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Post Info TOPIC: DM-Amyrade (RC1)


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A tiny update...

By playing with the textures properties, I was able to reduce the map size by 13 MB biggrin Considering the uncooked map was at 296 MB, it's now at 283 MB. It still huge but it's better than it was smile



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The list of fix so far :

- Add a trim above the blue force field.
- Add animated doors to exit the belt area at the flak level so players can't jump down & collect the belt with ease. They have to risk their live by going trough the tunnel from the blue force field.
- Add a light volume to the blue force field to replace like 30 point lights (this is a first for me for that kind of volume) !
- Add a bit more ambient sound.
- Add fogdensity, the regular heightfog was looking very very bad.
- Raise the jumppads sounds.
- Removed 1 big texture & optimize many materials.
- Reduce the map file size a tiny bit.

Next version is RC1 then final :)

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Checkmate mate.

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Hah!, the map that has always laid in your back alley :D
I tried it out before, but I think there was a packaging problem, because when I ran the file it didnt show any textures.

Only your work on BSP itself already amazed me :O

Ill monitor this one for the RC1 and give you any feedback if possible :)

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Well, the only public release was Alpha 1 (which you will find on my blog). This B1 is much more complete.

I don't know when RC1 will be release so have fun with B1 ;)

And yep, I've surpass 3000 brushes with my current build lol !

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Checkmate mate.

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I took the time to play your map a bit Stevie :)

+

Honestly, all I can say about your brushing work = fantastique.
No other then that. Everything just WORKS for your brushing. Really hot techy feel and OMAGAWD, DEM JUMPPADS.
MAKE A TUTORIAL ON THAT OR SOMETHING
You really took your time on these brushes, heres an example, like a very tiny brush with still some hot green emitted light:
Brilliant.


+

Although I like playing deathmatch on larger scaled brushes, like more wider walkways and a bit more openness,
This map really flows and interconnects suprisingly good.
Bots seem to work good too, never falling off ledges where the health viles reside (well only through my air combo's :D but haha)

-

One very small thing could be, the techy announcer is a great idea, but you gotta put her voice louder bro. I almost could not hear her announce it although the track is playing.
Perhaps its just me, but perhaps just increase her voice a tiny bit could help deaf people like me on this map :D

>

This map is great and seems done to me. Only a tiny bit more lightning near the 20 helmet. But you probably had figured that out :)

Keep it up bro! Let me know when out the final! :D

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You know, many call me mister "details" LOL, specially Odedge biggrin

I always think that the details is what make a map distinct, polished & that is why I always try to find new things to add or use something different to make my map look & feel different. I do not mean to say that using only stock assets is bad.

Indeed, I put a lot of time on this map and in the beginning, I planned to build it withing 3 months, strat to finish. I wanted to build a simple, small & quick level, imagine LOL...

So I'm happy you like the brush work but many areas aren't finished in B1 & I added / change many things for the next version, RC1. I'm happy to say that RC1 look much better hihihi aww I added brushes, play more with the materials to make the geometry stand out.

About the tut, I look other customs maps to get inspired, duplicate the emitter & than change the settings & add fonctions to my needs. Therefore, looking at 3DBuzz tuts, you can make it on your own from scratch smile

I'll check the announcer volume wink

THX for the feedback bro biggrin



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I just update the first thread with the current status of the map biggrin

Hope you like it aww



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Connoisseur of Bourbon!

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Latest screenies look very very nice M8!

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THX m8 :D

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Hi Elder uncle.

I havent DL the map yet. Will get it at the weekend.

Pics look good bud.

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THX m8 smile

Take your time & I'll look into your feedback m8 wink



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Well, only 2 of you did comments the last pics :(

I want this map to be out of my hdd. I started to work on it in 2011, almost 2 years ago, I'm tired of it & I want the community to enjoy it. I've made significant progress since those pics. I hope to release RC1 soon. I have to work more on BV, add a bit more deco, tweak the portal & that's it for RC1 :)

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Checkmate mate.

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Pictures look good, map is great. What else can we comment on brother? :)
RC1 is even smoother then its predecessor.

And wait, technically speaking you will never get this map out of your HDD.
You will always make a copy for distribution, muahaha :3

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Amateur UT mapper

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Well I'd say its looking very close to finished. The only thing that I'd say is bump up the intensity of the emissive lights - this should help offset all the grays. I take it you have consiously chosen not to use any post process? It may help add some contrast and help lift the map a bit imo.

Keep at it my friend. Look forward to the next iteration :D

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@DarK

LOL, well, there are some visuals differences so I was asking myself if it was looking better than B1 :)

@Achernar

PP wasn't finished in B1 & those last pics. But yes, I always add PP in my map or else it look bad. Indeed, PP is more like it is supposed to be in the final & bring more contrast. I use mostly the same settings in all my maps lol when I feel it's near the final. Since all of you like B1, you will enjoy more RC1 because it look much better :D

THX m8's

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Checkmate mate.

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Oh hehe ok bro. Ill check it out tomorrow :)

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Uniqueness!!! looks very slick Steve, something completely new for you but will still have Steve style no doub.

Did you start this 01/2011? wow where does the time go confuse

The screens are RC1 correct? but the d/l is still beta 1? is there a newer d/l somewhere or expected?



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Hé hé,

THX bro :D

A1 was for the alpha 1 public release while B1 is the only "complete" release which only the UOF team can download.

RC1 is next. The pics in OP are from my personal version between B1 & RC1. RC1 will look better than the current pics because I use the final PP settings which represent my final vision of the map :)

I only have 1 last spot I want to finish & then, you will be able to play with RC1 hihi :)

Only the readme + ini & possible bug fixes ill be added in the final.

FYI, the current build as more than 3100 brushes ! This is insane for such a small map LOL

For a quick play, give B1 a go-go to have an idea but RC1 will be the definitive release to play before the final.

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Got it .. sounds like a plan; I'll keep a look out bro. Oh and I know what you did with all those extra brushes heh.. (I bet your trimmed the holy heck out of it with BSP) wink - now you've added more expertise to your arsental of existing talent. - So on a future project you can do a hy-brid style map with Mega-Meshing & Mega BSP trip for a ultra-insane effect.  - Man dunno about you but this Editor is dang addicting; I'm back on it and I look forward to it when I'm away from it ... hah... 

 

OK I'll check B1, I DL it already; but wasn't sure if there was a newer version so I wanted check with ya first.  Catch up with ya laters........



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RC1 is there my friends biggrin

Enjoy the release. The final is planned for next week or two smile

See OP for details, have fun m8's aww



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Fantastic work on this Steve!
No complaints from me at all!!
Looks superb, plays excellent!

For a HOLP style map you managed to make it look very techy, making me sware that there's extensive use of Static Meshes! Good stuff!

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THX bro biggrin

Happy you like it aww

Well, the materials are complex & I use many of them which is the main reason why the map look so much detailed. I must say there is around 3100 brushes which is an insane amount of brushes lol. I'm surprise I was able to fix the previous BSP issues with so much brushes but in the end, the result is pretty & gameplay is good.

I'm not 100% sure about the lighting, it's very various (blue, yellow, orange, green, white) & I ask myself if it's not to much ? But wathever, I'm done with it lol

I dream of having a space static mesh pack that look futuristic so I can use it with a space map. But I doubt it will come. I love sci-fi / futuristic / clean map but the game doesn't have that kind of theme like in previous UT's :(



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I really like the lighting personally M8!

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Checkmate mate.

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Lord_PorkSword wrote:

I really like the lighting personally M8!


 +1 Steve, no complains here!



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French cat under acid

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stevelois wrote:
I'm not 100% sure about the lighting, it's very various (blue, yellow, orange, green, white) & I ask myself if it's not to much ? But wathever, I'm done with it lol

 

 I've just test it.

Before play it, I have make a flyby on it, the design is impressive, so original ! What a huge work on it, you have paid attention to all little details, amazing job cousin ;)

But After play it, I have a lot's of stuffs I would tell you, but saddly I come to late in the dev of this map.

What I just can tell, I have found the lighting and more generally the design very disturbing, plus the map is rendered very dark on my PC.

I was very confuse on it, lot's of difficulty to orientate myself inside, to find lifts etc...

So I think this map would worth some extra work on the "lisibility" of the layout, but it seems it just me, so maybe don't take too much attention to that.

Maybe this map need a certain among of matches on it to "learn" it, wich is not a bad point for the life time of the map.

Anyway, I like the map, but I just wannted tell you my real feeling, and not just tell you "your map is nice" wich is not the goal of testing a map ;)



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Connoisseur of Bourbon!

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Nova, what are your gamma/brightness settings? I didn't find the map dark myself.
UT3 needs more coloured lighting and Steve has given us this in his map! ;)

As for design I quite like it...and yes I reckon after a few matches you'll find the best paths!

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NOVA wrote:
 I've just test it.

Before play it, I have make a flyby on it, the design is impressive, so original ! What a huge work on it, you have paid attention to all little details, amazing job cousin ;)

But After play it, I have a lot's of stuffs I would tell you, but saddly I come to late in the dev of this map.

What I just can tell, I have found the lighting and more generally the design very disturbing, plus the map is rendered very dark on my PC.

I was very confuse on it, lot's of difficulty to orientate myself inside, to find lifts etc...

So I think this map would worth some extra work on the "lisibility" of the layout, but it seems it just me, so maybe don't take too much attention to that.

Maybe this map need a certain among of matches on it to "learn" it, wich is not a bad point for the life time of the map.

Anyway, I like the map, but I just wannted tell you my real feeling, and not just tell you "your map is nice" wich is not the goal of testing a map ;)


 

Indeed this is why I post it, to gather feedback, so THX for your honest feeling my couzin biggrin

I know this kind of design isn't obvious and can get confusing. In the other hand it's a Alien station so it's not supposed to be a place we're use to be, so confusion is good for me aww

THX for your feedback bro smile



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yo mate,

this RC smells seriously the final!

the layout is fantastic with 3 bots minimum and the action is highflow all long, some corridors looks crampy and even feels crampy but no probs u always enough room to moove comfortably

this kind of lil spots are so nice to wall dodge around walls...thanks from the flying monkey club

a3.JPG

 

this map remind me seriously halo by its architechture and it s nicely done

ur lighting is perfect and u master now the engine lighting with lot of skill

here the light coming from "A" hole is superb, from "B" & "C" it s nice too but i prefer the "A" one...lol...i think "B" and "C" and lil brothas deserves the same nice more brighty result

a5.JPG

i like all the settings, very subtile and casting nice shadows on all colors....

meshing and texturing is superb, though somewhere a lil to much colored to my tastes: the biggest part of this betatesting ballad was spend to watch ur gorgeous work and to imagine all this in two colors only: keeping the blue and turning all red and green colors and lights in orange...could be spectacular imo...."how to turn an arena in a cathedral"...but that s a question of tastes colored fun athmo or something more mystical ...time for my pills!...and...it s already eyecandy...but i know you are pointy...and open to comments

thoses two colors :

a2.JPG

i saw u ve put trimming all around the map but here not?

a4.JPG

the "effects" coming from this jumpad arent aiming in direction of the landing area

a1.JPG

...awesome work cousin, quite a mapping demonstration! keep up the top job



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For the final which I'll release next Friday, Oct 19th or 20th :

- Add preview pic / .ini.
- Add readme.
- Add a bit more geometry. Total brushes count is around 3200!
- Fix some material alignment.
- Raise BSP quality to get rid of remaining seams.

Time to work on other stuff now :)

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A little side note bro, it might be a little confusing because you have this map in the pack4 section but your releasing it as an individual map .... (see what i'm saying?)

 

- I know I did the same thing with CTF-Maelstrom (incidentally I kick myself in the butt for doing that because I should have released that map with the first pack, I thought I could get CTF-RainBase done in time but I terribly underestimated the amount of time that map would take and the level of quality I had in mind) - just some food for thought bro.



At any rate - its all good, and no worries; main thing IMO = we have fun, and continue to function as a synergistic group like we have previously. wink



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@Blitz

THX for your kind words bro biggrin

I didn't see it was necessary to add trim there but indeed, it would look better so I've add trimming + change the emitter direction a bit so it is pointing in the right direction.

Lghting was touchy in this map. Even if it's not up to my common standard, it look fine so I'll leave it like that except the spots you mention which I've raise the brightness (A was set to 8 & the others to 3 LOL ???) aww

THX again bro wink

@1X

The map was supposed to be in pack # 4 from the start but I don't want the thread to be public until the final release. I'll move the thread in the beta section next Friday & create a final thread wich is where this map belong. I leave it here temporary smile



-- Edited by stevelois on Sunday 14th of October 2012 06:25:54 PM

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Feedback-Master ..

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Hello all...

I know I have been gone for a while. but it's a bit hard to believe your still working on this map Steve! But after a 51 kill match, I can see the hard work and time that's been put into the map.

While the overall design is a bit hard to learn, I think that's a good thing! The actual design of it fits the sci-fi theme and it seems to me some alien life form did design it (are you sure you're a human being? wink

The materials and textures are looking great and while they look a bit odd (compared to what humans are used to), it fits well together with the "alien/sci-fi" theme.

I also liked the various pics of robots around the map as I have always played a robot in the UT games.

I know it's a bit late to be making suggestions, but I will make them and you can "instagib" them down if you like.

  • Add some blocking volumes along walls that have protuding brushes.
  • Maybe add some more metal (or different sounding) footstep sounds.
  • A lot of the doors aren't working, make sure your trigger volumes are set up correctly. wink
  • The orange teleporter doors don't seem to be emitting any ambient lighting?
  • Can the lower level bots get to the chest armor?
  • The red trim lighting doesn't seem to emit any ambient lighting, though I doubt anyone would really notice (or if the lights are strong enough to do so in real life).
  • I hate that blue force field floor at the very bottom of the map because it resultes in my death too many times in a match.  How about adding a noticication system when you are near it that would should say... "be careful, you are close to your death"... then another noticication when you are right above that says... "I warned you!". biggrin

Well I hope these can help, but it seems the map has enough coats of Turtle Wax on it already.

Great work my friend!



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stevelois wrote:
@1X

The map was supposed to be in pack # 4 from the start but I don't want the thread to be public until the final release. I'll move the thread in the beta section next Friday & create a final thread wich is where this map belong. I leave it here temporary smile


 Got it! - As far as feedback since your so close I'm not sure if you want any specifics from me. (I'm rusty at testing and this map is so far down the path that I feel like i'd be a day late and a dollar short - as the saying goes) heh .. I'll say though that it seems you have made another incredible map, always appreciate your attention to detail (no matter which direction you take a map) / holp, hy-brid, or next-gen.



-- Edited by 1xTrEmE on Monday 15th of October 2012 06:00:05 PM

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Odedge wrote:

Hello all...

Hey bud !!! biggrin

Happy to know your fine & that even if rl wasn't obvious & easy your still fine. I wish you the best my friend hoping we'll hear from you from time to time. Not only as a mapper but also as a good friend smile


I know I have been gone for a while. but it's a bit hard to believe your still working on this map Steve! But after a 51 kill match, I can see the hard work and time that's been put into the map.

Well, I always finish what I start. But indeed it's far more dev time than what I imagine at first lol

While the overall design is a bit hard to learn, I think that's a good thing! The actual design of it fits the sci-fi theme and it seems to me some alien life form did design it (are you sure you're a human being? wink )

LOL

The materials and textures are looking great and while they look a bit odd (compared to what humans are used to), it fits well together with the "alien/sci-fi" theme.

THX smile

I also liked the various pics of robots around the map as I have always played a robot in the UT games.

Yeah, I remember you said you like playing with Liandri character, I thought of you while I choose to use those textures at the time hé hé & it fit's the story aww

I know it's a bit late to be making suggestions, but I will make them and you can "instagib" them down if you like.

  • Add some blocking volumes along walls that have protuding brushes.

I already add a BV where players can possibly be caught. Perhaps there is a specific spot confuse

  • Maybe add some more metal (or different sounding) footstep sounds.

Map already use glass, metal & stone sound bud.

  • A lot of the doors aren't working, make sure your trigger volumes are set up correctly. wink

Except the doors coming from the belt, all of the other are only for deco.

  • The orange teleporter doors don't seem to be emitting any ambient lighting?

Odd they are... using a light volume wink

  • Can the lower level bots get to the chest armor?

Yep, low level bots collect the vest & do liftjump, no problem.

  • The red trim lighting doesn't seem to emit any ambient lighting, though I doubt anyone would really notice (or if the lights are strong enough to do so in real life).

Well, I had to choose between blue or red for that area of the map. Since the red emitting trim are facing downward, it's not logical to emit light upward as the bluwe forcefield do.

  • I hate that blue force field floor at the very bottom of the map because it resultes in my death too many times in a match.  How about adding a noticication system when you are near it that would should say... "be careful, you are close to your death"... then another noticication when you are right above that says... "I warned you!". biggrin

It's a good idea but to complicated for me & in the other hand, it's the purpose of that area to be risky.

Well I hope these can help, but it seems the map has enough coats of Turtle Wax on it already.

Great work my friend!

THX for the last feedback bud. I do appreciate but I'm done with this map. Except adding BV in specific locations, I won't work on it more. Awesome feedback as always aww


 



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Hello Steve...

Just a few clarifications...

  • I tried to find some walls to really catch me, but the only one I could find is the shallow deco door "near" the flak cannon pick up base.
  • The comment I made about the fooste spounds really was directed to the main two colors you have on the floor.  For some reason, I think the darker texture should be metal, even though they look the same.  Not a big deal either way.
  • The comment about the doors not having working trigger volume, it was a joke that failed!  As was the comment about the blue force field!
  • Unless it's my video card or my eyes, I don't really notice any ambient lighting for the orange teleporters.
  • The comment about the red lights is for all of the red trim lites (the ones that look like little balls).  When I think about it, I don't think the red lighting would probably work well given that it's not a big light source.

Looking great with or with out my suggestions.



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@Odedge

I understand bud. I didn't quite catch the joke due to my limited English lol.

Indeed, I'll set the darker tile to use the metal sound & the pale one the stone sound.

As for the collision, I add BV near the Flak but don't remember if it's in RC1 or after. But anyway there will be some in the final.

THX again :D

@Thrallala

I'l add a BV there that cover all the walls :)

THX m8 :D



-- Edited by stevelois on Tuesday 16th of October 2012 06:25:11 PM

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Tried it out, did not find many things you might want to change but found some collisions that probably should be altered, nothing big.





**both of these are down by the shield belt, dangerous area which is why I'm leaning towards the wall so I dont fall down, and on these 2 spots which I marked by a red X in both screenshots I hit a collision and must go around it**

But I gotta say first, it's obvious to me that you've spent a lot of time on this map, small details like looking up through a small hole in the ceiling and I see a moon, perfectly aligned to that small hole and it's just great!

Also the Shield Belt room opening a door that can only be gone through that way (= no easy way to get shield belt) again, great!


The textures looks great and unique, had some trouble navigating to the upper level of the map but probably just takes some time getting used to the map. Item placement seems pretty much perfect although personally I would't use Enforcer here but I know you like it so I'll just leave it at that.


Top notch work Steve! biggrin



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Checkmate mate.

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stevelois wrote:

Hé hé,

THX bro :D

A1 was for the alpha 1 public release while B1 is the only "complete" release which only the UOF team can download.

RC1 is next. The pics in OP are from my personal version between B1 & RC1. RC1 will look better than the current pics because I use the final PP settings which represent my final vision of the map :)

I only have 1 last spot I want to finish & then, you will be able to play with RC1 hihi :)

Only the readme + ini & possible bug fixes ill be added in the final.

FYI, the current build as more than 3100 brushes ! This is insane for such a small map LOL

For a quick play, give B1 a go-go to have an idea but RC1 will be the definitive release to play before the final.


 LOL I feel ya bro :P

  



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...

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So, it is done !!! Yéééééé biggrin

Grab the final here. Have fun smile



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