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Diablo III Warcraft Beta v1.19b



This map has been based on the Diablo III Gameplay Video. You may even recognise a few of the in-game events if you've seen it! Please remember that this is a beta version, and may still contain bugs. Anyone can host this online, just let me know if you find any major flaws in the game :)



class_barb.png
class_wd.png
class_wiz.png
class_monk.png



New Classes will be available as Blizzard reveal them :)








Any comments and criticism you guys have is most welcome :)



New Features for this version:

Version 1.19b
- Fixed Major Siegebreaker bug
- Boss ultimates no longer damage themselves
- Fixed minor pathing bug
- Tooltip updates
- A few terrain updates

Version 1.19
- New Class: Monk
- Refined Auto-balancing systems
- A few new items
- Major reterraining
- New hi-res skins by Cycloverid
- New models for various units
- Various Bug Fixes


New Features for this version:

- Several New models and skins
- New Interface
- New Icons
- Several new items
- Full Screen Inventory System
- Auto-balance system (player number dependant)
- Major Terraining updates
- Improved triggering in several areas
- Archivist Cinematic added (Random occurence)
- A few new spells for each class
- Removed Tyrael to make room for extra custom imports.
- New boss abilities
- Custom sounds and music
- Players are now team coloured
- Healing globes heal percentage instead of set amount.
- New events throughout the map
- Now possible to walk back through the entire map
- Several bug fixes from v1.17
- Lots of other small tweaks that ive forgotten about :)




New Features for this version:

- Fixed Camera (By Na_Dann_Ma_GoGo)
- New Hero Picker
- Additional Items
- New Barbarian Fury System
- All items are now class specific
- Increased Caster item drop rates
- Fixed Pathing in several areas



New Features for this version:

- Fixed Hotkeys
- New Terraining for dungeon area
- New SFX and animations for various spells
- Buffed up the bosses some more
- Cleave now lasts 12 seconds instead of 10
- Zombies that spawn after seigebreaker are now removed when tyrael starts (lag reduction)
- Changed light filter to make the game slightly brighter
- Defeat Message now works



New Features for this version:

- New Revive system
- Revives now displayed as lumber, to free 6th slot
- Players can now trade their lives via F11
- resurrected heroes become invulnerable for a few seconds
- Players can resurrect after death if someone trades them a life.

- Revamped Dispatch
- Damage now varies depending on mogrol level
- No longer damages allies
- Can no longer target enemy creeps

- Re-terrained one of the dungeon rooms
- Thousand Pounder has been Redone.
- Fixed Barbarian Walk Speed
- Added new items
- Buffed up the bosses some more



New Features for this version:

- Repick option added
- Revamped the Skeleton King boss
- New Items
- Minor Terrain Updates
- Changed a few unit models
- fixed health drops for various enemies
- Altered item drop rates slightly
- "Dispatch" ability added to Witch Doctor
- Class descriptions in quest menu
- Reduced fog thickness slightly


New Features for this version:

- Fixed bug where skeleton kings summons belong to the wrong player
- Added Gnarled Walkers before SiegeBreaker
- Reterrained final boss arena to look more like the trailer
- Rebalanced several units
- Ghouls during the "murloc" mini boss are now stronger
- Reward for saving Deckard Cain
- A portal is opened after the skeleton king, instead of auto teleport
- 1 new item
- more ghosts in chest trap
- Agility no longer gives increased attack rate
- Cleave ability is now casted instead of permanent
- Buffed up several items
- Fixed a few description typo's
- changed SFX on the portals after killing the siegebreaker


New Features for this version:

- Boney Chest Piece DISBTN Fixed
- New Terrain
- Changed fog colour to better suit the gameplay videos
- Rebalancing of several creeps
- New Model for Thousand Pounder
- Thousand Pounder now casts rage on itself at 4000hp (Faster Attack Rate)
- New Enemy Unit "The Unburied" as seen on the official site
- Skeleton King Inferno has larger area of effect
- Fixed Stamina description
- Lvl 4 Mongrol bug fixed
- Seismic Slam now has some extra sfx


New Features for this version:

- 14 New Items to increase diversity in characters
- All item drops 100% randomised! Different items every time you play :)
- Skeleton king animations fixed (He no longer freezes when casting inferno)
- Skeleton King now drops a reward item
- Extra levels for Witch Doctor spells
- Yet more description typo fixes
- Fixed bug where units fall off of bridges
- Added some new knockback spells to the siegebreaker
- Reduced collision size further to prevent players from blocking eachother
- Now compatible with the standard world editor! Thanks Bartimaeus! :)


New Features for this version:

- Fixed major inventory bug (allowed players to move items into slots that cant hold them)
- Skeleton Kings Inferno spell now deals damage per flame, rather than all at the end
- Fixed the alpha channels on the Wizard skin
- More description fixes (Where do these keep coming from?? o_O)
- Rebalanced a few creeps
- Added some extra damage to bosses

New Features for this version:

- New inventory system [made by myself :D]
- New animation for Seismic slam
- buffed up mogrols
- increased stats of various creeps / bosses
- new SFX on soul harvest
- Fixed hotkeys for newer skills
- Updated a few descriptions
- Tidied up my trigger layout (No more "copy copy copy")

New Features for this version:

- Brand New User Interface
- Fixed gold cost on items
- stat changes for various units
- News command icons

New Features for this version:

- Removed newer unused imports to reduce file size
- Heroes no longer fall off of bridges
- Added some new SFX to various spells
- Updated spell descriptions
- Another new caster item in game
- New preview pic
- updated models
- Fixed pathing for various areas
- Rebalanced several units

New Features for this version:

- Removed Warrior Class. Lets face it, he wasnt really all that good :)
- Added some new caster items
- Minor Terrain Updates
- Fixed stacking bug
- Fixed Thunder Hammer Bug
- Removed in-game minimap (it kinda made it awkward to play)
- Creeps spawn after finishing the chest-trap
- Skeleton and "murloc" style Boss' made harder
- Added a movie trailer to the website!
- New model for zombie casters
- Reduced collision size slightly

New Features for this version:

- New Item Description Format
- Charged items now stack
- Rage system for Barbarian
- 3 New Items
- New Loading Screen
- New Preview Picture
- Minimap Image
- Various unit stat changes
- "Magic Missiles" ability for the Wizard
- Removed a few unused imports

New Features for this version:

- Descriptions have been redone
- Now with auto player dependant difficulty levels
- Altered drop rate of orbs
- Brand new event (Not in the trailer, but it bulks out the gameplay some more)
- VoidWalker miniboss has more dmg
- New Items
- Fixed some typos
- Rebalancing for various creeps
- Lighting effects to help add some colour to the environment
- No longer protected! I'm gonna make it 100% open source as it should be :)

New Features for this version:

- Updated Terrain (More custom doodads, and a much nicer atmosphere!)
- More variety of creeps
- Knockback system for various spells!
- Removed a few custom models to reduce file size
- Replaced the Cave Dragon mini boss with a new one. Lets face it, he looked pants :p
- Health and mana globe drops are now random
- Pulse ability added to the Wizards Time Shield
- Added some in game conversation (e.g. when you meet cain)
- Replaced the "Puppeteer" boss with the Skeleton featured in the wizard trailer
- Typo fixes
- Added some extra events featured in the videos.

New Features for this version:

- Blood no longer cause SFX Leaks
- Randomized Zombie Scaling
- The clock SFX with tyrael actuall dissapears now :D
- Only melee damage cause enemies to bleed
- Terrain Updates! Outside terrain looks more like the official trailer
- Wizard now has the "Time Shield" ability
- Fire Bombs explode on impact
- New SFX on various abilities
- The beginings of some trigger spells
- Deckard Cain now featured in game as an allied NPC
- Now featuring mana globes as well as health!
- New Preview Pic
- Now Protected (PM me if you wish to make a mod)

New Features for this version:

- More blood from damaging your enemies!
- Health Globes are now red instead of orange :)
- New Secret Area
- Witch Doctor has a new ability
- Minor Bug Fixes
- Tyrael as a boss
- Minor Terrain Improvements




References:

Models:

- Xezko
- levigeorge1617
- Archian
- expresso
- Afronight_76
- Vestras
- General Frank
- Cavman
- Midnighters
- FrIkY
- Misha

Skins:

- Mr.Goblin
- Cycloverid

Icons:

- CRAZYRUSSIAN
- Skrik
- Mr. Frank (Spire Inc.)

Other Systems:

- Paladon

logo.png

THIS MAP IS PROTECTED Due to the sheer amount of file-space necessary for all our map, we have optimised it to make the overall file-size as small as possible. This unfortunately makes the map unable to load in the editor. However, you can download a larger unprotected version here

Keywords:
Diablo, Diablo 3, Diablo III, RPG, Role Playing Game, D3W, D3
Contents

Diablo III Warcraft Beta v1.19b (Map)

Reviews
Vengeancekael Date: 2012/Sep/14 21:47:18 [Please do not send me a message, use Staff Contact] Comment: [Approved] This map's rating has been raised to 4/5 from 3/5 due to the addition of the amazing inventory system. The map's main factor would...
Level 15
Joined
Feb 24, 2008
Messages
183
Got tired of that mountain giant so I made a skin that could be used for The Unburied, tell me if you want it and I'll upload it.

+Look better than the mountain giant
+It has real horns
+/- will fix the body faces so don't get so smudged
-It's additional filesize to the map
-It doesn't really look like unburied, but still better than Mountain Giant :p

prevUnburied.jpg
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Got tired of that mountain giant so I made a skin that could be used for The Unburied, tell me if you want it and I'll upload it.

+Look better than the mountain giant
+It has real horns
+/- will fix the body faces so don't get so smudged
-It's additional filesize to the map
-It doesn't really look like unburied, but still better than Mountain Giant :p

prevUnburied.jpg

It needs some work and i think that there is models that could fit in better if using custom skin. AND the maps file size has almost reached the top.
 
Level 15
Joined
Feb 24, 2008
Messages
183
It needs some work and i think that there is models that could fit in better if using custom skin
<->
AND the maps file size has almost reached the top.

Contradicts eachother, A skin takes less space than a complete model plus skin, hence I offered this skin. A diablo model could work wonders with a custom skin for The Unburied. Yes it need a bit more detail which is why I'm working on it as we speak :)
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
<->

Contradicts eachother, A skin takes less space than a complete model plus skin, hence I offered this skin. A diablo model could work wonders with a custom skin for The Unburied. Yes it need a bit more detail which is why I'm working on it as we speak :)

I was talking about changing to another warcraft 3 model that may look even better with custom skin. And i cant see anything that makes that look like an Unburied, seriusly :S
Practice, better model choices, more detail & it might end up with something awesome =)

We are on page 13(3)7 =D
For the LET! Just 1200 more pages to go now!
 
Level 15
Joined
Feb 24, 2008
Messages
183
I was talking about changing to another warcraft 3 model that may look even better with custom skin. And i cant see anything that makes that look like an Unburied, seriusly :S
Practice, better model choices, more detail & it might end up with something awesome =)

There is not better model choices, the model of choice for something big, fat and rotting would be Abomination, which I thought of using, but it has no horns at all, making it necessary to use attachments, which might be possible through triggers and spiked carapace model, however the spell effect attachments are often oversized making them hower a good feet from the model. It might look more like an unburied than mine but I chose to try with this model. Mostly actually because abominations are already in use on your map.

Abomination model:

The same stance
Same head

Owlbeast:

Horns
The big hands
The correct physic, more muscles then fat, upper torso big instead of the stomach of abomination.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
Have you considered making all the creatures spawn dynamically via scripts? If you did that you could scale it based on the number of players, for a better control on difficulty.

I think thats a good idea :D
Also, that unburied model, i think its way better than the mountain giant. If it wasnt because you needed more space in the map i would recommend you to use it :D

It looks great, but LTGH says something when he says its not looking that much like the unburied from Diablo III official homepage.
 
Level 3
Joined
Apr 26, 2009
Messages
34
yeah the map is nice and the camera could not go anywhere else except to your character because some people cheat iseedeadpeople and now its very exciting traps surprise attacks pretty nice
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Got tired of that mountain giant so I made a skin that could be used for The Unburied, tell me if you want it and I'll upload it.

+Look better than the mountain giant
+It has real horns
+/- will fix the body faces so don't get so smudged
-It's additional filesize to the map
-It doesn't really look like unburied, but still better than Mountain Giant :p

prevUnburied.jpg

oh wow :D

Ive gotta say, the skin is really nice, however, as LTGH says, the shape just doesnt fit an unburied :S

For final release, Tyrael isnt going to be in the map, so we can always use the extra 1mb of space he will give us on a few more skins, or music :) We'll just have to see what we can spare :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
We can use Abomination as model, and i rather see him without horns then that "thing" with horns :p You just need to do a small trick to change skin on the unburied and keep the old one for the boss. Or well, if we remove tyrael we can give thousend punder a texture AND the unburied a texture too! I remember seeing an awesome Thousand Pounder model on wc3c but maybe its not for public and only used in the other D3 map.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Remember that much of the space tyrael takes will probably be needed for the other heroes when that time comes :S

I know, i know. But tyrael takes like 1MB and a model normaly takes about 200/300kb so we will have some space to add some features, and if you ask me the main characters/bosses is kinda important, but the bosses is just an option.

This is some stuff that i think can be nice to have in our map too, used in D3: The Fallen Angel.
Ghoul
Thousand Pounder
Animation Thousand Pounder 1
Animation Thousand Pounder 2
Animation Thousand Pounder 3
Its still in progress!
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I can open any of those links. It says "vBullitin messeage. Invalid address" or something.
Ops.. Copyed the links with ... inside it, i update in a min.

Anyway, Blizzard is prop gonna make like 3-4 new classes, and then you will need all tyraels 1mb i guess?
Yes and THEN we remove the models/skins.. But why dont use it when we have the space? It doesnt make sense to not use it.

Barbarian spells:
http://www.youtube.com/watch?v=ilbrzIOeY1Y
Created by emjlr3. I love the Charge & Leap abilitys he made. I hope he releases it to the public.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
I know, i know. But tyrael takes like 1MB and a model normaly takes about 200/300kb so we will have some space to add some features, and if you ask me the main characters/bosses is kinda important, but the bosses is just an option.

This is some stuff that i think can be nice to have in our map too, used in D3: The Fallen Angel.
Ghoul
Thousand Pounder
Animation Thousand Pounder 1
Animation Thousand Pounder 2
Animation Thousand Pounder 3
Its still in progress!

Yea :D Ive seen their project, and its looks rather neat :) Especially the fact that theyre making their own models :p Not to mention the thousand pounder they made is probably the best warcraft 3 model ive ever seen :D

While the models would definately "kick some arse" in our map, I doubt Archian would let us use them as they're one of the many things that make his map so unique :p And I can understand that. Its why I have'nt made a distributable version of our UI :D

However, theres no harm is asking lol :) I guess we could offer some of our resources as a show of good faith :D lol
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Yea :D Ive seen their project, and its looks rather neat :) Especially the fact that theyre making their own models :p Not to mention the thousand pounder they made is probably the best warcraft 3 model ive ever seen :D

While the models would definately "kick some arse" in our map, I doubt Archian would let us use them as they're one of the many things that make his map so unique :p And I can understand that. Its why I have'nt made a distributable version of our UI :D

However, theres no harm is asking lol :) I guess we could offer some of our resources as a show of good faith :D lol

Now check the abilitys in the video i lenked. I have already asked if he is going to make them public or if we could have the Leap/jump & Charge spells since that is the ones we are in need of right now and they looks just awesome.

Guys, I'm not really able to work constantly on the inventory as it has affected my school work quite a bit. I'm settings boundaries from now on but every opportunity I get I'll work on it.

How far have you come with the inventory? :O
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Use paladons jump system adsads -.-

We can do that too but why not use two spells made by the same guy insted of one spell from one guy and one spell from another. And that jump spell in the video is a copy of the one in d3 and will have the Pushback Stomp in it which means that we dont need to modify it.
But yea, i guess we are going to use paladons jump system. CloudWolf likes the pusback so...

Edit:
Yea! Thats definately a good suggestion :p I used his knockback system and its rather neat so I'm sure his jump system is equally as good :)

Ive got other commitments right now, but I'll definately be adding it in at some point :)
Yupp, yupp. I was right.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
Guys, I'm not really able to work constantly on the inventory as it has affected my school work quite a bit. I'm settings boundaries from now on but every opportunity I get I'll work on it.

dont worry about it :) Like ive said before, theres absolutely no rush to get any of this finished, treat it as a hobby rather than a job.

Just do what you can, when you can :) I'll admit ive spent more time on this project than I should have while at Uni xD It's just so addictive :(

EDIT:

Now check the abilitys in the video i lenked. I have already asked if he is going to make them public or if we could have the Leap/jump & Charge spells since that is the ones we are in need of right now and they looks just awesome.

Yea! Ive seen that before :) If theyre ever made public, ide be more than happy to use them :)
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
I looked at the Diablo III homapage for some time and saw the gameplay video, and i saw some things you could improve, so here we go :D

Firstly: You've said you would remake all the spells, and i think thats great. But i dont see you need to make too much to the barbarian. You could just remove his stamina, and then add leap. Although it might not be that east :p

Ive also found an easy way to make those ghouls climb up the wall, but it might not be too good. You could just set pathing blockers as you already did, and then you could make the ghouls that need to climb up flying units with a fly high on 1. But that would make a problem, which would be that grond units such as the heroes can just walk below them. I dont know if theres any way to fix this.

I also have some improvements for weapons. Now i dont know how you made you're new inventory system, but i have an idea. I guess you've made all weapons one handed in your new system. But maybe it would be better if staffs and such was two-handen and also some large axes, while there also would be some small one handed weapons. I would also suggest you make it so only some races can use two one hand weapons at one time. I dont recall that the caster classes in Diablo II could have two weps at one time. But i dont remember this for sure.

The cultists i dont think really fits into the Diablo III gameplay video. There they summon demons, but in your map they summon skeletons, aint that a little weird? Maybe they should summon one strong demon instead of two skeletons.

In the gameplay video the hero also gets the archer guards to follow him. So maybe you could make it so there spawn archers for the number of players in the game, and then each player gets one. I think that would be nice :D Then you would just have to make sure that they would follow the heroes into the boss areas such as the one with the Skeleton King. Because mongrels dont follow the Witch Doctor in there.

Also, i dint see where that big murloc boss comes from. Maybe you could make some more cultists turning into that lich like demons on that place instead?

After i have played the map many times, ive kinda got tired of the same items. I know you dont have time to make too many new ones, but maybe you could make the drops much more random. Ofcause not the boss drops, and not too powerful items in the start, but i still think its kinda shame with the same and the same and the same items. I would ofc mostly like many new ones, and i know there comes a bunch new ones in v1.18.

Last i would like to talk about something thats been said before. The siege breaker's entry is quite boring :S He just comes running through the gate with very slow speed. Maybe you could make it so that when he enters the camera zooms down like a cinematic, then you set his movementspeed to 999, and let him bash out the gate, and when thats done maybe let him do something nice with cool effects, and then set his movementspeed to normal again.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
I also have some improvements for weapons. Now i dont know how you made you're new inventory system, but i have an idea. I guess you've made all weapons one handed in your new system. But maybe it would be better if staffs and such was two-handen and also some large axes, while there also would be some small one handed weapons. I would also suggest you make it so only some races can use two one hand weapons at one time. I dont recall that the caster classes in Diablo II could have two weps at one time. But i dont remember this for sure.
We are going to make item types and such things. A wizard cant hold a two handed axe for example.

Also, i dint see where that big murloc boss comes from. Maybe you could make some more cultists turning into that lich like demons on that place instead?
And also make the cultists better made. Now they change at a special amount of life. They should transfor after a specefic amount of time in battle insted.

In the gameplay video the hero also gets the archer guards to follow him. So maybe you could make it so there spawn archers for the number of players in the game, and then each player gets one. I think that would be nice :D Then you would just have to make sure that they would follow the heroes into the boss areas such as the one with the Skeleton King. Because mongrels dont follow the Witch Doctor in there.
They only follow in a special place, its like a event in the dungeon they are in.
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
And also make the cultists better made. Now they change at a special amount of life. They should transfor after a specefic amount of time in battle insted.
i dint know that, but you're right.

They only follow in a special place, its like a event in the dungeon they are in.
It would still be nice if ppl could control them :D But maybe not the most importat in that message anyway XD
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
yeaa... I know what you mean about the current cultists :p I realised the other day that the still change into demons even if you kill them xD

I guess we could make it that when they reach a certain health, theres a 1/3 chance of turning into a demon or something :p that would give players the illusion of killing them before time runs out :D
 
Level 13
Joined
Mar 23, 2008
Messages
1,214
They're awesome! :D I cant wait to see them. What about my idea with making them climb up walls, or would it be too hard to make?

I guess we could make it that when they reach a certain health, theres a 1/3 chance of turning into a demon or something :p that would give players the illusion of killing them before time runs out :D

What about making a region, and then when players enter it, then there goes some time before they turn into demons?
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
They're awesome! :D I cant wait to see them. What about my idea with making them climb up walls, or would it be too hard to make?



What about making a region, and then when players enter it, then there goes some time before they turn into demons?

Or we can make an event that detects if a unit walks near a unit :p
And then wait (random value between 10/20) seconds before they turn into demons. BTW cloudwolf, they should be weak when they are in normal shape and then turn stronger if they manage to turn into demons in time.
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
They're awesome! :D I cant wait to see them. What about my idea with making them climb up walls, or would it be too hard to make?

Yep :D Im also working on that :) After much consideration, ive decided to make a "flying" version of the ghoul set at 0 height (so it looks like he's walking) And literally make a trigger that replaces them with the ground versions once they enter the playable area :D This should give them the illusions of walking up the cliff face :)

Or we can make an event that detects if a unit walks near a unit :p
And then wait (random value between 10/20) seconds before they turn into demons. BTW cloudwolf, they should be weak when they are in normal shape and then turn stronger if they manage to turn into demons in time.

In the current version, the triggers start when a players enteres a region, but we can easily change that :D

I just need to make a way of cancelling the trigger, should the unit die before it is activated. This can be a pain in the arse when several units are using the same trigger :p
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
Yep :D Im also working on that :) After much consideration, ive decided to make a "flying" version of the ghoul set at 0 height (so it looks like he's walking) And literally make a trigger that replaces them with the ground versions once they enter the playable area :D This should give them the illusions of walking up the cliff face :)
Why dont you just give the unit crow form and that way give it the flying ability and then remove it to make it walk again? :O
 
Level 19
Joined
Sep 4, 2007
Messages
2,826
dont worry too much, as of the 15th, all my coursework deadlines will have finished and I'll have plenty of time to work on it :) Expect a release within the next 2 weeks for sure =]

I do have some ideas which could be applied though. Once you're done with it let me see.

The items are the least of our problems at the moment. Only the descriptions are needed to actually create the items.

Anyway, I'm going to install Windows 7 RC Build 7100 64bit now. Have fun guys.
 
Level 17
Joined
Jun 9, 2007
Messages
2,493
If anyone wants to, join room "D3W Clan" in battle.net europe. We are going to make a clan that all the d3w fans can join.
CloudWolf as Chieftain. Me and RedMarine as Shamans. So just join! We need 8 people + Me & CloudWolf to create the clan!

For people that doesnt have time, try to join 17:00 or 19:00 UTC + 2 hours. I will be there. I hope that we success to create the clan today.
 
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