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Joe Ford - Villain

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Topic Starter
Yoges
Nvm this I gave up on storyboard
Detailed storyboard directing


Sprites (some of them aren't that good, you might be able to do something better yourself)

Any stuff you have on the SB so far but I didn’t tell you to do, delete it, unless it’s an idea you think might look good and haven’t told me yet (we can discuss)

The sprites are still kind of big and zoomed in (from the last update you sent me). Before doing anything set your osu resolution to 1366x768 (windowed mode) and compare the background you see in song selection to the background you have in editor.

  1. Make the sword glow last a little longer and go across a little slower, start at 00:03:082 - and end at 00:04:282 -
  2. 00:19:282 - Make her eyes glow, just her eyes not her hair (we’re ditching the hair) it should be brief and sharp, only lasting for a 1/4 to match the bright metallic sound in the song.
  3. 00:28:882 - Same as above
  4. 00:38:482 - Make her eyes glow and make the floor glow in a similar timing
  5. Make her sword glow at 00:41:782 - 00:41:932 - 00:42:232 - 00:42:532 - 00:42:682 - 00:42:982 - to follow the wubs
  6. Sword glows at 00:46:882 - 00:47:182 - 00:47:482 - 00:47:782 -
  7. 00:48:082 - Eye glow
  8. 00:51:382 - Same as the stuff in blue
  9. 00:56:482 - Same as green
  10. 00:57:682 - Eye glow
  11. 01:00:982 - Blue
  12. 01:06:082 - Green
  13. 01:07:282 - Eye glow
  14. 01:10:582 - Blue
    Fade the whole Image into full gray scale from 01:13:882 - to 01:14:482 - It should be fully gray scaled by the time the drums start at 01:14:482 -
  15. 01:16:282 - Make her eyes glow here and then as the glow is fading out, everything else should dim in a similar way (max dim 50% to 60%)
  16. 01:16:882 - Everything returns to normal brightness.
  17. 01:16:882 - Use the “bgblur” sprite you gave me before. Try to make it sort of blur in and blur out to the sound of the wub. Like the blur should fade in from 01:16:882 - to 01:17:182 - and quickly fade out from 01:17:182 - to 01:17:332 - And also make her eyes glow for about a 3/4 from 01:16:882 - (same length as bgblur)
  18. 01:18:682 - Make the sword glow to the sound (Should last for a 1/2)
  19. 01:19:282 - Eye glow
  20. 01:20:182 - Sword glow to the wubs (Meaning at 01:20:182 - 01:20:332 - 01:20:632 - 01:20:932 - 01:21:082 - 01:21:382 -
  21. 01:21:682 - Eye glow
  22. 01:23:482 - Sword glow
  23. 01:24:082 - Eye glow
  24. 1/4 sword glows at 01:24:682 - 01:24:982 - 01:25:282 - And 1/4 eye glows at 01:25:582 - 01:25:882 - 01:26:182 -
  25. 01:26:482 - “bg blur” sprite and eye glow again like before
  26. 01:28:282 - Sword glow
  27. 01:28:882 - Eye glow
  28. 01:29:782 - Sword glow on wubs again
  29. 01:31:282 - Eye glow
  30. 01:32:182 - Start dimming everything, it should reach maximum dimness of 50-60% at around 01:33:382 - And then after that it goes
    Sword glow (01:33:682 - 01:33:982 - )
    Floor glow with the brighter sprite you made (the normal black and white one not the blue one) (01:34:282 - )
    Dress glow (01:34:582 - 01:34:882 - )
    Eye glow (01:35:182 - 01:35:482 - 01:35:782 - )
  31. 01:36:082 - Change to the blue floor here and return everything to normal brightness it’s checkards time :3 (also make her eyes glow)

I'll update this post with more sprites and instructions when I have time. I'm more backed up with school than I thought I'd be (French oral exam, Irish oral exam, Engineering project due, Engineering practical exam soon, Art practical exam soon, Writen exams in June) ;w;

If there's something you don't understand or if you have ideas you want to share, don't like or discuss then feel free to bug me. :)
Gaia
[how did u manage to map 5 mins of the same rhythm]
00:29:182 (2,1,2,3) - stack these ?
00:33:082 (6,7,1) - doesnt flow well esp with that linear flow from the last pattern
00:36:382 (3,1,2,3) - stack?
00:45:682 (3,4,5) - u should lower spacing from 3->4 so that emphasis is on the triple
00:55:732 (4,5,6) - asdf
01:14:782 (3) - move it up so it overlaps with 01:14:332 (6) - instead cuz overlap with the sliderbody like that is mehh
01:25:807 (6,7) - overlap these cuz its practically the same spacing as 01:25:282 (4,5) - atm
01:33:982 (2) - is this mapped to the wub? if ya then i think it's 1/12
02:12:682 (5) - jump this
02:23:182 (1,2,3,4) - same as earlier but not as bad, do try to keep ur 1/4s consistent tho
03:39:082 (5) - this flows kinda awk
04:18:382 (1,2,3,4) - ya
04:30:982 (3) - up and left a tiny bit :>
04:36:082 (7,8) - this spacing is a bit high imo
04:51:382 (1,2,3) - not sure why this spacing is lower than others

good luck have fun!
Topic Starter
Yoges

Gaia wrote:

[all songs have copious amounts of repetition, obvious or not]
00:29:182 (2,1,2,3) - stack these ? But they are? I'm manually stacking from the top note because stacking from the bottom note is stupid.
00:33:082 (6,7,1) - doesnt flow well esp with that linear flow from the last pattern What? Flows fine to me bud.
00:36:382 (3,1,2,3) - stack? Ok
00:45:682 (3,4,5) - u should lower spacing from 3->4 so that emphasis is on the triple 3 & 4 > triplet
00:55:732 (4,5,6) - asdf Wtf are you even trying to explain? Like if I receive a long mod and the modder starts to get tired of pointing out the same issues I can understand what they mean by "asdf" or "sdfnsdifnsioe" but this is like your 4th fucking suggestion mate.
01:14:782 (3) - move it up so it overlaps with 01:14:332 (6) - instead cuz overlap with the sliderbody like that is mehh No. I fucking hate circle overlaps.
01:25:807 (6,7) - overlap these cuz its practically the same spacing as 01:25:282 (4,5) - atm
01:33:982 (2) - is this mapped to the wub? if ya then i think it's 1/12 Nope it's an 8th, slow it down to 25% and listen for the sub bass starting to kick in when the modulation on the wub begins.
02:12:682 (5) - jump this Okay
02:23:182 (1,2,3,4) - same as earlier but not as bad, do try to keep ur 1/4s consistent tho tis an 8th
03:39:082 (5) - this flows kinda awk Seems fine to me
04:18:382 (1,2,3,4) - ya Nah
04:30:982 (3) - up and left a tiny bit :> Okay
04:36:082 (7,8) - this spacing is a bit high imo Nah it's fine
04:51:382 (1,2,3) - not sure why this spacing is lower than others Well idk maybe to emphasise the different fucking sound to all the others (Sorry I'm fucking tired of people pointing this out without giving it even the slightest moment of thought. Like did none of you fucking stop and think "Oh this is spaced differently... I wonder why... Let me listen to all the other instances where he used these kick sliders... Oh I see there's a different sound, that makes sense" If people still had complaints even after understanding that then I'm all ears.)

good luck have fun!
Frostings
from queue

uh

[my opinion]
I can't really help with this map because I can't sit through this...
You map visually which is nice and the patterns are well-structured, but the rhythm actually destroys the map. It's too predictable and repetitive, and the map gets boring REALLY fast. The patterns are just recycled when the song plays the same parts again...

It sort of picked up from the first kiai, but I was hoping for more variation in terms of visuals from the previous section. After the first break and the song just repeats itself and you follow the similar rhythm pattern again and that really did it for me. I've had a quick glance at the rest of the map and it's actually just the same thing

It's partly the song because it's very uninspiring, but you should definitely look into other rhythm techniques. eg there's more than one way to map a "triple", but you always have them stacked, and placed on the same beats of every bar too.. It's a shame because it's obvious you're technically skilled as a mapper

There's really no use in pointing out little things and giving a "traditional mod" when there's an obviously huge flaw in this map

I think you should learn rhythm variations and definitely employ them here and in future maps, and also maybe pick songs that offer more inspiration so you don't map with both bands tied behind your back, to let yourself shine better
[/my opinion]
Topic Starter
Yoges

Frostings wrote:

from queue

uh

[my opinion]
I can't really help with this map because I can't sit through this...
You map visually which is nice and the patterns are well-structured, but the rhythm actually destroys the map. It's too predictable and repetitive, and the map gets boring REALLY fast. The patterns are just recycled when the song plays the same parts again... Why the fuck would I change the rhythm when there's no change in the song?

It sort of picked up from the first kiai, but I was hoping for more variation in terms of visuals from the previous section. After the first break and the song just repeats itself and you follow the similar rhythm pattern again and that really did it for me. I've had a quick glance at the rest of the map and it's actually just the same thing again why would I change it?

It's partly the song because it's very uninspiring, but you should definitely look into other rhythm techniques. eg there's more than one way to map a "triple", but you always have them stacked, and placed on the same beats of every bar too.. It's a shame because it's obvious you're technically skilled as a mapper lol out of all the things in the map you pick a fucking triple? There're only 3 ways to map a triple in this song, all stacked, repeat slider & a kick with a note. Repeats don't emphasise the music enough, a kick and a note is too intense for the music and feels clumsy, streams are out of the question because there aren't enough notes to create them which just leaves me with no other option but to stack.

There's really no use in pointing out little things and giving a "traditional mod" when there's an obviously huge flaw in this map
That "flaw" being what? Consistency? You know there is such a thing as forced "creativity".

I think you should learn rhythm variations and definitely employ them here and in future maps, and also maybe pick songs that offer more inspiration so you don't map with both bands tied behind your back, to let yourself shine better I map for the music, I'm not going to force myself to map some trashy j-core or whatever for the sake of giving myself more "options". I couldn't give a shit how repetitive a song is, as long as I enjoy it I'm going to map it. Being creative is not having all the free range in the world and then doing whatever you want, creativity is having restrictions and still making something that's interesting despite your limited options.
[/my opinion]
buhei
m4m from my queue
irc
18:16 buhei: irc?
18:16 *buhei is listening to [http://osu.ppy.sh/b/867747 Joe Ford - Villain]
18:17 Yoges: ok
18:18 buhei: 00:04:282 (9) -
18:21 buhei: hey
18:21 Yoges: yeah?
18:22 Yoges: what about 00:04:282 (9) - ?
18:22 buhei: oh i thought you didn't see
18:22 buhei: i meant
18:22 buhei: you can put it further
18:22 Yoges: further from the (8)?
18:22 buhei: like 428,208
18:23 Yoges: oh yeah sure that feels nicer
18:23 buhei: 00:24:382 (2) -
18:24 Yoges: don't see what's wrong there
18:24 buhei: i think you missed sound here 00:24:382 (2) -
18:24 buhei: 00:24:532 -
18:25 buhei: you can make it like
18:25 buhei: 00:38:782 (2,3,4) -
18:25 Yoges: I'm doing that intentionally
18:26 Yoges: the rhythm patterns are repeating and consistent so it shouldn't be a problem
18:26 buhei: 00:33:532 -
18:27 buhei: ah that's not a problem
18:27 buhei: maybe make them like this?
18:27 buhei: https://osu.ppy.sh/ss/4993673
18:29 buhei: and here 00:41:782 (1) -
18:29 Yoges: yeah sure that works
18:29 buhei: i think the rhythm is wrong
18:29 buhei: it's not 3/4
18:30 buhei: you can change them to small jumps
18:30 buhei: like this
18:31 buhei: https://osu.ppy.sh/ss/4993694
18:31 Yoges: the wubs are prolonged so it's not a problem to use extended sliders it fits the sound nicely, in other instances I use 1/4 sliders instead because the wubs are different
18:32 buhei: alright
18:32 buhei: 01:18:682 (1) -
18:35 buhei: there's sound at 01:18:682 - and 01:18:982 -
18:35 buhei: 01:18:982 -
18:35 Yoges: You went offline for a minute so i might not have recived some messages
18:35 buhei: yup
18:35 buhei: https://osu.ppy.sh/ss/4993726
18:36 buhei: try this
18:36 buhei: or this
18:36 buhei: https://osu.ppy.sh/ss/4993732
18:36 buhei: i think it can express the song better
18:37 Yoges: Nah, I think keeping it as 1 slider is better because it is only one sound afterall
18:37 buhei: nope
18:37 buhei: 01:18:682 - and 01:18:982 -
18:38 Yoges: It's 1 sound with modulation, I used to do a bit of music production myself so trust me I know what I'm talking about
18:38 buhei: ok
18:38 buhei: 01:20:332 (2,3,4) -
18:38 Yoges: like it's a band pass filter with pitch bend
18:39 buhei: the music is enhanced here
18:39 buhei: https://osu.ppy.sh/ss/4993746
18:39 Yoges: hmm
18:40 Yoges: interesting
18:40 Yoges: I'll try something like that
18:40 buhei: 01:29:932 (2,3,4) - also here
18:40 Yoges: yeah i know, keep it consistent
18:41 buhei: 02:17:932 (2,3,4) -
18:41 buhei: since it's in kiai you can even put them farther than i showed you
18:42 Yoges: yeah I should
18:43 buhei: 03:00:982 (1,2) - this can be kinda misreading
18:43 buhei: though it's in a slow part, the short sliders can be read as 1/4
18:43 buhei: i think they can be replaced by circles
18:44 Yoges: ok
18:45 buhei: 03:51:532 -
18:45 Yoges: More intense?
18:46 buhei: https://osu.ppy.sh/ss/4993783
18:46 buhei: i think the rhythm should be like this
18:46 buhei: as you did here 03:56:332 (2,3,4) -
18:47 Yoges: I've had mods point this out before
18:47 buhei: ah i know what you mean
18:47 Yoges: the drums are more prominent at 03:56:332 (2,3,4) - so i used a triplent but the wub is more prominent at 03:51:532 (1) - so I used a slider
18:47 buhei: 04:10:732 (1,2) - as you make it also at here
18:50 buhei: 04:37:882 (1,2,3,4) -
18:50 buhei: the sound at 04:37:882 - differs from 04:38:032 -
18:51 Yoges: I don't really know how to emphasise it any better
18:51 buhei: so maybe make them like this?
18:51 buhei: https://osu.ppy.sh/ss/4993813
18:51 buhei: make a curver slider
18:51 buhei: to express the sound
18:51 Yoges: nah, I'd preffer if both sounds were clickable
18:52 buhei: how about this?
18:52 buhei: https://osu.ppy.sh/ss/4993818
18:53 buhei: but remember to delete the hitsound at 04:37:957 -
18:53 buhei: since it's actually nothing here
18:54 Yoges: No, the kicks would feel clumsy and overmapped
18:54 buhei: alright
18:54 buhei: emm
18:54 buhei: nothing more
18:54 Yoges: kk
Sylphi
No kudosu.

[Teki]
  1. 00:41:332 (3,4,5,1,2,3,4) - 00:50:932 (3,4,5,1,2,3,4) - 01:00:532 (3,4,5,1,2,3,4) - 01:10:132 (3,4,5,1,2,3,4) - 03:14:932 (3,4,5,6,1,2,3) - 03:24:532 (3,4,5,6,1,2,3) - The rhythm is a bit awkward to hear. i'd recommend trying other rhythm.
Sorry for late and modding poorly. but i couldn't find other thing. i think it is enough good.
Topic Starter
Yoges

Sylphi wrote:

No kudosu.

[Teki]
  1. 00:41:332 (3,4,5,1,2,3,4) - 00:50:932 (3,4,5,1,2,3,4) - 01:00:532 (3,4,5,1,2,3,4) - 01:10:132 (3,4,5,1,2,3,4) - 03:14:932 (3,4,5,6,1,2,3) - 03:24:532 (3,4,5,6,1,2,3) - The rhythm is a bit awkward to hear. i'd recommend trying other rhythm.
Sorry for late and modding poorly. but i couldn't find other thing. i think it is enough good.
The rhythm's fine if I'm honest. At least you tried :3 *pats head*

Edit: Thanks for stars ^^
Kyubey
00:06:382 (7,8) - this spacing feels forced compared to other same parts
00:39:082 (4,1) - since movement here goes like https://qb.s-ul.eu/S5BOT6Ln.jpg this, spacing feels very small, so i'd suggest to increase it a little
01:02:182 (6,1) - same goes here
I wonder, why didn't you use the same softfinish pattern 04:31:282 - on places like this, while having them 01:38:482 - there and in same places. Is it like that because of that sound in the background which I can hear in first kiai on these places?

Actually, that's all, map doesn't look like having some noticeable flaws.
Call me back.
Topic Starter
Yoges

Kyubey wrote:

00:06:382 (7,8) - this spacing feels forced compared to other same parts Changed
00:39:082 (4,1) - since movement here goes like https://qb.s-ul.eu/S5BOT6Ln.jpg this, spacing feels very small, so i'd suggest to increase it a little Ok
01:02:182 (6,1) - same goes here Ok
I wonder, why didn't you use the same softfinish pattern 04:31:282 - on places like this, while having them 01:38:482 - there and in same places. Is it like that because of that sound in the background which I can hear in first kiai on these places? Atsuro did that deliberately. Notice during 01:38:482 - and 01:38:932 - in the music there is a kind of, metallic door screeching sound in the background. There're also other sounds during the first kiai that aren't in the 2nd kiai, the artist composed the 2nd drop with less SFX to deliberately make it more empty and Atsuro follows this in his hitsounding.

Actually, that's all, map doesn't look like having some noticeable flaws.
Call me back.
Kyubey
Bubble #1.
Topic Starter
Yoges
Thank you~
Seijiro
uh, looks like I am too late for this :/

If you want I can mod anyway, but with BNs already here Idk how much I can do. You can have a ticket in any case since I couldn't mod in return for your M4M.
Sorry again for the delay @.@
Topic Starter
Yoges

MrSergio wrote:

uh, looks like I am too late for this :/

If you want I can mod anyway, but with BNs already here Idk how much I can do. You can have a ticket in any case since I couldn't mod in return for your M4M.
Sorry again for the delay @.@
Np, I'll save the ticket for one of my future maps :3 Cough
Kyubey
Rebubble after fixing some hitsound.

#1.
Okoratu
can you explain the reasoning behind a japanese diffname here, the song doesn't have much to do with jp culture or anything like that so i don't get why you would take enemy or something translate it to jap and use it as a diffname idk doesn't seem reasonable to me

the map is still as solid as i remember it being so i'll #2 after clarifying this and why 00:44:332 (1,2,3) - has to be custom stacked
i don't remember anything else usingcustom stacks so it seems out of place

good map
Topic Starter
Yoges

Okorin wrote:

can you explain the reasoning behind a japanese diffname here, the song doesn't have much to do with jp culture or anything like that so i don't get why you would take enemy or something translate it to jap and use it as a diffname idk doesn't seem reasonable to me

the map is still as solid as i remember it being so i'll #2 after clarifying this and why 00:44:332 (1,2,3) - has to be custom stacked
i don't remember anything else usingcustom stacks so it seems out of place

good map
I kind of just wanted a custom diff name and I did a bit of thinking and thought why not "Teki" like enemy, villain or nemesis but yeah the main reason is
  1. I'm a weeb
I've seen stupider and more unrelated diff names but whatever I'll change it.

I use custom stacks at 00:01:132 (4,5,6) - as well. I find that using custom stacks in these to scenarios are more comfortable to play than normal stacks because of the angles they're at. I've kept the spacing the same as the normal stacks so no issues there. They're the same as the normal stacks really they just come in at a different angle.
Okoratu
was just wondering cuz weird design choice (and yes i agree there are weirder diffnames ranked, but do you have to join that club? :D)
ok here's the thing: http://puu.sh/pAHSw/a1d37e6323.zip

replace your hitsounds with these
(drum-hitclap and soft-hitclap are focused on the right ear while soft-hitwhistle has a focus on the left ear) depending on your volume settings you will only hear the left or the right ear respectively. what i did is taking the much louder ear and making the hitsound mono instead.
Topic Starter
Yoges

Okorin wrote:

was just wondering cuz weird design choice (and yes i agree there are weirder diffnames ranked, but do you have to join that club? :D)
ok here's the thing: http://puu.sh/pAHSw/a1d37e6323.zip

replace your hitsounds with these
(drum-hitclap and soft-hitclap are focused on the right ear while soft-hitwhistle has a focus on the left ear) depending on your volume settings you will only hear the left or the right ear respectively. what i did is taking the much louder ear and making the hitsound mono instead.
Thanks! Hitsounds updated.
Okoratu
#2
Topic Starter
Yoges
Thank you~
sheela
ok

[General]
  1. I found a better mp3 file you can use, so here you go: http://puu.sh/q6xxS/a8e71f8a47 or http://puu.sh/q6yYp/6b2ffdc734.mp3 (see in the box below for more info)
    Comparison
    The graph on your left is your current mp3 file. On the right is the improved file. As you can see on top, the bitrate is now 192 kbps instead 128 kbps, so the new file holds more data, meaning the music will have a better sound quality. The new file is now cut at ~19 Khz instead of ~16 Khz, which makes the music sound more in-depth. The blue lines that pitch to the top is removed, in other words I removed the clipping. It should avoid the "fuzzy" or "static" noises, but this evolves with reducing the db of the music. The noises are actually not quite noticeable, so the clipping can stay. I just reduced the db to avoid these kind of situation. So I left you the choice of having the new mp3 file without and with clipping.
    You are going to have to move the hitobjects and the timing points by +50.
    I will also mod with the new mp3 file, so you would want to change it immediately before proceeding.
[Wicked]
  1. 00:54:732 (5,6) - This objects have the same spacing as 00:55:182 (6,1) -, but the sound on (6) and (1) are not similar. In fact (1) has a louder sound than (6). Leaving the spacing of 00:55:182 (6,1) - big and reduce it for 00:54:732 (5,6) - would make much sense.
  2. 03:42:432 (4,5) - Add more distance in-between them than 03:42:132 (3,4) -: (5) has a louder beat to be emphasized, and that's the way to often do in this section.
  3. 03:47:982 (7) - I would move this circle elsewhere and closer to 03:47:832 (6) -. I felt that the section 03:48:132 until 03:49:932 - has begun too early due to the big spacing, which is inconsistent to similar previous section, like 03:40:332 (5,6) and 03:45:132 (6,7) -.
Only minor emphasis problems I could find, nothing major. Please call me back!
Topic Starter
Yoges

sheela wrote:

ok

[General]
  1. I found a better mp3 file you can use, so here you go: http://puu.sh/q6xxS/a8e71f8a47 or http://puu.sh/q6yYp/6b2ffdc734.mp3 (see in the box below for more info) I just ripped my mp3 off youtube so... hence the shite quality. Yeah changed to your mp3 because it's so much better. I can actually feel the subs.
    Comparison
    The graph on your left is your current mp3 file. On the right is the improved file. As you can see on top, the bitrate is now 192 kbps instead 128 kbps, so the new file holds more data, meaning the music will have a better sound quality. The new file is now cut at ~19 Khz instead of ~16 Khz, which makes the music sound more in-depth. The blue lines that pitch to the top is removed, in other words I removed the clipping. It should avoid the "fuzzy" or "static" noises, but this evolves with reducing the db of the music. The noises are actually not quite noticeable, so the clipping can stay. I just reduced the db to avoid these kind of situation. So I left you the choice of having the new mp3 file without and with clipping.
    You are going to have to move the hitobjects and the timing points by +50.
    I will also mod with the new mp3 file, so you would want to change it immediately before proceeding.
[Wicked]
  1. 00:54:732 (5,6) - This objects have the same spacing as 00:55:182 (6,1) -, but the sound on (6) and (1) are not similar. In fact (1) has a louder sound than (6). Leaving the spacing of 00:55:182 (6,1) - big and reduce it for 00:54:732 (5,6) - would make much sense. Fixed?
  2. 03:42:432 (4,5) - Add more distance in-between them than 03:42:132 (3,4) -: (5) has a louder beat to be emphasized, and that's the way to often do in this section. Done
  3. 03:47:982 (7) - I would move this circle elsewhere and closer to 03:47:832 (6) -. I felt that the section 03:48:132 until 03:49:932 - has begun too early due to the big spacing, which is inconsistent to similar previous section, like 03:40:332 (5,6) and 03:45:132 (6,7) -. Moved closer
Only minor emphasis problems I could find, nothing major. Please call me back!
sheela
I think this map is ready to go! Approved!
Topic Starter
Yoges
Thanks <3
wajinshu
Congrats! ^^
ac8129464363
took long enough, gz
_Hou
finally... Gratz !
Kyouren
Gratzz for your first ranked map and approved map :D
l1mi
Thanks for the map, it was really good. Not only was it a good map, all notes was actually placed inside the screen area and you cant say that about every map.
Renumi
:ok_hand:
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