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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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After playing Warframe again after a really long time away, it made me realize something: Warframe (and many other MMOs and games in general) would benefit so much from having some sort of level editor or way to create custom content.
A lot of Warframe's problems with endgame, times of content drought, and the sheer sense of repetition could be easily solved by letting players simply create the experiences they want to see in the game. Like, you want it? You have the tools!! Go out and make it, it'll be great. Not only that but it's just such an awesome thing when a game of any kind has support for community content.
Warframe in particular would benefit a ton from level editing/sharing because creators would be able to create a great variety of experiences from huge complicated parkour courses to massive clusterfucks of high level enemies that really put elite players' gear to the test, to more casual experiences akin to Quests or even entire campaigns, and everything that melds it all inbetween. The possibilities are just about limitless given Warframe's unique movement system and weapons and upgrade systems. You could even make it compatible with Kahl mode so that Kahl gameplay sees some love and you don't have to rerun the same exact missions over and over and over again to get it.
I wholeheartedly believe that this would do so much for the game, and with how much DE has been willing to experiment with Warframe these days it really seems like it could happen. Custom content and levels would completely shake up how people interact with Warframe and create a pretty much infinite engine for unique missions and experiences to play. True endgame is what you make of it (literally.)
More screenshots from my upcoming Quake 2-unit. :3c
This is still the same level I started on over a month ago, but haven’t had the time to finish due to work. All the main brushwork is almost done (I already hit MAX_PATCHES so I need to stop), but Strogg/items/sounds/objectives need to be added.
Some more screenshots from my latest Quake 2-singleplayer unit. :3c
Apparently my Quake 2-posts on Twitter have been my most popular posts there ever. I had no idea that so many people would come to the atteniton of this project there, and especially not seeing who. I’m flattered and baffled and also a bit nervous seeing who liked and shared my tweets as I feel I have mounting pressure on me now to deliver something good. x’3
My Quake 2-unit is FINALLY HERE! >:’3c
It has three levels following a marine who got dropped off a dropship prematurely. In order to complete this unit, the marine has to make way to the surface again where the dropships will be waiting.
How to install and play:
Download this .ZIP-file (around 5 mb).
Put the included .bsp-files in the baseq2\maps-folder.
If you don’t have a maps-folder, create it and put the .bsp-files in there.
Start up Quake 2.
In the console enter “skill 1″ (or else you will risk dying at the start).
Then enter “map olde1″ or “gamemap olde1″ (if you’re on Q2pro).
Start playing!
Please let me know what you think. :3

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Another Quake 2-singleplayer unit map I am working on. WIP in progress.
It’s Quake 2′s 20th anniversary this year, so why not make some fresh new content. :3c
Our Minecraft house first step. see new post for result. Building in progress. Team: Andreas, Nicklas og Anton
BTW, given the hype surrounding it, I might as well mention I actually made my own Mega Maker levels.
One War Fortress Alpha, with the number 58301, basically an attempt at a simple “fortress raid”-themed level. Not the best, but I think it turned out alright and I learned a fair bit.
The other’s called Boss Showfloor and its number is 59513, basically my attempt to make non-boss “bosses” using enemy assets, tho it’s more difficult than in Mario Maker thanks to the lack of significant amounts of stackable enemies. I’m proud o what I did there tho, and I’m glad that I was actually able to make Toad Man of all things kinda hardcore (tho that could be my abysmal Mega Man skills talking).
So yeah, check it out, tell me whatcha think, I eagerly look forward to it!