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WW2 Parallel Wars (TS)
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Sheridan
Jumpjet Infantry


Joined: 30 Apr 2008
Location: Good old Germany

PostPosted: Fri Oct 03, 2008 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow....I realy going to love this mod Smile

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Lead designer and voxel artist.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Oct 04, 2008 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here comes the luftwaffe (spelling edit) thanks 0warfighter0

this Ju 88 is a big WIP......Planes are way harder than tanks. I put the process stages of the model below. Razz

Oh and I'll do somin about the rotors. (praying ETS will come to the rescue)

Does all the proportions look right?, and any suggestions for speed in TS terms...15, 20 etc?



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Junker 88.png
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Last edited by L()KI on Sat Oct 04, 2008 12:21 pm; edited 2 times in total

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Oct 04, 2008 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice work, btw, ain't it luftwaffe?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a Junkers JU88 bomber/night fighter/recon aircraft/pilotless bomb (mistel project).
It is indeed german, it is indeed fast and satisfying to shoot down if you can.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Oct 04, 2008 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know that from expirience? #Scrambles

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

games only, in games those buggers are always fast and dangerous, I'm guessing they're going to be here too.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Sat Oct 04, 2008 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

shouldn't the rocket sherman still have a cannon?

0warfighter0 wrote:
nice work, btw, ain't it luftwaffe?

no its Luftwaffle Very Happy

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

callopie guns were welded to the rocket racks to aim them, it's gun was useless IIRC

The mighty luftwaffle will give diabetes to the allied cowards behind the maginot croissant and destroy the evil communists who belive in equal breakfasts!

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Oct 04, 2008 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing Laughing Laughing

So that this is not a wasted reply here are some hints to side battle characteristics, units will reflect this..

Allies: Disable, Cripple , Demolish

Germans: Pierce, Pulverise , Crush

Russians: Consume, Assault, Annihalate

Very Happy

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Oct 04, 2008 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

no...you're wrong.

Russians:Votka,Assault,Anuhilate

Germans:Beer,Pulverise,Crush.

English:Whisky,Cripple,Demolish.


#Tongue

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Oct 04, 2008 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whiskey? No way! Go down the pub for a pint! Change the germans to schnapps.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Oct 05, 2008 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope,the germans keep their beer #Tongue

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Sheridan
Jumpjet Infantry


Joined: 30 Apr 2008
Location: Good old Germany

PostPosted: Sun Oct 05, 2008 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

beer and schnapps....JÄGERMEISTER is still from germany #Tongue

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Lead designer and voxel artist.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Oct 05, 2008 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

drink with your family...
drink it with your friends...
drink till your fat stamche distents...
beer is liquid bread it´s good for you... #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Oct 05, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

The Beerminator has spoken!Amen!

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Oct 05, 2008 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

L()KI wrote:
Laughing Laughing Laughing

So that this is not a wasted reply here are some hints to side battle characteristics, units will reflect this..

Allies: Disable, Cripple , Demolish

Germans: Pierce, Pulverise , Crush

Russians: Consume, Assault, Annihalate

Very Happy


Allies: Nod?

Germans: GDI/Soviets?

Russians: China/Zerg?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Oct 05, 2008 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, L()ki has talked to me about this, they aren't like existing sides, the allies have a style all of their own, they are not Nod, The germans aren't finessed enough to be GDI and early game they aren't soviet. And the soviets, the soviets just are well... Soviet, but not in the Red alert sense.

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NOD-Kane and Brotherhood
Cyborg Firebomber


Joined: 03 Sep 2005
Location: In a building,creating the fench Brotherhood of NOD and recruiting...

PostPosted: Mon Oct 06, 2008 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I was thinking about something... Have you ever watched the movie "Jin Roh"?
That's a manga where i found something interesting: when somebody talked bout panzersuits, i though about this... In "Jin Roh", the soldiers are like german hyper equipped soldiers :p



Here it is :p

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Last edited by NOD-Kane and Brotherhood on Mon Oct 13, 2008 5:39 am; edited 1 time in total

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Tue Oct 07, 2008 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

looks more like a shock trooper

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Oct 07, 2008 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, get an SS guy and give him Starwars clone armour and spraypaint, et voila! A New supernazi is born... Can I shoot him yet?

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Wed Oct 08, 2008 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im a regular visitor fo newgrounds and something really interesting came up today that made me think of this mod, I know strange:P

I was listening to the first track that played in the audio portal and it was so fill of win.

I was thinking, what if you put a slight metal slug spin on the music, now dont judge until you have listened to the whole thing:P This track is also very reminicent of the old WW2 documentries you can see on TV, excluding the bass and alittle guitar of course:)

http://www.newgrounds.com/audio/listen/176720

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NOD-Kane and Brotherhood
Cyborg Firebomber


Joined: 03 Sep 2005
Location: In a building,creating the fench Brotherhood of NOD and recruiting...

PostPosted: Mon Oct 13, 2008 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds a bit too metal slug :p
Well tiberian sun soundtracks aren't the same way... Well i understand myself :p

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Nov 08, 2008 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo everyone, I'z back and im gonna start working on this dam thing for about 3 months....with mabe a few days break on the way to Sri lanka.

But for tonight im trying to get Spore to work on vista.......

Vista suck Who F^*&K made it, and Why The F$&$%k did they....cant make a new connection to internet ....MotherF£$$r....I HATE IT....GOD!!! Mad



anyways....What do you guys want me to start with?.....No heavy tanks yet.
A voxel?,shp....nothing big like a coastalgun please, I'll do that later. so what you guys like to see posted next? Smile

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sat Nov 08, 2008 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

It isn't that Vista sucks.

The programmers suck. Start making Vista versions you lazy fuckkers.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Nov 08, 2008 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works now....sorry I just got pissed off.

anyways what tomake next? nothingtoo hectic though?

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Nov 09, 2008 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh, something epic... Smile

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sun Nov 09, 2008 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Small anti-air cannon

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Nov 09, 2008 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I will give names to support Warfighter's idea:
40mm Bofors (US called it m1 but it was the same gun)
20mm flakvierling (4 20mm aa guns on 1 carrige)
37mm Flak (can't remember it's number)
37mm AA (russian)

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APDAF
Civilian


Joined: 10 Nov 2008
Location: Bombing G.D.I

PostPosted: Mon Nov 10, 2008 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

A Calliope!! #Shocked

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Nov 12, 2008 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean that massive turret from mechwarrior?

Right now my system won't start so I can't make anything. Confused

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Fri Nov 14, 2008 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Anyways....I got my dam system to work, all hope is not lost....oh and here is a question about the mod.

How mad should the mod get?

see the diagram below Smile



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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Nov 14, 2008 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

too much. Mad but with an edge of Sane, look at Resistance: Fall of man.; That has a good Mad/sane balance

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Mon Nov 17, 2008 12:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Siberium creatures...

I'd go for James Bond/spy book/WW II action-book animals (snakes, scorpions, bears, wolves, crocodiles, lions, tigers, sharks), and mutate them.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Mon Nov 17, 2008 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

your prabably right Lt..... That one may be too much....too much for Gerwulf atleast Very Happy

phobanaut: yea....I just had the idea of mutating horses and putting Russians with some kinda weapon riding it.

Make the horse kinda like a zergling just a lot bigger and taller, and give it a pair of arms to lash at stuff.

Oooh and suicidal beserker mutant russians with 3 legs.

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NOD-Kane and Brotherhood
Cyborg Firebomber


Joined: 03 Sep 2005
Location: In a building,creating the fench Brotherhood of NOD and recruiting...

PostPosted: Wed Nov 19, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that could be non bl=uildable units.. i mean desperate soldiers, with no more camp, walking in the dark, trying to find some food... ;p looks like a zombie, but it's a human or an animal or whatever who mutated because of the explosion. *light* i have an idea!

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Wed Nov 19, 2008 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo....lets leave the zombie, mutant, dawn of the dead stuff for now.

Here is the 60mm bofors gun Im busy with....the base is still plain so just judge the turret for now....Its my first turret ever so erm it might not be that good and still a WIP.

Also a suposed british inf for scaling along with a recolourd half track. Very Happy



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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Wed Nov 19, 2008 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow! you've given me that D-Day feeling already Very Happy Loving the work done so far keep it up!

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Thu Nov 20, 2008 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

If you guys need help on the mutants... I have a feeling for monsters, mutants and other scum.

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NOD-Kane and Brotherhood
Cyborg Firebomber


Joined: 03 Sep 2005
Location: In a building,creating the fench Brotherhood of NOD and recruiting...

PostPosted: Thu Nov 20, 2008 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh just something i just realised. The bofors is a bit too long. Juste make it a bit smaller (just the cannon th erest is perfect!)

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Thu Nov 20, 2008 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Phobonaut wrote:
If you guys need help on the mutants... I have a feeling for monsters, mutants and other scum.


What did you have in mind?


Oh and will do on the barrel shortening Nod-Kane.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Nov 21, 2008 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Like what I said before... Mutated crocodiles, snakes, scorpions, lions, tigers, bears... standard '40s scifi stuff.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Fri Nov 21, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well ok I guess it could work....but I think certain animals will have to be cut out due to theatre restrictions....like the lions, tigers and crocs(maybe if the pacific will be done).

Anyways if you wana do a concept of a snake for the desert stages your more than welcome. Very Happy

But a snake that lives underground: only in siberia and other bits of russia did the radiation hit the surface. Or a worm or something...has to be rather deep underground.

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sat Nov 22, 2008 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo....here is a pic of Nod-Kane and Brotherhood's bunker, still not 100% i guess but ere it is.



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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Nov 22, 2008 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

reminds me of the blindage from SSI, and are you gonna use dafool's nazi dudes?

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Sun Nov 23, 2008 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think ill be using conversions just yet.

I think I need to edit the shadow of that thing a little.

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Sun Nov 23, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, don't use conversions, they'd... contaminate a mod of this quality. By the way, I am really digging that terrain.

I also recommend making gravel LAT tiles, for trenches or something.

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NOD-Kane and Brotherhood
Cyborg Firebomber


Joined: 03 Sep 2005
Location: In a building,creating the fench Brotherhood of NOD and recruiting...

PostPosted: Sun Nov 23, 2008 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Terrain looks a good idea for trenches or whatever ^^ Idea

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Mon Nov 24, 2008 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yo Godofgamers your from South Africa...Me too!!! didnt think id find someone from SA here.

Oh and Nod...I didnt undestand what you just said?^

Anyways I was wondering if it was possible to make underwater missions, or if you guys would like to see underwater missions?...I think it would be rather cool.(mabe only for campaign...heavily scripted SS style)?

I already have plans for pure water missions(still gona see how to make them work, but thats later on after the 2nd demo release)....mabe with little islands. shouldnt be too hard.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Nov 24, 2008 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

the conversions are really high quality sprites...

Anyways, for water missions, what do you mean if they work or not? To go around the building requirement for short game, just put a radar and a power plant off the map and give them to the players. But in regards to gameplay, I guess just give them alot of reinforcements.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Mon Nov 24, 2008 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

A dock and money crates around the map?

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