Custommap Ns_source_b34 Released
Lt_Gravity
Join Date: 2003-04-28 Member: 15909Members
<div class="IPBDescription">the playable "two year project"</div> <span style='font-size:14pt;line-height:100%'><span style='color:RED'>YOU WILL HAVE TO DELETE <u>ALL</u> NS_SOURCE_B33 RELATED FILES FIRST IN ORDER TO PLAY B34!</span></span>
------------
April 27 2005
------------
<a href='http://www.nostromo-group.de/_Custom_Maps/ns_source_b34.zip' target='_blank'>download ns_source_b34</a>
overview:
<img src='http://mitglied.lycos.de/centercross/ns_source/ns_source_b34_overview.gif' border='0' alt='user posted image' />
ingame impressions:
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_rr1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_b33.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/oremelter_b33.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_sourcehive1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/crusher2_b34.jpg' border='0' alt='user posted image' />
Server:
Flaggschiffserver der -=NGG=- | www.Nostromo-group.de #ngg 81.169.156.243:27030 (+Fast Download)
changelog:
(general)
- added 3 weldable spots
- changed rock crusher, vehicle elevator, res extraction and vehicle parking completely
- new readyroom
- added "instable"-rumble to the map
- new mining suit model (tkanks mr. headcrab)
- minor texture work
- changed background story (need someone to check it though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->)
(specific)
> vehicle parking
- changed architecture
- added glas to doors so you can see the back of the vehicle
- added elevator shaft (visual bonus for location)
- layout less straight
> (new!) pipeline access
- connects vehicle parking and surface elevators DIRECTLY
- added door to surface elevators
> surface elevators
- door from pipeline access near the resnozzle
> vehicle elevator
- completely new layout (!!!)
- reduced altitude to locations (northern parts of the map)
> energy supply
- slight size reduction because of new vehicle elevators
- rocks dont look wrong anymore
- added "vent" to vehicle elevator
- changed textures on energy units to look less grainy and more scifi
> ore melter
- added weldable vent to sewer drainage
- added clips to prevent block movement probs at the top of the melter
> break trough
- new siege position to feature "siegeability" from version b32
- added more infestation
> "the source" (hive)
- reworked the hiveroom to get rit of several stuck areas
- added vent to "connection 19-a"
> res extraction
- completely new layout and design (!!!)
- added "working pump"-idea from version b30
- should be more combat friendly now
> the pit
- added weldspot to shutdown vent to crew quarters
> rock crusher (prev. "crusher")
- completely new layout and design (!!!)
- should be less alien friendly to make relocates possible
> service ladders
- changed to fit the map
- more onos friendly due to removed ladder
- removed resnozzle
> east elevator
- change to fit the map
- added weldable vent to "tram loding bay" (now we know WHAT is loaded onto the trains wink-fix.gif )
> res processing
- added resnozzle (had been removed from service ladders)
- reduced size of location
------------
Jan 21 2005
------------
updated zipfile (same download as before):
<a href='http://www.nostromo-group.de/bilder/ns_source_b33.zip' target='_blank'>download ns_source_b33</a>
- removed unnecessary sound files
- fixed "controlroom" sound to play correctly ingame (ms)
- added .res file
- added credits
the map is free to be voted at
Flaggschiffserver der -=NGG=- | www.Nostromo-group.de #ngg 81.169.156.243:27030
working on playing following maps on the server, too.
- ns_encladus
- ns_shiva
- ns_marineris
- ns_hulk
------------
Jan 18 2005
------------
release ns_source_b33
changelog:
- added suitchambers to marinestart and crewquarters
- added "workers list" to marinestart
- added crates to marinestart
- changed command console environment
- added mining vehicle in garage area
- removed light left and right to the ladder at vehicle elevator
- added "ramps" in ore melter hive to decrese way up (ladder half as high)
- added water in mine g3 access (got lost after copying to version b312)
- crusher is no func_rotating any more, will be redesigned (players got random damage crawling on top)
- added old "the source" hive and redesigned area to fit
- redesigned res extraction for better gameplay value
- fixed all door triggers (doors couldnt be openend when structures blocked the way)
- fixed elevators lip values
- added env_gamma (got lost after copying to version b312)
- fixed info_locations so there are no "holes"
- fixed grafics bug in "tram track" where you had been able to see through the wall
know bugs:
- hitbox of damaged resnode deformed
- hitbox of crates in ms deformed
- structures fall through some seethrough floors (exspecialy annoying at the "source access")
- mining vehicle doesnt have texture yet
- dropship missing in rr (still has no texture)
- custom sound at ms not working (fixed for b34)
------------
Jan 7 2005
------------
you dont need new glasses, you are reading it right.
ns_source beta release.
<a href='http://www.nostromo-group.de/bilder/ns_source_b312.zip' target='_blank'>download ns_source_b312</a>
I dont think there is much left to say. except the fact, that I was very annoyed by this permanent flood of errors. thanks to sir pepe for helping finding some of them ^^
if you arent new to this forum or you have been living on the moon the past 19 months you know this project.
-------------
Dec 29 2004
-------------
ns_source_b311 released
------------
<span style='font-size:21pt;line-height:100%'>HAVE FUN!!!</span> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
== Lt. Gravity ==
------------
April 27 2005
------------
<a href='http://www.nostromo-group.de/_Custom_Maps/ns_source_b34.zip' target='_blank'>download ns_source_b34</a>
overview:
<img src='http://mitglied.lycos.de/centercross/ns_source/ns_source_b34_overview.gif' border='0' alt='user posted image' />
ingame impressions:
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_rr1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/ms_b33.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/oremelter_b33.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/b34_sourcehive1.jpg' border='0' alt='user posted image' />
<img src='http://mitglied.lycos.de/centercross/ns_source/crusher2_b34.jpg' border='0' alt='user posted image' />
Server:
Flaggschiffserver der -=NGG=- | www.Nostromo-group.de #ngg 81.169.156.243:27030 (+Fast Download)
changelog:
(general)
- added 3 weldable spots
- changed rock crusher, vehicle elevator, res extraction and vehicle parking completely
- new readyroom
- added "instable"-rumble to the map
- new mining suit model (tkanks mr. headcrab)
- minor texture work
- changed background story (need someone to check it though <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->)
(specific)
> vehicle parking
- changed architecture
- added glas to doors so you can see the back of the vehicle
- added elevator shaft (visual bonus for location)
- layout less straight
> (new!) pipeline access
- connects vehicle parking and surface elevators DIRECTLY
- added door to surface elevators
> surface elevators
- door from pipeline access near the resnozzle
> vehicle elevator
- completely new layout (!!!)
- reduced altitude to locations (northern parts of the map)
> energy supply
- slight size reduction because of new vehicle elevators
- rocks dont look wrong anymore
- added "vent" to vehicle elevator
- changed textures on energy units to look less grainy and more scifi
> ore melter
- added weldable vent to sewer drainage
- added clips to prevent block movement probs at the top of the melter
> break trough
- new siege position to feature "siegeability" from version b32
- added more infestation
> "the source" (hive)
- reworked the hiveroom to get rit of several stuck areas
- added vent to "connection 19-a"
> res extraction
- completely new layout and design (!!!)
- added "working pump"-idea from version b30
- should be more combat friendly now
> the pit
- added weldspot to shutdown vent to crew quarters
> rock crusher (prev. "crusher")
- completely new layout and design (!!!)
- should be less alien friendly to make relocates possible
> service ladders
- changed to fit the map
- more onos friendly due to removed ladder
- removed resnozzle
> east elevator
- change to fit the map
- added weldable vent to "tram loding bay" (now we know WHAT is loaded onto the trains wink-fix.gif )
> res processing
- added resnozzle (had been removed from service ladders)
- reduced size of location
------------
Jan 21 2005
------------
updated zipfile (same download as before):
<a href='http://www.nostromo-group.de/bilder/ns_source_b33.zip' target='_blank'>download ns_source_b33</a>
- removed unnecessary sound files
- fixed "controlroom" sound to play correctly ingame (ms)
- added .res file
- added credits
the map is free to be voted at
Flaggschiffserver der -=NGG=- | www.Nostromo-group.de #ngg 81.169.156.243:27030
working on playing following maps on the server, too.
- ns_encladus
- ns_shiva
- ns_marineris
- ns_hulk
------------
Jan 18 2005
------------
release ns_source_b33
changelog:
- added suitchambers to marinestart and crewquarters
- added "workers list" to marinestart
- added crates to marinestart
- changed command console environment
- added mining vehicle in garage area
- removed light left and right to the ladder at vehicle elevator
- added "ramps" in ore melter hive to decrese way up (ladder half as high)
- added water in mine g3 access (got lost after copying to version b312)
- crusher is no func_rotating any more, will be redesigned (players got random damage crawling on top)
- added old "the source" hive and redesigned area to fit
- redesigned res extraction for better gameplay value
- fixed all door triggers (doors couldnt be openend when structures blocked the way)
- fixed elevators lip values
- added env_gamma (got lost after copying to version b312)
- fixed info_locations so there are no "holes"
- fixed grafics bug in "tram track" where you had been able to see through the wall
know bugs:
- hitbox of damaged resnode deformed
- hitbox of crates in ms deformed
- structures fall through some seethrough floors (exspecialy annoying at the "source access")
- mining vehicle doesnt have texture yet
- dropship missing in rr (still has no texture)
- custom sound at ms not working (fixed for b34)
------------
Jan 7 2005
------------
you dont need new glasses, you are reading it right.
ns_source beta release.
<a href='http://www.nostromo-group.de/bilder/ns_source_b312.zip' target='_blank'>download ns_source_b312</a>
I dont think there is much left to say. except the fact, that I was very annoyed by this permanent flood of errors. thanks to sir pepe for helping finding some of them ^^
if you arent new to this forum or you have been living on the moon the past 19 months you know this project.
-------------
Dec 29 2004
-------------
ns_source_b311 released
------------
<span style='font-size:21pt;line-height:100%'>HAVE FUN!!!</span> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
== Lt. Gravity ==
Comments
congratulations on the release, even if it's not a final. i'll pass it around to collect some opinions on the map, and maybe i'll test it myself, sometime <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
edit: you created appropriate sub directories for the .zip, only the .bsp doesn't extract to the /maps folder. nonetheless, its good to see that you care for the lazy people <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> PC
i hope in his 2 years happybirth. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i also hope in his 2 years happybirth.
It's good to be back, it smells a bit clean and airy but after a bit of stinkification we'll have it feeling just like old times. The main problem with that statement is that Grav's got a beta out! Oh well I suppose some things have to change, so did my name in case you're wondering who this is.
-Crispy (aka Kobayashi)
P.S. Rendy, when you get round to it can you change the ns_hulk credits to reflect the namechange? I have a feeling this one will be sticking (mainly because it's a real-life nickname).
Hopefully Gravity will use some of the sounds I made.
ps. guys don't just watch the pics....DOWNLOAD THE MAP!! =)
Im sowhat happy about a PLAYABLE version...
but this whole job changed my mind about mapping alot and I lost a little bit of my enthusiasm. on the one hand Im pretty shure that this is the first thing in my life that will be a lot of fun for other people. on the other hand... nah, doesnt matter <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
there is still a lot of detail work left. one problem are the textures for the custom models. although I havent added them yet they are present in the ns_source models folder so you can take a look.
my efforts to convince the masterchief of the -=NGG=- to create a "ns_source-only server" wasnt succesful. yet.
PS: a download is not too expensive so give it a try. and reinstalling steam is worth it, trust me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
only quick crit yet..
the bsp in the zip wasn't in the correct folder <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
repacked and mirrored it
<a href='http://www.sorcerer.de/files/ns/ns_source_b312.zip' target='_blank'>ns_source_b312</a>
I was thinking the same thing, especially since the underscore in the name isn't visible in the topic link due to underlining... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
How about a minimap? Looking at the screenie it doesnt look like it has one :s
WHERE? sorry but I think this is quite impossible XD seriously, I got my ideas from movies and concept arts, so any similarity to existing maps is coincidence. anyways, I cant say I like THIS statement <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You know, in context to some of the recent announcements, this map now has a very very evil name.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats because the maps name is ns_source about 19 months now. to this time the name of the hl2 engine wasnt even public. namechange had been discussed some time ago. if there should be any ns: source version later on, it will definetely changed to "ns_resource". makes sense, doesnt it?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about a minimap? Looking at the screenie it doesnt look like it has one :s<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
maybe its because I took screenshots without sv_cheats set to 1? thrust me, there is a minimap present in the zip file. but I should fix it because "flooded" parts dont appear on it.
and maybe PLAYING the map would also help answering such question...
WHERE? sorry but I think this is quite impossible XD seriously, I got my ideas from movies and concept arts, so any similarity to existing maps is coincidence. anyways, I cant say I like THIS statement <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You know, in context to some of the recent announcements, this map now has a very very evil name.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thats because the maps name is ns_source about 19 months now. to this time the name of the hl2 engine wasnt even public. namechange had been discussed some time ago. if there should be any ns: source version later on, it will definetely changed to "ns_resource". makes sense, doesnt it?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How about a minimap? Looking at the screenie it doesnt look like it has one :s<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
maybe its because I took screenshots without sv_cheats set to 1? thrust me, there is a minimap present in the zip file. but I should fix it because "flooded" parts dont appear on it.
and maybe PLAYING the map would also help answering such question... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You may want to reread the posts you've objected to, because I don't see why you're upset.
Nobody said you copied another map or stole ideas -- they said one map reminded them of another, which doesn't have to mean that one was inspired by the other. You're using the same texture wads and have the same guidelines to follow, so it's common sense that the maps will have some common elements.
Nobody said your map name was chosen to confuse people on purpose -- we know it's been a work in progress forever; you even said so in the first post of the topic. He said it with a smile, I answered with a smile. The fact remains that people are going to be confused anyway.
I just wanted to make that clear for people that may be confused by the topic.
but there is nearly nothing I can do about EXCEPT renaming all related files... and that would mean to go through ALL related entities again to change paths. hm... Im very upset about the NAME of the hl2 engine but... if this would be the only way to make this map more popular by NOT confusing people I should change the name. damn valve...
btw:
release 3 in the pipe. some people may wonder why there will be some releases the next time. the nostromo gaming group and some clanmember will keep on testing each version so it can be worked out best. shure, some people like it, some dont but I will keep on working so MOST people will like it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
b33 changes:
- added "old" version of the "the source" hive so it doesnt look so boring anymore. its still little buggy, vertex manipulation will need some more work.
- changed "res extraction" layout to close quarter combat style. even the architecture makes sense now. some lightning is still missing
- added more details to the marinestart. now we can see the boxes where the mining suits are kept in, some marine cargo boxes and the "todays workers list" (map credits)
- added the suitboxes at the "crew quarters, too.
- fixed elevators
thats it. and there will definetely be something like a special beta-test server. stay tuned.
== Lt. Gravity ==
WHERE? sorry but I think this is quite impossible XD seriously, I got my ideas from movies and concept arts, so any similarity to existing maps is coincidence. anyways, I cant say I like THIS statement <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It shouldn't insult you. I like ns_marineris. It's not really so much of the places. It's just the use of the mining type feel in certain spots where you can see rock (since marineris had this).
WHERE? sorry but I think this is quite impossible XD seriously, I got my ideas from movies and concept arts, so any similarity to existing maps is coincidence. anyways, I cant say I like THIS statement <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It shouldn't insult you. I like ns_marineris. It's not really so much of the places. It's just the use of the mining type feel in certain spots where you can see rock (since marineris had this). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
never mind. it was just a reaction of mine... enough of this <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
although I said I dont need any bug reports yet I would like to hear something gameplay related.
thoughts, ideas, etc.
my idea was to create a map that
1. is relatively easy to learn
2. has clear an easy to understand routes
3. looks acceptable at least
4. gives the player an idea of what I had in mind while creating a location
5. is capable for action and strategic (ergo competative) play
I hope all this is/may be true...
some things I realized while testing:
- players tend to use the main exit of the marinebase and sem to ignore the route through the crew quarters. thats quite weird <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
- some areas migth be too jetpack friendly atm. although I changed the architecture a lot since b2 to reduce it. does it still need some work?
- one sentence I often heard: "there are no vents." that isnt true. there are FEW vents. but they are pretty hard to see without using your minimap. but this is intentional! and its fun in my eyes.
- in beta 2 someone said "the surface elevator is a nice area but add something important like a restower." I added a restower... and it has been ignored most of the time XD
- players seem to "get lost" in the center of the map. thats something I cant understand. minimap and architecture speak a clear language so its really a mystery to me.
- anyone "felt" the atmosphere, it only took half an hour till the players started to learn the location names. *happy*
I can't seem to get it into the Games/Third-Party section in my Steam menu.
MAYBE you have READ the thread CAREFULLY before posting. this is NOT a new version of ns, that also can be seen at the filesize (not even 4mb).
this is about a MAP called "ns_source" and this had been explained some posts before.
but never mind. the only thing left to do is to start up your ns, get a local server running and search for a map called "ns_source_b312", should be at the end of the list. NOW you are playing a custom map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
and thats what the mapping forum is all about.
<img src='http://www.kidrobot.com/images/thumbimages/t-jnrhkbk1.jpg' border='0' alt='user posted image' />
how does "ns_resource" sound like?
*takes his price* winn0r!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Mainly it's called "source" because it explaines (or it's meant to explain) where the khaara really come from and how fatal the consequences of a biological weapon can be if it's out of control.
correct me if I'm totally wrong dude <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
-edit-
and yap maily resource fits the story! pay attention on the details when you're playing the map. You'll see alot of pipes through the whole map which are going to the resource towerpoints
ns_anon
ns_discovery
ns_reveal
ns_untold
ns_remote
ns_covert
ns_enigma
ns_guise
ns_plague
ns_blight
ns_curse
ns_scourge
ns_plight
ns_poison
ns_venom
ns_woe
Knowing Grav he won't want to budge from his decision, but they're here for you to browse in any case.
also acceptable would be ns_powercl... nah, i shouldnt joke about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->