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cp_logjam (5CP)
391
#391
3 Frags +

http://steamcommunity.com/sharedfiles/filedetails/?id=665071902

Here's a bug I've noticed when pubbing on this map: if you come out to 2nd from your team's last and try to launch a Wrap Assassin ball up at the spire, it immediately explodes in your face and does 4-5 splash damage to you. If you try it from other side of spire on coming from midpoint, it launches fine. Is there some wonky invisible collision hull sticking out too far or some volumetric trigger or something that's making the ball think it's hitting something?

You normally can't even launch the ball if you're too close to a wall so I'm not sure what kind of trigger would make it blow up instantly, but it's a fairly big area where you can't use the ornament.

http://steamcommunity.com/sharedfiles/filedetails/?id=665071902

Here's a bug I've noticed when pubbing on this map: if you come out to 2nd from your team's last and try to launch a Wrap Assassin ball up at the spire, it immediately explodes in your face and does 4-5 splash damage to you. If you try it from other side of spire on coming from midpoint, it launches fine. Is there some wonky invisible collision hull sticking out too far or some volumetric trigger or something that's making the ball think it's hitting something?

You normally can't even launch the ball if you're too close to a wall so I'm not sure what kind of trigger would make it blow up instantly, but it's a fairly big area where you can't use the ornament.
392
#392
3 Frags +

That's a new one... not sure why that's going on. Last I was working on Logjam I was overhauling 2nd so chances are it will be fixed in the next version but I can't touch it until this semester finishes in a month. Glad to see it's getting played still, hopefully someone's enjoying it.

That's a new one... not sure why that's going on. Last I was working on Logjam I was overhauling 2nd so chances are it will be fixed in the next version but I can't touch it until this semester finishes in a month. Glad to see it's getting played still, hopefully someone's enjoying it.
393
#393
1 Frags +

Thanks for the fast response! People are indeed enjoying it, many a folk on a server I frequent spam in gamechat to vote for logjam whenever it's nominated in the votemap. It's a fun map!

Thanks for the fast response! People are indeed enjoying it, many a folk on a server I frequent spam in gamechat to vote for logjam whenever it's nominated in the votemap. It's a fun map!
394
#394
1 Frags +
Enterimhttp://steamcommunity.com/sharedfiles/filedetails/?id=665071902

Here's a bug I've noticed when pubbing on this map: if you come out to 2nd from your team's last and try to launch a Wrap Assassin ball up at the spire, it immediately explodes in your face and does 4-5 splash damage to you. If you try it from other side of spire on coming from midpoint, it launches fine. Is there some wonky invisible collision hull sticking out too far or some volumetric trigger or something that's making the ball think it's hitting something?

You normally can't even launch the ball if you're too close to a wall so I'm not sure what kind of trigger would make it blow up instantly, but it's a fairly big area where you can't use the ornament.

damn, it sounds like you got fucked up dude

[quote=Enterim]http://steamcommunity.com/sharedfiles/filedetails/?id=665071902

Here's a bug I've noticed when pubbing on this map: if you come out to 2nd from your team's last and try to launch a Wrap Assassin ball up at the spire, it immediately explodes in your face and does 4-5 splash damage to you. If you try it from other side of spire on coming from midpoint, it launches fine. Is there some wonky invisible collision hull sticking out too far or some volumetric trigger or something that's making the ball think it's hitting something?

You normally can't even launch the ball if you're too close to a wall so I'm not sure what kind of trigger would make it blow up instantly, but it's a fairly big area where you can't use the ornament.[/quote]

damn, it sounds like you got fucked up dude
395
#395
23 Frags +

I saw this fall to the third page and it made me cry :'(

I've actually touched the map recently, RC3 coming soon. Here's a few sneak peaks.

http://i.imgur.com/SNXSza7.jpg

http://i.imgur.com/qbVrtwc.jpg

http://i.imgur.com/SNx8Lae.jpg

http://i.imgur.com/BepBWBJ.jpg

tl;dr changes from whatever the heck the last pre version was
Cave no longer a cave
2nd is pretty different, spire's a lot smaller should be easier to hold
Last got raised up a lot higher relative to 2nd (the entire point) so there's less dramatic height change towards last and the upper exit should be better to push out

I saw this fall to the third page and it made me cry :'(

I've actually touched the map recently, RC3 coming soon. Here's a few sneak peaks.

[img]http://i.imgur.com/SNXSza7.jpg[/img]
[img]http://i.imgur.com/qbVrtwc.jpg[/img]
[img]http://i.imgur.com/SNx8Lae.jpg[/img]
[img]http://i.imgur.com/BepBWBJ.jpg[/img]

tl;dr changes from whatever the heck the last pre version was
Cave no longer a cave
2nd is pretty different, spire's a lot smaller should be easier to hold
Last got raised up a lot higher relative to 2nd (the entire point) so there's less dramatic height change towards last and the upper exit should be better to push out
396
#396
17 Frags +

potential to replace reckoner?

potential to replace reckoner?
397
#397
9 Frags +

the map of a thousand mids, nice to see its still on development

the map of a thousand mids, nice to see its still on development
398
#398
-19 Frags +

personally i wouldn't bother. this community doesn't want anything new

personally i wouldn't bother. this community doesn't want anything new
399
#399
11 Frags +

Oh as well, this version should be better optimized- the re-structure of cave has also made the structuring of areaportals/invisi walls different which has changed what renders when/where; so less of the map should be drawing at once now, which -should- increase framerates. So issues in the past are hopefully better now.

Oh as well, this version should be better optimized- the re-structure of cave has also made the structuring of areaportals/invisi walls different which has changed what renders when/where; so less of the map should be drawing at once now, which -should- increase framerates. So issues in the past are hopefully better now.
400
#400
26 Frags +

IT'S THAT TIME!

CP_LOGJAM_RC3

DOWNLOAD: http://www.mediafire.com/file/gf9uf78o3ra1hb8/cp_logjam_rc3.bsp

CHANGES FROM RC3PRE1 (LAST PUBLIC VERSION):
- Entirely changed 2nd point; the spire is much smaller in overall footprint, added additional height and objects to fight around.
- Raised last point to lobby significantly relative to 2nd point; lowest ground on 2nd point is much higher.
- Changed the way upper left exits onto 2nd point; this should make a much better holding point/escape point for teams pushing out of last.
- Turned cave into a ravine by removing it's roof; changed it's geometry to make fights more interesting
- Moved forward spawn locations on mid; they're now in the big retaining wall. This should slow attacks on last.
- Fixed multiple displacement holes/errors walking up
- Fixed the overhang roofs on the huts on mid so they don't let you fall off
- Fixed forward spawn doors
- Upgraded ammo at 2nd to medium, moved the medium pack by logroom closer to spire
- Added a small ammo pack on upper left @ last

SCREENS:
LAST

http://i.imgur.com/BCkZ0M2.jpg

http://i.imgur.com/l6Ycttu.jpg

LOBBY:

http://i.imgur.com/xaMBxnf.jpg

NEW UPPER LEFT:

http://i.imgur.com/oJ71xvF.jpg

2ND:

http://i.imgur.com/jRIfFG8.jpg

http://i.imgur.com/f4iNY0G.jpg

CAVE:

http://i.imgur.com/qimOALo.jpg

http://i.imgur.com/tGiQg3b.jpg

LOGROOM:

http://i.imgur.com/YDdJeGD.jpg

MID:

http://i.imgur.com/PrVWjhq.jpg

CALLOUTS AND ROAMER/DEMO ROLLOUTS:

https://www.youtube.com/watch?v=Vs5xbF89-RA&feature=youtu.be

I would love any and all feedback on this version. Feel free to add me on steam, I'll try and run PUGs on this map and will ask any of my TF2 friends to join. I think it's the best version of the map yet, even if it took a year!*

*I totally just did not look at anything TF2 for a year and then decided to start working on the map again a week ago. But it still was a year between versions. Shhh.

IT'S THAT TIME!

[b]CP_LOGJAM_RC3[/b]

DOWNLOAD: http://www.mediafire.com/file/gf9uf78o3ra1hb8/cp_logjam_rc3.bsp

CHANGES FROM RC3PRE1 (LAST PUBLIC VERSION):
- Entirely changed 2nd point; the spire is much smaller in overall footprint, added additional height and objects to fight around.
- Raised last point to lobby significantly relative to 2nd point; lowest ground on 2nd point is much higher.
- Changed the way upper left exits onto 2nd point; this should make a much better holding point/escape point for teams pushing out of last.
- Turned cave into a ravine by removing it's roof; changed it's geometry to make fights more interesting
- Moved forward spawn locations on mid; they're now in the big retaining wall. This should slow attacks on last.
- Fixed multiple displacement holes/errors walking up
- Fixed the overhang roofs on the huts on mid so they don't let you fall off
- Fixed forward spawn doors
- Upgraded ammo at 2nd to medium, moved the medium pack by logroom closer to spire
- Added a small ammo pack on upper left @ last

SCREENS:
LAST
[img]http://i.imgur.com/BCkZ0M2.jpg[/img]
[img]http://i.imgur.com/l6Ycttu.jpg[/img]

LOBBY:
[img]http://i.imgur.com/xaMBxnf.jpg[/img]

NEW UPPER LEFT:
[img]http://i.imgur.com/oJ71xvF.jpg[/img]

2ND:
[img]http://i.imgur.com/jRIfFG8.jpg[/img]
[img]http://i.imgur.com/f4iNY0G.jpg[/img]

CAVE:
[img]http://i.imgur.com/qimOALo.jpg[/img]
[img]http://i.imgur.com/tGiQg3b.jpg[/img]

LOGROOM:
[img]http://i.imgur.com/YDdJeGD.jpg[/img]

MID:
[img]http://i.imgur.com/PrVWjhq.jpg[/img]

CALLOUTS AND ROAMER/DEMO ROLLOUTS:
[youtube]https://www.youtube.com/watch?v=Vs5xbF89-RA&feature=youtu.be[/youtube]

I would love any and all feedback on this version. Feel free to add me on steam, I'll try and run PUGs on this map and will ask any of my TF2 friends to join. I think it's the best version of the map yet, even if it took a year!*

*I totally just did not look at anything TF2 for a year and then decided to start working on the map again a week ago. But it still was a year between versions. Shhh.
401
#401
8 Frags +

looks really clean hyce

looks really clean hyce
402
#402
7 Frags +

Looks really nice, I have a lot of love for this map as one of the first 6s seasons I played in was the Logjam cup. I really like Reckoner so I wouldn't want to see it replace that map but what alternatives would there be to see it in play?

Looks really nice, I have a lot of love for this map as one of the first 6s seasons I played in was the Logjam cup. I really like Reckoner so I wouldn't want to see it replace that map but what alternatives would there be to see it in play?
403
#403
-1 Frags +

In my opinion CP_LOGJAM_B19 is the best version.

In my opinion CP_LOGJAM_B19 is the best version.
404
#404
6 Frags +

Looks amazing, would love to have another logjam cup in etf2l to give this a go

Looks amazing, would love to have another logjam cup in etf2l to give this a go
405
#405
9 Frags +
BrenLooks really nice, I have a lot of love for this map as one of the first 6s seasons I played in was the Logjam cup. I really like Reckoner so I wouldn't want to see it replace that map but what alternatives would there be to see it in play?

Rip granary

[quote=Bren]Looks really nice, I have a lot of love for this map as one of the first 6s seasons I played in was the Logjam cup. I really like Reckoner so I wouldn't want to see it replace that map but what alternatives would there be to see it in play?[/quote]
Rip granary
406
#406
3 Frags +

Mox, what did you like about b19 over the present version?

Everyone else - what can I do to make sure that this map gets played/tested so we know it's a good map to put back in the pool? I want to make sure it's ready. So far all I know is that B4nny has run some PUGs on it and it seems okay, but beyond that I don't have much information.

Mox, what did you like about b19 over the present version?

Everyone else - what can I do to make sure that this map gets played/tested so we know it's a good map to put back in the pool? I want to make sure it's ready. So far all I know is that B4nny has run some PUGs on it and it seems okay, but beyond that I don't have much information.
407
#407
3 Frags +
HyceMox, what did you like about b19 over the present version?

I don't know about him but i preffered the simpler 2nd from the beta versions of logjam, but i like the changes to it in rc3
another thing i liked is the choke from 2nd-mid here as i feel that its too "curved" right now

[quote=Hyce]Mox, what did you like about b19 over the present version? [/quote]
I don't know about him but i preffered the simpler 2nd from the beta versions of logjam, but i like the changes to it in rc3
another thing i liked is the choke from 2nd-mid [url=http://i.imgur.com/KbdHTa1.jpg]here [/url] as i feel that its too "curved" right now
408
#408
4 Frags +
HyceAs far as lobby-2nd, I have heard a few people say that before, and I've been thinking about ways to change it. I'm not entirely sure how to do it. I might wind up raising the entire last point (last, lobby, etc) up by like, 128-256 units and having all of the entrances come out with height with respect to the ground, and then house would be roughly the height of spire. That's just a fuck ton of work and I'm not sure if it's worth it or not at this moment.

Also, this quote from like, a year and a half ago made me lol. Hey past Hyce, yes, it was a shit ton of work but it was well worth it...

[quote=Hyce]As far as lobby-2nd, I have heard a few people say that before, and I've been thinking about ways to change it. I'm not entirely sure how to do it. I might wind up raising the entire last point (last, lobby, etc) up by like, 128-256 units and having all of the entrances come out with height with respect to the ground, and then house would be roughly the height of spire. That's just a fuck ton of work and I'm not sure if it's worth it or not at this moment.[/quote]

Also, this quote from like, a year and a half ago made me lol. Hey past Hyce, yes, it was a shit ton of work but it was well worth it...
409
#409
5 Frags +

this is the best map that i've played in mapchamp weekends

this is the best map that i've played in mapchamp weekends
410
#410
3 Frags +

Glad you enjoyed it.

If anyone else has any feedback, let me know. I've got quite a few ideas from non mapchamp sources that I want to try, probably going to release a new version by the end of the week with some changes to try out.

Glad you enjoyed it.

If anyone else has any feedback, let me know. I've got quite a few ideas from non mapchamp sources that I want to try, probably going to release a new version by the end of the week with some changes to try out.
411
#411
4 Frags +

I would personally like to see the cap trigger expanded on second a bit. You can't help but take loads of damage capping, if enemy demo is spamming it.

I would personally like to see the cap trigger expanded on second a bit. You can't help but take loads of damage capping, if enemy demo is spamming it.
412
#412
3 Frags +

Here's kind of a sneak peak at what I'm thinking for RC4. In no ways is it meant to be detailed/polished yet (dev textures woo) but there's a decent amount of changes. If you guys want the .bsp to walk around and see it let me know and I can upload it. Blue side only at the moment.

Imgur album:
http://imgur.com/a/lANGV

Here's kind of a sneak peak at what I'm thinking for RC4. In no ways is it meant to be detailed/polished yet (dev textures woo) but there's a decent amount of changes. If you guys want the .bsp to walk around and see it let me know and I can upload it. Blue side only at the moment.

Imgur album:
http://imgur.com/a/lANGV
413
#413
3 Frags +
HyceHere's kind of a sneak peak at what I'm thinking for RC4. In no ways is it meant to be detailed/polished yet (dev textures woo) but there's a decent amount of changes. If you guys want the .bsp to walk around and see it let me know and I can upload it. Blue side only at the moment.

Imgur album:
http://imgur.com/a/lANGV

Looks pretty cool man, and I think uploading the bsp would be a good idea

[quote=Hyce]Here's kind of a sneak peak at what I'm thinking for RC4. In no ways is it meant to be detailed/polished yet (dev textures woo) but there's a decent amount of changes. If you guys want the .bsp to walk around and see it let me know and I can upload it. Blue side only at the moment.

Imgur album:
http://imgur.com/a/lANGV[/quote]

Looks pretty cool man, and I think uploading the bsp would be a good idea
414
#414
3 Frags +

Ask and ye shall receive: http://www.mediafire.com/file/7085d2fqfs6j5re/cp_logjam_rc4pre1.bsp

Like I said, changes only made on blue side. Let me know what you think after wandering around it.

Ask and ye shall receive: http://www.mediafire.com/file/7085d2fqfs6j5re/cp_logjam_rc4pre1.bsp

Like I said, changes only made on blue side. Let me know what you think after wandering around it.
415
#415
0 Frags +

Ran around it for a bit, it looks really solid. Nothing but good things to say. Only a few small things I noticed:
Sticks go through this rock and this wooden panel:
http://imgur.com/qTEAx6t
http://imgur.com/zxoPOpF
Sticks just bounce off of this extinguisher:
http://imgur.com/QWyoKNi

Ran around it for a bit, it looks really solid. Nothing but good things to say. Only a few small things I noticed:
Sticks go through this rock and this wooden panel:
http://imgur.com/qTEAx6t
http://imgur.com/zxoPOpF
Sticks just bounce off of this extinguisher:
http://imgur.com/QWyoKNi
416
#416
3 Frags +

hmmmmmmmmmmmmmmmmmmmmm

Not sure why that is; will look into it.

hmmmmmmmmmmmmmmmmmmmmm

Not sure why that is; will look into it.
417
#417
4 Frags +

Current version (mapchamp and if I have no time for the cup):

cp_logjam_rc4pre2

https://tf2maps.net/downloads/cp_logjam.3835/

I'm on a trip for jerbs and stuff, should be able to do a legit RC4 by Wednesday. Would love to hear any feedback from mapchamp players.

Current version (mapchamp and if I have no time for the cup):

cp_logjam_rc4pre2

https://tf2maps.net/downloads/cp_logjam.3835/

I'm on a trip for jerbs and stuff, should be able to do a legit RC4 by Wednesday. Would love to hear any feedback from mapchamp players.
418
#418
1 Frags +

Not too keen on the choke point from mid to second. The ramp feels way too steep leading to 2nd

Not too keen on the choke point from mid to second. The ramp feels way too steep leading to 2nd
419
#419
8 Frags +

RC4 coming soon...

But first, what are the odds? I'm sitting in the airport in Washington D.C. waiting for my flight back home and SteveC shows up...

http://i.imgur.com/5kDLxUP.jpg

http://i.imgur.com/PbwM44H.jpg

"Excuse me, are you playing TF2?"

"Nah actually I'm making a map for it..."

"Oh wow I used to play competitive TF2!"

"Me too!"

What are the odds?

RC4 coming soon...

But first, what are the odds? I'm sitting in the airport in Washington D.C. waiting for my flight back home and SteveC shows up...

[img]http://i.imgur.com/5kDLxUP.jpg[/img]
[img]http://i.imgur.com/PbwM44H.jpg[/img]

"Excuse me, are you playing TF2?"

"Nah actually I'm making a map for it..."

"Oh wow I used to play competitive TF2!"

"Me too!"

What are the odds?
420
#420
10 Frags +

cp_logjam_rc4
(Apparently the presence of invite players helps mapping productivity)

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:

Show Content
RC4pre2->RC4 changes: Major
Fixed the huge hole in the map @ 2nd
Removed the locomotive sex that was happening outside red 2nd
Fixed a bunch of trim texture angles at red 2nd
Made secret more of an "L" shape than a squiggly
Fixed players being able to stand on the backside of the fence @ spire
Reverted a crate to being full sized at last rather than half height
Changed how logroom's lower exit can get on height @ mid
Moved the health/ammo in logroom to be more centralized; removed the health outside logroom on 2nd.
Investigated the steepness of choke: Found out it's the same steepness as old choke but I didn't use as much smoothing at the top and bottom so it "felt* steeper because the slope wasn't smoothed. This has been changed to be more like old choke.

RC4pre2->RC4 changes: Minor:
Fixed some clip sticking through mid's floor
Fixed some mesh being missing in saw
Fixed a bit of trim protruding in red lobby
Fixed a few of the paint splotches below health/ammo on red 2nd being hard to see
Fixed a clipping ammo pack at red last
Removed barrels at red last because symmetry is hard
Fixed floor textures not lining up properly in logroom
Fixed some pipes and doors clipping when they shoouldn't
Attempted to fix stickies not colliding with some models

RC3->RC4pre2 (pre1 was a half map test) changes: Details/pretty things
Fixed clipping on the blue upper exit roof at 2nd
Fixed roof trim on mid huts
Fixed fire extinguishers clippin @ last
Fixed some clipping at 2nd-lobby transition
Fixed some detail trim being mislocated by blue last
Fixed Blue's resupply lockers not animating properly
Fixed some mesh being missing at red 2nd
Removed the boxes by the healthkits on mid
Fixed players clipping with the top of spawn doors @ last.

RC3->RC4pre2 changes: Gameplay
Increased respawn wave time for defenders at last by 1 second
Moved the resupply lockers closer to spawn exit by a bit
Put the big wall from last's upper left to upper right
Removed the barrels on the right side of last point
Removed the rocks/fences in front of lobby main exit
Added a wall at 2nd
Moved spire towards last by just a hair
Altered the way that upper left leaves last and enters onto 2nd.
Modified spire to promote forward holding not directly on the point.
removed the health and ammo in logroom, added health and ammo at each entrance to logroom
changed logroom's exit to mid a bunch
added some extra height in the left corners on mid for demos and for scouts to jump on the huts
Added a logramp! (Pogchamp!) Logjam! on mid. around the rock.
Added a new passageway from upper lobby to lower lobby over the top of the shutter.
Made a choke in secret further in so it's easier to spam out

Imgur album: http://imgur.com/a/7lgMH

Screens:

Show Content
cp_logjam_rc4
(Apparently the presence of invite players helps mapping productivity)

Download: https://tf2maps.net/downloads/cp_logjam.3835/

Changes:
[spoiler]RC4pre2->RC4 changes: Major
Fixed the huge hole in the map @ 2nd
Removed the locomotive sex that was happening outside red 2nd
Fixed a bunch of trim texture angles at red 2nd
Made secret more of an "L" shape than a squiggly
Fixed players being able to stand on the backside of the fence @ spire
Reverted a crate to being full sized at last rather than half height
Changed how logroom's lower exit can get on height @ mid
Moved the health/ammo in logroom to be more centralized; removed the health outside logroom on 2nd.
Investigated the steepness of choke: Found out it's the same steepness as old choke but I didn't use as much smoothing at the top and bottom so it "felt* steeper because the slope wasn't smoothed. This has been changed to be more like old choke.

RC4pre2->RC4 changes: Minor:
Fixed some clip sticking through mid's floor
Fixed some mesh being missing in saw
Fixed a bit of trim protruding in red lobby
Fixed a few of the paint splotches below health/ammo on red 2nd being hard to see
Fixed a clipping ammo pack at red last
Removed barrels at red last because symmetry is hard
Fixed floor textures not lining up properly in logroom
Fixed some pipes and doors clipping when they shoouldn't
Attempted to fix stickies not colliding with some models

RC3->RC4pre2 (pre1 was a half map test) changes: Details/pretty things
Fixed clipping on the blue upper exit roof at 2nd
Fixed roof trim on mid huts
Fixed fire extinguishers clippin @ last
Fixed some clipping at 2nd-lobby transition
Fixed some detail trim being mislocated by blue last
Fixed Blue's resupply lockers not animating properly
Fixed some mesh being missing at red 2nd
Removed the boxes by the healthkits on mid
Fixed players clipping with the top of spawn doors @ last.

RC3->RC4pre2 changes: Gameplay
Increased respawn wave time for defenders at last by 1 second
Moved the resupply lockers closer to spawn exit by a bit
Put the big wall from last's upper left to upper right
Removed the barrels on the right side of last point
Removed the rocks/fences in front of lobby main exit
Added a wall at 2nd
Moved spire towards last by just a hair
Altered the way that upper left leaves last and enters onto 2nd.
Modified spire to promote forward holding not directly on the point.
removed the health and ammo in logroom, added health and ammo at each entrance to logroom
changed logroom's exit to mid a bunch
added some extra height in the left corners on mid for demos and for scouts to jump on the huts
Added a logramp! (Pogchamp!) Logjam! on mid. around the rock.
Added a new passageway from upper lobby to lower lobby over the top of the shutter.
Made a choke in secret further in so it's easier to spam out
[/spoiler]

Imgur album: http://imgur.com/a/7lgMH

Screens:

[spoiler]

[img]http://i.imgur.com/dsI9Sh7.jpg[/img]
[img]http://i.imgur.com/8kmskqn.jpg[/img]
[img]http://i.imgur.com/j8Kcg0m.jpg[/img]
[img]http://i.imgur.com/pCmRx7R.jpg[/img]
[img]http://i.imgur.com/zieDfZd.jpg[/img]
[img]http://i.imgur.com/gFxmOFo.jpg[/img]
[img]http://i.imgur.com/CMpA2X5.jpg[/img]
[img]http://i.imgur.com/HGED2Zb.jpg[/img]
[img]http://i.imgur.com/6K6Z7hF.jpg[/img]
[img]http://i.imgur.com/XFad3nJ.jpg[/img]
[img]http://i.imgur.com/hI1gaJh.jpg[/img]
[img]http://i.imgur.com/DgANChv.jpg[/img]

[/spoiler]
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