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It Came From Red Alert! - Beta Release 1
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Anderwin
General


Joined: 16 May 2005

PostPosted: Fri Dec 22, 2006 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

IS look relly weird with the blue line.... IS look bad..

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Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Fri Dec 22, 2006 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Will the script be released for new lighting ?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Fri Dec 22, 2006 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what the release details are, I assume at the moment it's being shared with people they can keep track of for testing purposes. I was contacted after Gamemate seeing the first version of these buildings.
And it's a template file rather than a script.

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gamemate
Cyborg Engineer


Joined: 23 Apr 2004

PostPosted: Fri Dec 22, 2006 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

More like shared with trustworthy people that do not whine and understand more than the basics of 3dsm. It is not greed, it is sanity control, had enough of whining from people that can´t work out a basic function before they attempt something advanced...

Sorry for going off topic, just wanted that clear.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Fri Dec 22, 2006 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was going to say that, but didn't want to speak for you #Tongue

Fixed tiling on Refinery and Service Depot, used new lighting setup, made some textures a bit darker to compensate.

Click to enlarge:

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Dec 23, 2006 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

the barracks need some work and the weap needs a door #Tongue
other than that nice work Wink

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Dec 23, 2006 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Concrete Wall, Turret and AA Gun added.

Click to enlarge:


The Barracks needs a proper texture, I haven't really tried to make it look like material other than the sagging on the roof, and the downsizer palette i'm using is killing the greens. The texture should be okay to fix but the palette thing is going to be a pain because green is used for shadows and the background. Means I need to find another set of colours to use, but given that the barracks doesn't use any blues I can probably just nerf those for it.

War Factory will get a door when I do animations #Tongue


Edit:
Since I posted this screenshot I've changed the ingame palettes to have a better selection of greens and photoshopped a new Barracks ingame into the last screenshot. So click the above image again and refresh to see a nice green Barracks instead of the brown one.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Dec 23, 2006 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice buildings form the first picture, I really like them, but the second picture gives a 404... Neutral

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sat Dec 23, 2006 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

the flak looks ok..maybe a bit to high but ok
the turret looks pretty awfull
maybe it´s the texture...
or the turret itself

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Sat Dec 23, 2006 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ohhh...well!!
Already dl it,so I like the vxl's.
Another mod for the list of "Need next release of this or else I'll shot myself".
And,no intentions of bothering you but:
1.Didn't the tech center be one or two floors taller(in RA) or it's me?
2.Does it have GPS Sat?
3.The Radar "Egg" is identical to original RA!!
Or you've made some graphic work to trick us?

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Dec 23, 2006 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

If at all possible, make the turrets SHP rather than voxel, they'll look miles better then.
If I have one major criticism, it's the windows on the power plants which just look shiny and bumpy instead of like an actual window.
By the way, why is the terrain so brown? I don't know if you explained it (and if you did, I'm afraid I'm too lazy to check) but regardless it seems too murky and could do with being a bit more green. Staring at that dull brown for too long may cause insanity.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Dec 23, 2006 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy:
I was considering the shp turret thing, was just about to look into it actaully.

Windows, I totally agree.
I've just done the Soviet Tech Centre (below) with an interior and transparent windows and it looks alot better. Won't take much to go back and do that to the Power Plants (which just have a box stuck on the side with a texture..).

The terrain is the default urban grass tile, the map has lighting for a sunset effect (orange and green comes out brown). I was originally just making a map to make the terrain look darker so the screenshots would look better, then I decided to play with the lighting a bit more.


tobiasboon46:
I counted the Tech Centre floors, so it has the same amount.
At the moment it's just a spysat, Rock Patch either has or is hoping to have a delayed spysat but I'm holding off using it for now.



Soviet Tech Centre, Tesla Coil and SAM Site.
I like the Tech, but not the other two.

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Sat Dec 23, 2006 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the orb at the top of the tesla coil were slightly higher it would look a load better Wink

Overall everything is good though, good job.

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Sat Dec 23, 2006 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh shit, this thread DAMN WELL gets the following image:



This mod is full of epic win, I am look toward to seeing it.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Dec 23, 2006 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the Tesla Coil looks a bit short and dumpy. Make the base a bit chunkier and raise the top orb as Mr. Pokey said.

I think the SAM site looks far too big. I know it was 1x2 in RA but it looks a bit silly, I feel. You could keep it 1x2 if you just make everything about 80% of the original size. It probably won't look too silly with the base not taking up the whole area.

Finally, the Tech Centre looks nice but the statue could do with being brighter (or at least a different colour, maybe gold?) so it stands out. As well, a bit more remap could help. Perhaps it could be a long stripe along the bottom?

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Von Kriplespac
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Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Sat Dec 23, 2006 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tesla coil looks fine TBH.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sat Dec 23, 2006 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread


Redone glass buildings and Soviet defences.

Shp turreted buildings.

I'll do the Barbed Wire and work on people's suggestions in the morning.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Dec 24, 2006 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

The inside of the barracks could use some concrete and I think the flame tower's gas tanks might be better as white (I believe they were that colour in RA anyway).
The glass on the power plant looks miles better now, good job.

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Sun Dec 24, 2006 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

About Sov. Buildings:
I'll make you a holy god and bless you for the rest of my life,master!
And as Clazzy said tha statue was gold.
The coil's orb was a 25% bigger and sky blue shaded.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Dec 24, 2006 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Definately brighten up the front of the barracks, its hard to make anything out near the front. Make Stalin's statue more apparent, all working men must see glorious comrade Stalin, for the people...erh...And yea, the flame tower's tanks were white.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Dec 24, 2006 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should totally take screenshots on terrain like the one I'm attaching. Brown is killing me.



gd_grass.jpg
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Created by Sleepwalker and Mig Eater.
 Filesize:  178.77 KB
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gd_grass.jpg



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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Dec 24, 2006 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The statue wasn't gold. I have the shp here and it's just a lighter version of the Tech Centre's colour.
I disagree about the size of the Tesla orb, and it's textured blue but is coming out grey on the shp, should be easily fixed.


Smaller, retextured SAM Site.
Smaller Barracks with a floor.
Flame Tower with white tanks and larger top section
Tech Centre with gold statue and brighter remaps (brighter rather than more).

When I was doing those I realised I'd forgotten to redo the Conyard's glass, so I did that too and used it as a demo for the remap colours.

Yellow, Red, Blue, Pink, Green, Orange, Light Blue (changed to aqua), Purple.
Looking at this there might not be enough difference between pink and purple.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Dec 24, 2006 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

the tesla orb should be a little bigger, it looks really out of proportion now.

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Sun Dec 24, 2006 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where's the rust colour? #Tongue
It was the best!

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Sun Dec 24, 2006 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orange:no
Salmon pink/light brick:yes
There were both "oranges"
Real orange and light brick or your "orange".
Remember the flags in map creator for RA95...remember!

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Dec 24, 2006 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't trying to emulate RA colours, all I've done is subdue the RA2 colours.
The skirmish screen colour select can't be changed so totally changing colours seems a bit daft.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Dec 24, 2006 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

it can using rockpatch

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Sun Dec 24, 2006 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to avoid rockpatch.
I'm reading the featurelist now, if there's alot of features I need I may start using it but for the sake of one or two small things I won't bother.

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Lone Wolf807
Soldier


Joined: 28 Apr 2006

PostPosted: Mon Dec 25, 2006 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

good job mod looks awsome!

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 26, 2006 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well everything looks great to me, tesla coil needs a little work, but otherwise looks great. And hey great job, its hard to not use RP, I know I ended up having to. Very Happy

Great Work Cool

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Tue Dec 26, 2006 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made some improvements to a few buildings on Christmas Eve, but I've forgotten which they were #Tongue
They were just tweaks so they can wait til a full base screenie, I did something to the Tesla and the Allied Tech Centre.

Anyway.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Dec 26, 2006 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, use green terrain to show us stuff. I can barelly see anything :/

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Dec 26, 2006 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those three are nice, but I think you should tone down the orange on the Chronosphere and make it a bit less vivid if the palette allows.

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Wed Dec 27, 2006 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

agreed, but just a tiny bit. just to make it not stand out like this.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Dec 27, 2006 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright I'll tone it down a little.
The palette will allow what I tell it to allow #Tongue


Gosho wrote:
Dude, use green terrain to show us stuff. I can barelly see anything :/

Erm, that's RA terrain. If you're having trouble seeing on that you need to adjust your monitor.
And if you're having trouble seeing the camo pillbox or the missile silo, that's the entire point.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Wed Dec 27, 2006 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

How an Allied Base shapes up at the moment.



This terrain doesn't affect any of the standard RA2/YR skirmish maps as it replaces the lunar theatre, so they're all still usable.

And at the moment the mod .exe weighs in at around 13mb.

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Von Kriplespac
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Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Wed Dec 27, 2006 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

EPIC!!!

I declare this mod to be of huge amounts of win. ^^

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Thu Dec 28, 2006 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Von Kriplespac wrote:
EPIC!!!

I declare this mod to be of huge amounts of win. ^^




Seconded.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Thu Dec 28, 2006 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome and godlike. Although I think you should do something with the back part of the bib in the refinery. Looks too squarish.

And also it would be very cool if you bring back the good ol' RA infantry Smile

And what about the Soviet Airstrip?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Thu Dec 28, 2006 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll get some Soviet base pics when I've sorted out the Iron Curtain. There's not alot to go on and I can't get it to look right.

I started doing the infantry but couldn't get the sequences right (did it by hand and it was wrong, did it again and it was better, did it by Shp Builder and it fixed some parts and broke others). I'll go back to it at some stage.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Dec 28, 2006 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno if this has been said before, but isn't the bib of the refinery a bit too large? couldn't it be shorter?

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Thu Dec 28, 2006 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

It could, fair point.
3x3 has broke the exit the War Factory logic, so smaller might brake the refinery docking. Will have to try it.

Soviet Base

The things of interest being the Airfield (with Zlocky problems on the tower..), Tech Centre, Defences, Barracks, Barbed Wire and the Iron Curtain (which is awful).
And I'm not sure if I mentioned it, but I've switched the Heavy Tank's turret back to the rounder version I originally had.

Changes here that affect both sides:
Slightly darker bases (will probably have to go even darker).
Different shape at the back of the Refinery's base.
War Factory dooor.
War Factory remap roof (as the WF was from a long time ago when I wasn't trying to be accurate, it didn't have the remap roof).

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Dec 28, 2006 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

orgasmic. theres no other word for that.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Thu Dec 28, 2006 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shocked O M B F G Shocked


ROTD uses that kind of infantry, you could just adapt the sequences for YR.



and how soon would you upload the version with new models?

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Dec 28, 2006 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

make the war factory a little shorter, its gigantic. Neutral Other then that, I like what im seeing. You're using the Flogger instead of the Fulcrum, though? *cringe*

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Dec 29, 2006 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, and if you'd use rockpatch you should use the terrain palette on camo pillbox and missile silo.

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Fri Dec 29, 2006 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Has anyone made a nocd patch for RP?
No chance of me using it until someone has.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Dec 29, 2006 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's either being worked on currently, or is already done, but you should use the RP. It's just.. ghodliek.

Jah: excellant idea.

Barracks flag seems a bit.. small, and the Mammoth Rocket pods & barrel = _way_ too big, imo..

Helipad.. the bits leading to the platform look a bit.. weird..
Iron Curtain looks fine, besides the ball/orb, which could use a pattern, but that's just an idle anim, so it's fine/

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Dec 29, 2006 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, frankly speaking, some voxels have quite poor textures and normals, but the models are okay.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Fri Dec 29, 2006 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMFG!!!!!! Bring back teh l33t interior tileset!!!!!!!!!!!!!!!!!!!!!!!!!

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