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[Legacy] Modders Idea Factory

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Level 19
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a jinx, is not a jinx, actually jinx is the most chaotic character ever created in game history, which makes chaos just because she feels chaos is fun and that peace is a pun (the fact that its a woman, who are normally more NORMAL and have more self control than mens makes her even moar chaotic)
Klingon is a race, and a alien lenguage which apears in many places, geek culture PLZ.
 
Level 15
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BunnyAng:
Sargath, the Hellfire Impaler - Intelligence
Abilities:



Mana Afterburner - Unit Target
Marks the target enemy with a mark only visible to Sargath and his allies for 5 seconds. After the mark expires, if the target hasn't cast a spell during the duration, nothing happens. If it cast at least 1 spell, it loses [X*the mana spent during the mark's duration + X% of his current mana] from both it's life and mana. If the target cast at least 2 spells, he gets stunned for X seconds after the mark ends and Sargath blinks behind him.
Range: 1500(2000 for blink)
Cooldown: 60 seconds


Rain of Hell - Area Target
Deals X damage to every unit in the area, plus X% of the sum of their intelligence, agility and current mana. If any of the targets hit has the mark from Mana Afterburner, the rest are marked as well - but Sargath only teleports to the original target.
Range: 1500
Cooldown: 20 seconds


Hellfire Impact - Unit Target
The target unit takes X damage. If it is closer than 400 units from Sargath, both the target and Sargath are knocked back by 200 units. If the target is further than 600 units, it gets knocked into the air for 0.75 seconds. If the target is further than 750 units, he is knocked up and it's allies are damaged as well, spreading the Mana Afterburner mark if the target has it.
Range: 800
Cooldown: 30 seconds
Notes: Escape/chasing spell, and moar mark spreading. If the target is further than 750 units, the mark is spread to the nearby allies even if the target is not the original bearer of the mark. This means that a well timed combo with Q-W-E can mark the original target twice.


Ultimate:
Hellfire Pillar - Unit Target, Enemy or Ally
Raises the target hero into the air, making it invulnerable for X seconds. If the target is an enemy, it takes [X + X% of it's current mana] damage, if it's an ally, it's healed for X% of it's missing mana. While the target is in the air, any enemy standing in the pillar take [X + X% of it's current mana] damage every second.
Range: 900
Cooldown: 120 seconds
Notes: Main target should take approximately 2 seconds of the DoT's damage and raised for 3-5 seconds. The DoT should deal it's damage every 0.20 seconds, dealing 1/5th of the total damage on every tick.
 
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Level 10
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Messages
826
You sure? The list might be long XD Well i just wanted to know but if you're busy you should get your business done first before handling mine.

1. Furion Stormrage the Nature's Raiment
2. Gyrgyztrk the Shapeshifter
3. Lady Vashj the Sea Witch (now using the old skin back)
4. Nethoras the Faceless the Puppeteer
5. Sargath the Hellfire Impaler
6. Firen the Magma Golem
7. Enthead the Treant Titan
8. Sephira Starfire the Flames of Hatred (you might not know her but she's one i requested from Hexcellion but he's gone missing for a while)
9. Xacoutyl the Venom Fiend (also another one requested long ago)

The last two heroes spells can be found here. http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index105.html

And the link is not to be sent to the main title lol
Take your time XD
 
Level 10
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Messages
826
I see. My bad.

@Kanadaj: You know that hellfire Impaler would be a very good partner for my hybrid tank Hellfire Batallion lol. It was a hero suggested by my friend and he insisted that he solely relies on his mana for survival. I think the Impaler's ultimate can really useful in the end game to the Batallion.
 
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Level 12
Joined
Jan 20, 2011
Messages
1,146
You sure? The list might be long XD Well i just wanted to know but if you're busy you should get your business done first before handling mine.

1. Furion Stormrage the Nature's Raiment
2. Gyrgyztrk the Shapeshifter
3. Lady Vashj the Sea Witch (now using the old skin back)
4. Nethoras the Faceless the Puppeteer
5. Sargath the Hellfire Impaler
6. Firen the Magma Golem
7. Enthead the Treant Titan
8. Sephira Starfire the Flames of Hatred (you might not know her but she's one i requested from Hexcellion but he's gone missing for a while)
9. Xacoutyl the Venom Fiend (also another one requested long ago)

The last two heroes spells can be found here. http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index105.html

And the link is not to be sent to the main title lol
Take your time XD

I'll start working as soon as I get all my bussiness done. Altough, if you could, you could ease the process for me, by finding the pages on which those heros are. That would speed up the process for me. I've got a couple of exams this week but I'll try to get atleast a couple of them done.
 
Level 10
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Messages
826
Gee thanks a lot. Really appreciating the help.

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index105.html will lead you to Sephira and Xacoutyl (serves Illidan)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index109.html will lead you to Nature's Raiment (ignore the red skin. I'm using the normal model Furion) (serves Illidan)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index115.html will lead you to the Puppeteer (serves Magtheridon)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index116.html will lead you to the Treant Titan (serves Illidan)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index119.html will lead you to the Magma Golem (serves Magtheridon)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index120.html will lead you to the Shapeshifter (If possible, do make his lore a little connected to the Dreameater, he's an enemy. Dreameater serves Illidan while the Shapeshifter serves Magtheridon)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index121.html will lead you to the Hellfire Impaler. (serves Magtheridon)

http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index114.html will lead you to the Sea Witch (serves Illidan)

Whew that's all of them. Good luck and i might be away for a few weeks, to face a very important exam. Goodbye all.
 
Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 0
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 2
Map Theme: Warcraft - Post Frozen Throne
Map Kind: Altered Melee
Number of Spells Per Hero: 4 or 5
Number of Normal Spells Per Hero 3 or 4
Number of Ultimates Per Hero: 1
Restrictions: See below.

These are for my map project.

The timeline here is based on a tedious alliance between Humans, Orcs, and remnants of the Night Elves. There has been peace long enough for the heroes we saw in the third war to retire. It was inevitable that infighting would occur though between Orcs and Humans given their history. There is a new race as well born from the ashes of the Scourge that is dark and terrible - much more so than the scourge ever was. In short the Lost are highly aggressive combat focused race. Even workers may sacrifice themselves to become medium combat units. Please check out some screenshots or try the map to get a feel for their presentation.

I am looking for 1 strength, and 1 agility hero for Orcs. I am looking for 1 strength, and one agility hero for Lost.

I would prefer the orc hero use the Ogre Lord model, however I am open to suggestions.

The Lost strength hero should have some life steal basis.
 
Level 19
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Well, I can't since my editor is screwed up.

You just need ideas, not the map itself.

Also, Kam, I don't really have Warcraft III in computer nowadays, so can you provide a short description for the typical playstyle of the Orcs + Lost, if it's too much to ask. You can even just link me to somewhere explaining it.

Finally, Sin'dorei told me that he doesn't need his request anymore.
 
Orcs:
Heavy damage. Primary melee combat unit is a revised Ogre Magi. Combat units may gain a permanent attack damage bonus if a support caster is in range when a combat unit makes a kill.

Lost:
All in aggressive race. Workers permanently transform into combat units, food production is via towers that may lift off and hover, support casters and naval units encourage attacking rather than retreating. See the attached screenshot for a visual techtree.
 

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Level 19
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Here is the Ogre Lord hero. I hope it sort of fits the maps feel. If not, feel free to tell me.


BTNOgreLord.png

Ogre Warmonger - STR (Ogre Lord model)
Abilities:


PASBTNCommand.png

Resilient - Innate Passive
The Ogre Warmonger takes 40% less damage from melee units.
Range: 0
Cooldown: 0
Notes: This ability does not level up.

BTNSpiritLink.png

Brothers in Arms - No Target
The Ogre Warmonger braces his nearby allies, causing all damage dealt to them to be reverted to the Ogre Warmonger for a short duration.
Range: 0
Cooldown: 8-14 seconds
Notes: Scales radius or duration. The radius should be rather small, forcing the Warmonger to actually fight.


Sweep - Point Target
The Ogre Warmonger sweeps the battlefield with his large club, knocking back enemy units as well as dealing minimal damage to them. Killing a unit through Sweep causes allied units to get +1 attack damage for short duration.
Range: 500
Cooldown: 12-20 seconds
Notes: Scales damage and knock back distance. Good for disrupting troops as well as giving small bonuses. The damage is mediocre at best.


Warbanner - Point Target
The Ogre Warmonger tosses an Orcish banner at the target point, providing vision on the nearby area as well as dealing periodic magical damage to nearby enemy units every second. Lasts for a short duration.
Range: 550
Cooldown: 13-16 seconds
Notes: Scales duration and range. Basically gives the Orcs a free ward as well as a way to elevate the battlefield at team fights.


Ultimate:
Bull Rush - Point Target
The Ogre Warmonger rushes to the target point with the strength of a bull, knocking back any unit in his path but stopping upon hitting a building. Deals moderate damage to units and increased damage upon hitting.
Range: 900
Cooldown: 24-35 seconds
Notes: Scales damage. A great initiator, if combined first by warding the target point to see what is nearby then rushing to hit enemy units, you can easily break the enemies formation. Combined with Sweep, you can leave your enemies truly disorganized.


He fulfills more of a tank role, soaking damage and supporting his own troops.
A sample combo using his abilities is to scout with Warbanner then rush in with Bull Rush. You can then disrupt your foes more by casting Sweep or casting Brothers in Arms to temporary soak damage.
 
Level 15
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Abilities:



Presence of Suffering - No Target
When activated, for X seconds enemies within X range of the hero will take the same damage as Lost units do when they are not on blight.
Range: X
Cooldown: 60 seconds
Notes: Effect range is bound to the hero, so if a unit gets too far away from the Infernal Madness, he will stop losing HP. Also, if an enemy unit steps on the blight of the Lost player, it will stop losing HP, so this is an offensive skill that cannot be used in defense. Against enemy Lost players, it doubles the health loss of their units.


Will-o'-Wisp - Passive
After 20 seconds, the hero generates a demonic wisp that rotates around him up to 4 wisps. If the wisp comes into contact with an enemy, it deals X damage, and if it comes into contact with an ally that has lower than 50% (except for the Infernal Madness), it heals that unit for X and every surrounding ally (inluding the Infernal Madness) for 10/15/20% of that amount.
Range: 150
Cooldown: 20 seconds
Notes: This one can help the lost player move a bit longer outside of blight.


Seal of the Demons - Unit Target
Empowers the target allied unit (or the Infernal Madness himself), giving it X% bonus attack speed, attack damage, life steal and movement speed for 10 seconds.
Range: 600
Cooldown: 15 seconds


Ultimate:
Curse of Hell - Unit Target
Curses the target non-hero unit, causing it to lose X%(10/20 recommended) of what hp allied lost units lose within 600 range from any source. If the target dies, it is revived as a temporary random Lost unit, and the curse jumps to a new non-hero target in 1000 range.
Range: 1200
Cooldown: 90 seconds
Notes: Casting before a fight means that even if the entire army of the lost is wiped out, because of the nature if it's units it may have the upper hand afterwards, since the temporary units may wipe out the remainders of the enemy army.
Abilities:



Unholy grounds - Channelled Area Target
Marks the target area with a huge, visible mark and slowing units on it. After up to 3 seconds channelling, the targets are dealt damage based on the time spent channelling and are pulled to the Stronghold of Hell, briefly stunning them.
Range: 600
Cooldown: 30 seconds


Burst of Rage - No Target
Deals X damage to nearby units and gains X strength for 15 seconds if at least one enemy was hit. If an enemy is killed in the process, the Stronghold of Hell is healed for X% of his max life.
Range: 200
Cooldown: 15 seconds


Blood is Power - Passive
For every dead body within X units, the Stronghold of Hell's attacks deal X bonus damage and heals for X hp, but all the corpses involved in the calculations are removed from the game.
Range: 300
Cooldown: 0 seconds


Ultimate:
Hellraising - No Target
For any unit dying within 600 range of the Stronghold of Hell he gains one Hellstack displayed above his head. When this ability is activated, the Stronghold of Hell is immobilized and blight-substituting aura is formed instantly within [Hellstack * X] units range that also gives X bonus damage to allied units. While the Stronghold of Hell is immobilized, he gains X armor and loses 1 Hellstack every second, lowering the range of the aura. The ability lasts until there is no Hellstacks left or until it's cancelled. While immobilized, the Stronghold of Hell can't attack but he can still use his abilities.
Range: Dependant on Hellstack count
Cooldown: 240 seconds
 
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Level 15
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Oct 18, 2008
Messages
1,591
You can also use triggers to heal back the damage (and simply state it's not armour but damage absorption) and deal bonus damage from his ultimate, and check in your off-blight damage logic for nearby heroes using this ability. This way you wont need millions of area-scaled abilities :) And you can just add one aura that has it's range dependant on level, and set the level of the aura to indicate it's presence on the units.
 
Level 7
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May 29, 2011
Messages
237
Hey dudes, take this:

Number of Units: 6
Number of Units with Intelligence base Attribute: 1
Number of Units with Strength base Attribute: 3
Number of Units with Agility base Attribute: 2
Map Theme: Aliens, Medievel, Fantasy
Map Kind: "Kill and Run" or "Jump and Run"
Number of Spells Per Unit: 1-3
Restrictions: No overpowered units


Obey Me:ogre_datass:


Me is boring
 
Level 19
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Apr 10, 2010
Messages
2,789
Can you elaborate on 'Kill and Run' and on "Jump and Run"?

Also, here is Kam's last hero:

Abilities:



Ripthrough - Unit Target
The Edgemaster saws through the armor of the target enemy unit, making have 0 armor for a short duration.
Range: 500
Cooldown: 14-22 seconds
Notes: Scales duration.


Searing Skies - Area Target
The Troll Edgemaster showers the target area with his own blades, dealing damage per second to all units inside the area depending on his own Attack Damage.
Range: 600
Cooldown: 9-16 seconds
Notes: Scales damage percent (how many percent is taken from his Attack Damage). Has a fixed duration and is a channeled spell. The first unit hit gets 150% damage.


Javelin Dance - No Target
The Troll Egdemaster increases his own attack range to 550 for the next attack, making him hurl a spear instead which locks on to the target enemy unit the Edgemaster attacks. Upon impact, the enemy unit is dealt the attack damage of the Edgemaster and is slowed, with the slow increasing depending on the distance between the Edgemaster and the enemy unit upon impact.
Range: 0
Cooldown: 8-14 seconds
Notes: Scales slow increase per point. Slow caps at 80% and the damage is the average attack damage of the Edgemaster.


Ultimate:
Double Edge - Unit Target
The Troll Egdemaster propels himself to the target unit and lashes his blades unto them, dealing heavy damage. However, he also damages himself at the process.
Range: #
Cooldown: # seconds
Notes: Scales initial damage and decreases self damage.


He should be a good first pick hero, being quite adept at creeping through his first and second skill. However, he really shines at taking down enemy heroes and heavy units, justified through his second and final skill, but needs heavy micro-ing.

Sample Combo: Cast Ripthrough on an enemy hero/heavy unit then cast Searing Skies on the area they are in. If you have a unit that can stun/lock them in place, better do it before he casts Searing Skies. If the unit is not dead by Searing Skies, cast Javelin Dance before they escape, slowing them then if they still manage to live, finish them off with a Double Edge followed by Auto-attack.
 
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Level 7
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Messages
237
Drunken_Jackal said:
Can you elaborate on 'Kill and Run' and on "Jump and Run"?

Sure.

In the next years i want make a map, where you play one unit and controll him only with the arrowkeys from left to right and from right to left. With the other arrowkeys and 12 hotkeys you can make spells, but this is my thing. So i need some enemy units, which have some nice spells for this gameplayprincipe.


Becouz the hero can not jump, its more a Kill´n Run as a Jump´n Run.
 
Level 19
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I think it's like a hit and run style. You kill a hero then vanish/run/hide etc.

PS: Isn't that Double Edge from Dota's Centaur Warchief 0.o?

More accurately Double Edge from Pokemon.

That's called a sidescroller game :p

Well put Kanadaj :)

Anyhow, here are two units:

Abilities:


PASBTNFlyingMachineTrueSight.png

Drone Awareness - Passive
Drones become aware of each others presence, making them have a tendency to flock together. Causes drones to usually come in packs.
Range: 0
Cooldown: 0 seconds
Notes: The effect of this is that existing drones tend to follow nearby drones, causing swarms.

BTNSelfDestructOff.png

Self-Destruct - Autocast
The Drone Walker runs to the nearest enemy unit and explodes itself, dealing 100% of its HP as damage.
Range: 900
Cooldown: 0 seconds
Notes: When a Drone explodes near another Drone, they explode as well.


Drone Walkers have a very low HP tendency, tending to be killed with 1 hit.


engineeringupgrade.gif

Goblin Air Monger - STR
Abilities:


BTNPillage.png

Rally - No Target
The Air Monger rallies its goblin forces through its internal mechanisms, causing all nearby allied units below its level to go nearby it.
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!

BTNFlakCannons.png

Gatling - On/Off Target
Heavy artillery is the specialty of the Air Monger. This ability causes the Air Monger to bring down its heavy machineguns and have a double attack speed, but be unable to move.
Range: #
Cooldown: # seconds
Notes: Notes come here about the ability if required, else remove it!


I think it would be cool to make your map about a group of heroes or just a hero venturing unto old goblin mines to get some treasure. You can then use the wonderful stacks of models here in Hive.

You don't really need icons for computer controlled units.

Also, added a Sample Combo for Edgemaster.
 
Level 12
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Jan 20, 2011
Messages
1,146
Hey Sky Green how's the lore going?

Pretty shitty to be honest. I was going to do it last week but I had problems with my internet connection. I'll do a quick one now.




icons_7319_btn.jpg

Xacoutyl, the Venom Fiend - Agility

AoS

Lore:
Xacoutyl was a snap dragon while still in his egg. But was taken by Illidan's servants to be experimented on. They were able to infuse him with the power of the netherwing dragonflight and the enchanted his venomous and poisonous abilities. Once he hatched he spit out a cloud of acid and killed the ones who experimented on him. As Illidan heard about the news he was pleased. Xacoutyl was aged magically in order to become a part of the Illidari Elite. Altough he is not as wise as a dragon, he is able to speak and has the intelligence of an average human. He sees his mutation as a gift and fanatically fights for Illidan.
[tr]






icons_11838_btn.jpg

Sephira Firestar, the Flames of Hatred - Intelligence

AoS

Lore:
Sephira was born in a small village near the entrance to Quel'Thalas. When the Scourge attacked her village was amongst the first to fall. Her parents were able to save her by creating a wall of fire infront of her before the undead killed them. She was a talented young pyromancer so she pushed the wall and burned the undead. She then ran away with a couple of other elves who decided to seek out Prince Kael'Thas. She followed him to Outland, but she was lost during a battle. When she woke up, she was trapped by Night Elf Watchers. As she cried in her cage, she remembered all the things that happened to her and melted the cage and killed all the Watchers around her. She then wandered Outland for years, training her skills and making her hatred for the Undead grow further. She encountered Blood Elves of Illidan and joined them. She was later brough to Illidan and given an amulet of emotions. With this amulet it was easier for her to channel emotions into magical energy. Illidan offered her a pact, she would fight for him and he would help her avenge her parents. Altough she knew he lied, she wanted to fight someone, to the release the rage and thus, she accepted. The Flame of Hatred was lit.
[tr]
 
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One idea I've had is the Pain Lord.

I have an ultimate I am happy with called Tumor:

The Pain Lord burrows into the ground gaining 10 armor, and generating a line of spikes every second that deals 50 damage to enemy units and stuns for 2 seconds. Costs 5 mana per impale.

Any thoughts on the other three?
 

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Level 19
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I'd say you need to get a spell that can divert the attention/aggro from himself. Perhaps one that summons tiny little minions. If you want, request it and we'll try to come up with an idea for it.

Here is the rest of the creep requests:

Abilities:


BTNGolemStormBolt.png

Shake the Roof - No Target
The Goblinaut does a vicious stomp which causes stalactites to fall from the ceiling of the cave and drop below. Deals moderate damage per stalactite.
Range: #
Cooldown: 15 seconds
Notes: Stalactites fall at random locations.

BTNGolemThunderClap.png

Goblin Knocker - No Target
The next attack of the Goblinaut shall knock the attacked unit backwards and deal increased damage.
Range: 0
Cooldown: 10 seconds
Notes: Knockback is of medium distance.

PASBTNPillage.png

Cogs - Passive
The Goblinaut powers up its cogs when it drops below 10% of its health, gaining double attack and movement speed but depleting its health every second. Additionally, when a Goblinaut dies, it explodes.
Range: 0
Cooldown: 0 seconds
Notes: Notes come here about the ability if required, else remove it!



Abilities:


BTNSelfDestructOff.png

Suicide - Autocast
The Rocket Rider locks in the position of the nearest enemy unit and propels himself to that point, causing his own death and moderate AoE damage.
Range: 1200
Cooldown: 0 seconds
Notes: This skill can be dodged since its a skill shot.



Abilities:


BTNBloodLust.png

Craze - No Target
The Goblin Bruiser keeps on attacking the current unit it is attacking until it dies. For every hit the Bruiser does, his attack speed and movement speed increase by a set amount.
Range: 0
Cooldown: 0 seconds
Notes: Since Bruisers are fairly weak, this ability is for swarming Bruisers and making them chase you.



Abilities:


BTNRepair.png

Repair - Unit Target
The Mechanic repairs a friendly mechanical unit for a few HP per second. Repairing causes the Mechanic to follow the target unit until its health is fully restored.
Range: 600
Cooldown: 15 seconds
Notes: The HP per second thing only happens when the Mechanic is within a reasonable range with the target unit.

BTNGoblinLandMine.png

Goblin Contraption - No Target
The Mechanic places a contraption on his current location which slows any enemy unit that steps on it for a short duration.
Range: 0
Cooldown: 10 seconds
Notes: The slow is around say ~10% for 1-2 seconds.

BTNJunkGolem.png

Man and Machine - Unit Target
The Mechanic sacrifices himself to replenish the target mechanical unit to its full health but stuns it for half a second.
Range: 600
Cooldown: 0 seconds


At least this would keep me from making Goblin ideas for a while.
 
Primary Attribute: Strength
Map Theme: Melee
Map Kind: Altered Melee
Number of Spells: 3
Number of Normal Spells 2-3
Number of Ultimates: 0-1
Restrictions: Must fit Lost theme. Focus is on offense, ruthlessness. Currently his ultimate is the above mentioned spell. I would like to see something done with carrion beetles, some kind of hoard that follows him perhaps.
 
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