Official ICW 3 Thread

Started by Helios, July 26, 2013, 11:54:22 AM

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New or old map pack?

New
10 (66.7%)
Old
5 (33.3%)

Total Members Voted: 15

Voting closed: August 02, 2013, 05:13:25 PM


August 03, 2013, 07:17:19 PM #31 Last Edit: August 03, 2013, 07:42:29 PM by Oven
Update.

--Scorpion is now an admin.

--Here is the clan list, with the spawn planet assignments.

1.0 -- Yavin Temple, Dagobah Swamps, Tranquaan
212 -- Jabba, Citadel, Dantooine
Entenclan -- CC, Coruscant Streets, Russia
UEF -- Arena, Platforms, Mus
YAK -- Kamino, Mos, Eddie's Kastel
TcF -- Harbor, Egypt, Mygeeto

--Please note the following significant change to the rules: There is no small/large planet distinction. All planets are equal. The only restriction on sides is that the defender cannot be outnumbered.

--The ICW3 Official Rule Thread will go up tomorrow evening.

--The ICW3 Week 1 Thread will go up Monday evening. It will contain the Official Tourney Map. If the map is done earlier then I will post it here.

--The ICW3 Map Pack will be available for download sometime next week, before battles start.

--Huge Thank You to DarkPhantom who is doing the needed modding for the ICW3, and UNIT 33 who making the tournament map.

Looks like we have a good tournament coming. :)
You've probably already thought of it but I suggest that defenders post a rough number of players (just to be nice, they don't have to stick to it) so that attackers don't turn up with loads of people who can't play.
I play less now but I'll always be around, lets keep this site and battlefront going. :)

Here's the new and exciting map folks
(Unless there's some kind of mistake on it).
[spoiler][/spoiler]

August 04, 2013, 06:10:41 AM #34 Last Edit: August 04, 2013, 07:12:20 AM by Shazam
Thank you for your hard work, Unit 33.  The map looks amazing, as always.

I don't see any problems.

On a side note for the thread, I've heard some people ask if {Alpha} will participate. {Alpha} Clan will not be participating in the ICW3 due to a lack of active members, however those that are active might join YAK along with me. Just to clear some confusion for those who didn't know already.

Here it is, the main lua for no radar mod maps (If you are wondering, most of this is just copy/pasted from file to file).  It looks just like a normal mission.lua file but it does have some differences in it:
[spoiler]corus2a.luafunction ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "red", "level.corus2.objectives.1");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.2");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.3");
    AddMissionObjective(ALL, "red", "level.corus2.objectives.1");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.3");
   
      SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)



    ReadDataFile("sound\\nab.lvl;nab1gcw")
    ReadDataFile("dc:SIDE\\all.lvl",
        "all_inf_basicurban",
        "all_inf_basicdesert");

    ReadDataFile("dc:SIDE\\imp.lvl",
        "imp_inf_basic_tie");

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",1)
    AddUnitClass(ALL, "all_inf_vanguard",1)
    AddUnitClass(ALL, "all_inf_pilot",1)
    AddUnitClass(ALL, "all_inf_marksman",1)
    AddUnitClass(ALL, "all_inf_soldiericw",1)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",1)
    AddUnitClass(IMP, "imp_inf_shock_trooper",1)
    AddUnitClass(IMP, "imp_inf_pilottie",1)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_shockstormtrooper",1)

--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_tat_amb_victory");
    SetDefeatMusic (ALL, "all_tat_amb_defeat");
    SetVictoryMusic(IMP, "imp_tat_amb_victory");
    SetDefeatMusic (IMP, "imp_tat_amb_defeat");



    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    --SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    --SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
end

corus2c.lua
    ReadDataFile("sound\\nab.lvl;nab1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic");

    ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_basic_battledroids");
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",1)
    AddUnitClass(REP, "rep_inf_arc_trooper",1)
    AddUnitClass(REP, "rep_inf_clone_pilot",1)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",1)
     AddUnitClass(REP, "rep_inf_arcclone",1)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",1)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",1)
    AddUnitClass(CIS, "cis_inf_assassindroid",1)
    AddUnitClass(CIS, "cis_inf_battledroid",1)
     
--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- Droidekas
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    --AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_amb_defeat");



    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);

end

[/spoiler]
You are like "Hey Phantom, why are those units I've never seen in there?"  Well, they're really just skinned over troopers with a couple adjustments to keep from placing your own sides with radar in, which the actual sides will be done in a little bit.  By troopers I mean guys with rifles. So if you don't like rifles, sorry.
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

August 04, 2013, 05:52:01 PM #37 Last Edit: August 04, 2013, 06:12:52 PM by Phobos
Quote from: UNIT 33 on August 04, 2013, 03:55:11 AM
Here's the new and exciting map folks
(Unless there's some kind of mistake on it).
[spoiler][/spoiler]
You're quite good at these maps, very nice.

Also it should be emphasized FC hasn't dropped out of the ICW, we are simply joining forces with YAK because of common interests.

@oven
since there is no longer distinction between large and small planets, do attackers always get to choose sides in battle? or do the defenders?

August 04, 2013, 06:33:41 PM #38 Last Edit: August 04, 2013, 07:20:48 PM by Oven
Thanks Unit (map is fantastic of course) and Phantom!

Quote from: Phobos on August 04, 2013, 05:52:01 PM
@oven
since there is no longer distinction between large and small planets, do attackers always get to choose sides in battle? or do the defenders?

Attackers choose.

ICW3 Rules and General Information thread is here

Quote from: {Alpha}Gold Man on August 04, 2013, 02:13:50 PM
On a side note for the thread, I've heard some people ask if {Alpha} will participate. {Alpha} Clan will not be participating in the ICW3 due to a lack of active members, however those that are active might join YAK along with me. Just to clear some confusion for those who didn't know already.

Post here if you want to be on YAK's list: http://www.swbfgamers.com/index.php?topic=6882.0

Mediafire is acting like crap so I just decided it'd be easier to attach this to a post.
Note: These are no use without the sides.  The people who need these know who they are :)
The BOBclan:  A Rich History


Quote from: Unit 33 on November 29, 2014, 03:44:44 AM
'Please, tell me more about the logistics of the design of laser swords being wielded by space wizards' - Some guy on the internet.

dark phantom and i should have the official ICW3 map pack finished by either tomorrow or Thursday at the latest.