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Alice Jameson
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Well I've recently claimed the map08 slot and started mapping. I'm hoping to be done before the deadline. We'll see how progress goes. I don't have any screenshots yet but I hope to have some soon. I haven't exactly come thought of a theme to the level just yet. So far I only have the entrance area mapped. I figure it'll be some sort of base. Kind of a mix between a standard futuristic base and a medieval castle type thing. But nothing's 100% for certain yet.

Last edited by Alice Jameson on 06-17-09 at 19:06

Old Post 05-21-09 18:03 #
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Use3D
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Don't sweat the deadline, just go with your creativity.

Old Post 05-21-09 23:32 #
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Alice Jameson
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I'm striving for quality in my map. It should be done before the deadline anyways. I've added a couple rooms and am starting to come up with a theme for it. I think I'm going to entitle it "Installation Decrepit". It's basically an old worn out UAC base that's been abandoned but is still functional.

Old Post 05-22-09 17:43 #
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Use3D
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Cool name.

Old Post 05-22-09 23:27 #
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Alice Jameson
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Well the map is at 30-40% done now. I've taken some screenshots but I just need to upload them.

Here's some statistics for those who want to know, I got it from XWE so I dunno how accurate it is cuz I dunno what certain lumps mean. But anyways here it is:
44 Things
365 Sectors
2,024 Vertexes
3,743 Segments

There's not a lot of things right now cuz it's still in fairly early progress and this will probably change greatly when it gets closer to completion.

Old Post 05-26-09 18:04 #
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Alice Jameson
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Here's some screenies.

http://s2.largeimagehost.com/HL/esrerts/m8_1.png

http://s2.largeimagehost.com/HL/esrehFU/m8_2.png

http://s2.largeimagehost.com/HL/esrehFX/m8_3.png

http://s2.largeimagehost.com/HL/esrehFh/m8_4.png

http://s2.largeimagehost.com/HL/esrehUF/m8_5.png

http://s2.largeimagehost.com/HL/esrehUe/m8_6.png

http://s2.largeimagehost.com/HL/esrehUr/m8_7.png

Old Post 05-27-09 18:33 #
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TheMionicDonut
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I do like the screenshots but am quick to notice that in the first one the border surrounding the lights is all horizontal, while there are some vertical textures of the same type to make it look more pleasing.

Aside from that great work.

Old Post 05-27-09 21:25 #
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Butts
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Not bad. Looks pretty interesting.

Old Post 05-28-09 01:27 #
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Christoph
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I am liking a lot of the details - especially the light(ing) in the first and third screens. I also like the theme of techbases and/or run-down, dirty, industrialish places.

Old Post 05-28-09 07:00 #
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Alice Jameson
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TheMionicDonut said:
I do like the screenshots but am quick to notice that in the first one the border surrounding the lights is all horizontal, while there are some vertical textures of the same type to make it look more pleasing.

Aside from that great work.


I didn't even notice that. I will fix that soon.

The map is kinda divided into 3 sections One is a nuclear plant type thing, another is a mining facility and I haven't decided on the third. I'm currently working on an underground type bit.

Last edited by Alice Jameson on 05-28-09 at 18:42

Old Post 05-28-09 17:52 #
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Alice Jameson
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3 new screenies:

http://s2.largeimagehost.com/HL/eshFtUe/m8_8.png
Added a few new things to this room not much.

http://s2.largeimagehost.com/HL/eshFtUr/m8_9.png
Mining facility/cave part entrance. Plus an awesome elevator that took FOREVER to get to work the way I wanted...

http://s2.largeimagehost.com/HL/eshFtUt/m8_10.png
Another random cave part...

New map statistics:

Vertices: 1945
Linedefs: 2259
Sidedefs: 3947
Sectors: 334
Things: 109

Last edited by Alice Jameson on 05-29-09 at 18:38

Old Post 05-29-09 18:01 #
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Christoph
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Those caves are looking extra spiffy...

This is merely a suggestion, concerning the ceiling lights: if you want to be perfectionist about it, you can make the light shine on the floor but not the (surrounding) ceiling by using a dummy sector with a floor/ceiling light effect. Not sure if you know about that - I think make a dummy sector and set it to the desired height and light level, then tag a wall of that sector and give it the "change sector ceil/floor light" (something like that) effect, and tag the real sector(s) with the same tag as the dummy sector's action linedef. Don't forget to make the ceil/floor height of the dummy sector correspond to the height of the desired light/dark in the real sector(s). Hope I explained it clearly - if not I'm sure there's walkthroughs explaining it, or other people who could. Again, it's just a suggestion - if you don't want to get too bogged down I don't blame you, and most people probably wouldn't even notice or care too much.

Last edited by Christoph on 05-30-09 at 07:59

Old Post 05-30-09 07:50 #
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esselfortium
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No, the height has nothing to do with it. There's a floor light transfer line special, and a ceiling light transfer line special. They'll work exactly the same regardless of the heights used. In the case of those lights it'd be as easy as making one of the outermost lit sector's lines front side face outwards, putting the ceiling light transfer special on it (special 261, if I remember right), tagging that line, and putting the same tag on the light sectors. (But of course not on the physical light structure itself, or else it'd also become dark.)

If you want to get really fancy with it, what I often do is set up a series of dummy sectors with light transfer tags corresponding to their light levels, for easy usage anywhere in the map. Something along the lines of, 1128 for floor transfer to 128, 2128 for ceiling transfer to 128, so then whenever I need a basic light transfer without anything special done with it, I can just enter 1/2 for floor/ceiling + the desired light level into the tag box.

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Last edited by esselfortium on 05-30-09 at 08:49

Old Post 05-30-09 08:40 #
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printz
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I'd strategically place chaingunners on the catwalk and in the caves the imps currently reside, for extra measure. Chaingunners rule. I wish I had the time to post a true-timing firing chaingunner animation with transparent colour.

Point being: as they're screenshot now, the monster areas don't look difficult, as it's mostly your SSG against imps and light monsters.

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Old Post 05-30-09 09:56 #
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Capellan
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The caves do look good, but I also like the work you're doing with the metal textures in the other shots. Nice work.

Old Post 05-31-09 09:56 #
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Alice Jameson
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Yeah I haven't really been thinking much about difficulty levels so far... I'll probably add some more monsters and stuff soon. Progress is still at about 40-50%. But yeah the light thing was kinda bugging me, this is kinda my first time mapping for Boom so I don't know all the features and stuff. But I'm slowly figuring stuff out as I go along. And I probably will add more medium to hard ranged monsters somewhere in the map. Possibly replace some and put more in certain areas. But yeah.

Old Post 06-01-09 17:48 #
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Alice Jameson
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Progress is not at about 75-90%. The underground section has been nearly completed and am now going to start on the final section of the map.
Here are some statistics for statistic lovers:

Vertices: 3604
Linedefs: 4199
Sidedefs: 7504
Sectors: 626
Things: 210

Edit: I have definitely upped the difficulty. Let's just say there's a nice surprise underground. I probably won't be posting more screenshots.... well i might post one or two, I just don't want to give too much away about it. Especially when I have this much mapped. So yeah. I will update with more progress soon. ^^

Last edited by Alice Jameson on 06-04-09 at 18:28

Old Post 06-03-09 17:09 #
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Alice Jameson
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New screenshots:

http://s2.largeimagehost.com/HL/etQXFre/m8_11.png
Random hallway with a few chaingunners.

http://s2.largeimagehost.com/HL/etQXFrr/m8_12.png
A teleporter. I had fun designing it.

http://s2.largeimagehost.com/HL/etQXFrt/m8_13.png
Hell knights!!!! Part of the underground section.

http://s2.largeimagehost.com/HL/etQXFhQ/m8_14.png
Roof/balcony section of building. This is supposed to be the section directly above the building's entrance.

I actually decided to divide the final section of the map into 2 parts. Originally to complete the map you would have only needed two keys but I recently decided that you would need the red and yellow keycards as well as the blue skullkey. I think the facility is starting to become an abandoned waste facility. or at least it has a sort of waste facility theme, as some have probably noticed from some of the screenshots. Progress is going very well. Should be done before deadline. I'm having a lot of fun with some of the areas of this map. But yeah right now I'd say progress is at about 80%.

Old Post 06-08-09 19:18 #
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Alice Jameson
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New screenshots:

http://s2.largeimagehost.com/HL/etcUFhe/m8_15.png
Just a room with a conveyor belt and a maintence hatch.

http://s2.largeimagehost.com/HL/etcUFhr/m8_16.png
This is kind of a somewhat old screenshot. I've recently added a few things into this room.

As for progress, the map is very near completion, about 90%. I am mapping the final section of the map now. Should be ready for beta-testing before the end of the week.

Old Post 06-15-09 18:35 #
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TheeXile
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Looking forward to it.


Good job being a trooper and attempting to actually get the deadline, too. :P

Old Post 06-15-09 18:55 #
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Alice Jameson
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Map is now 90% - 99% completed and ready for beta testing. I have already sent my map to the other beta testers and am awaiting their reviews and anything I may need to alter or improve.

Old Post 06-17-09 19:06 #
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justanotherfool
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Alice, I tried running your map for beta testing but apparently the texture AJCHUNI1 was not found. I've tried downloading the latest version of the texture pack to see if it made a difference, but it didn't help. Tested with prboom-plus 2.4.8.2 and 2.5.0.1.

Old Post 06-18-09 23:23 #
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The Green Herring
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Try loading the resource WAD before the WAD containing the map (-file cc4-tex.wad <filename of level>.wad) and see if it works.

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Old Post 06-18-09 23:45 #
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justanotherfool
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The Green Herring said:
Try loading the resource WAD before the WAD containing the map (-file cc4-tex.wad <filename of level>.wad) and see if it works.


Unfortunately it doesn't. The error message is slightly different, however. It reads "R_InitTextures: 1 errors".

Old Post 06-19-09 00:05 #
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Alice Jameson
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Yeah I was just made aware of this error by another beta tester also. I am currently trying to fix it. I think it is an error with my texture1/pnames lumps. I am in the process of fixing this.

Old Post 06-19-09 15:04 #
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Alice Jameson
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I think I have fixed the texture error bug that was a big problem in my map. I have also tested it in PRBoom 2.5.0 which runs it just fine. I have sent the updated file to the beta testers.

Old Post 06-22-09 21:16 #
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justanotherfool
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The updated file still doesn't run for me in prboom-plus 2.5.0.2.

The error message is the same as before. I'm fairly sure that I didn't try to run the old version by mistake.

The error is the same as before (AJCHUNI1).

EDIT: This time I tried to load the texture wad first as TGH said and it did in fact work. I had been using the launcher which resulted in an error message. I wish I had thought of that before making this post... :P

Old Post 06-23-09 21:44 #
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Alice Jameson
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Ah that would explain it. Because this time I tried to make sure it worked with prboom before I sent it to testers. I used a batch file instead of a launcher.

Old Post 06-24-09 17:31 #
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justanotherfool
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I (finally!) have quite a lot of things to say about the map. I know that you've already submitted it, but I'm hoping I'll be able to persuade you to change a few things.

The map almost looks like it was put together by two people, due to the difference in quality of the best parts of the map and the worst parts. I think if you can smooth out the rough edges it'll be an impressive map.

My long list of comments is as follows...

1.
http://img56.imageshack.us/img56/7452/doom05.png

I think a physical barrier should be added to the cliffside here. At the moment you have some impassable lines preventing you from going down into the bit outside the gate, but it looks as if you should be able to get down there. Also, the area outside the gate is completely empty and seems a little bland. Add a building going into the wall with the suggestion that you came from that building before entering the installation? Adding little things that the player can see but not access makes the map seem more like an installation and less like a small bunch of rooms hacked together by a level designer. Good examples of this are maps like Alien Vendetta 02 and Kama Sutra 01.

Also, the secret up there is way too easy to find. Not really worthy of the name.

2.
http://img268.imageshack.us/img268/8836/doom06.png
http://img291.imageshack.us/img291/7483/doom07.png
http://img268.imageshack.us/img268/1774/doom08.png
This is an issue with all of the outdoor areas in the level. The rock faces look artificial. This is probably because you haven't used enough lines, and it looks too jagged, not curved enough. Especially noticeable where the rock meets the sky and where the rock meets the building.

I think this area would look better if you'd make the sky higher so you could add higher cliffs that would make the area look more believable. At the moment the cliffs just cut off once they reach the ceiling in a way that's not entirely believable to me. I probably didn't make that very clear, but I'm hoping that if you look at the borders to the outdoor starting area of Capellan's map, you'll see what I mean.

3.
http://img38.imageshack.us/img38/5351/doom10.png
The texture with the red UAC symbol looks odd here because of how the brown lines on it suddenly get cut off.

4.
http://img56.imageshack.us/i/doom11.png/
http://img36.imageshack.us/i/doom12.png/
I think the upper texture in the sky sectors doesn't contrast well with the ceiling of the room. Also the walls in this area seem too bare. You could add wall lights, different light levels would make things far more interesting.

5. http://img44.imageshack.us/img44/1152/doom13.png
The contrast between the roof and the upper texture seems even worse here. The wall texture is too repetitive given the specific details it contains, and not enough lines have been used at the corner (not smooth enough). Walls too bland.

6.
http://img56.imageshack.us/img56/4153/doom14.png
http://img299.imageshack.us/img299/3342/doom15.png
http://img21.imageshack.us/img21/4315/doom16.png
What really jumps out at the player here is the weird lighting effects of the slime, in particular the patterns on the ceiling. Apart from that, the ceiling is too uniform, and the SHAWN texture seems out of place here, as does the button texture. Again the repetitive wall texture. The roof gets cut off in the second screenshot. The third contains a texture misalignment.

7.
http://img56.imageshack.us/img56/9914/doom17.png
http://img291.imageshack.us/img291/5932/doom18.png
This room suffers from most of the problems of the previous room, mainly the slime lighting and the SHAWN crushers, but also the emptiness of the walls and ceilings. Worst of all there seems to be no way to get out of the slime if you fall in, which is very annoying. The plinth holding the key is nice though.

8.
http://img44.imageshack.us/img44/4180/doom20.png
Again the upper texture. Apart from that this area looks great.

9.
http://img291.imageshack.us/img291/7098/doom21.png
http://img56.imageshack.us/img56/4673/doom22.png
I'd prefer some less jarring way of displaying that secret area. The transition between the cave and the secret room doesn't work well either, as you can see from the second screenshot. Try making the floor of the secret room lower and making the floor of the doorway the same as the floor of the cave, perhaps? I also prefer it when secret areas have something in common with the surrounding area. This sudden little room of hell looks ill suited to the surroundings.

10.
http://img291.imageshack.us/img291/2594/doom24.png
http://img38.imageshack.us/img38/945/doom25.png
This room looks smoother than I'd expect in a cave, add some sectors of varying heights perhaps? The door leading in is far too thick, n my view.

11.
http://img44.imageshack.us/img44/7900/doom27.png
http://img56.imageshack.us/img56/5072/doom28.png
http://img21.imageshack.us/img21/3838/doom29.png
http://img56.imageshack.us/img56/2985/doom30.png
Crushers look strange to my eyes. The crate looks even stranger. Try making the part that has fallen onto the floor separate from the rest. That door isn't going to work, and I think the cavern would be better off without it. I really like the glowing floors you've used to border the slime river, but the green textures on the rock face don't fit at all.

12.
http://img56.imageshack.us/img56/7297/doom31.png
This hall seems a little too unadorned.

13.
http://img56.imageshack.us/img56/2910/doom32.png
http://img56.imageshack.us/img56/4899/doom33.png
http://img44.imageshack.us/img44/2171/doom34.png
If you're not going to actually make an outdoor area for you to see when you look out the windows you should probably not bother with windows at all. What's currently there looks bad.
The room at the top looks odd for reasons I'm not entirely sure of. Probably the sharp corners and the fact that the doorway is extremely deep set. Use of lighting could again make things a lot less bland.

14.
http://img38.imageshack.us/img38/2015/doom35.png
http://img56.imageshack.us/img56/385/doom09.png
http://img18.imageshack.us/img18/741/doom36.png
http://img18.imageshack.us/img18/1710/doom39.png
I hate the floor texture here. Almost anything has to be better than this. And if that area you're looking down on is meant to be the start area, then shouldn't you be able to see the place you're currently standing when you're back at the start of the level? I suggest you make it clear that this is a completely different area. You can play games with perspective like that in hell, but not in an installation :P. Again there are impassible lines without visible barriers. The other problems here should be apparent from the last two screenshots. The walls of this area also look pretty bare.

15.
http://img56.imageshack.us/img56/4314/doom40.png
http://img200.imageshack.us/img200/3484/doom41.png
http://img21.imageshack.us/img21/1772/doom58.png
I don't like this secret room. First of all it's extremely difficult to see (only a tiny texture misalignment on a wall you're probably going to pass without a second look). Secondly, it has nothing in common with the rest of the level and looks weird (especially the blue platform's texturing). Thirdly, the items and monsters in there seem like overkill. The area outside the secret room is shaped oddly and the colour of the door contrasts badly with the colour of the walls.

16.
http://img12.imageshack.us/img12/13/doom42.png
I didn't like the look of this room either, for some reason. I suspect it's primarily to do with the metal bars texture which I think looks too flat. The walls and ceilings of the room again look too bare.

17.
http://img38.imageshack.us/img38/3028/doom43.png
http://img21.imageshack.us/img21/9375/doom44.png
http://img200.imageshack.us/img200/8094/doom45.png
These rooms could do with some sprucing up. The second especially.

18.
http://img21.imageshack.us/img21/668/doom46.png
http://img12.imageshack.us/img12/2029/doom47.png
I really like the fleshy bits of floor here, but apart from that the hallway is too bare. The ceiling and walls are crying out for more detail.

19.
http://img188.imageshack.us/img188/2820/doom49.png
http://img21.imageshack.us/img21/340/doom50.png
Again the floor texture here is bad. I think the green force field walls look rather out of place as well. I'd prefer walls of stone to match the buildings the mancs and cyb are standing in.

20.
http://img291.imageshack.us/img291/7808/doom51.png
http://img38.imageshack.us/img38/1181/doom52.png

Again the borders are too jagged, and the lighter brown texture looks out of place.
The lava pool is nice, but the wall texture above it looks odd. I seem to recall the flat's animated but the texture isn't? Or maybe it's just that there's no border between the wall textures and they clash.

21.
http://img188.imageshack.us/img188/6707/doom53.png
http://img291.imageshack.us/img291/9886/doom54.png
http://img44.imageshack.us/img44/928/doom55.png
http://img291.imageshack.us/img291/8091/doom56.png
http://img12.imageshack.us/img12/6436/doom57.png
More screenshots where the walls weren't smooth enough.


The gameplay could also use some retouching, I think. Archviles were massively overused. There were about six of them, and some of them were used pretty unfairly in my view (the two teleporting ones). There was also a cyberdemon and a mastermind. The monster count was pretty low, due to the high number of heavyweight monsters used, but most of them weren't very difficult because of the weaponry you were given. I'd say you should increase the number of lightweight monsters such as imps, add more medium monsters like hellknights and cacs and reduce the numbers of viles, cybs, etc. I also think the BFG is overkill.

Old Post 07-09-09 03:24 #
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Alice Jameson
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Thanks for testing it. I will try and implement many of the changes you've suggested, although I don't think I'll apply all of them cuz some I just like the way they are.

Old Post 07-13-09 18:19 #
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