SPLA Map

SPLA Map

Re: SPLA Map Posted by Sinner_D on Thu Oct 23rd 2003 at 12:14am
Sinner_D
376 posts
Posted 2003-10-23 12:14am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
alrighty, so umm... ive already got a first build product, but i fear my section is gonna be a bit small as is, seeing as how i was following the 512 restrictions, should i worry too much or you think this be ok? and another thing, does HLDM have worldspawn kills alot? cause my section is built around the insta-death slime, add that to the small size, and my section is pretty much a killbox in its self...lol

i think i might have an out-dated or noobish fgd file...im too use to my uber cs fgd file...lol im using the standard HL.fgd that came with hammer...any better?

question about textures... im just sticking to the hl wad, are there any other wads i should have a look at?

P.S. i can only get stuff to/from you guys on fridays...atleast for another week or 2. my work comp still has no internet :sad: so anything under 64mb i can get on fridays.
Re: SPLA Map Posted by Tracer Bullet on Thu Oct 23rd 2003 at 1:50am
Tracer Bullet
2271 posts
Posted 2003-10-23 1:50am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Download the newest halflife.fgd from VERC

look on the wadfather for textures.
Re: SPLA Map Posted by Sinner_D on Thu Oct 23rd 2003 at 2:39am
Sinner_D
376 posts
Posted 2003-10-23 2:39am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
alright, well ill just continue workin til friday, then ill get the latest fgd, and post my first build. GL guys i hope this works out good.
Re: SPLA Map Posted by Gorbachev on Thu Oct 23rd 2003 at 6:10am
Gorbachev
1569 posts
Posted 2003-10-23 6:10am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I'm just kinda thinking about the connections and door sizes, will we just make general halls between them or...?
Re: SPLA Map Posted by Wild Card on Thu Oct 23rd 2003 at 11:27am
Wild Card
2321 posts
Posted 2003-10-23 11:27am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Sinner_D, get the latest HL.fdg I guess, I dont know if its changed, but I'm using the one that came with VHE3.4. As well, go take a look at Wadfather for textures you can use.

Ok, Gorbachev, you just raised and interesting question. Ok guys, if your making a hallway with the intention of it connecting to another section, then just make a simple hallway (1 ceiling, 1 floor, 2 walls) and texture it with the crete3_wall01 that way I know its going to connect somewhere and I'll mess around with it when I put the sections together.
Re: SPLA Map Posted by Sinner_D on Thu Oct 23rd 2003 at 9:31pm
Sinner_D
376 posts
Posted 2003-10-23 9:31pm
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
well, my section has 3 ways in and out...2 of which are threw the stream. and my doorways are simple archs, i guess once we all get something done we can look more into the connections.

i guess im just too use to my uber CS fgd, its been a while sense i used hl fgd so im not use to the lack of ents...lol, ive also got the "3x" version, is that any different? i havent noticed anything.
Re: SPLA Map Posted by Hornpipe2 on Thu Oct 23rd 2003 at 11:05pm
Hornpipe2
636 posts
Posted 2003-10-23 11:05pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
Sinner_D and Gorbachev, we need to talk about connections. Where are your streams, so I can have them entering my map? And what color is your water?
Re: SPLA Map Posted by Gorbachev on Thu Oct 23rd 2003 at 11:15pm
Gorbachev
1569 posts
Posted 2003-10-23 11:15pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I'm thinking of making my area a contained factory that has been unused for a while, so it has begun to be taken over by nature again...
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 1:34am
Wild Card
2321 posts
Posted 2003-10-24 1:34am
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
ahh the joys of teamwork :smile:
Re: SPLA Map Posted by G4MER on Fri Oct 24th 2003 at 2:54am
G4MER
2460 posts
Posted 2003-10-24 2:54am
G4MER
floaty snark rage
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Im hard at work with a Smelter.. its looking hot.. Ok not lava so much, but molten metal..

Do we need to worry about pipe works connecting?

($)
Re: SPLA Map Posted by Tracer Bullet on Fri Oct 24th 2003 at 3:47am
Tracer Bullet
2271 posts
Posted 2003-10-24 3:47am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Gah! there is no way I'm touching hammer between now and december 10th, when my finals end. being a senior is a bitch.
Re: SPLA Map Posted by Sinner_D on Fri Oct 24th 2003 at 4:57am
Sinner_D
376 posts
Posted 2003-10-24 4:57am
Sinner_D
member
376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok horn, ill be uploading all my work sofar tomorrow, sometime around noon PST.

my stream goes strait threw my section, and im using !watergreen (hl wad) for the texture. anyways everything will be up for DL tomorrow. ill post a link for DL in here when its all uploaded.

P.S. i know this is gonna sound noobish, but how do i get a brush of water (slime) to move when triggered by a button? i want players to beable to drain my slime pits to access a super weapon :biggrin:

GL on the smelter money. do yah need a molten lava texture? i might beable to work one up for ya. let me know.
Re: SPLA Map Posted by Tracer Bullet on Fri Oct 24th 2003 at 5:22am
Tracer Bullet
2271 posts
Posted 2003-10-24 5:22am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
A func_water has all the same properties as a func_door. use it as such. HOWEVER, you MUST specify a lip value, or your water will dissapear when it stops moving. a verry irritating quirk until you figure it out!
Re: SPLA Map Posted by DocRock on Fri Oct 24th 2003 at 12:42pm
DocRock
367 posts
Posted 2003-10-24 12:42pm
DocRock
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367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
Here's a few shots of my area in progress. It has 3 exits, two on main floor, and 1 above. It has a jump-pad from center floor to top floor. Feedback please :smile:

User posted image

Little dark

User posted image

Another view.

User posted image
Re: SPLA Map Posted by Schmung on Fri Oct 24th 2003 at 1:03pm
Schmung
63 posts
Posted 2003-10-24 1:03pm
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
The walls all look too flat to be convincing rock IMO, lightings nice adn moody though and the layout looks like a good start.

Waterfall wise, since I wanted to use one as well, I think we should find a nice animated waterfall texture that everyone can use..
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 1:17pm
Wild Card
2321 posts
Posted 2003-10-24 1:17pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Rocks dont look conviencing as Schmung said. But otherwise its starting off good.
Re: SPLA Map Posted by DocRock on Fri Oct 24th 2003 at 2:00pm
DocRock
367 posts
Posted 2003-10-24 2:00pm
DocRock
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367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
Light_environment plays a very important role in all of my maps. Which way will it be coming from and the pitch and color? I'm thinking of adding windows hewn thru the stone, and I'd like a light beam coming in...but don't know which way it will be coming from...
Re: SPLA Map Posted by Adam Hawkins on Fri Oct 24th 2003 at 2:12pm
Adam Hawkins
858 posts
Posted 2003-10-24 2:12pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
The rocks definitely need rockifying up a bit :smile: Maybe have the steps at slightly different heights to each other, or maybe a little wonky. With it being a natural cave-like setting, I doubt the steps would all be equally spaced from each other - rather worn into the environment from years of water/wind wear :smile:

And the glows on the lights could be a little less harsh as they jump out a little too much at the moment. Also maybe have something powering the lights?

Nice theme though! I like :smile:
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 2:34pm
Wild Card
2321 posts
Posted 2003-10-24 2:34pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
light color is prolly gonna be a light blue with a 10-15 brithness. Angle and pitch is for you to have fun with.
Re: SPLA Map Posted by DocRock on Fri Oct 24th 2003 at 2:38pm
DocRock
367 posts
Posted 2003-10-24 2:38pm
DocRock
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The steps are all off centered :smile: I think the pics are too dark to really tell...I'll add more lights to the place and get some fresher pics for ya to see.

I'm going to put alot of weedy growth on alot of the rock surfaces to hide the "generic" feel. Alot of weeds will be hanging from the roof as well.

I'll be doing alot of work on it this weekend...and Sinner, I need to talk to you about your floor plan so we can get our doors matched up a bit :smile:

edit: just saw WC's post...the angle and pitch of the light_environment needs to be the same throughout the entire map...since it is one entity which lights the whole place...
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 2:41pm
Wild Card
2321 posts
Posted 2003-10-24 2:41pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
perhaps a little more natural into your steps.
Re: SPLA Map Posted by Adam Hawkins on Fri Oct 24th 2003 at 2:45pm
Adam Hawkins
858 posts
Posted 2003-10-24 2:45pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
Heh :smile: I didn't word that too well. For the steps, I meant in a vertical sense - sorry about that, I should learn to type better :wink:
Re: SPLA Map Posted by DocRock on Fri Oct 24th 2003 at 3:51pm
DocRock
367 posts
Posted 2003-10-24 3:51pm
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ya mean, make it so the player has to jump, crouch/jump up the steps?
Re: SPLA Map Posted by Schmung on Fri Oct 24th 2003 at 5:13pm
Schmung
63 posts
Posted 2003-10-24 5:13pm
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
nah, I think he means just so theres some variation in height. SAy some of them are 12 units some are 16.

I 'spose I should be thinking about my doors as well, but I can't say I've given it any consideration yet, hopefully I'll post some pics of what I'm working on later tonight.
Re: SPLA Map Posted by Gollum on Fri Oct 24th 2003 at 5:18pm
Gollum
1268 posts
Posted 2003-10-24 5:18pm
Gollum
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
Dark areas + water = bad (since the water is always lit). No doubt that will be different with the light_environment added.

Anyway, looks decent - I just can't tell much more than that because the pictures are so dark.
Re: SPLA Map Posted by Sinner_D on Fri Oct 24th 2003 at 7:23pm
Sinner_D
376 posts
Posted 2003-10-24 7:23pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
wow doc, im ashamed to even post my shiet...lol i didnt know we were going for broke. ok guys everything is up...here are some SS and link to DL

User posted image

User posted image

User posted image

i was trying to keep the architecture as simple as possible. ill add in anything needed later...dont forget this is "first build" any ideas and such are welcome... heres the

Update: DL removed :wink: well it looks small but realize that im hovering...its acually bigger then it looks, but yes it is rather small, i think ill slow down on work and wait til i get pix of what others got...im already pushing the 1024 limit :
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 7:28pm
Wild Card
2321 posts
Posted 2003-10-24 7:28pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Is that all your section? Kinda small. Try to expand on it, add more detail, more lighting. Use your imagination. And dont post a download link just yet...
Re: SPLA Map Posted by Tracer Bullet on Fri Oct 24th 2003 at 7:34pm
Tracer Bullet
2271 posts
Posted 2003-10-24 7:34pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Doc- your waterfalls seem kind of thin, but otherwise I like what I see :smile:

Sinner- I guess 512^3 really was too small. I assume those are the dimensions you have? don't worry about keeping the archatecture simple. especialy if you are doing a small area, you should cram in as much detail as possible since your r_s aren't being used up by lots of open space. Oh, and those are really nice looking curved pipes :smile:
Re: SPLA Map Posted by Sinner_D on Fri Oct 24th 2003 at 7:40pm
Sinner_D
376 posts
Posted 2003-10-24 7:40pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
thnx...i posted a tut on how to do those pipes...soon as lep looks at it :biggrin:

yah im gonna work on the architecture now...i was just trying to keep it simple til i had an idea what others were doing. how you like my inst-death slime pits? MUAHAHA...lol

yah TB, 512^2 really was a small...not too small, but small limit :wink: ima try to enlarge it a bit.

P.S. if anyone from the team would like a link to DL... pm me and ill give it to ya.
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 7:51pm
Wild Card
2321 posts
Posted 2003-10-24 7:51pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Yes, expand on it, and, a general rule to all. If you want to give dL links, send them via PM's only.
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 8:14pm
Wild Card
2321 posts
Posted 2003-10-24 8:14pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
A reminder to all that the UPPER CENTER section is still available
Re: SPLA Map Posted by G4MER on Fri Oct 24th 2003 at 8:22pm
G4MER
2460 posts
Posted 2003-10-24 8:22pm
G4MER
floaty snark rage
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I think My piece may fit welll there.. Ill post pictures soon.. I went a tad more indrustrial, than the other two.

I like the cavern one alot.. very nice.. Waterfall is too thin.. but I like how you broke the water up.

The toxic waste room is small, but well done. Only problem I had with the room was the walls were very plain. I can see metal I Beams along the walls supporting a metal gang plank over the top of the containers, so someone could walk over and check levels and what not.

Well Like I said they are both very nice, and will be very cool in what ever we end up with as a collective.

($)
Re: SPLA Map Posted by DocRock on Fri Oct 24th 2003 at 8:31pm
DocRock
367 posts
Posted 2003-10-24 8:31pm
DocRock
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367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
Maybe everyone should post what they're thinking of doing in their section so we all can get a grasp of what the overall picture may look like. Like if someone was gonna do an industrial setting right next to a cavern, maybe both guys doing those sections can kinda add a "hint" of each other's level in their own level..

kinda like Money was just sayin...an industrial..and if he chooses the top center, he'll be right next to me, so maybe I can add an industrial touch to the left side of my section since that's where his will be..and he can add a sort of cavernous rocky look to the right side of his section...

Just an idea...

Good work everyone so far...this is gonna be one hell of a |2/\|) map
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 8:38pm
Wild Card
2321 posts
Posted 2003-10-24 8:38pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I agree with Doc, sort of. But you guys need not worry too much about this yet. Because once I get the sections and put them back together, then the map will make it's way from one mapper to the other and they will modify their sections accordingly.
Re: SPLA Map Posted by Schmung on Fri Oct 24th 2003 at 8:42pm
Schmung
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Posted 2003-10-24 8:42pm
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
Bugger. Everything was going swimmingly, when I realised that to make my area work I'd have to break the size limit. The only solution I can see is to allow part of what I was doing to connect to someone elses section before re-connecting to mine, but that sort of ruins the plan I had for including my own little waterfall thingy.
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 8:48pm
Wild Card
2321 posts
Posted 2003-10-24 8:48pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
?
Re: SPLA Map Posted by Schmung on Fri Oct 24th 2003 at 8:54pm
Schmung
63 posts
Posted 2003-10-24 8:54pm
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I'll post piccys in a bit to explain.
Re: SPLA Map Posted by Schmung on Fri Oct 24th 2003 at 10:45pm
Schmung
63 posts
Posted 2003-10-24 10:45pm
Schmung
member
63 posts 6 snarkmarks Registered: Sep 16th 2003
Ok, this is the map as it is. I want to add supports under the platform and this is really early betaas stuff, but you get the ideas.
User posted image
User posted image

Basically what I wanted was to have stairs and my waterfall behind that wall and then entrances off the top. Alas I am already over my size limit, so I'm a bit f**ked. I'll see what I can think of by tomorrow, but this is the basic theme of my map.
Re: SPLA Map Posted by Wild Card on Fri Oct 24th 2003 at 10:51pm
Wild Card
2321 posts
Posted 2003-10-24 10:51pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
the wall design in the first pic looks great. But the second pic looks fairly plain in my opinion. your red and white lights also looks strange as they dont appear to pop out or anything of the sort. the texturing and brithness look great though. :smile:
Re: SPLA Map Posted by Schmung on Sat Oct 25th 2003 at 11:39am
Schmung
63 posts
Posted 2003-10-25 11:39am
Schmung
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63 posts 6 snarkmarks Registered: Sep 16th 2003
your red and white lights also looks strange as they dont appear to pop out or anything of the sort. the texturing and brithness look great though. :smile:
Explain what you mean by 'pop out' please. Not sure I get you. Anyway, more work will be done later today.
Re: SPLA Map Posted by Wild Card on Sat Oct 25th 2003 at 1:10pm
Wild Card
2321 posts
Posted 2003-10-25 1:10pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
they dont look realistic, because they are in the wall. Its not soo much a problem for the red ones, but the white ones in the second pic would need some kind of changing.
Re: SPLA Map Posted by Wild Card on Sat Oct 25th 2003 at 7:05pm
Wild Card
2321 posts
Posted 2003-10-25 7:05pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
New info for section mappers:

deadlines:

November 1st: send me your map (.RMF) with any needed files. I want to see how everything is going and it will give me an idea of how to start the centerpiece.

End of November: your sections must be done. Send them to me, I will put them together, then the map (as a whole) will be sent from one mapper to the next for adjustements to their sections and connection to their neiborring sections.

If the deadlines seem too soon, please let me know.
Re: SPLA Map Posted by G4MER on Sat Oct 25th 2003 at 8:50pm
G4MER
2460 posts
Posted 2003-10-25 8:50pm
G4MER
floaty snark rage
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1: Pictures and White Lights..

The ones in the roof look fine. the big boxy ones I think look outta place. The red lights should be pushed in a bit, I know more faces, but it would look more finished. The cement beams along the roof, should also come down the wall in pic 2 and connect with the floor.

2: Deadlines

Thats fine by me Wild Card. ( stupid question ) how do I send it to you?

($)
Re: SPLA Map Posted by Wild Card on Sat Oct 25th 2003 at 11:29pm
Wild Card
2321 posts
Posted 2003-10-25 11:29pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
answer to stupid question :razz:

You put everything in a .ZIP and email it to me
topgun832@hotmail.com
Re: SPLA Map Posted by Sinner_D on Sat Oct 25th 2003 at 11:57pm
Sinner_D
376 posts
Posted 2003-10-25 11:57pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
thnx for the idea money...i like it, and yes i am totally looking towards adding some more architectural design to my level. im planning on starting that asap. hey doc, what section are you? if your near me you can put some sort of industrial waste dumb (toxic slime barrels spilling over) stuff like that :wink:

schmung, lookin good
Re: SPLA Map Posted by Gorbachev on Sun Oct 26th 2003 at 12:53am
Gorbachev
1569 posts
Posted 2003-10-26 12:53am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Doc, in your section I really suggest something other than the default textures for the water...if there's one thing I cannot stand in HL is default water textures. They are brutally nasty.
Re: SPLA Map Posted by Orpheus on Sun Oct 26th 2003 at 1:00pm
Orpheus
13860 posts
Posted 2003-10-26 1:00pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
2 bits of advice.

1) only post images with the r_speeds turned on, so your team mates will have reliable info (always post images of a full compiled version)

2) reduce the area you plan on incorporating, people who are accustomed to working by themselves always tend to build grandiose areas, and forget the overall feel when working with others.. docs area looks ok, but is already nearing the r_speeds ceiling, and has almost no detail yet to speak of, his area might need reduced by 30 to 50% in overall space.

just a thought :confused:
Re: SPLA Map Posted by Wild Card on Sun Oct 26th 2003 at 1:48pm
Wild Card
2321 posts
Posted 2003-10-26 1:48pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
words of advice from the old Orpheus. He is wise, but he is also old. :razz:
Re: SPLA Map Posted by Orpheus on Sun Oct 26th 2003 at 2:03pm
Orpheus
13860 posts
Posted 2003-10-26 2:03pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Wild Card said:
words of advice from the old Orpheus. He is wise, but he is also old. :razz:
sometimes it would be nice if age did play a role in wise comments, but alas, its not.

actually, i feel my age is a hindrance in my words, cause as much as i see children at snarkpit, the children only see and old person :sad:

as usual, my advice is offered in good faith, use what you need, disregard the rest.
Re: SPLA Map Posted by Wild Card on Sun Oct 26th 2003 at 2:26pm
Wild Card
2321 posts
Posted 2003-10-26 2:26pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
I see a man with a hell of alot more experience than I have. Cheer up Orph :smile: