The Map
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The Map
*Not drawn to scale
Featuring three (large, aiming for 1k x 1k or so) Z levels stacked on top of eachother.
Z1 will be space. It will include various debris/asteroids, as well as half of a large destroyed space ship. There will be a bluespace cannon the crew can utilize onboard. It will be reached via shuttle from the surface. Thinking about going off the Z level throwing you onto the jungle (falling out of orbit) but I'm not sure on that yet.
Z2 will be jungle. There will be two large holes, one where the Necropolis is poking out of lavaland, and one where the front half of the large shuttle in space tumbled into the surface and punched through it. Corruption spreads from the hole where the Necropolis is. The station will be on the coast, with the AI sat on an island out in the ocean.
Z3 is a lavaland cavern. On a rock island below the station, surrounded by lava is a series of half finished tunnels and abandoned buildings. Essentially maintenance. This will be accessed by elevators (basically shuttles) and ladders from the surface level (or by setting off a bomb and falling through the floor). The Necropolis is obviously off in the corner as well.
List of things that still need to be mapped. If you'd like to map them/have ideas on how you'd like to do it please bug me and we can figure out if it fits my """""vision"""" before you waste a ton of time on it:
The jungle
Lavaland
The station
The maint area under the station
The crash site
The destroyed ship
The Necropolis
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Re: The Map
neat
also is this the new meme board now that ntr hut is dead
also is this the new meme board now that ntr hut is dead
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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Re: The Map
cool ty
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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Re: The Map
1k x 1k? Hot damn that's a lot of working space.
Do you have any exact idea on what the crashed ship was before-hand? The on-board bluespace cannon makes me think you're gunning for something along the lines of the battle cruiser away mission, but with less syndicate and probably missing a good chunk of it. If that's the general idea, I wouldn't mind claiming that as something to piece together, making those types of structures is more interesting than fully-intact ones.
Do you have any exact idea on what the crashed ship was before-hand? The on-board bluespace cannon makes me think you're gunning for something along the lines of the battle cruiser away mission, but with less syndicate and probably missing a good chunk of it. If that's the general idea, I wouldn't mind claiming that as something to piece together, making those types of structures is more interesting than fully-intact ones.
Spoiler:
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Re: The Map
should make an intermediate sky level between space and ground
put a randomly generated floating island or two in there, put a castle on those as well
yes
put a randomly generated floating island or two in there, put a castle on those as well
yes
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
- ShadowDimentio
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Re: The Map
I imagine the half of the ship still in orbit is the medbay/command/sec area, where cargo/engineering/research was the half that got blown the fuck up and crashed into orbit. If the engine was completely gone it'd explain why building a new shuttle on the surface or whatever would be easier than fixing the one in orbit. Plus, those three areas would be the ones that would make the most sense to warrant sending a salvage op team to recover goodies from at the bottom of a crater in the necropolis.
Oh and cargo should totally be a salvage op team on this map. Instead of pushing crates they run around looting ruins on the surface, and venturing into the crashed ship for research documents and bubblegum.
Oh and cargo should totally be a salvage op team on this map. Instead of pushing crates they run around looting ruins on the surface, and venturing into the crashed ship for research documents and bubblegum.
Spoiler:
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Re: The Map
It would be good if Hostile boarders were still in the blown to fuck ship.
Think carp or stuff that went around to pick on the survivors.
Think carp or stuff that went around to pick on the survivors.
Spoiler:
- ShadowDimentio
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Re: The Map
There should also be a ghost role of a dude that crashed along with the half of the shuttle and survived the landing, annd has been hiding in the wreck trying to not get eaten by monsters.
Spoiler:
- Durkel
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Re: The Map
Couple questions regarding the mapping.
1. Do you have a general mind in what the station main base should be like. Previous thread I mentioned I would be interested in putting the base over a chasm/river to make it more deadly. I made some shit map last thread if you haven't seen it.
2. How do you feel if the departments weren't all connected and some were separated with exposed jungle area connected via a walkway.
3.You had a idea for a defense pillars. Are these 40k magic voodoo shit that just works or are they actual structures that generate a fence around them? (think ghostgate from morrowind.)
4.How Big do you think the station should be, how (poorly) stocked should it be?
5. AI sat island connected via bridge or boat?
6. More gameplay oriented, but any chance swimming could become a thing if we're going to have water in the overworld? Something that's need to be considered when mapping.
1. Do you have a general mind in what the station main base should be like. Previous thread I mentioned I would be interested in putting the base over a chasm/river to make it more deadly. I made some shit map last thread if you haven't seen it.
2. How do you feel if the departments weren't all connected and some were separated with exposed jungle area connected via a walkway.
3.You had a idea for a defense pillars. Are these 40k magic voodoo shit that just works or are they actual structures that generate a fence around them? (think ghostgate from morrowind.)
4.How Big do you think the station should be, how (poorly) stocked should it be?
5. AI sat island connected via bridge or boat?
6. More gameplay oriented, but any chance swimming could become a thing if we're going to have water in the overworld? Something that's need to be considered when mapping.
- Luke Cox
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Re: The Map
I think we're getting a little too ambitious here. The station should still be the center of the action. Half the problem with gateway was that everyone fucked off from the station in large numbers. It's a meme, but Keep It Simple, Stupid. It's easier to develop for, and it's easier for players to grasp. Depth and complexity are not necessarily the same thing.
- kevinz000
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Re: The Map
Flightsuits woot.
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Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
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NSFW:
- kevinz000
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Re: The Map
Really though can we get Bay's multiz system it would be better than shuttles.
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Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
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Re: The Map
Remie is doing the Multi Z where you can see up/downkevinz000 wrote:Really though can we get Bay's multiz system it would be better than shuttles.
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Re: The Map
Will there be an Aux Base? Build that thing up and drop it at a random spot/designated spot and expand?
- ChangelingRain
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Re: The Map
Does it have to be jungle, really? Why not ash-covered mushroom stuff, we have the sprites for it already and they're even ausops sprites.
Plays Joan Lung and various AIs and cyborgs with mythology and magical creature-themed names. Joan on IRC.
earth-clawing illuminati trans girl
earth-clawing illuminati trans girl
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Re: The Map
I think the jungle and rain is more visually interesting and diverse than another bleak grey expanse.
If you want to add randomized surfaces later on then that is fine but for now this is going to be jungle.
If you want to add randomized surfaces later on then that is fine but for now this is going to be jungle.
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- ShadowDimentio
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Re: The Map
Multiple biomes can exist underground. Some ashy and mushroomy, some hard basalt rock and lava, some expanses of the necropolis.
Spoiler:
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Re: The Map
1. I'll have to go look at thatDurkel wrote:Couple questions regarding the mapping.
1. Do you have a general mind in what the station main base should be like. Previous thread I mentioned I would be interested in putting the base over a chasm/river to make it more deadly. I made some shit map last thread if you haven't seen it.
2. How do you feel if the departments weren't all connected and some were separated with exposed jungle area connected via a walkway.
3.You had a idea for a defense pillars. Are these 40k magic voodoo shit that just works or are they actual structures that generate a fence around them? (think ghostgate from morrowind.)
4.How Big do you think the station should be, how (poorly) stocked should it be?
5. AI sat island connected via bridge or boat?
6. More gameplay oriented, but any chance swimming could become a thing if we're going to have water in the overworld? Something that's need to be considered when mapping.
2. That'd be pretty cool
3. It's up in the air. Voodoo shit sounds easier
4. Probably around boxstation for both, maybe a bit less bloated (and obviously divided over two z levels)
5. Both
6. It will probably have to be at some point yes. Could just be acidic impassable terrain and act like lava though.
- Cheridan
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Re: The Map
If there's gonna be water I want my buoys added finally
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Re: The Map
SPACE FISHING BUT NOT IN SPACE BUT IN PONDSCheridan wrote:If there's gonna be water I want my buoys added finally
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
Spoiler:
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Re: The Map
I don't think 1k by 1k is going to be suported by byond, also keep in mind there's a hard 65k cap of map models.
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Re: The Map
That, and there is still going to be a need for a fourth Z-level, for purposes of Nukeops/wizards/where-gateway-leads/abductors/adminmemes, though that one could be standard size.
Also, where would the Gateway be located? On the surface, on underneath it?
Also, where would the Gateway be located? On the surface, on underneath it?
I play:
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Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
SMAI-Reactivation (SybilAI)
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Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
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Re: The Map
I raised this issue, but as goof brought up, we load the map using the maploader now.Scott wrote:I don't think 1k by 1k is going to be suported by byond, also keep in mind there's a hard 65k cap of map models.
Which means the only map byond touches would be 3 1000x1000 zs, and they'd all be /base/turf and some kind of base area, meaning there'd be like, 2 models.
The limitation is in byond's internal maploader, not in the one Yota wrote.
私は完璧
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Re: The Map
That's a great point...holyshit, we can do the hash map format.
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Re: The Map
Hash map format? What's thatScott wrote:That's a great point...holyshit, we can do the hash map format.
Planet Station Best Station
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Vote Planetstation and Kor Phaeron 2017
- Steelpoint
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Re: The Map
Jungle is more unique looking than another red/grey environment, and the one screenshot of the WIP jungle textures has me excited for its use.
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Re: The Map
I was thinking.
What if we added a form of 'random generation' to the jungle map z-level?
What I'm suggesting is that outside of the immediate area around the crashed ship, you add 100x100 or 200x200 pre-crafted tiles that are placed in order next to each other.
The general theme of this development is that you've crashed onto a strange, unknown environment. If we don't look at some form of random generation then it won't take long for people to recall the map and figure out the good 'meta' movements.
Having people develop a 200x200 large tile won't fully eliminate the meta aspect, but it will make the terrain more complicated to go into, and it makes mapping for such a massive map more manageable with a team, since instead of everyone competing you can have everyone developing mapping tiles that all go in the same map, hell you can make more map tiles than the final map would support.
Just my thoughts.
What if we added a form of 'random generation' to the jungle map z-level?
What I'm suggesting is that outside of the immediate area around the crashed ship, you add 100x100 or 200x200 pre-crafted tiles that are placed in order next to each other.
The general theme of this development is that you've crashed onto a strange, unknown environment. If we don't look at some form of random generation then it won't take long for people to recall the map and figure out the good 'meta' movements.
Having people develop a 200x200 large tile won't fully eliminate the meta aspect, but it will make the terrain more complicated to go into, and it makes mapping for such a massive map more manageable with a team, since instead of everyone competing you can have everyone developing mapping tiles that all go in the same map, hell you can make more map tiles than the final map would support.
Just my thoughts.
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Re: The Map
would there be a way to make the zlevels loop or something? So going right up to the top would send you to the bottom of the zlevel?
as though the spherical planet had been magicked onto a square
as though the spherical planet had been magicked onto a square
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Re: The Map
well it'd just be a really small planet.factoryman942 wrote:would there be a way to make the zlevels loop or something? So going right up to the top would send you to the bottom of the zlevel?
as though the spherical planet had been magicked onto a square
- ShadowDimentio
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Re: The Map
Yeah randomized environments are mandatory but that's something to worry about way further down the line.
Spoiler:
- Steelpoint
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Re: The Map
We do need some randomisation and I think my suggestion would be a good idea for several reasons.
The station is in the bottom left of the map, a nearby river is adjacent to the station and is one of the four main overworld features that is guaranteed to spawn 100% of the time. In the north east of the map is the hole leading to the underground and the origin point of the spreading corruption. To the east of the station is one half of the crashed space station.
Every tile with a '?' should draw from a pool of 200x200 tile pre-made maps.
Furthermore, if you want to go the extra mile, you can divide the pre-made maps into three unique tiles.
- It makes map making/editing easier for mappers, as instead of everyone competintg over a 1000x1000 map you instead have individual people working on smaller 200x200 map chunks that can all be added to the game.
- It lets us have a somewhat consistent and balance wise manageable overworld that is not as heavily RNG dependant as Lavaland is.
- It makes explorations of the overworld not a easy affair even for veteran players, due to the large array of map chunks.
The station is in the bottom left of the map, a nearby river is adjacent to the station and is one of the four main overworld features that is guaranteed to spawn 100% of the time. In the north east of the map is the hole leading to the underground and the origin point of the spreading corruption. To the east of the station is one half of the crashed space station.
Every tile with a '?' should draw from a pool of 200x200 tile pre-made maps.
Furthermore, if you want to go the extra mile, you can divide the pre-made maps into three unique tiles.
- Tier 0 - Three chunks directly connected to the station. These Tier chunks will be safe from wildlife and show signs of heavy exploration and pre-built structures. Aside from basic construction materials there's little of the way around here that is of interest to explorers.
- Tier 1 - Most planet chunks are Tier 1, these contain a range of wildlife threats and a moderate amount of interesting and unique equipment, but nothing stand out.
- Tier 2 - Rare chunks, usually only one of these spawn. These contain unique and useful items, ranging from powerful items to equipment that can save the station, or allow for evacuation, however these chunks tend to spawn closer to the spreading corruption, so speed if of the essence to discover these Tiers, and then excavate the needed materials.
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Re: The Map
Eh, maybe it's just me but a space z-level doesn't really seem necessary. Wouldn't it be more intense if three crew were actually stranded on the planet instead of able to take off into space any time they want?
Also, just out of curiosity is there actually a limit to how big a z-level can be? I'm not sure how big exactly the CM planet map is but it feels like it might be a bit larger than tg's station z-level.
Also, just out of curiosity is there actually a limit to how big a z-level can be? I'm not sure how big exactly the CM planet map is but it feels like it might be a bit larger than tg's station z-level.
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Re: The Map
We have space ships now, doesn't mean we are capable of interstellar travel.Jacough wrote:Eh, maybe it's just me but a space z-level doesn't really seem necessary. Wouldn't it be more intense if three crew were actually stranded on the planet instead of able to take off into space any time they want?
Also, just out of curiosity is there actually a limit to how big a z-level can be? I'm not sure how big exactly the CM planet map is but it feels like it might be a bit larger than tg's station z-level.
And people are attached enough to space and it is enougj a part of our history that it seems wrong to exclude ir entirely
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Re: The Map
Would be coolSteelpoint wrote:spelunky maps
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Re: The Map
can they be 256*256 rather than 200*200
256 is a nice number
or maybe 128
256 is a nice number
or maybe 128
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Re: The Map
I'm not very inclined to work on a proper ground map until we get confirmation if we're going for a giant 1000x1000 map or if we're going to use some kind of other system instead. I've aired my concerns and suggestions on the matter.
However I'm also interested in discussing the composition of the map, here is what I'm thinking off what the main wall and floor tiles should be.
However I'm also interested in discussing the composition of the map, here is what I'm thinking off what the main wall and floor tiles should be.
- Dirt Tile - Standard grass tile, no slow down or impediment.
- Mud Tile - Uncommon grass tile, slight slow down when walking on it, should only appear near water tiles or in pre-made 'swamp' areas.
- Quicksand Tile - Rare tile. Someone who steps into it will be immobilised and will sink slightly into the tile. User must either slowly resist out of the tile, or they need someone else to 'pull' them free of the tile.
- Forrest Wall - Wall of bushes and plants, blocks movement but is easily brushed aside by your hands.
- Thick Forrest Wall - Very thick wall that needs to be hacked away with a sharp weapon, blocks line of sight.
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Re: The Map
Run Forrest Run.Steelpoint wrote:I'm not very inclined to work on a proper ground map until we get confirmation if we're going for a giant 1000x1000 map or if we're going to use some kind of other system instead. I've aired my concerns and suggestions on the matter.
However I'm also interested in discussing the composition of the map, here is what I'm thinking off what the main wall and floor tiles should be.
- Dirt Tile - Standard grass tile, no slow down or impediment.
- Mud Tile - Uncommon grass tile, slight slow down when walking on it, should only appear near water tiles or in pre-made 'swamp' areas.
- Quicksand Tile - Rare tile. Someone who steps into it will be immobilised and will sink slightly into the tile. User must either slowly resist out of the tile, or they need someone else to 'pull' them free of the tile.
- Forrest Wall - Wall of bushes and plants, blocks movement but is easily brushed aside by your hands.
- Thick Forrest Wall - Very thick wall that needs to be hacked away with a sharp weapon, blocks line of sight.
It's Forest.
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Re: The Map
I guess worst case scenario we can do a series of 255x255 z levels put together but that would be very disappointing.
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Re: The Map
What's the status on everything between 256 and 700?
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Re: The Map
I forgot to actually stop the 8 empty levels of space from loading as well, and they would have all been stretched to 750x750 automatically, so I should probably try again properly.
If that fails, can always do 3 levels of 255 x 750 because distance away from the necropolis probably matters much more than width
If that fails, can always do 3 levels of 255 x 750 because distance away from the necropolis probably matters much more than width
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Re: The Map
Surprise, when I dont try to load an extra 8 Z levels of nothing it works.
750 x 750 (with 3 zlevels, not counting centcomm) looks like it might be our map size.
750 x 750 (with 3 zlevels, not counting centcomm) looks like it might be our map size.
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Re: The Map
Were you loading TGM or DMM format; if TGM try a larger size in DMM. You'll also need to try both with a very large type dictionary.
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Re: The Map
It was 750 x 750 of empty space with pubby station copypasted into it, in DMM (which caused lavaland/centcomm etc to be 750 x 750 as well).
Tons of runtimes because of all the non turfs and the shuttle getting fucked up somehow but it didn't crash so it seems feasible if the loading is actually done properly.
Tons of runtimes because of all the non turfs and the shuttle getting fucked up somehow but it didn't crash so it seems feasible if the loading is actually done properly.
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Re: The Map
I was thinking, what do we want the new ground station to look like?
I was thinking more along the lines of it looking similar to Boxstation honestly.
I was thinking more along the lines of it looking similar to Boxstation honestly.
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- Location: The Armoury
Re: The Map
I've mocked up a 'proof of concept' to show off how the new jungle tiles look in game.
My ideal is that the further away from the station you go, the more thicker and harder to navigate the map becomes.
We also really need to have better Dream Maker icons for the grass and trees, its impossible to track what your doing when the entire screen is covered in grey icons. Also the trees should block movement.
My ideal is that the further away from the station you go, the more thicker and harder to navigate the map becomes.
We also really need to have better Dream Maker icons for the grass and trees, its impossible to track what your doing when the entire screen is covered in grey icons. Also the trees should block movement.
- Remie Richards
- Joined: Thu Apr 17, 2014 7:11 pm
- Byond Username: CrimsonVision
- Location: England, UK, Earth, Sol, Milky Way, Local Group, Virgo Supercluster, Known Universe
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Re: The Map
the trees are floortiles, because kor sucks.
they should be objects damnit.
Edit: Actually no, they are objects, I *SWEAR* he was trying to do them as turfs...
they should be objects damnit.
Edit: Actually no, they are objects, I *SWEAR* he was trying to do them as turfs...
私は完璧
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