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Topics - Rozark

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Tutorial Collection / [TUTOR] Doombuilder and You: Mapping Essentials
« on: April 13, 2015, 02:48:29 AM »
Spoiler for Hiden:


Thanks to Zandronum 2.0 and UDMF, the old topic had become outdated. Rather than trying to correct things, I've taken the liberty of creating this tutorial on the craft of mapping and some basic design questions that are frequently asked. For the purpose of what I've written up I used the regular DoomBuilder 2. A version called GZDoomBuilder exists; I'd recommend using that if you have trouble telling where or what your 3D floors, ramps, or texture offsets look like.

Reference to the old topic Link:
Doombuilder 2 Link:
GZ Doombuilder Link:
The map I used in the tutorial Link:!8f4i1RwJ!Bw3z_8hG86kWPRDLOBe2M2dVJRwG7b_U3wy0C9j6CK0

If anyone has anything else to add (or correct), feel free to post it below and I (or someone else) will link the tid-bit here.
Let's begin!

Chapter I: Setting Up and The Interface
Chapter II: Walkable Stairs and Textures
Chapter III: Ramps
Chapter IV: Basic 3D Floors
Chapter V: Windows and Skyboxes
Chapter VI: Death Pits
Chapter VII: Teleporters
Chapter VIII: Things and Saving
Chapter IX: Ladders
Chapter X: Jump Pads
Chapter XI: Railings and Brightness
Chapter XII: Map Info
Bonus - Tips
Bonus - Other Tutorials

Let us begin.

So you just installed the latest and hip level editor that is "The Doombuilder" You want to build lots of doom. First we're going to need to get you set up. Open Doombuilder and press F6. You'll be brought to the screen shown.

Spoiler for Hiden:
Select ZDoom in UDMF format. Next you'll want to add resources.

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Locate and add your Megagame.wad file and your MM8BDMv##.pk3 file. (Where ## is the version number/letter)

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Head over to the Testing tab and under application select the location to your zandronum.exe.
The skill level is 4, and copy/paste the text below into the parameters field:

-iwad "megagame.wad" -skill "4" -file "%AP" "%F" +map %L %NM -deathmatch

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Press Ok and enter in the map code for your map. Usually you want something like ROZ01 or LEG01, but for the time being let's just
put BOOTY. If it stays as MAP01, you're going to get an unfriendly Sniper Joe and accidentally replace Light's Lab.

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Familiarize yourself with at least these things.
From left to right on each color:
RED BOX - New Map, Open Map, Save Map, Script Editor
BLUE BOX - Vertex Mode, Linedef Mode, Sector Mode, Brightness Mode, Make Sectors Mode(?), Thing Mode, Visual Mode
GREEN BOX - Snap to Grid, Merge Geometry (Have those two on), Copy/Paste Properties, Curve Linedef (These last few are only available during Linedef Mode)

Ctrl C - Copy
Ctrl V/Mouse wheel click - Paste
Shift + J - Join Sectors
Insert - Place a vertex/start drawing a line
Delete - Deletes desired thing
E - Edit
F - Flip Linedef
W - Enter Visual Mode
F3 - Texture/Thing Search
F4 - Error Analysis
F9 - Testing
(Moving in Visual Mode)
E - Forward
D - Backward
S - Left
F - Right
G - Toggle Gravity

Spoiler for Hiden:
Here's the grid. By default each square is 32 units and each "Blue" square is 64 units. This game uses a "Rule of 32" and you should
scale correctly towards that. There's a few exceptions we'll mention later on, for now just stick to the blue lines when possible.
Got all that? Good! Let's make a box!
Enter linedef mode and press insert to draw a fancy line. Draw a box. Woo.

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Next you'll want to enter Thing mode and press insert. Go to Editor things and insert a visual mode camera. One exists by default, but with this you'll be able to track yourself much easier while in visual mode.

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I made a thing a bit too small. Select the line and press E to edit it. Stretch it out a few more units.

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Make two more sectors on the sides as shown.

Flow is important in a map. Make -most- of your stairs walkable. Please.

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Create smaller rectangle sectors in the appropriate area.

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Press W and enter visual mode. The ceiling is quite low, so select the ceiling and raise it up using your mousewheel, remembering to stay in 32 units. Raise the two side areas up 32x3 and 32x4 units respectively. An easy way to remember what 32 units is is the red ! that appears on missing textures. A whole ! and the tiny space around it is 32 units.

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Move the tiny rectangles in increments of 16 in a stair-like formation.

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Silly me, I overestimated how many rectangles I'd need. Select the parent sector (1) followed by the child sector (2+). Hit Shift + J and you'll join both sectors together, making things much cleaner.

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Be sure to delete any leftover vertices.

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If you're like any normal mapper, you'll hate Airman with a burning passion. Destroy his corruption by adding in textures. Right click a side while in visual mode to enter this screen. Familiarize yourself with the properties tab; we'll be back to it later. For now click the sidedefs tab.

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Most of the time you'll only want to bother with the red ! (or other textures) when placing textures.

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Upon clicking the red ! you'll enter this screen. Find your desired texture. For the time being, I'll be using the red/blue Centaur squares as those provoke feelings of tutorials. Make sure you have All selected in order to see everything.

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Bam. It looks great. Maybe.

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After you've let your inner artist paint everything blandly (and after the stairs are completed) you'll now have a room with walkable stairs leading to nowhere important. Congrats.

Be Bold. Be Just. Make Ramphat City. Please don't that never goes well

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Make a fun square here. (Romantic drawings oh yea)

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Put your ramp height equivalent to the floor that you want to ramp on.

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Apply the appropriate textures. Take note that the sides of the ramp are shown on a slanting angle, often times destroying certain textures. The front should also have a texture so that software users have nothing to worry about.

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See that line? Right click it. Now is also a good time to note the little prong sticking out of the line. That is the direction the line is facing. Make sure it's jutting outwards.

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You should click that highlighted box in red. It's the action box. Once you start knowing some sweet actions you can just type the number in. Go find Plane Align (Slope).

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Copy the options shown here. Notably, Align floor. As shown you can also do ceilings but we're not here to do that.
Boom. Your map is now Darkman1 accessible.

The big daddy that renovated a whole version of MM8BDM mapping. Oh baby, we're going deep.

Spoiler for Hiden:
Create a square within a square. Delete the center portion to create a wall. Now is a good time to mention that the solid white lines means the line is impassable. It's a wall.

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Tag the sector you want the 3D floor to be in.

Spoiler for Hiden:
Next create a "Dummy" Sector off to the side in an unplayable area. Right click one of the lines and the properties box will come up. Action 160>Sector Tag (Whatever the desired spot tag is)>Type Solid>Alpha 255. Reduce the Alpha for more transparent 3D floors.

Spoiler for Hiden:
If done correctly, the sides will light up when hovered over.

Spoiler for Hiden:
3D floor heights work abnormally. The ceiling is the part you're walking on (The floor in game) while the floor is the ceiling/underside of the 3D floor (The ceiling in game). For now set the 3D floor to the numbers shown and select your textures for the floor/ceiling.

Spoiler for Hiden:
A side-by-side of where the floor will end up. (Height relation, not the literal place where it'll end up)

Unless you're a vampire you want sunlight; the outdoors can be great too you know. Let's put in a window.

Spoiler for Hiden:
It's difficult to describe the important parts of it now but make this structure off to the side and you'll see why soon enough.

Spoiler for Hiden:
Raise the floor by 32 units there and lower the ceiling by 32 units. This creates a secure enclosed area that is comfortable to window solicitors.

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Right click the three lines selected. This is the "Horizon". Action it with 9, the Line Horizon.

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After you're done with that, you'll want a special texture to allow your skybox to be shown. Look for the texture F_SKY1 and apply it.

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Draw a giant square off to the side, highlight the sector, and click curve linedefs. Make sure you have your wall textures set up
before you hit curve, otherwise you're going to have a real bad time. (Just apply textures for the floor/ceiling/wall before circling it)

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This box happens. Mimic the settings and watch as that square becomes a circle.

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Next you'll want to insert a thing. Go to thing mode and insert one. Scroll down to Cameras and Interpolation and add a skybox viewpoint. Make sure the thing is raised by at least 8 units. (Z height)

Spoiler for Hiden:
Time to create the actual window glass/pane/window. Add a line in the middle of that sector and give it action 208, translucent line.
Wrap it, Block it, make it impassable. Finally make it transparent for a desired look and feel.

Spoiler for Hiden:
Here's what things look like in visual mode.

There's one more important thing you should probably know about skyboxes. A line horizon wall takes whatever ceiling and floor it has immediately connected to it and stretches it out. What this means is that should you not use F_SKY as your ceiling or floor texture near line horizon walls, the line horizon will take and stretch infinitely whatever texture you instead use. In most instances, this is not a desired effect someone would want. To remedy this, make a small 16 or 32 unit incision near the wall and raise it up (or down) a slight bit. By using F_SKY in your newly created sector, you'll have both the cutoff of the original ceiling and have a regular line horizon skybox.

You know it's just a black texture right? Being a mapper changes your view on so many things.

Spoiler for Hiden:
Make a side room like so.

Spoiler for Hiden:
How it looks in visual mode.

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Select the area you want to kill people and give it a tag. Make the floor black or something.

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Open up the script editor and go to the scripts tab. #include "zcommon.acs" should ALWAYS be at the top of the script page, so make sure you put it there. Add the simple lines of code shown to make your deathpit work. The first number is the sector tag, the second number is the damage (always set to 255), and the last segment is the death type. This exists for the correct obituary. MOD_FALLING for pits, MOD_ICE for ice deaths, MOD_LAVA for melting lava, MOD_SLIME for mutations, and MOD_WATER for drowning. Click the compile scripts button, hit ok, and your pit is ready to become the bane of everyone's fun.

ZDR 2.0 really screwed these up ('^')

Spoiler for Hiden:
Make two sectors as shown and apply a teleport floor texture to it. Depending on the location of the sector you'll need a different texture offset. Make sure the floor is raised 32 units.

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What it should look like in visual mode.

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Insert a thing>Teleports>Teleport Destination. Adjust the facing angle off to the side.

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Action Tab>Give it a new tag. Duplicate the destination for a 2 way teleporter and adjust the tag so they aren't duplicates. (3 for the first one, 4 for the second in the example)

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Insert a thing>Sector Action>Actor hits floor.

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Action 226>Script Number 973>Script Argument 1 is the tag you gave the teleport destination.

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Duplicate for 2 way teleporters (Make sure to change the tag!) and place them on top of each other in the teleporter sector/area.

Because oh how disappointed you'll be if you were to lose 6 hours of work.

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The keen eye will have already noticed that I've had a deathmatch spawn sitting in the map for the past few screenshots.
Player Start>Player Deathmatch start. Have 32 of these.

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Use the things marked with MM8BDM. Spread weapons, assists, health, and energy around the map in an orderly manner. If it's a party ball, make sure to raise the height of it so it isn't just being a lame party ball.

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Click save to save your work, duh. Where as the first thing we put in was the map code, this is the actual map name. Name it something great. I heard Adjective Location is a popular naming scheme for this game.

Stiiiiiiiiiiiiiiill in a dreeeeeeeeeeeeeeeam, Snake Eaaaaaaaaaaateeeeeeeeeeeeer

Spoiler for Hiden:
Create this fancy little shack off to the side.

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The important parts while viewing in visual mode.

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Add a 32 unit long line where the ladder is going. Make sure the prong is sticking towards where people are going to climb up the ladder. Action 128>Force15>Repeatable Action>Player Bumps. If there's a ceiling sector coming down on the area above the ladder, you'll be able to climb above the ladder as well (Unintended area). You probably shouldn't be doing that. Alternatively, make the ladders activate on the front side only.

Spoiler for Hiden:
Give the sidedef a ladder texture. Presto. Complete.

The future is nigh.

Spoiler for Hiden:
This is pretty simple. Throw down another "Actor hits floor" thing and go to the action tab. Action 128>Force80, or whatever you want it to be. Put the thing on top of a raised sector, usually one that mimics fans. Yea we're done here.

Gotta idiotproof those pits yo.

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Shown here is the grid size. For the time being, switch it to 16 units.

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Create a line and right click to enter the properties tab. Lower Unpegged>Walkable Mid Texture.

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For rails created like this, you want to put a texture on both sides of the mid area. Find your favorite rail.

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How the ladders, jump pads, and railing look in visual mode.

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Enter sector mode, go off to the side and drag over the entire map. This will highlight the whole thing. Right click a sector and turn the brightness to 255. This isn't doom; we like bright lights. Keep them on please.

This is horribly brief

Spoiler for Hiden:
Go to your favorite Slumped/Slade program and open up your map.

Spoiler for Hiden:
Create a new lump, MAPINFO. Below is a quick copy/paste:

map BOOTY "Uncharted Booty"
   next = "BOOTY2"
   sky1 = "BLACK", 0
   cluster = 1
   music = "GUTMUS"
   aircontrol = 0.5

The things you'll want to change for your own map:
BOOTY is the map code.
"Uncharted Booty" is the map name.
BOOTY2 is the map code of the next map. If it's the last map in the pack, then it loops back to the first map.
GUTMUS is the music code.

Save the lump changes then save the wad, otherwise it won't be saved.
Yea done deal.

Helpful tips for the aspiring 8BDM mapper

- 32 Deathmatch Starts.
- 255 Brightness.
- Stick to a 32x32 grid. 64x64 and 16x16 are acceptable at times, probably even 8x8.
- Don't draw a stagnating room. Unless it's a hallway, the majority of rooms should have at least 3 entrances/exits.
- Fix texture offsets to the best of your ability. Please.
- Take frequent breaks if you begin to feel a creative block. Don't demotivate yourself out of it.
- Don't put a wall texture on the floor, don't put a railing texture on the floor, etc.
- Be aware of OOPAs (Out of Place Aesthetics). Despite being aesthetics, these look, well, out of place and bad. Don't do it.
- Don't be too concerned about where the texture originated from. If it matches the overall feel or segment of a map you wanted to do, then use it.
- Need to replace a thing or texture? Hit F3!
- Once you're finished with your map, hit F4. Run the analysis and it'll pick up any errors you might've missed. If none show up, congrats! Your map is finished.
- It's acceptable (and recommended) to have only about 8 weapons per map. Buster upgrades count towards this. The max that it should probably ever be is 10. Any more weapons than 10 and you're creating a mess.

Things by other people that I probably forgot to add because this took so long to write up.

- General Architectural Do's and Don'ts: ... the-world/
- Mendez's Video Tutorials:

I hope you all enjoy your newfound hobby. Good luck and have fun!
P.S. I have Creative Exercise PTSD now I listened to it for like 4-5 hours in a row.

General Gaming Discussion / ORAS Secret Bases
« on: November 22, 2014, 09:53:20 PM »

So yea throw your QR code for your secret base from Omega Ruby/Alpha Sapphire here
Let people know when you update it or something too

Here's mine:
Spoiler for Hiden:

W.I.P Forum / [EXPANSION] Rockman 4MI
« on: October 19, 2014, 03:34:09 AM »
Spoiler for Hiden:

I'm Rozark; the leader of the 4MI expansion that took over when HD decided to leave.
Quite frankly the old topic was getting bad and outdated, so this topic serves to make updates that aren't outdated.
Anyways this is the part where I paste in the current status of everything accomplished so far and what we still need to create.

Things written are subject to change. Color coded for your convenience.
Green = Finished, Yellow = WIP, Red = Open, Purple = Questioning


Star Dood

(5 frags left plays boss, 1 frag left plays crit boss)
4MIDRI- Rozark
4MIRIN- Llamahombre


- Create weapons (Completed by Gummywormz, reupdated by Lego)
- Create Wily Buster (Completed by M712?)
- Create Inhaler Rewards (Completed by M712?)

- Mix the Recycle Inhaler rewards in as potential drops for Recycle Inhaler
- Go put Wily Buster in Eddie
- Fix Wish Star? Support
- Create Critical Hits Support item
- Create Petit RM rangers Support item
- Create The Spiderman Physics Wire

- Petit RM's in a giant circle/see Super Paper Mario

- Any other great ideas go here-

- Weapon Icons (Completed by M712?)
- Toad HUD sprites
- HCR HUD sprites

- Spark Manbow Sprites (Completed by Star Dood)
- Insert other sudden requests here-

- Squid Actor (Completed by Geno x Lego)
- Clam Actor (Completed by Knux x Lego)

- That UP N DOWN guy is our new yashichi/make him an actor
- Create Sin/Cos Ringman Actor decor (Completed by TailsMK4)
- That Pharaoh casket/Mummira actors (Assuming Geno)
- Insert last second actor requests here-

- Just the General Music (Ripping Presumingly Completed by Rozark)


Seriously though provide some "source" material or something so we can maintain some form of quality control.
We could really use more motivated people.

Closed / Incorrect Textures/Rotations
« on: May 22, 2014, 10:47:09 AM »
Woodman's Revenge:
Spoiler for Hiden:

Physics you're drunk go home

Snakes in Space:
Spoiler for Hiden:

Interbred species

General Gaming Discussion / The Mii Creation Sharing Thread
« on: July 30, 2012, 01:32:04 AM »
I noticed we didn't have one. (Unless I'm wrong)

Anywho, using QR imaging and Picture saving from the 3DS (not to mention porting the Wii's Miis over), we are now able to share Mii creations to it's fullest. So, share your creations in this topic!

1) Rozark
It's Me!

Spoiler for Hiden:

2) Dr. Clyde von Belmont
My most well known OC of the bunch, now created without the art skills of a kindergartener!

Spoiler for Hiden:

3) Mr. X
That guy from Megaman 6

Spoiler for Hiden:

4) Draven
Welcome to Draven

Spoiler for Hiden:

Help & Editing / Converting music to 8 bit form
« on: April 04, 2012, 03:34:12 AM »
Title says it all. Could someone make an 8 bit version of Magnus Theme from Kid Icarus Uprising for me?

Projects & Creative / Rozark's Palace: Rozpack 4.5 Release!
« on: January 19, 2012, 03:30:23 AM »

Hello and welcome to my thread! I'll post any creations I've made here.
Feel free to discuss anything related to the things below in this thread!

Download RozpackV4.5 Now!
(It's a Map Pack, most likely the primary reason you're here. README, Changelog, and Agreement Information Included)
MEGA Download:!sWohDKBJ!m8uvpwMlvCiNtBN0BLw0dRXeSe7sW64b0tP8wlWhH8g
TSPG Download:

Enhance your Online Classes Experience with Classes Taunts!
(For use with CBM/Justified Classes, put this in your skins folder)
Classes All-Star:!8bokgJTA!I7PFiQxYWpU7biSIFhpWPwcdCZb0d05YRTRrDVpZdMY

Download the Dunkmaster Announcer V2.2 Now!
(Get Dunked/put in your announcer folder)!UTwnGLYb!ZHO49dCZtzYpK5FG1yYjU-saU_5iIGxQIzDOj9jpels

Download Genesis Tunes V2 Now!
(Replaces core music, put this in your skins folder)!pWwS2BIQ!-ipmy9xVBoTyZ9UIXDRlQuvWSo05k8QdpY9TePuEYCY

Download Behind The Door Now!
(It's sort of like a creepypasta, run this in single player. It's really outdated and a few things
are broken, but feel free to grab it regardless)!NXgFXKAQ!4eJnfdd-82XedjPlaUE-brxJKTOwUVF9Gx5GNcfkPaE

RozpackV4.5 Screenshots
(Map Previews for V4.5)

Rozpack Beta Screenshots
(Some people are in to this sort of thing)

(For the full changelog that includes previous versions, open the file in Slade/Slumped)
Rozpack 4.5 Changelog:
Rozpack 4.5 Agreement:
Rozpack 4.5 Weapon List

Taunts Changelog
Spoiler for Hiden:
- Added MM9 and MM10 Taunts
- Added a default taunt for classes that don't have taunts
- Added placeholders for future classes
- Updated organization (It's super easy to look at now, I would hope)
- Introducing Classes All-Star Taunts! Switch your gender to change your taunt! Male taunts are FunTaunts, Female taunts are CBM's official taunts,
and Other is currently a placeholder (default) taunt. Due to this giant merge, I've taken the liberty of adjusting `most` taunts that were exactly the same or similar between both packs in the FunTaunts side of things.
- Added an archive for older and unused taunts
- UPDATED OR ADDED TAUNTS FOR THE FOLLOWING CLASSES (THIS IS NOT ORGANIZED): Drill, Original Duo, Cut, Wind, Gyro, Commando, Blizzard, Fake, Bass, Concrete, Strike, Search, Hard, Bright, Ice, Nitro, Alien, Galaxy, Light, Junk, Blade, Solar, Chill, Weapon Archive, Dive, Evil Robot, Spring, Tornado, Magic, Clown, Pirate, Flash, Ring, Quick, Crash, Flame, Wily, Maestro, Snake, Yamato, Quint, Aqua, Gravity, Elec, Splash, Auto, Wave, Copy

Genesis Tunes README
Spoiler for Hiden:
Thank you for choosing the GenesisTunes Music Pack!

Stage themes, boss themes, victory themes, and results themes (minus team games)
have been replaced with Genesis styled covers. Campaign bosses, hubs, and cutscenes
have not been adjusted. All tracks have been compressed to mono quality and closely
resemble their core counterparts.

All tracks included besides the ones listed below were
remixed by TheLegendOfRenegade. The following tracks contain
their original Wily Wars covers:

Due to the lack of Genesis covers for both Oilman, Timeman, and
Powered Up Boss theme, TENMUS3 replaces OILMUS and ASTMUS2
replaces Oilman. MM1BOSS is also MM1PBOSS. TENVMUS has
been replaced with a different cover of Tenguman Saturn.

This Music Pack was compiled and looped by Rozark.

Dunkmaster Announcer V2.2 Changelog
Spoiler for Hiden:
- Adjusted minor credit info
- Removed various blank noise at the front and back of a few clips
Feel free to leave comments/feedback on whatever, whenever.

Help & Editing / Help with Music and converting to .pk3
« on: December 19, 2011, 02:31:27 AM »
I've read the tutorials on here about music/mapinfo.txt things for maps, but none of them seem to help me. I also want to know how to convert my map/music/map info thing to a .pk3, or if it's possible to keep it as just a .wad. (I'm only doing one map for now, and im sorry that im such a noob and dont get the music tutorial :()

EDIT: Also.. how do i delete a certain map from a wad, without deleting the wad itself (theres still a map in it that i want to keep)

Help & Editing / HELP! Can't open doom builder 2
« on: December 13, 2011, 12:55:10 AM »
i downloaded doom builder 2 (both the setup and installer) and i open it, but it doesnt open. instead a message pops up saying that it has encountered a problem, and needs to close. So, in short, i cant get into doom builder. any help? ive reinstalled multiple times to attempt to fix this, but no luck.

Help & Editing / how do i join a map with custom wads?
« on: December 11, 2011, 10:47:18 PM »
using the mm8bdm internal server search, i found a server, hit get game info, and saw the pwads/iwads that i needed. i got them, put them into the mm8bdm launcher extra command parameters, but when i go back to join the game, i get the message saying " i need the exact same wads as the server". i checked which ones i had, and theyre exactly the ones in the game, the same versions they have and everything. so i was wondering what i did wrong :3

Help & Editing / Help with Launcher
« on: December 09, 2011, 04:38:14 AM »
As I start up mm8bdm, the screen that goes through everything before it goes to full screen (with the iwads and doom 2 hell on earth thing) stopped. Without applying any extrass, it stops at the part "Fmod sound system". So, I was wondering if anyone knew what the problem was. prolly the wrong place to post this, but it IS help and editing >.<

I give this permission to be deleted, if whoever has that power wants to do so.

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