View Full Version : Action-Adventure-RPG style prototype.. UPDATED..
Fallen667
11-24-2009, 05:22 PM
Hi,
i decided to start a thread with progress on my environment for a "prototype" im working on.. yes, i started with the environment, not the actual gameplay - im a designer!
Anyway.. here are the latest screens..
Lighting is done in 5min, there is alot of stuff that is there just as a placeholder.. but i do like the small skull pile
And i made pickable crystals!!!! In kismet!! Wihuu, im getting good at this. But crystals are too cliche so, they'll have to go eventualy
Here it is.. hope you like
SMALL UPDATE: there is a video of it uploaded.. its crappy but i dont know how to do better and dont have time to learn how to do the whole Youtube casting stuff.. so.. here it is:
http://kitri.si/slike/PF01.html
http://kitri.si/slike/UDK_Platform2_001.jpg
http://kitri.si/slike/UDK_Platform2_002.jpg
http://kitri.si/slike/UDK_Platform2_003.jpg
http://kitri.si/slike/UDK_Platform2_004.jpg
http://kitri.si/slike/UDK_Platform2_005.jpg
http://kitri.si/slike/UDK_Platform2_006.jpg
http://kitri.si/slike/UDK_Platform2_008.jpg
http://kitri.si/slike/UDK_Platform2_009.jpg
http://kitri.si/slike/UDK_Platform2_010.jpg
charitask8
11-24-2009, 05:26 PM
very impressive! a lot of potencial !
Viion
11-24-2009, 05:29 PM
Holy crap that is amazing, I am hoping to do something similar, though with a completely different design but its just a walk through rpg type thing until I learn more.
Did you create everything? textures/models?
danielmd
11-24-2009, 06:01 PM
It certainly is looking beautiful. Kudos and keep up the good work. This certainly has potential.
It would be nice to see some video or a playable build! Just to see how it all flows.
Damn the lighting on that level sure is Purdy. lol
It already looks like something I would instantly want to play.
BTW you did Kickass job on designing the level assets.
whip jr
11-24-2009, 08:23 PM
Dude nice, i am really wanting to make an RPG like this... you should write a tutorial on making things like this from creating assets - placing things fluently so it looks good...
Nice job... you should put out a playable Demo.
CrystalCore
11-24-2009, 08:26 PM
Really loving this Fallen, great art style/asset quality. noticed some lighting artifacts in there but its looking really good! Could use someone like you at Crystal Core ;)
fallingbrickwork
11-25-2009, 02:42 PM
I'm loving the look of this. Really nice graphical style. Great work indeed!
Regards,
Matt.
LordsWarrior
11-25-2009, 03:25 PM
Very nice.
At the moment is it clickable momvent or aer you still using the WASD keys. (Assuming your Paen is derived from UTPawn?)
-LW
Psycho_Sam
11-25-2009, 03:49 PM
Hi,
i decided to start a thread with progress on my environment for a "prototype" im working on.. yes, i started with the environment, not the actual gameplay - im a designer!
Don't you mean your are an artist? The designers job is exactly that, the gameplay. :p Looks nice by the way. ;)
decerto
11-25-2009, 04:05 PM
Awesome job :D Looks great :3
Fallen667
11-25-2009, 05:30 PM
Small update: there is a video of it uploaded.. its crappy but i dont know how to do better and dont have time to learn how to do the whole Youtube casting stuff.. so.. here it is:
http://kitri.si/slike/PF01.html
atm im still using WASD, im really hoping somebody will release "ready-to-use" solution for RPGs (clicking and stuff..) :D
There is alooooot of problems with shading, lights etc and ALL of it is really just a test of how assets work together etc, its not ment to be a level or something..
anyway.. have a look.. if you wanna wait for movie to load heheee :D
Psycho_Sam: Im actualy a designer (graphic..) so i always say designer, didnt mean game designer in this case :)
Viion
11-25-2009, 07:07 PM
Watched the video, very nice, Cant wait to see what else you pull off.
urgrund
11-26-2009, 02:19 AM
good work, looks very cool :)
Looter222
11-26-2009, 10:52 AM
Looks great! How did you get the effect under the player?
LordAero
11-26-2009, 11:26 AM
Looks awesome... you said it's not meant to be a level, so what is it ? just checking materials and generic models ?
BTW, i would love to see some text on the "pickable"... call it tutorial, example or whatever you want...
Fallen667
11-26-2009, 03:41 PM
here is another world i started experimenting with.. again.. its just for testing purpuses, trying out few ideas and learning UDK as i go along..
hope you like it :)
VIDEO (crappy, choppy, some strange glow on the right side?.. but just to get the feel of it):
http://www.kitri.si/slike/abbys_rec01/abbys_rec01.html
STILLS:
http://www.kitri.si/slike/abbys_rec01/abbys_A_001.jpg
http://www.kitri.si/slike/abbys_rec01/abbys_A_002.jpg
http://www.kitri.si/slike/abbys_rec01/abbys_A_003.jpg
marilol
11-26-2009, 06:30 PM
Wow, this really reminds me of Champions return to arms for PS2, god I love that game, even now!
The camera angle and ring around the player is really nice, how did youdo the rings btw, is it a particle effect or mesh attached to the player?
Also, if this is going to be an rpg, then you might want to take a look at the mid game menu tutorial on the UT3 programming and unrealscript section of the epic games forums. Might give you a good idea on how to do an inventory.
Also, I may be off my rocker, its bit late etc, but aren't the cursor and crosshair in the same place when playing, as the crosshiar follows the cursosr. I see you hid or removed the crosshair, perhaps you could have enemies selected when clicked on by the crosshair?
Visceral89
11-26-2009, 06:36 PM
this is amazing! do you have any moddb page or something so i can track your progress?
Promichael
11-26-2009, 06:56 PM
Very nice!
wish I could that.
Looking very good so far. I like the style.
But where's the shadows?
Fallen667
11-26-2009, 07:21 PM
Effect under the player is decal that projects material with rings, small blue dots that fly out of the rings is just cylindrical emmiter..
http://i50.tinypic.com/egbdph.jpg
then both are attached to the player via kismet like i explained in previous posts..
LordAero: Its ment to serve just as a.. hummm.. test bed for various ideas, assets etc. what i ment was, its not a level in that its just some random stuff thrown together.. no goals in it, no where to go except those few paths etc..
"pickable" is actualy easy in kismet, maybe ill put together some text explaining how to do it..
marilol: i suck at programming, so ill put inventory and click-style-moving and stuff aside for now.. when ill have some more time (i have a job and a 4month old son :D ) ill put together a document about what i wanna do and ill maybe start a team and work with some programmers and designers etc..
Visceral89: no moddb.. youll have to follow my progress here :)
Thanks guys..
Mordt
11-26-2009, 09:05 PM
Stunning mate, reminds me of Diablo/Torchlight style game.
Viion
11-26-2009, 09:27 PM
Might be the third-person view but it seems your scaling is a bit off, in that a latern is almost the same size as the person lol, maybe im just tired x.x
Looks friggen amazing through I have to say, extremely motivational for myself.
Tuxic
11-27-2009, 06:33 AM
very nice graphics, love the textures you used. Wish you luck for the rest, but keep it going, it's great!
Fallen667
11-27-2009, 11:52 AM
Viion: True! I deliberately made everything little bit bigger because i want camera to be quite high above the player, but wasnt till the second "world" (the underground cave from the post above) that i realised that its a liitle bit to big, i noticed it on the wooden planks, where nails are huge.. then i started noticing it everywhere elese..
but i dont think it looks that wrong..
Any other oppinions on the scale issue?? :)
Viion
11-27-2009, 03:04 PM
Yeh it's like one of them styles where it looks completely fine, but the scaling is off. In a way though that happens today in games, one big game that uses the off-scaling as an art is World of Warcraft, look at any piece of that and the scaling is hugely off but its not off incorrectly, it's just not realistically scaled.
I mean what you could do is adjust the scale of the character to look about right to a latern, then post an image of how it wouldnt look very well lol artistically.
Fallen667
11-29-2009, 12:22 PM
I was experimenting with Spawn Projectile..
Here is a sort of a trap system i came up with.. Projectiles would have to do more damage, then you would have to find the key to turn this off to pass by.. something like that..
Its just old elements reused and thrown together in a pathway, some lanters placed and lightmass turned on and tuned.. LIGHTMASS RULES, wish there was lightmass in maya :))
VIDEO:
http://www.kitri.si/slike/AbbysUper_turret/AbbysUper_turret.html
SCREENSHOTS:
http://www.kitri.si/slike/AbbysUper_turret/abbys_B_001.jpg
http://www.kitri.si/slike/AbbysUper_turret/abbys_B_002.jpg
http://www.kitri.si/slike/AbbysUper_turret/abbys_B_003.jpg
markieo
11-29-2009, 01:00 PM
Nice Really Nice.;)
Excellent but why no shadows?
Mclogenog
11-29-2009, 03:26 PM
What method did you use for the turret? And is it compatible with player respawning? I've been playing around with several different turret setups and would love to see a different approach.
Cheers.
Fallen667
11-29-2009, 03:28 PM
Vald: i have to recheck all my meshes.. modelsdont have second UVs for lightmap, only first one.. if i make second UVs everything looks crappy, didnt have time to look into it.. for no, for testing and playing it didnt bother me, i think it looks ok without.. im using bsps for the floor and some other parts, so there are uvs there..
When ill get around to it ill fix my meshes, promise! :))
Fallen667
11-29-2009, 03:40 PM
Mclogenog: Kismet.. "player spawned" attaches dynamic trigger volume to the player, then trigger volume triggers the "get location and rotation" which gets location of the player, feeds it to the "spawn projectile", loops back to the "get location and rotation" with delay..
its compatible with respawn, since "player spawned" is used to attach dynamic trigger.
Mclogenog
11-29-2009, 03:59 PM
Ah, that would be the same approach I've been using. The problem with that, is that if the player dies 1024 units in the x direction away from the spawn point, then when the player spawns, the dynamic trigger volume will remain attached, but not attached at the players location. I got around this by resetting the location of the dynamic trigger volume to the location of the active spawn point at the same time that the player spawns.
Also, it might be worth adding some inaccuracy to the turrets by manipulating the vector values a little bit.
Anyhow, the project's looking great.
Cheers.
KazeoHin
11-29-2009, 04:58 PM
looks better than Diablo 3 already.
Xendance
11-29-2009, 05:45 PM
Vald: i have to recheck all my meshes.. modelsdont have second UVs for lightmap, only first one.. if i make second UVs everything looks crappy, didnt have time to look into it.. for no, for testing and playing it didnt bother me, i think it looks ok without.. im using bsps for the floor and some other parts, so there are uvs there..
When ill get around to it ill fix my meshes, promise! :))
Just make sure that you don't modify the first layer :P
Viion
11-29-2009, 06:27 PM
hah ya Just keep doing more great stuff ey :P Really loving it, very jealous, I should sit down and work on the ideas I have
thomasmahler
11-30-2009, 03:18 AM
Oh, this is sweet stuff. I'm keeping an eye on your little project here :)
looks better than Diablo 3 already.
Ehhh... no ;)
looks better than Diablo 3 already.
+1 !
Really nice work!
KazeoHin
11-30-2009, 07:18 AM
Ehhh... no ;)
you have seen diablo 3, right? you know that I wasn't joking. This already looks better (in my opinion)
Deranged
11-30-2009, 08:03 AM
Yea to think how many people are working on diablo 3 and it's still always going to be delayed. A lot of these next gen games have teams of hundreds, are pretty much completed, and still wont be released until 2011-12. Just imagine how far away we are. (Which is why we should stop starting MMO threads)
Sick 'prototype' btw, inspiring for one mans work.
Fallen667
11-30-2009, 08:48 AM
Thanks guys for all the compliments..
Hehhhh.. "looks better than diablo 3"??? dont think so myself :) but it was just a test for myself as well as learning UDK.. im so friggin sick of waiting for diablo that i had to start doing something along the way of it (visualy at least for now..), just to see how long would it take me to do one fraction of what might one day be a full game.. assets aren't that hard to create, would take two or three iterations to get to the hi-guality, next thing.. ill start learning unrealscript :)) but im putting it off for some reason.. then, off to the character creation!
Anyway.. i found out that i would be quite able to do game in a reasonable amount of time (by myself! without a team of 100s of ppl behind me), now that we have UDK, which rules btw, so, thank you Epic, really EPIC of you!!
Bull****.. im a non-doer, ill probably quit and start doing something else in about a week or two.. so many fun stuff in a world to try out.. :D
BTW, all the people on this forum working together on ONE game, instead of everybody for himself, would produce a AAA game in 6 months IMO :)
Headshotk1
11-30-2009, 09:07 AM
Wow dude, Nice, I wish I could do this..
Masakari
11-30-2009, 09:44 AM
BTW, all the people on this forum working together on ONE game, instead of everybody for himself, would produce a AAA game in 6 months IMO :)
That is like Utopia :D I've been talking with several people here, and we all have different game ideas, different stories, different methodologies, wildly variable skillsets, and we don't know each other, so there's a natural "distrust" there when you start talking about doing a serious commercial game - in other words, when money is involved.
The only way i see something like that happen is either community map packs (like the excellent ones from the UT3 community, and even then it's mostly a small elite of proven map makers), or if we all wanted to do a freeware game, but even then it would be hard to do.
For example, I had this idea of doing a yearly freeware fighting game with the top 10 characters from the Dominance War competitions (it would basically be a bonus thing for everyone to play), or the top 10 UT3 custom characters, but even with all the models done, it's still a lot of time and work to do animations, coding, and the stages, which the people that do it can be using to further their indie companies / freelancing / regular work.
Oh, btw, excellent work.
Fallen667
11-30-2009, 10:09 AM
Masakari: Sure, i know it cant be done, everybody has different game idea etc.. i was just saying, not suggesting everybody should start working on ONE mans project.. i know i wouldnt :))
I tried starting a team myself, but failed before :))
Fallen667
11-30-2009, 10:11 AM
Oh and BTW.. screw Diablo 3!!! I just discovered TORCHLIGHT (http://www.torchlightgame.com).. videos of the gameplay look incredible!! Will buy it as soon as i come home!
Brexer
11-30-2009, 10:30 AM
Oh and BTW.. screw Diablo 3!!! I just discovered TORCHLIGHT (http://www.torchlightgame.com).. videos of the gameplay look incredible!! Will buy it as soon as i come home!
Played it, no MP, thats where Diablo 3 will prevail.
Fallen667
11-30-2009, 11:42 AM
I mean, when diablo will arive.. eventualy.. ill look forward to getting a copy and playing it ASAP, for sure, im just little bit pissed at blizzard for taking so long (yes, yes, i know, they want to make the best game ever..), but in the mean time, torchlight looks soooo promissing!!
thomasmahler
11-30-2009, 12:40 PM
Yea to think how many people are working on diablo 3 and it's still always going to be delayed. A lot of these next gen games have teams of hundreds, are pretty much completed, and still wont be released until 2011-12.
The thing is: Knocking out a visual demo like that shouldn't take a long time for any team. Not to slag off Fallen's efforts, cause it looks cool, but just creating a small visual demo using an existing engine isn't that hard. The hard part isn't to come up with just a visual guide to what a game could look like in the end, the hard part of game development is to actually make a game, make it game work, balance it and put in all the content that is needed.
Diablo 3 is a huge game, it's incredibly complex and - personally - I don't think that a single individual or even a small team could compete at all with what's going to be Diablo 3. Once you guys see newer builds of D3, you'll see what I mean.
It's still darn hard for anyone to come up with a game that actually works well, cause good games are so freaking hard to create. The good thing about UDK is that small developers and indies get access to tools the whole industry uses - the question is how many people will actually come up with a game that can compete - in terms of gameplay - with any of the commercial stuff that's out there. That's why I'm saying that it's relatively easy to come up with a simple tech demo, but much, much, much harder with a game that has an actual market value and could put food on the table.
Anyway, keep pushing this stuff, Fallen, it's definitely freaking awesome! :)
Fallen667
11-30-2009, 04:52 PM
thomasmahler: deep down we all know its gonna be totaly awesome and that blizards "it's done when it's done" policy is meaningfull, in that, they put stuff in the game, try it out, throw it out, put new stuff in, try it out, keep it and then 6month later throw it out.. until they get the game that keep us awake late into the night!
And your right.. even with UDK theres still not gonna be that much more GREAT games out there.. people that have great ideas for games and great feeling for gameplay can do GREAT game in java or flash or C++.. UDK is just a [great] tool to help us do what we want, its not gonna do it for us.. so, probably not gonna be that much of a difference as far as GREAT games go..
like i said.. im hooked to UDK atm, but ill probably not gonna finish what i started :)
..its late, my 3m old son keeps me awake, im tired, so i dont have energy to read what i just wrote.. hope i said what i wanted to say :)
TheCastle
12-01-2009, 02:45 PM
Awesome screen shots!
Man this is fun just attempting to guess what kinds of cool stuff will come out of the UDK.
Digital Nightfall
12-01-2009, 04:18 PM
Impressive. I'll be keeping my eye on this one. :)
GCzar
12-03-2009, 03:19 AM
This looks so damn good, keep it up.
nvisiongameco
12-03-2009, 08:48 AM
Wow, nice dude. All that in such a small amount of time!!!! Everything looks great man, keep up the work!
Ghande
12-07-2009, 06:22 PM
Amazing piece of work. I would very be interested to play this.
HRuivo
12-08-2009, 08:59 AM
Really good work. I will surely follow up this project.
gokzor
12-08-2009, 09:15 AM
Yes best thing iv seen so far! keep at it please.
Jody
Jagnot
12-08-2009, 07:58 PM
Haha, you never hear of "Level Artists", but you DO hear of "Level Designers".. ;)
Fallen667
12-09-2009, 09:18 AM
Here's a new update:
some desert environment test.. this is a first rough "sketch".. rocks need more work, lighting is done in 10 minutes..
..and the aiming and shooting is ridiculous!! :D I realy need to start learning UnrealScript.. then i could do a camera that would follow the player more "smartly", mouse deproject - click and go and click and shoot kind of behavior..
..for now i would be happy to just switch the E key (use trigger) for left mouse button, so, if anybody has any idea on how to do that, i would like to know :D
VIDEO:
http://tinypic.com/r/160zwd1/6
SCREENSHOTS:
http://i47.tinypic.com/10fvtk5.jpg
http://i48.tinypic.com/e0frcx.jpg
gokzor
12-09-2009, 09:40 AM
Looking very very good so far!
fallingbrickwork
12-09-2009, 09:40 AM
This desert environment looks really great. I'm on the iPod at the moment so can't view the video until later and I can't wait.
It's really taking shape, very well done and keep it up... Good Luck.
Regards,
Matt.
rahatropa
12-09-2009, 09:44 AM
Awesome desert! You'll have to learn Unrealscript to have your pawn move to a location and at that point with the amount of scripting required you might as well make it left mouse instead of E. Roychr has a great thread that has a script that sets up a point and click gametype, thread title is Isometric camera and point-and-click or something like that. Anyway keep working on your assets and soon enough we'll have a ready-to-go point-and-click script you can use.
gnyoda
12-09-2009, 08:50 PM
Really like where this is going, cannot wait to see progress.
GRoss
12-10-2009, 03:45 AM
That is awesome - real inspiration
Fallen667
12-10-2009, 03:56 AM
thanks for your comments, crits and sugestions are also accepted! :D
rahatropa: thats what i'm hoping for, for somebody to release easy to implement set of scripts that would do just that - nice follow camera, point and click style movement, inventory etc.. i would actualy pay for a set of scripts which would give me a starting point to build stuff on top of.. but i guess ill have to wait a bit longer for something like that to come up.. in the mean time ill work on my "game" (cant call i a game yet..) and learn some basic scripting myself..
mkandersson
12-10-2009, 07:00 AM
Make a serious game out of this :) It looks promesing
Rhinokio
12-10-2009, 07:19 AM
nice project looking great so far, i'm working on a somewhat similar project but a much more stylized art direction. and no disrespect to you at all this is looking great especialy for the time you've put in it. but anyone saying it looks better than d3 has some eyeball issues that need to be checked :) perhaps if you had the funding and the manpower they have :)
oh those rock mesh seem really blury , the texture seems like melty plastic or something,
Fallen667
12-10-2009, 07:44 AM
Rhinokio: seen your game! looks really nice, specialy like where you've come to with the point and click (i need to stop saying that..)! i need something like that.. and the way your camera moves when stuff is in the way.. i need that too!!! :)
I have a long way to go, learning unrealscript etc.. nah, i need to start a team.. thats more reasonable way to go then doing everything on my own.. :D
As for D3, i said the same thing, D3 looks INCREDIBLE..
mkandersson: one day.. maybe..
jonfriesen
12-10-2009, 03:02 PM
Oh, this is sweet stuff. I'm keeping an eye on your little project here :)
Ehhh... no ;)
Ditto....btw how'd you do your 3rd person camera style?
Fallen667
12-11-2009, 12:42 AM
jonfriesen: see this post: http://forums.epicgames.com/showthread.php?t=709305
Eildalior
12-16-2009, 11:18 AM
Yeah nice I like so much.
Sorry but I do not know the Unreal SDK and several props that you can use.
Did you create all set. prop static ??? (sorry if the question was already asked, i will read all messages next time ;( ;( )
I like the atmosphere !
daxfrost
01-01-2010, 02:09 PM
Amazing stuff, inspiring... I feel I am on the opposite end trying to create static meshes while I'm more of a coder... :)
What are you using to create your meshes?
Eildalior
01-01-2010, 02:34 PM
And i made pickable crystals!!!! In kismet!!
That's your answer. First message.
Also I think all other prop are from the Unreal data base.
Fallen667
01-01-2010, 07:07 PM
daxfrost: Im using Maya.. and i know how you feel, to be a coder and trying to model stuff, it'll take me months to get anywhere with the whole UnrealScript thingy but i can model props in no time (and then some more time for tweaking) ;)
Eildalior: Actualy, most of the props are custom.. Desert environment is 100 % custom, cave is using rocks and lanterns, first one is using some grass around the trees and textures on the terrain (which is 100% standin..).. thats from the Unreal data base.. everything else is done by me ;)
marilol
01-01-2010, 11:12 PM
You can swap the controls in the input ini. So in your UTInput.ini:
Swap:
Bindings=(Name="E",Command="GBA_Use")
Bindings=(Name="LeftMouseButton",Command="GBA_Fire")
for
Bindings=(Name="E",Command="GBA_Fire")
Bearing in mind that means the E functionality is gone (vehicles etc). You could use another key for that though, or you might be able to do something like:
Bindings=(Name="E",Command="GBA_Fire | OnRelease GBA_Use")
That way it shoots when you press it, and releasing the button gets in vehicles, so it should appear unchanged in game, although shooting near vehicles and especially in them would screw it up.
You can use CTRL + ALT + SHIFT stuff to sort that out, so SHIFT + E is get in vehicle. Like:
Bindings=(Name="E",Command="GBA_Use",Control=False,Shift=True,Alt=False)
daxfrost
01-02-2010, 01:38 AM
daxfrost: Im using Maya.. and i know how you feel, to be a coder and trying to model stuff, it'll take me months to get anywhere with the whole UnrealScript thingy but i can model props in no time (and then some more time for tweaking) ;)
I thought so because I knew most of those meshes were no where in the db :D I reckon it will be a more difficult task for me to become artistic (if at all!) but then again coding is second nature, and i cant understand what it feels like to not grasp it anymore :)
looprix
01-09-2010, 07:29 PM
I think you should break up the assets a little more. The stone walls have cracks, so why not bust up the walls more to create a better silhouette?
Extasis
01-10-2010, 01:16 AM
really good job man.
axelzellalex
01-19-2010, 06:07 PM
looks fantastic!
how did you hide the cursor? n00b question i know, but nothing i do seems to work
Frito Bandito
01-19-2010, 06:58 PM
looking great... i like the style. One thing i noticed, idk if its the video or not but it seems that the exposure in your scene seems to be very high. When you first ran under that high balcony, you could see the shadows sketch out. No a huge prob cus it was only there for a second but i thought i would point it out.
Maaaan, if those skulls can be knocked over and kicked along the ground I think you've got an instant gem on your hands.
warlord57
01-23-2010, 07:05 PM
How are you doing the circle surrounding the player where it adjusts to the terrain? I am looking to something similar, just can't seem to get it.
Fallen667
01-24-2010, 06:01 AM
warlord57: on page 3 there is a small screenshot.. its decalactormovable attached via kismet..
nate0109
01-24-2010, 06:00 PM
Hay fallen667, I have been playing around with UDK for awhile now and am looking for taking on a project. I don't know much about scripting but I am a pretty decent level designer, and a professional story/quest writer and can put in 10-15 hours a week. I am also good at making game design documents. I am relatively unknown in this forum but for most of my past work has been in RC(realm crafter). Thanks for reading and I hope your project succeeds with or without me.
raithon
01-25-2010, 10:19 AM
very nice meshes man :) and a good level conzept
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