Staredit Network > Forums > SC1 Map Production > Topic: CustomBattlefield
CustomBattlefield
Aug 22 2009, 2:43 am
By: fat_flying_pigs  

Aug 22 2009, 2:43 am fat_flying_pigs Post #1



CustomBattlefield
3v3 AoS style with custom heroes and spells. Uses HS, TS, Athlit, and CHW concepts.
Updated: 1/21/10 7:30pm


Overview


Terrain/Computer Players


Heroes


Spell Info


Quote
Quote
Defensive
Progress: 75%
9/12
Repulse - Pushes away all enemy units. 3x3 mobile grid, push units in 9 different directions. +Force/Level
Phantasm(Replicate) - Summons hallucinations of your hero. +Duration/Level
Focus - Casts evade. At final level, increases mp regen rate permanently. +Duration/Level
Induced Concussion - Allows you to use Maelstrom. +1Mael/Duration/Level
True Sight - Temp Obs follows you around. +Duration/Level
Retreat! - Temporally removes spawn around your hero. +units removed/Level
Confuse - Causes enemy hero/npc to ally with you. L1= ally. L2= Ally longer. L3= Constant Ally with same duration. L4= warm up + ally. no unally trigger. +Duration/Level
Hellstrike Sentry - Creates a burning, disabled bunker with units. Bunker will always be created burning. +units+life/Level
Distortion - Influences the movement of enemy heroes. Junk Yard Script +Influence+Duration/Level

Quote
Quote
Offensive
Progress: 80%
10/12
Enchanted Water - Temp spawns an invincible unit. +1Unit&Duration/Level
Necromancy - Perma summon units. 2+3Units/Level
Ambush - Removes enemy spawn around you. +#Spawn/Level
Pursuit - (Passive) Summons a scout for 1 shot when an enemy hero runs from you. +Dammage/Level
Traction Beam - Sucks ALL units toward you (allies included). +Force/Level
Bombard - Temp guardian. Additional casts keep it out longer. Guardian can be killed. +Duration/Level
Slash - Summons allied computer stacked lurkers for 1 shot. +Units/Level
Blaze - uses carrier/interceptor to spawn a chain of ghosts from your base to your hero +Unit/Level
Hellstrike Cannon - Summons sieged tank for allied computer. +Life/Level
Poison - Summons irradiated scourge(s) over enemy biological heroes. +Units/Level

Quote
Quote
Ranged/Misc.
Progress: 66%
8/12
Teleport - Teleports to a near by destination. Use a DT in a "minimap" to choose where to teleport to. L1) Tele home + huge warm up L2-L4) gain {1/2,2/4/4/4} of the map (to teleport to) per level.
Worm Hole - 1st person "opens" a worm hole. 2nd person enters their worm hole and comes out at the 1st person's worm hole. +Duration/Level(TA)
Torch - Allows you to see an area/the entire map. (comp map revealers + hero shared vision) +Area+Duration/Level
Ancient Cannon - Summons a unit (faster with level?) that can move 10 spaces then creates a sieged tank for 1 shot. +Speed+Damage?/Level
Blink - Blinks you to nearest ALLIED hero. Takes 4 casts of this spell to blink. # casts required to blink reduced with level up. -MP/Level
Curse: Attract - Unallys enemy spawn with enemy hero. Has range. On final level, enemy heroes unally each other.+Units/Level
Radar Jam - Random Map pings, sounds, lose control of unit, random text, and unvis self for enemy heroes in range. Massive cooldown. +Duration/Level
Medical Supplies - Ability to heal at this station/gain mp. The resources at this station can run out. +Supplies/Level

Quote
Quote
Ultimate
Progress: 100%
13/12
Rejuvinate - (Passive)Heals you 1 time. Must be casted manually to heal to 100%. Dieing and a passive cast will heal 50%. +Amount/Level
Tornado- Creates a massive tornado that damages enemies and allies alike. Massive range, about 3/16 of the map. +Range+Damage/Level
Last Stand - (Passive)Spawns mines where u die. +Mines/Level
Thief - (Passive)Steal your opponents minerals after killing them. Steal up to XXX amount. +Amount/Level
Bloodrage - Your spawn kills create high damage, 1 life, units for YOU. BetterUnit/Level
Enhance Magic - (passive) increases mp regen for nearby heroes, and reduces for enemies. Stack with allies? Will cancel out if near enemies. +MPRegen/Level
Disable - Stops ALL spells around your hero. +Duration/Level
Frost Aura - (Passive) Slows enemy heroes around you. +Slow/Level
Feedback - Reduces enemy mana and gives that amount to you (or deals them that much damage?). +Amount/Level
Consume - Reduces enemy health and heals your hero that much. +Amount/Level
Vortex Trap - Creates a "mine" that sucks in all units and damages with mines when stepped on. +Duration+Damage/Level
Air Support - Summons Drop Ship to land ground infantry at a marked spot. Gains range + wraith escorts with level. If the landing beacon is killed, or the DS is killed, the spell is canceled. L1) place landing beacon where you stand, spawn rines. L2) move and place landing beacon, spawn rines. L3) move and place landing beacon, rines+goliaths spawn. L4) move and place target, 2-3 wraiths escort the drop ship, rines, gols, and 1 sieged tank spawns. Units/Level
Spatial Rift - 2x2 location. Traps enemy in a rift with a chance of stasis. L1) Move enemy hero to the bottom of a "Y" path. Recalls for effect + pylon aura. An observer randomly goes to the left or right. The player must choose left or right. Wrong side = stasis. L2-3) does path {2-4} times. L4) Stasis enemy hero.

Check List


Screen Shots - Terrain is being redone entirely


Post has been edited 52 time(s), last time on Jan 27 2010, 5:27 am by fat_flying_pigs.



None.

Aug 22 2009, 3:14 am Fallen Post #2



I see where you going with this and its a cool concept, but i defently think you should throw in something of your own originality. But it seems like you have things in order, very nice man.



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Aug 22 2009, 3:54 am New-Guy Post #3



Looking at your screen-shot, the terrain looks really boring.
Remember, most battles aren't fought where there's nothing in the way. There's usually something (like a mountain, river forest, etc.) in the way to give advantage in one area, or disadvantage in another.
If you are using 2 or 3 different path-ways, then try to mix up the terrain in each, much like TS did. You don't have to make it as extended as in Temple Siege, but I would appreciate more than just a flat field.



None.

Aug 22 2009, 4:11 am poison_us Post #4

Back* from the grave

Quote from fat_flying_pigs
Idiot Proof Tutorial.
Not possible, but I like the attempt.

Anyways, it's not a bad concept...but the spells seem mostly like they're the basic "spawn this, move that, etc" spell. Put something new in there, don't just combine and re-arrange existing stuff from other maps.




Aug 22 2009, 4:23 am Neki Post #5



Wouldn't it be easier to make the evasion random invincible rather than random disappearing? Especially only when enemies are near you?



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Aug 22 2009, 5:06 am fat_flying_pigs Post #6



Quote
I see where you going with this and its a cool concept, but i defently think you should throw in something of your own originality. But it seems like you have things in order, very nice man.
I plan on having an open beta on SC, and getting ideas from the players. I have some original ideas, I just want to make them and test them first, before posting them as spells.

Quote
Looking at your screen-shot, the terrain looks really boring. Remember, most battles aren't fought where there's nothing in the way. There's usually something (like a mountain, river forest, etc.) in the way to give advantage in one area, or disadvantage in another. If you are using 2 or 3 different path-ways, then try to mix up the terrain in each, much like TS did. You don't have to make it as extended as in Temple Siege, but I would appreciate more than just a flat field.
My terrain is only 15% done, and that 15% would be the top and bottom of the map. I have no plans for the actual battlefield, but was thinking of going for a a general 'M' or 'W' pattern, with the middle larger, and the terrain of temple siege (TS). so far, i have a 'N' shaped stage, and no cool terrain. For me, terrain comes last, but is still very important.

Quote
Anyways, it's not a bad concept...but the spells seem mostly like they're the basic "spawn this, move that, etc" spell. Put something new in there, don't just combine and re-arrange existing stuff from other maps.
Unlike Custom hero wars (CHW), which has 4-5 different offensive spells, that essential do the same thing, Im adding variation. No 2 spells will do the same thing, and although they may be alike, they will ahve different tactical uses. Possible use of unit #4136.

Quote
Wouldn't it be easier to make the evasion random invincible rather than random disappearing? Especially only when enemies are near you?
I could, but when you think of the term "evasion," its more like dodging. It also allows me to use invincibility for something else.

Post has been edited 1 time(s), last time on Aug 22 2009, 5:29 am by fat_flying_pigs.



None.

Aug 23 2009, 9:08 am Tempz Post #7



seems like a good map but a major problem i see is that there is not much tug a war near the center



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Nov 11 2009, 6:13 pm MetalGear Post #8



hey thanks for mentioning my name. i see some familiar looking spells there :)
its good that youre combining different ideas to create what looks like the ultimate CHW map. im looking forward to this.
i especially like how the units have unique intelligence points. if you need help designing an infinate mana upgrade system, let me know.
by the way something i discovered lately is that people love the chance factor. it may be worth considering giving your spells a small % chance to gain bonus power?
oh and do you happen to still have my custom hero wars map? ive lost it and been looking for it for ages.



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Nov 11 2009, 7:40 pm Norm Post #9



Whoaa I didn't know that you were making an AoS as well. Are you still doing this? I guess I am obligated to help you test after how much you've helped me...



None.

Nov 27 2009, 10:48 pm fat_flying_pigs Post #10



Quote from Norm
Whoaa I didn't know that you were making an AoS as well. Are you still doing this? I guess I am obligated to help you test after how much you've helped me...

*bump*
yeah, I'm still doing this. I've finished my college application shit, so now I'm freeeeeeeeeee.
(and dont worry norm, this map is entirely different than your map. It's more like CHW than HS/TS/Dota (should I bother including athlit in here?).

I edited my original post. please post comments/feedback.



None.

Dec 1 2009, 8:02 am PearS Post #11



was that a poke at athlit? =[ i much prefer that to TS. faster paced and whatnot. which came first?



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Dec 12 2009, 3:01 am fat_flying_pigs Post #12



Update: I have finished the Spell casting system.

Triggers used: 308 (4+1+48+12+1+12+1+1+12+108+96+12)

Casts 1 spell every trigger cycle (very fast, using hypers). Uses a ton of triggers. Enables 192 spells (12 each type (defensive, offensive) for a total of 48. 3 upgrades per spell. (Traction L0, Traction L1, Traction L2, Traction L3)).
System includes Picking spells, upgrading them, and casting them. it does not includes the actual effects of the spell. I estimate another 600-1000 triggers for the actual spells. and about 1500-2000 triggers for the map. All triggers are made with maximum efficiency in mind. Please post if you have a more efficient method.


Death Counts:
Unused Zerg Building 5 = Determines which spell set to show/use when picking spells
Floor Hatch (Unused) = Spell Setup Timer
Cave = DC for Spell Setup
Cave-In = Upgrade Switch (1 = spells off, 0 = spells on)
Cocoon = upgrade limit
Cantina = Spell Casting in progress (0 = no spell, 1 = queue active)
Zerg Egg = Slot ID
Ruins = Used to ID each spell
Duke Turret = Return DC’s to casting unit


Pick Spells

===============================================================
Upgrade Spells

===============================================================
Cast Spells




None.

Dec 12 2009, 5:04 am ImagoDeo Post #13



Your OP screenshots seem a little incongruent. The first screen depicts Desert tileset, whereas the second depicts Badlands (or Jungle, can't really tell).



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Dec 13 2009, 8:40 am UnholyUrine Post #14



Omg, do you know the key "Enter?" .. please put some spacing on that huge text D: ..... and the colour choice is... pukey :P



None.

Dec 13 2009, 9:22 pm fat_flying_pigs Post #15



Quote
Your OP screenshots seem a little incongruent. The first screen depicts Desert tileset, whereas the second depicts Badlands (or Jungle, can't really tell).

I've not decided on a tileset yet. The terrain is very incomplete. I'm trying to make a good arena without the use of jungle or twilight (stereo type tileset for AoS), but it looks like 'm going to have to use it if I want good looking terrain.

If anyone wants to help me make my terrian, It would be very welcome, as I suck at terraining (yes I've read all the tutorials and have brush pallets).



None.

Dec 15 2009, 11:33 pm Neki Post #16



You should make some epic terrain never seen before in an AoS. I don't know what that possibly could be, but something epic looking. Maybe urban warfare, who knows, wouldn't really fit the setting though. :P



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Jan 13 2010, 2:47 am fat_flying_pigs Post #17



Quote from name:Taylor Swift
You should make some epic terrain never seen before in an AoS. I don't know what that possibly could be, but something epic looking. Maybe urban warfare, who knows, wouldn't really fit the setting though. :P

I'm trying to, but I'm not good at making terrain. (Yes I have read the tutorials, I have the brush pallet, and the lates Scmdraft2, yada yada yada). If anyone wants to help, I would gladly appreciate it. Its about HS/TS sized battlefield.
I plan on using random encounters in the terrain (floods, etc.).

I've updated my 1st post by A LOT. Please share your opinions, it really does help.



None.

Jan 13 2010, 3:30 am Positively Post #18



Quote
Confuse - Causes enemy hero/npc to ally with you. L1= ally. L2= Ally longer. L3= Constant Ally with same duration. L4= warm up + ally. no unally trigger. +Duration/Level

Uhhh... does this mean on level 4, the enemy heroes and the computer will ALWAYS be ALLIED to you? Without an unally trigger?

Poison - Summons irradiated scourge(s) over enemy biological heroes. +Units/Level

How are you going to make it spawn irradiated? Uhh I know there's a way to "force" CPU's Science Vessels into irradiating...
P.S - Scourges are biological.. wouldn't they get damaged too? Or is that a factor you've already looked over? Setting them at a certain health, irraditing, then sending to biological enemies?

===Tycoon - Gives you 33 Minerals. Auto cast at max mana; gain 1/2 the normal minerals. +33Minerals/Level (TA)

Wait wait... at the last level it'll give you 16/17 minerals... automatically? How often?

Radar Jam - Random Map pings, sounds, lose control of unit, random text, and unvis self for enemy heroes in range. Massive cooldown. +Duration/Level

Uhh I find this amazingly awesome and funny ;). But annoying if it happens to you of course.

Medical Supplies - Ability to heal at this station/gain mp. The resources at this station can run out. +Supplies/Level

Ookay... so it spawns... a... medic? And something else? Like an SCV... those units can't move supposedly... that works... How often is this going to work? No cooldown or anything?

Rejuvinate - (Passive)Heals you 1 time. Must be casted manually 33%+330%/Level

Only once? Nevermind it's passive. Unless you can have it so that its set on a timer chosen by the player, it's going to seem pretty damn useless.
Personally, I find my passive spells work at the worst times.

Rain- Spawns scarabs around you. L2/3 has a crossiar that can carry the rain around. Final level has D-Web. +Bombs/Level
Uhh.. if they're the computer's scarabs... they might just splash on the player casting, pretty much everything near him or a melee hero unit attacking him, killing him and the caster.

===Thief - (Passive)Steal your opponents minerals after killing them. Steal up to XXX amount. +Amount/Level


I'm not really understanding this... if all ultimates have a cooldown, this is going to be pretty good after the first death in a duel (if you're implementing one), and you kill another hero or two, is Theif not going to work?

===Transform - Change your unit to a similar type. (ie: vulture->gol->tank->vulture) -Cooldown/Level {note that this feature can now be done in base for a very minimal fee}

Uhm. I don't really understand this sorry... could you like expand on it more?
Wait nevermind, so like a marine turns into a firebat or maybe a ghost? correct? Wouldn't that make it amazingly cheap in a duel, where if you're almost dead, just Transform and ta-da! Full health?

Bloodrage - Kills spawn high damage, 1 hit to kill, units for YOU. BetterUnit/Level

So it kills spawn, inflicts high damage, takes one hit to kill the unit spawned....? Units for YOU? I don't understand that.. sorry.

Enhance Magic - (passive) increases mp regen for nearby heroes, and reduces for enemies. Stack with allies? Will cancel out if near enemies. +MPRegen/Level

Wait.. if it reduces mana regeneration for enemies and you can't be near enemies.. I'm not understanding this. So if you just turtle in your base, slowing down enemies mana regeneration, then you get near an enemy, the spell'll stop correct?
What's the AoE on this?

Disable - Stops ALL spells around your hero. +Duration/Level
Uhhh? That means that others can't use spells right? Including allies?

Frost Aura - (Passive) Slows enemy heroes around you. +Slow/Level
How long is the cooldown on this?

Feedback - Reduces enemy mana and gives that amount to you (or deals them that much damage?). +Amount/Level
Mm... how is the damage dealing going to work? (If you go down that path.)

Consume - Reduces enemy health and heals your hero that much. +Amount/Level
Not understanding how this will be implemented.

Vortex Trap - Creates a "mine" that sucks in all units and damages with mines when stepped on. +Duration+Damage/Level
This is interesting... wouldn't spam clicking just render this useless?

Air Support - Summons Drop Ship to land ground infantry at a marked spot. Gains range + wraith escorts with level. If the landing beacon is killed, or the DS is killed, the spell is canceled. +Units/Level

This is interesting too. But... would this work in duels? Do the units gain more damage?

How's the terrain going along? ;)

That's all I have to say. ;)



None.

Jan 13 2010, 5:59 am fat_flying_pigs Post #19



Thanks for the feedback, I really appreciate it.

Quote from fat_flying_pigs
Communications tower, and power generator must be protected as well. Side quests of Ragnarok, and Fury? No Duels.
There will be no duels. Its too much of a hassle, and most people don't like having their game interrupted to have a duel.


Quote from Positively
Quote
Confuse - Causes enemy hero/npc to ally with you. L1= ally. L2= Ally longer. L3= Constant Ally with same duration. L4= warm up + ally. no unally trigger. +Duration/Level

Uhhh... does this mean on level 4, the enemy heroes and the computer will ALWAYS be ALLIED to you? Without an unally trigger?

The "always allied" part is L3 only, and it will end after a time. The L4 has a warm up, and does not have an unally trigger. This forces the enemy hero to go into the diplo screen, and manually unally, making him lose some crontrol in the fight.

Poison - Summons irradiated scourge(s) over enemy biological heroes. +Units/Level

How are you going to make it spawn irradiated? Uhh I know there's a way to "force" CPU's Science Vessels into irradiating...
P.S - Scourges are biological.. wouldn't they get damaged too? Or is that a factor you've already looked over? Setting them at a certain health, irraditing, then sending to biological enemies?

Scourges will have about 500ish life. After they get irad, they become invinc, and take no damage from splash. Irad only does about 225 damage, so the scourges will survive.

===Tycoon - Gives you 33 Minerals. Auto cast at max mana; gain 1/2 the normal minerals. +33Minerals/Level (TA)

Wait wait... at the last level it'll give you 16/17 minerals... automatically? How often?

Spells marked with "===" at the beginning are spells that may/may not be included in the game. This one probably will not, but if it is, it is a simple mana for money spell. The actual amount it gives is to be decided as the game still need to be balanced with unit damage/life, and ups + spawners.

Radar Jam - Random Map pings, sounds, lose control of unit, random text, and unvis self for enemy heroes in range. Massive cooldown. +Duration/Level

Uhh I find this amazingly awesome and funny ;). But annoying if it happens to you of course.

This is my favorite spell. It doesn't do anything more than fuck with your opponents. Just to be annoying.

Medical Supplies - Ability to heal at this station/gain mp. The resources at this station can run out. +Supplies/Level

Ookay... so it spawns... a... medic? And something else? Like an SCV... those units can't move supposedly... that works... How often is this going to work? No cooldown or anything?

The "supplies" are a building (supply depot?). This game will have random money, and mp potions, as well as hp potions scattered across the map. A Medical tent will spawn these supplies. a mp potion summons a medic to heal for a while. The medical tent will eventually run out of supplies, and disappear. There will be more supplies at higher levels.

Rejuvinate - (Passive)Heals you 1 time. Must be casted manually 33%+330%/Level

Only once? Nevermind it's passive. Unless you can have it so that its set on a timer chosen by the player, it's going to seem pretty damn useless.
Personally, I find my passive spells work at the worst times.

I messed up on the description. If the spell is casted passively (death), it heals you only partially. A manual cast will heal to 100%. This is the only type of healing (other than base heal) that doesn't involve a medic.

Rain- Spawns scarabs around you. L2/3 has a crossiar that can carry the rain around. Final level has D-Web. +Bombs/Level
Uhh.. if they're the computer's scarabs... they might just splash on the player casting, pretty much everything near him or a melee hero unit attacking him, killing him and the caster.

I'm not sure weather I should use player scarabs, or have npc scarabs. Rain will be one of the most damaging spells in the game. Against the zerg sunken clusters, the crossair can D-Web and bombard them. I'm considering making the scarabs npc so it is really only useful at its higher levels.


===Thief - (Passive)Steal your opponents minerals after killing them. Steal up to XXX amount. +Amount/Level


I'm not really understanding this... if all ultimates have a cooldown, this is going to be pretty good after the first death in a duel (if you're implementing one), and you kill another hero or two, is Theif not going to work?

Not all ultimates have a cooldown. This is one that probably won't be used. And if it is, it will start by stealing 25% of the money. It's a big investment to buy non attacking spells in this game.

===Transform - Change your unit to a similar type. (ie: vulture->gol->tank->vulture) -Cooldown/Level {note that this feature can now be done in base for a very minimal fee}

Uhm. I don't really understand this sorry... could you like expand on it more?
Wait nevermind, so like a marine turns into a firebat or maybe a ghost? correct? Wouldn't that make it amazingly cheap in a duel, where if you're almost dead, just Transform and ta-da! Full health?

No duels, and the hero must go to his temple to change units. In fact, in this map, the temple, heal/change units are separate. The temple is mid-ish base, while the heal/change units is at the furthest corner. Enemy heroes will get raped if they try to heal camp.

Bloodrage - Kills spawn high damage, 1 hit to kill, units for YOU. BetterUnit/Level

So it kills spawn, inflicts high damage, takes one hit to kill the unit spawned....? Units for YOU? I don't understand that.. sorry.

My bad, the description is unclear. What it means is that your hero killing any spawn will create units for you. These units will die in 1 hit, and do quite a lot of damage. It's a good spell for farming.

Enhance Magic - (passive) increases mp regen for nearby heroes, and reduces for enemies. Stack with allies? Will cancel out if near enemies. +MPRegen/Level

Wait.. if it reduces mana regeneration for enemies and you can't be near enemies.. I'm not understanding this. So if you just turtle in your base, slowing down enemies mana regeneration, then you get near an enemy, the spell'll stop correct?
What's the AoE on this?

Although not all ultimate spells have a cooldown, all spells do have a range. Every hero will have 6-9 (still trying to figure things out) locations on them. For spells that find which hero is closer, it checks to see each level of locations. If an enemy is, say, 20 grid away from you, that hero will have a -10% or +10% mp gain. at max level, a unit right next to you will suffer 50% mana reduction. If there are 2 heroes with this spell, the enemy hero will gain no mana. I'm not sure if I want to have the mana start going down if there are 3 heroes..

Disable - Stops ALL spells around your hero. +Duration/Level
Uhhh? That means that others can't use spells right? Including allies?

Yes. Enemies, allies, self.

Frost Aura - (Passive) Slows enemy heroes around you. +Slow/Level
How long is the cooldown on this?

Passive. its constantly active as long as an enemy is around (has a range). The slow will only be -25% if you are right next to the hero tho (at max level). I'm not entirely sure I want this spell to stack with allies.

Feedback - Reduces enemy mana and gives that amount to you (or deals them that much damage?). +Amount/Level
Mm... how is the damage dealing going to work? (If you go down that path.)

Damage by scarabs, rounded. Down or up depends on whether I want this spell to be more offensive or not.

Consume - Reduces enemy health and heals your hero that much. +Amount/Level
Not understanding how this will be implemented.

It kills the enemy hero by scarab almost direct damage, and counts the # of scarabs used. It then rounds them down to 50-25% hp and respawns them there, and heals the caster by that much (medic). Obviously the vehical class + goon and archon isn't healed.

Vortex Trap - Creates a "mine" that sucks in all units and damages with mines when stepped on. +Duration+Damage/Level
This is interesting... wouldn't spam clicking just render this useless?

If you can click 13 times a second, yes. Otherwise its quite effective. Its a combination of "black hole" from chw, and "flash mines" from HS.

Air Support - Summons Drop Ship to land ground infantry at a marked spot. Gains range + wraith escorts with level. If the landing beacon is killed, or the DS is killed, the spell is canceled. +Units/Level

This is interesting too. But... would this work in duels? Do the units gain more damage?

No duels. The units may/may not gain damage. But new units spawn with each level. First its rines. Then rines again. Then rines and gols. Then rines, gols, and 1 sieged tank.

How's the terrain going along? ;)

That's all I have to say. ;)


Terrain is ok. I'm planning some stuff... I'm in the process of adding a terrain section to my main post. Still need help with terrain tho, I'm not too good.

Post has been edited 1 time(s), last time on Jan 13 2010, 6:56 am by fat_flying_pigs.



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Jan 22 2010, 5:30 am Xero Post #20



I'm looking forward to testing this



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