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Red Eclipse • View topic - 1.5 maps

1.5 maps

User created maps and modifications, showcase your latest map, model, etc
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Re: 1.5 maps

Postby bonifarz » 23 Oct 2014 16:05

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Re: 1.5 maps

Postby SniperGoth » 23 Oct 2014 16:50

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Re: 1.5 maps

Postby shirepirate » 24 Oct 2014 04:18

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Re: 1.5 maps

Postby SniperGoth » 24 Oct 2014 15:15

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Re: 1.5 maps

Postby Bobbo » 24 Oct 2014 18:11

Longestyard had some clipping issues, there was a little campy-ledge and it was possible to run on the clip around the map (and with some experimentation, do some really bad things).

Additionally, it seems it managed to get a rocket, which I reverted to flamer and removed the flamer spawner above the pusher (seriously, it's too small for rocket).
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Re: 1.5 maps

Postby SniperGoth » 24 Oct 2014 18:22

But.... my rocket :c
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Re: 1.5 maps

Postby shirepirate » 26 Oct 2014 03:27

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Re: 1.5 maps

Postby bonifarz » 26 Oct 2014 15:12

I just spent some time on tonatiuh, and I have to say it was fun to get back to this. Yet, this probably needs much more testing.

I revamped all of the secret passages/ hidden routes, such that they are not such a mess, but also the new ones are still very ugly. Yet, I think it is fun to have this element of exploration. None of the hidden routes should allow a faster lap time, though. Furthermore, I fixed one shortcut (moving the final tunnel a bit upwards) and added ents for a basic route. If there is more to discuss, I'll open a new topic on the current forums. Old one: http://forum.freegamedev.net/viewtopic.php?f=73&t=4778

EDIT: I think it is good practice to have the start checkpoint right on the playerstart. Forgot about that, thanks for the clue, radiant. Some small route improvements.
attachment removed, see viewtopic.php?f=5&t=354&start=125#p3853
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Re: 1.5 maps

Postby radiant » 26 Oct 2014 22:12

If you go in those tunnels at the base of the pyramid, you end up completely bypassing the start checkpoint. I don't think it's a good idea to have something so glaring like that, leading to a lap that won't ever count.
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Re: 1.5 maps

Postby shirepirate » 27 Oct 2014 07:11

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Re: 1.5 maps

Postby radiant » 27 Oct 2014 07:18

The playerstart indeed used to be at the base of the stairs, but it just meant about 5 seconds of stair climbing before every lap, which added up to be a huge waste of time.

Time starting on first movement is something that only applies if a player spawns inside the start checkpoint, because the alternative was that it starts immediately, leading to some levels where you can't even get situated without the time counting against you while you're looking around. If you never touch a start, the timer can't run and you can't get credit for a lap.
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Re: 1.5 maps

Postby bonifarz » 27 Oct 2014 12:06

Thanks radiant and shirepirate.
I agree about the start checkpoint, just forgot about that one. Fixed above.
Skylight: Needed and intended for the outdoor area. Should not matter for the secrets, but due to the low precision (file size) it shines through the floor of one lower tunnel, I think. Not sure how to fix, but the secret passages are ugly anyway.
Those secrets are not shortcuts, as they are easy/boring to pass. It is meant just as a hidden extra, and they allow you to travel safely to some spots or t go back a bit without suicide. There's definitely more to find than "only dead ends".
All torches have sounds, but the settings are maybe poorly chosen. Some sections where you fall, e.g. near the start, do have windy sounds.
last vs finish checkpoint - doesn't finish kill you automatically? The player should have a chance to enjoy the view before starting another lap :)
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Re: 1.5 maps

Postby restcoser » 27 Oct 2014 14:10

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Re: 1.5 maps

Postby shirepirate » 27 Oct 2014 14:12

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Re: 1.5 maps

Postby shirepirate » 27 Oct 2014 14:18

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Re: 1.5 maps

Postby restcoser » 27 Oct 2014 14:28

Alright, this *should* be the right .cfg.

(Sidenote: I'm a bit angry that the mapmodels i used got fired out, why do we always have to respect the way-outdated systems...)

Edit: Some quick fixes in form of a zip. Same name, different version xD
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Re: 1.5 maps

Postby shirepirate » 28 Oct 2014 05:32

latest canyon version committed for now (probably needs more clip)
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Re: 1.5 maps

Postby unixfreak » 28 Oct 2014 06:58

Removed stray particles, and fixed a texture error on 'decay'
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Re: 1.5 maps

Postby SylvieLorxu » 28 Oct 2014 10:41

As 3mhz showed yesterday while cheating, canals has a bug which allows you to go through the ramp, see the circled red area. Walking there (using Ctrl) allows you to go through this ramp. Although most useful for jetpack, which no longer exists, it probably couldn't hurt for someone who knows how this works to fix it to prevent players from going through the ramp and floor.

EDIT: Walking is not necessary, running works as well.
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Re: 1.5 maps

Postby bonifarz » 28 Oct 2014 16:58

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Re: 1.5 maps

Postby shirepirate » 29 Oct 2014 01:17

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Re: 1.5 maps

Postby unixfreak » 29 Oct 2014 08:33

Updated 'octavus'

Lowered several weapons (floating too high off the ground)
Added some waypoints to a few ents that were left out.
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Re: 1.5 maps

Postby shirepirate » 29 Oct 2014 08:36

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Re: 1.5 maps

Postby FaTony » 30 Oct 2014 01:44

awaiting review. Gonna add zappers after it's pushed to SVN because they break 1.4 and I want to have playable version for now.
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Re: 1.5 maps

Postby Bobbo » 30 Oct 2014 01:53

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Re: 1.5 maps

Postby shirepirate » 30 Oct 2014 03:43

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Re: 1.5 maps

Postby FaTony » 30 Oct 2014 07:30

Done.
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Re: 1.5 maps

Postby bonifarz » 30 Oct 2014 07:34

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Re: 1.5 maps

Postby shirepirate » 31 Oct 2014 02:14

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Re: 1.5 maps

Postby Rabidbutton » 02 Nov 2014 11:46

How is this map looking for possible inclusion in 1.5? it's a fairly large map, should be great for modes like capture and defend the flag though I tried to maintain a multi game type oriented layout, there are still some problems I'm aware of like some default texture scattered around, no sound entities, possible performance issues and otherwise, it could really use some play testing to iron out the kinks...

viewtopic.php?f=5&t=426&p=3631#p3631
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Re: 1.5 maps

Postby shirepirate » 02 Nov 2014 19:56

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Re: 1.5 maps

Postby unixfreak » 03 Nov 2014 01:50

Small texture error on canyon, Inside the blue base there is sky texture:
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Re: 1.5 maps

Postby shirepirate » 03 Nov 2014 03:12

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Re: 1.5 maps

Postby Rabidbutton » 03 Nov 2014 05:53

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Re: 1.5 maps

Postby qreeves » 03 Nov 2014 06:09

You probably have another week or so, we're still fiddling with things and fixing bugs. At least playtesting got eyes on it all early enough :)
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Re: 1.5 maps

Postby fragglerock » 04 Nov 2014 11:00

There's a good map by FaTony called 'Trainyard' which is a small map which would be great for those intense ctf battles like we get on Dutility

Maybe i missed it but I can't find it mentioned here but last time a played it was looking good - Tony are you submitting?
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Re: 1.5 maps

Postby fragglerock » 04 Nov 2014 11:05

[quote="qreeves"] http://forum.freegamedev.net/viewtopic.php?f=73&t=5128
Was considered for inclusion but never received an update to fix the issues I had with the map, specifically the large area below that looks like you can walk on but just leads to death. I think there were some other performance related issues too.

viewtopic.php?f=5&t=204
Should probably be (re)included as well, there's some diehard fans that want this map, I was never too keen on brown environments.

A shame about Affluence, I really like that map though fair enough if issues not resolved - cool re pumpstation though :)
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Re: 1.5 maps

Postby FaTony » 05 Nov 2014 02:15

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Re: 1.5 maps

Postby unixfreak » 05 Nov 2014 06:14

On colony, at the highlighted cube you can camp at the invisible crevice


Maybe the clip ceiling should be flattened out (like the other base)
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Re: 1.5 maps

Postby qreeves » 05 Nov 2014 11:48

After playing on Condensation a little, I have to say that I don't like the edges of the map just being invisible clip material. The MPZ is also 4mb, presumably because the geometry is so detailed. Trying to reduce the lightprecision though results in lighting errors in the tunnels where the wall "curves".
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Re: 1.5 maps

Postby Unnamed » 05 Nov 2014 13:42

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Re: 1.5 maps

Postby qreeves » 05 Nov 2014 14:23

Yeah, sorry, convolution. Removing the clip would probably be worse, as the map touches the boundaries. Maybe a wall or forcefield of some sort?
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Re: 1.5 maps

Postby Unnamed » 05 Nov 2014 16:14

I removed the clip and made vertical walls. imo it looks better this way.
I also increased lightprecision to reduce file size and fixed the lighting errors by adding many small lights.
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Re: 1.5 maps

Postby SniperGoth » 05 Nov 2014 16:23

I was thinking about the monochrome map... and well, i don't think it is worth for inclusion. Doesn't really fit the general theme.
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Re: 1.5 maps

Postby shirepirate » 05 Nov 2014 23:06

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Re: 1.5 maps

Postby qreeves » 06 Nov 2014 04:13

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Re: 1.5 maps

Postby FaTony » 06 Nov 2014 04:54

Rooftop updated again based on irc feedback.
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Re: 1.5 maps

Postby Unnamed » 06 Nov 2014 15:01

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Deli r6918 bases texturing

Postby freezurbern » 06 Nov 2014 16:02

deli-r6918-base-texerror.jpg

There's a slight texturing error on both bases in Deli. It is in 1.4 also, so not sure if it is supposed to be there?
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Re: Deli r6918 bases texturing

Postby qreeves » 07 Nov 2014 01:25

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Re: 1.5 maps

Postby radiant » 07 Nov 2014 02:22

Last edited by radiant on 27 Nov 2014 04:25, edited 1 time in total.
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Re: 1.5 maps

Postby unixfreak » 07 Nov 2014 02:56

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Re: 1.5 maps

Postby qreeves » 07 Nov 2014 04:46

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Re: 1.5 maps

Postby blakthunder » 07 Nov 2014 06:36

Haven't been able to play in a while, I just had a chance to play on the new map Castle, and I have to say, I really loved it. Probably the funnest round I've played. The physics variables work really well with the map and the movement is just incredible. I'm really looking forward to all the new maps and revised maps coming out. To everyone working on them, keep up the good work! :D

EDIT: Just got onto affluence, it runs and plays quite nicely, although I'm not sure how one would get the rocket outside of freestyle mode.
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Re: 1.5 maps

Postby fragglerock » 07 Nov 2014 15:11

Sorry another suggestion for a 1.5 map which i can't see on the latest list, which is 'Micro' a very simple but fun map for a small number of people - four different coloured sections with two floors i'm sure many of you have played it.

BUT i can't remember which servers it's on or who wrote it - i just tried to find it but couldn't :roll:

sorry not very helpful :oops: but just thought I'd mention... :)
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Re: 1.5 maps

Postby FaTony » 07 Nov 2014 15:22

Duh, nobody said that rooftop has been added to SVN, so here's another update which skipped whatever fix was there in recent revision.
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Re: 1.5 maps

Postby unixfreak » 07 Nov 2014 17:57

On the map 'castle';

Inside the tower, could fill that area in.


Also slightly below the tower (above the corner strrut inside) there's a random gap.
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Re: 1.5 maps

Postby FaTony » 08 Nov 2014 03:48

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Re: 1.5 maps

Postby bonifarz » 08 Nov 2014 12:27

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Re: 1.5 maps

Postby radiant » 08 Nov 2014 14:37

The standard is to have two routes, 0 for "easy" and 1 for "hard". This is a preliminary edit of tonatiuh that retains bonifarz's route 0, but adds a 1 route that should suffice as is, as well as a route numbered 2 that uses the hidden tunnels to skip the first three spike pits. This makes the first half of the level undoubtedly easier, but is that the sort of path that's supposed to be readily available, so that this 2 route can replace the 0?

Another note--up to now, I've been careful to create only routes that never require a slide or launch in order to replicate, but that obviously isn't possible at the end of this level. Also, kicking up the sky-textured interior of the ball to get that last boost up to the actual finish point is wacky, and possibly confusing even if it's what the route draws out for you.
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Re: 1.5 maps

Postby bonifarz » 08 Nov 2014 18:57

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Re: 1.5 maps

Postby shirepirate » 10 Nov 2014 03:47

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Re: 1.5 maps

Postby qreeves » 10 Nov 2014 05:09

There is a system that uses smallmaps/mediummaps/largemaps to filter the list, but it was disabled by default due to complaints (much like enforcing maxplayers). In general, it seems people don't like being prevented from or penalised for making silly game decisions. They actually like insane things like 24 players on dutility (or dislike being queued for voting that with 24 players).
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Re: 1.5 maps

Postby Honno » 10 Nov 2014 07:27

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Re: 1.5 maps

Postby JDWhyte » 10 Nov 2014 20:50

I miss the old dutility... the new one in 1.4 was just too dark.. I hope this has been brightened up a bit in 1.5?



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Re: 1.5 maps

Postby SylvieLorxu » 11 Nov 2014 16:25

rooftop seems to not be accessible in CTF and bomberball, despite having correct affinities. I'd even go as far as to say bomber ball is the best mode for rooftop. Is this on purpose, or an oversight?
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Re: 1.5 maps

Postby shirepirate » 12 Nov 2014 00:46

Last edited by shirepirate on 12 Nov 2014 00:52, edited 2 times in total.
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Re: 1.5 maps

Postby SniperGoth » 12 Nov 2014 00:51

Shortcuts aren't a bad thing if done correctly .They add another layer for the more experienced players.
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Re: 1.5 maps

Postby SylvieLorxu » 12 Nov 2014 08:19

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Re: 1.5 maps

Postby shirepirate » 12 Nov 2014 17:51

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Re: 1.5 maps

Postby Rabidbutton » 15 Nov 2014 02:16

This map is hopefully finished, it is quite heavy on performance compared to the other maps and it may not fit the over all theme but I'll leave it here in case...
viewtopic.php?f=5&t=426
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Re: 1.5 maps

Postby SniperGoth » 17 Nov 2014 17:50

Any reason for this particular spot to be clipped? You can clearly see you are able to go there, but can't because of the clip, which makes no sense to me.
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Re: 1.5 maps

Postby bonifarz » 25 Nov 2014 16:42

I am glad that relax is still on the list, even though I get the feeling the map is a bit boring to play.
Now that checkpoints recover impulse (unless the endurance mutator is active), I wonder if a few checkpoints could make this map more interesting.
Here is first attempt.
relax.checkp.zip
a few non-endurance checkpoints to regain impulse; less particles
(939.84 KiB) Downloaded 811 times
The checkpoints and their particles should only show up in non-endurance games, as they are useless otherwise.
Now, what about those spark particles that covered the entire map? I put them there so players don't get lost and run the reverse way, but that did not really help. I think those sparks were a bit excessive, would anybody miss them?
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Re: 1.5 maps

Postby shirepirate » 02 Dec 2014 01:47

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Re: 1.5 maps

Postby qreeves » 02 Dec 2014 05:16

I think they're kinda nice too, if they're not doing much harm I don't see why they should get removed.
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Re: 1.5 maps

Postby Duck » 02 Dec 2014 05:26

I agree, though I too did not get why the sparks were there in the first place when I first finished it, it still looked pretty :D
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Re: 1.5 maps

Postby bonifarz » 11 Dec 2014 09:49

Sorry for the late reply concerning relax.
I agree, the map is probably best left unmodified, and the semi-pointless checkpoints do not really make it more interesting.
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Re: 1.5 maps

Postby FaTony » 11 Dec 2014 20:15

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Re: 1.5 maps

Postby shirepirate » 11 Dec 2014 20:44

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Re: 1.5 maps (escape)

Postby bonifarz » 28 Mar 2015 12:56

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Re: 1.5 maps

Postby Honno » 28 Mar 2015 15:24

Darkness has two problems in ctf.

Firstly, there's an area where the flag will not fall off when dropped in a gap but stay there. I haven't been able to replicate it though. Check the blue flag in 7:30 of the demo.

Then there's the ability to throw the flag out of bounds to make it impossible for the enemy team to reach it, like seen in 6:20 and 5:50 of the demo.

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Re: 1.5 maps

Postby Bobbo » 28 Mar 2015 15:29

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Re: 1.5 maps

Postby Honno » 28 Mar 2015 15:43

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Re: 1.5 maps

Postby bonifarz » 01 May 2015 12:37

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includes the mpz and cfg files, the other files remain the same
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Re: 1.5 maps

Postby Norakam » 24 May 2015 14:26

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