Saturday, October 22, 2011

latest dota matchs going to played

ESWC 2011 - viewer's guide



We bring you a complete schedule of ESWC's Dota 2 tournament. Sunday and Monday will each see one group finishing, before the best four teams gather on Tuesday for the playoffs. The group stage semi final rounds are held in best of one, the grand final round in best of three manner.

(Times are in CET)

Sunday, October 23
Group 1


Time
Stream
Russia Moscow Five
vs
Czech Republic Storm Games Clan
09:30

Denmark monkeybusiness
vs
France Virus Gaming
09:30

China EHOME
vs
Bolivia Lias Gaming
09:30

Czech Republic Storm Games Clan
vs
China EHOME
11:30

France Virus Gaming
vs
Russia Moscow Five
11:30

Denmark monkeybusiness
vs
Bolivia Lias Gaming
11:30

China EHOME
vs
France Virus Gaming
13:30

Russia Moscow Five
vs
Denmark monkeybusiness
13:30

Bolivia Lias Gaming
vs
Czech Republic Storm Games Clan
13:30

Denmark monkeybusiness
vs
China EHOME
15:30

France Virus Gaming
vs
Czech Republic Storm Games Clan
15:30

Russia Moscow Five
vs
Bolivia Lias Gaming
15:30

China EHOME
vs
Russia Moscow Five
17:30

Czech Republic Storm Games Clan
vs
Denmark monkeybusiness
17:30

Bolivia Lias Gaming
vs
France Virus Gaming
17:30

DOTA LATEST MAPS

Stable Map: 6.72f

Random Mirror

Language: English
Date: 2011-07-22
MD5: bb5ed8b0ecb6cb89774da47db1dafd96
Changelog: For  Details visit 
http://www.getdota.com/

TOP 28 UP COMING GAMES

Uncharted 3: Drake's Deception:

 Despite myself, I love Nathan Drake. More rugged than Jason Statham, sexier than Indiana Jones and much less of a jerk than Han Solo, he is one of the great action heroes. Watching him escape death by a hair is endlessly compelling. He isn't just one of the PlayStation 3's best heroes, he's one of the best game characters of this console generation. And he has amazing hair. 

  Uncharted 3 is finished and will be on shelves in just under a month, and before we get stuck into the review, I got my first chance to actually play two of the scenarios that have had everybody salivating for the past eight months: the burning mansion and the cargo plane escape. Although I've seen both of these short missions before, it's suprising how different it is when you're actually playing them. One sees Nathan and Sully escaping a grand old building as it erupts in flames and crumbles to pieces around them, where the other shows Drake board a cargo plane as it takes off and fight off the bad guys within whilst dodging barrels and crates as they fly out of the loading bay and into the sky. Both are action sequences better than anything Hollywood has come up with in the past five years.

It's indicative of a wider shift in games, this – where once they were trying their best to approximate the excitement and visual spectacle of a Hollywood blockbuster, now they're effortlessly outdoing them. It's partly because of the graphical capabilities of modern consoles, of course; Uncharted 3 looks incredible, whether it's the thoughtful lighting, the realistic, context-sensitive animation or the thoughtful cinematography, the camera following Drake dramatically as he leaps, stumbles and hangs on for dear life, or framing the sunrise in the background as he stretches out from Elena's buggy towards the landing gear of the plane.
But it's also to do with the creativity of the design, the flow and pace of the action set-ups. It's not just about guns and explosions, as anyone who's suffered through one of the Transformers movies can tell you. The first two Uncharted games might have had a thing or two to learn when it comes to pacing, but Naughty Dog has learned from experience. And lastly, it's to do with characterisation. Nathan Drake might not be the deepest character in the world, but he's a more endearing personality than most movie action heroes, not to mention the useless meat-heads that typically populate game worlds.
There's a problem that games have that films don't, though, and that's the unknown quantity of the actual player. Like every Uncharted game before it, Drake's Deception is flawless until you hit a momentary stumbling block and ruin the flow. Miss the Triangle prompt next to a beam that you have to kick down from the ceiling, and you can spend a couple of minutes running pointlessly back and forth across a room as the tension and sense of grand adventure disappear in a flash. Or Sully might get himself momentarily caught in a doorway, temporarily breaking the illusion that this is all really happening in front of you.
Thing is, though, that Uncharted 3 almost never seems to slip up. Its signposting is much improved since Drake's Fortune. You're guided seamlessly through action sequences so intense and high-octane that spectators can't help but laugh out loud as Drake climbs up the cargo plane's landing gear as it takes off, or hangs by his fingernails from a crumbling banister as everything around him goes up in flames. If these two scenarios represent the overall pace of the full game, we're in for one hell of a ride.
I wish they still made movies like this. The fact that they don't, though, is good news for games – and great news for the people who play them.
As we speak, Uncharted 3 review code is winging its way to our offices. Look out for our final verdict on what looks like Nathan Drake's greatest adventure in the near future.

  RELEASING DATE IS 01 NOV

Friday, October 21, 2011

Counter-Strike: Global Offensive

 It's easy to forget how unforgiving Counter-Strike can be. Valve's competitive online shooter truly rewards the skilled and stomps all over the newcomers. There are no Call of Duty-style kill streaks, no artillery barrages to call in or packs of dogs to let loose. It's just you, your guns, a few grenade types and your ability to react. Map knowledge, teamwork and quick reflexes are the only things that matter. With Global Offensive (or GO), the next version of Counter-Strike, Valve isn't trying to completely reinvent the franchise. This isn't Counter-Strike 2, it's more like an incremental update. Terrorists still fight Counter-Terrorists in round-based combat. You still plant bombs on Dust and rescue hostages on Office. Some maps, like Dust and Aztec, received updates while others, like Dust 2, are largely unchanged. Though the changes aren't wild, franchise fans will find a few new interesting additions to the formula that may very well turn out to be series staples moving forward. 

If you're using GO's matchmaking system you'll be dumped into relatively small maps for five versus five gameplay. Valve built an ELO-based ranking system into GO to determine your skill level, so ideally you're set up with players around your level of skill. Bots of appropriate difficulty settings will also be added in if a full game of live players can't be put together. If the idea of a five on five match sounds too limiting, PC players will be able to set up custom matches that Valve assures will provide the same degree of flexibility as is available in Counter-Strike: Source. Console players will not have the option to set up servers, however.

Once you do get a match up and running, the gameplay may be seem simple at first, but there's quite a bit of depth. Depending on the map the Terrorists either need to plant bombs or protect hostages, and the Counter-Terrorists need to stop them from planting and detonating bombs or rescue hostages. Before any of the fighting starts, you need to buy weapons by drawing on a personal pool of accumulated funds. Weapons include pistols, rifles, SMG and sniper rifles, as well as specialty items like flashbangs, high explosive grenades and smoke grenades. In the in-development build I played body armor is automatically purchased at a round's beginning, though Valve says when GO's done in 2012 the armor will be a separate purchase. In an interesting twist, defusal kits that let Counter-Terrorists quickly disarm bombs are no longer purchaseable. Instead they're randomly assigned to two teammates at a round's beginning.



Confirmed Maps
  • Dust
  • Dust 2
  • Aztec
  • Office
  • Nuke
  • Italy
  • Infern
Armor and defusal kit changes are important because you don't have infinite money in Counter-Strike. Kills and victories in each round earn you more funds, but you start off poor in GO's Competitive mode. The first round is typically only pistols, and if your team keeps losing don't expect to be running around with a one-shot kill AWP sniper rifle any time soon. Weapons need to be earned through skilled play, which makes acquiring them all the more rewarding. Alternatively, you can scoop weapons up off the ground from dead teammates and opponents, and in either case, if you die you'll have to purchase everything all over again. If you're new to Counter-Strike or don't want to have to deal with amassing a small fortune to buy your favorite gear, the Casual mode will be a good thing to try out where you'll get plenty of money each round to buy whatever you wish.

The weapon you choose dictates your combat role. If you're running around with the sawed-off shotgun, don't expect to do much damage from long range. Let the players with sniper rifles take care of that, then spearhead your advance with smoke and maybe a flashbang to disorient the other team before charging in. Chances are you won't be able to get up close very often, though, unless it's by accident or you manage to flank someone. It's tough to get close because it doesn't take much to die in Counter-Strike. Health doesn't regenerate and there are no first aid packs. Charging around maps out in the open is pretty much the worst way to play. In fact, running really isn't a very good idea at all.

Footsteps make noise in Counter-Strike, so when in hostile territory walking or crouching is the best thing to do, unless of course you're fleeing an encounter. Move against walls, move slowly, move with your teammates, and always make sure you're checking every entrance to your part of the map. It's a lot to keep track of, but if you do it's a hugely rewarding feeling to hunt, kill and ultimately defeat the opposing team.
Part of the brilliance of Counter-Strike is how dynamic the combat can be. On each map, any experienced player will know exactly where the zones of contest will be every single time. To get around that, your team needs to not only be accurate, but creative. Use the grenade types, flank, take up intelligent positions if you're defending, and be stealthy whenever possible. If the majority of your team is drawing the attention of Counter Terrorists on Dust's underpass, the bomb carrier might try to sneak around to the map's opposite side to plant the bomb. Once the explosive is activated, the Counter-Terrorists panic and rush to the bomb site to defuse it. But if the bomb carrier gets killed before the device is planted, then the game changes again. Instead of defending the bomb sites, the Counter-Terrorists now protect the bomb wherever it dropped, ensuring no Terrorists swoop in to pick it up and scamper off to the designated detonation zones.

  RELEASING DATE IS Mar 31, 2012

Wednesday, October 19, 2011

TOP 28 UP COMING GAMES

Assassin's Creed: Revelations

Since the advent of hidden treasure and side-quests in Assassin's Creed, the series has shown off some epic set pieces amidst crumbling ruins, dark caves, and secret rooms. But Assassin's Creed: Revelations says bigger in almost every way.
After two games of traversing the streets of Renaissance Italy, Revelations first big jump in scale is taking the game to Constantinople (not Istanbul -- yet). While the general flow of running, scaling, and leaping remains consistent, the Eastern setting is refreshing in contrast to the familiar cobblestones of Italy. Ezio can nimbly cross the dozens of domes dotting the skyline of the Byzantine city -- where he previously stumbled on rounded surfaces. The city is enormous and split into sections accessible by ferry.
But it's the hidden Masyaf Keys that really show off how far Assassin's Creed: Revelations takes the adventure. Masyaf Keys are the Revelations equivalent of Tombs and Lairs. As a player who tackled all of Da Vinci's weapon quests, all of the Romulus Lairs, as well as all the Assassin Tombs in II, I've seen a lot of dungeons, ruins, and treasures. But in the two instances of Masyaf Keys that led me into the memories of an older Altair, I saw that the scope of the exploration had ratcheted into a higher stratosphere.


The first dungeon took place in an enormous cavern full of waterfalls, collapsing scaffolding, and what looked like a bottomless pit. The new zip lines throughout the game help escalate this sense of depth throughout the environments. Crumbling scaffolding and falling pillars aren't new to the formula, but the size and sense of impending doom add to the drama.


The second Masyaf Key dungeon feels similar to the Naval Cannon quest in Brotherhood in which you stalk a boat through an underground river.

But in the case of Revelations, there's no stealth involved, the soldiers on the boat blast you with rifles as you chase them across crumbling archways, pilings, with fire nipping at your heels. Rather than slipping into a boatyard without being seen, this chase scene ends at a waterfall – and I won't spoil more.
Speaking of guns, there's a new kind of big fight in the form of rifleman aiming at you from point-blank range. While guns aren't new to the series, the sharpshooting rifleman stands as a new combat bane that was just annoying enough to add difficulty. But with the addition of bombs, these steady-eyed nuisances might not be as annoying as they initially seem.
Where else have the mechanics taken a turn for the more complex? 
  In the Revelations version of Borgia Towers: Contested Dens. Assassin's Creed: Revelations takes a page from the Tower Defense playbook and sets up an interesting new way to battle for contested dens. When an Assassin Den takes on the contested status, you'll find yourself watching a street from the rooftops. You then assign Assassins to the other rooftops and place riflemen and crossbowmen along the eaves, with barricades in the streets. Wave after wave of Templar troops charge down the streets and you can launch explosives on their heads and try to turn them back before they reach the den. It's a familiar formula, but the fresh coat of paint Revelations paints it with is a welcome addition to the city-management style minigames that the series has taken on.
With all the tweaks, changes, and new places to seek out adventure, only one question remains: does bigger mean better? The latest demo showed off some awesome elements, but it's going to take the full retail game to see just how well the experience pans out.