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TF2 Wishlist

July 24th, 2008 · 64 Comments · Blather

Time for some passive pleas to Valve (I know at least someone there reads my blog) to make some minor TF2 changes.

1)  Add the music from the Meet the Sniper video to the gamestartup music list.

It’s great music, plus, if it’s in the game I can extract it and stick it on my iPod.  Which I will do ‘cos I’m a flippin’ dork.  Plus, there hasn’t been any music added since the music from the Meet the Soldier video which was like 14 years ago.  Throw in the music from the Scout movie while you’re at it.  I think that was new too.

2)  Add time left function to server list.

There’s nothing worse (except genocide and Donal Logue) then selecting a server that is showing a map you want, waiting to join, then finally joining to find there are .000002 milliseconds left in the round and you immediately have to load the next map, which is invariably Fastlane.  A little time left column would be nice next to each server name.

3)   Change Gravelpit.

I’m not a fan of Gravelpit.  Never have been.  However, everyone else is so the map turns up in the rotation a lot.  Clearly, everyone else is wrong, and here’s why.

The death map, and my own experience, shows there’s hardly ever fighting over point A.  It’s just a given that it’ll be capped , so no one even bothers defending it.  What’s the point of even having it if it’s rarely contested?  I never see any true effort to defend it other than a straggler or two wandering over to harass the attackers.

It’s the easiest map to attack, according to this graph, which shows BLU winning about 55% of the time.  I think this is because Point A is a gimme.  I’m not saying that percentage should come down, necessarily, but I think some modifications to make Point A and Point B equally viable for both attackers and defenders would be good.  As it stands, everyone on defense knows, just head for B.

4)   I saw this idea on the Steam forums, so it’s not mine, but I like it.  Someone suggested that when a player calls for a medic, and the medic sees the little word bubble with the health symbol in it, it would be neat if the symbol actually showed the level of health that player was at.  It could also display whether or not the player was currently on fire.  That way, the medic could prioritize his patients even if they were out of sight.  It also gives enemy spies a little more luring power.

The downside?  I sometimes call for medic even if I’m uninjured, because I’m getting ready to tackle a sentry or something, so if the medic saw my health was full he might not come-a-runnin’ when I need him.

5) I need a 5th one to fill out my stupid list.  Got a little tweak you’d like to see?  Add it in the comments.

Tags:

64 responses so far ↓

  • 1 SlowShootinPete // Jul 24, 2008 at 10:49 am

    5) Make “Rocket Jump Waltz” longer. I like that ‘un.

  • 2 Theory // Jul 24, 2008 at 10:54 am

    People head to point B because it’s the first door they come to, I’ve always thought. A has actually proved quite easy to defend in the past, with a well-placed sentry of my own behind the point and some combat classes attacking Blues on the hill.

  • 3 drunkenbeetle // Jul 24, 2008 at 11:04 am

    A is waaaaay too open to defend. B has a house with limited entry, so sentries do well inside. Sentries in A can be picked off too easily for them to be viable. Since Sentries are the main mode of defense, it hinders defenders who dont have a focal point they can call their base of operations. If a bunch of people went A, they could still be overtaken by a couple people sneaking past. Meanwhile, B is easy to turtle.

    Gravelpit needs a redux.

  • 4 There is no Spoon // Jul 24, 2008 at 11:07 am

    I think that combat-infrared- thing might be a little misleading. At point A, the fighting usually happens all over that area, while in B and C, it mostly happens right in the center.Maybe you just have bad luck…?

    As for my suggestion, could Valve please let us clear our stats? T’would be awesome.

  • 5 roBurky // Jul 24, 2008 at 11:09 am

    When you die, and the game goes into spectator mode while you’re waiting to spawn, it ought to automagically centre on someone on your friends list first.

    It seems so obvious to me, I really can’t understand why it hasn’t happened yet. If I’m on a team with my buddy, of /course/ I’m going to want to know what he’s up to, much more so than anyone else. At least with counter-strike’s death-spectator-mode, you could use a little drop-down box to quickly find them. Cycling through camera targets with the mouse buttons in TF2 is pointless, as you’ll always spend most of your death-time flicking past the control point cameras where nothing is happening.

  • 6 roBurky // Jul 24, 2008 at 11:12 am

    On a similar note, the autobalancing should have a preference for moving people who aren’t on a team with people on their friends list.

  • 7 Robert64 // Jul 24, 2008 at 11:19 am

    Looking at that graph, it seems that Red win most of the time on most maps. Even on symetrical CP’s and CTF’s, which shows uneven ballencing on the maps. Maybe Blu can have Gravelpit as the map they can win at more times then Red :)

  • 8 Draco_2k // Jul 24, 2008 at 11:27 am

    5)For christ’s sake, make the spy less predictable. Strating with full health while disguise, maybe let it drop if he calls for medic, put on a mask if he’s disguised as enemy spy, give him random fake weapon…

    Something. Please.

  • 9 Mr. Munchlax // Jul 24, 2008 at 11:30 am

    A can be easily defended with a decent team and just the right placement of sentries. I’ve seen many red teams win by defending A. I think it’s kind of balanced the way it is now though. A is easily attackable, but b is just as easy to defend. If A was made harder to attack, then gravelpit would be like dustbowl and goldrush, Red would win almost every time.

  • 10 Don // Jul 24, 2008 at 11:30 am

    Agree with most of that, specially the extra info for medic calls. Not convinced about changing gravelpit, however.

    Since I’m not so dedicated I play on public servers so maybe things are different where both teams are organised, but whilst it’s true that A is often capped first and easily enough that’s often because it’s become the convention that B is the tough nut so both sides head there. But I’ve also taken part in more than a few spirited defences of A, sometimes holding that until timeout after B fell. Rather than change the map maybe giving Red some extra incentive to hold it would help - a few points on the chances of getting a crit whilst they held both A and B, something like that.

    Now goldrush, that really needs a fix. I’m heartily sick of playing stage 1 ten times before getting onto 2 & 3.

  • 11 Ev // Jul 24, 2008 at 11:32 am

    5b)

  • 12 Mr. Munchlax // Jul 24, 2008 at 11:32 am

    @Draco
    Good spies aren’t predictable.

  • 13 Ev // Jul 24, 2008 at 11:33 am

    Looks like my comment messed up. Oh yeah.

    5b) {Insert 10 millionth suggestion to fix backstabs, including a ‘brand new’ suggestion to prime your stabs}

  • 14 Chad // Jul 24, 2008 at 11:46 am

    I agree with both the gravelpit and goldrush comments.

    “A” is totally a gimmie in GP. The only time you can’t cap it is when you have a really crappy team. Part of the problem is that you’d have to spread your team out to protect both points. If you had to cap the points in order (A then B) it would probably help.

    I’ve also been really frustrated playing goldrush lately. The pattern is generally play stage 1 5-10 times without winning, play stage two once, repeat. Every once and a while you get to play stage 3. However, I rarely play on a team that wins the last point of 3. Goldrush should play more like dustbowl..

  • 15 FunkyLlama // Jul 24, 2008 at 11:49 am

    Take your pick from class balance, removal of crits and - sorry, Ev - fix backstabs.

  • 16 Alexander // Jul 24, 2008 at 11:56 am

    @Draco
    If we add that stuff on to the spy, it’ll only be a month or so before everyone gets used to it and make it inaffective. It will only make spy checking more tedious.

  • 17 Tom // Jul 24, 2008 at 12:05 pm

    Make it so soldier/demoman suicide works like the “finished off” thing. Its really annoying to burn a soldier down to 20 health only for him to commit suicide so you don’t get the point.

  • 18 rammingspeed42 // Jul 24, 2008 at 12:22 pm

    More accurate sniper smg would be nice…

  • 19 Fargmot // Jul 24, 2008 at 12:29 pm

    My suggestion would be to change the Engineer’s buildings’ health icon. As a medic, it’s annoying mousing over a constructing building and seeing a red health cross flash on your screen. You mouse back over and oh, it’s just a building.

    Change the icon from a cross to a gear or something for fuck’s sake.

  • 20 wolferey // Jul 24, 2008 at 12:30 pm

    I think Gravel Pit is actually pretty good.

    With a good team (rare on public, but happens :p), you can completely lock out both A and B from blue, or if you want, just lock out either A or B depending on how open your team wants it, because you need both A and B to take C.

    If by chance blue is lucky enough, they manage to take out A and B but struggle with C enough to loose.

    If anything, I hate the linear capture maps like CP_Granary and CP_Well because they always end up boring.. long walks, and almost always ending up in overtime because nobody can get the next CP after the middle one.. And Goldrush usually end up as a sentry hell on first map at the end :p

    But each and every map is bound to be hated by someone and loved by others, its how maps work. As a level-designer hopefully to be in the industry in a couple of years, there is one thing I have noticed: You can’t please everyone, and there is no such thing as a perfect layout. Somehow, somewhere, someone is gonna camp/rush/something :p

    As for #5: This goes for all steam games like TF2/DoD:S and so on - Filter away servers that have reserved slot.. Because I hate seeing a 32 slot server with 31 players and I’d have to go through the whole process of sending client info and everything only to have a reserved slot error thrown in my face.

    #6: Faster loading games. Steam games are slow to load :/

  • 21 Krustoff // Jul 24, 2008 at 12:42 pm

    I like RoBurky’s idea. I hate scrolling past team mates I don’t care about, finally find my friend and then respawn. I’d like to see what he/she is doing right away.

  • 22 Aenir // Jul 24, 2008 at 12:45 pm

    @Draco-The previous post showing the three 10-minute videos proves you wrong :D

  • 23 Generic Name // Jul 24, 2008 at 12:52 pm

    I recently migrated from the crappy 360 version, and Gold Rush is so fucking unbalanced I didn’t even know there’s a stage 2 or 3.

    :<

  • 24 Generic Name // Jul 24, 2008 at 12:52 pm

    Until I read this page of comments, I mean.

  • 25 RC-1290'Dreadnought' // Jul 24, 2008 at 1:19 pm

    A dancing Heavy Taunt

  • 26 RC-1290'Dreadnought' // Jul 24, 2008 at 1:19 pm

    …on roller skates.

  • 27 TomHD // Jul 24, 2008 at 2:02 pm

    judging how your requests are usually met, I think they may have your blog hooked up to an alarm system at the valve office as opposed to a single reader.

  • 28 Niteowl // Jul 24, 2008 at 2:26 pm

    You know when you are running through, say, Dustbowl, and are treated a veritable PANOPOLY of porn sprays?

    It’d be nice if you could hook up a rating system for the sprays. That way our friends who take the time to optimize their NSFW wallpapers will know which ones are hits and which ones are misses.

    Right now I’m seeing way too much water-sports type sprays, and not enough menage-a-trois, which I think is poised for a real come-back. No pun intended.

  • 29 buster42 // Jul 24, 2008 at 2:26 pm

    I actually find that, if defense puts everything on A on Gravelpit, it’s far easier for them to win. B tends to get taken eventually, but if B gets taken first, then A is an easy defense (I think it’s because of the uphill nature of it). Just my experience on it.

  • 30 Dorian Cornelius Jasper // Jul 24, 2008 at 2:54 pm

    I think it’s a bit silly that your post asks to rebalance Gravelpit, while Goldrush Map1 sits out like a sore thumb.

    Then again, it is the elephant in the room. Elephants deserve a chance for some rest, I suppose.

  • 31 Gameslave // Jul 24, 2008 at 2:58 pm

    gravelpit sucks because all that people do is fight for B , and every other round theres a spy on the last point and he wins the round….wooo for cheapness.

  • 32 Cpt. Falcon // Jul 24, 2008 at 3:11 pm

    I agree with you on gravelpit. except that i actually like the map. even though i suck at it. Point A is always taken out quickly, regardless of its defense. i dont like the idea of making it a linear capture map, however. i’d prefer it’d be something like steel, where if it’s capped offense has a new advantage. then again, offense already gets a new advantage by having two entry points in B. a tough one.
    i also agree with you on gamestartup music. i have all the main songs on my zune, and it’d be nice to get the scout and sniper ones too.

    as for #5: BUFF THE GODDAMN KRITZKRIEG.
    seriously. the only people that use the kritzkrieg are the people who just got it and want to try it out. upon trying it out and dying, they are promptly yelled at for being so noobish as to not use the uber.
    it is fun to use it on a heavy and heavy him shoot crits, but its still so easy to die.
    how about make the recipient of the kritz have a huge health boost? double?
    make the kritzkrieg last 15 or 20 seconds.
    make it give unlimited ammo? then the soldier can fire rocket after rocket.
    heres an idea i thought of a while back: the kritzkrieg can have multiple heal beams. when you’re healing someone and switch to someone else, the previous heal beam will remain, but only be tier one (the first tier that only heals 24hp/s). or maybe 3 heal beams, so the first person gets all three tiers, second gets second, and third gets the first. only one person can get kritz, though.
    i really like my ammo idea, infinite ammo in that magazine, so soldiers and demo’s don’t have to reload. and maybe the healbeam can replenish ammo by itself? maybe half as fast as a dispenser?

  • 33 Cpt. Falcon // Jul 24, 2008 at 3:21 pm

    oh and i forgot about goldrush. i hate playing it because the offense either steamrolls the cart to an easy victory, or the defense has the cart locked down and never makes it to the second point.

    oh and another buff: the pyro’s airblast. make it only use 10 ammo. dont nerf the backburner, because it makes the pyro an effective ambusher.
    the flaregun could use a buff to, because although it is insanely fun to ignite snipers and send them back for health, its kinda useless. especially against other pyro’s. i stopped using it and switched back to the shotgun. my idea is that the flare should burn for way longer, (like hello, a REAL flare) and ignite anyone that touches it. it’s kind of stupid that a flare would hit a wall and then burn out. this way a few pyro’s could render the 2fort battlements unusable for snipers, and give anyone who tries to run off them a bad start.
    here’s a great idea, have it be a distraction for sentries, like flares used to take out missiles. while it’s in the air the sentry will attempt to shoot at it, but when it hits the wall the sentry assumes its dead. maybe make the sentry actually able to shoot down the flare, so sentries won’t be so easily subdued.

  • 34 Baggie // Jul 24, 2008 at 3:41 pm

    I’d rather they just fix the backstab for the spy, it’s near unusable right now. You would not believe how many times I’ve carefully stealthed into enemy territory, dodging pyros and soldiers, come up behind a heavy and CUT, not stab, him in the back. Then he turns around, I eat a machine gun sandwich, and he goes and owns my team mates.

  • 35 Soundwave // Jul 24, 2008 at 3:46 pm

    Captain Falcon, that sentry distracting idea is pretty cool. Now I remember why I main you in Brawl.

  • 36 Cpt. Falcon // Jul 24, 2008 at 3:49 pm

    they should also make the heavy’s fist crit into a falcon punch.
    :3

  • 37 Baggie // Jul 24, 2008 at 3:50 pm

    Also I’m glad someone got the music files from the tf2 menu, I was feeling nerdy :P

  • 38 Sentry Gun // Jul 24, 2008 at 4:13 pm

    A is super easy to defend. Problem is, B is even more easy to defend. Therefore, everyone goes to B to defend.

    Even if A is changed, there’ll always be the preferred point that everyone goes to defend instead of the other point.

  • 39 Aeneas // Jul 24, 2008 at 5:29 pm

    Have to agree with niteowl re porn sprays. Waay too much water sports at present.

    I like being red on gravel pit and generally go straight to B. It would be cool to be able to get at the Blu spawn point as a pyro.

  • 40 Fishbus // Jul 24, 2008 at 6:39 pm

    5) Loading music; during map change and server connect.

  • 41 jordan // Jul 24, 2008 at 6:41 pm

    i only ever play on dustbowl and 2fort, so i dont care.

  • 42 Tim // Jul 24, 2008 at 6:54 pm

    I agree about Gravel Pit. Nobody bothers to defend A because with even a few sentries and some loons on the roof, you can lock down B completely. I also agree about the time left on the server, that is really annoying.

    And whoever made that team-swapping comment, I’m with you. It’s pretty freaking annoying. Or at least give you, say, 30 seconds warning before you get team-shunted. There’s nothing I hate more than when you’re steamrolling Red back into their spawn with 3 seconds left to go and suddenly you get booted onto the losing team just in time to respawn and get humiliated. So annoying.

    Other changes I’d like to see? Kritzkrieg made a viable alt instead of the wacky funny-gun it is now. Backburner lose the +50 health bonus, isn’t 100% crits enough? Time between air compression blasts lessened by about 10-20% or so to make it more useful in actual combat. Fix the goddamn ubersaw-ubercharge train.

    That’s about it really! Just some small tweaks. I still think TF2 is one of the most balanced games I’ve ever played, but the unlockables have thrown that out of whack a bit. I don’t know why everyone’s complaining about Goldrush either, I think it’s wonderfully balanced!

  • 43 rammingspeed42 // Jul 24, 2008 at 7:14 pm

    Also, it would be nice to watch the “Meet the Team” or “Other Linear Media” in game.

    And this is just a question, has anyone noticed that the soldier’s rockets seem to be doing more splash damage?

  • 44 Ledundead // Jul 24, 2008 at 7:47 pm

    I want them to update the 360 version, first of all. Secondly, I think they need to fix Demoman. I’m sick of demomen camping the end of hallways or rooms with windows or grates, like the hole on 2fort. No one can take them out nearly as easily as they kill, especially since two stickies can kill anything but a heavy. I play soldier, and I usually get about 30+ kills a game, with 10-20 deaths. My main problem with demomen is the learning curve. It goes from noob who sets obvious traps with sticky bombs to noob who only uses sticky bombs for everything. I’m sure people who play demoman intelligently would argue this, and I’d like to see their side of the arguement.

  • 45 Altaco // Jul 24, 2008 at 8:08 pm

    @44:

    I know a guy, he only uses stickies how they’re intended to be used. He puts em on points and uses them to take out sentries, and by the gate when the round starts.

    That’s IT.

    He uses pills all the rest of the time, and he owns at it.

    Oh, did I mention he has over 350 hours as demoman?

    I think this is the main problem with the class, that to play it well the way it was intended to be played, you need a ton of practice, so yeah, I’m with you there.

  • 46 Ledundead // Jul 24, 2008 at 8:37 pm

    He’s the man. I only have 30 hours on soldier. I think there has to be someway to make them play like your friend. Maybe… nah, i’ve got nothing. I post again if I get any ideas. Ask your friend, he should have an idea how to fix the class.

  • 47 MadTinkerer // Jul 24, 2008 at 9:03 pm

    This may sound really weird, but I want female versions of the characters. Ever since I started reading Nerf Now ( http://nerfnow.com/ ) TF2 just seems to be missing something.

    On a related note, I don’t think I’ll be able to not think of the cute versions of the Zerg from Nerf Now when I play Starcraft, but I always thought zerglings were somehow adorable anyway.

  • 48 LaZodiac // Jul 24, 2008 at 9:14 pm

    Now, I may only be playing the 360 version (fortune smiles apon me because many weeks ago I said I’d never be able to play this game) and as such my opinion doesn’t really matter.

    But I’ve found GravelPitA to be kinda easy to defend. Sure I haven’t played much on defense, but the times I’ve played defense it was only takin twice, and I had to spread my pyroness to both A and B to help when needed one of the times.

    However, I don’t argue its hard to take. I’ve taken it all by myself, though to be fair the only person there was a Engy and his Level3 Sentry. The rest of the teams were defending and attack B, but I helped with the push after frying our hard hatted friend and his toy.

    As for a fifth thing to change…I’ll be greedy and say “release an update for the 360 version”. Not that it matters because when I get a better computer I’m buying TF2 for it anyway, because its worth having in both.

  • 49 Jiminy // Jul 24, 2008 at 9:16 pm

    That gear icon for sentries I like. I’ve been playing medic a fair bit more even after getting the achievements and it’s frustrating to think you’re about to save a low-health engineer only to find it’s the dispenser he’s constructing that you saw.

    Oh and just a thought, but I haven’t seen neutral/indestructible teleports on maps but it could be an idea. The main reason I hate defending A on Gravelpit is the long walk from base -_-

  • 50 Tiler // Jul 24, 2008 at 10:59 pm

    Make Goldrush not suck, and make the different weapons for the classes more balanced.

  • 51 Nanosheep // Jul 24, 2008 at 11:12 pm

    What? Doesn’t anyone care for the “Meet the Demoman” music? I believe that is a unique piece of bagpipe like music, and I wants it!

  • 52 AlphaHawk // Jul 24, 2008 at 11:59 pm

    @ Wolferey:

    “As for #5: This goes for all steam games like TF2/DoD:S and so on - Filter away servers that have reserved slot.. Because I hate seeing a 32 slot server with 31 players and I’d have to go through the whole process of sending client info and everything only to have a reserved slot error thrown in my face.”

    Cannot agree more. I have no tolerance for that, it pisses me off too. Reserved slot with 31 players should not show up if you have “Do not show full servers” selected.

  • 53 Aftershock // Jul 24, 2008 at 11:59 pm

    The demoman really needs a nerf. He’s too versatile. He should be at his best when his using his stickybombs as a mortar, not when putting pills into peoples faces from 3ft away.

    Give the engineer a boost. He’s one of my most played classes, but its become harder and harder to keep a sentry up in a good enough position

  • 54 Mr_Wizard // Jul 25, 2008 at 2:36 am

    I want a small 2 hour episode game for each class, showing how they became a part of Team Fortress.

    I would also pay for those episodes Valve. <.<

  • 55 Joe Snuffy // Jul 25, 2008 at 2:44 am

    KritzKreig, a small nudge would be nice.

    Maybe up it to 20% faster build up time OR slightly boost the healing rate when kritz’s active.

    @ 33: Pyro is pretty nasty right now, but since the backburner’s mechanic somehow doesn’t always kick in, which I believe due to a tighter “backstab” angle but does so nevertheless, it really leaves the vanilla spit roast and flaregun up for any buffs. I say leave the airblast at 25 but increase the range, I’ve died numerous times because of simple distance miscalculation, blasting when it was say, a inch out of range. The flaregun would be nice if it did more base damage, say 40-50 in addition, doing more intense yet short lived afterburn. Say 6-8 seconds of dealing 10-12 points every second. The flaregun is not sustained like the flamethrower is and should die down quicker, but is more violent in the process.

    As for the demoman, it’s all about sticky spam for the noobs. It takes skill to use your stickies as a airburst mortar and get just that right angle and bounce on people further than 5ft away.
    Set up traps involving low rise ceilings and hiding them in objects but for god’s sake, use the pills like they’re supposed to.

  • 56 Lack_26 // Jul 25, 2008 at 4:22 am

    I know there is a lot of hate for the Demoman, but I would love to be able to stick a load of sticky-bombs on a friendly scout and have him run into a bunch of enemies and have me blow him up (he wouldn’t die though).

    But yeah, the Demoman is meant to be a offensive and defensive support, we just need some of the weapons balanced to reflect this, like apply the pills to a friendly (secondary fire) to use as a proximity mine, well may be not that in particular but it does need looking at.

  • 57 Walternat0r // Jul 25, 2008 at 5:04 am

    I think the BB needs a bit of a nerf, its designed to make the pyro better at ambush but with +50hp it makes the pyro better at just plain old running in and hosing ppl with fire. I think a max of 25hp boost but preferably none seeing as it gets a hella lot of crits from behind (as it should do, being an ambush weapon).

    @Joe Snuffy, I disagree about the flare buff, I think if you did that one hit to an engie, scout and sniper would mean they were left at ~10hp from death. I think it is a bit weak though, so a slight improvement could be worked out, but i’d say it needs a longer burn for less damage.

    Most of all, I want sniper unlocks, not that i’d get them (I still don’t have pyro or medic unlocks cus I cba trolling to get them :P) but it’d be nice to have something to aspire to with my fave class.

  • 58 Soapwich // Jul 25, 2008 at 5:29 am

    The Meet the Sniper theme was just a remix of this great piece.

    http://youtube.com/watch?v=6IFdmoX5zSk

  • 59 wolferey // Jul 25, 2008 at 5:30 am

    Aftershock: Just wait until the Engineer pack comes out.. It’s going to be hell since everyone will try and get the achievements, I can picture all the sentries in my head :s

    MadTinkerer: More concepts on female versions of the TF2 characters: http://forums.cgsociety.org/showthread.php?f=31&t=561708 ;)

  • 60 zealeus // Jul 25, 2008 at 8:02 am

    You can get the music for meet the sniper. use an online flv converter to convert a youtube clip (just google convert flv mp3)…I’ve used this one before:
    http://vixy.net/
    The mp3’s won’t be the highest quality thing in the world, but it works.

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    zbqil walkersheriff.com

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    walkers’ funeral home chapel hill
    swwzh walker 20calhoun

  • 63 JohnNOsa // Sep 1, 2008 at 11:54 am

    very good

  • 64 QRGarrettsa // Sep 2, 2008 at 1:22 am

    very good

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