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-= ZKs BattleZone =- 72 Player [CO-OP] - Warfare

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LAST UPDATED - 24-6-12

Planed UpDates

Add - LOS System - on 1.61 patch

-=ZKs BattleZone =-

This is not a Mission.


We need you to capture all the Enemy Bases.

To do this you must destroy all of its Warfare Buildings.

Then send a Truck to pick up that Base.

Once you have that Base Secure then we can use that as well.

Use any means to Secure the Enemy Bases.

Order what you need from the HQ Container.

If you lose your way just follow a Soldier near you.

Your orders sound simple enough.

This is a 72 Player COOP - Warfare Mission.

The battle covers the whole Map.

Its different every time and you never know what to expect.

There are many different approaches you can take to achieve the goal.

Keep an eye on the Map as that has been seen is updated to the Map.

In this mission you can tag along with the AI or control your own squad.

There are many features which you will find along the way.

The AI can and will do everything a Player can - Sometimes Better -

Join their Patrols , Attack Force or Have them do as you Order.

You start the Mission at a HQ Container,

From there you can

1. Make a Vehicle -- Go to the Container and Open Workshop then Construction --

2. Call for a pickup. -- A Vehicle will come to you --

3. Stay and Defend the Base. -- Make defences ECT , AI Mortars have a 500 meter range , Yes they do work in this Mission --

Even tho the Vehicles have AI in them they will Move out of their Seats to let you in.

If you get in as Gunner the AI Driver will do his Patrols and can get called

for backup by another Vehicle.

You can change the AI Drivers Waypoint by clicking on the Main Map.

When you see a Red Target Symbol that’s the Target the AI Driver - Gunner will try to go for.

If you TAB Lock AI will change Their Target to yours.

If your Not the Driver you will have a Return To Base Action

Its Main uses are

1. Stop The AI from Attacking and pull back from the fight. -- Select HUNT to resume Patrols --

2. To Rearm and Repair when you get back to the base. -- Only Vehicles without Players will do this automatically --

If your a Driver then you just have to get within 100 meters of your Base to Rearm & Repair.

Planes need to TouchDown at an Airport to Rearm & Repair.

If your Vehicle gets to Damaged you will get Ejected from it.

If you Die, and there are any AI within 350 meters they will try and Revive you.

If you live, Look for an AI Man he will be heading to the closest Enemy Base.

If you need a Lift , You can call for a PickUp and select either Chopper, Tank or Car.

The Chopper will land where you throw the smoke. -- Done Automatically at 350 meters --

AI also use this option to get ferried to the Enemy Bases.

When you get to the Enemy Base , Destroy all the Warfare Buildings , AI do this well,

If you don’t have any BIG Weapons you can go to the Building and make a BOMB -So Can The AI-

and Blow Up the Building.

When all Buildings are Destroyed then a Marker will appear - HQ Name Down -

If not in PVP mode then the Base will make Trucks to come and pickup the Container

and take it to a new Position and set it up as one of your sides Bases.

If in PVP you have to make the Truck. -- It will still go get the Base , But not set it up --

The Action can be very Intense in the Air and on the Ground.

The Markers on the Map are what has been seen and is Updated only when

a Target is in view of the Enemy. If that target dies The Marker is Removed.

If the Target has not been seen for 5 Minutes The Marker is Removed. -- You can always see where the Action is --

If the Marker does not move then no one can see the Target.

If you have been spotted -You get a Marker on You , Keep an eye on your GPS- you can be sure something is on the way to investigate your last known position.

If your Base gets a Circle around it on the Map the Enemy have found your Base and Know where you are.

If you have more than one Base you can PackUp and Move your Base. -- This is Dangerous, Units in your group will not be Cleaned when the Base Packs Up, Use them to Defend the Base while it’s on the move --

You never know what to expect and from where, You need Skill to stay ALIVE.

Different Maps give the Mission a completely New Feel, That’s why I added -ZKs 3D Array Builder-.

It takes Less than an Hour to Move the Mission to a New Map.

In the Params you can -:

Adjust the Time.

Set the View Distance.

Turn Grass On or Off.

Adjust the Respawn Time. -- AI Can Revive You --

Adjust the amount of HQ Containers Per Side. -- The more Containers the more CPU power required --

Set the Base Area Size.

Set which Vehicles and how many Live of that type can be in the mission at any one time.

Set which Factions can be used.

Set Total Vehicles that each HQ can have. -- Base Buildings Not Included --

Set Time between Builds. -- AI ONLY --

Set Delay before anyone can Build. -- Handy for PVP MODE --

Set PVP Mode. -- AI still operate Vehicles but will not Build anything --

Set Quickstart On/Off. -- If On -Default- The HQ Containers will TP to their Starting Point, If Off they will Drive There --

Set 2 or 3 Sided Missions. -- Resistance can be turned Off or On --

Set the Max size of groups of Vehicles. -- ONLY for Land Vehicles , The bigger the size the more CPU power required --

Set the size of the Patrols for the Base area.

Set the Skill of the AI.

Set Only Vehicles with Weapons On/Off.

Set RemoteLink On/Off. -- Used to Control your Base while your in or outside the BaseArea --

Turn on Player Names. -- Only useful in Veteran Mode --

ZKs 3D Array Builder -- Yes it has its own 3D-Editor built in. This is always Off on a server --

To make it easy to move the Mission to other Maps i have included a 3D-Editor to make all the

Arrays required for this Mission. -- Read the Help in the Array_Builder Folder.

UPDATE 2-1-12

All Mission Zip now done with latest 7Zip

Fixed geur1 to guer1


UPDATE - 6-1-12

Fixed - Packing Up Enemys Base.

Fixed - Starting with the last players units.

Fixed - Code for waypoints.

Fixed - If UAV goes down , now you will be kicked from Remote Construction.

Fixed - AI Base can still make base buildings after Total Items reached.

Added - Pickup Smoke now is the colour of the side.

Added - Total goes RED when reached.

Added - Leave group action.

Added - Make Empty Vehicle, Building , Man after Total Items has been reached.

Added - Make Empty Vehicle after Item Ammount has been reached.

Added - Player Group Size in Params.

Added - Restrict Player Build Time in the params.

Added - Rejoin Message if you join a side that is down.

Tuned - Cleaned some publicvars up.


UPDATE V1 - 11-1-12

Fixed - Trucks less likely to get stuck.

Fixed - All Players Local Vehicles and Men fully transferred back to server on disconnect.

Fixed - Guer RESPAWN now works when you click on the word RESPAWN not just the Map.

Fixed - Mortars fire more.

Fixed - Respawn - will end mission for that side when no bases are left and exit If you Click on Respawn.

Fixed - Player Respawn error when no units alive on players side.

Added - Sides Used In The Mission - in params - Now can leave out any side.

Added - Factions : Mission Suggested Factions - in params - add your factions to "InitFolder\Mission_Factions.hpp".

Added - Markers for Trucks.

Added - helpdis = 2000; max distance to call for AUTO support in "User_Settings\Mission_Settings.hpp"

Tuned - Vehicle Movement , Packing Up trucks , Builder_interface.fsm - Only Choppers are now Made localy.

Re-work - YES - Lots of code enhanced.


UPDATE V2 - 16-1-12

Fixed - Getin with land vehicles without cargo spots.

Fixed - Blow Building action gets removed sooner.

Added - Amount Of Crew Per Vehicle in params , "Fill Driver And All Turrets", "Fill Just Driver And Gunner".

Added - copyfactions,copyaddons and game_ends in "User_Settings\Mission_Settings.hpp" - Used for testing and editing.

Added - activateAddons extra_addons - when using addons this will automaticly activate them on mission start- Read note below.

Added - All Vehicles and Buildings made by the Server face away from the HQ.

Added - rearm at any of your side bases.

Improved - Targeting System.

Improved - Auto call for support system.

Tested With - Latest AO Beta.

Tested With - PRACS.

Tested With - Frigate Pack.

extra_addons Note

In "InitFolder\Mission_Factions.hpp" there is skiped_addons = ["myaddon"]; addons that the auto addon finder misses goes in here

If you get an error on mission start , Look in your RPT file for the name of the addon and add it to - skiped_addons.

If your using addons JIP will give en error before recieving the mission , due to the activateAddons extra_addons can not run earlier

it is all running by the time the player is in the game.

to get around this you can add an empty vehicle of all vehicle types of your addons in the mission then delete it at mission start.

then you dont need to add anything to - skiped_addons.


In User_Settings\Mission_Settings.hpp

set copyaddons = true

then start the mission

when the container comes off the truck

alt tab

paste with RMB to a text doc

add the addons it finds to mission.sqm

hint if you edit the mission after this with the editor

you may have to do it again


UPDATE V3 - 21-1-12

Fixed - Error with turrets.

Fixed - All Players Local Empty Vehicles get deleted on disconnect.

Fixed - Random Error that caused Server_Seen_Code to stop.

Fixed - ReArming when making empty vehicle.

Added - Pickup now works in water for Players and AI.

Added - Call for AmmoDrop.

Added - Pickup Marker.

Added - AmmoDrop Marker.

Added - Call for Plane when using LaserMarker.

Tuned - Vehicle Movement , Builder_interface.fsm.

Re-work - YES - Some code enhanced.


UPDATE I44-A2-A2Free - 24-4-12

Added - I44 , A2 , A2Free -=ZKs BattleZone=-


UPDATE V4 - 02-MAY-12

Fixed - Player can now leave the driver pos of a vehicle and it will not leave as long as your within 150 meters.

Fixed - Trucks get deleted when no longer needed.

Fixed - Player does not get kicked from drivers seat when a player gets in as gunner in choppers.

Fixed - Container now will not attach to dead trucks.

Fixed - Moved Start point for AI planes to infront of hangers.

Added - Building damage is set to AI skill - The higher the skill the harder it is to destroy them.

Added - Civs now walk around the towns.

Added - Vehicle animations and actions.

Added - Halo and steerable chutes.

Added - Units can burn when vehicle is destroyed.

Added - AI that have mines will lay then on roads as they move around the map.

Added - -= ZKs BattleZone =- V4 Update - -Just the files that have been updated - for people that are editing the earlier versions.

Download -= ZKs BattleZone V4 Update =-


UPDATE V4 - 31-MAY-12

Fixed - Typo in Takistan and Isla Duala. which stopped mission from starting. My Bad Sorry.

Please Re-Download


UPDATE V5 - 24-6-12

Fixed - Chute not always deleting.

Fixed - Intro Sounds - Mission now totaly compatible with OA.

Fixed - AI will move back into turrets when player moves to differnt position within the vehicle.

Added - Town Capture. Captured towns have a small patrol and a static weapon.

Added - Waypoints and Marker move to nearest road where possible.

Added - AI Vehicles will now fill all turrets when return to base.

Added - If turret unit is killed and units in cargo, Cargo units will fill turrets.

Added - Player markers on the Respawn map .

Removed - Call for Plane when using LaserMarker.

Tuned - Re Compressed all sounds 1Mb smaller now.

Re-work - YES - Lots of code enhanced.


The Missions So Far -=ZKs BattleZone=- V5

-=ZKs BattleZone=- Takistan -- No Addons Just AO --

DownLoad -=ZKs BattleZone=- V5 Takistan

Armaholic mirror:

-=ZKs BattleZone=- V5 Takistan

-=ZKs BattleZone=- Isla Duala -- Addons - Isla Duala Map & AO-CO --

DownLoad -=ZKs BattleZone=- V5 Isla Duala

The Missions So Far -=ZKs BattleZone=- V4

-=ZKs BattleZone=- Takistan -- No Addons Just AO --

DownLoad -=ZKs BattleZone=- Takistan

-=ZKs BattleZone=- Isla Duala -- Addons - Isla Duala Map & AO-CO --

DownLoad -=ZKs BattleZone=- Isla Duala

Isla Duala Map Link:

-=ZKs BattleZone=- Tasmania -- Addons - Tasmania Map & AO-CO --

DownLoad -=ZKs BattleZone=- Tasmania

Tasmania Map Link:

-=ZKs BattleZone=- Utes -- Addons - AO-CO --

DownLoad -=ZKs BattleZone=- Utes

Recommended Addons

Frigates, Weapons and Waves

For Island Maps

Frigates, Weapons and Waves Link

DownLoad -=ZKs BattleZone=- Ships Isla Duala

DownLoad -=ZKs BattleZone=- Ships Tasmania

DownLoad -=ZKs BattleZone=- Ships Utes


For Resistance Vehicles


DownLoad -=ZKs BattleZone=- Pracs Takistan

DownLoad -=ZKs BattleZone=- Pracs Isla Duala

DownLoad -=ZKs BattleZone=- Pracs Tasmania

DownLoad -=ZKs BattleZone=- Pracs Utes

Frigates and Pracs

DownLoad -=ZKs BattleZone=- Ships_Pracs Isla Duala

DownLoad -=ZKs BattleZone=- Ships_Pracs Tasmania

DownLoad -=ZKs BattleZone=- Ships_Pracs Utes


-=I44 ZKs BattleZone=- Takistan

-=I44 ZKs BattleZone=- Tasmania

-=I44 ZKs BattleZone=- Isla Diala

Armaholic mirror:

I44 & A2 -=ZKs BattleZone=- warfare missions by ZoneKiller

ARMA 2 and ArmA2Free

-=ZKs BattleZone A2=- Chernarus

-=ZKs BattleZone A2=- Utes

I Hope You All Enjoy -= ZKs BattleZone =-

Its been a Year in the Making.

Have Fun , Enjoy :)

Happy New Year

FeedBack Very Welcome.

Special thanks to Kremator for all the hours put in testing and the ideas that made it what it is today.

Feel Free to do whatever you wish to the Mission. I just ask for some credit and you to keep -= ZKs BattleZone =- in the name somewhere.

User Modified Versions Of -=ZKs BattleZone=-

Kremator presents ... BattleZone, MSO, PatrolOps2 & ATCRabbit

Edited by Zonekiller

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One word......AMAZING!

This mission has everything you could want from Arma2, but put simply IT IS WAR!

There is not one defined way to win this war. Want to play all out attack - do it. Want to play armchair general and sit above the battlefield - do it. Want to ride in the back of a vehicle and be chauffeured to the frontlines - do it. Want to fight - you are going to LOVE IT!

OK here's how I play - but it will be different from how YOU will play. This is just using default setup parameters on a dedi server EXCEPT a view distance of 3000.

Wait for the briefing to end and you (and your container) will be transported to a random position. Run to the ammo box at your flagpole and choose new weapons (the weapons will be different EVERY time). You will see icons appearing for every base building that your AI build for you (or you can choose where YOU want to put them). Either wait for Remote Construction to be built OR go up to your container and enter construction mode. Use COIN keys to move around the placement area.

What can I build?

From Construction or Remote Construction (in your action menu) you can build ANYTHING that you have allowed in the parameters. The hints will help, but basically choose a vehicle, place it on the ground, left click and you are done. Now if you press H the AI will now randomly hunt around the map,for enemies. Alternatively, run up to the vehicle you just placed and Getin as driver or gunner.

Where can I go?

In this WAR you can let the AI take you anywhere, or you can mapclick and it will take you where you want to go. As driver the AI will act as proper AI and will target and fire at all enemies! As a gunner, targets will be marked for you! AI drivers will be tasked to drive to engage specific enemies. The gunners will target enemy buildings too!

How do I win?

Winning this WAR is hard! If you are spotted by enemy AI a marker will appear on the map, showing all AI your position. This could mean a tank, APC or heli being sent to your position to check you out. They will NOT show mercy! If you survive/escape try to get into the enemy base and destroy the buildings - this will cripple the enemy as buildings are tied to things they can build! In a vehicle just fire constantly at the building until it goes down OR, if on foot run up to a building a place a charge. If you have no charge you can still use the action menu to blow up the building. Get clear! Kill ALL the buildings including the base tent and the base will fall.

What happens when a base goes down?

Firstly you will see it on the map. Now get to it asap as the enemy will be doing the same. the AI will automatically send trucks to pick up the container and move it to a new position. If you are able to protect your truck and pickup the container and get it to a new position then life is MUCH easier. If you lose the container you will find it harder to win the war!

I have been playing all the Arma series since OFP was first released and this mission could be the next BIG THING.

I'd like to thank Zonekiller for letting me help in this huge mission! He has been very patient with my ideas and has implemented quite a lot of them.

As it says in the briefing GENTLEMEN, THIS IS WAR!


Edited by Kremator

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I pretty much take Krem's word on anything to do with expansive missions with coop elements so this is an instant download! Thanks for the mission(WAR!) Zonekiller — can't wait to try this out today!

It would seem I can't download it as its saying it's an invalid zip file? :(

Edited by Mono

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I have my dedi server up and running this almost constantly!

Expansive isn't the word ! To give you an example my server has been running Taksitan version for 12811 seconds - there are 79 groups in the war (groups can be 2 to 20!) and I'm still getting 30FPS ! The war has been hectic with one base changing hands twice and carnage all around. I've spent about 2 hours just watching the action in the respawn dialog, jumping from soldier to soldier, vehicle to vehicle! I reckon there must have been thousands and thousands of mini battles!

Hmmmm I had no problem downloading it. Join my server if you cant get that download working. Just please turn off ACE, as my server doesn't like it too much :)

Some more info about the WAR .. you can play as WEST, EAST or INDEPENDENT. West and east will always have one base at a random airport but Indies wont. If you want a challenge go Ind :)

Anyway, one of the parameters allows ANY loaded addon to be used within the mission - ANY! So let's say you have you favourite mod, when you host it, it will spawn those vehicles, those troops, those weapons!!

One of my favourite things to do is to go saboteur! Get into an enemy base undetected, plant bombs in buildings and avoid getting killed. The enemy WILL hunt you down so be careful!

Oh one final thing that ZK probably didnt include that much - there is a BUILT IN EDITOR ! So you have your favourite map, but there is no Battlezone made for it ... the YOU can make it using the editor. More on that from ZK I'm sure.

See you all in the WAR !


PS thanks for the compliment Mono - appreciate it mate!

PPS if you want the FULL experience I recommend Blastcore and JSRS1.4 for eye-popping, ear-blasting mayhem!

Edited by Kremator

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I pretty much take Krem's word on anything to do with expansive missions with coop elements so this is an instant download! Thanks for the mission(WAR!) Zonekiller — can't wait to try this out today!

It would seem I can't download it as its saying it's an invalid zip file? :(

Just tried to DL the Takistan version and had the same issue (invalid zip)

Edit: Using 7z

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Ok I am going with Kremator's description "AMAZING".

Kremator, where is the Parameter you mentioned for AddOns? Like PRACS?

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Here is the OFPEC link - for them that have a problem the link


If 7z wont uncompress it just use the windows extract

Edited by Zonekiller

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I just tested the OFPEC link and opened just fine.

Where is the Parameter to add your own ADDONS?


class Geur1

I think you mean class Guer1

Edited by vengeance1

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No joy :( Windows default extraction doesn't want to know on my machine either.

Yep, all archives are broken. Neither 7z nor the Windows zip extration work.


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Easiest thing ... just jump onto my server :) Mono is on with me atm and we are experiencing WAR - 3 factions presently (although we nailed one :) ), there are 110 groups on the battlefield and we are getting SMOOTH gameplay!

@vengeance1 - use ALL FACTIONS

Come on in the water is lovely :)

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I just tested the OFPEC link and opened just fine.

Where is the Parameter to add your own ADDONS?


class Geur1

I think you mean class Guer1

where it says - No - Select Factions - change to - All Factions -

it can give errors depending on the addon

but it still works

autoaddon didnt seem to work

if anyone has any ideas on this :)

Guer1 been fixed but will make no difference

at all so i will leave that to the next update if one is required

thanks vengeance1

Edited by Zonekiller

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I have to say after just basically 'messing' about in the mission for an hour or so with Krem this is going be an awesome mission! No matter where I was there was action literally around the corner with air support overhead to boot.

Just watch out for the A10's when planting your bombs to take out buildings! :)

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Big Thanks for this Zonekiller an Kremator. I love being able to use everything ARMA has to offer without having to poke into the code. Its just perfect for me. Thanks again.

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UPDATE 2-1-12

All Mission Zip now done with latest 7Zip

Fixed geur1 to guer1

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Zonekiller, gamed on my dedi for hours yesterday, had great FPS all the time. I was wondering if I change the Soldier type to a modded one like Guer to PRACS, will that impact the respawn or other code?

Also I assume there is no way to have AI in your squad?

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Hey vengeance1,

Based on my playtesting there should be no impact on anything, as it is designed to do this.

To get AI in your squad, make soldiers then put the COIN camera over them and press J ... instant squad. You can also join with ANY vehicle (as long as you can see it in the COIN camera!) - just press J.

Its really good to see lots of people taking this mission up and playing it on servers :)

At the moment on my server, my troops have just valiantly fought off an enemy air and ground assault, and have just launched their own counterattack :) It's SOOO successful that they have just overrun an enemy base and knocked out their container! It is now a matter of time before BLUFOR wins :) I spent that battle just in deathcam and watching the war unfold.

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add your faction to one of these in the description.ext

class Guer1


// paramsArray[23]

title = "Guer Faction 1 :";

values[] = {1,2,3,4,5};

texts[] = {"BIS_TK_GUE -- OA","BIS_UN -- OA","PMC_BAF -- OA","GUE -- OA-CO","MY_FACTION"};

default = 1;


then in InitFolder\BF3_Arrays.sqf

add it in here as well

if (Factions == 0) then


_factionW_Tmp = ["NONE","BIS_US","BIS_CZ","BIS_GER","BIS_BAF","USMC","CDF"];

_factionE_Tmp = ["NONE","BIS_TK","BIS_TK_INS","RU","INS"];

_factionG_Tmp = ["NONE","BIS_TK_GUE","BIS_UN","PMC_BAF","GUE","MY_FACTION"];

Edited by Zonekiller

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Just an update of opinions — played this morning hosted with all settings default and then also upped the items available to 100 and to my surprise it ran perfect! Great news for me since bennys and other variants of mass warfare ARMA mission lag like hell after 30mins of gameplay.

One small feature I would love is a param for inital distance between the factions as quite a few times I have encountered them over the hill! :) (still loads of fun though!)

Can't wait for a Chernu variant also. Amazing mission.

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Talked that idea over with ZK, Mono. Of course it COULD be done, but having that starting randomness is great. As Forrest Gump said 'Life if like a box of chocolates, you never know what your gonna get' - same with BattleZone :)

I find that even with 15FPS on the server there is a massive amount of action and responsiveness. Shows the power of FSMs !

Glad you are enjoying it :)

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Loving it still got my hosted lan version running now went back and 2 of the 6 bases had moved location and the taki have taken over one of the independent bases. I might leave it running in the background all night just to see what happens!

Also for the solider param does that mean total soldiers or groups/squads of? Just out of interest.

I suppose the randomness will level itself out once one of the bases close to each other gets overrun!

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I think thats the number of soldiers . They will the join groups set,in the params.

It is truly a persistent battlefield, and I leave it running for days to see what happens. Interestingly it can be one soldier that gets through the enemy defences and starts knocking out buildings that can sway the course of the war.

Was going to say previously that setting the total units to 100 means that every vehicle will get made eventually, whereas a lower total count inserts a little randomness in what gets built during the war. I play it boths ways!

To REALLY test your system, increase total units and each type. On standard options I think there are 55 things that can be made.

I prefer running 10 defences and 0 soldiers to give enemy a sporting chance if they get into my base!

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Thanks! MAN I love this game! Talk about exciting!

And I have been fighting them off not knowing about the "J" key or the "E" key HA!

Do you have a recommended Prams setting?

I find if I sneak in and "Load Up" the Enemy Work shop does that destroy that base? Seems like you should be able to do that until all the Enemy Buildings are down?

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I think ZK removed that sneaky option a while ago, after I tried it.

If you use the enemies ammo crate however then you can grab their satchels! One per building is enough.

Actually I recommend turning everything up to 11! Try to max out your server with greater numbers and see how the war turns out!

Tip of the day - why not place you defences on top of a tall structure? Hold V while looking for a good spot. If you are lucky you may even put them on you illuminated towers !

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