TTT_Forgotten_Village
+5
Lorenzo666
Simmy
Jaggardz
The Danzor
mahoney
9 posters
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TTT_Forgotten_Village
Just an update on a map I am currently working on. Currently taking shape, a huge sandy area with fences around it. Behind the fences are mountains with the skybox behind. Its shaping up and soon I am adding some sniper towers
What would you like to see?
Also, I'm currently working on a Traitor weapon which is disguised as a simple discombob, however packs a much stronger punch (A small explosion)
Okay, Lorenzos idea in acton here:
This is only the stuff which I have to do left, so the parts which are already done I have removed. (See the thread)
Green = Done
Red = Not Started
Yellow = Started but unfinished
- Small Temple Chamber
- One more building which needs community input
- Traitor room in the underground crypt (Washington monument) - Will have a Traitor door similar to lost temple, except maybe instead of spikes, a drowning trap >;D
- Finish off the Washington Crypt (See above) + the four holes for bodies
- Add the other two gems to the map. They are planned to be as so; One in the "Small mayan temple", one in either the temple or the community buidling, and one in a guard tower (undecided)
- Add soundscapes and ambient sounds to give a realistic feel. Get the gem exchange system for the Traitor room and the staff exchange. Also get the 4bodies-for-a-gold-bar system working. (This one will be quite difficult, but the Gem system and the gold bar system are easy to implement with my knowledge of the triggers and logic gates.
- Finish the main map and add the buildings.
- Fix up lighting
What would you like to see?
Also, I'm currently working on a Traitor weapon which is disguised as a simple discombob, however packs a much stronger punch (A small explosion)
Okay, Lorenzos idea in acton here:
This is only the stuff which I have to do left, so the parts which are already done I have removed. (See the thread)
Green = Done
Red = Not Started
Yellow = Started but unfinished
- Small Temple Chamber
- One more building which needs community input
- Traitor room in the underground crypt (Washington monument) - Will have a Traitor door similar to lost temple, except maybe instead of spikes, a drowning trap >;D
- Finish off the Washington Crypt (See above) + the four holes for bodies
- Add the other two gems to the map. They are planned to be as so; One in the "Small mayan temple", one in either the temple or the community buidling, and one in a guard tower (undecided)
- Add soundscapes and ambient sounds to give a realistic feel. Get the gem exchange system for the Traitor room and the staff exchange. Also get the 4bodies-for-a-gold-bar system working. (This one will be quite difficult, but the Gem system and the gold bar system are easy to implement with my knowledge of the triggers and logic gates.
- Finish the main map and add the buildings.
- Fix up lighting
Last edited by mahoney on Sun Mar 13, 2011 4:50 am; edited 3 times in total
i want stuff
could u do like in 1 corner a kind of small hotel with 5 floors and about 2 rooms on each floor
good place to snipe and to place C4's
looking forward to see the end result
good place to snipe and to place C4's
looking forward to see the end result
Snailz- Guest
Re: TTT_Forgotten_Village
Snailz wrote:could u do like in 1 corner a kind of small hotel with 5 floors and about 2 rooms on each floor
good place to snipe and to place C4's
5 floors? that's...meh. Quite high if you think about it, it's just a little bit higher than the snipe block of Camel, which is kinda ridiculous. Most likely just me on that one.
The Danzor- Posts : 45
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Join date : 2011-02-20
Age : 27
Location : Nottinghamshire, North England.
:D
Nice one Mahoney, Would like to see some pics XD
Jaggardz- Posts : 27
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Join date : 2011-01-16
Age : 27
Location : Colchester
Re: TTT_Forgotten_Village
Maybe a Cluedo style Hole which goes through one end of map to the other.
Simmy- Admin
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Age : 25
Location : South East England
Re: TTT_Forgotten_Village
Sounds good, guessing by the name I think some appropriate additions would be broken down houses, and maybe there is a bunker underground that only traitors can enter? And Maybe the detectives have to work their way across thin walkways and breakable beams to reach the Traitor tester, and the traitor's could have their bunker lead to the botton of the chasm so they can snipe the planks.
Just saying
It is a BIT big, but, c'mon, the building on Camel is sparce, bare and lifeless, Canyon, some rooms have ammo and shizzle, if all the rooms had decorations and furniture, I'm sure a building like that wouldn't be too bad.
Just saying
The Danzor wrote:
5 floors? that's...meh. Quite high if you think about it, it's just a little bit higher than the snipe block of Camel, which is kinda ridiculous. Most likely just me on that one.
It is a BIT big, but, c'mon, the building on Camel is sparce, bare and lifeless, Canyon, some rooms have ammo and shizzle, if all the rooms had decorations and furniture, I'm sure a building like that wouldn't be too bad.
Re: TTT_Forgotten_Village
As Lorenzo said, Maybe some broken houses that you could still climb in to drop your Traitor guns out of the way
Simmy- Admin
- Posts : 179
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Join date : 2011-01-15
Age : 25
Location : South East England
Re: TTT_Forgotten_Village
Give pics, so we know what the feel of the map is. If it's appropriate, you could have rooms for some members of the group. Or just posters/graffiti put there by them.
Cuckoo- Posts : 164
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Join date : 2011-02-23
Age : 28
Re: TTT_Forgotten_Village
EDIT1: Heres a picture of a small temple type thing which I will add soon enough. I prefer working on the small buildings and will leave the actual landscape until I have enough shizz to add to it.
This is a simple mayan-type temple. Not based on anything but it looks cool (I guess) Still working on this place though, for example it needs more props and extra things for realism such as lighting (IGNORE THE SHITTY LIGHTING ATM, THAT WAS FOR THE PICS)
This is a simple mayan-type temple. Not based on anything but it looks cool (I guess) Still working on this place though, for example it needs more props and extra things for realism such as lighting (IGNORE THE SHITTY LIGHTING ATM, THAT WAS FOR THE PICS)
Re: TTT_Forgotten_Village
I like this. I like this considerably.
Maybe you should have some archaeology and scientific equipment set up around, in little camps.
Maybe you should have some archaeology and scientific equipment set up around, in little camps.
Cuckoo- Posts : 164
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Join date : 2011-02-23
Age : 28
Re: TTT_Forgotten_Village
Make it slightly darker in textures and maybe add some rooms with broken walls into it and with the final version, maybe no lighting except from some old flashlights and archeoligist's lamps.
Re: TTT_Forgotten_Village
Cuckoo wrote:I like this. I like this considerably.
Maybe you should have some archaeology and scientific equipment set up around, in little camps.
Yeah, I was thinking about some spades and maybe a bucket etc. Theres a little bit of wall which can be broken and behind it is written TSB with a small gem underneath it.
Re: TTT_Forgotten_Village
Lorenzo666 wrote:Make it slightly darker in textures and maybe add some rooms with broken walls into it and with the final version, maybe no lighting except from some old flashlights and archeoligist's lamps.
Yeah, the textures only look light because I spammed the level with lights so that I could get a pic. Its in a confined space so that I can easily transfer it to a bigger space.
Also about the damage, in the pic I just gave, there is very visible damage to the doorway and the column of the second floor. It should provide a nice sniper point.
There will be limited lighting so that it is favourable for Traitors and would encourage hiding bodies. Perhaps I will make a few holes where Traitors can chuck bodies down, which would mean more detectives to buy Binoculars - the least used item.
Last edited by Mahoney on Fri Mar 04, 2011 3:05 pm; edited 2 times in total (Reason for editing : Dumb lol)
Re: TTT_Forgotten_Village
Mahoney wrote: Perhaps I will make a few holes where Traitors can chuck bodies down, which would mean more detectives to buy Binoculars - the least used item.
Maybe just add some spike pits/traps to stick teh bodies in and have spotlights or shafts of light shining on the spikes to reveal bodies.
Re: TTT_Forgotten_Village
Mahoney wrote:EDIT1: Heres a picture of a small temple type thing which I will add soon enough. I prefer working on the small buildings and will leave the actual landscape until I have enough shizz to add to it.
This is a simple mayan-type temple. Not based on anything but it looks cool (I guess) Still working on this place though, for example it needs more props and extra things for realism such as lighting (IGNORE THE SHITTY LIGHTING ATM, THAT WAS FOR THE PICS)
Very ncice Mahoney
FINISH IT NOW
hehe XD
Jaggardz- Posts : 27
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Join date : 2011-01-16
Age : 27
Location : Colchester
Re: TTT_Forgotten_Village
EDIT2:
Another temple. This one is much bigger and features a future secret for the game. Its not technically too complicated, but it adds some interest to the map and a biggish structure for sniping on. Probably would be placed near the centre of the map.
Another temple. This one is much bigger and features a future secret for the game. Its not technically too complicated, but it adds some interest to the map and a biggish structure for sniping on. Probably would be placed near the centre of the map.
Re: TTT_Forgotten_Village
Would like to congratulate Mahoney on what looks like a excellent map!
well done matey, keep up the good work
well done matey, keep up the good work
peTeR- Posts : 52
Points : 177
Join date : 2011-01-16
Location : England - Cambridge
Re: TTT_Forgotten_Village
peTeR wrote:Would like to congratulate Mahoney on what looks like a excellent map!
well done matey, keep up the good work
Cheers. I'll try. haha
Il probably lose motivation in a few days xD
Re: TTT_Forgotten_Village
J M S?
Could that stand for Jaggardz, Mahoney and Simmy perhaps? Hmmmmm~?
This is looking very impressive, of course. Don't you dare rush yourself.
Could that stand for Jaggardz, Mahoney and Simmy perhaps? Hmmmmm~?
This is looking very impressive, of course. Don't you dare rush yourself.
Cuckoo- Posts : 164
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Join date : 2011-02-23
Age : 28
Re: TTT_Forgotten_Village
Cuckoo wrote:J M S?
Could that stand for Jaggardz, Mahoney and Simmy perhaps? Hmmmmm~?
This is looking very impressive, of course. Don't you dare rush yourself.
You figured that out fast Basically, each hole is specific to a certain object. These objects will be found around the map.
So far I only made one, and that was a small gem-type physics object for the "M" - which is Mahoney / MattB.
The only reason I did the four admins is because there are countless members and I'd need to change it as people left.
Perhaps I'll add some for the more senior members who are here to stay such as Peter/Alex/Edward/Paddy
Re: TTT_Forgotten_Village
Gems could work, though if you wanted to make it clearer you could use items specific to each Admin. Like... A personalised... Mug?
Could be worth thinking about.
Could be worth thinking about.
Cuckoo- Posts : 164
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Age : 28
Re: TTT_Forgotten_Village
Cuckoo wrote:Gems could work, though if you wanted to make it clearer you could use items specific to each Admin. Like... A personalised... Mug?
Could be worth thinking about.
Dont really want to use any cutsom textures, mainly because im fucking lazy, but also to keep the size down
Re: TTT_Forgotten_Village
Loooking goood
Master of plumbobs- Posts : 13
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Join date : 2011-02-20
Re: TTT_Forgotten_Village
+1 On peter, Nice work Mahoney
Simmy- Admin
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Age : 25
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Re: TTT_Forgotten_Village
Look good, very nice, loving the gem slots but.... (Puts on his Trollfaic) the lighten' be too bright. TROLOLOLOLOLOL.
Joking.
Very good map mate, I think the community should very grateful for having a Mapper that CAN actually MAP.
Well done good sir.
Joking.
Very good map mate, I think the community should very grateful for having a Mapper that CAN actually MAP.
Well done good sir.
Re: TTT_Forgotten_Village
The ability to map is a good trait in a mapper.
Cuckoo- Posts : 164
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Age : 28
Re: TTT_Forgotten_Village
Cuckoo wrote:The ability to map is a good trait in a mapper.
You'd be surprised how many people say they can map but produce absolute shit that is no where near as good as Mahoney's work.
Re: TTT_Forgotten_Village
I failed at making a door, I think I'll give map making a rest for a while XD
peTeR- Posts : 52
Points : 177
Join date : 2011-01-16
Location : England - Cambridge
Re: TTT_Forgotten_Village
I haven't mapped since JK:JA, and even that was just a few rooms for a collaborative piece- and certainly not with Hammer.
I could give Hammer a try eventually, but I would need to find time.
I could give Hammer a try eventually, but I would need to find time.
Cuckoo- Posts : 164
Points : 191
Join date : 2011-02-23
Age : 28
Update 3
EDIT3:
Ive made yet another building. I designed this based roughly on a much smaller version of the washington monument. It has an advantageous sniper point and a crypt below it, which will be key to the future objectives for the innocents.
The falling trap can be activated by an invisible Traitor button which has a reset time of 30 seconds. This means Traitors can get a kill whilst amongst other people, creating confusion.
Blah blah blah. I know all you wanna see is the picture ;D
Ive made yet another building. I designed this based roughly on a much smaller version of the washington monument. It has an advantageous sniper point and a crypt below it, which will be key to the future objectives for the innocents.
The falling trap can be activated by an invisible Traitor button which has a reset time of 30 seconds. This means Traitors can get a kill whilst amongst other people, creating confusion.
Blah blah blah. I know all you wanna see is the picture ;D
Here it is;
*Crypt is unfinished so its not in the picture
Please view this version if you want to read the notes I added.
HD Washington Monument + notes
*Crypt is unfinished so its not in the picture
Please view this version if you want to read the notes I added.
HD Washington Monument + notes
Re: TTT_Forgotten_Village
Very nice. And yes, the bridge is familiar.
When you say the button is only visible to traitors, do you mean only traitors can see and use it? Or that it's invisible for both parties, but the traitors can use it if they know where it is?
When you say the button is only visible to traitors, do you mean only traitors can see and use it? Or that it's invisible for both parties, but the traitors can use it if they know where it is?
Cuckoo- Posts : 164
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Join date : 2011-02-23
Age : 28
Re: TTT_Forgotten_Village
Sorry for the confusion, I meant I was implementing a feature which is only found in the TTT.fgd. This is a button which appears only on Traitors HUD's and only Traitors can set it off. If you've played ttt_office , they have one of those buttons somewhere in that level.
Update 4
EDIT4:
Another place I've been working on.
This crypt will be essential to the Innocents / Traitors once the main objective of actually creating the staff is completed. The Traitors must guard this place if the Innocents make the staff (Believe me this will be difficult) as, once the Innocents burn the Staff, the Innocents win. Dont ask me why. Maybe its a curse or some crazy ass reason.
Im gonna make this Staff - Gem thing balanced and provide incentive for Traitors as well as Innocents to collect the gems too, as they will be able to exchange them for credits or health, once they've taken them into a specified Traitor room.
EDIT: THE KEY WILL NOT BE FOUND THERE. I JUST PUT IT THERE SO I COULD GET A SCREENSHOT OF IT WITH THIS MAP. That is all.
Another place I've been working on.
This crypt will be essential to the Innocents / Traitors once the main objective of actually creating the staff is completed. The Traitors must guard this place if the Innocents make the staff (Believe me this will be difficult) as, once the Innocents burn the Staff, the Innocents win. Dont ask me why. Maybe its a curse or some crazy ass reason.
Im gonna make this Staff - Gem thing balanced and provide incentive for Traitors as well as Innocents to collect the gems too, as they will be able to exchange them for credits or health, once they've taken them into a specified Traitor room.
EDIT: THE KEY WILL NOT BE FOUND THERE. I JUST PUT IT THERE SO I COULD GET A SCREENSHOT OF IT WITH THIS MAP. That is all.
Last edited by mahoney on Mon Mar 07, 2011 2:44 pm; edited 1 time in total
Re: TTT_Forgotten_Village
Mahoney, this is amazing. I want to lock you in my cellar and force you to make maps for me until you beg me to let you die.
Cuckoo- Posts : 164
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Re: TTT_Forgotten_Village
Cuckoo wrote:Mahoney, this is amazing. I want to lock you in my cellar and force you to make maps for me until you beg me to let you die.
Seriously, its you guys that keep me making this map
I dont think I'd be making it if it wasnt for the community support; I lack the drive :S
Cheers Cuckoo, Lorenzo, Peter, etc , your comments are really appreciated.
I'll make sure theres something in the map to show my appreciation
On a different note; I will make a post later explaining the "story" of the map and the features etc, so you guys know what you are in for
Re: TTT_Forgotten_Village
We can't wait.
Do you think we can expect more maps from you of this quality in the future?
Do you think we can expect more maps from you of this quality in the future?
Cuckoo- Posts : 164
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Join date : 2011-02-23
Age : 28
Re: TTT_Forgotten_Village
Cant wait for this map, it looks fucking epic.
Keep the good work up!
Keep the good work up!
RandomGamer342- Posts : 19
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Location : Norway, Bærum
Re: TTT_Forgotten_Village
My avatar shows my approval.....
FUCK YEAH!
Seriously good map bro, I think this should be made the default map on the server when it's finished.
FUCK YEAH!
Seriously good map bro, I think this should be made the default map on the server when it's finished.
Re: TTT_Forgotten_Village
I don't think there is such a thing, Lorenzo. If you mean how we revert to cs_office when the server crashes, I think it would be better to keep that as a map everyone starts with rather than one that has to be downloaded.
Cuckoo- Posts : 164
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Age : 28
Re: TTT_Forgotten_Village
OH NO NOT ANOTHER UPDATE
Just something small again, which will be seen around the map (like 3 times). Its a guard tower which would have been chucked together by the people who discovered the village type thing. Il figure out why they made it and what not later. The aim of it was to look like it had been built quickly for an overview of the place or whatever. It has a nice creak trigger_once, so when you go on it, it gives you a nice satifying creak, like in Crummy cradle by the bridge, except this is the wood creak sound. (Only triggers once per map spawn) (Otherwise it would just be annoyin)
Will be a nice sniper spot, and one of the three guard towers will feature a gem!
Just something small again, which will be seen around the map (like 3 times). Its a guard tower which would have been chucked together by the people who discovered the village type thing. Il figure out why they made it and what not later. The aim of it was to look like it had been built quickly for an overview of the place or whatever. It has a nice creak trigger_once, so when you go on it, it gives you a nice satifying creak, like in Crummy cradle by the bridge, except this is the wood creak sound. (Only triggers once per map spawn) (Otherwise it would just be annoyin)
Will be a nice sniper spot, and one of the three guard towers will feature a gem!
Re: TTT_Forgotten_Village
NIce, KEEP GOING BRO. XD
Looks Awesome. Maybe the map could be at night so flahlights play a much bigger role? And the Guard Towers can have their spotlights aimed at different areas and be disabled by disconnecting it from the diesel generator mebbeh? Be good part of tactics.
Just saying.
Looks Awesome. Maybe the map could be at night so flahlights play a much bigger role? And the Guard Towers can have their spotlights aimed at different areas and be disabled by disconnecting it from the diesel generator mebbeh? Be good part of tactics.
Just saying.
Re: TTT_Forgotten_Village
Lorenzo666 wrote:NIce, KEEP GOING BRO. XD
Looks Awesome. Maybe the map could be at night so flahlights play a much bigger role? And the Guard Towers can have their spotlights aimed at different areas and be disabled by disconnecting it from the diesel generator mebbeh? Be good part of tactics.
Just saying.
I've given that some thought, and i'm sticking with the day time map. The reason being is all the rooms etc have little to no lighting underground, and I dont want everything dark. Im definetly gonna add that generator idea though, because that seems like a realistic addition which should add to the atmosphere.
Re: TTT_Forgotten_Village
ttt_forgotten_village
The Forgotten village was once populated- Before the entry of the British Empire, Who wiped out the natives because of there hostile actions. The British lived their and prospured on the gold mines found there, They built Camps, Watchtowers, Not bothering too share there riches, So they didnt attempt too contact any other British officers.
3 Years later, The natives stuck back from the sorrounding mountains, Killing everyone they saw, The flesh that had been spilt still fresh in there minds. No one was spared.
No one knows what happened to the Natives, all that remains is the severed bodies of the British, And the ancient traps left by the Natives.
The smell of Burning corpses still haunts the Air.
That sucks, But was just putting forward the idea of Natives (PS. Im on a laptop and the i key dosnt work so soz for spelling )
The Forgotten village was once populated- Before the entry of the British Empire, Who wiped out the natives because of there hostile actions. The British lived their and prospured on the gold mines found there, They built Camps, Watchtowers, Not bothering too share there riches, So they didnt attempt too contact any other British officers.
3 Years later, The natives stuck back from the sorrounding mountains, Killing everyone they saw, The flesh that had been spilt still fresh in there minds. No one was spared.
No one knows what happened to the Natives, all that remains is the severed bodies of the British, And the ancient traps left by the Natives.
The smell of Burning corpses still haunts the Air.
That sucks, But was just putting forward the idea of Natives (PS. Im on a laptop and the i key dosnt work so soz for spelling )
Simmy- Admin
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Re: TTT_Forgotten_Village
Simmy wrote:ttt_forgotten_village
The Forgotten village was once populated- Before the entry of the British Empire, Who wiped out the natives because of there hostile actions. The British lived their and prospured on the gold mines found there, They built Camps, Watchtowers, Not bothering too share there riches, So they didnt attempt too contact any other British officers.
3 Years later, The natives stuck back from the sorrounding mountains, Killing everyone they saw, The flesh that had been spilt still fresh in there minds. No one was spared.
No one knows what happened to the Natives, all that remains is the severed bodies of the British, And the ancient traps left by the Natives.
The smell of Burning corpses still haunts the Air.
That sucks, But was just putting forward the idea of Natives (PS. Im on a laptop and the i key dosnt work so soz for spelling )
Sounds cool but there arent many traps and its sort of a different timescale. Its more of a recent event. I'll make a storyline when I get around to it, because I have one mapped out in my head. Its a little difficult to make the storyline based on the pictures I gave xD
Re: TTT_Forgotten_Village
Right here are my suggestions:
Lighting- Make it Night with a Sunset maybe? Or Make it night time and add underground lamps. wich are either battery powered (and run out of juice after a certain time, flicker on and off) or have a switch and last indefienately.
Background: In 1998 a small Archeological team ventured into the tombs underground and were ambushed, their Military Escorts failed to recover any of the bodies and many men sent into the tombs were found impaled on traps. A year later a small group of Local Insurgents were fleeing from a losing battle and take refuge inside the tombs, protecting them from the US Military. Now it is used as a Terrorist Camp and the corpses of Marines and Skeletons of those long dead still litter the area.
This would work methinks.
Lighting- Make it Night with a Sunset maybe? Or Make it night time and add underground lamps. wich are either battery powered (and run out of juice after a certain time, flicker on and off) or have a switch and last indefienately.
Background: In 1998 a small Archeological team ventured into the tombs underground and were ambushed, their Military Escorts failed to recover any of the bodies and many men sent into the tombs were found impaled on traps. A year later a small group of Local Insurgents were fleeing from a losing battle and take refuge inside the tombs, protecting them from the US Military. Now it is used as a Terrorist Camp and the corpses of Marines and Skeletons of those long dead still litter the area.
This would work methinks.
Re: TTT_Forgotten_Village
No more storylines please xD
Ive made one up since the beginning, even if it isnt very good. The underground aspect of the map is a very small part. Only a little bit is actually underground ; the crypt where you deposit bodies. So no more "people hid in the underground" xD
But yeah, I still need community input on one more building. I have one further building planned which will be a smallish temple type buidling where one of the three gems will be found.
I need your help guys to figure out another building which will heighten the interest of the map and add some dynamic gameplay. For example; I was thinking of a l'arc de triomphe -type structure, where perhaps it would be sunken into the sand and harbour a small place where Traitors can throw any gems they have collected.
Ive made one up since the beginning, even if it isnt very good. The underground aspect of the map is a very small part. Only a little bit is actually underground ; the crypt where you deposit bodies. So no more "people hid in the underground" xD
But yeah, I still need community input on one more building. I have one further building planned which will be a smallish temple type buidling where one of the three gems will be found.
I need your help guys to figure out another building which will heighten the interest of the map and add some dynamic gameplay. For example; I was thinking of a l'arc de triomphe -type structure, where perhaps it would be sunken into the sand and harbour a small place where Traitors can throw any gems they have collected.
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