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Thread: Battlefield 3

  1. #721

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    Fixed that jet footage on my above post on metro :P

    Starting to miss the game already! Comoooon full release

    EDIT: Also on another note, I got a refund on my origin BF3 because it was with the wrong account. Once I got the money back I then ordered it again on a different account (ryryryan instead of ryryryanb), as that's where my PSN is linked, and my BF veteran status and what-not. But when I look on both account BF3 shows up in both games list lol! It's been a week now, would of thought it would go by now. I'd laugh if i have 2 copies of the game in the end, but no doubt it will disappear on release.
    Last edited by ryryryan; 10-13-2011 at 01:28 PM.

  2. #722
    Semi-retired old fogey schm0's Avatar
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    Uhhh....

    Wow.

    http://blogs.battlefield.ea.com/batt...ap-reveal.aspx

    The 9 multiplayer maps in Battlefield 3 offer every style of gameplay from dense urban combat to all-out vehicle warfare on vast landscapes. Read on for the design ideas behind the multiplayer maps in Battlefield 3, straight from Niklas Åstrand, one of the level designers at DICE. The remaining maps will be revealed here on the blog tomorrow.

    OPERATION FIRESTORM

    WORKING TITLE> OILFIELDS
    DICE INTERNAL DESIGNATION> MP012
    SUPPORTED GAME MODES> ALL
    BRIEF> ALL-OUT DESERT WARFARE

    FICTION> U.S. AND RUSSIA LAUNCH LARGE-SCALE ASSAULTS TO CONTROL IRAN’S BIGGEST SOURCE OF OIL. SECURING THIS AREA WILL OFFER FULL CONTROL OF THE SECTOR AND ITS KEY FACILITIES.

    NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of our largest and most vehicle-friendly map, Operation Firestorm is the classic Battlefield gameplay taken to the extremes. Size-wise, and with some puzzle skills, you could actually place three Atacama Deserts -- one of the largest maps from Battlefield: Bad Company 2 -- within the playable area of Operation Firestorm. This is a wide-open desert map where the burning oil fields in one direction are contrasted by clear blue sky in the other direction. Construction sites dotting the area bring interesting possibilities for infantry to hide in elevated positions, spot vehicles, and take them down by mortar or RPG.

    OPERATION MÉTRO

    WORKING TITLE> METRO
    DICE INTERNAL DESIGNATION> MP015
    SUPPORTED GAME MODES> ALL
    BRIEF> INFANTRY FOCUSED COMBAT IN SUBWAY

    FICTION> HEAVY FIGHTING IS EXPECTED AS U.S. FORCES PUSH TO SECURE THE FINANCIAL DISTRICT IN CENTRAL PARIS. RUSSIAN ANTI-AIR EMPLACEMENTS IN CHARDONNAY PARK ARE LIKELY TO BE THE FIRST TARGET.

    NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Operation Métro is the map from E3 and the Open Beta, so some of you are familiar with it already. It is a map that perfectly illustrates that we want to take our players on a journey. Especially in Rush, you can see how Operation Métro is almost three maps within one: You start out in a lush park, then move into a bombed-out section of the subway tunnels, to finally emerge in a dense urban environment outside the Paris stock exchange. It’s a map that asks you to constantly adapt your class and load out for the diverse situations you will find yourself in.

    TEHRAN HIGHWAY

    WORKING TITLE> HIGHWAY
    DICE INTERNAL DESIGNATION> MP003
    SUPPORTED GAME MODES> ALL
    BRIEF> INFANTRY FIGHTING IN TIGHT CITY STREETS

    FICTION> A FIGHT FOR CONTROL OF ACCESS ROUTES NEAR TEHRAN. U.S. FORCES MAKE A PUSH FROM THE HILLS UNDER COVER OF DARKNESS WHILE RUSSIANS HAVE SET UP DEFENSIVE POSITIONS ALONG THE MAIN ENTRANCE POINTS.

    NIKLAS ÅSTRAND’S DESIGN THOUGHTS: One of the inspirations for this map was a photo of a night time skyline of Tehran which now is basically the same vista that is available in the game. You start up on the hills above the city outskirts and eventually work your way into town. This atmospheric night-time map, where you can see rockets lighting up the sky, has a balanced mix between vehicle and infantry focus. It plays length-wise and starts semi-open with plenty of room for vehicles, but ends on a much more urban and tight note with less focus on vehicles and more on infantry.

    DAMAVAND PEAK

    WORKING TITLE> BASEJUMP
    DICE INTERNAL DESIGNATION> MP013
    SUPPORTED GAME MODES> ALL
    BRIEF> FIGHTING IN WINTER MOUNTAINS

    FICTION> A RUGGED MOUNTAIN AREA PLAYS A MAJOR ROLE IN DECIDING WHETHER RUSSIAN OR U.S. TROOPS ARE SUCCESSFUL IN COMBAT OPERATIONS IN THE SECTOR, AS THE AREA IS HOME TO KEY RADAR INSTALLATIONS.

    NIKLAS ÅSTRAND’S DESIGN THOUGHTS: Damavand Peak, internally known as Base Jump, is built on the idea that we want players to be able to base jump, and features our most extreme height differences ever in a Battlefield map. Attackers in Rush and Squad Rush will start high up on a mountain ridge above a mining facility. The only way down into the valley is to somehow make the 500 meter descent. The further the attackers progress in the map, the more vehicle warfare will be present. There is also a large tunnel section dug into the mountain side at the bottom of the map, and the view when you look up at the starting location is spectacular.

    Come back tomorrow for the remaining five multiplayer map reveals.
    Ummm, base-jumping into the rest of the map!? YES, PLEASE!
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  3. #723

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    So, I already have this game preordered, limited edition, from when I bought Pokemon Black & White. (They gave me $5 off any preorder, BF3 was the only game I could think of)

    I only just now decided to go and look up what preorder bonuses I get. Seems cool, although BF3 is my first Battlefield game, so I have no idea what any of it really is. I've played my friend's copy of Bad Company 2, and I got to play the BF3 beta for a day before it ended. (If only I got my PS3 a bit sooner...)

    Turns out most of the people I know at school are giving up on Call of Duty, too, so I'll be able to play Battlefield with 'em.

    I already know how different it is from CoD, and I like it better, so no need to tell me about it.

    Due to the fact that I haven't had a PS3 for the past 2 months, I haven't really been paying attention to any news about this game... I should go check it out!

    I wonder if they'd allow me to pick up the preorder without my dad... I'm not 17 yet... Not until January. And my dad has the same name as me, so it doesn't really matter who picks it up.

    EDIT: I forgot, I have Battlefield 1943 but yeah...
    Last edited by KlawwTheClown; 10-13-2011 at 08:31 PM.

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  4. #724
    Wish you were here gdn001's Avatar
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    Quote Originally Posted by KlawwTheClown View Post
    I only just now decided to go and look up what preorder bonuses I get. Seems cool, although BF3 is my first Battlefield game, so I have no idea what any of it really is.
    Ok, quick tips:

    1. The jets are going to spawn near that huge pile of waiting soldiers;
    2. Pistols can actually kill enemies, not only scare them;
    3. Your gun has multiple firing modes. Semi auto to hit enemies and full auto to spray bullets randomly;
    4. Throw medic bags and ammo onto your friend's faces for max effectiveness;
    5. If you see a sniper lying on the ground, throw the medkit right in front of them so they see it;
    6. If your gun is terrible, add a tactical light to it and it'll become a killing machine;
    7. Use 12G slug on your shotgun as soon as you unlock it, because everyone knows that shotguns were made for sniping;
    8. Disregard all my advice.

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  5. #725
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    Quote Originally Posted by gdn001 View Post
    Ok, quick tips:

    1. The jets are going to spawn near that huge pile of waiting soldiers;
    2. Pistols can actually kill enemies, not only scare them;
    3. Your gun has multiple firing modes. Semi auto to hit enemies and full auto to spray bullets randomly;
    4. Throw medic bags and ammo onto your friend's faces for max effectiveness;
    5. If you see a sniper lying on the ground, throw the medkit right in front of them so they see it;
    6. If your gun is terrible, add a tactical light to it and it'll become a killing machine;
    7. Use 12G slug on your shotgun as soon as you unlock it, because everyone knows that shotguns were made for sniping;
    8. Disregard all my advice.
    Actually, you got it perfect. Every sniper you see on the ground NEEDS to know that they have health waiting for them. And duh... The military is dumb. Shotguns WERE made for sniping. And a Tactical Light DOES help. It makes your gun a blinding-metal-massacre-machine.

    Quote Originally Posted by schm0
    *Lots of epic information about levels*
    My favorite two maps will probably be Damavand Peak and Tehran Highway.
    Last edited by Speedynutty68; 10-14-2011 at 12:43 AM.

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  6. #726

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    Base jumping into spawn from level.... why has this not been thought of before! I LOVE IT! I always appreciated the dropping in from parachutes when attacking sometimes in BC2, but this is awesome. CANNOT WAIT

  7. #727
    It was good. WoodburyRaider's Avatar
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    If they can do base jumping off high mountains, I hope they can come up with a map in DLC for a skyscraper map where it all takes place in one or two skyscrapers and the surrounding streets. It would kind of make vehicles pointless, but it could be sweet as an infantry only map where one team starts on the top floor and the other starts in the lobby of the adjacent building.
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  8. #728
    Dat Christmas Spirit Speedynutty68's Avatar
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    Quote Originally Posted by WoodburyRaider View Post
    If they can do base jumping off high mountains, I hope they can come up with a map in DLC for a skyscraper map where it all takes place in one or two skyscrapers and the surrounding streets. It would kind of make vehicles pointless, but it could be sweet as an infantry only map where one team starts on the top floor and the other starts in the lobby of the adjacent building.
    Would be better if they spawn in about the center of each building. That way one team isn't being rained down on with bullets while trying to go up. And jets would still be really good here. Imagine flying a jet into one of those skyscrapers and ripping out the entire center of it and watching it crumble sideways with all the people in it... >

    ^ Not accurate time due to me using an alternate Minecraft launcher.


  9. #729
    I can see the ending! Kog's Avatar
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    Quote Originally Posted by Speedynutty68 View Post
    Would be better if they spawn in about the center of each building. That way one team isn't being rained down on with bullets while trying to go up. And jets would still be really good here. Imagine flying a jet into one of those skyscrapers and ripping out the entire center of it and watching it crumble sideways with all the people in it... >
    Cause, you know, a 9-11 simulator would easily be allowed on a retail game.
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  10. #730
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    Quote Originally Posted by Kog View Post
    Cause, you know, a 9-11 simulator would easily be allowed on a retail game.
    >.> They did it in Transformers 3...

    ^ Not accurate time due to me using an alternate Minecraft launcher.


  11. #731
    I can see the ending! Kog's Avatar
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    Quote Originally Posted by Speedynutty68 View Post
    >.> They did it in Transformers 3...
    You mean the giant worm thing?

    Cause yeah, that was a giant robot worm eating a mostly empty building, not someone crashing a plane into a building full of civilians.
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  12. #732
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    Pfft... Excuses... So scratch the jet thing then... How about tanks blowing up the sides of the buildings and helicopters kamikazeing into them?

    ^ Not accurate time due to me using an alternate Minecraft launcher.


  13. #733

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    Quote Originally Posted by Speedynutty68 View Post
    Pfft... Excuses... So scratch the jet thing then... How about tanks blowing up the sides of the buildings and helicopters kamikazeing into them?
    No, that's still too offensive to the victims of 9/11. It's also a health hazard someone might drown in their own tears.

    You'll just have to ban the game.

  14. #734
    Semi-retired old fogey schm0's Avatar
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    Part II is out.

    Ready to see the final five multiplayer maps included in Battlefield 3? We talked to the multiplayer team at DICE about the concept behind each map, and how they decided which maps made the cut into the final game.


    GRAND BAZAAR

    WORKING TITLE> BAZAAR
    DICE INTERNAL DESIGNATION> MP001
    SUPPORTED GAME MODES> ALL
    BRIEF> TIGHT URBAN COMBAT

    FICTION> THE BATTLE FOR CENTRAL TEHRAN HAS REACHED ITS SECOND WEEK, AND WHAT WAS EXPECTED TO BE OVER WITHIN DAYS NOW CONTINUES AS RUSSIAN AND U.S. FORCES CLASH FOR CONTROL OVER THIS ANCIENT CITY.

    DESIGN THOUGHTS> We knew we wanted to do something very urban in the city center of Tehran. The fiction has you coming in two weeks after fighting started, so the tight and narrowly built city has a great deal of destruction already when you spawn into the game. Grand Bazaar is a classically mirrored map where both sides have very similar pathways, sideways, and possibilities to traverse heights to get a better view of the action. It’s a very short range close quarter combat map where shotguns tend to be favored.

    CASPIAN BORDER

    WORKING TITLE> FOREST
    DICE INTERNAL DESIGNATION> MP007
    SUPPORTED GAME MODES> ALL
    BRIEF> VEHICLE WARFARE IN LARGE VALLEY

    FICTION> A RECON RUSSIAN FORCE HAS SET UP CAMP ON THE TURKMENISTAN SIDE OF THE IRANIAN BORDER AND PROCEEDED TO TAKE OVER THE HEAVILY BUILT UP BORDER CHECKPOINT.


    DESIGN THOUGHTS> Caspian Border was meant to encapsulate the classic Battlefield all-out vehicle warfare gameplay, and also to be a lush and green contrast to the more urban and desert maps in Battlefield 3. The border control splitting the map in two was introduced to add an interesting break both visually and gameplay wise in the otherwise beautiful and open landscape. Caspian Border is one of the obvious map choices if you are after the full vehicle experience, as base distances are generally too long to cover by foot. Pretty much every type of vehicle is available in this map.

    SEINE CROSSING

    WORKING TITLE> PARIS
    DICE INTERNAL DESIGNATION> MP011
    SUPPORTED GAME MODES> ALL
    BRIEF> VEHICLE/INFANTRY COMBAT IN DOWNTOWN PARIS

    FICTION> THE AMERICAN INVASION OF RUSSIAN OCCUPIED PARIS IS IN FULL MOTION. THE UPSCALE AREA IN THE 7TH DISTRICT OF PARIS SERVES AS THE BATTLEGROUND.

    DESIGN THOUGHTS> Seine Crossing has two sections of Paris split in the middle by the river Seine. Seine Crossing has a number of larger roads for vehicles to patrol, while infantry can sneak through tight alleyways and climb staircases to reach second or third levels inside buildings to reach a better tactical position – unless the enemy takes down the building facades. The final M-COM stations in Rush are placed inside a bank building, which is the largest indoor environments of this map and forces the attackers to slightly change tactics.

    NOSHAHR CANALS

    WORKING TITLE> CANALS
    DICE INTERNAL DESIGNATION> MP017
    SUPPORTED GAME MODES> ALL
    BRIEF> MIXED COMBAT IN INDUSTRIAL SETTING

    FICTION> U.S. MARINES LAUNCH A STRIKE ON A MAJOR HARBOR BY THE NOSHAHR CANALS ON THE IRANIAN COAST. THE STRATEGICALLY IMPORTANT PORT ALLOWS FOR DEEP WATER VESSELS TO OFFLOAD ESSENTIAL MATERIALS.

    DESIGN THOUGHTS> When we set out to do Noshahr Canals, we wanted to contrast the urban and rural with something more industrial. So we set Noshahr Canals up as an industrial harbor, featuring a mix of infantry, land vehicle, and boat gameplay. The attackers in Rush start out on an carrier ship and can reach the beachhead by amphibious vehicles, boats, and helicopters. All of the bases on the map have an industrial theme but still have different styles, like a train yard, dry dock, or airfield. Compared with the larger vehicle maps in the game, this allows for tighter infantry combat.

    KHARG ISLAND

    WORKING TITLE> KHARG
    DICE INTERNAL DESIGNATION> MP018
    SUPPORTED GAME MODES> ALL
    BRIEF> AMPHIBIOUS ASSAULT

    FICTION> KHARG ISLAND IS IRAN’S BIGGEST OIL EXPORT TERMINAL. IF THE U.S. CAN STAKE CONTROL OVER THIS ISLAND, IT WILL DENY THE RUSSIANS CRITICAL ACCESS TO IRANIAN OIL RESERVES.

    DESIGN THOUGHTS> Kharg Island is our second map with boat gameplay. Thematically it’s representing an assault against Kharg island in the Persian sea, an industrialized island not far from the Iranian coast. The map is slightly more focused on vehicles with longer distance between flags than for example Noshahar Canals. In the Rush game mode, the beach assault begins on the coastline with a well-defended beach you need to break through to create a beachhead for further attacks on the island, before it opens up wider in the later part of the map.

    THIS IS HOW WE DO IT
    Creating levels at DICE is a democratic affair, and a process that is ruled in equal amounts by art and gameplay design. This in order to not only get a balanced mix of gameplay variations in the game, but also a variety of visual impressions.

    At the start of the design process, the artists mocked up a number of creative briefs together with level designers Inge Jøran Holberg, Diego Jimenez and Niklas Åstrand. These briefs explain the gameplay type and idea, story and visual theme. Everyone on the Battlefield 3 development team was encouraged to vote for their favorites among the briefs and also add ideas of their own. From there, prototypes of the favorite levels were produced in so called “pods” -- pairs with a level designer and artist per map -- so the team could play them to see which ones were the most promising.

    Then, the team as a whole weighed the maps against one another to see which ones would make the most compelling and diverse package to ship the game with. We finally ended up with the 9 cherry-picked multiplayer maps you can read all about here today and in yesterday’s blog post. They’re the best of the best, the maps that shone the brightest in our playtests, and the ones that combined bring out everything we want both veteran and new Battlefield players to experience in Battlefield 3 multiplayer.

    Oh, and did you know there's a sand castle on one of our maps in Battlefield 3? This classic easter egg has been present in many Battlefield maps through the years. See if you can find it!

    THE COMPLETE BATTLEFIELD 3 MULTIPLAYER MAP LIST
    (IN ALPHABETICAL ORDER)

    Caspian Border / Level Designer: Diego Jimenez
    Damavand Peak / Level Designer: Niklas Åstrand
    Grand Bazaar / Level Designer: Niklas Åstrand
    Kharg Island / Level Designer: Inge Jøran Holberg
    Noshahar Canals / Level Designer: Niklas Åstrand
    Operation Firestorm / Level Designer: Inge Jøran Holberg
    Operation Métro / Level Designer: Inge Jøran Holberg
    Seine Crossing / Level Designer: Diego Jimenez
    Tehran Highway / Level Designer: Niklas Åstrand
    Also, more Grand Bazaar footage on PC.

    http://battlefieldo.com/grand-bazaar-footage-surfaces/
    Last edited by schm0; 10-14-2011 at 06:00 PM.
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    Bazaar doesn't look that good. Saw a gameplay video there and it was 'meh'...

    And I was joking about that whole 'Twin Towers Reenactment' thing... Though if they do have that kind of a map, we all know that the modders are going to be making that themselves...

    Edit: Here's footage of Grand Bazaar...


    ^ Not accurate time due to me using an alternate Minecraft launcher.


  16. #736
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    For all of you who (like me) are displeased with your origin name, but you want to use that account because you want to keep your veteran status, there's a way to change your name:



    KOGSOTHOTH HERE I CO~ME!
    Last edited by Kog; 10-14-2011 at 11:45 PM.
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  17. Thanks!


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    Quote Originally Posted by Speedynutty68 View Post
    Bazaar doesn't look that good. Saw a gameplay video there and it was 'meh'...

    And I was joking about that whole 'Twin Towers Reenactment' thing... Though if they do have that kind of a map, we all know that the modders are going to be making that themselves...

    Edit: Here's footage of Grand Bazaar...

    Welcome to 10 pages ago.

    Quote Originally Posted by jeperty View Post
    For anyone on playing PC Beta

    Getting Caspain over the weekend

    EDIT: IGN posting footage of new maps

    Quote Originally Posted by KlawwTheClown View Post
    EDIT: I forgot, I have Battlefield 1943 but yeah...
    1943 = Possibly the funnest BF game in the series

    Quote Originally Posted by Kog View Post
    Cause, you know, a 9-11 simulator would easily be allowed on a retail game.
    Oh yeah, cause, you know, a massive homicidal terrorist-based level occurring in an airport would easily be allowed on a multi-million dollar grossing retail game.

    It's time for everybody's favorite pastime, "Who Gets the Reference?"!

    Quote Originally Posted by gdn001 View Post
    Ok, quick tips:

    1. The jets are going to spawn near that huge pile of waiting soldiers;
    2. Pistols can actually kill enemies, not only scare them;
    3. Your gun has multiple firing modes. Semi auto to hit enemies and full auto to spray bullets randomly;
    4. Throw medic bags and ammo onto your friend's faces for max effectiveness;
    5. If you see a sniper lying on the ground, throw the medkit right in front of them so they see it;
    6. If your gun is terrible, add a tactical light to it and it'll become a killing machine;
    7. Use 12G slug on your shotgun as soon as you unlock it, because everyone knows that shotguns were made for sniping;
    8. Disregard all my advice.
    3) Not tapping the fire button instead to do short bursts. What?
    4) Why not on their body so they automatically get them.
    5) And block their view?
    6):

    "If your gun is terrible, add a tactical light to it[...]"
    "[...]add a tactical light to it[...]"
    "tactical light"

    Last edited by CyberSora; 10-14-2011 at 11:55 PM.

  19. Thanks!


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    Wish you were here gdn001's Avatar
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    Quote Originally Posted by CyberSora View Post
    3) Not tapping the fire button instead to do short bursts. What?
    4) Why not on their body so they automatically get them.
    5) And block their view?
    6):

    "If your gun is terrible, add a tactical light to it[...]"
    "[...]add a tactical light to it[...]"
    "tactical light"
    Sorry, I must have forgotten to update the "this was just a joke" plugin for my browser. I just kept pressing "remind me later".
    And semi-auto is easier to control than burst firing IMO

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  22. #739
    Dat Christmas Spirit Speedynutty68's Avatar
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    Quote Originally Posted by CyberSora
    Welcome to 10 pages ago.
    ... That was the wrong video... Wasn't it... It was actually supposed to be a commentary by the guy who designed the level and watch him fail at playing... Oh well...

    ^ Not accurate time due to me using an alternate Minecraft launcher.


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    I can see the ending! Kog's Avatar
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    Quote Originally Posted by CyberSora View Post
    Oh yeah, cause, you know, a massive homicidal terrorist-based level occurring in an airport would easily be allowed on a multi-million dollar grossing retail game.
    Cause, you know, there totally wasn't a huge amount of controversy over that and it wasn't turned into a skippable level in which was a sly move in order to sneak the level onto the game.
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