.jpg" alt=""/></a></p>
<h4>Inside the Central Temple</h4>
<p> The bridge connects the great temple hall near Site B to the central lost temple that can be used to reach Site A. This is generally safer than using the Ramp, as most CT&#8217;s are preoccupied with watching A Hall and won&#8217;t realize you are in the bridge room until it is too late. </p>
<p><a title="Central Temple" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_central-temple.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_central-temple.jpg" alt=""/></a></p>
<h4>Site A</h4>
<p> The primary bombsite is very hard to get into going through A Hall without using smokes and flashbangs. </p>
<p><a title="Site A" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_site-A.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_site-A.jpg" alt=""/></a></p>
<h4>CT Spawn</h4>
<p> The spawnpoint for Counter-Terrorists, it leads to Middle and both bombsites. </p>
<p><a title="CT Spawn" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_ct-spawn.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_ct-spawn.jpg" alt=""/></a></p>
<h4>Great Temple Hall</h4>
<p> One of the hardest areas of the map to control. T&#8217;s and CT&#8217;s arrive in the great temple hall at about the same time, so it is essential to use use flashbangs to gain the upper hand. This great hall leads into Site B, you can also use the Bridge to reach A or drop down into water. </p>
<p><a title="" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_great-hall.jpg" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_great-hall.jpg" alt=""/></a></p>
<h4>Site B</h4>
<p>The secondary bombsite. If the CT&#8217;s have a large presence it can hard for T&#8217;s to enter Site B, but if they can get into the site and plant, it is difficult for the CT&#8217;s to retake the site and defuse.</p>
<p><a title="Site B" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_site-B.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_site-B.jpg" alt=""/></a></p>
<h4>A Ramp</h4>
<p> Once T&#8217;s exit A Hall, they can rush up Ramp to enter Site A or go into Middle. There are most likely CT&#8217;s above the ramp though, so flashes are a must. </p>
<p><a title="A Ramp" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_A-ramp.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_A-ramp.jpg" alt=""/></a></p>
<h4>Spiral Stairs</h4>
<p> The spiral stairs start outside CT Spawn and the entrance to Site B, and end near Water and Middle </p>
<p><a title="Spiral Stairs" href="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_overview.jpg" rel="de_losttemple" class="colorbox" data-iframe="false" data-inline="false" data-photo="false" data-close="true"><img src="http://yankeedeuce.com/wp-content/uploads/2011/04/de_losttemple_overview.jpg" alt=""/></a></p>
<h3>Terrorist Tactics:</h3>
<h4>Rushes</h4>
<p> Although rushes are not usually the best of plans, on Lost Temple they have many benefits. Most full out rushes will be aimed at Site B via the <em>Great Temple Hall</em> (it&#8217;s called Great Hall in the Map). The reason for this is that CT&#8217;s and T&#8217;s reach the Temple at about the same time. When rushing the <em>Great Hall</em>, it is essential for the Terrorist to throw a small quantity of effective nades and to check all the possible corners before considering the bombsite safe. Throwing a few flashbangs and HE nades into the 2 entrances into<em> Site B</em> can give you enough time to push up into the site and catch and blind or hurt CT&#8217;s.</p>
<p>Rushing Terrorists must learn to be careful entering <em>Site B</em>, as there are many places for a CT to hide behind all the boxes. Entry kills will be critical, as one CT is highly capable of spraying down several Ts running around the corner of those boxes one at a time. </p>
<p> Rushing Site A via <em>A Hall</em> (Tunnel in the Map) is another possibility. The danger of this is the CT&#8217;s can be setup covering the exit before you reach it, meaning you will need plenty of smokes. They should be placed so they cover the line of sight to <em>Middle</em> and also the top of the middle <em>temple</em>. Once those areas are smoked, you will need a few flashbangs to blind the CT&#8217;s on top of the <em>ramp</em> and above <em>A Hall</em>. Once you reach the top of the ramp and get into A, you will need to place T&#8217;s to guard <em>Middle</em> and the <em>Central Temple</em> with the <em>Bridge Room</em>. </p>
<h4>Splits</h4>
<p> When executing splits in Lost Temple, <em>Water</em> will be used for almost every one. The T&#8217;s that go <em>Water</em> should smoke <em>middle</em> so they can reach the <em>Spiral Stairs</em> behind the smokescreen. When attacking B, half of the T&#8217;s should go through the <em>Great Hall</em>, utilizing flashbangs to hold it, while the other half should go <em>Water</em>, using smokes to to get up the <em>Spiral Stairs</em> and hit <em>Site B</em> from the rear at the same time as the T&#8217;s pushing out from the <em>Great Hall</em>. It will be neccesary to cover <em>Bridge</em> as well, as a CT could push up through the <em>Central Temple</em> and the <em>Bridge Room</em> and shoot down on the T&#8217;s in the <em>Water</em>.</p>
<p>Splits to <em>Site A</em> are a little harder, as you need to use both <em>A Hall</em> and the Central Temple. To do this, some T&#8217;s need to go to <em>A Hall</em> and delay the CT&#8217;s while other Terrorists go <em>Water</em> and hop up onto <em>Bridge</em> (or even get there from the <em>Great Hall</em>) and sneak into <em>Central Temple</em>. The T&#8217;s in <em>A Hall</em> nee to use smokes and flashbangs until their teammates in <em>Central Temple</em> can get across and take out any opposition at <em>A Ramp</em>. Once the area is clear, the bomb should be planted in A while the T&#8217;s cover <em>Central Temple</em> to make sure no CT&#8217;s come across <em>Bridge</em>. </p>
<h4>Defending the Planted Bomb</h4>
<p> Once a Site has been successfully attacked, it comes time to plant and defend the bomb. Planting the bomb is generally easy at <em>Site B</em>, given the cover and narrow choke points, but at <em>Site A</em> it can be more of a challenge. Site A is more open and easier to break into than B. You should place T&#8217;s near <em>CT Spawn</em> to frag any CT&#8217;s rotating from B, and place the rest watching <em>A Ramp</em>, <em>Temple</em> and<em> Middle</em>, then gradually falling back if the CT&#8217;s put up a strong attack. It should buy you enough time until the bomb goes off to get the win. </p>
<p> Defending <em>Site B</em> is perhaps less complex than it is at <em>Site A</em>, but there are a few things to remember. First off, flashes can be thrown from the <em>Spiral Stairs</em> directly over the entire site, leaving everyone within it blind but they can also be thrown at CTs using the same technique. If you have teammates covering inside the <em>Great Hall</em>, try to push out as far as you can towards the entrance on the <em>T Spawn</em> side, while leaving some people in the temple to guard <em>Bridge</em>. The rest of the T&#8217;s should remain either inside the site and defending the double doors, or push out the DD if they can cover <em>CT Spawn</em> and <em>Sprial Stairs</em> both. </p>
<h3>Counter-Terrorist Tactics:</h3>
<h4>Site A and A Ramp</h4>
<p> This area is the easiest for CT&#8217;s to guard and should only have a few players here. Common places to set up for CT&#8217;s are the doorway into Mid from CT Spawn, where an AWPer can pick into <em>A Hall</em> and also get any T&#8217;s rushing without smoke cover. The top of the main temple is also a good place, as you can see down into <em>A Hall</em> without exposing too much of yourself. Hazards to this are T&#8217;s pushing from <em>Water</em> and the possiblity of a T that you cannot see shooting your legs. Other spots to watch this chokepoint are the top of the ramp or pushed up on the ledge and near the entrance to the <em>Central Temple</em>. </p>
<h4>Middle</h4>
<p> If T&#8217;s push water, players guarding <em>Middle</em> will have a great imact on the round; if they can stop the rush CT&#8217;s have a good chance of winning the round, but if the T&#8217;s can overrun <em>Middle</em> they can get into both bombsites from the back. </p>
<h4>Site B</h4>
<p> <em>Site B</em> is one of the most contested areas on the map, and the area used for almost all Terrorist rushes. Most of the team should cover B right away, rushing into the <em>Great Hall</em> and flashing to catch the first T&#8217;s offguard. The T&#8217;s will be flashing as well, so be careful about rushing all the way into temple. This Great Temple Hall is all about close quarters combat &#8211; most of the time there will be 2 or 3 people shooting at you, so pick your spots carefully. CT&#8217;s need to hold this area at all costs though, if T&#8217;s can get into the site, it is extremely hard to retake the site. </p>
<h4>AWPs</h4>
<p> While a lot of areas of the map make it almost impossible to AWP, other areas are very suitable to pick. Going left out of Spawn, you can set up in the doorway on the right side overwatching <em>A Hall</em> to pick T&#8217;s rushing this way. If the area is clear, you can jump to the left side of the doorway and watch water. Other areas to AWP from include inside the <em>Central Temple</em>, where you can pick T&#8217;s on the <em>Bridge</em> or in the <em>Great Hall</em>. <em>Site B</em> is very hard to AWP in, as it is all close together and has many hard angles. <em>Site A</em> on the other hand, is much more long and open. Setting up near the tents you can watch both entrances into A. </p>
<h4>Taking Back Bombsites</h4>
<p> Even the best teams will find themselves in situations where the Terrorists have managed to plant the Bomb, and they need to take the site back in order to defuse. Taking back a bombsite on Lost Temple is no different than on any other map: it will require timing, communication, nades, teamwork, and finally good shooting. Taking back B is by far the hardest thing to do on this map. The T&#8217;s will be setup inside the site in the boxes, where you cannot see them very well. A coordinated atack on B from the <em>Double Door</em> entrance and <em>Great Hall</em> require timing. If you have any flashbangs left, toss them over the walls near <em>Spiral Stairs</em> into the site to blind some of the defenders, then have everyone rush into the site at the same time to overwhelm the T&#8217;s. The hardest part about this is entering the <em> Door</em>, where if one person gets stopped in the door, it throws off the entire attack. </p>
<p> To take back <em>Site A</em> the CT&#8217;s should regroup in <em>CT Spawn</em> and <em>Central Temple / Middle</em> before attacking to increase the chances of success. Flashes should be used in this case to, throwing them around corners to disrupt waiting Terrorists. Good shooting is a must if you want to take back the site, as it is very open and the T&#8217;s will have the only cover available. Behind the big box on top of <em>A Ramp</em> and between the tents on the other side of the Site are 2 areas where most T&#8217;s will be. Once those T&#8217;s have been cleared out, flash the bombsite by banking them off the pillars, then rush in and frag any T&#8217;s inside the site. </p>
<p> You can <a href="http://www.ingame.de/mapbase/index.php?action=file&amp;cid=5&amp;fid=1480">download de_losttemple here</a>. </p>
]]></content:encoded>
			<wfw:commentRss>http://yankeedeuce.com/reviews/map-review-de_losttemple.html/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

