matchmaking and short story

search for more blogs here

 

"Halo 3 Legendary Map Pack Details/Pics etc" posted by ~Ray
Posted on 2008-12-15 15:01:20

Vic: We split the map up into so many tasks that it became more of a collaborative effort than anything else either of us had ever worked on. It’s a small map comparatively speaking so there were some challenging aspects- like who’s working on those polys over there? And hey I want to do that little part here! There are very few things that either of us can’t do but we resolved to go with the idiom that I would direct the artistic direction and Cameron would act rush of the layout. Cameron’s heaviest influence was designing the color locate the greenhouse building and all that beautiful rebar. I worked on modeling the main areas around and inside the central building the debris and damage everywhere and placing all the vegetation throughout the map. We took turns modeling painting and detailing the terrain and the cliff walls. century water purification complex that geographically lies just North and West of the jungle foothills hydroelectric facility from the Sierra 117 mission. The well-protected facility built into a alter ravine was once domiciliate to the Global wet Campaign where the comfort somewhat-pure Kilimanjaro meltwater was transported via pipelines from the river and directed to this small outpost where it became further purified and then transported via GWC trans-African pipelines along the Tsavo Highway for distribution throughout the entire continent. Vic: We had both worked on the Sierra 117 level from the singleplayer campaign and we wanted to make something work within that environment because we are crazy like that. We knew Jungle would be hard to displace off in multiplayer but noooo… we wanted to go further and add the elements of abandon and destruction. Cue the amazing work that Stan Winston and his team of artists made for the Halo 3 “accept” commercials. That diorama of the huge contend with the destroyed buildings and debris everywhere was insanely alter and well you know we had to try it. Cameron: The abandoned temples of Angkor Wat were always part of the early discussions but as Vic points out we were so impressed with the diorama work from the “Believe” campaign that we looked to incorporate some of the ruined aspects into Ghost Town. Vic: Yes and no. Steve Cotton started out with a very rough crowd of spaces that were insanely fun to compete in and then Cameron and I were left with our imaginations running wild and our spirits ablaze only to find ourselves pounding our heads against large heavy things. There was blood. When we got started on the map it was literally a group of boxes posing as buildings and feeling like swiss cheese. Some of the guys during our early playtests (not sure who) started calling it “The go Town Map” and it totally stuck even after a brief effort to rename it Mortar is this something I should have in mind? how about "Some of us were affectionately calling it the Counter-Strike map." Cameron: As an asymmetric map it’s designed for things like One assail and One sign it also creates a great environment for FFA and team slayer. Overall though the map is more command purpose and of cover balancing is done with an eye towards our more popular game types. Q: How has the map layout evolved over time with Ghost Town? Have different configurations resulted in a map that plays different? Cameron: The core out layout has actually been fairly constant throughout development while a few areas have been added for the most part it follows the original layout. Over measure the map change state more and more porous we also worked on funneling challenge into more interesting areas of the map. I’d undergo to defer to Lars on most of the design changes over measure. Lars: Like Cameron said the core out layout hasn’t changed much. For a time we had the “bases” switched in terms of gameplay. The fortified building used to be the attacker spawn in objective games and the open core out spawn used to be the defender locate. We made some changes to the building (added another way in) and then switched to its current configuration. Other subtle (or not so subtle heh) changes were swapping the Spartan Laser for the Rocket Launcher and removing the Regenerator for the Grav Lift. This one was actually pretty cool because it allows players to enter into the second floor of the bear on building now without taking the normal routes in. Cameron: From the earliest iterations it had some elements that reminded me vaguely of Lockout visually it has some elements similar to Warlock and Sanctuary and it also pulls from Sierra 117 and Crow’s Nest from the singleplayer. Overall we really wanted to be a distinctive look for go Town that strays outside of somewhat more traditional Halo environments. Vic: It reminds me a little of the destroyed stuff I did on Warlock for Halo 2 - That’s still one of my most favorite maps at least ones that I’ve worked on. I cannot deny that there’s a little bit o’ Warlock in Ghost Town. I just won’t say what or where. And no there are no bats in it. Lars Bakken: I did the sign map set-up bring home the bacon (weapons bet types vehicles etc) and then handed it off to Niles so he could make it better. Towards the end. I oversaw any bug fixes that impacted create by mental act. Mike Buelterman: I somehow got slapped with the ownership of the map but we all did our part to help pull the map together to really let the soul of Sidewinder shine through with Avalanche. I started with the unwieldy geometry straight from the original Sidewinder file and then worked to defeat it into submission in the architecting re-create. I worked with design to back up fix the issues that occurred on Sidewinder when it came to stalemating and infantry fatigue while on foot. After which I was tasked with the large forerunner structures and bases. Jason Sussman worked on the center hallways ice cave and beat placeable objects. Sam Jones ended up owning the terrain and Harold bear did some great bring home the bacon on the mancannons and glowing probes in the back of the bases. Niles Sankey: Designer. This generally entails guiding environment artists in developing the spaces although Buelterman and Sussman are both very talented artists and a lot of the spatial create by mental act was handled by them. As a designer I also bring home the bacon on objective and object placement and weapon/vehicles types. JS: I think we all had this idea of it being some sort of power lay type of coordinate where the power was being drawn from within the ice. This idea was started from Harold Lamb who made the man cannons that poke out from the cliffs and the come down covered ground. He mentioned it one day and it just kinda stuck. That’s mainly why I made the lay section be like some kind of carving/power storage machine thingy ma bob. MB: Avalanche is a large forerunner power displace set on the front of a huge glacial shelf on an under construction Halo installation. The structure is pulling its power out of the densely compacted ice that constantly builds up behind the station before it falls into the ocean below. LB: The basics are the same but you’ll notice some new additions (man cannons) and some things missing (the interior cut into between the bases). We also haven’t had any ladders in Halo multiplayer maps since Halo 1 so we had to re-design the interiors of the bases to accommodate that. There are a lot more quick ways to get around the aim now that’s probably the biggest dress. JS: Well the first thing that folks will notice is that the rear hallways that connected the bases have been removed. This was mainly due to the fact that populate had a tendency to use them over taking vehicles. Being that sidewinder is all about the vehicles traversing this huge snowy plane having folks mainly fight in a hallway just made the whole experience not as fun. The other change that people will notice is that there is a new cavern area that connects the central section to the lie of the map via mancannon. That route is very handy for when you’re getting pummeled from either appeal. It can be a fast way out of a hot zone. One of the other great things that makes come down different from Sidewinder is the addition of mancannons. Having the mancannons definitely changes up the on-foot aspect of Sidewinder. And they are great for launching the flag from one area to another when you’re in a jam. MB: Most of the higher level changes from Sidewinder to Avalanche came about from the fact that the original map was just too huge for someone on foot and objective games stalemated pretty frequently. The main structural changes included the additions of the mancannons placed at key areas to help the player on foot get from point A to point B as fast as possible. With those mancannons we were able to shift the back infantry hallways to act more of the action out into the main play area which is what this map is all about. Another important change was the large increase of vehicles at your disposal. As a big aggroup battle map we really needed to make it feel like the -blam!- was hitting the fan and the best way to make that happen is to give the player a nice supply of vehicles. Let’s just say you won’t need to act around long for a nice new set of wheels. We also opened up a few more attack routes into the bases to try and ease the stalemate issues that we saw on Sidewinder. LB: Ahem. Well that area doesn’t exist in the new version. We had it in there for a desire measure but since that old sign trick didn’t work anymore that area became used less and less. Eventually that whole section of the level became completely unused and not only that but a death trap for someone on pay. On top of that we kept coming back to this idea that if someone was in there by themselves on foot… they weren’t taking part in what makes this level unique all the vehicles. So with much hand-wringing we axed that divide. The map plays better for it too because the action is so much more focused now. NS: We wanted to more cerebrate the map around the vehicles and as a result we limited a lot of the deep interior portions of the map. In addition the dead end flag exchange section from the original sidewinder didn’t lend itself to a clear environment design. We found that players who were unfamiliar with the layout would often get lost trying to journey some of the interior connections. The redesigned infantry section in the lay is a lot more fun (it’s downright insane at times) and a lot more of the gameplay condenses there. MB: Since I didn’t bring home the bacon on the original Sidewinder map I can’t say for certain but my anticipate is that the gates and approve hallways were put in to help with flag caps. The first half of Avalanche’s rough out stage had a very similar feature but we started to cognise that those areas pulled a lot of the action away from the heart of the map. We needed to hone the core gameplay of the map down to its essentials and sidewinder is way more about the vehicle combat than corridor shooting. I’m sure most of the players will soon forget about the “old school” and include the orgy of vehicle contend that will ensue. JS: Again this was one of those things that had to go simply because it focused all of the game play in back hallways and defeated the intend of the map – which was essentially to attach up and fight around the main be of the map. Having all the firefights and focus of a huge map in a small hallway is definitely not interesting. Directing folks out in the “equip” area of the map is much more fun. MB: The number one difference would have to be the amount of new infantry routes and large number of vehicles in the mix all at once. We also undergo a really cool Covenant vs. Human vehicle setup on objective games that I think folks ordain enjoy. LB: Well we figured that you can’t really have a huge new wintery map and not make the vehicles come down covered! So yeah that was the original idea and it grew into making the UNSC vehicles all wintery. Also the Hornet (in Avalanche only) has been tweaked from the shipping version to make it better suited as an MP vehicle instead of a floating death platform. So the Hornet will finally see some challenge in Matchmaking. There are some unique Forge objects as well that are unique to come down. NS: The map has a lot more vehicle action now. We’ve included flying vehicle and fast transport vehicles (Ghosts and Mongooses) to the roster. The equipment plays a study role in objective games. In fact for CTF I would even say that equipment works better in Avalanche than any other MP map. The Spartan Laser also has a big force on gameplay. I remember a game where the assaulting aggroup had taken the flag jumped into a mancannon and landed on a teammate’s hornet in hopes of being flown approve to their homebase. Just as the flag carrier lands on the hornet a Laser shot lances the Hornet in a beautiful explosion of red and orange. The sign carrier somehow lived through the explosion and against all odds scored a sign cap a few minutes later… true story. JS: Honestly there are so many maps I would personally love to see placed within Halo3’s DLC. And for me and others Sidewinder was one of them. I think it’s just one of many we really wanted to do. Not to have in mind I believe there were allot of folks banging on the door requesting it. LB: Since the Halo: CE days. Sidewinder has been a fan favorite. Sure it might not be on EVERYONE’S list but it seemed to be on the short enumerate for a lot of incredibly vocal fans. And hell it’s HUGE! And we needed more BTB maps. MB: It just made comprehend. Looking back at the channel maps and DLC1 maps everyone could see that we needed another Big Team Battle map along the lines of Sandtrap and with the Community's love of Sidewinder it was a great fit. NS: We wanted to try something new with Avalanche. One idea was to consider the Scorpion tanks seeing as they are so iconic in the original sidewinder but in the past entangle as though it was too powerful to include it in our big maps. We also wanted to understand the issue of flag capping or more precisely the lack of flag capping in sidewinder especially on asymmetric gametypes like “One sign CTF”. As we were testing the early versions of the map we found that it was incredibly difficult for the assaulting team to score flag caps in any reasonable amount of time. One way we solved this problem was to give only the assaulting team a Scorpion. So basically in the case of an asymmetrical gametype the overpowered scorpion becomes an asset in solving for example the lack of sign caps; and it’s just plain cool to undergo the Scorpion in the Sidewinder remake. We then took the Scorpion addition one step further and decided to furnish the assaulting team all UNSC (human) vehicles and the defending team all pledge vehicles. It ended up being very fun for asymmetric gametypes (one flag one bomb territories) and it’s something that I’ve wanted to see for a long measure. Humans vs the pledge in a giant vehicle -blam!--o-rama. Last week we revealed the second map from the Legendary Map pack (due April 15th). Avalanche. That map is a reimagination of Halo: Combat Evolved map Sidewinder. This week we're showing the final map from the Legendary Map Pack. Blackout. As its label suggests. Blackout is a create of the Halo 2 classic Lockout a cold series of interconnected platforms and walkways. Where Avalanche was retuned reworked and massaged into something both familiar and unfamiliar. Blackout is a create in a pretty strict sense of the word. Producer Allen Murray. Designer Dan Miller and artists Paul Russel and Blake Low answered a handful of questions about Blackout. But who are we kidding you just want to see the screenshots anyway (). What did each of you do on Blackout? Allen Murray: I am the Producer for all of the Halo 3 DLC which means I helped plan which maps were going to be made when we’d displace them and who was working on them and generally kept them on track. So I was one of the guys early on who said we need to remake Lockout and then managed the process to make it happen. I didn’t actually ‘make’ any of it but Luke is taking pity on me and included me in the interview process. Thanks. Luke. Also if any of you undergo any issues with other DLC maps you can communicate to me directly. My email address is. AM: It’s a UNSC research station set in the Arctic and I am pretty sure that this is also where all of the R&D on military grade Otter Pop rations took place. Early on I thought it was going to be an oil derrick but that changed over time. We have some alter racks of glacier core samples. Doppler radar and other pieces of research gear strewn about which makes for a nice touch – and when you look up to see them make sure you notice the beautiful Aurora Borealis in the sky. There were other more outlandish settings done in the concept phase but we’ll act those secret as you never know when we’ll dig into that bag and pull it out for a future project. PR: Since I got lumped with the 'Forerunner Guy' denominate and sixty percent of the environments I've built undergo been Forerunner. I've made a bold pronouncement to never do Forerunner again. That's why it's a human weather station. I desire there were a more interesting story than that. AM: From my perspective the determination was an organic affect based on the direction that Paul just started taking it. He had a really solid idea and it was easy for the other artists to understand it and help make it awesome. We also set the time to be the lay of the night so it’s dark but the beat moon and ambient light from the facility make the map visible enough that it plays just like Lockout. And that took a lot of tweaking – there were weeks when the map was just too arouse dark to do anything or too lighten that everything looked washed out and you lost the alter midnight setting. In the end Paul and his cohorts open a really great balance to the aesthetic. PR: There's equipment now which changes the dynamic quite a bit. I hear. The original model was a chaotic mess to bring home the bacon in so I rebuilt it from scratch keeping only the buildings which I also promptly gutted and rebuilt. As a prove it's probably completely different and you'll all hate it me and Bungie as a result. Mission accomplished. DM: Mainly equipment. We tried our best to act the weapon layout gametypes and spawns as accurate as we could to Halo 2. There are a couple of jumps that are easier in this version but that wasn't by design- they just kind of cut out of how we made this level. AM: Most of the jumps even the crazy ones from Halo 2 are there. However a few are tweaked or removed and there is one spot that was altered that makes it less easy to lock down a specific quadrant of the map. Also the small platforms next to the air evince are at slightly different elevations. DM: I would guess the main change would be that jumping has changed and it made certain jumps easier to alter. I wonder if the Assault take's influence also changed how the aim plays vs the smg. I think the level plays a little more mid-range because of the Assault rifle. AM: The general pacing in MP changed between Halo 2 and 3 and the sandbox changed drastically so that affects all remakes but for Blackout specifically we wanted to keep things as close as possible to what was built in Halo 2. That means that the biggest changes come from actually gameplay as the way weapons and equipment interact on the map make a bet on Blackout so much more different than a Halo 2 game on Lockout. DM: We've decided to go with a 'less is more' attitude with Blackout after some playing around with a clump of different placements we've settled on one regenerator one bubble protect and one power drain. AM: We almost didn’t do it because we already have Guardian which was similar and ‘inspired by’ Lockout. But when I started up the DLC communicate we gathered a ton of data from the community looked at the most played maps on Live and did some very unscientific polls on Bungie. Net and other community websites and Lockout was leaps and bounds ahead of every other map in terms of games played and the public demand. It also fits a need in our overall map portfolio to help round out the small maps that are available in Halo 3 and was a great artistic exercise.

Forex Groups - Tips on Trading

Related article:
http://filthypilgrims.mygameclan.com/main.asp?cmd=view&nid=197948

comments | Add comment | Report as Spam


"Halo 3 Legendary Map Pack Details/Pics etc" posted by ~Ray
Posted on 2008-12-15 15:01:13

Vic: We change integrity the map up into so many tasks that it became more of a collaborative effort than anything else either of us had ever worked on. It’s a small map comparatively speaking so there were some challenging aspects- like who’s working on those polys over there? And hey I want to do that little move here! There are very few things that either of us can’t do but we resolved to go with the idiom that I would direct the artistic direction and Cameron would act charge of the layout. Cameron’s heaviest affect was designing the blue base the greenhouse building and all that beautiful rebar. I worked on modeling the main areas around and inside the central building the debris and alter everywhere and placing all the vegetation throughout the map. We took turns modeling painting and detailing the terrain and the cliff walls. century water purification complex that geographically lies just North and West of the jungle foothills hydroelectric facility from the Sierra 117 mission. The well-protected facility built into a shallow ravine was once home to the Global Water race where the still somewhat-pure Kilimanjaro meltwater was transported via pipelines from the river and directed to this small outpost where it became further purified and then transported via GWC trans-African pipelines along the Tsavo Highway for distribution throughout the entire continent. Vic: We had both worked on the Sierra 117 level from the singleplayer campaign and we wanted to make something work within that environment because we are crazy like that. We knew Jungle would be hard to pull off in multiplayer but noooo… we wanted to go further and add the elements of abandon and destruction. Cue the amazing work that Stan Winston and his team of artists made for the Halo 3 “Believe” commercials. That diorama of the huge contend with the destroyed buildings and debris everywhere was insanely cool and come up you know we had to try it. Cameron: The abandoned temples of Angkor Wat were always move of the early discussions but as Vic points out we were so impressed with the diorama work from the “Believe” race that we looked to incorporate some of the ruined aspects into Ghost Town. Vic: Yes and no. Steve Cotton started out with a very prepare mass of spaces that were insanely fun to play in and then Cameron and I were left with our imaginations running wild and our spirits ablaze only to find ourselves pounding our heads against large heavy things. There was blood. When we got started on the map it was literally a assort of boxes posing as buildings and feeling like swiss cease. Some of the guys during our early playtests (not sure who) started calling it “The Ghost Town Map” and it totally stuck even after a brief effort to rename it daub is this something I should have in mind? how about "Some of us were affectionately calling it the Counter-Strike map." Cameron: As an asymmetric map it’s designed for things desire One Bomb and One sign it also creates a great environment for FFA and team slayer. Overall though the map is more general purpose and of cover balancing is done with an eye towards our more popular game types. Q: How has the map layout evolved over measure with Ghost Town? Have different configurations resulted in a map that plays different? Cameron: The core out layout has actually been fairly constant throughout development while a few areas undergo been added for the most move it follows the original layout. Over time the map become more and more porous we also worked on funneling action into more interesting areas of the map. I’d have to defer to Lars on most of the design changes over time. Lars: Like Cameron said the core layout hasn’t changed much. For a time we had the “bases” switched in terms of gameplay. The fortified building used to be the attacker spawn in objective games and the open cave spawn used to be the defender base. We made some changes to the building (added another way in) and then switched to its current configuration. Other subtle (or not so subtle heh) changes were swapping the Spartan Laser for the Rocket Launcher and removing the Regenerator for the Grav displace. This one was actually pretty cool because it allows players to enter into the second surprise of the center building now without taking the normal routes in. Cameron: From the earliest iterations it had some elements that reminded me vaguely of Lockout visually it has some elements similar to Warlock and Sanctuary and it also pulls from Sierra 117 and Crow’s dwell from the singleplayer. Overall we really wanted to define a distinctive be for Ghost Town that strays outside of somewhat more traditional Halo environments. Vic: It reminds me a little of the destroyed stuff I did on Warlock for Halo 2 - That’s still one of my most favorite maps at least ones that I’ve worked on. I cannot contradict that there’s a little bit o’ Warlock in go Town. I just won’t say what or where. And no there are no bats in it. Lars Bakken: I did the initial map set-up bring home the bacon (weapons game types vehicles etc) and then handed it off to Niles so he could make it exceed. Towards the end. I oversaw any bug fixes that impacted design. Mike Buelterman: I somehow got slapped with the ownership of the map but we all did our part to help pull the map together to really let the soul of Sidewinder emit through with Avalanche. I started with the unwieldy geometry straight from the original Sidewinder file and then worked to beat it into submission in the architecting re-create. I worked with create by mental act to back up fix the issues that occurred on Sidewinder when it came to stalemating and infantry fatigue while on foot. After which I was tasked with the large forerunner structures and bases. Jason Sussman worked on the center hallways ice core out and forge placeable objects. Sam Jones ended up owning the terrain and Harold Lamb did some great work on the mancannons and glowing probes in the back of the bases. Niles Sankey: Designer. This generally entails guiding environment artists in developing the spaces although Buelterman and Sussman are both very talented artists and a lot of the spatial design was handled by them. As a designer I also bring home the bacon on objective and object placement and weapon/vehicles types. JS: I think we all had this idea of it being some choose of power plant type of structure where the power was being drawn from within the ice. This idea was started from Harold Lamb who made the man cannons that poke out from the cliffs and the snow covered fasten. He mentioned it one day and it just kinda stuck. That’s mainly why I made the lay section look desire some kind of carving/power storage machine thingy ma bob. MB: come down is a large forerunner power displace set on the front of a huge glacial shelf on an under construction Halo installation. The structure is pulling its power out of the densely compacted ice that constantly builds up behind the station before it falls into the ocean below. LB: The basics are the same but you’ll notice some new additions (man cannons) and some things missing (the interior tunnel between the bases). We also haven’t had any ladders in Halo multiplayer maps since Halo 1 so we had to re-design the interiors of the bases to accommodate that. There are a lot more quick ways to get around the level now that’s probably the biggest change. JS: Well the first thing that folks will notice is that the rear hallways that connected the bases undergo been removed. This was mainly due to the fact that people had a tendency to use them over taking vehicles. Being that sidewinder is all about the vehicles traversing this huge snowy plane having folks mainly fight in a hallway just made the whole undergo not as fun. The other change that people will sight is that there is a new cavern area that connects the central section to the front of the map via mancannon. That route is very handy for when you’re getting pummeled from either appeal. It can be a abstain way out of a hot zone. One of the other great things that makes come down different from Sidewinder is the addition of mancannons. Having the mancannons definitely changes up the on-foot aspect of Sidewinder. And they are great for launching the flag from one area to another when you’re in a jam. MB: Most of the higher aim changes from Sidewinder to Avalanche came about from the fact that the original map was just too huge for someone on foot and objective games stalemated pretty frequently. The main structural changes included the additions of the mancannons placed at key areas to help the player on pay get from point A to point B as fast as possible. With those mancannons we were able to remove the back infantry hallways to act more of the challenge out into the main play area which is what this map is all about. Another important dress was the large change magnitude of vehicles at your disposal. As a big aggroup battle map we really needed to make it feel desire the -blam!- was hitting the fan and the beat way to make that happen is to give the player a nice supply of vehicles. Let’s just say you won’t need to wait around desire for a nice new set of wheels. We also opened up a few more attack routes into the bases to try and go the stalemate issues that we saw on Sidewinder. LB: Ahem. come up that area doesn’t exist in the new version. We had it in there for a long time but since that old flag trick didn’t bring home the bacon anymore that area became used less and less. Eventually that whole divide of the level became completely unused and not only that but a death trap for someone on foot. On top of that we kept coming back to this idea that if someone was in there by themselves on pay… they weren’t taking move in what makes this level unique all the vehicles. So with much hand-wringing we axed that divide. The map plays exceed for it too because the action is so much more focused now. NS: We wanted to more focus the map around the vehicles and as a result we limited a lot of the deep interior portions of the map. In addition the dead end flag exchange divide from the original sidewinder didn’t alter itself to a clear environment design. We found that players who were unfamiliar with the layout would often get lost trying to navigate some of the interior connections. The redesigned infantry section in the lay is a lot more fun (it’s downright insane at times) and a lot more of the gameplay condenses there. MB: Since I didn’t work on the original Sidewinder map I can’t say for certain but my guess is that the gates and back hallways were put in to help with flag caps. The first half of Avalanche’s rough out stage had a very similar feature but we started to realize that those areas pulled a lot of the action away from the heart of the map. We needed to hone the core gameplay of the map down to its essentials and sidewinder is way more about the vehicle combat than corridor shooting. I’m sure most of the players will soon forget about the “old school” and embrace the orgy of vehicle combat that will ensue. JS: Again this was one of those things that had to go simply because it focused all of the bet play in back hallways and defeated the purpose of the map – which was essentially to mount up and fight around the main body of the map. Having all the firefights and focus of a huge map in a small hallway is definitely not interesting. Directing folks out in the “horseshoe” area of the map is much more fun. MB: The be one difference would undergo to be the amount of new infantry routes and large be of vehicles in the mix all at once. We also have a really alter Covenant vs. Human vehicle setup on objective games that I think folks will apply. LB: Well we figured that you can’t really have a huge new wintery map and not make the vehicles come down covered! So yeah that was the original idea and it grew into making the UNSC vehicles all wintery. Also the Hornet (in come down only) has been tweaked from the shipping version to make it exceed suited as an MP vehicle instead of a floating death platform. So the Hornet ordain finally see some action in Matchmaking. There are some unique Forge objects as well that are unique to Avalanche. NS: The map has a lot more vehicle action now. We’ve included flying vehicle and fast transport vehicles (Ghosts and Mongooses) to the roster. The equipment plays a major role in objective games. In fact for CTF I would even say that equipment works better in come down than any other MP map. The Spartan Laser also has a big impact on gameplay. I bequeath a game where the assaulting team had taken the sign jumped into a mancannon and landed on a teammate’s hornet in hopes of being flown approve to their homebase. Just as the flag carrier lands on the hornet a Laser shot lances the Hornet in a beautiful explosion of red and orange. The flag carrier somehow lived through the explosion and against all odds scored a sign cap a few minutes later… adjust story. JS: Honestly there are so many maps I would personally love to see placed within Halo3’s DLC. And for me and others Sidewinder was one of them. I think it’s just one of many we really wanted to do. Not to mention I believe there were allot of folks banging on the door requesting it. LB: Since the Halo: CE days. Sidewinder has been a fan favorite. Sure it might not be on EVERYONE’S list but it seemed to be on the short list for a lot of incredibly vocal fans. And hell it’s HUGE! And we needed more BTB maps. MB: It just made sense. Looking back at the release maps and DLC1 maps everyone could see that we needed another Big Team Battle map along the lines of Sandtrap and with the Community's love of Sidewinder it was a great fit. NS: We wanted to try something new with Avalanche. One idea was to include the Scorpion tanks seeing as they are so iconic in the original sidewinder but in the past felt as though it was too powerful to include it in our big maps. We also wanted to solve the air of sign capping or more precisely the lack of flag capping in sidewinder especially on asymmetric gametypes desire “One Flag CTF”. As we were testing the early versions of the map we found that it was incredibly difficult for the assaulting team to score flag caps in any reasonable amount of time. One way we solved this problem was to furnish only the assaulting team a Scorpion. So basically in the case of an asymmetrical gametype the overpowered scorpion becomes an asset in solving for example the lack of flag caps; and it’s just plain cool to have the Scorpion in the Sidewinder remake. We then took the Scorpion addition one go further and decided to give the assaulting team all UNSC (human) vehicles and the defending team all Covenant vehicles. It ended up being very fun for asymmetric gametypes (one flag one bomb territories) and it’s something that I’ve wanted to see for a desire time. Humans vs the pledge in a giant vehicle -blam!--o-rama. measure week we revealed the second map from the Legendary Map pack (due April 15th). Avalanche. That map is a reimagination of Halo: contend Evolved map Sidewinder. This week we're showing the final map from the Legendary Map case. Blackout. As its name suggests. Blackout is a create of the Halo 2 classic Lockout a cold series of interconnected platforms and walkways. Where come down was retuned reworked and massaged into something both familiar and unfamiliar. Blackout is a create in a pretty strict sense of the evince. Producer Allen Murray. Designer Dan Miller and artists Paul Russel and Blake Low answered a handful of questions about Blackout. But who are we kidding you just want to see the screenshots anyway (). What did each of you do on Blackout? Allen Murray: I am the Producer for all of the Halo 3 DLC which means I helped plan which maps were going to be made when we’d displace them and who was working on them and generally kept them on track. So I was one of the guys early on who said we need to remake Lockout and then managed the process to make it come about. I didn’t actually ‘make’ any of it but Luke is taking pity on me and included me in the interview affect. Thanks. Luke. Also if any of you undergo any issues with other DLC maps you can talk to me directly. My telecommunicate address is. AM: It’s a UNSC investigate displace set in the Arctic and I am pretty sure that this is also where all of the R&D on military grade Otter Pop rations took displace. Early on I thought it was going to be an oil derrick but that changed over measure. We undergo some cool racks of glacier core samples. Doppler radar and other pieces of research gear strewn about which makes for a nice touch – and when you look up to see them make sure you notice the beautiful Aurora Borealis in the sky. There were other more outlandish settings done in the concept phase but we’ll keep those secret as you never experience when we’ll dig into that bag and displace it out for a future project. PR: Since I got lumped with the 'Forerunner Guy' denominate and sixty percent of the environments I've built have been Forerunner. I've made a bold pronouncement to never do Forerunner again. That's why it's a human weather station. I wish there were a more interesting story than that. AM: From my perspective the determination was an organic process based on the direction that Paul just started taking it. He had a really solid idea and it was easy for the other artists to understand it and help make it awesome. We also set the measure to be the middle of the night so it’s dark but the full idle and ambient lighten from the facility alter the map visible enough that it plays just desire Lockout. And that took a lot of tweaking – there were weeks when the map was just too arouse dark to do anything or too light that everything looked washed out and you lost the alter midnight setting. In the end Paul and his cohorts found a really great fit to the aesthetic. PR: There's equipment now which changes the dynamic quite a bit. I comprehend. The original copy was a chaotic eat to bring home the bacon in so I rebuilt it from scratch keeping only the buildings which I also promptly gutted and rebuilt. As a prove it's probably completely different and you'll all hate it me and Bungie as a result. Mission accomplished. DM: Mainly equipment. We tried our beat to keep the weapon layout gametypes and spawns as accurate as we could to Halo 2. There are a couple of jumps that are easier in this version but that wasn't by design- they just kind of fell out of how we made this level. AM: Most of the jumps even the crazy ones from Halo 2 are there. However a few are tweaked or removed and there is one spot that was altered that makes it less easy to fasten down a specific quadrant of the map. Also the small platforms next to the air vent are at slightly different elevations. DM: I would guess the main change would be that jumping has changed and it made certain jumps easier to alter. I query if the assail Rifle's influence also changed how the level plays vs the smg. I think the aim plays a little more mid-range because of the Assault take. AM: The general pacing in MP changed between Halo 2 and 3 and the sandbox changed drastically so that affects all remakes but for Blackout specifically we wanted to keep things as close as possible to what was built in Halo 2. That means that the biggest changes come from actually gameplay as the way weapons and equipment interact on the map make a game on Blackout so much more different than a Halo 2 game on Lockout. DM: We've decided to go with a 'less is more' attitude with Blackout after some playing around with a bunch of different placements we've settled on one regenerator one bubble protect and one power drain. AM: We almost didn’t do it because we already undergo Guardian which was similar and ‘inspired by’ Lockout. But when I started up the DLC communicate we gathered a ton of data from the community looked at the most played maps on Live and did some very unscientific polls on Bungie. Net and other community websites and Lockout was leaps and bounds ahead of every other map in terms of games played and the public demand. It also fits a need in our overall map portfolio to help go out the small maps that are available in Halo 3 and was a great artistic exercise.

Forex Groups - Tips on Trading

Related article:
http://filthypilgrims.mygameclan.com/main.asp?cmd=view&nid=197948

comments | Add comment | Report as Spam


"Halo 3 Legendary Map Pack Details/Pics etc" posted by ~Ray
Posted on 2008-12-15 15:01:04

Vic: We split the map up into so many tasks that it became more of a collaborative effort than anything else either of us had ever worked on. It’s a small map comparatively speaking so there were some challenging aspects- like who’s working on those polys over there? And hey I be to do that little part here! There are very few things that either of us can’t do but we resolved to go with the idiom that I would enjoin the artistic direction and Cameron would act rush of the layout. Cameron’s heaviest influence was designing the blue locate the greenhouse building and all that beautiful rebar. I worked on modeling the main areas around and inside the central building the debris and damage everywhere and placing all the vegetation throughout the map. We took turns modeling painting and detailing the terrain and the cliff walls. century water purification complex that geographically lies just North and West of the jungle foothills hydroelectric facility from the Sierra 117 mission. The well-protected facility built into a shallow ravine was once domiciliate to the Global wet race where the comfort somewhat-pure Kilimanjaro meltwater was transported via pipelines from the river and directed to this small outpost where it became further purified and then transported via GWC trans-African pipelines along the Tsavo Highway for distribution throughout the entire continent. Vic: We had both worked on the Sierra 117 level from the singleplayer campaign and we wanted to make something work within that environment because we are crazy desire that. We knew Jungle would be hard to pull off in multiplayer but noooo… we wanted to go further and add the elements of abandon and destruction. Cue the amazing work that Stan Winston and his team of artists made for the Halo 3 “accept” commercials. That diorama of the huge battle with the destroyed buildings and debris everywhere was insanely cool and come up you know we had to try it. Cameron: The abandoned temples of Angkor Wat were always move of the early discussions but as Vic points out we were so impressed with the diorama bring home the bacon from the “accept” race that we looked to incorporate some of the ruined aspects into Ghost Town. Vic: Yes and no. Steve Cotton started out with a very rough mass of spaces that were insanely fun to play in and then Cameron and I were left with our imaginations running wild and our spirits ablaze only to sight ourselves pounding our heads against large heavy things. There was blood. When we got started on the map it was literally a group of boxes posing as buildings and feeling desire swiss cheese. Some of the guys during our early playtests (not sure who) started calling it “The Ghost Town Map” and it totally stuck even after a apprise effort to call it daub is this something I should mention? how about "Some of us were affectionately calling it the Counter-Strike map." Cameron: As an asymmetric map it’s designed for things desire One assail and One Flag it also creates a great environment for FFA and team slayer. Overall though the map is more general intend and of cover balancing is done with an eye towards our more popular game types. Q: How has the map layout evolved over time with Ghost Town? undergo different configurations resulted in a map that plays different? Cameron: The core layout has actually been fairly constant throughout development while a few areas have been added for the most part it follows the original layout. Over measure the map become more and more porous we also worked on funneling challenge into more interesting areas of the map. I’d undergo to defer to Lars on most of the design changes over time. Lars: Like Cameron said the core out layout hasn’t changed much. For a time we had the “bases” switched in terms of gameplay. The fortified building used to be the attacker spawn in objective games and the open cave spawn used to be the defender locate. We made some changes to the building (added another way in) and then switched to its current configuration. Other subtle (or not so subtle heh) changes were swapping the Spartan Laser for the Rocket Launcher and removing the Regenerator for the Grav Lift. This one was actually pretty alter because it allows players to enter into the back up floor of the bear on building now without taking the normal routes in. Cameron: From the earliest iterations it had some elements that reminded me vaguely of Lockout visually it has some elements similar to Warlock and Sanctuary and it also pulls from Sierra 117 and blow’s Nest from the singleplayer. Overall we really wanted to define a distinctive look for Ghost Town that strays outside of somewhat more traditional Halo environments. Vic: It reminds me a little of the destroyed stuff I did on Warlock for Halo 2 - That’s comfort one of my most favorite maps at least ones that I’ve worked on. I cannot contradict that there’s a little bit o’ Warlock in Ghost Town. I just won’t say what or where. And no there are no bats in it. Lars Bakken: I did the sign map set-up work (weapons game types vehicles etc) and then handed it off to Niles so he could make it better. Towards the end. I oversaw any bug fixes that impacted design. Mike Buelterman: I somehow got slapped with the ownership of the map but we all did our part to help pull the map together to really let the soul of Sidewinder emit through with Avalanche. I started with the unwieldy geometry straight from the original Sidewinder file and then worked to beat it into submission in the architecting stage. I worked with design to help fix the issues that occurred on Sidewinder when it came to stalemating and infantry degenerate while on foot. After which I was tasked with the large forerunner structures and bases. Jason Sussman worked on the center hallways ice cave and forge placeable objects. Sam Jones ended up owning the terrain and Harold Lamb did some great work on the mancannons and glowing probes in the approve of the bases. Niles Sankey: Designer. This generally entails guiding environment artists in developing the spaces although Buelterman and Sussman are both very talented artists and a lot of the spatial create by mental act was handled by them. As a designer I also bring home the bacon on objective and object placement and weapon/vehicles types. JS: I evaluate we all had this idea of it being some sort of power lay write of structure where the power was being drawn from within the ice. This idea was started from Harold Lamb who made the man cannons that poke out from the cliffs and the snow covered ground. He mentioned it one day and it just kinda stuck. That’s mainly why I made the lay section be like some kind of carving/power storage machine thingy ma bob. MB: come down is a large forerunner cater displace set on the front of a huge glacial shelf on an under construction Halo installation. The coordinate is pulling its cater out of the densely compacted ice that constantly builds up behind the station before it falls into the ocean below. LB: The basics are the same but you’ll notice some new additions (man cannons) and some things missing (the interior tunnel between the bases). We also haven’t had any ladders in Halo multiplayer maps since Halo 1 so we had to re-design the interiors of the bases to conform to that. There are a lot more quick ways to get around the aim now that’s probably the biggest change. JS: Well the first thing that folks ordain sight is that the rear hallways that connected the bases have been removed. This was mainly due to the fact that people had a tendency to use them over taking vehicles. Being that sidewinder is all about the vehicles traversing this huge snowy cut having folks mainly fight in a hallway just made the whole experience not as fun. The other dress that people ordain notice is that there is a new cavern area that connects the central section to the lie of the map via mancannon. That route is very handy for when you’re getting pummeled from either entrance. It can be a fast way out of a hot govern. One of the other great things that makes Avalanche different from Sidewinder is the addition of mancannons. Having the mancannons definitely changes up the on-foot aspect of Sidewinder. And they are great for launching the sign from one area to another when you’re in a jam. MB: Most of the higher level changes from Sidewinder to Avalanche came about from the fact that the original map was just too huge for someone on pay and objective games stalemated pretty frequently. The main structural changes included the additions of the mancannons placed at key areas to back up the player on foot get from inform A to inform B as fast as possible. With those mancannons we were able to remove the approve infantry hallways to move more of the challenge out into the main play area which is what this map is all about. Another important change was the large change magnitude of vehicles at your disposal. As a big team battle map we really needed to make it feel like the -blam!- was hitting the fan and the beat way to make that come about is to give the player a nice give of vehicles. Let’s just say you won’t be to wait around long for a nice new set of wheels. We also opened up a few more contend routes into the bases to try and ease the stalemate issues that we saw on Sidewinder. LB: Ahem. Well that area doesn’t exist in the new version. We had it in there for a long time but since that old sign trick didn’t work anymore that area became used less and less. Eventually that whole divide of the level became completely unused and not only that but a death trap for someone on foot. On top of that we kept coming back to this idea that if someone was in there by themselves on pay… they weren’t taking part in what makes this level unique all the vehicles. So with much hand-wringing we axed that section. The map plays better for it too because the action is so much more focused now. NS: We wanted to more cerebrate the map around the vehicles and as a result we limited a lot of the deep interior portions of the map. In addition the dead end sign transfer divide from the original sidewinder didn’t alter itself to a alter environment design. We open that players who were unfamiliar with the layout would often get lost trying to navigate some of the interior connections. The redesigned infantry section in the middle is a lot more fun (it’s downright insane at times) and a lot more of the gameplay condenses there. MB: Since I didn’t work on the original Sidewinder map I can’t say for certain but my guess is that the gates and approve hallways were put in to help with flag caps. The first half of come down’s rough out stage had a very similar feature but we started to cognise that those areas pulled a lot of the action away from the heart of the map. We needed to sharpen the core gameplay of the map down to its essentials and sidewinder is way more about the vehicle combat than corridor shooting. I’m sure most of the players will soon drop about the “old educate” and include the orgy of vehicle contend that will ensue. JS: Again this was one of those things that had to go simply because it focused all of the bet compete in approve hallways and defeated the purpose of the map – which was essentially to mount up and fight around the main body of the map. Having all the firefights and focus of a huge map in a small hallway is definitely not interesting. Directing folks out in the “horseshoe” area of the map is much more fun. MB: The be one difference would undergo to be the be of new infantry routes and large number of vehicles in the mix all at once. We also have a really cool Covenant vs. Human vehicle setup on objective games that I think folks will enjoy. LB: Well we figured that you can’t really undergo a huge new wintery map and not alter the vehicles snow covered! So yeah that was the original idea and it grew into making the UNSC vehicles all wintery. Also the Hornet (in come down only) has been tweaked from the shipping version to make it better suited as an MP vehicle instead of a floating death platform. So the Hornet will finally see some action in Matchmaking. There are some unique Forge objects as come up that are unique to Avalanche. NS: The map has a lot more vehicle challenge now. We’ve included flying vehicle and fast transport vehicles (Ghosts and Mongooses) to the roster. The equipment plays a major role in objective games. In fact for CTF I would even say that equipment works better in Avalanche than any other MP map. The Spartan Laser also has a big force on gameplay. I remember a game where the assaulting team had taken the flag jumped into a mancannon and landed on a teammate’s hornet in hopes of being flown back to their homebase. Just as the flag carrier lands on the hornet a Laser shot lances the Hornet in a beautiful explosion of red and orange. The flag carrier somehow lived through the explosion and against all odds scored a flag cap a few minutes later… true story. JS: Honestly there are so many maps I would personally love to see placed within Halo3’s DLC. And for me and others Sidewinder was one of them. I evaluate it’s just one of many we really wanted to do. Not to mention I accept there were allot of folks banging on the door requesting it. LB: Since the Halo: CE days. Sidewinder has been a fan favorite. Sure it might not be on EVERYONE’S list but it seemed to be on the short enumerate for a lot of incredibly vocal fans. And hell it’s HUGE! And we needed more BTB maps. MB: It just made sense. Looking approve at the channel maps and DLC1 maps everyone could see that we needed another Big Team Battle map along the lines of Sandtrap and with the Community's love of Sidewinder it was a great fit. NS: We wanted to try something new with Avalanche. One idea was to consider the Scorpion tanks seeing as they are so iconic in the original sidewinder but in the past entangle as though it was too powerful to include it in our big maps. We also wanted to solve the issue of flag capping or more precisely the lack of flag capping in sidewinder especially on asymmetric gametypes like “One Flag CTF”. As we were testing the early versions of the map we found that it was incredibly difficult for the assaulting aggroup to advance flag caps in any reasonable amount of measure. One way we solved this problem was to furnish only the assaulting team a Scorpion. So basically in the inspect of an asymmetrical gametype the overpowered scorpion becomes an asset in solving for example the lack of sign caps; and it’s just plain cool to have the Scorpion in the Sidewinder create. We then took the Scorpion addition one step advance and decided to give the assaulting team all UNSC (human) vehicles and the defending team all pledge vehicles. It ended up being very fun for asymmetric gametypes (one sign one assail territories) and it’s something that I’ve wanted to see for a desire measure. Humans vs the pledge in a giant vehicle -blam!--o-rama. Last week we revealed the second map from the Legendary Map pack (due April 15th). Avalanche. That map is a reimagination of Halo: contend Evolved map Sidewinder. This week we're showing the final map from the Legendary Map Pack. Blackout. As its name suggests. Blackout is a remake of the Halo 2 classic Lockout a cold series of interconnected platforms and walkways. Where come down was retuned reworked and massaged into something both familiar and unfamiliar. Blackout is a create in a pretty strict sense of the word. Producer Allen Murray. Designer Dan Miller and artists Paul Russel and Blake Low answered a handful of questions about Blackout. But who are we kidding you just be to see the screenshots anyway (). What did each of you do on Blackout? Allen Murray: I am the Producer for all of the Halo 3 DLC which means I helped plan which maps were going to be made when we’d displace them and who was working on them and generally kept them on bring in. So I was one of the guys early on who said we need to remake Lockout and then managed the process to alter it happen. I didn’t actually ‘alter’ any of it but Luke is taking pity on me and included me in the converse affect. Thanks. Luke. Also if any of you have any issues with other DLC maps you can talk to me directly. My email communicate is. AM: It’s a UNSC investigate station set in the Arctic and I am pretty sure that this is also where all of the R&D on military evaluate Otter Pop rations took place. Early on I thought it was going to be an oil derrick but that changed over time. We have some alter racks of glacier core samples. Doppler radar and other pieces of investigate accommodate strewn about which makes for a nice touch – and when you look up to see them make sure you notice the beautiful Aurora Borealis in the sky. There were other more outlandish settings done in the concept phase but we’ll keep those secret as you never know when we’ll dig into that bag and pull it out for a future project. PR: Since I got lumped with the 'Forerunner Guy' label and sixty percent of the environments I've built have been Forerunner. I've made a bold pronouncement to never do Forerunner again. That's why it's a human weather station. I wish there were a more interesting story than that. AM: From my perspective the determination was an organic process based on the direction that Paul just started taking it. He had a really solid idea and it was easy for the other artists to understand it and help make it awesome. We also set the time to be the middle of the night so it’s dark but the full idle and ambient lighten from the facility alter the map visible enough that it plays just desire Lockout. And that took a lot of tweaking – there were weeks when the map was just too damn dark to do anything or too light that everything looked washed out and you lost the alter midnight setting. In the end Paul and his cohorts open a really great balance to the aesthetic. PR: There's equipment now which changes the dynamic quite a bit. I hear. The original copy was a chaotic mess to bring home the bacon in so I rebuilt it from scratch keeping only the buildings which I also promptly gutted and rebuilt. As a result it's probably completely different and you'll all dislike it me and Bungie as a prove. Mission accomplished. DM: Mainly equipment. We tried our best to keep the weapon layout gametypes and spawns as accurate as we could to Halo 2. There are a couple of jumps that are easier in this version but that wasn't by design- they just kind of fell out of how we made this level. AM: Most of the jumps even the crazy ones from Halo 2 are there. However a few are tweaked or removed and there is one spot that was altered that makes it less easy to lock down a specific quadrant of the map. Also the small platforms next to the air vent are at slightly different elevations. DM: I would guess the main dress would be that jumping has changed and it made certain jumps easier to alter. I query if the Assault Rifle's affect also changed how the level plays vs the smg. I think the level plays a little more mid-range because of the assail rifle. AM: The general pacing in MP changed between Halo 2 and 3 and the sandbox changed drastically so that affects all remakes but for Blackout specifically we wanted to keep things as close as possible to what was built in Halo 2. That means that the biggest changes come from actually gameplay as the way weapons and equipment act on the map alter a game on Blackout so much more different than a Halo 2 game on Lockout. DM: We've decided to go with a 'less is more' attitude with Blackout after some playing around with a bunch of different placements we've settled on one regenerator one bubble shield and one power drain. AM: We almost didn’t do it because we already have Guardian which was similar and ‘inspired by’ Lockout. But when I started up the DLC project we gathered a ton of data from the community looked at the most played maps on Live and did some very unscientific polls on Bungie. Net and other community websites and Lockout was leaps and bounds ahead of every other map in terms of games played and the public demand. It also fits a need in our overall map portfolio to help round out the small maps that are available in Halo 3 and was a great artistic apply.

Forex Groups - Tips on Trading

Related article:
http://filthypilgrims.mygameclan.com/main.asp?cmd=view&nid=197948

comments | Add comment | Report as Spam


"Secrets, Vol. 13" posted by ~Ray
Posted on 2008-04-08 01:24:55

Event planner Astrid Thomas thinks she's being interviewed after answering an ad for event planning placed by wealthy businessman Eric Santos but when she arrives it turns out that the ad was for a submissive pass "trophy wife," and she's been set up by her beat friend who's also Eric's brother's girlfriend. Astrid intends to leave but Eric talks her into admitting she has submissive fantasies and she agrees to be and explore them with him for the weekend. I suppose the main thing this story suffers from is being too short. I very much enjoyed the matchmaking aspect and twists but I'd have liked it to be explored advance. And I found both characters' emotional motivations interesting and believable. The introduction of Eric's ex-fiancee Natalie was necessary to understand Eric's emotional express but I didn't evaluate we needed to cater her in person--that took up space that in a short novella could have been exceed used. I also have to admit that the not-my-kink issue affected my enjoyment of this story. Semi-public sex always just seems sleazy to me rather than sensual or erotic. This one's about shapeshifters. Darien Hawkmoor is the leader of his people--a position he's holding in trust for the missing Lady Hawkmoor to whom he was bonded when they were children. But now Mary Alison Hawkmoor (or Mary Alice Enhog-Moore as she's been rechristened) has resurfaced and neither of them is happy about it. To put it mildly. Unfortunately. Mary Alison remembers nothing about her history knows nothing about her powers or her position and Darien has very little measure to either get her under his control or sacrifice her. And he's not the only one trying to influence or control her. The only problem with this story was the length--it was a little too short which allowed not enough detail on some issues. Otherwise. I absolutely loved this one. The shapeshifter society was intriguing and unusual. The matriarchal leadership was a nice change and I was very impressed with villains who weren't exactly villains--they just had conflicting goals. The romance was refreshing too in that instant attraction didn't cause them both to immediately drop everything else. I've bought one of her already and expect I'll be buying more. Definitely an author I intend to watch. You know. I should have liked this one--Lily Farrington and Damian Westerham the Earl of St. Croix are reunited lovers and I usually like stories just for that. Lily and "Saint" had separated 7 years ago and now he's determined to get her back. But he has an odd way of going about it. He sets up her friend's husband for a duel which fear would undoubtedly win unless Lily agrees to spend three nights with him. So far a little contrived but not too bad. During those three nights he intends to inform her in the ways of passion. Now my teeth are on advance. I really dislike the "all-knowing man instructing the shy little virgin" scenarios. And he decides that the best way to entice her is to pretend that he doesn't furnish a rat's ass about her and only wants her body. Uh-huh. Yeah. That makes perfect sense. In response. Lily is a complete dishrag. She goes along with pretty much everything he says making a few token protests here and there and then waffling approve and forth between guilt and ecstasy. I loathe paternalistic heroes (and I'm using the call "heroes" loosely). Alpha know-it-alls sure. I'm fine with them. But manipulative jerks who think they know what the heroine needs and just how to furnish it to her without believe to her own feelings or opinions in the matter--that's one thing that gets a book tossed across a room. Nick Moretti is Molina Toscano's bodyguard--not an easy task as Molina's 30th birthday is coming up and her family is under a curse that kills them on that date. You can pretty much guess where the story goes from here: they go in love with the bodyguard resisting so he can do his job; and they solve the express. That's not a spoiler--there's really nothing else that could happen. Even though the bodyguard romance is fairly standard this story does emit. Molina in particular is very credible as a woman who's known all her life that she's fated to die when she turns 30. And the way the express is solved (I'm not going to fail that) was a clever twist.

Forex Groups - Tips on Trading

Related article:
http://nichtszusagen.blogspot.com/2008/03/secrets-vol-13.html

comments | Add comment | Report as Spam


"Secrets, Vol. 13" posted by ~Ray
Posted on 2008-04-08 01:24:55

Event planner Astrid Thomas thinks she's being interviewed after answering an ad for event planning placed by wealthy businessman Eric Santos but when she arrives it turns out that the ad was for a submissive pass "trophy wife," and she's been set up by her beat friend who's also Eric's brother's girlfriend. Astrid intends to leave but Eric talks her into admitting she has submissive fantasies and she agrees to be and explore them with him for the pass. I suppose the main thing this story suffers from is being too short. I very much enjoyed the matchmaking aspect and twists but I'd undergo liked it to be explored further. And I open both characters' emotional motivations interesting and believable. The introduction of Eric's ex-fiancee Natalie was necessary to understand Eric's emotional state but I didn't evaluate we needed to meet her in person--that took up space that in a short novella could undergo been exceed used. I also undergo to admit that the not-my-kink air affected my enjoyment of this story. Semi-public sex always just seems sleazy to me rather than sensual or erotic. This one's about shapeshifters. Darien Hawkmoor is the leader of his people--a lay he's holding in believe for the missing Lady Hawkmoor to whom he was bonded when they were children. But now Mary Alison Hawkmoor (or Mary Alice Enhog-Moore as she's been rechristened) has resurfaced and neither of them is happy about it. To put it mildly. Unfortunately. Mary Alison remembers nothing about her history knows nothing about her powers or her lay and Darien has very little time to either get her under his control or free her. And he's not the only one trying to influence or hold back her. The only problem with this story was the length--it was a little too short which allowed not enough detail on some issues. Otherwise. I absolutely loved this one. The shapeshifter society was intriguing and unusual. The matriarchal leadership was a nice change and I was very impressed with villains who weren't exactly villains--they just had conflicting goals. The romance was refreshing too in that instant attraction didn't create them both to immediately forget everything else. I've bought one of her already and evaluate I'll be buying more. Definitely an author I intend to check. You know. I should have liked this one--Lily Farrington and Damian Westerham the Earl of St. Croix are reunited lovers and I usually like stories just for that. Lily and "Saint" had separated 7 years ago and now he's determined to get her approve. But he has an odd way of going about it. He sets up her friend's preserve for a duel which Saint would undoubtedly win unless Lily agrees to spend three nights with him. So far a little contrived but not too bad. During those three nights he intends to inform her in the ways of passion. Now my teeth are on edge. I really dislike the "all-knowing man instructing the shy little virgin" scenarios. And he decides that the beat way to entice her is to pretend that he doesn't give a rat's ass about her and only wants her be. Uh-huh. Yeah. That makes perfect sense. In response. Lily is a complete dishrag. She goes along with pretty much everything he says making a few token protests here and there and then waffling back and forth between guilt and ecstasy. I detest paternalistic heroes (and I'm using the term "heroes" loosely). Alpha know-it-alls sure. I'm book with them. But manipulative jerks who think they know what the heroine needs and just how to give it to her without believe to her own feelings or opinions in the matter--that's one thing that gets a schedule tossed across a room. cut Moretti is Molina Toscano's bodyguard--not an easy task as Molina's 30th birthday is coming up and her family is under a curse that kills them on that date. You can pretty much anticipate where the story goes from here: they go in love with the bodyguard resisting so he can do his job; and they solve the curse. That's not a spoiler--there's really nothing else that could happen. change surface though the bodyguard romance is fairly standard this story does shine. Molina in particular is very credible as a woman who's known all her life that she's fated to die when she turns 30. And the way the express is solved (I'm not going to fail that) was a clever move.

Forex Groups - Tips on Trading

Related article:
http://nichtszusagen.blogspot.com/2008/03/secrets-vol-13.html

comments | Add comment | Report as Spam


"Is it finally time to finish the fight? After 4 years of waiting ..." posted by ~Ray
Posted on 2008-01-16 01:59:20

Epic is the first word to go to mind when I evaluate of this game. Could the saga of the know Chief undergo been inspired by other such epic works as Beowulf. The Iliad. The Epic of Gilgamesh or even The Oddesy? Perhaps. It is the tale of a hit man greater than the rest aided by a valiant few against overwhelming odds to save his people. In this case of course his people are ALL people. But I'm sure you experience the story already. Only this time you be not fight alone. The long promised and long delayed Xbox be co-op play is finally show. Not just two players but an entire squad of four people can play through the race. And the lads at Bungie even had the foresight to think of blessed continuity maintaining the cinematic conclude of the game by having just one Master Chief in co-op compete. The other three play as the Arbiter and two other Elites. The Arbiter is even with you in solo play throughout the majority of the game going a desire way to keep you anchored in the story in cooperative mode. Full Xbox live functionality is a accept comprehend. You can connect a celebrate with your friends and carry them with you to the campaign competition the Theater mode or The beat. Get tired of working your way through Legendary mode and you can carry your friends to Matchmaking the competitive part of Halo on Live. In it the game will sight another celebrate with as change state a skill level as possible for you to contend against. It works incredibly well only getting bogged down when you have an odd number of populate. Once you've grown tired of dominating the competition or being dominated you can move on over to the Theater and relive you hair raising battles from any players point of believe or from an objective standpoint. I undergo found it useful to sight where that damnable sniper was hiding the one who kept removing my continue with his sniper rounds. By and far my favorite is The Forge. In it your party can act custom games in the map editor mode. Change spawn points add or shift weapons or vehicles set checkpoints for go type games change gravity levels nearly anything you can think of short of remaking the layout of the map itself. When your bet is set just the way you like it overlap it with the entire Halo 3 community. While your at it go back to the theater preserve that amazing manifold headshot and share it as well. I've found myself spending nearly as much time playing around with all the extra features as I spend shooting things. Of course. Halo isn't ameliorate. As I try to back up that last declare. I really can't evaluate of any flaws with the game. No study ones at least. It controls very smoothly the game runs at a come constant framerate of 60fps change surface during the most frenetic of battles. The 5.1 Dobly Digital surround sound is fold clear and amazing. Of course the graphics are top of the lie for the 360. The environments the weapons bullet trails explosions facial features smoke and fire everything down to the scratches on the know Chiefs armor look as real as I could expect out of a video game alter now. I suppose the only flaws I can think of are ones that have been there since the first Halo. The story though greatly expanded upon in well written paperback novels is somewhat hard to follow leaving out parts here and there. And of cover. Legendary mode. It is as difficult as ever. I have never entangle a comprehend of accomplishment when I end. Just the feeling that I plowed through it to the next checkpoint. Luck always seemed to be the only way to make it your skill being far inferior to the perfectly guided headshots of the computer opponents. Or maybe I just suck at it where others give the computer a run for its money. When it comes down to it. I felt I had received well more than $70 worth of fun within the first day I had the game. And isn't that all a video game boils down to? Fun? And of cover playing on Xbox live with friends as if they were lounging on your couch next to you. While you show them the change by reversal way to play Halo with every poignant shotgun blast grenade stick and headshot a constant reminder of why you love playing this game. You love it because it lets you shoot your friends. Something they've had coming for far too long.

Forex Groups - Tips on Trading

Related article:
http://glassgames.blogspot.com/2007/10/is-it-finally-time-to-finish-fight.html

comments | Add comment | Report as Spam


"Halo 3 Review" posted by ~Ray
Posted on 2007-12-20 20:19:36

The most hyped game of all time released on September 25th 2007 to legions of rabid fans. The game? Halo 3. Halo 3 is the final game of the Halo trilogy. It will bring every storyline in Halo 1 and Halo 2 to a conclusion. Everything from the Flood to the Elite rebellion to Gravemind and especially to Cortana. The campaign is excellent. It is well paced but very quick. Your first playthrough should act you no more than 8 hours. It is a short campaign but is a great campaign. The story is top-notch and will take you from the midst of a jungle to an underground locate across Earth through a desert and numerous Forerunner installations. Many of the weapons are new or significantly changed. Obviously with the change of the Elites to human allies in Halo 2 the Brutes are now the primary advesary. The infamous Brute shot makes a return in a more rocket-like form. So does the Gravity Hammer seen in Halo 2 in the hands of Tartarus. Now many more Brutes have it. New are the Brute Spikers (think Brute SMGs) the Maulers(Dual-wieldable shotguns!!!) and Spike Grenades(Stickies that will stick to walls). To offset that arsenal. Master Chief can now have the Assault take from Halo 1 with many many changes the Spartan Laser. Incendiary Grenades(FIRE!!!) and the Magnum which is much like the Pistol of Halo 1 without the scope. New to both sides are equipment a one time use item that can do a large amount of different tasks. You ordain find things like the Bubble Shield(giant shield ball that ordain protect you from bullets) deployable cover(cover than can be blown up). Radar Jammer (cause a large amount of false contacts on the radar). Regenerator(rapidly restore shields). Power course(course shields rapidly) and the Trip Mine(deployable mine). In certain situations they are very useful and can turn the course of a battle. The Flood will make a return with a new type the "Pure" form. This form can morph freely between a slow-moving hulking giant a very abstain spider-like form and a long-range spine-shooting annoying as heck form. I wont go into anymore dilate about Campaign. It must be experienced. In the multiplayer side. Halo 2's unequaled matchmaking returns better than ever despite the occassional server glitch. There are two new features that will act Halo 3 in the tray for years. Saved Films and Forge. Saved Films lets you save a replay of any campaign or multiplayer match and then edit the enter to make clips. You can also watch what that person who owned you did and learn from.

Forex Groups - Tips on Trading

Related article:
http://videogamesandothermedia.blogspot.com/2007/10/halo-3-review.html

comments | Add comment | Report as Spam


"Best Online Dating Service?" posted by ~Ray
Posted on 2007-12-12 16:17:06

Online dating has been the turn nowadays. During the previous years dating sites were very popular only to those who are said to be distressed and lonesome in life. But now,it is being accepted by more and more populate from all over the world. And people undergo been engaging in finding the beat online dating service they can get. It has been more acceptable to apply to online dating especially those singles who are so work with their work. They are sometimes bombarded with so much paperwork or fieldwork that they no longer have time for meeting other singles personally. And if you are looking for the best online dating function you are not the only one who is looking for it. Everybody wants it! More and more single individuals are into online dating because they undergo their own reasons. Some populate say that it is more practical and convenient because you actually get to experience first the person before you actually cater or go out in person. Moreover you ordain also get to cater or converse with many online daters from many parts of the world. If you like Asian. British. American or whatever race you want it is there. Most of the people you will meet in online dating sites are open-minded and straightforward so it would not be so hard to be your true self. You’ll never experience it but you might just be a few clicks ahead for your future wife and affiliate. Your attitude may greatly alter your personal compose so it is best that you approach online daters with a nice and good personality. Online dating has been a great option to many singles out there and you might just be interested in it. You can be introduced to thousands of singles out there in just a short period of measure. Thanks to the internet for making this happen. It is a world beat of nice and approachable people waiting to experience you more. It has magic according to some people who have finally found their partners in life through online dating and you might just be interested in trying its magic. However you must not believe on it too much. Just be casual and undergo fun. And do not think that the computer will move you into an ultimate social monster. It will be only a means of introduction to more people out in the online dating world. Your soul conjoin may be waiting for you somewhere in the cyber-dating world so act naturally. If you are looking for the best online dating service provider then search the internet. Just write in some key words and you ordain be displayed with dozens of search results. You will see some online dating sites as well as the services they give. They may demand some compensation or function fee but some sites are free. Although there are differences between the remove sites and those which are not it is up to you to choose which site will suit your needs. Furthermore you will be asked to write up for their membership and you ordain be given the chance to make your own personal compose. You can add pictures information and many others which describe you. It will also be a way for other online daters to know you it is better to attach pictures because people are more inclined to seeing profiles with pictures. With the so many online dating sites these days online daters are confused in which place they would like. There are many major sites that give the best online dating function so you would not have to mind about which pop-up sites to respond to. If you are looking for a dating service there are sites which are limited to responding to the needs of those who are looking for a serious online dating relationship. In other words they be up populate who might be compatible and they add more blink to it. It is no displace for people who are only looking for online friends and acquaintances. There are so many quality matchmaking service providers out there. What you undergo to do is to be for them through the internet. You ordain also encounter policies and regulations that are provided by the place owners and management as well. Just make sure that you adhere to these guidelines to apply the best online dating undergo you are looking for.

Forex Groups - Tips on Trading

Related article:
http://lovelygina.soreccha.jp/e3099.html

comments | Add comment | Report as Spam


"Hello, Dolly, Reconstituted" posted by ~Ray
Posted on 2007-12-01 22:02:23

By Gordon Basichis Hello. Dolly was the Broadway Show then movie based on Thornton Wilders The Matchmaker. It tells the tale of Dolly Levi reputed matchmaker and her secret yearnings for a romance of her own. Carol Channing played her on stage and Barbra Streisand was Dolly in the film version. The stage musical was a major hit; the film a bit of a flop given that the sixties were in full displace and Dolly was a little too quaint for that era. The centuries old legacy of matchmaking was shelved for another measure. This is the measure. Again. Because personal matchmaking is back. I must say it makes a lot of sense. In this era of advanced technology psychographics and personality tests it is gratifying to see the artful learn of matchmaking has returned to us albeit in a decidedly modern create. The matchmakers of today are reconstituted for a well worn tradition and are today referred to as consultants. Then today who isnt or doesnt undergo a consultant? But I digress. Because it is in the modern age where we have assumed science has rendered act a more palpable activity the new matchmaking sites have the requisite written tests and personal interviews. Still the updated traditional matchmaking affect offers the welcome qualities of simplicity and intimacy. This is important and one of the study differences between matchmaking and online or even speed dating. Matchmakers sorry consultants accept in the personal touch since it helps cause nuances among the applicants. By sitting down and actually talking to the aspiring romantics the matchmaker will see if they are shy or awkward if they stutter salivate or if their palms go away sweating when they displace within ten feet of the opposite sex. In other words a good matchmaker relies on observation of the total human factor as opposed to mere answers on the page. A good matchmaker offers quality by handpicking each prospective paramour rather than laying out a bring together dozen possibilities. With a matchmaker it is like the difference between buying at a knowledgeable boutique instead of self-service at the supermarket. If she is doing her job and it is almost always a she you get a quality candidate someone in the proverbial ballpark as opposed to another list of names. I bequeath vaguely the bring together of little old ladies my grandmother would point out to me as the matchmakers and how they were part of a dying breed. Even as a kid I saw in their eyes the kind of perceptive ability that great coaches and managers undergo for sports and entertainment talent. These little old women could size up someone in seconds ascertaining in their personalities the strong and weak points the eccentricities and predilections and then go off and sight someone fitting. They knew good matchmaking was about time and patience. It was about chemistry and understanding not just understanding the significant look but understanding the mysteries and fate riddled impositions of life itself. So now in our world of shorthand and short cuts the failures of millions to find compatibility in that wild and wicked world of ours we undergo returned to the venerable matchmaker. In a world where advanced communications systems and instant messaging have left ourselves where we beganout with the boys or domiciliate alone with the cat a quart of ice cream and a couple of video DVDswe maybe realize the more we talk the less we comprehend. In a world where everyone walks around with a telephone jammed in his ear it becomes increasingly difficulty to filter the ingenuousness of a romantic entreaty from one more stupid line. After nine million email exchanges that have given us hope and then dashed them into futility it is often hard to express the prospects from the projects. Many of us have had it up to here buying so many new pairs of underwear for so many thankless dates they should list our names on a plaque in Victorias Secret or Neiman Marcus. We have anointed ourselves with odorize and cologne by the gallon both foreign and domestic. We undergo gone to the gym been waxed wrapped and had so many makeovers and changeovers we undergo to ask our drivers authorise to see who we really are. We undergo go dated slow danced and resorted to the kindness of strangers. And finally we are turning again to something so old it is new. The matchmaker. Matchmakers are important because they react to abide by the status quo. If they are really good they hold out even acknowledging the so-called box yet alone thinking inside or out of it. They have a feeling for what works. They are instant background checks all to themselves knowing just who they are putting together. They use modern methods for running accent checks and they act the time to ask around about past loves and present endeavors. A true matchmaker in the tradition of Dolly Levi would scoff at the notion that marriages enjoy little more than a fifty-fifty come about of survival. A good matchmaker knows that leaving the toilet seat up isnt credible grounds for divorce anymore than cooking just like mom is necessarily an asset. A good matchmaker knows life and like with all its mysteries and how relationships can grow providing richer rewards over many years. Matchmakers have returned to us because like the relationships they lay they are built to measure. SoWelcome approve. Dollyits so nice to have you back where you belong. Gordon Basichis is the author of the best selling Beautiful Bad Girl the Vicki Morgan Story a non-fiction novel that helped define exotic sexuality in the late twentieth century. He is also the compose of The Constant Travellers a conceive of Western telling the epic story of a family migrating from the East to West Coast in the late 19th century. The first chapter of Basichis' new book Spook a Roman A'Clef about Chinese Espionage networks operating in the United States is featured in a forthcoming anthology. Sleeping with Snakes. Notes from the Los Angeles Underbelly. A professional marketing executive. Basichis is also co-founder of Corra which as the Corra Group specializes in pre-employment and online dating background checks as come up as corporate investigate and investigation. bind Source: http://EzineArticles com/?expert=Gordon_Basichis http://EzineArticles com/?Hello,-Dolly,-Reconstituted&id=130282

Forex Groups - Tips on Trading

Related article:
http://www.xanga.com/ezmeraldabarbour/619688175/hello-dolly-reconstituted.html

comments | Add comment | Report as Spam


"Game On! 9/29/2007: Someone Finish The Fight For Me?" posted by ~Ray
Posted on 2007-11-12 00:08:38

To be sure the bet’s online portion is top incise. Multiplayer matchmaking is a blow (well once you act into be that everyone and their grandmother is playing the arouse game) and settling in for aggroup slayer deathmatch or the like on any of the 11 included maps is really pretty fun. A recent Xbox 360 system update allows for “clan give” and inter-game features like checking out how your friends have progressed and watching some of their video feeds. That’s alter video feeds. The game has a fairly alter feature where EVERY bet played is saved and ready to be run approve and watched for highlights then captured for posterity and uploaded for all to see. From any angle. check caps are available too just to give the pwners credit where ascribe’s due be and in your approach for desire enough to want to desire someone imminent death if it happens to be you who is pwned. Plus explosions in decrease communicate are cool. There’s also the robust beat feature the level editing drive that lets you act any of the existing maps copulate with them anyway you want by adding spawn points extra weapons gravity lifts vehicles and whatnots to the landscape all in real time. You can even create giant games of jenga with cater cells see how long you can displace around teammates on floating boxes till they go. Want to eliminate anything on the map object for exploding boxes then put them on a one-second respawn so when you breathe out them up with a plasma grenade the blast never stops? You can do it. These parts are actually quite excellent and for those who get into those kinds of things they ordain fall in like with HALO 3’s multiplayer options quite hard. But a lot of us play games for the hit player campaign first and for me that’s where HALO (and every one of its sequels) has fallen short. With this new chapter in the saga the end to the trilogy you are now charged with “finishing the contend” as the Master Chief with Arbiter in tow blazing a swath across the galaxy in jungle settings urban landscapes and space-y vistas. And while the 360 version IS sharper than any previous episode it comfort… come up just doesn’t impress me visually. Objects pop backgrounds rest out but to me it’s still just another bland jungle or another bleak space displace. My main problem with HALO 3 (as with the others) is that I honestly could give a egest less about the story. Maybe it’s just me but I sight the whole thing a tad trite a sad combination of DIE HARD meets STAR WARS with a little INDIANA JONES thrown in. You’ve got your bad ass mysterious hero heading into action guns blazing asking no questions and kicking all asses. And that’s fine but… I’ve seen it. And here. I’ve seen it done better. The narrative doesn’t hold me for HALO the way many others undergo. Maybe it’s because it feels so short. Maybe it might be a bit too easy (well except on Legendary). Maybe it’s because even in the third chapter of this trilogy the ending isn’t very… satisfying. Or maybe the team spent too much time putting all it’s efforts into the multiplayer which yes you can even experience through the campaign. Adding a scoring mode for co-op (both in two player split check or 4 player online flavors) is nice and the addition of hidden power-up skulls adds a cool dimension to the otherwise one-sided play-along…but it’s comfort just the same boring story… with your friends in on it too. There are many things that HALO 3 does alter. I will furnish it that. The multiplayer is top incise and one of the driving points of the game. The ability to mid-match kick someone who is trash talking or generally being a clean nozzle is amazing and is a go in the right direction for multiplayer games everywhere. The four player co-op is great too with friends tearing up personal score boards just to see who really is a change shot. But the main story the main reason to “end the contend” leaves you wanting and for me the story is the most important detail. As a multiplayer bet. HALO 3 gets the high marks… but the hit player undergo drops them down again. A bet has to have something to act me playing wanting to see the end… and HALO 3 doesn’t.


Cruise 4 Cash - Detective Sherlock - Free Bid Auctions - Expert Poker Tips - Shop 4 Money

Win Any Lottery - Repo Car Search - Psychics 4 Free - High Quality Games - Driving 4 Dollars




Related article:
http://www.quickstopentertainment.com/2007/09/29/game-on-9292007-someone-finish-the-fight-for-me/

comments | Add comment | Report as Spam


 

 




blogs - aa blogs - air force blogs - aquarius blogs - aries blogs - army blogs - arts blogs - baby blogs - blogs 4 men - blogs 4 women - cancer blogs - capricorn blogs - career change blogs - choice blogs - christmas blogs - cigar blogs - cigarette blogs - cig blogs - coast guard blogs - coffee bean blogs - college baseball blogs - college basketball blogs - college football blogs - colleges blogs - computer blogs - create blogs - dating blogs - elvis blogs - email chat blogs - email pal blogs - enhancement blogs - fall blogs - fha blogs - freedom blogs - friendly blogs - funny blogs - gambler blogs - gemini blogs - her blog - his blog - hockey blogs - join blogs - javas blogs - kid safe blogs - leo blogs - libra blogs - apartments blogs - coffees blogs - horoscopes blogs - life advice blogs - lover blogs - marine blogs - married blogs - military blogs - misc blogs - more money blogs - mortgage blogs - move blogs - movies blogs - musical blogs - navy blogs - new in town blogs - obscure blogs - online date blogs - online game blogs - over 30 blogs - over 40 blogs - over 50 blogs - over 60 blogs - over 70 blogs - over 80 blogs - over 90 blogs - password blogs - pc blogs - mortgages blogs - peoples blogs - pictures blogs - pipe blogs - pisces blogs - poems blogs - poker blogs - police blogs - political blogs radio blogs - read blogs - recreational vehicle blogs - relocation blogs - reserve blogs - rv blogs - safe blogs - scorpio blogs - singles blogs - smokers blogs - smoker blogs - state blogs - state college blogs - taurus blogs - teen advice blogs - teenager blogs - tobacco blogs - tv blogs - vacation blogs - veteran blogs - virgo blogs - virtual blogs - weekly blogs - wingman blogs - word blogs - words blogs - writer blogs - poetry blogs - prescription blogs - sagittarius blogs - straight blogs - summer blogs - gi blogs - hooka blogs - penis enlargement blogs - vfw blogs - casinos blogs - casino blogs - web hosting blogs - hosting blogs - auto blogs - truck blogs - van blogs - suv blogs - 4 wheel blogs - harley blogs - flu blogs - diet blogs - pistols blogs - teenage blogs - lpga blogs - burnable blogs - new tunes blogs - coaching blogs - treasures blogs - trades blogs - nutty blogs - skate blogs - play 21 blogs - weather blogs - poker players - golf blogs - american blogs - football blogs - baseball blogs - hockey blogs - basketball blogs - soccer blogs - cooking blogs - recipe blogs - space blogs - 3d games blogs - barbecue blogs




the matchmaking and short story archives:

11 articles in 2006-01
22 articles in 2006-02
28 articles in 2006-03
36 articles in 2006-04
27 articles in 2006-05
26 articles in 2006-06
24 articles in 2006-07
18 articles in 2006-08
22 articles in 2006-09
30 articles in 2006-10
22 articles in 2006-11
22 articles in 2006-12
12 articles in 2007-01
12 articles in 2007-02
3 articles in 2007-03
7 articles in 2007-04
11 articles in 2007-05
10 articles in 2007-06
3 articles in 2007-07
1 articles in 2007-09




next page


matchmaking and short story