




Map Name: Tribal War - Ancient Israel
Mapmaker(s): Seamus76 & V.J.
Number of Territories: 84
Special Features: Two open War Zones.
What Makes This Map Worthy of Being Made: There are no maps of Israel, which no matter what the time period, a map of this region deserves to be made.
"What a fascinating time period for a map, and with simple graphics it's hard not to get sucked into this great one. But watch out, those two War Zones can really pack a punch." says CC Map Reviewer Mas Sue67
Description: "All these are the twelve tribes of Israel" Genesis 49:28
Tribal War- Ancient Israel is based on the division of land to the 12 Tribes of Israel. This map incorporates resource collection (4 weapons), build-a-bonus (Capitals), auto-deploy territories, gameplay from standard CC maps, and continues the Tribal War series style including two "free-for-all" regions.
TERRITORIES
84 territories in total
12 will be Tribe Capitals, and are included in the Tribe Bonus listed below.
6 will be Cities of Refuge, and are included in Cities of Refuge Bonus listed blow.
4 territories will be weapons, and are included in Weapons Bonuses #1 & #2 listed below.
The Dead Sea will include 2 territories, which will be killer neutrals.
BONUSES
Region Bonus = 10 regions in total (bonuses +1 to +6)
Tribe Bonus #1 = Capital Bonus: +2 for every 3 Capitals held
Weapons Bonus #1 = +2 for each Sickle Sword (2 total) (always start +3 neutral)
Weapons Bonus #2 = +2 for each Slingshot (2 total) (always start +3 neutral)
Levite Cities of Refuge Bonus = +1 Auto-deploy on each (6 total; will always start +3 neutral)
Impassables = Seas, Rivers, and Mountains
STARTING POINTS
Currently 69 territories can be starting points (excludes 6 Levite Cities of Refuge territories, 4 Weapon territories, Rimmon (Zebulun), Abdon, Beth Shemesh, Gibeon, Bethshan, and 2 Dead Sea territories which will all be coded neutral. 15 total.)
2 = 14 territories
3 = 14 territories
4 = 14 territories
5 = 8 territories
6 = 8 territories
7 = 8 territories
8 = 8 territories
CURRENT UPDATE INFO - 2013-12-14:
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- - Removed the Dead Sea directional attack arrows, and changed the large dashes to the same smaller dots as on the land.
- Didn't realize changing some of the names in the xml would be a domino effect on some other errors, which I had to fix. Although I did not get any errors from the xml wizard, I can't say I'm 100% confident this will ultimately work correctly. If not just let me know.
*Please update Graphics and XML from this posting.
CURRENT MAP VERSION:
v16.1 - Large (840x800)
- Click image to enlarge.
v16.1 - Small (630x600)
- Click image to enlarge.
MAP VERSION - v15.0 - Large (840x800) - 888's:
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- Click image to enlarge.
MAP VERSION - v15.0 - Small (630x600) - 888's:
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- Click image to enlarge.
MAP VERSION - v14.1 - Large (840x800) - Color Blind Tests:
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- Click image to enlarge.
- Click image to enlarge.
- Click image to enlarge.
OLD MAP VERSIONS:
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- v16.0 - Large (840x800) http://imageshack.us/a/img534/6467/jtnp.png
v16.0 - Small (630x600) http://imageshack.us/a/img189/271/bh6n.png
v15.0 - Large (840x800) http://img818.imageshack.us/img818/4145 ... 50larg.png
v15.0 - Small (630x600) http://img833.imageshack.us/img833/1139 ... 50smal.png
v14.2 - Large (840x800) http://img341.imageshack.us/img341/8357 ... elv142.png
v14.2 - Small (630x600) http://img716.imageshack.us/img716/2959 ... 42smal.png
v14.1 - Large (840x800) http://img72.imageshack.us/img72/7439/t ... elv141.png
v14.1 - Small (630x600) http://img651.imageshack.us/img651/6594 ... 41smal.png
v14.0 - Large (840x800) http://img72.imageshack.us/img72/2007/t ... elv140.png
v14.0 - Small (630x600) Will update based on feedback for the current large image above.
v13.3 - Large (840x800) http://img221.imageshack.us/img221/8210 ... aelv93.png
v13.3 - Small (630x600) http://img823.imageshack.us/img823/9355 ... 3small.png
v13.2 - Large (840x800) http://img839.imageshack.us/img839/4773 ... aelv92.png
v13.2 - Small (630x600) http://img571.imageshack.us/img571/2528 ... 2small.png
v13.1 - Large (840x800) http://img833.imageshack.us/img833/4227 ... aelv91.png
v13.1 - Small (630x600) http://img594.imageshack.us/img594/1428 ... 1small.png
v13.0 - Large (840x800) http://img252.imageshack.us/img252/3177 ... aelv90.png
v13.0 - Small (630x600) http://img839.imageshack.us/img839/2200 ... 0small.png
v12.0 - Large (840x800) http://img4.imageshack.us/img4/8378/tri ... aelv81.png
v12.0 - Small (630x600) http://img197.imageshack.us/img197/7506 ... 1small.png
v12.0 - Small (630x600) with 888's http://img607.imageshack.us/img607/2396 ... 11smal.png
v11.0 - Large (840x800) http://img51.imageshack.us/img51/5791/t ... aelv80.png
v11.0 - Small (630x600) http://img837.imageshack.us/img837/2919 ... 0small.png
v10.4 - Large (840x800) http://img526.imageshack.us/img526/5558 ... aelv74.png
v10.4 - Small (630x600) http://img838.imageshack.us/img838/3914 ... 4small.png
v10.3 - Large (840x800) http://img832.imageshack.us/img832/7496 ... aelv73.png
v10.2 - Large (840x800) http://img259.imageshack.us/img259/4954 ... aelv72.png
v10.1 - Large (840x800) http://img16.imageshack.us/img16/5163/t ... aelv71.png
v10.0 - Large (840x800) http://img89.imageshack.us/img89/2351/t ... elv70y.png
v9.1 - Large (840x800) http://img811.imageshack.us/img811/8752 ... aelv62.png
v9.0 - Large (840x800) http://img248.imageshack.us/img248/5137 ... aelv61.png
v8.3 - Large (840x800) http://img43.imageshack.us/img43/1136/t ... aelv44.png
v8.2 - Large (840x800) http://img521.imageshack.us/img521/535/ ... aelv43.png
v8.1 - Large (840x800) http://img560.imageshack.us/img560/6294 ... aelv42.png
v8.0 - Large (840x800) http://img51.imageshack.us/img51/6567/t ... elv412.png
v7.0 - Large (840x800) http://img696.imageshack.us/img696/7637 ... elv411.png
v6.0 - Large (840x800) http://img198.imageshack.us/img198/2954 ... elv401.png
v5.1 - Large (840x800) http://img402.imageshack.us/img402/7016 ... aelv31.png
v5.0 - Large (840x800) http://img809.imageshack.us/img809/6281 ... aelv30.png
v4.2 - Large (840x800) http://img109.imageshack.us/img109/803/ ... elv201.png
v4.1 - Large (840x800) http://img715.imageshack.us/img715/6296 ... aelv21.png
v4.0 - Large (840x800) http://img21.imageshack.us/img21/5742/t ... aelv20.png
v3.2 - Large (840x800) http://img812.imageshack.us/img812/8120 ... elv192.png
v3.1 - Large (840x800) http://img692.imageshack.us/img692/2464 ... elv191.png
v3.0 - Large (840x800) http://img846.imageshack.us/img846/417/ ... aelv19.png
v3.0 - Small (630x600) http://img405.imageshack.us/img405/1469 ... 9small.png
v2.3 - Large (840x800) http://img9.imageshack.us/img9/3583/tri ... elv174.png
v2.2 - Large (840x800) http://imageshack.us/a/img534/4138/trib ... elv172.png
v2.1 - Large (840x800) http://imageshack.us/a/img840/3205/trib ... elv171.png
v2.0 - Large (840x800) http://imageshack.us/a/img203/5648/trib ... aelv17.png
v1.0 - Large (840x800) http://imageshack.us/a/img443/1398/trib ... aelv16.png
OLD UPDATE INFO:
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- UPDATE INFO - 2013-12-10:
- Updated the XML to fix a couple of coordinates including Dead Sea 2.
- Also added the full name of the weapons to the abbreviations. i.e. "SW-1" is now "SW-1 (Sickle Sword-1)".
*- I also made one small graphics update, so please use these map images when pulling the xml.
UPDATE INFO - 2013-12-08:
- Removed one of the two Dead Sea tert divider lines. Thanks for the feedback agentcom, I hope this removes any possible confusion.
I also need to get the most recent XML and fix the coordinate of that Dead Sea 2 tert.
UPDATE INFO - 2013-09-20:
- Updated the OP with the new XML file.
UPDATE INFO - 2013-08-26:
- Updated the OP with the new XML file fixed by Gilligan, thanks buddy. Hopefully that takes care of everything, and we can get the map back up and running.
UPDATE INFO - 2013-04-03:
- I went ahead and redid the large version to match the changes made to the small, since V.J. is on vacation this week. He'll update the xml as soon as he's back, and we should be all done after that. I also updated the OP with the new 888 versions.
UPDATE INFO - 2013-03-28:
- I redid both War Zones on the small version, so this update is of the small only. If everyone could take a look to make sure it all lays out well, and is clear that would be great, and then I'll update the large in the same way.
UPDATE INFO - 2013-02-03:
- Shortened the river running into Reuben, thanks RedBaron for the suggestion, which should now end any concern about the Dead Sea terts attacking Heshbon.
*Note on this: The water for the Med Sea and all of the rivers is the 2nd layer of the map. The next layers are the glows on top of the Dead Sea, which only run up the river into Reuben a few pixels to blend in. The rest of the river in Reuben is the exact same color as every other rivers.
UPDATE INFO - 2013-01-21:
- Added versions of starting neutrals and 888's, as well as CB filter versions of the large to the OP.
UPDATE INFO - 2013-01-18[/b]:
- Redid all of the bonus borders for the small version.
- Touched up all borders for both versions.
UPDATE INFO - 2013-01-10:
- Removed the Simeon border/river overlap, and a couple others around the map.
- Fixed the "f" in the lower right scroll text. The "f" that was there is the fonts lower case letter and placement, so I just redid it and moved it up a bit.
UPDATE INFO - 2013-01-09:
- Moved the Dead Sea wavy lines and arrows down a bit to make it more clear that Hebron does not attack Dead Sea 2.
UPDATE INFO - 2012-12-30:
- Updated the river outline in the legend to be the same as all the rivers.
- Increased the glow around the dead sea terts.
UPDATE INFO - 2012-12-30:
- Removed all of the color and glows from the rivers, they are now all the same color as the Med Sea, and different then the Dead Sea terts.
UPDATE INFO - 2012-12-10:
- Updated the Capitals bonus from +2 for 4 to +5 for 5.
- Updated the Levite Cities of Refuge from n3 to n2, but left Hebron as n3 since it is also a Capital, and as such much be taken to give a player the Capital bonus and a +1 auto-deploy, so it's more valuable then a regular Levite City.
Working on the small map.
UPDATE INFO - 2012-12-06:
Thanks for the feedback cairns.
- Added the border around the river in the legend.
- Also, reversed the flow of the rivers on the Med Sea side so the mouths blend in more.
Going to start with the small map since the text is going to be a killer to redo.
UPDATE INFO - 2012-12-05:
- Added the scroll to the bottom right corner, and skewed the text a bit so it looked more part of the paper.
-Went through and tried to touch up some of the river borders.
Going to start with the small map since the text is going to be a killer to redo. The gameplay stamp should be imminent, so please let me know what graphics updates need to be made. Thanks everyone for all of the feedback. This should be a really fun team game, or an epic 1v1.
UPDATE INFO - 2012-12-04:
- Updated all of the rivers. Let me know some thoughts. This is how I had the river on TW-Fla, but for these I added some additional color.
- Redid all of the bridges by hand. I think they look pretty good.
- Updated bonus numbers based on Ian's feedback.
- Removed the main color on the Dead Sea terts but left a little glow around the edges. Also, changed the divider line.
- Fixed any border glows that were lacking.
UPDATE INFO - 2012-11-30:
- This version includes the added starting neutrals, which if the other capitals are left open would total 15 neutrals. There are 84 total terts, so 69 would be avail starting points, which fits in with the magic numbers. If someone could recount for me just to be sure that would be great.
- Updated bonus numbers according to Nolefan's feedback. We'll wait for Ian to let us know some final info when possible.
- Toned down all of the region borders.
- Toned down the glow from Reuben and Gad, as well as Issachar (which I used the color from Judah but adjusted it to be different, but the same).
- Went through and fixed any tert borders that had overlapped, etc.
UPDATE INFO - 2012-11-28:
Thanks Nolefan for the great info. I tried to make as many changes as I could.
- Updated bonus numbers according to Nolefan's feedback.
Zebulon -- something doesn't sit right with me that 1 territory can yield a +2 bonus. I also don't like that it is the only way to get into Asher from the Warzone because of the river. So you have the tough decision of either keeping the starting neutral low to allow easy access into Asher but making it too easy to take, or keeping the neutral high to make it harder to take, but then reducing movement into Asher. What do you think?
- Personally I don't think the movement into Asher is really reduced. Players are still only 1 tert away from that region, it's just once they take Rimmon they get a bonus. This makes for a strategy decision of moving more guys into Asher or leaving a large number to protect the bonus. The bonus, as pointed out, can then be attacked by the War Zone, which makes it pretty hard to hold, but so are the Swords and Sling Shots. Which is why Zebulun can not be more than those weapons. I would like to keep it the way it is, unless there is strong opposition or we get into Beta play and there is negative feedback.
- Added a bridge from Jerusalem to Beth-nimrah
Benjamin at +3 is way too high. This should be a +1 at most, maybe a +2 if you remove the impassable between Jerusalem and the Warzone. And a starting neutral will need to be placed here.
- I lowered Benjamin to a +1, but with the addition of the bridge from Jerusalem, it can now be attacked by 4 terts. I think it should prob go up to +2 instead. Thoughts?
- Added the capital Edrei to the Eastern War Zone.
- Adjusted the Capital Bonus from +2 for 3 to +2 for 4
The capital bonus also has me a little worried as well. They will all need to start as neutral to prevent bonus dropping, which takes care of the starting neutral issue for the smaller continents. How strongly do you feel about leaving that bonus in? Are you ok with reducing it somewhat (maybe +2 for 4 or something like that)?
- Are making the capitals starting neutral a must? Personally I think leaving them as possible starting positions brings them into play more. If they all start neutral I don't think anyone would purposefully take them to achieve the bonus, but rather would take them only to move around the map if need be. Instead, would it be better to make it a rather low bonus, something like +1 for 4?
- Updated all borders and glows to fit within my background image.
Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.
UPDATE INFO - 2012-11-21:
Please let me know some thoughts on final bonus numbers, and if the layout of territories and their border territories is acceptable. Otherwise I'd like to lock this down and start finalizing graphics so I can set up the small version.
- Extended the mountains down from Bethel to Beth Shemesh based on Koontz's suggestion. I think it too works pretty well, thanks buddy, keep them coming. Anyone else have some thoughts on this one?
Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.
v8.3 - Large (840x800) with 888's
http://img59.imageshack.us/img59/1609/tribalwarisraelv442.png
UPDATE INFO - 2012-11-19:
- Added the bridge at Gaza
- Branched the southern river so that Sharuhen is blocked more. I did leave it open to Mt Halak instead of closing it off from Judah completely. Let me know some thoughts and if it's better to extend the river more. (Also, extension isn't really geographically accurate. I know this is more about game play, but to be accurate there could be an extension coming down between Sharuhen and Hezron, cutting them off from each other, but I'm not sure what that adds.)
-Branched the river Northeast to block Zilag. I'm not sure how I feel about this yet, as it seems a pretty far deviation from the natural geography. I would ask that BluU or Silversun take a look and let us know there thoughts, but I went ahead and put it together for this version. I'm not sure if mountains were a bigger part of that location, but that might be a possibility instead of the river.
Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.
UPDATE INFO - 2012-11-19:
- Added the bridge at Gaza
- Branched the southern river so that Sharuhen is blocked more. I did leave it open to Mt Halak instead of closing it off from Judah completely. Let me know some thoughts and if it's better to extend the river more. (Also, extension isn't really geographically accurate. I know this is more about game play, but to be accurate there could be an extension coming down between Sharuhen and Hezron, cutting them off from each other, but I'm not sure what that adds.)
Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.
UPDATE INFO - 2012-11-18:
- Redid a couple of the colors to help with the colorblind versions, but I think they still need a little work. I would like more gameplay and bonus feedback at the moment, rather than graphics stuff, but I don't mind that either I just want to get all of the gameplay hammered out sooner than later.
- Finished adding all of the colored 888's.
- Added neutrals to terts that will start neutral.
- Added a bridge from Ijon to Hazor to keep that corner from being blocked in by the river and neutral tert.
Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.
UPDATE INFO - 2012-11-15:
- I think I made 90% of the changes BluU recommended. Thank you so much for your time. There were a couple I went in another direction with, such as adding Elon instead of Kerioth. And keeping Mt Tabor, which although it is not a city was in that area and helps reinforce the geographical mountain ranges.
- Added a bridge from Dibon to Heshbon, to give players a way around having to go though the neutral 3.
- Redid the order of the text in the middle legend, which I think breaks it out a little better. (Based on silversun's comment.)
- Added a few of the colored 888's. Will continue to fill in the rest but wanted to get this version up for review.
- Added neutrals to terts that will start neutral.
Need to do:
- Finish adding drop shadows to all icons.
- Finish adding the rest of the colored 888's.
Thoughts on:
- My colors kind of suck for the color blind test, but each territory has an identifying symbol, will that be enough to keep me from having to change the colors? Someone with color deficiency should be able to easily determine which region is which based on those symbols. - This was actually indirectly confirmed by Nolefan to be the case. Not that that means anything.
UPDATE INFO - 2012-11-13:
- Went through and redid all of the region borders.
- Touched up all of the mountains, which I will still be working on.
- Added one more tert to the Western War Zone.
- Redid the text in all caps.
- Added drop shadow to the tribe symbols in the legend.
- Updated a couple of the bonus values, which I think look pretty good, but want some other thoughts.
Need to do:
- Finish adding drop shadows to all icons.
Thoughts on:
- Bonus values.
- Should Hebron be the tert to attack both Dead Sea 1 and 2 or leave it how it is now.
- Should a bridge be added from Dibon to Heshbon, since there used to be a bridge from Dibon to Mt Nebo.
- My colors kind of suck for the color blind test, but each territory has an identifying symbol, will that be enough to keep me from having to change the colors? Someone with color deficiency should be able to easily determine which region is which based on those symbols.
UPDATE INFO-2012-11-11:
- Updated Reuben to see what it would look like based on Koontz thoughts. I think it works pretty well.
- Added more mountains to Naarath.
Need to do:
- Fix borders, some are black others a dark grey.
- Finish adding drop shadows to all icons.
Thoughts on:
- Bonus values.
- Should Hebron be the tert to attack both Dead Sea 1 and 2 or leave it how it is now.
UPDATE INFO-2012-11-08:
- Adjusted the color on the ocean, the Jordan River and Sea of Galilee, but still need to play around with those last two to get the colors looking right.
- Updated the Dead Sea area again to be a different color vs the rest of the rivers, and added an inner border. Let me know if you like the color.
- Added some mountains around Jericho to cut it off from the war zone.
Please look at:
- Masada and Jerusalem in Judah. Let me know if you think that text is easier to read vs the last version. Since the font includes capital letters and lower case it's a pretty big pain in the ass to make that text happen. Basically I need to make two text layers, one with the first letter capitalized in a larger font, then the second with the rest of the text in capitals but in a smaller font. I then need to adjust the two to be in line, then merge and create my new outer glow. That will need to be done 83 times, plus other text, so it will take a while to complete. Let know some thoughts while I keep working on them.
UPDATE INFO-2012-11-08:
- Overhauled the look and went with my original plan, which was to use the same type of background, as Koontz suggested as well. I think with some adjustment to the color pallet this will work nicely, and keeps the consistency of the Tribal War theme throughout.
- Updated the Dead Sea area to be a different color then the rest of the rivers in that section.
- Added swords to the Dead Sea terts to indicate additional lines of attack from one to the other.
- Fixed the mountains to be less sparse, but they are not finished yet, and I will be adding a couple more to what is there to fill in any other areas.
Still need thoughts on:
- Bonus values
UPDATE INFO-2012-11-06:
- Gave a little more space to the tribe names in the legend
- Changed the font of the bonus values to be a little more legible
- Added some color on the mountains
- Added War Zone text to bottom right corner
Thoughts on:
- Bonus values
UPDATE INFO-2012-11-05:
- Added all of the territories
- Updated all bridges
- Removed the skull and crossbones on the Dead Sea terts
Working on:
- Adding texture to the land and water, and possibly working on a coastline
- Possible update to the colors of the regions
- Spacing of the tribe names in the legend
- Changing the font of the bonus values to be a little more legible
- Finishing the color on the mountains. Started a couple but got sidetracked
UPDATE INFO-2012-11-01:
I made all of the text larger and added a white background/glow to help bring them out a little more. I think the font will work as it is now, but let me know your thoughts.
- Mocked up a quick small version, but did not adjust the text, just wanted to show this font should work for that version as well.
- Updated all of the text, including a white background/glow
- Added more warriors to each war zone, which I think are now at their capacity
- Added possible bonus values, thoughts?
From the last update I'm still working on quite a few things including:
- Adding texture to the land and water, and possibly working on a coastline.
- Finishing the placement of the Territories, Cities of Refuge and Capitals.
- Other mountains and rivers.
- Bridges need work, these are kind of a placeholder to show where they will go.
Thoughts on:
- Adding weapons to other regions besides the War Zones. This adds more opportunities for bonuses, but limits the larger Territory Bonus, since players might have to kill 1 or more neutrals to gain the overall bonus. My vote is to leave them only in the War Zone.
UPDATE INFO-2012-10-29:
I'm still working on quite a few things including:
- Adding texture to the land and water, and possibly working on a coastline.
- Finishing the placement of the Territories, Cities of Refuge and Capitals.
- Other mountains and rivers.
- Bridges need work, these are kind of a placeholder to show where they will go.
Thoughts on:
- Adding weapons to other regions besides the War Zones. This adds more opportunities for bonuses, but limits the larger Territory Bonus, since players might have to kill 1 or more neutrals to gain the overall bonus. My vote is to leave them only in the War Zone
UPDATE INFO-2012-10-24:
I like the direction this is going in. Big props to BluU for his help on this.
- Added a few of the Warriors to the War Zone, as well as some of the territories, cities, and capitals.
- Also starting to like the mountains and rivers, but need a little more input.
- I want to get most if not all of the impassables done before starting to place the regular terts, so I'll be working on that for the next update.
- Will also place the weapons, which will mostly be located in the war zones, and will also try to finish those two sections.
UPDATE INFO-2012-10-23:
- Updated font - I think this is a little more clear, but not sure. Thoughts?
- Added Rivers and Mountains to the Impassable legend. I like how they look there, but no so much on the map, so I am still working on them.
UPDATE INFO-2012-10-22:
Sorry for the delay. Here is the second version of the map which now includes 2 war zones, which was something I was working on, but needed to work some things out in my head before I could put this together. This actually includes many of the changes and suggestions initially offered, so I hope you like it. I have also updated the legends, with the exception of the "Impassables" legend which I am working on.
I really like the idea of two war zones, one on each side, which I think builds on our first map and takes it to a new level of strategy. The plan is to include Warrior names in the war zones, rather than territories, or symbols. This keeps the number of symbols down, and makes the gameplay a little more simple to follow, compared to Tribal War - Florida. It also allows me to use actual city names throughout the rest of the map, rather than using a tribe code or abbreviation system.
If this is a direction everyone likes I'll start work on the impassables and territories. If not I'll go stick my head in the oven...just kidding...maybe.
UPDATE INFO-2012-10-20:
Posted is the first draft of the next Tribal War series map, Tribal War - Ancient Israel. I know there is a lot to do, but we wanted to go ahead and post what we have to begin the feedback process.
- Currently working on territory borders, placing cities, as well as all labels.
- Looking for some gameplay ideas to help make the map a little more interesting. Obviously graphics will come as we go, which will include touch ups to all borders and a thorough cleansing of stray pixels, as well as water and land textures, etc. I would also be open to color change suggestions, or anything else that would make the map a little better.
Hope everyone likes where we're going with this one.