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> Cliff's of Asvetia (2), it is time
Ixith
post Feb 3 2007, 04:23 PM
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well after a long time of me seeming inactive its time to release a map smile.gif

however the map isnt exactly what i originally wanted it to be (well with certain triggers at least) but i found an alternative that seems to make me happy enough to release it.

Map Info:
Name: Cliff's of Asvetia
Map Maker: Ixith
Map Size: 70X70
Players: 2
Theatre: Temperate
Info: A 2 player map that does NOT require FS. The map features plenty of buildspace and a decent amount of tiberium for the players. It has lots of cliff's and a few areas that might be good key positions to control. This is my 18th map. (ermm at least i think it is im starting to lose count) so enjoy wink1.gif

Story: This area is the cliffie region between the Countries of Holixe and Asvetia. It is on the outskirts of some cities and also on the edge of an old battle field from an earlier war. This area is slowly starting to be infected by tiberium but not yet devestated by it.

Pics: (uploaded pics on Imageshack due to them staying in good quality also pics speak for themselves id say and also I didnt try to take them during different times of the day night loop so they are around the same lighting level)





and finally the map...enjoy wink1.gif
EDIT: Fixed the cliff error that was found. Thanks Tore
EDIT2: changed the unit lighting.

This post has been edited by Ixith: Feb 10 2007, 04:17 AM
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Attached File  Cliff__s_Of_Asvetia.zip ( 99.57K ) Number of downloads: 174
 


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Tore
post Feb 3 2007, 05:46 PM
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it looks great Ixith smile.gif

downloading.....


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Nimron
post Feb 3 2007, 07:45 PM
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Great lighting! And the design is excellent too! smile.gif Shame the voxels and shp's stick out a bit though...but thats no big problem! ^_^

Great again Ixith!

This post has been edited by Nimron: Feb 3 2007, 07:46 PM
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Crash
post Feb 3 2007, 08:07 PM
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I have tested it...

Detail\layout: 9\10
Lighting; 9\10
Gameplay: 9\10
Triggers: 9\10
Total: 9\10

Conclusion: A nicely detailed small map with good lighting.
And some good triggers.
I vote for errr... SPOTLIGHT


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Ixith
post Feb 3 2007, 09:54 PM
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QUOTE (CrashKing @ Feb 3 2007, 03:07 PM) *
I vote for errr... SPOTLIGHT


we can only hope :biggrin: but id say chances are good.

anyways thanks for the comments guys. if you find any bugs/errors tell me about them please. smile.gif

now weres Nods Viper he was bugging me all day about this map. lol

more comments please ^_^


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Tore
post Feb 3 2007, 10:21 PM
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i found a cliff error
Attached Image


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Wess
post Feb 3 2007, 10:34 PM
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u schould try making bigger maps Ixith, your maps are great/good, the lighting is just perfect but bigger maps are better imo, and more of a challenge.
these smaller maps simple limit you. i cant suport a spotlight untill u start making atleast 100x100 maps.

( just trying to get the max out of u wink.gif )


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Crash
post Feb 3 2007, 10:40 PM
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Size doesn't matter, It's the outcome that counts imo sly.gif


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Aro
post Feb 3 2007, 10:49 PM
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It's about time Ixith.
I'm sure you know how anxious i was for this map... Due-to our MSN conversation that is.
Meh, well it looks good, Fix the cliff error of course.

Edit : Sweet, i love it well done.

Main comment is if you ever stop making maps, the mapping section is going to die a horrible death.
So do not stop, i'd rate it a 9/10, need to actualy play it first. wink1.gif

This post has been edited by Nods Viper: Feb 4 2007, 12:08 AM


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Ixith
post Feb 4 2007, 12:15 AM
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First off i fixed the cliff error. have no idea how that happened and why i never spotted it in the first place cause i was always going over that area even in Marble Madness. meh oh well its fixed now.

@Wes.com yes most of my maps are small. but i have made maps above 100X100. these maps were:
-FS Necare - map size was 110X100 so not too much over it. and it wasnt a great map either. but it was my first
-Vae Victis- exactly 100X100 so maybe not larger but meh its still there. also one of my earlier ones....
-Monkey in the Middle - ok so this isnt a square though but its still 200X56 which is actually larger in area.
-Tiberium Delusion - 128X112 this was a 6 player map. ruined from the extra units i put in it though.

and Mutation Triad also came close it was 102X98

also Aergus Terra, the one i lost, was 120X120 it was near completion.........and will never be seen again.....or will it ohmy.gif

and dont worry i planned on making some bigger maps. its just that when i go to make those bigger maps i start to get bored with them when they are around 87% complete so i start a small 2 player map rolleyes.gif
so there you have it. i do plan on making an 8 player sometime in the near future to.

anymore comments?


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Uufje
post Feb 4 2007, 03:19 PM
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Omfg yay it's finished!!11!!!1!!exclamation!1!!

Anyways, I really love the lighting, great map!
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Crash
post Feb 4 2007, 04:20 PM
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QUOTE (Uufje @ Feb 4 2007, 04:19 PM) *
Omfg yay it's finished!!11!!!1!!exclamation!1!!

Anyways, I really love the lighting, great map!


err....

QUOTE (The DvD @ oct 1 2006, 01:04 AM) *
Make youre posts readable
Write properly. This means your posts have to be readable and understandable. Use interpunction ( , . ! ? ; etc), spell properly, and do not use excessive amounts of !!!!!!!!!!!111, smilies etc. We won't give you warnings for not spelling properly, but we might edit your posts to make them understandable.


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Aro
post Feb 4 2007, 05:15 PM
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Uufje is aware of the rules, Crashking, he is not the only member who deliberatly does that.
Anyway ixith i have finaly had the time to play the map, i stick with my 9/10.
Well done.


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Crash
post Feb 4 2007, 05:32 PM
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Get a joke lol.gif
on topic again: SPOTLIGHT!! sneaky2.gif

This post has been edited by CrashKing: Feb 4 2007, 05:33 PM


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Wess
post Feb 4 2007, 08:25 PM
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QUOTE (Ixith @ Feb 4 2007, 01:15 AM) *
First off i fixed the cliff error. have no idea how that happened and why i never spotted it in the first place cause i was always going over that area even in Marble Madness. meh oh well its fixed now.

@Wes.com yes most of my maps are small. but i have made maps above 100X100. these maps were:
-FS Necare - map size was 110X100 so not too much over it. and it wasnt a great map either. but it was my first
-Vae Victis- exactly 100X100 so maybe not larger but meh its still there. also one of my earlier ones....
-Monkey in the Middle - ok so this isnt a square though but its still 200X56 which is actually larger in area.
-Tiberium Delusion - 128X112 this was a 6 player map. ruined from the extra units i put in it though.


well i havent seen all your maps :blushing: i have been out of the loop for a while (mapping wise that is).

its a good map,, like what u did with the cliffs, but i think your at a point u schould make them a bit more complex, altho i do understand working to long on 1 map gets boring (that why i work on more then 1 all the time (3 atm, incl, the "tiber river" (atm 100x100), land of nod (200x200), and something with cliffs (150x150), ofcourse i dont map so much and could be a long time before u see any of these)
but your not giving your full potential, even tho your maps are great/good, i'm exspecting more these days.


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ORCACommander
post Feb 4 2007, 11:08 PM
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YAy another finished map. I wish the comunity would online play with your maps more often so they show up more there.


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Ixith
post Feb 5 2007, 11:55 PM
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yes that would be cool if people would play decent maps online more but about the only maps that the normal people who play a lot play are crap mod maps or maybe a WW one.

anyways i would really love for more people to play it and tell me what they thought from that as i would love to get some major feedback like that.

so anymore comments?

BTW Wes isnt there already a map called Tiber River? meh oh well i cant wait to see your maps.


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Wess
post Feb 6 2007, 05:38 PM
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QUOTE (Ixith @ Feb 6 2007, 12:55 AM) *
yes that would be cool if people would play decent maps online more but about the only maps that the normal people who play a lot play are crap mod maps or maybe a WW one.

anyways i would really love for more people to play it and tell me what they thought from that as i would love to get some major feedback like that.

so anymore comments?

BTW Wes isnt there already a map called Tiber River? meh oh well i cant wait to see your maps.


that could be ya, i would not be supriced if there is ^_^


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Disturbed
post Feb 6 2007, 05:51 PM
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Hey, hey, C'mon guys, stay on topic.
I Personaly like this map ixith, but i'm only going to rate it 8/10, i appologise if this disapoints you at all, but i personaly think you could do alot better than this... I compare this map to many of your others, including my personal favourite 'Alcedonia Terra' and i still think that, that map is better than this one, but its still really good. Well done.


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Ixith
post Feb 7 2007, 03:43 AM
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meh i think Alcedonia Terra was one of my better works but not my best. I think Frozen Fate is one of my best works really along with Mutation Triad (well MT was at least good for lighting i think) but im sure my newer works will be much better.

i think soon....i will post up a new WIP im working on. depends on if i get a good break from my SMMC mellow.gif

seeing as you rated this a 8/10 then what do you think i shouldav added to it to make it better?
you telling me that will help me improve smile.gif

anyways anymore comments?


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zdflamer2
post Feb 8 2007, 08:59 PM
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awesome lookin map,

do u mind if i use it for my expansion pack. i may need to add mods, im adding tech structures to all expansion maps such as old CABAL structures that give u the ability to build cyborgs considerin for obvious reasons nod dumped cyborg tech, however by capturin old structures u can build cyborgs
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Ixith
post Feb 8 2007, 09:18 PM
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@ zdflammer2 go right ahead. i dont mind just as long as you put me in the credits for it. smile.gif

anyways i may be updating this later as to reduce the unit light that is given off as iv heard some complaint about that being annoying cause its contrasting so much with the overall lighting.

so keep updated on that.....it may happen later today just depends on how much time i get.

anymore comments?


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Disturbed
post Feb 9 2007, 03:09 PM
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QUOTE
seeing as you rated this a 8/10 then what do you think i shouldav added to it to make it better?
you telling me that will help me improve smile.gif


Simple, this land has no water at all, therefore it should be very dehydrated... Yeah, i noticed some rough ground and LAT 2, so thats all good, but you did not use enough for a dehydrated landscape in my opinion... Also, the red lighting is awesome, but there is only minimal change in the day - night loop trigger, this is quite unexpected of you Ixith to make an error in lighting wink1.gif.
Simple solution to that, just make the day time brighter, and possibly get a trigger to turn those lightposts off during day-time (I personaly do not use day-night loop triggers cause i see them really unrealistic it turning from night to day in like 10 minutes).
Back to Dehydration, the lighting also makes it look like it has not rained there in like ages, so i'm thinkin' more dehydration, less grass, more dead trees and more rough ground... O.K?
Cliffs are good as per usual, but still could always be better, but this is just coming from me so don't take it in anyway offensive O.K? biggrin.gif
And i'm sure you especially know, that its the little details that make the map, right? Use more rocks, damage marks in half demolished cities, and well, on natural land use alot of dirt-roads... Its always best to place LAT 1 Which is sand i beleive next to dirt roads, which makes it look more natural...
Overall Ixith, this is a great map, but could still be better, remember, no map is perfect and no mapper is perfect, one can only get better... Good luck with your future maps, you have a bright mapping future wink1.gif.

Disturbed.


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Ixith
post Feb 9 2007, 08:34 PM
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Thanks Disturbed.

however i must argue a few things of course........(and like usual ill use my bullet like way of saying stuff tongue.gif)
-ill start with the day/night loop thing. the difference in my day night loop is actually greater than in most i have seen. the ones i have seen usually only differ by at most 20 in the ambient light and mine i do believe is 30 something in difference. also if you find the quickness of a day night loop trigger then you must be thinking about the fact that a building cant be constructed out of metals like the games buildings in less than 8 hours probably and in that much time there will be a difference in light. (the speed of the game is faster than the speed of real life obviously) so in all actuality it is realistic wink1.gif
-now the water issue. an area doesnt have to have ponds/lakes/rivers to be highly flourished in greenery. there is such thing as ground water. and it could be in a place where it rains a lot just no water in the area of the war zone.
-also IMO the lighting resembles how a place looks about the time the sun is setting when clouds are coming in before it rains cause you get that dark orangish red look. (actually i just saw this type of light just 2 days ago.)

ok thats my view on things. i will use what you said in future maps though when im thinking about what to add and how to use it. smile.gif

also one more thing i must say.....yes sand is often along dirt roads but......often times when i see a dirt road (which isnt too often here were i live but i have been to places that have quite a few of them) they yes do have sand but they also a lot of time have grass nearby them.

anyways any last comments anyone?


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Aro
post Feb 9 2007, 08:42 PM
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QUOTE
Thanks Disturbed.

however i must argue a few things of course........(and like usual ill use my bullet like way of saying stuff )
-ill start with the day/night loop thing. the difference in my day night loop is actually greater than in most i have seen. the ones i have seen usually only differ by at most 20 in the ambient light and mine i do believe is 30 something in difference. also if you find the quickness of a day night loop trigger then you must be thinking about the fact that a building cant be constructed out of metals like the games buildings in less than 8 hours probably and in that much time there will be a difference in light. (the speed of the game is faster than the speed of real life obviously) so in all actuality it is realistic
-now the water issue. an area doesnt have to have ponds/lakes/rivers to be highly flourished in greenery. there is such thing as ground water. and it could be in a place where it rains a lot just no water in the area of the war zone.
-also IMO the lighting resembles how a place looks about the time the sun is setting when clouds are coming in before it rains cause you get that dark orangish red look. (actually i just saw this type of light just 2 days ago.)

ok thats my view on things. i will use what you said in future maps though when im thinking about what to add and how to use it.

also one more thing i must say.....yes sand is often along dirt roads but......often times when i see a dirt road (which isnt too often here were i live but i have been to places that have quite a few of them) they yes do have sand but they also a lot of time have grass nearby them.

anyways any last comments anyone?


Heh, typing machine is right.

Yeah well the only other comment i can really give is that this map is just about perfect.
My brother made a few points about things looking realistic, and i agree with a few.

The thing i disagree with is the day-night-loop thing, time goes faster in the game obviously yeah. wink1.gif
Not as if a group of tiny people in a factory could build a titan in like 10-20 seconds right? biggrin.gif


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Disturbed
post Feb 9 2007, 09:51 PM
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QUOTE (Ixith @ Feb 9 2007, 08:34 PM) *
Thanks Disturbed.


O.K, First of all, you're more than welcomce Ixith. wink1.gif


QUOTE
however i must argue a few things of course........(and like usual ill use my bullet like way of saying stuff tongue.gif)
-ill start with the day/night loop thing. the difference in my day night loop is actually greater than in most i have seen. the ones i have seen usually only differ by at most 20 in the ambient light and mine i do believe is 30 something in difference. also if you find the quickness of a day night loop trigger then you must be thinking about the fact that a building cant be constructed out of metals like the games buildings in less than 8 hours probably and in that much time there will be a difference in light. (the speed of the game is faster than the speed of real life obviously) so in all actuality it is realistic wink1.gif


O.K, i am very well aware of the fact that the time is not related to real life time, so it will nto go same speed, i'm only saying that i do not like them as they are very unrealistic, however, to the point where you say your day night loop here is one of your best, i do agree there because since i first made my tiberiumsun.com acount, i was watching you and your maps, and you have improved just incredibly.
Lighting is something you had got better at over time, but it was always the unrealistic stuff with the day-night loop that just bugs me about lighting and mapping, so thats just me, not the whole community. wink.gif
However, don't hate me for saying, but i still think it could be alot brighter for the day-time half.


QUOTE
-now the water issue. an area doesnt have to have ponds/lakes/rivers to be highly flourished in greenery. there is such thing as ground water. and it could be in a place where it rains a lot just no water in the area of the war zone.


As i said in the above post, the lighting you use (with all the red), makes it look like a very hot and dry land, Y'know, as if it had not rained in ages, so i was just saying, more dead trees and rough ground, does not have to be no vegetation at all. smile.gif
And Secondly, you have used it all really well, ever since you began mapping you have been doing layout brilliantly, and that is not the easiest thing to do. wink.gif
Very WW Style, and everywhere and every place is used with detail, nothing plain, well done.
However, considdere the landscape before you attempt to fill up unwanted space is what i am saying, Vegetation in a dry land seems a bit dodgey, am i right? But still, the detailing is good, quite realistic, but not entirely realistic which is just one of the reasons why my rating is dragged down a little.


QUOTE
-also IMO the lighting resembles how a place looks about the time the sun is setting when clouds are coming in before it rains cause you get that dark orangish red look. (actually i just saw this type of light just 2 days ago.)


I Don't think it looks like it would before it rains, i personaly think it looks like a dessert lighting, Cloudless sky and just blatant red sun... Really hot, kinda makes me sweat thinking about it.
But again, this is not a full community thing at all, this is just peoples personal opinion, as in i think that is what the red lighting resembles, so you do as you please. wink.gif


QUOTE
ok thats my view on things. i will use what you said in future maps though when im thinking about what to add and how to use it. smile.gif


Well you only learn from what you get told right. wink1.gif


QUOTE
also one more thing i must say.....yes sand is often along dirt roads but......often times when i see a dirt road (which isnt too often here were i live but i have been to places that have quite a few of them) they yes do have sand but they also a lot of time have grass nearby them.


Thats exactly what i am saying, realism is key, i mean thats what i mean about the dehydrated land stuff, realism is everythign dried up and dead... Once again in my opinion.


QUOTE
anyways any last comments anyone?


Keep making maps as good as this, and don't disapoint your fans. :biggrin:


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The Raven
post Feb 9 2007, 10:18 PM
Post #27


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Well since i think Ixith is going to shoot someone if he doesn't get a full ingame review from someone, i decidided to test it ingame. The verdict? Most assuredly a solid and well done map. Lighting is nice during the day, but a bit dark at the deepest part of night IMO. Also, as desu said, the infantry/vehicles stick out a bit too much (though its not as bad ingame as the screenshots lead to believe). I did like the deep redness, and how well the green of the tiberium. The vehicles etc. add a nice ambiance to the map, and the detail is as solid as ever. The gameplay is challenging and fufilling. Overall a challenging and enjoyable map, and quite possibly worthy of a spotlight.


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Tiberian Dawn Maps: Grassy Plains (WIP)
Tiberian Sun Maps: FS Raven Night, FS Mutation Delta, Sunny Valley (WIP)
Spotlighted TS Maps: Drei Inseln, Aleutian Mist, FS Final Utopia, Lonely River
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Ixith
post Feb 10 2007, 04:15 AM
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updated to include the a unit lighting thing fixed.......see pic.

Attached Image

anyways thanks Raven for the review. sounds good to me smile.gif and dont worry i dont hate you Disturbed for the constructive criticism.

anyways any more comments?


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Disturbed
post Feb 10 2007, 04:40 AM
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Well Ixith, as long as you know i'm only trying to help you improve. wink1.gif


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ORCACommander
post Feb 10 2007, 08:52 PM
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I think the contrast is to strong now between vehicles and buildings. *points out the arty as an example*


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