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Quake Live Work In Progress Update Leaked!


  1. New Default Gameplay Ruleset
  2. Players may now hold jump to continuously jump.
  3. The minimum allowed time between jumps has been increased from 50ms to 100ms.
  4. Players may now hold forward and jump to ‘bunny hop’, allowing them to slowly gain up to 2x their base movement speed.
  5. When wielding the Gauntlet, ground movement speed is increased 6.25%.
  6. Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
  7. Added the command “weapon toggle” to toggle between your Primary and Secondary weapons.
  8. Unified weapon respawn time to 5 seconds across all gamemodes.
  9. Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
  10. Reduced ammo respawn time from 40 seconds to 10 seconds.
  11. Added in-world item timers for “major” items, including armors, megahealth, power-ups, and medkit. Respawn timers blink once per second, and display one “pie piece” for every 5 seconds that has elapsed.
  12. Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
  13. Power-up spawn indicators now appear when a power-up has spawned in the arena.
  14. Enabled self-kills with an additional 1 second respawn penalty.
  15. Weapon Changes
  16. Railgun damage 80 -> 90
  17. Rocket splash damage 84 -> 100
  18. Gauntlet damage 50 -> 75
  19. Added new weapon, the Heavy Machinegun to act as a viable primary infinite range hitscan weapon with some but minor spread.
  20. Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.


From the notes, it seems they are trying to standardize the public normal servers.  No more call voting team sizes and it seems all team modes will be capped at 5 players per team.  The timelimit has also been cut down to 15 minutes for CTF and TDM.  CA has also been cut down to 7 rounds instead of 10.  

  1. Public FFA Settings
  2.     New ruleset in full effect
  3. Public Duel Settings
  4.     New ruleset in full effect
  5. Public TDM Settings
  6.     New ruleset in full effect
  7.     Friendly-Fire disabled.
  8.     Power-up drops enabled.
  9.     Fraglimit 150
  10.     Timelimit 15
  11.     Teamsize 5 (no callvoting teamsize).
  12. Public CA Settings
  13.     New ruleset enabled without loadouts (new physics, but ‘all’ weapons – classic ca + hmg)
  14.     Round Limit 7
  15.     Teamsize 5 (no callvoting teamsize).
  16. Public CTF Settings
  17.     New ruleset enabled without loadouts (new physics, mg starter, in-world item timers, etc)
  18.     Timelimit 15
  19.     Teamsize 5 (no callvoting teamsize).
  20. Public FT Settings
  21.     New ruleset in full effect
  22.     Timelimit 15
  23.     Teamsize 5 (no callvoting teamsize).
  24. Public DOM Settings
  25.     New ruleset in full effect
  26.     Weapons drop for additional weapons.
  27.     Self damage enabled.
  28.     Timelimit 15
  29.     Teamsize 5 (no callvoting teamsize).
  30. Public AD Settings
  31.     New ruleset in full effect
  32.     Weapons drop for additional weapons.
  33.     Timelimit 15
  34.     Teamsize 5 (no callvoting teamsize).


The Classic Quake Live Experience will ONLY be available through create a match, meaning only pro subscribers can unlock classic for others to play.


This honestly sounds like what happened to halo.  In Halo, Bungie tried to implement too many features from other games ala call of duty (sprint, loadouts, perks ect ect).  These extreme changes turned halo (Halo reach and halo 4) into a pile of shit.  It was not halo anymore, it was halo hybrid of call of duty/battlefield.  These changes do not make this game Quake.  If these are true, players will have to have a pro subscription or join a pro subscription server to play “CLASSIC” Quake Live.  This is not good!


These are significant changes and will be the DEFAULT ruleset for Quake Live.  After some community uproar involving the recent interface update, this will bring out the most pitchforks seen in Quake Live!


Interview with INS!

Social Media: Twitter, Youtube
Mouse: ZOWIE Ec2 eVo
Sensitivity: 0.89 (2300 DPI)
Mousepad: Steelseries QCK
Keyboard: It’s black
Monitor: Random LCD

So ins, when did you start playing Quake? What is your Quake story?
I started Quake when I was around 16, which was pretty much the time I got a computer and internet connection. One of my cousins came around to my place and brought me a CD containing AQ2. All I did during the next 12 months was playing that game, it was my first online experience and I can’t really say it could’ve been better. I only played with the portuguese community which was small but great. Everyone got along very well, we all loved the game and we met up several times for huge dinners and LAN’s. So one year after, I was playing lots of different games, I just wanted to discover everything. I was playing CoD4, Trackmania, UrT, CS, and suddenly, Quake Live came out. Since I was already playing a Quake title, I decided to give it a go because even though the game was likely to be very different to AQ2, it had pretty much the same physics, which I loved. And so far it’s been the best game I’ve played!

Which do you enjoy more; casting or competing?
Competing, without a shadow of doubt. Casting is great, you get to watch and explain what all the players are doing and thinking, but being on their end is so much cooler. The thrill you can get of competing in tense games is so much more intense than the excitement of watching someone play. I love it, I can’t really feel something like this doing anything else.

I love Quake, that won’t change. I could easily switch to any other game which has more tournaments, since I’m very competition-driven, but it wouldn’t be like Quake. Quake is quake and quake is great. And I’ll stick around for as long as the game will, so my only goal will be to try and keep Quake alive and kicking.

Why do you think the European Community is doing better than the other regions?
Thanks to the amount of players we have here and some very hardworking people behind projects like #tdmpickup and #ctfpickup, it’s very easy and organized for anyone who feels like playing a bit. As far as organized casual fun goes, whether it’s in team modes, duel or ffa, you can get a game going at any time of the night or day. We just have so many people in here.

Does the Quake Live esport scene need to focus more on team modes in order to get bigger? Is the emphasis on duel the reason why QL is in the state that it is in?
I think the emphasis is where it should be right now, which is on duel. It makes sense, it’s easy to watch and follow, and there are many more people and tournaments in duel than there are in other game modes. Obviously, if we switched the focus a bit from duel to other game modes, I’m sure more people and tournaments would pop up. But certain spectator features need to exist beforehand, because right now it’s pretty much impossible for someone new to properly follow a TDM or CTF game in order to actually get excited, all they see is people blowing the hell up. Sometimes with flags too.

Regarding the team mode question, do you think the problem with Quake Live esports is that it has so many game modes to choose from? If you look at other esports titles like Starcraft, CS, DoTA, they only focus on one game mode for esports. The other game modes don’t really have events.
I think it’s a good thing that we have various game modes which have the potential to become big in “esports”, it’s just a shame they’re not properly developped and marketed to do so. Or maybe it’s a good thing they aren’t, I’m not sure. I think we’d all hate it if (imagining TDM and CTF were now full of amazing spectator features and etc) we, as a community, had to pick just 1 game mode for a major tournament and leave two thirds of the community out. Maybe that would happen if the team modes were big instead of only duel. But all in all, I think it’s amazing that we have the potential to have at least 3 different game modes to choose from, competition wise.

It sounds like QL 2.0 is coming out soon, what does id software need to do in order to overcome the big influx of new arena fps games that are currently in development?
I think this questions has been answered in so many different ways so many times that it’s just not worth to keep enumerating the same things, a quick glance and ESR and you can get lists of 500 features and marketing tricks that would be great for QL. Id software knows, the community knows, it’s just a matter of actually doing it that seems to be the problem. But I think what they have in mind will somewhat work, so let’s wait and see!

Which new arena fps game are you most excited about?
Reborn and Unreal Tournament 4! Ever since I had stopped playing and practicing competitively in Quake (which was also the time I started casting) I’ve been waiting for a new arena fps to come out and be the next big thing so I could nerd it, but everything has been really bad so far. But UT4 will be great I’m sure, and 2gd won’t let Reborn fail either, so those two I’m really hoping to play!

How do you think you will place at Quakecon?
Top64, I hope.

Ok what are you predictions for Top 3 at Quakecon Duel and CTF?
I’m fairly certain Cypher will win the Duel, I’ll be very surprised if he drops more than a couple of maps during the whole event. Maybe during groupstage because it won’t matter that much, but when he hits the playoffs he’ll be unstoppable. So Cypher, Rapha and Strenx or Dem0n. I’m really not sure about the CTF because I don’t know most teams, I just think a european team will win and Chile will be Top3! So I’ll go with Unknown, whatever team id_’s in and Chile.

Shoutout to eden Much love going out to _nova, tina, jorinde, docp, twister, em_a, predath0r, menina, evilbollweevil, sietsem, hauer, zsolt, alf1to, christoph, kodisha, 0mek, cmss, tebeg, isoundstupid, orchound, biscuitpowered, da_coder, leffanc, cez, ccmwitboy, torzeland, zitageek, graagh and wookster.

Interview with Doomsd4y

A quick interview with South American Player Doomsday!

Social Media: @nicolasdasso2
Mouse: Logitech G400
Sensitivity: 4.6, m_pitch and yaw 0.018, 400 dpi
Mousepad: Golliathus Speed Fragged
Keyboard: TTsports Challenger Pro
Monitor: Samsung 2233rz

Hey doomsd4y how are you doing? Are you excited about attending your first major QL LAN? Have you ever been to America?
Hi sulit i’m fine. I’m very excited about Quakecon. I’m a little anxious for the travel, i’m counting the hours to take the plane and flight to the US. I’m in America, South America, easy joke :p. No i have never been in the US, i’m traveling just for Quakecon, but i have a few days off after Qcon to walk around Dallas.

When did you first start playing Quake? What other games do you play?
mmm i think i started playing quake with quake 2 in 98, but just single player. My first Quake 3 Lan was with my high school friends in 2001 i like the game so much that i have to continue playing so i started to play online with 56k modem and 200 ping in rocket arena servers.
My first Duel tornament was WCG 2002, where PIPI wins. Since then i have been playing quake 3 osp, cpma and now quakelive.

You mean professionally talking? Well there was a time in 2004 were i was a little bored about playing quake and i switch for cs, my mistake, were about 5 minutes. I also played CODMW, and latlely Tribes: Ascend. After Quakecon my friends wants me to join them in Dota 2 so maybe i start to play dota.
Unproffesionally speaking i played hundreds of games :P, Starcraft, L4D, Diablo 2, 3, etc.

The last south American to attend a major was b1tchito who had a very lackluster performance. Many touted him as the best South American Player at the time. Do you feel increased pressure from some of your fellow south americans saying you are the best in the region?
Bich1to had a very bad performance because he went to Miami for vacations 3 weeks before Quakecon, so for 3 weeks he was drinking and enjoying life and all the training he had went to the trash.
The best South American Player right now is Nhd, i can be nº 2 or 3 because vodkax from Chile is really good to. I just want to make my best and i hope the nerves let me play at my level.

How is the south American quake live scene? Are there any tournaments and organizations?
Well, in SA the comunity puts a lot of heart and effort to grow as a comunity, there are a lot of player organizations who makes online tournaments, we try to aproach sponsors etc, but its dificult with a game in this state and with games like Dota 2 and LoL monopolizing the market.
For example recently in an effort of all the communities we achieve network tunnels to play with good ping on all servers from almost any country in the region.

There are some people who claim that the South American Community has the most cheaters. What do you think about this claim?
I don’t think so, surely there are cheaters like in all the world but the most cheaters? C’mon, like if id told some statics about the world cheaters.

Which player do you really want to play against at Quakecon?
Rapha of course, he is the last Quakecon champion and of course one of the best quake players ever. One of my quake heros, like cooller, cypher, unkind, etc :P.

How do you think you will do at Quakecon?
I don’t want to make any prediction i just hope i can play my best that’s all.

Who is your biggest rival right now? Who are the top 5 duelists in South America?
Well, its difficult to tell because it’s all online playing, and in LAN the game changes a lot. But like i say early in this interview Nhd is the best, then vodkax and me, and then we have players like my friend c0d47 who can play at the same level but he doesn’t have the consistency, but carrefull he can complicate anyone and he will make a great Quakecon.

Have you seen the new arena fps games being developed? Reborn, Unreal Tournament 4, Reflex, Project Nex ect ect? What do you think of all these games being made? Do you think any of them can be the next big thing?
No, not really.
I was a little enthusiast about reborn being developed by 2GD and old Quakers but i dind’t see new stuff coming for so long that my entusiasm low. About new UT i’m not a big fan of the saga i played UT, UT2003 and UT2k4 but i don’t like the movement and the physics of the game. And the other games i just don’t know.
I hope Doom 4 will be the next big thing :D.
And ofc i hope id makes a new Quake. I mean Quake is not just a game is a religion! You know Quake players are the most loyal to the game.
Idsoftware must take the experience gained with quakelive about competitive playing and what players want about customization and balance and move forward and make a new quake, taking as example the success of Dota 2 and LoL with big tournaments and listening more to the comunity.
They cannot repeat errors like Quake 4 bringing to market half done games with a lot of bugs and which require mods to be played in tournaments.

Any last words?
Yes, i just want to say Syncerror please make it Double elim :P.
I want to thank you for this interview and i want to send Greetings to the latin comunity.
BTW sorry for my english :):D

Cityy Interview

Name: Ferdinand List
Age: 19
Favorite Games: Only Quake Live
Favorite Hobbies: Soccer, Biking, Level Design, Games, Friends, Photography
Social Media: @cityy_ , www.cityyz.de

When did you first start making maps?
I started making maps for Quake 3 in late 2009 and released my first real level in May 2010.

What inspired/continues to inspire you to create maps? 
I started playing Quake with the QL open beta in febuary 2009. What inspired me to make maps was mostly the QL exclusive levels (Asylum and Trinity by Yan ‘method’ Ostretsov – those maps were really fascinating for me back then) combined with the idea of playing in an environment I designed together with other people.

Nowadays, those factors still inspire me and over the past years I tried to widen my view on every day life and my preception of things. School has started to play a big role in that, teaching me to not just see things around me but to perceive them. This applys to anything from a book, song or movie to a building in the street or a quake map and much more. I only just finished my first year at university (subject architecture) so I’m obviously still learning but I think that one can be inspired by everything in his close or distant environment and that’s what I am trying to acomplish.

What is the greatest challenge in creating a new map?
The greatest challenge in creating a new map, for me, is probably pushing a level from „good“ to „great“. I think coming up with a map layout that offers decent playability is pretty easy – the challenge is to get the all around package right and find those spots that mess up the balance, those clips and corners that destroy or help the flow, the parts of the geometry that make movement feel fishy or just getting the spawns right.

Furthermore the all around package involves pushing the map to production quality in terms of visuals as you are always targeting two audiences, the casuals and the competetive players and both of them have different expectations. In close relation to that stands the technical optimization to allow everyone to play the map at a decent framerate.

A map can play very well, or look awesome but it does not come with ALL of the aspects fine tuned close to perfection it will be rejected in the quake community.

What is the process like for having your maps included into Quake Live? How does id choose maps?
My levels got to the attention of id after the second Maverickservers mapping competition in 2010. Back then I had placed 3rd with Left Behind (which is now in QL) and had eventually gotten in touch with Syncerror.

In my eyes, the community has a good chance of getting their maps into the game nowadays, as GTKradiant officially supports QuakeLive mapping as of recently and the QL forum added a dedicated section for map making where people can show off their work.

My tip for anyone trying to get their map into the game: be active, be present, show off on the forums or in mapping competitions, get community backup and involvement

I can not speak much about the actual process of the maps getting included into the game – id software obtains a co-ownership of the level through a contract. The map will go through internal testing and polishing and will eventually be published.

What do you do to test out a map? Are there certain players you have that give certain feedback?
I usually consult players and other mappers before a map release. For instance, in the early stages of cure, I discussed it a lot with Pukka (the author of Toxicity) and we went through a lot of different approaches for the general layout.

When the map was in internal testing for being released I played on it a few times myself and asked a few people for gameplay input and things like clipping, sound (for example baksteen and GEKKO).

I used to send my early map files to noctis; he usually provides good feedback but is a bit of a wanker when it comes to testing duel maps.

What is your whole mindset on spawning. What is considered a good amount of # of spawns in a map?
Spawns can be a very difficult topic and it depends a lot on the map layout how many spawns you have and how they are spread out. Of course you would not want too few spawns to prevent too many conversion frags or make the spawners position too predictable but you would as well not want too many spawn points as that would end up in randomness and potentially make it harder to fix certain occasions of a player spawning close to the opponent.

Regarding the amount of spawns, I think 8-14 is a good range. Cure has 12 spawns since the most recent update if I remember correctly and I’m very happy with how it turned out. However, it involved quite a bit of brain storming and different spawn setups to get it right.

Generally, except for a few occasions, I think respawns and initial spawns tend to be treated a bit over dramatically by the community. I like to think that, the smaller the map is, the more good spawns matter – hence aerowalk can be a complete disaster with a bad pair of initial spawns while blood run and lost world also have majorly messed up initial spawns but can still provide fun matches almost every time.

This map does have a CS kind of look to it. With the crates and the windows, it kind of adds a CS_Italy look to it. What inspired you to give cure this look? Were you surprised to see Cure getting this much praise? Even getting on the Quakecon Map Pool?
I heard a few people comparing cure to cs_italy, however, I never played cs_italy or CS in general and I don’t think I have ever seen a picture of cs_italy to this date.

For cure, I took inspiration from German sanatoriums of the 20th century (browsing online galleries like opacity.usdubtown.de) and quite obviously, I copied the windows from Asylum.  For the layout I did not take inspiration from any other quake map I think, which I usually do when making a map so it is kind of special.

About the reception of the map, I would not say I was surprised but I never build up expectations when one of my maps gets released – hence I would say I did not certainly expect it and had a neutral feeling.

Why haven’t you changed the green color? This was the main reason why players dislike Silence.
I tried a few different color schemes and discussed them with SyncError but I did not come up with a result that fully pleased me or him. So yeah, the reason is certainly my own obstinacy about not wanting to publish a project I am not really happy with.

On a different note, in my opinion this is more of an issue with the game allowing too much customization than with the map. The color is only problematic if you use a certain combination of r_mapoverbrightbits and vertexlight. A lot of people probably don’t agree with this but for me the only reason why quake players rely on config settings like that is placebo or habbit.

Since this was originally a Xonotic Map, how was it chosen to be licensed for Quakelive? There is no LG in Xonotic, how much of an impact does the LG have on Fuse since it was created for a game without a weapon similar to the LG?

I converted Fuse upon request by SyncError because he liked the map – however, Fuse was not licensed like other maps because I released it under the creative commons license which frees it for commercial use.

The addition of LG changed fuse quite a bit as well as the different physics compared to Xonotic (Xonotic physics are simular to CPM or PQL). LG can be quite dominant on the map as well as the rail, that’s just due to the scale of the areas and the layout.

Out of All 3 maps (Fuse, Silence, Cure), which was the most fun to create? 
I can’t really choose which of the maps was the most fun to create – each map has its own cool features that made it fun to work them. When I made Fuse for Xonotic last year, it was really fun because Xonotic was a new game for me with fun physics running on the very pretty Darkplaces engine.

Silence was awesome because making it went by itself. I remember it was during high school holidays 2011; I just sat down 2 weeks and built that map. After those 2 weeks of work time it was practically finished and I had to just do the technical things. Finishing a map quickly like that is a great motivational boost and feels good in general.

Cure I made shortly after silence, also in 2011. For some reason, I don’t remember too much about the development process except that it took me 4 or 5 weeks to get the map to a pretty much finished state.

Regarding difficulity, I can’t really make a statement. They all were kind of equal in that regard, just some turned out better than others..

What 7 Map pool would you promote right now, if you were a tournament organizer?
Sinister, Delirium, Cure, Blood Run, Hektik/Silence (not sure), Furious Heights, Toxicity

Just not Aerowalk.

Are there any future projects in the works for Quake Live Duel Maps?
I have 2 more unfinished duel maps in my secret repositories but I don’t know how soon I will be able to finish them due to school, life and work. Top priority for now is finishing the tdm map I am working on with frs!

Thank you for answering the questions! Do you have anything else to add? Any shoutouts?
Thank you for the interview and good luck with the DuelCraft project! Greetings to Phantazm11, Qball, Ttimo, Maverick, Quake Is Potat, Chumbo, Team SQUAD, sauer, House Of Quake and nsx although he sucks.

Last but not least cheers to clan chill, especially to deflax who was very eager to get a shoutout in this interview.