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Posted

Ayy lmao

You put out new maps so fast, man. XD I really wish I had more time, I'd marathon 'em. And Cm's too, I still have a lot of stuff on the table to play through from him. I'll get around to it eventually, for sure.

Now that the Ordos campaign is done, what do you suppose you'll do now?

Posted
  On 5/6/2019 at 7:22 PM, Fey said:

Ayy lmao

You put out new maps so fast, man. XD I really wish I had more time, I'd marathon 'em. And Cm's too, I still have a lot of stuff on the table to play through from him. I'll get around to it eventually, for sure.

Now that the Ordos campaign is done, what do you suppose you'll do now?

Expand  

At first I modified the official maps so it was fast. In this package I did more jobs :D  hope you enjoy and no more bugs

well, that's a secret lol

Posted (edited)
  On 5/6/2019 at 2:45 PM, MattBaker said:

Hi, this is the Ordos part of my campaign. If you play through from the first HK part to the final OD part, you may find the improvement of maps :D

Expand  

Alright. I haven't played Dune since +1 month ago, so this new campaign it's a good moment to start over. I will probably will go the v1 path (only playing the v1 map to follow some kind of progresion) and later replaying using the v2 path.

I hope this time the player can produce something more than only light vehicles :P. 

Edited by Cm_blast
Posted
  On 5/6/2019 at 8:30 PM, Cm_blast said:

Alright. I haven't played Dune since +1 month ago, so this new campaign it's a good moment to start over. I will probably will go the v1 path (only playing the v1 map to follow some kind of progresion) and later replaying using the v2 path.

I hope this time the player can produce something more than only light vehicles :P. 

Expand  

No this time it's 1,2,3,4,5,...18 :D

If you wanna play v1 you can play the odd missions :D 

Posted (edited)
  On 5/7/2019 at 12:21 AM, MattBaker said:

No this time it's 1,2,3,4,5,...18 :D

If you wanna play v1 you can play the odd missions :D 

Expand  

oooh, I saw thow now are called just 01 to 18, so I guess all the maps are they own progresion and it's mean to play them in order.

Edit:
I played a few maps already.

First map:

  Reveal hidden contents

Second map:

  Reveal hidden contents

Thid map:

  Reveal hidden contents

So far these new maps are better, more fair and with a bit of more info on the briefings and even in midgame; you are improving, so good job.

Edited by Cm_blast
Posted
  On 5/6/2019 at 7:55 PM, MattBaker said:

At first I modified the official maps so it was fast. In this package I did more jobs :D  hope you enjoy and no more bugs

well, that's a secret lol

Expand  

Oh yeah, those!

That's good, I think I liked your original content in the Atreides campaign the most. I'll check it out as soon as I can. :)

Also, since you're using mods, have you considered mapping with mine at all? Pardon me if I asked that already. I ask because I happen to be fixing up the editor specifically for use with my mod, like this:

  Reveal hidden contents

So it would be easier to work with. Notably, it features three new units (pictured above; the Duelist Tank, RPG Quad, and Shock Raider), custom spritework for Combat Tanks to give them neat stripes down the sides (https://i.imgur.com/WEE8tH3.jpg), custom spritework for the Imperial ConYard and Barracks (still in progress, but implemented), and the brand-new Storm Lasher megaturret (https://www.youtube.com/watch?v=PvXPULNk6hE).

The tileset pictured is the Heighliner Tileset, which isn't part of my mod and can in fact be used without any mods, but it is something I created.

I haven't actually done all too much with Storm Lashers yet. It appears on a few levels so far; S15 introduces it (the above video demonstration was part of the final draft of the map) and the player gets to build them on S18 (which is also a neat King-of-the-Hill section to the game where you use them to blow through a massive line of Rocket Turrets https://prnt.sc/lmf8kt). It has the potential for some really neat puzzles.

Considering how you seem to really like mapping puzzle maps, I figured I'd ask. I'd be quite interested in seeing what you'd come up with using Storm Lashers! Or the longer-ranged turrets, or wall mechanics, in my mod. Any sort of turret can be powered down, but they all have very good range. Especially the Storm Lasher. And walls block a lot more typical projectiles, too. The only units that can attack over walls are Grenadiers, Siege Tanks, Missile Tanks, Deviators, Sonic Tanks, RPG Quads (with grenades only), or Shock Raiders. And aside from that stuff, there are plenty of other re-balancing changes for fun, like Quads and Siege Tanks aren't so freakin' weak like they were in the original game. XD

If you're interested, let me know! I'll zip up my modded editor and pass it along. :)

Posted (edited)

I played two more maps. Oooh yeah.Map 4;

  Reveal hidden contents

This is indeed a good map and a interesting idea.
And then map 05 (which it's O3v1); another enjoyable map.

  Reveal hidden contents

I really like this map and I appreacite that there isn't a huge amount of enemy reinforcements, so I can take my time and move around with a slowly pace but still being carefull to not die to the enemies.

After finishing the map I tried going bottom that time; I didn't replayed the map again, but it's interesting that not only the army but the position changes, it's like 2 maps in 1. well done.

Edited by Cm_blast
Posted (edited)

More maps played.Map 06

  Reveal hidden contents

Map 07

  Reveal hidden contents

Map 08

  Reveal hidden contents

 

Edited by Cm_blast
Posted (edited)
  On 5/11/2019 at 7:20 PM, MattBaker said:

Glad to see you're having some fun :D

Sorry recently I've been busy

Expand  

I'ts fine; I just leaving here my impressions on the campaign, I am halfway but I already like this campaign the more of the three.Edit:
I played a couple of maps more.

  Reveal hidden contents


New edit:
Two more maps.
Map 11 it's interesting, a well know map. Nothing too hard with all the stuff the player gest; I can see good playeres beating before the timer runs out.

Map 12 (o6v2).
Alright; I like the map, and the use of those carryalls to deliver that stuff: I wasn't expecting that.

  Reveal hidden contents

 

Edited by Cm_blast
Posted
  On 5/11/2019 at 10:23 PM, Cm_blast said:

I'ts fine; I just leaving here my impressions on the campaign, I am halfway but I already like this campaign the more of the three.

Edit:
I played a couple of maps more. The harvest 25.000 credits was fine, indeed easy for the most part because I took quickly the Imperial barracks with the sabs, then the Atreides barrack and finally 1 of the light facts with those Fremen that you give me. Besides that I went defensive for the most part.

And the next map; I was wondering what was that "mower" thing (I mean, I didn't ever know what that word means; I just checked with a traductor), and when I saw in the game... you deserve a clap for the clever idea. It took me most of my infantry but I keep going anyway.

Later I have the control of that "mower", but I not sure for what purpose; I lost the right base, so I guess no more reinforcements for me on that area, but there weren't enemies coming, so that ally "mower" was there just for show (maybe that was intented?).

It's interesting seeing the "village" so big and spreaded but being slowly being taking out by the enemy attacks. Remembers me other classic RTS game with a similar set up. Good job.

There is something you may add, if you want:
Any reinforcements being given trigger a "reinforcement have arrive" voice line, but the units being spawn don't trigger anything, so I need to check the radar constatly to look for those extra units. If all my outposts were destroyed would be much harder to keep the track of what units I recieve or not (maybe those are not given if no outpost it's present).

You may add a message "units available" to trigger at the same time; or you can reuse the "reinforcements have arrive" voice line triggering from the script (in case you don't want to distract the player with plenty of messages). <-- those are only suggestions, but are not mandatory because you are placing the "fake concrete" to tell players where they actually will appear, but I let you know in case you want to use it in the future for another type of sporadic spawns.

Anyway; the mower it's a great idea; I may copy it on any new future campaigns I may create.


New edit:
Two more maps.
Map 11 it's interesting, a well know map. Nothing too hard with all the stuff the player gest; I can see good playeres beating before the timer runs out.

Map 12 (o6v2).
Alright; I like the map, and the use of those carryalls to deliver that stuff: I wasn't expecting that.

the map was interesting; you didn't lie; the map was easy, not all the AI were highly unit-productions so it's not insane to deal with them. Also, thanks for the advice that loosing something specific you will get more.

I found a couple of minor problems there: 1 it's the briefing; at the end of the game, since either smuggler or mercs were huntint any more harvesters; I guessed that I needed to take out the smugglers.
The briefing said "and eliminate all that against you". But the smuggler weren't enemeis, so It would help if (I continue writing later, had to go)

Expand  

oh in that "mower" mission maybe you capture the outpost too quickly :D or there will be enemy from that side

Posted
  On 5/11/2019 at 10:23 PM, Cm_blast said:

I'ts fine; I just leaving here my impressions on the campaign, I am halfway but I already like this campaign the more of the three.

Edit:
I played a couple of maps more. The harvest 25.000 credits was fine, indeed easy for the most part because I took quickly the Imperial barracks with the sabs, then the Atreides barrack and finally 1 of the light facts with those Fremen that you give me. Besides that I went defensive for the most part.

And the next map; I was wondering what was that "mower" thing (I mean, I didn't ever know what that word means; I just checked with a traductor), and when I saw in the game... you deserve a clap for the clever idea. It took me most of my infantry but I keep going anyway.

Later I have the control of that "mower", but I not sure for what purpose; I lost the right base, so I guess no more reinforcements for me on that area, but there weren't enemies coming, so that ally "mower" was there just for show (maybe that was intented?).

It's interesting seeing the "village" so big and spreaded but being slowly being taking out by the enemy attacks. Remembers me other classic RTS game with a similar set up. Good job.

There is something you may add, if you want:
Any reinforcements being given trigger a "reinforcement have arrive" voice line, but the units being spawn don't trigger anything, so I need to check the radar constatly to look for those extra units. If all my outposts were destroyed would be much harder to keep the track of what units I recieve or not (maybe those are not given if no outpost it's present).

You may add a message "units available" to trigger at the same time; or you can reuse the "reinforcements have arrive" voice line triggering from the script (in case you don't want to distract the player with plenty of messages). <-- those are only suggestions, but are not mandatory because you are placing the "fake concrete" to tell players where they actually will appear, but I let you know in case you want to use it in the future for another type of sporadic spawns.

Anyway; the mower it's a great idea; I may copy it on any new future campaigns I may create.


New edit:
Two more maps.
Map 11 it's interesting, a well know map. Nothing too hard with all the stuff the player gest; I can see good playeres beating before the timer runs out.

Map 12 (o6v2).
Alright; I like the map, and the use of those carryalls to deliver that stuff: I wasn't expecting that.

the map was interesting; you didn't lie; the map was easy, not all the AI were highly unit-productions so it's not insane to deal with them. Also, thanks for the advice that loosing something specific you will get more.

I found a couple of minor problems there: 1 it's the briefing; at the end of the game, since either smuggler or mercs were huntint any more harvesters; I guessed that I needed to take out the smugglers.
The briefing said "and eliminate all that against you". But the smuggler weren't enemeis, so It would help if (I continue writing later, had to go)

Expand  

And maybe you know all the strategies of this game so most of the missions seem to be easy for you :D

yeah that kind of "bugs" occur because although I play many times of all missions, I may use 1 or 2 strategies that doesn't "trigger" the bug ...

Posted (edited)
  On 5/14/2019 at 1:53 PM, MattBaker said:

oh in that "mower" mission maybe you capture the outpost too quickly :D or there will be enemy from that side

Expand  

I don't know. Withouth being able to produce anything I just start scouting and move into the next objetive. The very first time the mower come I lost several of my infantry, but since the Raider reach the end I just decided to try what happens next.

  On 5/14/2019 at 1:55 PM, MattBaker said:

yeah that kind of "bugs" occur because although I play many times of all missions, I may use 1 or 2 strategies that doesn't "trigger" the bug ...

Expand  

Since you quote the whole post I don't exactly at what part you are refering.

Anyway; I was writting but had to go, so I left my last line in the middle.

  On 5/14/2019 at 1:55 PM, MattBaker said:

I found a couple of minor problems there: 1 it's the briefing; at the end of the game, since either smuggler or mercs were huntint any more harvesters; I guessed that I needed to take out the smugglers.
The briefing said "and eliminate all that against you". But the smuggler weren't enemeis, so It would help if (I continue writing later, had to go)

Expand  

Like I was saying; I was extra carefull that the smuggler never got hostile towarms me, so was weird seeing that there weren't more enemies, not even mercs or smuggler were hunting anyone.

You have 2 solutions here.
First: on the briefing you point to take out every single faction on the game except the mercs (ally); so when you find the smugglers they are neutral "for now", later I need to take them down.
Second: After no other enemies are present (base destroyed) you can script a change of alliances. Make the Smugglers being enemy with you and with the mercs and, of course, you and Mercs enemies toward them.

So the game will progress as the player is looking at an still alive faction figthing, so it needs to be killed as well.

  On 5/14/2019 at 1:55 PM, MattBaker said:

And maybe you know all the strategies of this game so most of the missions seem to be easy for you :D

Expand  

I mean, in contrast with your previous campaign this one it's "easy". I am recurring to all the cheap tactics xD, like attacking harvs, crashing on units and etc. But not all the maps are just simply easy; for example the ones with limited money I have some problems (moments when I don't have money and need to wait a few minutes) or I blend the rules, like selling the buildings (and/or walls) you gave me in order to place a heavy fact that make the map much more easy to beat, but if I played by the rules (only using the buildings provided, like the repair pad on that map) probably the map weren't that easy.

Still, I am halfway your campaign yet, so I am expecting harder missions to come.

  On 5/14/2019 at 1:55 PM, MattBaker said:

bug ...

Expand  

Maybe you don't know this. But if you click and drag with the mouse over a word, or a line or whatever... from other's people post, appears a text "quote selection"; I tell you so you can choose a line, or a word or whatever you want; I just let you know that you can do that quickly with just your mouse.
Edit:
Alright; played another map, mission 13.

  Reveal hidden contents

Another edit:
Alright, Map 14 was a surprise.

  Reveal hidden contents

 

Edited by Cm_blast
Posted (edited)

My previous post it's too big, so I will write a new one.
Map 15;

  Reveal hidden contents

Mission 16:

  Reveal hidden contents

There are only 2 maps left for play; but I am really enjoying the campaign; it's more interesting and more fair than your previous works.

I hope, in the future, that you make your own maps instead reusing the vanilla campaigns or skirmish maps or, at least, if you reuse only a part of those maps (copy-paste) and then combine with something original of yours or even something new you make on your own.

Ps: To let you know, I added your Glory campaigns into the main post index.

Edited by Cm_blast
Posted
  On 5/19/2019 at 2:51 PM, Cm_blast said:

My previous post it's too big, so I will write a new one.

Expand  

Posts can be too big? o_O I thought with all our back-and-forth, we'd have found the limit by now lol

I'm trying to avoid reading your reviews, Cm, but I do catch you saying that the Ordos campaign is a great improvement. I look forward to trying it. :D

Posted (edited)
  On 5/19/2019 at 3:27 PM, Fey said:

Posts can be too big? o_O I thought with all our back-and-forth, we'd have found the limit by now lol

Expand  

Too big to read. A 50 line post it's just too big. I will try to place them in spoiler later, just to reduce the size of the post for the sake of clarity.

  On 5/19/2019 at 3:27 PM, Fey said:

I'm trying to avoid reading your reviews, Cm, but I do catch you saying that the Ordos campaign is a great improvement. I look forward to trying it. :D

Expand  

Yeap; I can confirm the improvement on these maps.

I already place all the post in spoiler, so now the posts are smaller and won't give away too much info to people that are planning to play and, since there are surprises from time to time, better hidden in a spoiler.

Edited by Cm_blast
Posted (edited)

My final post for now, since I almost ended the campaign.

Map 15

  Reveal hidden contents

Aaaand, final mission

  Reveal hidden contents

Amazing campaign, good job.
Let's hope in the future you create a new campaign with custom terraign made by you! Keep working on.

Edited by Cm_blast
Posted

Well, for making new maps, I've already tried, but find it takes too much time to draw one map, even with 64*64 :blink:

BTW now I'm stuck in my new mission because I can't think of anything new. It takes more time to think than to draw :D 

Posted
  On 5/26/2019 at 4:01 PM, MattBaker said:

Well, for making new maps, I've already tried, but find it takes too much time to draw one map, even with 64*64 :blink:

BTW now I'm stuck in my new mission because I can't think of anything new. It takes more time to think than to draw :D 

Expand  

Man, I know that feeling XD It's hard to draw maps sometimes. Like, it's really easy to leave a lot of empty space or nix details and stuff. And then there's also considering what you want the map to be about...

Having done some 128x128 maps, let me tell ya: It's a good idea to design it little bit by little bit. Klofkac's Map & Mission Editor has a neat function allowing you to set the map size (F5). So, say you do 50x50 for starts, or even 40x40 - really small. Maybe you add some rock for the player's base, then an enemy's, and then some Spice and decor... and that's all. And then you extend the map out to the east, say to 110x40 units. Want to shift the map? F6. Add a place for the player to expand, some empty rock, some general decor. Maybe some cliffs you add continue on below the map's edge, and then you can use them as guidelines for where you want the cliffs to keep going or end. D2k may have limitations, but as they pertain to map size... it's quite adequate. 128x128 is, I've said it before, incomprehensibly big!

In my own previous designs, I found it quite impossible to properly envision the scale of islands where there was so much space for them. This may not be the case for everyone, but for me, it sure gave some perspective on necessity and detailing in map size. Even if you start with something sm0l, you don't need to go up to the limit. It may help even for 80x80 maps or something to get the details right... enough rock, but no empty space between the details.

Of course, I also like big maps, I like to move around a lot and have grand battles and stuff. And building larger maps that are aesthetically pleasing and functional came with lots of practice. So... I have to recommend you just keep at it! It may take a few days, assuming you've got some free time, to fully envision a new map... but it'll be worth it to see it done. :) And then the next one's done faster... although the slower the process, the more meticulous you can be, the better you can perfect your designs. For the record, I for one liked your original maps the most so far. Between your original maps and those built on previous designs, that is.

Posted (edited)
  On 5/26/2019 at 4:01 PM, MattBaker said:

Well, for making new maps, I've already tried, but find it takes too much time to draw one map, even with 64*64 :blink:

Expand  

The first time usually takes plenty of times, but the more you use the editor the better you know the shorcuts; both Keyboard and mouse.

  On 5/26/2019 at 4:01 PM, MattBaker said:

BTW now I'm stuck in my new mission because I can't think of anything new. It takes more time to think than to draw

Expand  

I can tell, with +100 maps done now it's really hard to me to do something that it doesn't look too similar to something I did before.

From time to time I pick up ideas from other maps to use on mines.

  On 5/26/2019 at 4:03 PM, MattBaker said:

I will play the whole campaign again and match your comments with missions one by one :rolleyes: 

Expand  

By the way; I tried again the deviators mission; I don't know if there is any special tip, but I cannot simply win. I just gave up. At first all was fine, have full control of the deviated units, but later they get un/deviated too often; I cannot paid attention to both the deviated units and trying to deviate the ones I was missing.

Also, you can turn-off the eengineers from the skirmish type of Ai's if you want, like in the last map, the Atreides produce eengineers, which it's a bit big cost of a unit that send almost alone.
But producing eengineers it's not exactly tied to being a skirmish type of AI; it's your call.
If you want to know how to make the Atreides (or any skirmish Ai you may use in the future) to stop training eenginer I'll tell you.

  On 5/26/2019 at 4:01 PM, MattBaker said:

Well, for making new maps, I've already tried, but find it takes too much time to draw one map, even with 64*64 :blink:

Expand  

You can try to reuse campaign/skirmish maps but editing them a bit, so they are not exactly the same and serves you to get used to the editor.

My first campaign "a new house" just reuse plenty of original maps, there is even one that you used here on the glory Ordos, but I added a few rifts just to make the travel of the AI longer. But yeah, if you open the maps on the editor on that campaign you will see maps that are almost the same as the originals.

Edited by Cm_blast
Posted
  On 5/26/2019 at 11:45 PM, Cm_blast said:

The first time usually takes plenty of times, but the more you use the editor the better you know the shorcuts; both Keyboard and mouse.

I can tell, with +100 maps done now it's really hard to me to do something that it doesn't look too similar to something I did before.

From time to time I pick up ideas from other maps to use on mines.

By the way; I tried again the deviators mission; I don't know if there is any special tip, but I cannot simply win. I just gave up. At first all was fine, have full control of the deviated units, but later they get un/deviated too often; I cannot paid attention to both the deviated units and trying to deviate the ones I was missing.

Also, you can turn-off the eengineers from the skirmish type of Ai's if you want, like in the last map, the Atreides produce eengineers, which it's a bit big cost of a unit that send almost alone.
But producing eengineers it's not exactly tied to being a skirmish type of AI; it's your call.
If you want to know how to make the Atreides (or any skirmish Ai you may use in the future) to stop training eenginer I'll tell you.

You can try to reuse campaign/skirmish maps but editing them a bit, so they are not exactly the same and serves you to get used to the editor.

My first campaign "a new house" just reuse plenty of original maps, there is even one that you used here on the glory Ordos, but I added a few rifts just to make the travel of the AI longer. But yeah, if you open the maps on the editor on that campaign you will see maps that are almost the same as the originals.

Expand  

The deviation mission: After you capture one vehicle, you need to send it to repair pad immediately; that's what carryalls use for! When it reaches the repair pad, you can try using hotkey "S" to stop it ON one of the four points of the pad, then it won't transfer, unless you move it or the repair pad is destroyed!

the four points are (let's see if I can draw something :D):

4.jpg.5e04ff6c4e9396782345bf3ab26ad0c4.jpg

 

 

 

  • Upvote 1
Posted
  On 5/26/2019 at 8:43 PM, Fey said:

Man, I know that feeling XD It's hard to draw maps sometimes. Like, it's really easy to leave a lot of empty space or nix details and stuff. And then there's also considering what you want the map to be about...

Having done some 128x128 maps, let me tell ya: It's a good idea to design it little bit by little bit. Klofkac's Map & Mission Editor has a neat function allowing you to set the map size (F5). So, say you do 50x50 for starts, or even 40x40 - really small. Maybe you add some rock for the player's base, then an enemy's, and then some Spice and decor... and that's all. And then you extend the map out to the east, say to 110x40 units. Want to shift the map? F6. Add a place for the player to expand, some empty rock, some general decor. Maybe some cliffs you add continue on below the map's edge, and then you can use them as guidelines for where you want the cliffs to keep going or end. D2k may have limitations, but as they pertain to map size... it's quite adequate. 128x128 is, I've said it before, incomprehensibly big!

In my own previous designs, I found it quite impossible to properly envision the scale of islands where there was so much space for them. This may not be the case for everyone, but for me, it sure gave some perspective on necessity and detailing in map size. Even if you start with something sm0l, you don't need to go up to the limit. It may help even for 80x80 maps or something to get the details right... enough rock, but no empty space between the details.

Of course, I also like big maps, I like to move around a lot and have grand battles and stuff. And building larger maps that are aesthetically pleasing and functional came with lots of practice. So... I have to recommend you just keep at it! It may take a few days, assuming you've got some free time, to fully envision a new map... but it'll be worth it to see it done. :) And then the next one's done faster... although the slower the process, the more meticulous you can be, the better you can perfect your designs. For the record, I for one liked your original maps the most so far. Between your original maps and those built on previous designs, that is.

Expand  

:D 

Posted
  On 5/26/2019 at 11:45 PM, Cm_blast said:

The first time usually takes plenty of times, but the more you use the editor the better you know the shorcuts; both Keyboard and mouse.

I can tell, with +100 maps done now it's really hard to me to do something that it doesn't look too similar to something I did before.

From time to time I pick up ideas from other maps to use on mines.

By the way; I tried again the deviators mission; I don't know if there is any special tip, but I cannot simply win. I just gave up. At first all was fine, have full control of the deviated units, but later they get un/deviated too often; I cannot paid attention to both the deviated units and trying to deviate the ones I was missing.

Also, you can turn-off the eengineers from the skirmish type of Ai's if you want, like in the last map, the Atreides produce eengineers, which it's a bit big cost of a unit that send almost alone.
But producing eengineers it's not exactly tied to being a skirmish type of AI; it's your call.
If you want to know how to make the Atreides (or any skirmish Ai you may use in the future) to stop training eenginer I'll tell you.

You can try to reuse campaign/skirmish maps but editing them a bit, so they are not exactly the same and serves you to get used to the editor.

My first campaign "a new house" just reuse plenty of original maps, there is even one that you used here on the glory Ordos, but I added a few rifts just to make the travel of the AI longer. But yeah, if you open the maps on the editor on that campaign you will see maps that are almost the same as the originals.

Expand  

this shows better :D 

123.jpg.33e8d1a76753106bee284f4ac790b7b6.jpg

By the way, I don't know how to quote one line to reply ...

  • Upvote 1

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