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Endless

Endless's WAD Reviews - DBP14: After the Fall

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Good Morning Phobos (2017)

By @sincity2100

 

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One-man-megawad works are something of a legend status now a days. Requiring both a load of patience as well as some really solid skills to make it work with the current standards for Doom mapping, meaning that either you know what you’re getting into or else you’ll have quite the tumultuous road. Is no secret that making a megawad is hard, yet, even harder if you’re doing it alone. Even so, every once in a while, some mad mapper decides that he’s or she’s going to get into such mission and manages to successfully deliver more than 30 maps of a solid gameplay and fantastic design. Well, @sincity2100 released this beast back in 2015 and fully uploaded a finished version to /idgames on 2017. So, it got the numbers, but does it have the skills? We’re about to find out.

 

Creating 33 full fledged maps is no easy task, specially if you’re aiming at putting them all together in a single megawad, which means that are going to need consistency, relevancy and a settled design philosophy that synergizes well alongside your entire design. Good Morning Phobos manages just that with quite the extra sweet touches. Visually, each single map is very, very good, like seriously good and quite fascinating from beginning to end. A solid level design plus some impressive visuals make the entirety of this megawad a worthy contender for modern standards. It is quite deliberate when showcasing its inspirations, that being the well-known TNT: Evilution (With a Ty Halderman tribute on MAP32) and some bits and pieces of both the original Ultimate Doom and Doom 2, with one secret map that breaths Plutonia, arch-viles and chaingunners included. As for texture work, overall presentation and even MIDI usage, this megawad gets it right with high regards.

 

I have to highlight two things that made this more enjoyable than I was expecting: First, some maps are huge, quite big if I may say, yet in their gigantic dimensions there’s always variety, diversity in each encounter and fascinating consistency that lies upon the great texture usage and detail attention. Second, the great progression, and that one is very important for someone like me that gets extremely frustrated if I get stuck for more than 1 single minute. No map feels lost and every single road takes you to somewhere that’s essential for reaching the exit. Even in big maps where there’s as many rooms and paths as demons, still is very hard to actually get lost and not find the way to reach victory. While this may sound like the maps are linear in design (the early ones are), these maps have mor depth and make use of a fascinating layout that excels at pathfinding and encourages exploration.

 

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While making as much maps as you can may sound cool on paper, there’s quite the dangers that one must tackle before approaching this enterprise. One of those issues is the fact that the longer a megawad is, the more frustrating it may get. If you’ve read reviews about Scythe 2, you may find that most negative points about it tend to fall on the fact that it gets extremely hard and frustrating by the last levels. A valid, fair point. Well, Good Morning Phobos follows a similar but not exactly equal path. Following a very defined difficulty curve, the first ten or so maps are equally matched when it comes to their difficulty. Definitely way superior than the original IWADs and probably on a level of TNT: Evilution difficulty. Yet, the more we progress the difficulty also keeps scaling even more and reaches quite the high spikes. While the challenge on itself is not the issue, is the way that it’s introduced that tingles my back a little bit. Not in a good way. A big spam of heavy tier enemies and specially the annoying kind. This been: Revenants (I may be a bit biased since I naturally hate them), Lost Souls and Pain-Elementals. While these enemies are not bad on their own, heck, no Doom demon is truly bad in that sense, it’s the over usage of a massive quantity that makes the progression feel like a sludge at times. Monster-closets that evolve Revs in closed spaces, more than three Pain-Elemental spawning way too much Lost Souls. My main issue itself is not the difficulty, which is, yes, quite hard, but it’s the unnecessary spam of a single type of enemy during certain encounters that make it feel artificial and not very fun to go through, which is a pity because this starts to become quite noticeable the later the maps, which are probably the best maps in their general design.

 

Yet, while it is quite the negative point, it doesn’t truly hurt much the overall opinion that I have about this great work. Heck, some people love getting blasted time and time again to Revs rockets. Well, here you’ll find more than enough and some truly tough fights that are going to test your ultimate skills. Ranging from an average of 200 monsters per map to a max of up to 1000 demons. There’re quite the beefy battles in here.

 

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Good Morning Phobos is an incredibly solid effort of a megawad, a successful effort that is. 33 total maps that range from your simple tech-base styled theme to some more unique and abstract layouts that are as expansive as brutal. Probably my biggest highlight goes towards MAP:32, one of the secret maps and one of the coolest maps I have ever played in my short career. In one way or another, @sincity2100 nailed it.

 

» Full review «

Edited by Endless

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DBP12: Into the Storm (2019)

By the Doomer Boards Community

 

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Oh boy, we’re back in the business and the Doomer Boards Project are here. The monthly mapping event keeps amazing me every single time and this is no exception; a beautiful, blue-ish map set that delivers some really well-done and awesome looking gothic styled levels that range as much in layout as in style. Into the Storm is the perfect name for something that evokes an overall feeling of fantasy, new worlds and darkness above us, or in this case, blue.

 

sL9d3Tn.pngInto the Storm brings a gothic themed style into the table that reminds me of the previous Coffin Curse, but with a slightly different twist that makes it look like a smurf version of Heretic with that extra piece of Doom demonization to help the overall feel. Levels are blue, black and quite lovely from one point to the other, yet don’t let the theme create the idea that everything is going to be either gothic or blue, this is just the base of a cake that’s deliciously good with many flavors to taste. As you might expect, this project packs some really good mappers that shine graciously with their fabulous versality and design philosophies. I, for one, welcome @Big Ol Billy with his single, solid contribution ala Castlevania/Unreal and also @SuperCupcakeTactics into my list of favorite mappers ever; special shoutout to the last one for his magnificent work at MAP07, a beautifully complex yet tight map that fits right into my heart, just the kind of map I love. @Walter confetti starts this nice map set with a great and simple map that showcases perfectly well all the main quirks and themes that we are about to find. @DoomCureDave, a new one to my eyes, manages to create the biggest map in the set, one that is not only big but diverse enough to feel dynamic and fun. @glenzinho makes his presence known thanks to an abstract and quite violently blue map. @Mantistoboggan aka  @Jaxxoon R shares his fair share of talent by introducing a more traditional yet mixed map of interiors and exteriors that uphold high that gothic style. Things won’t stop there of course, @Chaingunner is here to prove that by making one cool (quite chilly) and extra short map that breaths Scythe style, brutally awesome. @Xyzzy01 creates one abstract map that drools blue colors and surrealist design choices. MAP09 by @SuperCupcakeTactics is probably both the most original and most silly map in the entire set, one that will make you tilt your head in confusion or laugh out loud in joy. And finally, to end this blue journey, comes the mapper @joe-ilya, taking everything from the overall theme and putting all in a single kitchen room full of demons up to the ceiling; quite the slaughter party for our last dance.

 

Into the Storm is as diverse as it’s unique, just like any other DBP map set. Full of some seriously solid maps with fascinating and extra fun layouts that shine thanks to the gothic/blue mix into some extra quirks that make up some well-balanced maps.

 

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As with previous project, difficulty is one thing to take into account. These are not easy maps but aren’t necessarily extreme; as a matter of fact, they achieve the right balance with great precision and a well-done design philosophy that allows for a more liberal gameplay style that welcomes both newbie and veteran alike. No map is boring, slow or just tedious, not even the hard ones like the first map or the last map, the first one being on the likes of Thy Flesh Consumed and the last one just going full slaughter. I’m not a fan of that last style yet I still found myself having lots of fun with it.

 

While a completely thorough review also calls for the negative points, I really don’t have major complaints about any of the maps, until, well, comparisons start to draw. While having a very solid level design and a diversity that’s dense enough to offer some good dynamic variations, the map set on itself is a little bit behind compared to other projects. Which, let’s be honest, is not a truly bad point since we are talking about a proper map set that carries its own weight with good measure. While not my favorite (Funny enough, MAP07 is probably one of my favorites of the entire series), I did enjoy the gameplay and design quite a lot in every single map and didn’t found anything that truly made me scratch my head or clench my butt.

 

And so, the story goes on; The Doomer Boards Project exists and I smile big. No project so far has left any bad taste in my mouth, on the contrary, I feel like each single one of them is a truly exotic and delicious meal that deserves its own plate. Into the Storm is one blue-tinted gothic-flavored work that while carrying some simplicity along its complete panorama, still achieves some great qualities be just being good fun and good work. Into the Storm of the entire DBP series, I welcome thy thunder.

 

» Full review «

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I have to admit, I don't remember DBP12 at all. Looking at those screenshots, I'm not even certain I played it... Still, nice to see the krew get another glowing review in another of it's many configurations!

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Well this is quite the surprise! Thanks for the short-and-sweet review for my short-and-sweet map, Endless!

 

Fun fact for those who don't already know or didn't peruse Doomer Boards at the time of this entry's development, my map was designed primarily for the Nightmare! skill level, a "pilot episode" of sorts to long-abandoned project of mine. The actual UV is HMP c:

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And thinking that my map wasn't really that highly appreciated at the time iirc because it was too gimmicky (it's all based upon the No Health restriction, with only a secret health in easy skill!) Thanks for the review, is a very good mapset indeed! I really enjoyed the Good Morning Phobos review too, i played it until... MAP15, maybe, but is a very solid megawad.

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8 hours ago, Phobus said:

I have to admit, I don't remember DBP12 at all. Looking at those screenshots, I'm not even certain I played it... Still, nice to see the krew get another glowing review in another of it's many configurations!

It does seem to fall into the category of more ''obscure and underrated'' works. But! As usual, it's pretty goood.

 

8 hours ago, Xyzzy01 said:

Well this is quite the surprise! Thanks for the short-and-sweet review for my short-and-sweet map, Endless!

 

Fun fact for those who don't already know or didn't peruse Doomer Boards at the time of this entry's development, my map was designed primarily for the Nightmare! skill level, a "pilot episode" of sorts to long-abandoned project of mine. The actual UV is HMP c:

I had some feeling that some kind of special balance had been put on the map, after all the fast design and the low amount of enemies seem to approach Nightmare! A good surprise knowing that now.

 

4 hours ago, Walter confetti said:

And thinking that my map wasn't really that highly appreciated at the time iirc because it was too gimmicky (it's all based upon the No Health restriction, with only a secret health in easy skill!) Thanks for the review, is a very good mapset indeed! I really enjoyed the Good Morning Phobos review too, i played it until... MAP15, maybe, but is a very solid megawad.

Really? While I do gotta admit it's quite the punch for a first level, I did found myself enjoying it quite a lot, mostly because of the nice introduction to the visuals and the general, blue-gothic theme.

And thanks for that! Glad you liked my GMP review! I think it is a somewhat underrated and unknown megawad, which despite being somewhat hard-ish in the late levels, presents an interesting set of factors, especially taking into account that it was made by a person.

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DBP13: Alien Bastards! (2019)

By the Doomer Boards Community

 

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Do you know those old, very old sci-if movies from back in the day? Way back in the day during the 50s or even 60s, heck, some even reached the 70s. Yeah, I’m talking about those goofy sci-fi flicks where everything looked either too colorful or too comedic. If one movie managed to parody the entire art style of that era, that movie is Spaceballs, and if you’ve seen Spaceballs then I can tell you that you already have a good idea about the overall visual theme of this awesome project. Laser guns, aliens dressed as humans, goofy looking one-eyed monsters and some other sweets for our enjoyment.

 

By this point, the DBP’s have demonstrated with great quality how they can just re-create already existing concepts into Doom by taking inspiration from different sources of well-known pop-culture or even some more obscure sources. Heck, even some original concepts too. Now, Alien Bastards! Is pretty damn bold when it comes to its presentation; simple and more than colorful enough, you’re now entering a forgotten era of sci-fi clichés and some really funny stuff for all the family. For starters, Doomguy skin is now replaced with an Aliens marine, making us look both cool yet pretty damn iconic. Some other interesting stuff we’ll find is the various new re-skins for the demons, as well as some cool new monsters; a flying jetpack alien that shoots with about half the speed of a chaingunner but can snipe us from afar; or a new re-iteration of the Cacodemon, but now as a static demon that constantly shoots Lost Souls at us, which, by the way, now look like flying meatballs with a big mouth. Just lovely stuff.

With 8 total maps and 2 extra maps that serve as bonus goodies, this project has bFFpdMV.pnga decent size but rewards it with excellent enjoyment and diversity thanks to its simple but attractive visual theme. Once again, as expected, @Big Ol Billy returns to lead the project and delivers several new maps with solid consistency. MAP01 and MAP02, both created by the leader, work as a good example of the ones we will find and small adventures that prepare us for the rest of the map-set. The first map has a somewhat claustrophobic style which I feel combines quite well with the general visual style, evoking an almost Alien-like atmosphere. The second map expands to show us a little more action and good adventure. @Walter confetti MAP03 takes us to a darker, tighter side of this adventure, delivering a style reminiscent of hellish corruption through the use of spaceship textures combined with Giger-style textures, in all their alien glory. Following this, MAP04 is again delivered by the project leader! Such consistency in numbers is rare to find. An interesting map with a hub style where we have to take 3 different teleporters to 3 different combat areas to finally get the victory. MAP05 is co-authored by both @Big Ol Billy and @DoomCureDave, the new kid in the block, both creating a map that feels so consistent that we wouldn't even know it was two heads working on it. @joe-ilya gives us MAP06, a short and quick map but with enough intensity to offer good moments and never be boring; this map works more like an intermission to the beast that follows. MAP07 by @Thundercunt (lol that name) is a majestic beast as big as it is impressive. With a step-by-step layout that feels like climbing a mountain, this map pulls everything on us while changing the subject to something darker and scarier. Definitely the most outstanding map of the project thanks to its amazing visuals and considerable challenge. Finally, we end up with MAP08 by @glenzinho, a large map that takes us through different areas in different rooms and corridors where rescuing human life can be a challenge as balanced as it is fun. While I think this is a fun map with a dynamic progress, I still think the finisher should have been MAP07, but still, more than satisfied with all the authors and their fantastic creations.

 

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Of course, these are the formal maps of the project, but we also have two extra maps that work as the closing clip. MAP09 is a short but sweet map-credits where we can explore the authors of the team. MAP30 works as a gallery where we can find all the new assets used in Alien Bastards! Just great.

 

One of the new additions to the project's progression system is the inclusion of a ''rescue'' system, where we have to rescue different humans taken prisoner several times; this system replaces on some maps the collection of keys, while on others they complement each other to create a new form of gameplay that is unique and full of personality, helping to give this remarkable identity to Alien Bastards! Whoever came up with the idea, it's great. Maybe it's been done before? Anyway, I liked it.

This project is played with hot butter. Simple, modest in terms of the number of enemies it throws at us (kinda) but always offering a challenge that will not let us sleep and can entertain us for a long time. Most of the maps are finished quickly and each one is memorable, entertaining and with a different style to each one, delivering as much personality as originality. The new texture set, as colorful as it is morbid, gives us a fascinating new look to what we are already used to, offering a new journey through a fast adventure rollercoaster.

 

Dc8ssI6.pngAlthough the addition of new assets is as much fun as it is welcome, a bit of inconsistency in the textures makes it a bit difficult to find the buttons from time to time. I had several encounters where I got stuck, not because of the level layout, but because I couldn't see the textures of the buttons many times. This is, honestly, a minor problem that is really just an itch rather than a real complaint, because after that I have nothing bad to say about this map-set. It's fun, it's original, it's simple and it's sci-fi, what more do we want? Well, I know what I want: More DBP, baby!

 

» Full review «

Edited by Endless

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8 hours ago, Endless said:

If one movie managed to parody the entire art style of that era, that movie is Spaceballs

 

Spaceballs? A much better example is Tim Burton's Mars Attack! or Evolution with David Duchovny... Even Indipendence Day is a better homage than Spaceballs for 50s / 60s sci-fi b-movies lol

 

Anyway, charming review for a charming mapset as always even if you don't find all the tributes this mapset have.

 

For starters the wacky "Aliens" Marine that replaces the doomguy is the main Character from the Alien Carnage / Halloween Harry game as well as the rest of the mapset is inspired by that game and 90s DOS platform in general. My map is heavily inspired by Duke Nukem 3D Incubator level, my most favorite level from that game

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Thanks so much for reviewing Good Morning Phobos. One-man megawads are endlessly fascinating to me and somehow I'd never heard of that one. I'm currently on MAP08 and enjoying it immensely.

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6 hours ago, Walter confetti said:

 

Spaceballs? A much better example is Tim Burton's Mars Attack! or Evolution with David Duchovny... Even Indipendence Day is a better homage than Spaceballs for 50s / 60s sci-fi b-movies lol

 

Anyway, charming review for a charming mapset as always even if you don't find all the tributes this mapset have.

 

For starters the wacky "Aliens" Marine that replaces the doomguy is the main Character from the Alien Carnage / Halloween Harry game as well as the rest of the mapset is inspired by that game and 90s DOS platform in general. My map is heavily inspired by Duke Nukem 3D Incubator level, my most favorite level from that game

I haven't watched Mars Attack nor Evolution :( Looks like I got a lot of movie-catching-up. Thanks for the fun facts! I really enjoyed the overall art style of this map-set, and if somebody catches all the references then I'm pretty sure that person is going to have an even better time.

 

6 hours ago, Krenium said:

Thanks so much for reviewing Good Morning Phobos. One-man megawads are endlessly fascinating to me and somehow I'd never heard of that one. I'm currently on MAP08 and enjoying it immensely.

Thanks to you for reading me. Indeed, one-man megawads are a fascinating subject. Glad you're having fun with it!

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DBP14: After the Fall (2019)

By the Doomer Boards Community

 

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Yup, my task to finish the entire DBP archive continues!

 

Hell has won. Demons have overrun us. The lords of fire left us with nothing but an empty carcass, a recollection of long-lost memories. In the mist of battle, only one can stand against the remnants of hell and fight back after the fall. Sounds cool, right? This is the new apocalyptic premise of the 14th Doomer Board Project; a fight for survival amidst the bones of great abandoned cities and corrupted places. As you might expect, you’re in for a special adventure alongside Doomguy.

 

The visual style and theme of this new projects is one that surprisingly feels more traditional compared to the previous entry, but also showcases some really nice examples of what a simple idea can create with enough tools and artists willing to give it a spin. With a green-ish tint as the overall ambience and the style of almost everything here, along a green, apocalyptic cloudy skybox; most of the maps give this sense that everything has been abandoned and that even the fires of hell have been extinguished by the sheer slow pace of time, leaving nothing but the smoke and bones of what once was a thriving world. A sense of desolation and isolation, like living in a radioactive zone or venturing into the Zone, if you know what I mean. All maps become an amalgamation of nature taking over civilization, but only after humankind got its ass handed by the demons, so yeah, things look quite great and spooky at the same time. There’s something eerie about been in a place that once was full of life and now is full of demons, you know?

 

Kicking things off, we have @glenzinho , leader of this particular DBP and quite the prolific mapper around here, creating one simple MAP01 yet really unique map that introduces right away or new favorite (and annoying) enemy: The kamikaze, in all it’s Serious Sam glory. Seriously, this thing is great. After that, things get a little bit more cooled down yet embrace size over anything else, @Zedonk introduces a natural-looking MAP02 with some a nice combination of dirt, water and green textures, making something for the eyes of those that love natural landscapes, like me. @xvertigox makes a comeback by creating the first tight, traditional almost tech-base level in MAP04. Not fully tech-base only for the fact that almost everything is either abandoned, shut down or full of moss, which I dig. A lovely and more traditional styled map. @Jaxxoon R uses its forces to deliver the first big city level in MAP04; a big-looking map with a more open-world style and a theme of bricks and demons, just like we all like it. @DoomCureDave and none other than @Big Ol Billy make a fascinating comeback by delivering MAP05, the, uh, last porno shop, which is nothing short of amazing. Please don’t tell my mon I said that. Now, the project leader returns with probably the biggest and most tall map of them all, @glenzinho shows off his urban skills by creating a massive city landscape in MAP06, making it the big daddy of the entire map-set. MAP07 by also @glenzinho would be our final credits map, but it’s all an illusion of false dreams and lost whishes; a beautiful small island in the middle of nowhere, but way to silent… to quiet. Of course, the quiet offends our Doom gods, and the battle starts in the one big final map of this beautiful project; MAP08 is a grotesque recreation of the previous island but now all in red colors and fleshy textures, all while bringing one incredibly tough challenge that is sure to give some good beatings. After that, MAP09 is MAP07 but actually a final credits map. Of course, we can’t forget the secret/bonus map of this map-set; MAP10 by both @Zedonk and @joe-ilya is one big city level with the highest altitude among all. Some good balancing skills and quite the trigger discipline is going to be needed in what’s probably the hardest map along MAP08. One tough challenge I tell you.

 

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JiBsu65.pngLike pretty much the entire Doomer Boards Projects archive, the quality is all around solid and extremely consistent among every single map. No slow, no ugly or just plain boring maps. Every level brings something different and unique that adds more flavor to the already delicious plate. From small, tight maps with intense combat to some really big exploration adventures among the rubble of a lost civilization. After the Fall is no easy job either; while the maps tend to have their aim towards a grandiose setting, so does the overall difficulty. Heck, MAP01 already kicks things off with quite the good punch thanks to the abuse of kamikazes and some hidden traps. Some maps here can be truly challenging, specially one elevator section in the bonus map where I got killed several times. Nonetheless, if a challenge is what you want, you’ll get it quite good here, if not, just lower a bit the difficulty and things should go sailing smoothly. Mostly.

 

After the Fall also brings a really good and metal set of MIDI tracks, something that, ironically, is not that common among modern WAD releases. Bands like Metallica, Rammstein, Muse and Tool make an appearance with some rocking tunes to blast demons to the heavens. While an original soundtrack is always welcomed, the usage of legendary metal and rock tracks also helps a lot bring the apocalyptic mood of destruction and desolation to the max.

 

pahqjZR.pngOnce again, I can just say good things about this beautiful project. By this point everyone that reads me can easily understand that I just love the variation of theme and the originality of each project; always bring something interesting and fresh to the table that makes me gush all over it. I really don’t have any negative points about this fantastic piece. Simple, big and violent. After the Fall is what happens when you get some really good Doom mappers into a more prophet of the end-of-the-world mood and they just start mapping the future, and I love it.

 

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Thanks for the review @Endless , it's greatly appreciated : )

 

Entertaining and fair is what I was aiming for with my ending to map02 so it's encouraging you used those words : D

Edited by Zedonk

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3 hours ago, TheMagicMushroomMan said:

Nice review, but if I recall correctly, DBP14 didn't have difficulty settings implemented. I could be mistaken though. I'll test this later :)

Well, the /idgames .txt says:

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''Difficulty Settings: Yes (mostly, but focused on skill 4)''

So that's a big improvement for previous DBP's that don't even have skill balance :P

 

2 hours ago, Zedonk said:

Thanks for the review @Endless , it's greatly appreciated : )

 

Entertaining and fair is what I was aiming for with my ending to map02 so it's encouraging you used those words : D

Thanks mate! Glad you've enjoyed my review. I really dig your map, I'm a big fan of ''landscaping'' in Doom WADs ;)

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1 hour ago, Endless said:

Well, the /idgames .txt says:

So that's a big improvement for previous DBP's that don't even have skill balance :P

Hm, strange. The discussion page on TDB seems to insinuate they weren't implemented. I'm probably just missing some details.

 

 

Maybe the kind @Zedonk can shed some light on this?

 

Either way, it's one of my favorite DPBs. I absolutely love the aesthetic and art style. Great review :)

 

 

EDIT: Okay, I think I understand now. I think it's just that certain individual maps don't have any changes in terms of difficulty settings.

 

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3 minutes ago, TheMagicMushroomMan said:

Either way, it's one of my favorite DPBs. Great review :)

 

Glad to hear it : D

 

Skill settings aren't normally considered essential for the DBPs though I guess most mappers will probably try to implement them if there is enough time (which there wasn't for me.)

 

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