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orangentle / Yu_Asahina - HAELEQUIN (Extended ver.) [CatchTh

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Topic Starter
CLSW
This beatmap was submitted using in-game submission on 2018년 9월 7일 금요일 at 오후 11:57:10

Artist: orangentle / Yu_Asahina
Title: HAELEQUIN (Extended ver.)
Source: BMS
Tags: sdvx sound voltex ii -infinite infection- bof2012 of fighters -ein neuer heiliger- haeleq∩inz haelequinz c87 CLSW Crystal CrystalSeed Daiz_IX RLC
BPM: 172
Filesize: 8258kb
Play Time: 05:02
Difficulties Available:
  1. Witchcraft (7.22 stars, 1637 notes)
Download: orangentle / Yu_Asahina - HAELEQUIN (Extended ver.)
Information: Scores/Beatmap Listing
---------------
Shurelia
hi big fan spec
Colin
Zz
Rocma
00:23:571 (4) - 다음에 올 높은 리듬을 대비하는 도약이 되는 슬라이더인거같아요. Ctrl G로 00:23:746 (1) 와 방향을 같게 하는게 좋을거같아요. 스페이싱은 조절하시구..
00:26:537 (1) - 슬라끝 1/4 좀더 늘리시면 더 재밌을거같아요
00:31:682 (3) - 슬라 대가리에 힛사 어색하네요 빼는게 좋을듯
00:55:490 (4,5) - 4를 눕히고 5를 대각선으로 해보는건 어떠신가요
00:59:502 (8,9,10) - 변화를 주는게 좋을거같네요 역방향으로 왕복슬라라던가..
01:00:897 (8,9,10,11) - ^ 여긴 이런거 어떠심 뒤에는 ctrl h 쓰시고
01:23:048 (4) - 이렇게 나눠보시는거 어떰
01:29:327 (1) - 슬라이더 말고 서클 2개로 점프 넣으면 더 잘 어울릴거같아요
01:30:025 (3) - ^ 만약 하신다면 얘는 스페이싱 좀 줄여서
01:32:293 (2,3,4) - 쉬운 역계단이나 재봉틀 패턴이 들어가면 더 좋을거같아요
01:33:688 (2,3,4) - ^
02:23:746 (9) - 일부러 슬라이더 대신 서클쓰신건가요? 전체적인 매핑 컨셉과 좀 동떨어지네요
03:29:676 (1) ~ 03:33:427 (2) - 이런 형식의 점프도 간간히 들어가면 잠재력이 포텐셜이 펑펑 버블도 펑펑 하트도 펑펑
03:53:921 (2) - 이쯤에서 ctrl g 한번 어떠신지
04:16:770 (1,2,3,1,2,3,1,2,3,4,5,6) - 도중에 4개 붙인걸 저런식으로 해야 패턴들 사이가 더 부드러울것 같네요 뒤 패턴도 동일
04:24:967 (6) - 대쉬 꾹밟으면 미스나고 그렇다고 끊어서 받기에도 애매한 너비네요
Topic Starter
CLSW
00:23:571 (4) - 뭔가 개인적인 취향은 아니네용
00:31:682 (3) - 전 괜찮은거같음
00:55:490 (4,5) - 45도 각도씩 변화 주는 형태라서 이건 그냥 놔두고싶네요
00:59:502 (8,9,10) - 각도 변화정도면 충분하다고 생각.. 너무 변화가 심해도 이게 별로 깔끔하게 보이진 않아요
01:00:897 (8,9,10,11) - 일부러 복붙으로 동일한 느낌 주는걸 의도한거라서 그냥 놔두겠습니다
01:23:048 (4) - 이렇게 배치할 경우 4와 5 사이에 점프가 들어가고 5와 6은 거의 반드시 스택을 해야 하는 구조가 되는데 개인적으로는 이리되면 치는 맛이 부족해지는거같네요
01:32:293 (2,3,4) - 지금도 충분히 괜찮은듯. 그 뒤도 마찬가지
02:23:746 (9) - 단일 슬라이더 + 서클 하나로 트리플렛 구조를 취하는 방식이에요. 지금 저 파트에서는 요 방법만으로 트리플렛을 만듬
03:29:676 (1) ~ 03:33:427 (2) - 안돼요ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
03:53:921 (2) - 시도는 확실히 괜찮지만 점프거리 조절 문제랑 03:54:269 (3) - 의 디자인 문제가 걸려서 패스...
04:16:770 (1,2,3,1,2,3,1,2,3,4,5,6) - 이 부분은 앞으로 다른 모딩 들어오면 생각해볼게요

나머진 다 고쳤어요 ㄳㄳ
Shurelia
hi

[GeneraL]
  1. okokok


[witchy]
  1. 00:04:908 (1,2) - plays pretty differently compared with the other similar pattern, these should be swapped. CTRL G 1 and 2
  2. 00:37:263 (4,5) - no HpD between these transition ? it'd works well imo.
  3. 01:16:769 (1,2,3,4,5) - just a suggestion but making these pattern similar with 01:15:374 (1,2,3,4,5) - would play well too
  4. 01:37:351 (5,6) - a HpD for 5 and 6? It's okay imo
  5. 02:06:653 (4,1) - awkward to catch since the distance between these two kinda close to the edge dash, probably would be better if either add HpD between 4>1 or move 1 closer to 4
  6. 02:51:827 (2) - move this to around 304 so these section have a sweet flow on it. since the current one player can barely move to catch 1 and 2
  7. 02:47:118 (3) - how about to make something like this instead ? https://shurelia.s-ul.eu/x6rTFJN2 since it'll give a better transition for me from the HpD before this pattern. And I prefer to move instead standing by
  8. 02:55:141 (5) - why you make this a repeat slider while the other is just a slider and a cirlce so it create a HpD to emphasize the sound like 02:49:560 (5,6) - or 02:52:351 (5,6) -
  9. 03:06:304 (3,4) - give HpD for 3>4 for the sake of consitency.
  10. 03:08:310 - are you sure to ignore this loud sound at here?
  11. 03:14:676 (4) - - the only jump that does have HpD on it despite the other similar ones didn't have HpD.
  12. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - HR players gonna hate this lol
overall a pretty nice map.
Topic Starter
CLSW
00:04:908 (1,2) - Yea ofc i know it's the general type, but they really need to be special here to make gameplay as really a different sense, this time I don't wanna make too much ordinary. Piano transition exists here so the movement difference is well deserved
00:37:263 (4,5) - I felt the piano sound is lower than usual so i didn't place hdash
01:16:769 (1,2,3,4,5) - generally the objects are following the main instrumental sound not the bass kick
01:37:351 (5,6) - tense is harder in 01:37:700 (1) - compared with current one, so i would like to emphasize with its key input movement
02:51:827 (2) - It's too much mercy for uncontrollable users imo. Well it's 1/6 so its inertia shall be harder than 1/4, but actually I never missed while my every testplays though, also if the players need more further movements for here then the issue exists for players' skills, not my pattern. Players need to control their inertia here, also personally I don't like 'comfortable' patterns which just need to keep hold arrow key to get it, those kinda style makes the map really boring and less variaty. That's my one of my own philosophy on ctb mapping.
02:47:118 (3) - Personally I don't like those kind of 1/8 streams because its flow doesn't fit well for me, I prefer the hold slider to let players concentrate to control their HDash inertia. Similar reason as 02:51:827 (2) .
02:55:141 (5) - Yea, I didn't place HDash because in this area I've made the HDash consistency follows for bass kick sounds, you can hear the bass kick in every HDashes which I've added. In the current object the bass kick sound doesn't exist, so I didn't add HDash here
03:06:304 (3,4) - Same reason as 02:55:141 (5) - , this timeline doesn't have bass kick sound.
03:08:310 - Ah, the loud sound that you've mentioned seems like a piano sound. But this part I would like to follow its drum and bass sounds so it doesn't feel good with the object here for me :(
03:14:676 (4) - This one has higher pitch of synth sound, so I would like to make differentiation here with HDash
03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - This one is gonna kill players in sightread, but at least it fits very well with its music tense with sensitive catcher moving, so I want to keep this

Rest were fixed, thank you!
Hareimu
dasjkldasjkl m4m thingy >.>

[General]
  1. wew, so many combocolours I think you've taken all of them out of the beatmap's BG colours? Some of them blend too much into the background, I'd suggest changing combocolour 7's brightness to at least 140 or so to make it easier to tell apart from the BG.

[Witchcraft]
  1. 00:38:746 (5,6) - Since 00:37:700 (1,2,3,4) - are slider pointing outwards, I think it'd be nice to have more variety by making 5 and 6 sliders pointing inwards instead, like this.
  2. 01:08:921 (5,6) - These two sliders don't really fit because at this point the sounds in the background are 1/6 instead, so I'd suggest deleting (6) and 01:09:095 (1) - and make 5 a 1/6 2x repeat slider instead. The timeline should look like this.
  3. 01:17:816 (3) - This slider should also be a 1/6 repeat just like 01:17:641 (2) - since the 1/6 sounds tag along until here too.
  4. 01:47:467 (1,2,3,4) - Piano sounds at all these objects are quite highly pitched, so having hypers between most (if not all) of them could fit pretty nicely to emphasize them, since it's the most prevalent instrument until now.
  5. 01:50:258 (1,2) - Same as above, but only to these two since (3) and (4) aren't as highly pitched as these two.
  6. 02:05:607 (1) - This slider should end 02:05:781 - here, and you should probably add notes 02:05:839 - here and 02:05:897 - here since there are clearly audible sounds at those ticks that could fit better than just having a slider with a wrongly placed slidertick due to the tickrate this map has.
Topic Starter
CLSW
01:47:467 (1,2,3,4) - in this piano part i wanna add hdashes for symbol sounds only, these doesn't depend on the piano tense.

others were fixed!
Deceitful
I like the stairs pattern before the kiai part, also the 1/6 hypers. Keep it up!
Cellina
wait is this real
Des9
For loved
Hareimu

Destructor09 wrote:

For loved
nope, ranked
Zak

Hareimu wrote:

Destructor09 wrote:

For loved
nope, ranked
Topic Starter
CLSW
let's go again
Xetopia
no kds im useless

  1. 02:02:816 (1,2,3,4,1,2,3,4,1,2,3,4) - u can increase the spacing between kicksliders after every nc. it would be cool imo
  2. 03:53:223 (2,1,2) - u can make something like this or like 04:12:758 (2,3,4,1,2,3) - here, cuz these stacks don't make me move imo, but my suggest on pic makes me move for unknown reason XD
Topic Starter
CLSW
03:53:223 (2,1,2) - this one was actually my own intentional to make them stacked, to make actual difference with 04:12:758 (2,3,4,1,2,3) -

loved that increase, thank you!
Xinnoh
hi
General stuff
- Combo colour 1 and 2 are pretty similar,
- Combo colour 1 also needs to be darker, some new guidelines were merged a couple days ago, luminosity should be 220 or lower.
- 03:57:234 (1,2,1,2,1,2) - These don't work. The piano moves in groups of 3 notes, not 2. Hypdashes should be to 03:57:409 (2) - and 03:57:758 (2) - so you get rhythm like https://puu.sh/Bdjvn/182dfff4a6.png
Applies to any other patterns like it, I will say now that I can't see it being ranked with those patterns as they are.
While applying this part, I would also suggest using more variety of patterns, eg some from circles you could do more horizontal patterns sometimes

Witchcraft
  1. 01:40:490 (1) - Spacing betweent these sliders is probably too small relative to previous patterns like 01:39:095 (1) -
  2. 02:05:955 (3,4) - The change to 1/3 was kinda unexpected, remove the dash here since it can catch players offguard.
  3. 02:55:141 (5) - 03:06:304 (3) - Using a repeat feels a bit overdone, just stick to the main melody and remove repeat
  4. 03:32:380 (2,2,2,2) - Unreasonably difficult and just a nuisance to play, moving them left by 10 pixels keeps the same feeling and can be consistently played.
  5. 03:33:688 (2) - 03:34:385 (2) - Would highly suggest making these vertical since the pattern is on the other side, else it just gets too complicated.
  6. 03:56:362 (2,1) - Feels a bit underemphasised since there's a finish but spacing is same, increase distance a bit.
    Also, fairly easy to overshoot slider end, would make it a bit straighter if can.
  7. 03:40:490 (1) - 04:00:025 (1) - really feels underwhelming to play, this could honestly fit fine for a rain.
    this does the same thing and has more movement https://streamable.com/q9bv4
  8. 04:07:351 (2) - Should be 1/4 + 1/8, not 1/6
  9. 04:30:025 (3) - Would change this to 1/2 slider + circle to emphasise the drum at the end, since the previous sliders were same 3/4 but without drum
  10. 04:50:258 (1) - bit unpredictable and doesn't really follow the piano well imo, just use two 1/4 sliders
Topic Starter
CLSW
Will check it in tomorrow, and I think the current 1/6 usages are fine because there are no actual emphasized spots in 1/6 piano melody, and it has very high pitched compared with the other 1/6 parts so I'd like to make actual difference with them

But seems it's still questionable, so I'd like to hear more opinions about them from experienced mappers/modders
Ascendance
I have to agree with Sinnoh, the 1/6 sections feel like they could be changed to a more accurate setting like he recommended.
Nokashi
After being contacted by CLSW to review the 1/6 HDash thing Sinnoh mentioned, I do agree with him and do think his rhythm is the ideal one in the current case! Even if there isnt any apparent emphasis on the 1/6 melody, some notes do stand out the mot and they are correctly mapped in sinnoh's screenshot
Topic Starter
CLSW
BN circlejerk
Thank you so much everyone! Will fix the 1/6 issues either
Ascendance
You can call me after Sinnoh (or whoever is nominating)
Topic Starter
CLSW
01:40:490 (1) - looks not really necessary to fix, basically the tense is a bit lower compared with 01:39:095 (1) - so a bit more stacked one it better for here
02:05:955 (3,4) - It doesn't look unexpected tho, pretty catchable but reduced the distance a bit on 02:05:868 (2,3) -
03:32:380 (2,2,2,2) - Reducing the distance may cause overshoot for me, this is an ideal distance imo
04:07:351 (2) - This part was focused on drum kick, and its kick sound is obviously 1/6
04:30:025 (3) - check this again, i hope i did correct
04:50:258 (1) - fixed with 1/2 following the kick sounds

not mentioned = fixed

thank you very much!
Xinnoh
04:17:641 (3,4,5) - 04:20:519 (4,5) - spacing on these is weird, move 4 closer to the slider so it's easier to play.
04:20:955 (1,2,3,4,1,2,3,4) - imo there's too much distance between these, so the antiflow on 04:21:304 (1,2) - is too strong since it's less expected. Either reduce distance or antiflow.
04:30:112 (4) - add normal-hitnormal to slider head

i think would prefer ascendance to mod first, the main concern I have with the new patterns is playability which is less of a strength for me, but it follows the song fine now so good to go for me.
Topic Starter
CLSW
All done!
Ascendance
high rank BN here

[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : There's so many combo colors and a lot of them stand out far too much or don't fit. You could standardize these a bit better against the background.
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : Okay!
  10. Unused Files / Other : What does the difficulty name have to do with the song at all? Clockwork would work better especially since you've matched that theme with your background.

[
Witchcraft
]

General



  1. 00:13:979 (1,2,3) - This structure stands out as inconsistent compared to 00:15:374 (1,2) - 00:16:769 (1,2) - etc. Please change it to sliders!
  2. 00:31:421 (1,2,3,4,5) - This seems like groups of 4 to me, right now the strong sound starting the next group of 4 is on a sliderend at 00:31:769 - since you've emphasized it incorrectly as groups of 3+3+2.
  3. 02:04:211 (1,2,3,4) - these are really unfun to play, they break flow by forcing unnatural tap movement. Everything around it is surrounded by linear flow, and this breaks the player's expectations of that.
  4. You could add the 1/4s at 02:14:938 - and 02:15:636 - since they're quite important imo.
  5. 02:35:607 (4,5) - almost a cross screen hyper when there's almost no large emphasis at all. Needs a reduction.
  6. 02:38:572 (5) - Would switch this to 3 circles and spread them out a bit more since this is an extremely shallow wiggle that can break flow by overshooting.
  7. 02:44:502 - and 02:45:025 - feel like they should have the hyperdashes instead of the current ones, since these are where the strong sounds are introduced
  8. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I beg of you please delete these, they're honestly terrible to play since being slightly ahead or behind instantly kills your combo. Considering this part is not remotely intense at all, such precision should not be needed and is honestly overly frustrating in order to be able to reach the same point over again.
  9. 03:54:269 (3) - ctrl+h and moving it back to the current position would help this flow nicer and create a nicer aesthetic.
  10. The curves on the entire kiai section are really shallow and kinda slow down movement when you play them (03:40:490 (1,2,3,4,5,6,7,8,1,2,3,4) - , 03:46:072 (1,2,3,4,5,6,7,8) - , and more). Please try to adjust the curves to allow for more movement.
  11. 04:17:234 (2,3) - could be reduced to be more consistent with the previously similar pattern
  12. 04:18:165 (1,2,3,1,2,3) - the entire spacing here could be lower than the previous since the pitch is quieter and descending rather than very loud
  13. 04:19:560 (1,2,3,4,1,2,3,4) - could definitely be reduced a bit and maybe the angles could be adjusted, the curves near the ends of the triplets create a pretty harsh incline
  14. Same as before, 04:20:955 (1,2,3,4,1,2,3,4) - lower pitch = lower spacing
  15. Please be sure to address the rest of the end of the kiai in the same way. Lower pitch should have lower spacing, and try to make the other spacings more consistent and less "I want big jumps for big pp" :P
  16. 04:24:967 (6) - Horizontal here would create a nice climax at the end of the kiai
  17. 04:41:537 (3,4) - Really gross flow, could be a wide curve instead or something but please change it
  18. 04:43:281 (1,2,3,4,1,2,3,4) - Reduced spacing for lower pitch
  19. 04:50:781 (3) - horizontal right maybe? removing the vertical flowbreak would be nice
  20. 04:57:234 (1,2,1,2,1,2,1,2) - feels bad when the ending of the map is harder than the entirety of everything else
Topic Starter
CLSW

Ascendance wrote:

high rank BN here

[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : There's so many combo colors and a lot of them stand out far too much or don't fit. You could standardize these a bit better against the background. oko
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : Okay!
  10. Unused Files / Other : What does the difficulty name have to do with the song at all? Clockwork would work better especially since you've matched that theme with your background. The harlequin is about the clown, and it reminds kinda people using a magic. So I put the name as witchcraft cuz harlequin also be pronounced as female clown

[
Witchcraft
]

General



  1. 00:13:979 (1,2,3) - This structure stands out as inconsistent compared to 00:15:374 (1,2) - 00:16:769 (1,2) - etc. Please change it to sliders! fixed 00:12:583 (1) - instead to make consistency
  2. 00:31:421 (1,2,3,4,5) - This seems like groups of 4 to me, right now the strong sound starting the next group of 4 is on a sliderend at 00:31:769 - since you've emphasized it incorrectly as groups of 3+3+2. You can hear the drum kick sounds in every HDash timings and I mapped them to fit with it
  3. 02:04:211 (1,2,3,4) - these are really unfun to play, they break flow by forcing unnatural tap movement. Everything around it is surrounded by linear flow, and this breaks the player's expectations of that. This pattern was based with key-input. From 02:02:816 (1) - here, it plays like tapping the key as → → → → / ← ← ← ← / → → / ← ← / → / ← / → / ← (all every 1/2 timings), and it plays well and fun for testing myself. This pattern's existence is one of the reason that this map has been received high praise during it was loved
  4. You could add the 1/4s at 02:14:938 - and 02:15:636 - since they're quite important imo. oko
  5. 02:35:607 (4,5) - almost a cross screen hyper when there's almost no large emphasis at all. Needs a reduction. oko
  6. 02:38:572 (5) - Would switch this to 3 circles and spread them out a bit more since this is an extremely shallow wiggle that can break flow by overshooting. This one has strong sounds enough so I think it's good to emphasis, it's still better than HDash wiggles
  7. 02:44:502 - and 02:45:025 - feel like they should have the hyperdashes instead of the current ones, since these are where the strong sounds are introduced oko
  8. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I beg of you please delete these, they're honestly terrible to play since being slightly ahead or behind instantly kills your combo. Considering this part is not remotely intense at all, such precision should not be needed and is honestly overly frustrating in order to be able to reach the same point over again. Okay, discussion time. In this part I think the precisive movement for here shall be work perfectly because the sounds here are consistent and having pretty high atmosphere. This one is from my big inspiration and letting players to concentrate on their catcher moves(Also it's catchable enough with 1/2 tap walks). I think this could be another creative usage which is distinct from pp patterns or usual wiggles or some others. You said it's terrible, but in my sight it's great. And I can be sure that this usage could be a reasonable thing for common players. But if people say it's not good then I'll change
  9. 03:54:269 (3) - ctrl+h and moving it back to the current position would help this flow nicer and create a nicer aesthetic. Well this one has same direction as the others so I think this shall be work well for intended aesthetic
  10. The curves on the entire kiai section are really shallow and kinda slow down movement when you play them (03:40:490 (1,2,3,4,5,6,7,8,1,2,3,4) - , 03:46:072 (1,2,3,4,5,6,7,8) - , and more). Please try to adjust the curves to allow for more movement. fixed with 1.3x scaled
  11. 04:17:234 (2,3) - could be reduced to be more consistent with the previously similar pattern oko
  12. 04:18:165 (1,2,3,1,2,3) - the entire spacing here could be lower than the previous since the pitch is quieter and descending rather than very loud makes sense
  13. 04:19:560 (1,2,3,4,1,2,3,4) - could definitely be reduced a bit and maybe the angles could be adjusted, the curves near the ends of the triplets create a pretty harsh incline done
  14. Same as before, 04:20:955 (1,2,3,4,1,2,3,4) - lower pitch = lower spacing done
  15. Please be sure to address the rest of the end of the kiai in the same way. Lower pitch should have lower spacing, and try to make the other spacings more consistent and less "I want big jumps for big pp" :P all done
  16. 04:24:967 (6) - Horizontal here would create a nice climax at the end of the kiai oko
  17. 04:41:537 (3,4) - Really gross flow, could be a wide curve instead or something but please change it It's not intended to do wiggle, just catch with the right side of the platter. This could be another good gameplaying experience for players. Flow's definition doesn't exist, just only exist as 'public'.
  18. 04:43:281 (1,2,3,4,1,2,3,4) - Reduced spacing for lower pitch oko
  19. 04:50:781 (3) - horizontal right maybe? removing the vertical flowbreak would be nice Tried but a bit tilted, At least I wanna add another dash tap for here
  20. 04:57:234 (1,2,1,2,1,2,1,2) - feels bad when the ending of the map is harder than the entirety of everything else Nerfed a bit but not anymore, still wiggles exist
Thank you, and I would like to ask some experienced modders/players to double-check your bold suggestion

Also reworked 04:50:258 (1,2,3,1,2,3,1,2,3,4,1,2,3) - to not have snap issues, it's based with drum sounds

So after the discussion on discord and listening to some revelant people's opinions I'd like to decide to keep its pattern but reworked 1/6 streams after that for better flow. The awkward flow at the end of the 1/4 sliders parade is pretty obvious so I tried to change it
Ascendance
please stop crying about circlejerk on twitter
Topic Starter
CLSW
Who the fuck was crying :thinking:
Xinnoh
@nelly aiess is fine
tatatat
hi
Topic Starter
CLSW
Yay
Thanks all for your support!!
This map will be my last moddingv1 submission, time to say goodbye with old system
Nelly

Sinnoh wrote:

@nelly aiess is fine


Cool. Congrats for ranking this map :3c.
thou
I'll have to give it a shot so far from looking at just the page looking good excited to play it!
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