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Siege of Wyrmrest Temple v3.0

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Dragon Soul - Siege of Wyrmrest Temple
by Davis Productions Team



Map Info: Well, to start off, this is my first time posting map here and I don't know alot of things about it. pretty old project, Dragon Soul in 1 map. Not the whole, just first 4 bosses. Something like Raid Finder, so I named it Raid Finder. Its 5 man raid with 4 epic bosses and its super entertaining. Its almost completed and I wanna drag a bit attention to it here as well.
Main point of the map is to have as much fun because it's not difficult and you always get a second shot on wipe. If you continue wiping, then its problem in you, not boss. Morchok for starting boss is somewhat difficult for starters, but easy after 1st attempt Warlord Zon'ozz is difficult, Yor'sahj the Unsleeping is too easy, Hagara the Stormbinder is difficult. That's about it.


Features:
5 controlable heroes, 4 unique boss encounters, 3 main systems; Deadly Boss Mods, Damage Show System, Dungeon Journal System and some irrelevant ones.
The point is to kill all 4 bosses and not run out of time fightning them.
After a boss wipe, or aggro range crossover, boss resets. In case you wiped, boss resets, your heroes ressurect.
Heroes are rolled in this order: 1 tank, 1 healer, 3 dps.
Visibility cheats, and gold cheats are not allowed. Others work but are not recommended.


VIDEOS








Screenshots:


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JSNVMiM.jpg


X07Q5BR.jpg


grlm8LB.jpg



Credits:

Models:
Henry (Warcraft Underground Administrator)
Sanistra (Warcraft Underground Global Moderator)
Danny (Warcraft Underground Member)

Icons:
Systemfre (Warcraft Underground Moderator)
andreariona
Blizzard Entertainment

Sounds:
Garodar
Bloodgrin


Changelog:


General:
- Major Deadly Boss Mods Fixes.
- Trash Attack Corrections.
- Zon'ozz DBM Focused Anger Warning corrected.
- Boss enrage timer implemented.
- Players rezz time message implemented.
- Hagara's Trash Mobs Spawn corrections and tweaks.
- PreMorchok Trash Mobs corrections and tweaks.
- Intro Cinematic Implemented.
- Dungeon Journal Sytsem fully implemented.
- Midgame PreHagara cinematic implemented.
- Models, Icons, Textures & Soundsets cleaned.
- Dungeon Journal corrections.
- Bugged trash mob color change.
- Dungeon Journal tooltip fixes.
- More fixes on trash mobs following Morchok.
- Midgame cinematic grammatic errors corrections and sound files fixes.
- Tyrygosa's dialogue shortened.
- TIM from Lord Afrasastrasz dialogue to Morchok changed to 4 seconds.
- Trash Mobs skipping fixed and made it pointless to try skipping dialogues.
- Hero Ressurection timer moved from 5 to 10 seconds.
- Questing Journal grammatic errors fixed.
- Game Interface attack icons change.
- Game Interface Quest, Log, Menu, "No Upkeep" message changes.
- Potion Icons boughtable from Merchant icon changes along with health/mana resto.
- A little bit more terrain updates on final version.
- Short dialogue message delay and changes to it.
- Dungeon Journal book name corrected.
- Maw of Go'rath/Shu'ma sight range limited and changed.
- Midgame Cinematic music sound changed on 100%.
- Alexstrasza's midgame cinematic delay corrected.
- Optional Quest button grammatic errors corrected.
- Spawned a little message upon wipe on Hagara.
- Replaced all attack attribute icons with some modern ones.
- More grammatic errors corrections.
- Disabled all of the recent Gm mode commands that caused alot of problems for testing.
- Implemented a map icon Preview.

Spells:
- Hunter's Summon Pet now actually summons a wolf pet.
- Regrowth now takes only 20 mana and heals 400 health max.
- Frostbolt, Firebolt, Concussive Shot no longer stun a boss.
- Morchok Furious attack power tweak.
- Tank Taunt CD nerfed by 80%.
- Shaman's mana regeneration increased for 20%.
- Frostbolt, Firebolt, Concussive Shot no longer stun, but slow.
- Fan of Knives damage tweaks and description change.
- Fan of Knives damage increase by 25%.
- Chain Lightning damage increase by 35%.
- Hunter's Concussive Shot no longer leaves Shadow Strike debuff behind.
- Shield Slam description change and tweaks.
- Parry description change and tweaks.
- Parry corrections and percentage changes by 5%.
- Fixed where Warrior's Last Stand stacks incorrectly with taunt debuff.
- Taunt cast time and mana cost nerfed down completly.
- Concussive Shot damage decrease by 25%.
- Explosive Shot focus cost is now 1.
- Explosive Shot damage bonus is now 50.
- Fixed Explosive Shot debuff stacking up incorrectly with Morchok's Armor.
- Summon Pet now summons 1 wolf pet with "Claw" ability.
- Mage's Blizzard now calls forth 5 ice shards from the sky.
- Blizzard no longer pulls up stacking debuff on players that deals damage.
- Frostbolt description change and tweaks.
- Firebolt description change and now does 400 damage.
- Mirror Image now deals damage to its enemies.
- Fan of Knives now deals 600 damage.
- Stealth now lasts only 45 seconds and cna't be detected.
- Holy Light description change and tweaks.
- Holy Light healing increased by 10%.
- Healing Rain now heals 450 heal per second.
- Parry grants Stun immunity.
- Healing Surge fixes and tweaks.
- Shield Slam stacking no longer resets the stack cooldown.
- Eviscerate attack power coefficient increased.
- Eviscerate damage fixed.
- Thunder Clap cast range decreased by 25%.
- Rogue's Sinister Strike no longer stacks up its attack power.
- Eviscerate no longer stacks up Strength and Intellect.
- Explosive Shot attack power coefficient increased.
- Explosive Shot no longer stacks up higher than 45 agility.
- Mage's Frostbolt and Firebolt now increase his attack power.
- Shaman's Chain Lightning no longer increases his intellect.
- Shaman's Healing Surge no longer stacks up his healing power.
- Healing Surge mana cost decreased by 10%.
- Thunder Clap's AOE damage increased by 10%.
- Chain Heal no longer puts up debuff on healed units.
- Rogue's Fan of Knives no longer stacks agility with Warrior's Thunder Clap.
- Following effects no longer stack Intellect with each other:
-Thunder Clap
-Fan of Knives
-Chain Lightning
- Fixed Healing Surge mana cost visual bug.
- Fixed awkward floating text bug that happens visualy during gameplay.
- All of the Rogue spells had a cooldown nerf by 35%.
- Fixed the Stealth debuff becoming stackable via Crit Strike.
- Concussive Shot spell effect delay by 1.5 seconds.
- Explosive Shot description change and tweaks.
- Summon Pet description change and tweak on wolf.
- Explosive Shot now increases 1 agility per each hit given.
- Resolved an issue where Eviscerate does no damage and fixed it, along with its description.
- Sinister Strike description changes and tweaks on damage.
- Shield Slam description changes and tweaks on damage.
- Thunder Clap description changes and tweaks on damage.
- Last Stand description change and huge tweak on attack power increase stack.
- Mirror Image description changes and tweak.
- Mirror Image now removes all immobilization effects on mage.
- Another Healing Rain description change and tweak.
- Nerfed Shaman's mana regen for 10%, due to overpowered healing.
- Shield Slam no longer stuns the enemy unit, especially boss.
- Fixed Tauren Warrior's fake Captain Sound, lol.
- Warrior, Rogue attack sound fixed.
- Boulder Smash no logner puts up a stacking Breath of Frost debuff on your heroes.

Bosses:
- Warlord Zon'ozz's Psyhic Drain now hits all heroes dealing damage.
- Acidic Globule eff corrected.
- Made major corrections to Hagara's Phase 2 ability.
- Shattered Ice now hits all heroes pulling up a ice S. eff.
- Made a tweak to Hagara's Shattered Ice.
- Nerfed Hagara's Ice Wave phase channel from 2 to 4 seconds.
- Nerfed Hagara's Lightning Phase lightning damage by 40%.
- Upon reaching a surviving Conductor, Bound Elemental now dies.
- Hagara's encounter reset conditions corrected.
- Enrage timer is now5:30 minutes.
- Morchok After-BBotE Attack Target.
- Void of the Unmaking Player diffuse implement.
- Morchok Phase 2 Attack delay added for 4 seconds.
- Shadowed Globule spawn corrected.
- Warlord Zon'ozz death text corrected.
- Yor'sahj the Unsleeping death text corrected.
- Hagara's Text Spam corrected.
- Hagara's Shattered Ice damage corrections.
- Hagara's Ice Wave tweaks and time inerval corrections.
- Hagara's Ice Wave phase entry and exit bug corrections.
- Disrupting Shadows no longer has Acid Spit buff.
- Boss enrage timer implemented.
- Void Bolt CD increased by 40%.
- Void of the Unmaking corrections.
- Yor'sahj Enrage timer is now 4:30 minutes.
- Warlord Zon'ozz enrage timer is now 10 minutes.
- Warlord Zon'ozz full stats increase per Focused Anger stack.
- Void of the Unmaking diffusion corrections.
- Warlord Zon'ozz enrage timer corrected.
- Crimson Globule tweaks.
- Crimson Globule debuff damage increase by 15%.
- Yor'sahj the Unsleeping enrage timer increased by 60 seconds.
- Hagara's Trash Mobs Spawn corrections and tweaks.
- Ice Wave phase bug corrections.
- Lightning Wave bug corrections.
- Corrected Boss Stun immunity debuff.
- All of the bosses are now stun immune.
- Hagara the Stormbinder fully finished.
- Morchok's BBotE attack delay.
- Morchok's dialogue corrections.
- Yor'sahj resets floating text spam on reset.
- Mochok's Stomp cast time delay from 0.65 to 1 second increase.
- Fail attempts to fix Resonating Crystal.
- All globules despawn upon Yor'sahj encounter wipe.
- Acidic Globule no longer leaves oozy stacking effect behind it on death.
- Made Earthen Destroyers from side more OP than imagined making dialogue skipping useless.
- Shortened the requirements to destroy Crystal Conductor with Bound Lightning Elemental via Overload.
- Bound Lightning Elementals size and scale twice shortened. Animations cutted out.
- All bosses heroes abilities damage increased by 15%.
- Morchok BBotE attack target delay has an instanced changes.
- Yor'sahj's globules now endleslly follow him to your doom.
- You gain 1000 gold after killing a boss now.
- Resolved an issue where one of the Glowing Globule spawns on incorrect place.
- Hagara's Reset condition now resets his health as well.
- Revamped the Resonating Crystal scripts.
- Nerfed Resonating Crystal damage for 60%.
- Void of the Unmaking fully hotfixed.
- Hagara's Shattered Ice damage nerf by 45%. Again.
- Fixed Yellow's Globule effect.
- Fixed the after-Morchok dialogue.
- Morchok's BBotE delay shortened for 1 second.
- Fixed Hagara's Reset by respawning Ice Wave again.
- Yor'sahj the Unsleeping's Void Bolt damage increase by 10%. Again.
- Nerfed damage of Zon'ozz abilities by 15%.

Other:
- Fixed 2 crashes.
- Fixed part where Resonating Crystal spawn crashes the map.
- 1 Morchok exploit fixed.
- 1 Hagara exploit fixed.
- 1 cheat exploit fixed.
- Fixed many and awful UI, GUI, and Game Interface bugs causing crash or lag.


- Siege of Wyrmrest Temple fully scripted and released.


UPDATE

- All of the following changes and fixed were made to balance the damage your heroes do and to make the add control procedure a lot easier and more controlable.

- The patch 2.9 was merely testing patch and was under a bit of delay, but right now, we have released the last patch, which is 3.0. Hopefully you'll enjoy this new and more complete content.
Contents

Siege of Wyrmrest Temple v3.0 (Map)

Reviews
17:00, 10th Aug 2014 Hell_Master: Map rated 4/5 (Recommended) and approved. See my review below regarding the map:

Moderator

M

Moderator

17:00, 10th Aug 2014
Hell_Master: Map rated 4/5 (Recommended) and approved. See my review below regarding the map:

Hell_Master;2570223 said:
Well, review emerges.

I find the game pretty good to be honest. Terrain's looking good but the scaling unit for everything looks quite big to be honest. I suggest making them smaller, same goes for the units most likely the dragons. It's not a major issues but at least for me, it looks weird. You could also add some bit of more props and doodads scattered around preferable rocks, snow grass patches set to walkable and etc. The raising also looks weird and you could have smoothen the ground on the pathway as shown on your first screenshot (also noticed it while playing but much better to point out the screenshot so you can know). Anyway, enough with terrains, overall, it actually looks good.

As for the gameplay itself, I think this should be not Altered Melee. The bosses looks challenging as hell I must say, took me forever to beat even the easiest of them because I'm not used to controlling multiple heroes but this map just gave me the experiences. The spells fits for each heroes even though they are just a bit modified but still the default blizzard spells, what matters is the spells are in the right heroes.

Nothing much to say. Probably some little terrain improvements, some scaling size tweaking and that's about it. Rated 4/5 and Approved.

+rep for the great map as well and motivation.
 
Level 8
Joined
Dec 11, 2012
Messages
412
Cool looking map, maybe try making it multiplayer since I see you got to control more then one hero.

The link in my signature can help you make any map over 8mb multiplayer.

Might try it later.

What do you mean "try making it multiplayer".... every model's been squished down to the ground. If you want to play it cool as you said it is, then its impossible...and it was intented to control 5 heroes. Seems pretty balanced in my opinion.
 
Last edited:
With Blizzard's official method of bypassing their filesize limit over servers you can have high quality models or any number in your map, their method is in my signature and it is local files. Sadly nobody took advantage of this method Blizz gave us til like around now.

Thanks to this even if they patch, your map won't break however if you use the edited game.dll which is the alternate method then it might break later.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Well, review emerges.

I find the game pretty good to be honest. Terrain's looking good but the scaling unit for everything looks quite big to be honest. I suggest making them smaller, same goes for the units most likely the dragons. It's not a major issues but at least for me, it looks weird. You could also add some bit of more props and doodads scattered around preferable rocks, snow grass patches set to walkable and etc. The raising also looks weird and you could have smoothen the ground on the pathway as shown on your first screenshot (also noticed it while playing but much better to point out the screenshot so you can know). Anyway, enough with terrains, overall, it actually looks good.

As for the gameplay itself, I think this should be not Altered Melee. The bosses looks challenging as hell I must say, took me forever to beat even the easiest of them because I'm not used to controlling multiple heroes but this map just gave me the experiences. The spells fits for each heroes even though they are just a bit modified but still the default blizzard spells, what matters is the spells are in the right heroes.

Nothing much to say. Probably some little terrain improvements, some scaling size tweaking and that's about it. Rated 4/5 and Approved.

+rep for the great map as well and motivation.

EDIT: Map type changed to Misc (but can be a Mini-Game type as well) to save you some time.
 
Level 8
Joined
Dec 11, 2012
Messages
412
Well, review emerges.

I find the game pretty good to be honest. Terrain's looking good but the scaling unit for everything looks quite big to be honest. I suggest making them smaller, same goes for the units most likely the dragons. It's not a major issues but at least for me, it looks weird. You could also add some bit of more props and doodads scattered around preferable rocks, snow grass patches set to walkable and etc. The raising also looks weird and you could have smoothen the ground on the pathway as shown on your first screenshot (also noticed it while playing but much better to point out the screenshot so you can know). Anyway, enough with terrains, overall, it actually looks good.

As for the gameplay itself, I think this should be not Altered Melee. The bosses looks challenging as hell I must say, took me forever to beat even the easiest of them because I'm not used to controlling multiple heroes but this map just gave me the experiences. The spells fits for each heroes even though they are just a bit modified but still the default blizzard spells, what matters is the spells are in the right heroes.

Nothing much to say. Probably some little terrain improvements, some scaling size tweaking and that's about it. Rated 4/5 and Approved.

+rep for the great map as well and motivation.

EDIT: Map type changed to Misc (but can be a Mini-Game type as well) to save you some time.

I'll see what I can do, but I'm not warmed up for it anymore atm. Working on other part "Fall of Deathwing"... that looks like milions of times better with every model in it. :ogre_haosis:
 
Level 8
Joined
Dec 11, 2012
Messages
412
You mean, you can squish the map down to the 8 MB, or persuade me to use your method of bypassing limitations?

#UPDATED the map and nerfed Zon'ozz for 15%, plus fixed iseedeadpeople exploit and disabled its anticheat. All added in changelog.
 
Nah, no... I've said it before. Unless you can squish the map, I don't really need help. Thanks for trying to help, but sorry, I won't try the method.

You didn't read my post very well, I said I would do it for you as well I need to know the import manager before presuming I can squish the map. Don't need you to try the method when I could show you myself. Well unless your extremely over-protective of your map.

I can see your not interested in making this multiplayer sadly, well good luck with future projects.
 
Level 8
Joined
Dec 11, 2012
Messages
412
You didn't read my post very well, I said I would do it for you as well I need to know the import manager before presuming I can squish the map. Don't need you to try the method when I could show you myself. Well unless your extremely over-protective of your map.

I can see your not interested in making this multiplayer sadly, well good luck with future projects.

I only accept under 8MB squish conditions. But, no sorry. :ogre_haosis:
 
Want an example map that is playable on bnet and over 8mb? Also as I said if you want me to attempt to squish, I can take a look. I am a busy hiver so it is rare I ever offer something like this. The reason I am going to such lengths if I want other people to learn of the actual official method blizzard gave us to bypass 8mb and I really wanted to help you. Still do, your map will be much more fun with a team. Much like any WoW map in wc3.

Since your done on the map and don't really want to work on it anymore viewing from your replies I don't see any possible damage besides wasting my time. Just consider it maybe? I won't comment on this anymore after this post though, will have to take it to visitor or private messaging. Don't want to clutter your map thread up.
 
Level 8
Joined
Dec 11, 2012
Messages
412
Want an example map that is playable on bnet and over 8mb? Also as I said if you want me to attempt to squish, I can take a look. I am a busy hiver so it is rare I ever offer something like this. The reason I am going to such lengths if I want other people to learn of the actual official method blizzard gave us to bypass 8mb and I really wanted to help you. Still do, your map will be much more fun with a team. Much like any WoW map in wc3.

Since your done on the map and don't really want to work on it anymore viewing from your replies I don't see any possible damage besides wasting my time. Just consider it maybe? I won't comment on this anymore after this post though, will have to take it to visitor or private messaging. Don't want to clutter your map thread up.

If you can squish it on 8MB, then feel free to and let me know. :ogre_haosis:
 
Level 8
Joined
Dec 11, 2012
Messages
412
UPDATE

Updated version 2.8. 2.7 was merely for 1 option and wasn't up for a release. Updated few things that have been added to changelog.

Changelog:

General:

- Morchok's Spike model updated.
- Added new NPC: Claw of Go'rath and its model.
- Addes wanted option: Zoom out camera. Check commands quest for info.

Spells:

- Healing Surge mana increase from 15 to 20.
- Chain Heal mana increase by 5%.
- Healing Wave mana nerf by 10%.
- Healing Rain duration increase by 5%.

Bosses:

- Warlord Zon'ozz full encounter nerf by 5%.

Others:

- Fixed another greedisgood exploit.

Thanks to the changes, gameplay is now alot smoother and more enjoyable.
 
Level 8
Joined
Dec 11, 2012
Messages
412
I didn't forbid anyone to try and make it multiplayer, I just said, I don't wanna do it, because I dunno how or wanna bother with it.. Other feel free to try.

Nah, only like 4 of them. I dunno how to make others.
 
Level 5
Joined
Jan 3, 2010
Messages
37
If you could reduce the map size to 8MB to be playable multiplayer it would be good because its hard to control 5 heroes at the same time, or you could add NPC players but that's a lot of effort and will be like 'auto win mode', try reducing models size using the mdx squisher tool, and remove unnecessary sounds/models like the intro, or you could split the map into two different maps where each contain 2 bosses only. Also if you could terrain the madness of Deathwing area I would do that whole map :p
 
Level 8
Joined
Dec 11, 2012
Messages
412
I've used everything in my powah and I can't go lower. If you think you could try without changing anything in triggers, feel free. I don't understand what you mean terrain madness of deathwing area? Fall of Deathwing is my map. :eekani:
 
Level 8
Joined
Dec 11, 2012
Messages
412
UPDATED

NEW PATCH: 3.0 IS OUT!

Changelog:

General:
- Fixed Claw of Go'rath basic damage.
- Globules damage tweak and changes.


Spells:

- Shield Slam rage cost increased by 50%.
- Thunder Clap rage cost increased by 50%.
- Fan of Knives energy cost increased by 40%.
- Sinister Strike energy cost increased by 50%.
- Eviscerate cast range fixed and moved from 800 to 100.
- Eviscerate damage increase by 80%.
- Sinister Strike damage increase by 50%.
- Shield Slam damage increase by 50%.
- Thunder Clap AOE damage increased by 35%.
- Frostbolt damage increased by 50%.
- Firebolt damage increased by 45%.
- All of the following changes and spells were JASS-ed due to security.


Bosses:
- Yor'sahj's Void Bolt now does little AOE damage to other heroes.
- Yor'sahj's fight was more balanced due to Void Bolt changes and stack fixed.

Others:
- Lumber cheat exploit fixed.

- All of the following changes and fixed were made to balance the damage your heroes do and to make the add control procedure a lot easier and more controlable.
- The patch 2.9 was merely testing patch and was under a bit of delay, but right now, we have released the last patch, which is 3.0. Hopefully you'll enjoy this new and more complete content.
 
Last edited:
Level 5
Joined
Jan 3, 2010
Messages
37
Oh I didn't see your Fall of Deathwing map until now, good luck, looks amazing :D

"Main feature is that this is singleplayer map. Each player controls 1 hero." I don't understand, single player or multiplayer?
 
Level 6
Joined
Jul 11, 2010
Messages
82
I give 5/5 because its a very good quality single player raid (bossfight). (Its what I always wanted and this kind of maps is mostly nonexistent)
However this map has still much room for improvements:

1. I found the weakest part are hero abilities. You are mostly just pressing q e to deal damage on most heroes repeatedly. It could be automated.
Or more heroes could get different ultimate abilities with long cooldown. (or something like that.)
Also. A customizable heroes like choosing resto druid as a healer not the shaman or something like that would be nice.

2. There is missing mana regen outside of combat. Its a pain in the *** to wait for it. (Please consider adding some food or some out of combat regen.)

3. I found a minor bug. When you kill the first boss and most of your heroes are dying at the same time (kinda like very close boss kill) some of your heroes do not revive.
 
Level 8
Joined
Dec 11, 2012
Messages
412
Cant fix any of these issues because the map is protected even from me and I no longer have the original map. I did like your ideas tho. It might inspire future projects, in case I decide to make any. Thanks for the feedback on such an... old project. Its very much appreciated. :)
 
Level 7
Joined
Jul 17, 2020
Messages
156
okay first of all i enjoyed it and i gonna try your other map as well
General:Hunter's pet got a timer which means after some time it will disappear and that's not good it's much of a deal but still
mana and heal potion are not too weak(heal potion heals 250 and mana potion 150)compare to heroes massive hp and mana points(mage got 5k mana)
while clearing my path to the first boss i lose too much mana and i have to wait a long time to it regenerate later i found that wiping a boss will reset mana and health which is good do something about between boss fights Regeneration's
shaman's auto healing spell is not balance it takes to much mana while it's other spells takes less mana and heal much more
I know rogue must be fast but it's to fast it's like a noob rush if you ask me
mages blizzard spell is too weak(100 Damage)
FIRST BOSS:
when morchok do stomp it will become friendly for a second
SECOND BOSS:
I killed warlord Zon'ozz but void of the unmaking stayed i tried to get out of raid but it wiped my group and after that my group did not respawn but luckily i got a save i used it killed the boss again this i take the orb in middle of the raid and i leaved it there i had no more problem ever sense
THIRD BOSS:
Yor'shj's tactics are too difficult to handle(gloube's are too difficult to kill)
after my first wipe raid did not reset there were still some forgotten ones next to boss
mana globe spawns too close to the boss i can't aim it so it takes my caster's mana(healer as well)and now i'm dead(i used cheats to do this boss)
FINAl BOSS:
When the final boss is in the middle of the platform and casting it will become friendly which means if i use a aoe healing spell it will heal the boss as well
and thank you for your time you did an awesome job love the models love the dialouge's love every thing
9/10 AWESOME
+rep :infl_thumbs_up::infl_thumbs_up:
 
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