Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 36 37 38 39 4054 >
 

Mar 31 2013, 4:24 am juicywat3rblast Post #741



thank you! your awesome! and I love your game!
though I don't know if were allowed to in united states America to change are servers, ill look up a few tutorials. sorry I was a little dumb the night I asked that question. what I was asking was answered! your the kind of game creator who is nice to every one, so I say thank you again! also if you have made any other games I would love to see them?

are you updating the game I went to Europe and south east Asia neither had the game, or do I need to change more then just the server sorry I am new to StarCraft this is my 2and month

Post has been edited 2 time(s), last time on Mar 31 2013, 4:52 am by juicywat3rblast.



None.

Mar 31 2013, 7:40 am Waddo Post #742



thanks for the reply, heres a few more...
1. look at or even trade what your other saved characters have equiped (whether or not you can switch between you characters in a game)
2. can reset the game (or just quests/zones/monsters) without having to recreate the game
3. the yellow gear isn't yellow enough on the ground (It looks like its less yellow once dropped for some reason...always confuse with gold)
4. a way to DECurse items so they give instead of take the cursed stats (eg. -5str to +5 str etc.)
5. the red background of items makes it look unequipable/bad/cursed is there another colour?
6. and when you hold items; instead of showing where people can drop items, doesn't it look better to change the mouse cursur to the items picture instead? (people should be smart enough to figure out where they can and can't drop stuff I think, I don't think the red and green boxes are needed in my opinion, normally the colours are more passive and sometimes change depending on the items/traits)
7. You can add Alchemy or something so you can upgrade the oils and stones by combining them much the same as the gems.
8. I think it would be better to have "Kills to next level" than exp to next level in the bar...

9. and have you tried using enviromental fog instead of the fog of war for character/map detection and the like though you'll have to change other stuff like the minmap and such if it works, or what about creating "Black boxy structures" over the zones with shared vision (then unshared) so they completely cover the terrain and appear black on the minimap (fog of war) until explored to reset the zones...?
10. Instead of new maps what about another option before the game starts like left to die?
11. and by stackable items, i mean the potions on the belt instead of poping up to 15 slots; it should be just five slots for different but stackable potions where the total number of potions in the belt equals your level...or something.

just my thoughts.

Post has been edited 15 time(s), last time on Apr 1 2013, 1:22 pm by Waddo.



None.

Apr 1 2013, 11:17 pm Ahli Post #743

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from juicywat3rblast
thank you! your awesome! and I love your game!
though I don't know if were allowed to in united states America to change are servers, ill look up a few tutorials. sorry I was a little dumb the night I asked that question. what I was asking was answered! your the kind of game creator who is nice to every one, so I say thank you again! also if you have made any other games I would love to see them?

are you updating the game I went to Europe and south east Asia neither had the game, or do I need to change more then just the server sorry I am new to StarCraft this is my 2and month
Everyone is allowed to change the servers. Global Play has been officially released. The game is released on Europe, South East Asia and Korea&Taiwan server. Americas will be updated when Blizzard "solves" my problem.
If you go back to the login screen until you can change your e-mail address, then you can alter the server, too.

I'm happy that I was able to answer your questions. :)
I'm a developer of "Temple Siege 2", too. It's the successor of the StarCraft Broodwar map Temple Siege. Basically it's a game in the same genre as dota/lol/hon/allstars. But the main difference is that you have limited lives.

Quote from Waddo
1. look at or even trade what your other saved characters have equiped (whether or not you can switch between you characters in a game)
Being able to trade something that other characters wear is a bit odd. I would like players to use the stash for that. But I want to add a possibility to swap characters during the game.

Quote from Waddo
2. can reset the game (or just quests/zones/monsters) without having to recreate the game
In theory I could do that, but it would require a proper UI system to support that. Since it's only a replacement of game restarts, I won't be able to think about that or implement that in near future. But I will keep it in the back of my head.

Quote from Waddo
3. the yellow gear isn't yellow enough on the ground (It looks like its less yellow once dropped for some reason...always confuse with gold)
Gold items have a dark gold name.

Quote from Waddo
4. a way to DECurse items so they give instead of take the cursed stats (eg. -5str to +5 str etc.)
No, but I think I will add an item to reroll the cursed affixes on an item and a rune that suppresses curse's effects on an item.

Quote from Waddo
5. the red background of items makes it look unequipable/bad/cursed is there another colour?
Well, I could do every color there is, but red was the color in Diablo 1.

Quote from Waddo
6. and when you hold items; instead of showing where people can drop items, doesn't it look better to change the mouse cursur to the items picture instead? (people should be smart enough to figure out where they can and can't drop stuff I think, I don't think the red and green boxes are needed in my opinion, normally the colours are more passive and sometimes change depending on the items/traits)
I can't change the mouse cursor for a player on the fly. If I could do that, I would have done that for the inventory.

Quote from Waddo
7. You can add Alchemy or something so you can upgrade the oils and stones by combining them much the same as the gems.
I don't think I should do that. The limitations on items enncourage you to use them more instead of collecting them and never use them.

Quote from Waddo
8. I think it would be better to have "Kills to next level" than exp to next level in the bar...
Well, kills to next level would be incorrect.

Quote from Waddo
9. and have you tried using enviromental fog instead of the fog of war for character/map detection and the like though you'll have to change other stuff like the minmap and such if it works, or what about creating "Black boxy structures" over the zones with shared vision (then unshared) so they completely cover the terrain and appear black on the minimap (fog of war) until explored to reset the zones...?
I can reset the black fog in a region. I just can't reload it when you enter the level.

Quote from Waddo
10. Instead of new maps what about another option before the game starts like left to die?
Which kind of options do you think of?

Quote from Waddo
11. and by stackable items, i mean the potions on the belt instead of poping up to 15 slots; it should be just five slots for different but stackable potions where the total number of potions in the belt equals your level...or something.
Uhm, no. There are a few instances where you place different kind of potions into the same belt column. Without the single slots, it would be hard to manage your belt like that.
Also, I don't like the idea of a high amount of belts being easily accessible... This defeats the idea of having more health/mana in the game as you could simply refill the orbs with more potions.




Apr 3 2013, 5:21 am muzzy Post #744



When will this game be up and running? the latest patch just came in NA server.



None.

Apr 3 2013, 11:42 am Ahli Post #745

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
When will this game be up and running? the latest patch just came in NA server.
Name is still occupied, I'm still in contact with Blizzard.

edit:

news:
- Blizzard is unable to transfer map ownerships / free up taken map names.
- I hope the "bug" that DELETED arcade maps remain visible in the arcade will be fixed. Else I need to bother payne to update his deleted file with a privately hosted map and delete it again.
- I need to publish the map with a new name on US server. This invokes that I always need to alter the name or I just ignore the US server... which I can't.
- With battle.net's never-ever-delete policy Blizzard gives us basically unlimited server space for MOD files that can be used in maps: publish mod, update map, publish map, delete mod.

So, I will publish it on Americas with a new name... soon...

Post has been edited 1 time(s), last time on Apr 4 2013, 10:59 pm by Ahli.




Apr 5 2013, 12:34 am muzzy Post #746



thanks for the update.
Cannot wait until I can play your game on the NA server!

Post has been edited 1 time(s), last time on Apr 5 2013, 6:50 am by muzzy.



None.

Apr 5 2013, 12:05 pm Ahli Post #747

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


^ update on skill additions: auras and holy shield + its visual effect on the used shield




Apr 5 2013, 4:21 pm sakuckoinvius Post #748



I surely enjoy the idea of the project... Althought, I think it's weird for it to be a mix of Diablo1 and Diablo2. Both were great, but Diablo2 has to much unbalanced spells effects.

Althought, I'd say it would probly be great, if you could add some "Hellfire's" spells Immolation (Fire nova basicly, using Fireball), etc /zone (hive/crypt) / character (Monk, Bard) etc. For those who haven't played Hellfire's, let's say you've missed a really well done expansion of the greatest Diablo's series game and it still worthy to play (For the lazy people, yes, in Hellfire you can run in town).



None.

Apr 5 2013, 6:04 pm Ahli Post #749

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from sakuckoinvius
I surely enjoy the idea of the project... Althought, I think it's weird for it to be a mix of Diablo1 and Diablo2. Both were great, but Diablo2 has to much unbalanced spells effects.

Althought, I'd say it would probly be great, if you could add some "Hellfire's" spells Immolation (Fire nova basicly, using Fireball), etc /zone (hive/crypt) / character (Monk, Bard) etc. For those who haven't played Hellfire's, let's say you've missed a really well done expansion of the greatest Diablo's series game and it still worthy to play (For the lazy people, yes, in Hellfire you can run in town).
I personally don't think that hellfire was that great.

I can't add new zones to the map as I currently don't have the technology to fully support that. So, I focus on skills and maybe PvP after that.

When I'm done with the 3 existing characters, I can think about adding more classes, but not before.

I might add immolation to the game. I have no real ideas what I'm going to do with Sorcerers skills, so maybe I will give him skills that are variations of the spells that you learn... not sure, though.
Warrior will be finished first, then I will plan and implement skills for Rogue and then try to come up with something for the Sorcerer.
I still would like to keep the main focus of the Sorcerer on using the spells learnable via books.

If someone has ideas, I would be glad to know them. :)

Right now I've designed the Warrior's skills to have 3 tabs:
According to the official D3 storyline, the Warrior represents a son of King Leoric. Leoric was a religious man following the Zhakarum faith, a religion of the light. As he is a Warrior, it fits that he received a Paladin's scholarship during his travels. So he is mostly using skills that you know from D2's paladin:

Auras:
- Resist Fire
- Resist Lightning
- Salvation (resist fire,lightning,magic)
- Defiance (-> + defense %)
- Might (+physical damage)
- Thorns (reflects percentage of received physical melee damage)
- Blessed Aim (to hit multiplier)
- Holy Shock (deals lightning damage around the hero)
- Holy Fire (deals fire damage around the hero)

Combat:
- Fist of the Heavens (lightning damage from the sky on target + spawns holy bolts)
- Vengeance (fire/lightning/magic damage hit),
- Leap (jump + AoE damage)
- Whirlwind
- Light Hook (drags target minion towards the hero)
- Holy Shield (additonal defense and block chance over time, if shield is equipped)
- Blinding Light (attack rating malus for monsters within the area where it was casted)
- Battle Orders (life and mana bonus for you and party with duration)
- Sacrifice (loose some life for increased attack speed)

Passives:
- Blessed Sword (chance to cast holy bolt on attack with sword)
- Born Leader (improves length and radius of shouts and radius of auras)
- Royal Blood (adds some Life for Magic and Strength)
- Willpower (Chance to ignore Hit Recovery)
- Inner Sanctum (defense bonus, if 2-handed is equipped)
- Path of the Zakarum (mana regeneration) <- this one needs more fluff...

You will receive 1 skill point per level up and 1 passive point every 5 levels. You would be able to level to skills up to level 15 and passives up to level 5.

I haven't decided on using skill trees, yet. Also, the order of the spells doesn't matter at all. I might add more passives to encourage different playstyles/weapon choices.

Also, this is not set in stone. I can switch out and change everything. It's just what I was thinking what might make sense and might be cool.

Post has been edited 1 time(s), last time on Apr 5 2013, 6:30 pm by Ahli.




Apr 7 2013, 2:37 pm Ahli Post #750

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Published an updated version 0.402 with a new name on my account on AMERICAS. Name is "Dia blo - Mortal Shroud (AM)"




Apr 8 2013, 12:05 am muzzy Post #751



thanks for the update. really enjoying the game. leveling, item farming, questing, and exploring the new maps are all really fun.

Suggestion: could you have the witch and blacksmith sell misc. items? and could you have the witch sell magic armour?



None.

Apr 8 2013, 6:03 am muzzy Post #752



When will the hell caves be up and running?



None.

Apr 8 2013, 9:20 am Ahli Post #753

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
When will the hell caves be up and running?
No space on map, no models, no algorithm for a new dungeon layout.
-> not soon... so, that might be next year depending on how busy I will be.



Post has been edited 1 time(s), last time on Apr 8 2013, 3:42 pm by Ahli.




Apr 8 2013, 11:47 pm sakuckoinvius Post #754



Now that I actually played it, I'll give my review here.

Great job to Ahli and co-worker : graphic are pretty nice.
Gameplay is pretty smooth.
Sounds are the original, which I like as well.

Little issues that I found:
1-Leap glitchs alot if you hold your click. it usually stun yourself.
2-The current ennemy stun is way to strong at the beginning, until you reach lvl 15 (whirlwind).
3-Whirlwind is surely way to strong for it cost. I would suggess to nerf it or increase the cost. Soon has I got it, I switched my gear to 2 handed sword full dmg/hit. amulet with +32 mana and I was just Whirlwinding everything to death.
4-Gem droprate is really low... and since they're pretty weak and requiring socketed item, I was hoping to get more gem over oil/rune. For my case, it was total oposite. I've gotten 1 gem from lvl 1 to 20 (in cave lvl1), 5 runes and 9-10 oils.
5-Cave level 4 book speech is faster than the writting, If you can fix that, it would be nice :)
6-Wall spawns is kinda bitchs sometimes... If you could size it +1 tile, it would help alot, mostly for corners. (not really needed to increase character sight though)
7-With time, I really did lack "chance to hit". I droped from approx 90% (cathedral) to 60%(catacomb-cave)*10/15 points been going straight to dex and I was mainly focusing on hit stat on gear the whole game*. I got lucky and got a +208 hit ring twice in a row, which got me back to 86% at the very end of Cave lvl 4.
8-Might just been bad luck, but I've got 5 bookcase on cathedral lvl 1, and the 5 gave me book of healing... just saying :P

Be well aware that I actually never opened Starcraft2 editor, so found issue might be impossible to fix.

Couple issues, hoping you can correct them / think about it. I might do the run with rogue and sorcerer another day.
Hoping to see a Chamber of Bone and Hell. I haven't run into the poisonous fountain quest either. just giving extra zone when you'll find a way to make more :)
I also played it solo (if it matter).



None.

Apr 9 2013, 2:14 am Ahli Post #755

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from sakuckoinvius
1-Leap glitchs alot if you hold your click. it usually stun yourself.
I noticed that, too. But I'm not sure why this is happening.

Quote from sakuckoinvius
2-The current ennemy stun is way to strong at the beginning, until you reach lvl 15 (whirlwind).
I will keep an eye on that.

Quote from sakuckoinvius
3-Whirlwind is surely way to strong for it cost. I would suggess to nerf it or increase the cost. Soon has I got it, I switched my gear to 2 handed sword full dmg/hit. amulet with +32 mana and I was just Whirlwinding everything to death.
The skill previews might be too cheap. Also, whirlwind wouldn't be a low tiered skill. But since I didn't finish the skill trees, yet, I can't tell you when you get the skill. So, the balance can be way off for the skills.

Quote from sakuckoinvius
4-Gem droprate is really low... and since they're pretty weak and requiring socketed item, I was hoping to get more gem over oil/rune. For my case, it was total oposite. I've gotten 1 gem from lvl 1 to 20 (in cave lvl1), 5 runes and 9-10 oils.

Drops for 1 player ingame:

normal monster (mutual exclusive drops):
- gold: 303/1000 = 30.3%
- default item: 107/1000 * 95/100 = 10.165 %
- crafting material: 107/1000 * 5/100 * 300/600 = 0.2675 %
- gem: 107/1000 * 5/100 * 300/600 = 0.2675 %
- nothing: 100% - sum(everything above) = 59%

rare monster (always drops item, more items are random):
- magic item: 100%
- - extra crafting material: 25/100 = 25%
- - ELSE extra crafting material & gem: 75/100 * 25/200 = 9.375 %
- - nothing extra: 75/100 * 175/200 = 65.625 %

Quote from sakuckoinvius
5-Cave level 4 book speech is faster than the writting, If you can fix that, it would be nice :)
Well, I fixed that it used the wrong books for catacombs and caves. The books seem fine. The problem is that the sound and the text aren't synchronized because the voice reads with different speeds.

Quote from sakuckoinvius
6-Wall spawns is kinda bitchs sometimes... If you could size it +1 tile, it would help alot, mostly for corners. (not really needed to increase character sight though)
? I fail to understand you.

Quote from sakuckoinvius
7-With time, I really did lack "chance to hit". I droped from approx 90% (cathedral) to 60%(catacomb-cave)*10/15 points been going straight to dex and I was mainly focusing on hit stat on gear the whole game*. I got lucky and got a +208 hit ring twice in a row, which got me back to 86% at the very end of Cave lvl 4.
The game isn't meant to stay on super high hit percentage values the whole time. Skills might further raise your damage done per second.

Quote from sakuckoinvius
8-Might just been bad luck, but I've got 5 bookcase on cathedral lvl 1, and the 5 gave me book of healing... just saying :P
It's spawning 3 bookcases in one dungeon. There are 4 possible books dropped by bookshelves within the first 2 dungeon levels.

Thanks for your review. :)

edit:

news:
- fixed the leap bug for the next update... well, let's say I added something to make the spell not bug out. After landing the hero is uncommandable for 3 more game loops (= 3/16 game seconds) to avoid the bug. The problem is that the hero unit isn't launched again. This might be an engine bug in sc2: launch effect -> launch effect after impact => 2nd one not performed.
- fixed the attack animation bug that occurs when you are put into hit recovery because of a strong hit or blocking an attack
- added a new monster type and a quest


^ a new challenger appeared

Post has been edited 4 time(s), last time on Apr 10 2013, 3:10 am by Ahli.




Apr 10 2013, 4:56 pm SeraphicStar Post #756

A Taste of Divine Crystalline Goodness

Hey I really like the new additions you are planning on making here! Really excited to see all those cool new effects on the warrior class! ^^

I did want to mention a strange bug I had found regarding the Ogden's Sign quest. Apparently if you grab the sign and run all the way back to town from level 4 and return the sign to Ogden, when you return to The Cathedral level 4, Snotspill will not attack you and there are no dark ones so effectively you are "stuck" and have to make a new game.

I also got the poisioned water supply and butcher quests if that helps. I had entered the poisoned water supply cave before even reaching Cathedral level 4 but didn't finish it till after I discovered this bug. I was too low a level at the time to do the poisoned water supply quest.

If it helps, I was the Warrior Class. I considered making a screenshot but I realized that it wouldn't have shown the problem in progress. If you want me to post a replay containing this bug, I could probably find it though. :)

As always, keep up the awesome work Ahli and I am very happy the map is finally up again on AM server! :D

P.S. I don't think you replied to a question I had before, maybe you missed it? I was wondering if there was any possible way for someone to get their character name into the game as a custom item or custom shrine effect maybe? It doesn't have to be me, I was just wondering if that would be a possibility. ^^



None.

Apr 10 2013, 5:25 pm Ahli Post #757

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from SeraphicStar
I did want to mention a strange bug I had found regarding the Ogden's Sign quest. Apparently if you grab the sign and run all the way back to town from level 4 and return the sign to Ogden, when you return to The Cathedral level 4, Snotspill will not attack you and there are no dark ones so effectively you are "stuck" and have to make a new game.
Oh, thanks. I think then I broke that when I improved my saving and loading code. I will fix it immediately. Next update might be coming today, too.

Quote from SeraphicStar
P.S. I don't think you replied to a question I had before, maybe you missed it? I was wondering if there was any possible way for someone to get their character name into the game as a custom item or custom shrine effect maybe? It doesn't have to be me, I was just wondering if that would be a possibility. ^^
Names are chosen by me. When I design more unique items I might require names. Right now, names were taken from members on SEN that are either long friends or I honored in some other way. Maybe I will add a few with names from here just because their name sounds cool or made me think about something.

When I can't think of any name, I will certainly browse through this thread. ;)

edit:

Quote from Patch 0.403
BUG FIXES
- fixed some elements of the dungeons like candle stands not having a random facing
- fixed a bug that spawned the wrong tomes in catacombs and caves
- fixed a problem with leap which failed to launch the unit, if unit is launched immediatly after impact (might be bug in sc2 engine?)
- fixed the animation problems that can occur when you are getting hit or block an attack during your own melee attacks.
Melee units might be more immune to hit recovery now.
- fixed Griswold's Magic Rock's quest intro not appearing after entering dungeon level 4 or 5
- fixed a bug with the chance to hit bonus multiplicator of the classes for certain weapon types
- fixed a bug always tinting the To Hit value in the character screen blue instead of white/blue/red
- fixed Snotspill's barricade not clearing when you failed the quest while the dungeon was not active and another dungeon was loaded

CHANGES
- added another quest presenting a new monster type
- Lightning Demon's lightning now tries to hit targets 50% less often (-> 50% less damage)
- raised To Hit per dexterity point from 3 to 3.5
- 8.7% more items dropped by normal monsters
- 146.9% more crafting materials dropped by normal monsters
- 207.3% more gems dropped by normal monsters
- slightly lowered the chance of durability loss on helmet and armor from getting hit from 54.5% to 51.7%
- durability loss from getting hit is now distributed 22% to helmet, 78% loss to armor from a 25% - 75% ratio
- tweaked mana costs of skill previews
- added 7 new prefixes with 1 new effect on items

Updated to version 0.403 on all servers!

Post has been edited 4 time(s), last time on Apr 10 2013, 10:56 pm by Ahli.




Apr 12 2013, 4:27 am muzzy Post #758



great updates! i cannot wait to test the new gem rate out!

When will hell level 1,2,3,4 be coming out? i want to be able to train my character to level 50!



None.

Apr 12 2013, 8:06 am muzzy Post #759



great update, i'm seeing a huge improvement in drop ratings of the gems! i love it! is there a chance you can improve the spawn rates of the monsters?



None.

Apr 12 2013, 2:15 pm SeraphicStar Post #760

A Taste of Divine Crystalline Goodness

Hey again Ahli, got a few more minor things to report to you. Again some of these may have been intentional but I will explain them anyway. The first one is the Heal Spell seems to actually increase the mana cost to use the spell after level 15 for a clvl around 28-29. Also regarding the same spell as on a staff which I will post a screenshot of to show. It for some reason drastically lowers the value of the item it is attached to. I suppose that might have been done to keep from having too high of recharging costs for using a healing staff? As you can see in the screenshot it can be "bought" for 300 gold, I sold it for 1/4 that. I know for a fact that war staves sell for around 375 default value as a white item so something strange is going on here. :ermm:

Second issue I came across that I found rather strange was that a monster showed up in the town! Obviously this is not good since attacks are disabled in town but you will see. He was stuck behind an "invisible wall" but his projectiles could be shot at me. :unsure:

The third thing I wanted to talk about was that "new effect" that you said could be on some items. I was just curious if you could give us a hint as to what it implies?

By the way I also really like the drop rate increases for gems and items are nice too. Makes it a little more bearable since I had to start over on all my chars, :(



None.

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