[SP] Experimental Challenge

by kwp21 pitts · Uploaded May 25, 2011

Screenshot 1

File Size: 2.33 MB

Downloads: 1344

Rating: (26 votes)

Description

This is a revamped version of my map. Along with the original vmf, and instances. Feel free to comment! Bugs? Errors? Problems? Email me or visit the forum. Note to downloders: Please don't take credit of my work Another note to open a 7z file go download 7zip from http://www.7-zip.org/ (I posted this because I recieved a couple angry messages from some people that couldn't open my file) UPDATE!! Code: Select all2.4 6/6/2011 [FIX] Fixed case where the player can skip a portion of area 1 [FIX] Fixed minor timing issues with the panels in area one [FIX] Fixed potential problem in the second area that could cause the level to be uncompletable by sticking either th cube or the sphere on the upper ledge in area 2. v2.3 6/3/2011 [FIX] Altered the mechanics to be instances (This just makes it easier to do improvements) [FIX] Minor Skybox changes [ADD] Added a few details on the panels in the first area v2.2 6/2/2011 [FIX] Fixed case where player could get stuck in the tractor beam [FIX] Improved skybox details v2.1 6/2/2011 [FIX] Fixed case where player could jam the weighted cube back into the spawner, potentially can cause the level to be uncompleteable. [FIX] Fix case where the laser could be enabled without both the cube and the sphere [FIX] Fixed skybox visuals and added fog v2.0 6/1/2011 [FIX] Fixed case where box would snag under button [FIX] Optimized map futher for cheaper use of memory [FIX] Removed an unnessary particle emitter and target [FIX] Fixed the second area catapults to prevent annoying back and forth deal, and extended space [ADD] Added further details to the level v1.9 5/31/2011 [FIX] Changed puzzle elements to further promote a challenge [FIX] Dimmed down some lights that appeared too bright [FIX] Removed some obsolete puzzle elemants that nolonger did anything [FIX] Changed some textures for athstetics [TMP] Removed music for now v1.8 5/30/2011 [FIX] Fixed some athstetic issues [FIX] Fixed some texture issues [FIX] Fixed some overlays [ADD] Added new panel effects in the first area [ADD] Added new effects to show and hide the push button in area 1 [ADD] Added sound effects to the sphere dump v1.6 5/28/2011 [FIX] Fixed all lighting in every area [FIX] Fixed potential problem with panels getting stuck in the out position [FIX] Replaced textures on the panels near the exit v1.5 5/27/2011 [FIX] Finally fixed the issue in the second area that would cause the player to be unable to exit even with all laser relays on (I personally apologise about this one) [FIX] fixed some cubmap issues with the ceiling pipe [FIX] fixed minor lighting issues v1.4 5/27/2011 [FIX] Fixed panels not lighting correctly in area one [FIX] Made major tweeks to the lighting [FIX] altered area 1 +2 textures to make the puzzle a little more challenging [ADD] Observation rooms added [ADD] security cameras added v1.3 5/26/2011 [FIX] Shortened Ramp, Detailed it, and did some minor details around it [FIX] Reduced number of overlays to free up memory [FIX] Added a new door near the exit elevator (Has an area_portal to control how much is rendered at once) [ADD] Added a third turret [ADD] Now the wall of panels in the second area are now more detailed v1.2 Contest-Release 5/24/2011 [FIX] Remove unnessary functions and actions [FIX] Changed the moving goo dropper to best fit the feel of the map [ADD] Music now plays in the chamber [ADD] Skybox now added [ADD] Detail added pre-contest updates v0.9 5/23/2011 [FIX] Fixed Lighting Between Area 1 and 2 [FIX] Added a lock fuction to prevent the button from reactivating the process cycle when it is already running [FIX] Fix checkmark indicators not appearing in the second area [ADD] New obsticles added and redesigned puzzels made [ADD] Extra panel Effects in Area 1 and 2 [ADD] Level Sign (not yet setup) v0.7 5/22/2011 [FIX] Fixed an issue that allowed players to put portals in bewteen the two areas(Fixed with Emancipation Grid). [FIx] Turrets are now more aggressive (but not too agressive) ,and will shoot at a farther range with the added ablity to push the player. [ADD] Added some more Panel Effects to the first area. [ADD] Enabled video effects in the arrival and departure elevators v0.6 5/21/2011 [FIX] Fixed textures not appearing correctly, this was from the game tring to look in the wrong directories. [FIX] Made a cube respawner near the turrets to prevent the possibility losing the cube in the slime water, causing the chamber to be impossible to complete. [FIX] Changed the floor textures in the next area to prevent players skipping some bits of the solution. [ADD] Made special "in wall" cube droppers in the second area. v0.4 WIP Release

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kwp21 pitts • May 25, 2011 • #44970
260 posts

This is a revamped version of my map. Along with the original vmf, and instances. Feel free to comment!

Bugs? Errors? Problems? Email me or visit the forum.

Note to downloders: Please don't take credit of my work

Another note to open a 7z file go download 7zip from http://www.7-zip.org/ (I posted this because I recieved a couple angry messages from some people that couldn't open my file)

UPDATE!!
2.4<br />6/6/2011<br />&#91;FIX&#93; Fixed case where the player can skip a portion of area 1<br />&#91;FIX&#93; Fixed minor timing issues with the panels in area one<br />&#91;FIX&#93; Fixed potential problem in the second area that could cause the level to be uncompletable by sticking either th cube or the sphere on the upper ledge in area 2.<br /><br />v2.3<br />6/3/2011<br />&#91;FIX&#93; Altered the mechanics to be instances (This just makes it easier to do improvements)<br />&#91;FIX&#93; Minor Skybox changes<br />&#91;ADD&#93; Added a few details on the panels in the first area<br /><br />v2.2<br />6/2/2011<br />&#91;FIX&#93; Fixed case where player could get stuck in the tractor beam<br />&#91;FIX&#93; Improved skybox details<br /><br />v2.1<br />6/2/2011<br />&#91;FIX&#93; Fixed case where player could jam the weighted cube back into the spawner, potentially can cause the level to be uncompleteable.<br />&#91;FIX&#93; Fix case where the laser could be enabled without both the cube and the sphere<br />&#91;FIX&#93; Fixed skybox visuals and added fog<br /><br />v2.0<br />6/1/2011<br />&#91;FIX&#93; Fixed case where box would snag under button<br />&#91;FIX&#93; Optimized map futher for cheaper use of memory<br />&#91;FIX&#93; Removed an unnessary particle emitter and target<br />&#91;FIX&#93; Fixed the second area catapults to prevent annoying back and forth deal, and extended space<br />&#91;ADD&#93; Added further details to the level<br /><br />v1.9<br />5/31/2011<br />&#91;FIX&#93; Changed puzzle elements to further promote a challenge<br />&#91;FIX&#93; Dimmed down some lights that appeared too bright<br />&#91;FIX&#93; Removed some obsolete puzzle elemants that nolonger did anything<br />&#91;FIX&#93; Changed some textures for athstetics<br />&#91;TMP&#93; Removed music for now<br /><br />v1.8<br />5/30/2011<br />&#91;FIX&#93; Fixed some athstetic issues<br />&#91;FIX&#93; Fixed some texture issues<br />&#91;FIX&#93; Fixed some overlays<br />&#91;ADD&#93; Added new panel effects in the first area<br />&#91;ADD&#93; Added new effects to show and hide the push button in area 1<br />&#91;ADD&#93; Added sound effects to the sphere dump<br /><br />v1.6<br />5/28/2011<br />&#91;FIX&#93; Fixed all lighting in every area<br />&#91;FIX&#93; Fixed potential problem with panels getting stuck in the out position<br />&#91;FIX&#93; Replaced textures on the panels near the exit <br /><br />v1.5<br />5/27/2011<br />&#91;FIX&#93; Finally fixed the issue in the second area that would cause the player to be unable to exit even with all laser relays on (I personally apologise about this one)<br />&#91;FIX&#93; fixed some cubmap issues with the ceiling pipe<br />&#91;FIX&#93; fixed minor lighting issues<br /><br />v1.4<br />5/27/2011<br />&#91;FIX&#93; Fixed panels not lighting correctly in area one<br />&#91;FIX&#93; Made major tweeks to the lighting<br />&#91;FIX&#93; altered area 1 +2 textures to make the puzzle a little more challenging<br />&#91;ADD&#93; Observation rooms added<br />&#91;ADD&#93; security cameras added<br /><br />v1.3<br />5/26/2011<br />&#91;FIX&#93; Shortened Ramp, Detailed it, and did some minor details around it<br />&#91;FIX&#93; Reduced number of overlays to free up memory<br />&#91;FIX&#93; Added a new door near the exit elevator (Has an area_portal to control how much is rendered at once)<br />&#91;ADD&#93; Added a third turret<br />&#91;ADD&#93; Now the wall of panels in the second area are now more detailed<br /><br />v1.2 Contest-Release<br />5/24/2011<br />&#91;FIX&#93; Remove unnessary functions and actions<br />&#91;FIX&#93; Changed the moving goo dropper to best fit the feel of the map<br />&#91;ADD&#93; Music now plays in the chamber<br />&#91;ADD&#93; Skybox now added<br />&#91;ADD&#93; Detail added<br /><br />pre-contest updates<br /><br />v0.9<br />5/23/2011<br />&#91;FIX&#93; Fixed Lighting Between Area 1 and 2<br />&#91;FIX&#93; Added a lock fuction to prevent the button from reactivating the process cycle when it is already running<br />&#91;FIX&#93; Fix checkmark indicators not appearing in the second area<br />&#91;ADD&#93; New obsticles added and redesigned puzzels made<br />&#91;ADD&#93; Extra panel Effects in Area 1 and 2<br />&#91;ADD&#93; Level Sign (not yet setup)<br /><br />v0.7<br />5/22/2011 <br />&#91;FIX&#93; Fixed an issue that allowed players to put portals in bewteen the two areas(Fixed with Emancipation Grid).<br />&#91;FIx&#93; Turrets are now more aggressive (but not too agressive) ,and will shoot at a farther range with the added ablity to push the player.<br />&#91;ADD&#93; Added some more Panel Effects to the first area.<br />&#91;ADD&#93; Enabled video effects in the arrival and departure elevators<br /><br />v0.6<br />5/21/2011<br />&#91;FIX&#93; Fixed textures not appearing correctly, this was from the game tring to look in the wrong directories.<br />&#91;FIX&#93; Made a cube respawner near the turrets to prevent the possibility losing the cube in the slime water, causing the chamber to be impossible to complete.<br />&#91;FIX&#93; Changed the floor textures in the next area to prevent players skipping some bits of the solution.<br />&#91;ADD&#93; Made special &quot;in wall&quot; cube droppers in the second area. <br /><br />v0.4 WIP Release<br />

File Name: Experimental_challenge.7z
File Size: 2.33 MiB
Click here to download [SP] Experimental Challenge

Mog • May 25, 2011 • #44971
52 posts

Very nice improvement over your original. Not too hard, and not too easy. Clean, simple, and creative. One bug I found, however: in the second room (with the lasers)I had everything activated but the door panels wouldn't open. I had to move the laser off the relay and put it back on in order to get it to work again. Minor, but take a look at it.

xdiesp • May 25, 2011 • #44972
1,078 posts

Too soon to judge, but the moving parts are inspired. Keep working on it and we'll put a good word with Gordon Freeman for the contest.

kwp21 pitts • May 25, 2011 • #44973
260 posts

Mog wrote:
Very nice improvement over your original. Not too hard, and not too easy. Clean, simple, and creative. One bug I found, however: in the second room (with the lasers)I had everything activated but the door panels wouldn't open. I had to move the laser off the relay and put it back on in order to get it to work again. Minor, but take a look at it.

I'll see to it that gets fixed. Thank you for finding it.

Thank you for the positive comments, if anyone finds anymore problems please post.

Nexxus • May 25, 2011 • #44974
3 posts

Too easy

kwp21 pitts • May 25, 2011 • #44975
260 posts

Nexxus wrote:
Too easy

Ok too easy, what would you change to make it better or more fun in your opinion?

kwp21 pitts • May 25, 2011 • #44976
260 posts

Mog wrote:
One bug I found, however: in the second room (with the lasers)I had everything activated but the door panels wouldn't open. I had to move the laser off the relay and put it back on in order to get it to work again. Minor, but take a look at it.

I'm really glad you found this bug and apperently it is the same bug effecting area one's panels as well. Still haven't figured out a good solution yet, but the panels don't like fast retriggering. I may have to modify the instances to fix this problem. I'll have the content updated as soon as possible.

Stylus • May 26, 2011 • #44977
50 posts

You did a very good job, especially with the 1st room. maybe try to polish it. Try closing the void thats present when the ramp moves. When you put the cube on the button that activates panels in 1st room so you can jump on them, the tile is there but the panels disappear

BOEN • May 26, 2011 • #44978
15 posts

I got stuck on the second puzzle for a few minutes because I didn't notice the second reflector cube fall, but other than that it was satisfying puzzlewise

resul4ee • May 26, 2011 • #44979
24 posts

well the first thought was BIG room, this was because it wasnt filled with someting. <br />I also thought this was too simple, with the ramp you could make it a bit harder ||I thought it was ok to when it was half up, but I safly landed onot the platform|| , so It would be nicer if it would be a &quot;you should think before you act&quot; kind of ramp. <br /><br />the second puzzle felt realy too easy but I realy cant put my finger on what it makes it too easy

the thing I realy liked was that everything moved and shifted when I pressed the button.

so my final anwser is great map but a bit too easy

kwp21 pitts • May 26, 2011 • #44980
260 posts

Quote:
so It would be nicer if it would be a "you should think before you act" kind of ramp.

You mean a more of a challenging threat that could cause you not to make it across. Somthing more thought provocative.

kwp21 pitts • May 26, 2011 • #44981
260 posts

UPDATE!!

5/26/2011

[FIX] Shortened Ramp, Detailed it, and did some minor details around it
[FIX] Reduced number of overlays to free up memory
[FIX] Added a new door near the exit elevator (Has an area_portal to control how much is rendered at once)
[ADD] Added a third turret
[ADD] Now the wall of panels in the second area are now more detailed

Sorrow • May 27, 2011 • #44982
4 posts

Very nice map not to hard... but in the second Chamber maybe you can delete the second reflector cube for the laser- he makes the whole room too easy and you can solve the level without it

maybe this is the point also resul4ee means...

how to finish it without 2 cubes http://img508.imageshack.us/slideshow/webplayer.php?id=only1cubeused1.jpg

kwp21 pitts • May 27, 2011 • #44983
260 posts

I didn' even think of that. I might try somthing different to up the difficulty. Thank you.

kwp21 pitts • May 27, 2011 • #44984
260 posts

UPDATE!!

v1.4
5/27/2011

[FIX] Fixed panels not lighting correctly in area one
[FIX] Made major tweeks to the lighting
[FIX] altered area 1 +2 textures to make the puzzle a little more challenging
[ADD] Observation rooms added
[ADD] security cameras added

kwp21 pitts • May 27, 2011 • #44985
260 posts

UPDATE!!

v1.5
5/27/2011

[FIX] Finally fixed the issue in the second area that would cause the player to be unable to exit even with all laser relays on (I personally apologise about this one)
[FIX] fixed some cubmap issues with the ceiling pipe
[FIX] fixed minor lighting issues

Excuse me if this was too soon for an update, but that big bug had to be removed.

kwp21 pitts • May 28, 2011 • #44986
260 posts

UPDATE!!

v1.6
5/28/2011

[FIX] Fixed all lighting in every area
[FIX] Fixed potential problem with panels getting stuck in the out position
[FIX] Replaced textures on the panels near the exit

kwp21 pitts • May 29, 2011 • #44987
260 posts

Ok for those that had tried this map what rating would you give it?

0 meaning not at all and, 10 meaning alot.

If you would like to, tell me what you liked or didn't like about the map?
I ask so I can figure out improvements that I should make to the map.

bufutda • May 29, 2011 • #44988
36 posts

GREaT map! I thought that you did a good job with the moving propulsion gel, but i would modify it so that when it deploys there aren't holes in the line. Also, i would make the obstructing panel in the line move up after the gel is completely done (it just seems smoother) Lastly, there are two things that i found sloppy:
i) As seen in Thinking With Stupidity (Thinking With Stupidity) I would make the button explode after the gel is done. If you cannot figure out how to do this, just get rid of the button somehow (maybe put it on a panel that goes down?) It just seems kind of sloppy that you cannot press the button again.
ii) Fill the void that appears when the panel in room 2 goes up.
Sorry about the harsh criticism (it was a really good map), i thought you deserved honest feedback after your hundred or so feedbacks on other maps. Great map, though.

kwp21 pitts • May 29, 2011 • #44989
260 posts

Quote:
I would modify it so that when it deploys there aren't holes in the line.

You might need to explain a little bit on this part. Screenshot can help.

Quote:
i would make the obstructing panel in the line move up after the gel is completely done

I'll heave it retimed to go up a little later.

Quote:
I would make the button explode after the gel is done.

I'll hide it in a unique fashon similar to the laser relays I hid in the second area, Good idea to get rid of it when it is used.

Quote:
Fill the void that appears when the panel in room 2 goes up.

This will take a while till I figure out the right fog settings to use in the skybox. If you have any pointers that could help mimic the atmosphere of portal 2, I would like to hear it.

Quote:
Sorry about the harsh criticism .

Trust me, I consider this great criticism. I had worse.

Thank you very much this help me determine changes. If there is anything else, be shure to post.

bufutda • May 29, 2011 • #44990
36 posts

kwp21 pitts wrote:
You might need to explain a little bit on this part. Screenshot can help.

Alright, here's a screenshot: hole in line.jpg And sorry, i cannot help you in the actual fixing as i am not a mapper (i just test and provide feedback!)

EDIT: though you could just make it non-portable surface (black tiles) behind to cover up the back, it does not need to be fancy. If you were following a ruined aperture theme you could have it as a view to the outside test chambers, but you aren't; your following clean, modern aperture. I also noticed on my second play through that something falls behind the turrets as you first walk in. If it is not a glitch then i would remove it as it does not follow through with the new-aperture theme. here's a screenshot: St00fz.jpg
If you do decide to keep it then fill the void behind this panel as well.

kwp21 pitts • May 29, 2011 • #44991
260 posts

SO you ment gaps between dirps, nothing really crucial, but I'll fix it.

As for the balls, I was aiming for some sort of mechanical failure when entering the test room. I'll get that worked on to have it make a little more sense. With a little more audio indication.

btw I couldn't help noticeing your running a little older map (I'm thinking v1.3) , so you might find more problems with that particular version than the current released version. Not that it severly matters. But it can help with acuracy on feedback.

bufutda • May 30, 2011 • #44992
36 posts

kwp21 pitts wrote:
btw I couldn't help noticeing your running a little older map (I'm thinking v1.3) , so you might find more problems with that particular version than the current released version. Not that it severly matters. But it can help with acuracy on feedback.

Hmm...you might be right...I'll be sure to take your next uPdate and see if I can help any more.

kwp21 pitts • May 30, 2011 • #44993
260 posts

The hiding the button process will be the most complicated thing I've done yet, and is going to look neat!


EDIT: This is a first. it worked on the first try!

kwp21 pitts • May 30, 2011 • #44994
260 posts

Is there anything else that would need attention before I update?

kwp21 pitts • May 30, 2011 • #44995
260 posts

UPDATE!!

5/30/2011

v1.8
[FIX] Fixed some athstetic issues
[FIX] Fixed some texture issues
[FIX] Fixed some overlays
[ADD] Added new panel effects in the first area
[ADD] Added new effects to show and hide the push button in area 1
[ADD] Added sound effects to the sphere dump

This may surprise, this depends on the person

mapsxam • May 30, 2011 • #44996
9 posts

Great map, very creative! But the music sucks, doesn?t it?

bufutda • May 30, 2011 • #44997
36 posts

good, i will be sure to pick up this update as soon as possible. I havent experienced the sound effects for the cube dump yet, but i think it would add more to have a GLaDOS voice over for example, have her say"oops", or "that wasnt suppoesd to happen".In the mean time, while you r not working on this map, i would like to see you design a map where on of the main puzzle elements is deliberate "pushing." I have yet to see a map on thinking with portals that uses this as a deliberate solution. let me know.


edit: Ok....second play through...almost perfect! Balls are good and all voids are filled.
FIX: propulsion gel goes through the ramp when it is raised. it does not affect the amount of gel on the ramp, but you can see gel in the area under the ramp (perfectionism!!!)
FIX: You made obstacle panel unportable. This makes all gel and the panel itself obselete. You can simply use the gel in-front of the panel, and still make the jump. Suggestions: Make the ramp further/farther away.
FIX: You should die if you jump off the ramp and it is not fully up. As said in a previous post: "Think before you act"
That is all.

kwp21 pitts • May 30, 2011 • #44998
260 posts

Quote:
FIX: You should die if you jump off the ramp and it is not fully up. As said in a previous post: "Think before you act"

I'll see what I could do to fix this, this will require some redesign to how to get the extra height on the ramp.

everything else will be as well

kwp21 pitts • May 31, 2011 • #44999
260 posts

SO far their is much more risk for the jump, cut the music out, carfully added some portal sufaces where they can't break the map, and removed some obsolete obsticles.


If you can think of anything else that could be a problem(or already is) post it.

Thank you guys for your feedback!

bufutda • May 31, 2011 • #45000
36 posts

instead of removing the music completey....could you possibly add a track from Songs To Test By?

kwp21 pitts • May 31, 2011 • #45001
260 posts

bufutda wrote:
instead of removing the music completey....could you possibly add a track from Songs To Test By?

Music will be gone temorarly til I figure out what is best for the chambers.

kwp21 pitts • May 31, 2011 • #45002
260 posts

For the second chamber, please give me you opinions on the current build on what you think could be improved.

bufutda • Jun 01, 2011 • #45003
36 posts

I dont see anything wrong with the second chamber. i think that its good.

kwp21 pitts • Jun 01, 2011 • #45004
260 posts

bufutda wrote:
I dont see anything wrong with the second chamber. i think that its good.

Just so you know, I had the second chamber changed visual wise, but not puzzle wise.

kwp21 pitts • Jun 04, 2011 • #45005
260 posts

[Comment Removed]

Motanum • Jun 06, 2011 • #45006
248 posts

Your map had some nice moments and it amused me, but I feel that you could have done the visuals just a bit better.

God maps are thoe which you remember, and I remember that massive arm moving! Good job on that! Good luck.

kwp21 pitts • Jun 07, 2011 • #45007
260 posts

Thank you for the comment! Out of curiosity what would you have done differently if you were to work on this map?

Motanum • Jun 07, 2011 • #45008
248 posts

I would have redesigned it, so it is more visually pleasing. Give the walls different sizes as to not be too repetitive using the same textures over a long distance. Work more on polish.

Also, I didn't get past the second part. I placed the sphere and the cube in the corresponding button, but the funnel/laser never turned on. And I didn't find a way to turn it on.

kwp21 pitts • Jun 07, 2011 • #45009
260 posts

You didn't see the laser relays pop up from the ground? That is not good.

btw thank you for the advice.



Now time to panic!

Ratboy • Jun 07, 2011 • #45010
56 posts

I really liked what you did with the speed gel tube, that was neat. But at the same time I was a little disapointed I didn't get to figure out where to put the gel on my own.

Second room was pretty straightforward, and I again enjoyed your little panel show and the introductory launching of puzzle paraphernalia. Overall, the map as a whole was well thought out, straightforward, and accessinble to all, although maybe too short (I prefer my puzzles in sets of three, but I'm funny like that). Nice work.

kwp21 pitts • Jun 07, 2011 • #45011
260 posts

So the moving gel, as well as the box move basically took too much fun out of the puzzle. The panels have worked well as intended.

When I ever make a new portal 2 map, I'll avoid having the stuff automated and would have to change the visual appeal hevily. Hopfully longer too.

Thank you.

kwp21 pitts • Jun 07, 2011 • #45012
260 posts

There will be an after contest version of this map. If there are anything more wrong with with map please tell me.

Bug List<br />&#91;BUG&#93; Could get stuck on the floor laser relays in second area<br />&#91;BUG&#93; Minor orientation problem with one of the trigger_catapults (will still work)<br />&#91;BUG&#93; Two overlays don't show in first area<br />&#91;BUG&#93; Player can easily miss the reflector cubes dropped from the wall<br /><br />

Yup, looks like I'm toast for this contest.

iinlane • Jun 08, 2011 • #45013
10 posts

Absolutely loved the map. The easy difficulty made it enjoyable.

kwp21 pitts • Jun 10, 2011 • #45014
260 posts

[Comment Removed]

Nacimota • Jun 10, 2011 • #45015
345 posts

Moved to community releases as kwp21 pitts has elected to withdraw from the Summer Mapping Initiative.

kwp21 pitts • Dec 07, 2011 • #45016
260 posts

I will be returning to this project to perform fixes and updates to the map.

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