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Deton4tOr

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  1. Welcome
  2. "When in doubt, burn 'em out!" sounds like a line from Apocalypse Now, but in Monster Hunter: World your plucky sidekick shouts those words after steering a massive airship into a festering swamp of rotting carcasses. The biome is so large and regularly resupplied from the bountiful coral jungles above that it's developed a unique ecosystem supported by errant corpses fallen from the sky. It is disgusting and beautiful. You've come to make camp, kill the survivors, and make cool clothes from their skin. Monster Hunter: World is a third-person action game about dominating the food chain and looking good doing it. It's renowned for its endgame grind, where you go on ever more complex and challenging hunts across diverse, tangled open worlds in search of rare items needed to craft an armor set that’ll no doubt crown you the min-max champion of the world. But Monster Hunter’s essence and greatest strength are its tense, desperate, and tragic fights with beautiful beasts that can go on for the better part of an hour. It is also about the gleeful colonization 'new' lands and the slaughter of native species. Monster Hunter is a grotesque fantasy, but if you can stomach the merciless, repeated slaughter of god's beautiful dragon children, you'll find an excellent, endless action game that tests reflex and intellect in equal measure. Creature feature : Unlike the story, murdering World's dozens of intricately designed monsters has a point. There’s no leveling up and skill point allocation in Monster Hunter, so crafting armor and weapons is the only way to permanently buff your stats. Gear crafted from monsters reflects their strengths and weaknesses, so if you’re having trouble with a thick-skinned fire type, you’d best go take down the thicker, hotter Ratholos for fire-resistant armor, and maybe seek out a poisonous monster for a weapon that does a bit more damage over time. Clear affinities between behavior, aesthetic, and the hard numbers that govern monster stats make deciding which monster to hunt next and which gear you’ll need to ruin them relatively easy to determine, though a few endgame fights might require some careful menu digging. An anjanath 'drinks' a 'health potion'. All 30-something monsters (with more on the way via free updates) have distinct personalities brought to life through realistic animation, observable behaviors, and detailed models. My favorite, the Paolumu, is a fuzzy pink and white bat creature that balloons like a blowfish when threatened. The Kulu-Ya-Ku is a big dodo bird that uses big rocks as its first line of defense. The Anjanath, a fire-breathing, chicken-winged T-Rex, would be the final boss in most games. Hitting one until it stops moving for the first time is an immense, sad accomplishment. And then a Rathian plunges from the sky and captures an Anjanath in its claws, flailing your former final boss monster around like a ragged teddy bear. Somehow, they get bigger yet, with creatures that resemble fallen, very grumpy gods. Gods or dodos, hunts work the same throughout the entire game. You ‘post’ a quest in Astera, the busy hub area, eat a quick meal to buff your stats, and if you’re playing with friends, you and up to three others embark to a particular biome. From there, you’ll wander an intricate environment in search of your monster. Scoutflies, sentient compass bugs, will point you to nearby crafting materials and monster tracks, always nudging you towards an inevitable fight. Problem is, biomes are po[CENSORED]ted with monsters besides your target, and they’ll probably interrupt your fight. Letting them duke it out while you hide can work in your favor, sure, but staying out of the way isn’t easy. Environmental hazards complicate hunts further. Do you try to lure an Anjanath beneath a massive boulder strung up by vines above? Loosing it with your slingshot could flatten you too. It's like ASMR, but with swords and dragons. Monsters have no visible health bar, but they’ll appear tired and increasingly scarred the weaker they get. At certain intervals, they’ll make a break for it and try to find a place to sleep or prey of their own to eat in order to build HP and stamina, turning hunts into frenzied chases. Knowing your environment, where the monster might be headed, and the fastest way to get there only comes with experience. That’s OK because World’s combat is strongest when it feels like a struggle. Swings with the greatsword take literal seconds of animation, the hammer requires getting too close for comfort, and even the mobile ranged weapons feel like unwieldy, clunky machines. I’m partial to the switch axe, a weapon that stores elemental damage in axe form and releases it in explosive bursts after transforming into a glowing sword the size of a teenager. It still looks tiny to a burrowing sand wyvern or electric flying squirrel lizard. Big sword or not, you can and will get poisoned, paralyzed, burned, stunlocked, put to sleep and become subject to every attack your quarry can muster while you're helpless. Swings and shots from your friends can interrupt your own, and your every attempt to exhaust your movement abilities will also exhaust your character. For example, if you jump while sprinting to dodge an attack, your character will always leap forward and fall flat on their face. Remember: this is not your house, and you are very small. Combat isn’t fun in the way it is in Dark Souls or Devil May Cry, which reward constant, fluid combos and perfect timing, but it is always tense, and often hilarious. And when you can walk the line and land a rare, righteous combo directly on a Rathain's scaly dome, the feeling is euphoric. But so much gets in the way of that crunchy feedback loop. If the intent of crafting and gear management (the usual downtime activity between hunts) is to make you feel as if you've cultivated food, curated your looks, and performed the proper research required to take down whatever big boy is next on the list, then abstract menu interactions aren’t the most inventive or satisfying way to go about it. When the hunting portion of Monster Hunter is so vividly rendered by massive, believable creatures and lush environments, digging through menus to turn herbs into potions and potions into mega potions lacks the same ceremony. It's fine, in the end, because the menu interactions are streamlined enough that they're not impossible to parse and rarely tedious. Still, for as busy and complex as the crafting and item management appears, it’s painless in practice, simplifying the series’ formerly complex systems to such a degree that they don't even resemble the systems they're simplifying. Why not reinvent them at this point? Monster Hunter: World also opens by bashing you over the head with text-heavy tutorials. You'll learn how to craft dozens of items immediately, most of which won't matter until a dozen hours in. Nearly every character in the Astora hub spews text about economies and changing item types, placing the fantasy of preparation on equal footing with filing taxes. Vital tips are glossed over too, like how you can use piercing pods to prevent monsters from running away, or how to craft some of the most essential items. I appreciate withholding information from the perspective of a role-playing hunter, where only battle-hardened vets will have obtained the most arcane knowledge. But the bulk of World's inner workings are only accessible through wikis and hearsay, the assumption being that you'll figure some stuff out on your own, or collapse and turn to Google. In the early hours, all you need to know is how to swing and dodge. It’s only when high rank missions are unlocked that you’ll need to do some research. Killing time : It doesn't take long to kill most of the monsters and try a few weapons, so World complicates and extends itself by focusing on minutiae. It's why many will tell you that 'the real Monster Hunter' doesn't start until you finish the campaign. The first 20 hours of low rank play are fun and worth seeing, but to an extent it's true. World changes significantly in high rank play. Hunts are remixed by adding layered objectives, like defeating multiple monsters in a shortened time frame or by juicing the elemental abilities of a previously weaker monster. New monsters continue to appear in the endgame, often requiring raid-like planning with a full team of four. As you progress further into high rank missions, small mistakes are met with massive punishments, and the study and preparation for a single hunt might require a whole new armor set and weapon. Every weapon has a sprawling development tree. It can be frustrating and slow, especially after the breezy hunts of the story campaign. And yet, every challenge is a natural extension of the combat system. Grinding out the best gear for a tough hunt is a smart, often necessary, idea, but if you know when to swing and when to run, you'll be alright. High rank missions read like an artificial way to extend interest in Monster Hunter: World, but the series has always been preoccupied with grinding for obscure components to make a hat or sword with a difficult hunt in mind. It is Min-Maxing: The Game. Grindy, yes, but the grind is good. With so many modern games competing for time as much as money, Monster Hunter: World avoids feeling like an insatiable black hole by automating the usual busywork. Advertisement Bounties, small collection missions you can often complete during hunts, grant you items and upgrade materials. A greenhouse in the hub area allows you to cultivate herbs between missions, eliminating the need to collect them at all, eventually. The Tailrider Safari is a group of three adventurous palicos you send on missions to retrieve a random assortment of items from specific biomes, softening the need to grind out lower level hunts. And every armor set is unique, pulling in recognizable elements from the monsters they're made of, arranged in eccentric, stylish, extremely anime designs. They are worth the effort. Like your character, Monster Hunter: World dresses its breathless combat in every assortment of the most arbitrarily complicated garb, all in the name of variety. It is an abyss of 'replayabilty’, an exercise in patience and observation for the ultimate payoff: an infinite black sea of invigorating dragon murder. And a new hat.
  3. After twenty minutes of painstakingly inching through an enemy compound unseen, you come across some terrorists chatting about their day. You set up a sticky camera on a nearby structure to observe their movement patterns and scope out your surroundings. To your left is a ventilation shaft that will let you bypass the group. Or, you could shimmy up a nearby pipe and knock them out one at a time by distracting them with noisemakers. Then there's the guns-blazing method. It's simple to mark your targets, run at them until they're in range, and perform a badass execution mid sprint. If there's one thing you have in Tom Clancy's Splinter Cell Blacklist, it's the option to play however you want, making this an accessible stealth game that will still appease the hardcore crowd. As returning lead man Sam Fisher, it's up to you to stop the Engineers, a terrorist organization intent on bringing America to its knees with a series of attacks known as the Blacklist. This story is one of the franchise's more thrilling espionage narratives; you'll travel around the world in an attempt to uncover the Engineers' plans and preemptively stop them dead in their tracks. Though you can tackle missions at your own pace, the gravitas of your overarching objective creates a mild sense of urgency. And while longtime fans may find Sam's new voice to be a bit jarring (if not a little too passive and lacking in personality), his character is pleasantly convincing. Best of all, Blacklist places as much an emphasis on stealth as you want it to thanks to its well-designed equipment upgrade system. Completing missions, secondary objectives, and co-op outings scores cash payouts used to buy advanced ops suits and gear. If you prefer the hardcore challenge of earlier Splinter Cell games, you'll want to pick up stealth-oriented equipment; while this kit decreases your chances of being seen, it also makes it extremely difficult to survive a firefight, forcing you to skulk in the shadows. Likewise, those who really enjoyed the action-heavy approach of Conviction can purchase armored suits that will keep you alive when confronting the Engineers head-on. However, you may take issue with the fact that there's a slight disparity in the cash rewards you'll receive depending on how you play. The biggest payouts are obtained by avoiding enemies altogether, a gratifying but difficult challenge, but if you even so much as touch a guard, non-lethal or no, you're out a few bucks. The run-and-gun players have it even worse, increasing the potential that you won't be able to afford that fancy new gun you've been eyeing without replaying a mission or two. It's one thing to tie an end-of-mission score to your stealth skills--Splinter Cell is, after all, a stealth series--but it's disingenuous to punish players for playing a certain way when they're told from the start that they can play however they want. Still, Sam has plenty of tools at his disposal to ensure you'll get the most out of your preferred playstyle. There are distraction items for keeping guards busy so you can sneak by, lethal traps and weapons for picking them off, and a number of observational devices ideal for mapping out patrol routes so you can plan a detailed strategy. Even your base of operations can be upgraded to provide additional bonuses in the field, such as a radar that highlights enemy positions, among others. Being able to customize every aspect of Sam's loadout is a neat touch that really makes you feel in control of how a mission will go down, and the sheer number of unlockables and upgrades are enough to warrant multiple playthroughs. It also helps that Blacklist is immensely enjoyable to play. The stealth and combat here are as graceful as they've ever been. It's incredibly easy to move from cover to cover while guards have their backs turned (though you may get frustrated during the rare occasions in which guards will see you even when you should be hidden), and it's hard not to be impressed by Sam's animations as he knocks out an unsuspecting enemy or climbs a nearby ledge. Similarly, the gunplay is finely tuned, and, should you find yourself in a life or death situation, it's not at all difficult to resort to some last-minute twitch shooting. The Mark & Execute feature is sure to come in handy here, but you won't be able to abuse it as much this time around thanks to the number of enemies who've adopted the latest fashion trend: armored helmets. For the most part, AI-controlled enemies are consistently challenging, and sometimes change things up when you least expect it. You may hide in the shadows to get a feel for their patrol routes only to have them take an unexpected turn every now and then. These situations don't happen too frequently, but they'll keep you on your toes--as will the terrorists' use of guard dogs and RC-sized drones. That's not to say guards won't stumble across an unconscious body (don't forget to hide them) and say loudly, "huh, he's knocked out," before cautiously continuing along their path, but they're some of the more unpredictable opponents out there. And if you want to change things up, there are plenty of optional co-op missions to try, some of which can be taken on solo. These encompass a variety of objectives; some are centered around taking out waves of enemies while others are grueling stealth missions that fail the second you or your partner alert a guard. Playing with a friend is a great way to build up your cash reserves without progressing further in the main story, and no co-op mission feels too similar to another. For those looking for a bit of competitive action, Blacklist's Spies vs. Mercs mode is as tense as it is addictive. There's a two-against-two mode akin to Pandora Tomorrow's original, in which two spies have to hack a series of computer terminals while two merc players hunt them down in first-person, as well as a four on four version of the same mode. You'll love the shift in perspective depending on which side you're on, and a variety of customizable loadouts for each drastically change the flow of each match. Avoiding the searching eyes of four human opponents is far more of a rush than staying hidden from AI-controlled opponents in the single-player campaign. Blacklist is a well-designed game from top to bottom, one that is both accessible and flexible. It doesn't force you into playing a specific way, and it provides all the tools necessary to accommodate your playstyle, retaining the agility of its predecessor without its restrictions. With a great single-player campaign and multiplayer offering, there's a lot here to love, even if none of it will particularly blow you away. The single-player campaign was reviewed on Xbox 360, multiplayer on PS3.
  4. Hello Bro !

    Another topic [sniper Elite 4] I posted them in the world of games do not belong to steam  but my development to Uplay ....See the rules again!

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  6. Game Details : Provider: Red Tiger Gaming Reels: 5 Paylines: 20 Coin Value: £0.01 – £1 Maximum Bet: £20 RTP: 96.02% Maximum Payout: 5,000 times the bet Wild: Yes Scatter: Yes Bonus Game: Yes Free Spins: No Multipliers: Yes Mobile: Yes Reactor Slot : We are about to enter the power plant where the good people of Red Tiger Gaming are using minerals and gemstones to create massive wins. Watch out for the Battery, because it will secure respins, symbols swaps, random Wilds, mega Wilds and random multipliers that can go all the way up to 10x. Reactor is Red Tiger Gaming’s five-reel, three-row video slot that benefits from 20 fixed paylines, which pay both ways. Visually impressive, the 2018 release is playable from £0.20 per spin and it offers a maximum payout of 5,000 times the bet in a single spin. Game Symbols : Once you enter the power plant, you will see plenty of shiny and precious symbols, but be aware, since they can also be a bit radioactive. The Wild is made out of a shiny bowl that seems like it’s going to explode any second. The Wild will substitute for all regular symbols. Four different Minerals are used for low-value symbols and four metal objects used in a power plant represent high-paying symbols. The Battery is what you will look for, since it is used as a Scatter that triggers different features. Gameplay : Even though the reels are set in a power plant, gamers do not have to be engineers to play the 2018 release. The Red Tiger Gaming title features five reels, three rows and benefits from 20 fixed paylines. Reactor pays both ways, so you can form winning combinations starting from the leftmost or the rightmost reel. Just remember that you will need at least three of a kind on a payline to start winning payouts. Every spin will cost you 20 coins, while the coin value can be changed, going from £0.01 to £1. Bet as low as £0.20 and as high as £20 per single spin. Special Features : It all comes down to landing the Reactor Scatter. They are actually Batteries and punters will need plenty of them to get all the features. If you land one Scatter on the reels, you will get a free respin. If two Batteries appear on the reels at the same time, there is a respin and swap symbols waiting for you. Random symbols will be turned into high-value symbols. Three Batteries will get you all of this, plus random Wilds on the reels for bigger wins. Four Batteries on the reels get you respins, swap symbols, random Wilds and mega Wild, which will appear as a 2×2 or a 3×3 Wild. If you are lucky enough to land five Batteries all at once, you will be rewarded with the previous four features plus a random multiplier, which can go all the way up to 10x. Payouts : The Red Tiger Gaming product offers a sweet maximum payout of 5,000 times the bet, which could get you up to mouthwatering £100,000. The Wild offers the most, 600 coins for five of a kind. The Green symbol will get you 400 coins for the maximum combination. Use all five batteries at once to get insane wins. Reactor’s RTP is 96.02%. Reactor on Mobile : When it comes to nuclear plants, there is the danger of getting in touch with toxic matters. Fortunately for you, there are no dangerous materials in the 2018 release. However, if you do not believe us, you can always enjoy Reactor from a safe distance, because the Red Tiger Gaming title is playable across all devices, desktop and mobile. Pros – Easy to play – Respins with lots of features – Playable across all devices Cons – No free spins – Not easy to reach multipliers – Needs more action Verdict : Playing in a nuclear power plant was never more fun. The Reactor video slot is very easy to play, because you only have to hit the Spin button and wait for the Battery Scatters. The trick is to land as many as possible, because the more you land, the more features will be triggered during the respin. Unfortunately, there are no free spins on the offer and sometimes it is not that easy to get more features at once, so it may seem that the 2018 release could use a bit more action, but all in all, the Red Tiger Gaming product is worth a try.
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  8. Welcome To CSBD! Read rules! Have fun!
  9. hen I boot up Rainbow Six Siege today, I’m playing a completely different game than the one Ubisoft released in 2015. After three years and change, there isn’t a part of the tactical multiplayer shooter that hasn’t been chopped and screwed. The operators, weapons, menus, servers, destruction — nothing has been deemed untouchable in the eyes of both its developers and its fans. In 2019, Siege is one of the finest multiplayer experiences around. But even folks who don’t play the game can appreciate how it carved a new path for the sustainability of AAA games, and for the possibilities of cooperation between developers and fan communities. There’s a lot that keeps me coming back to Siege after over 1,000 hours, thanks to a near-constant drip of new tweaks and additions. Every few months, Ubisoft drops two operators that shake up the game’s malleable meta. Alongside them, we get additional tools and environmental challenges: one-way mirrors, laser drones, holograms, spike traps. Content is delivered on a strictly scheduled roadmap that gives me a sense that my investment in the game is matched by its creators. Unlike Blizzard’s vague hints about new Overwatch heroes that eventually become announcements, a new Siege season feels more like the scheduled return of your favorite TV show. After the success of Siege, Ubisoft applied the same seasonal model to For Honor and Ghost Recon Wildlands. Even Apex Legends’ upcoming roadmap looks familiar. The side effect of Siege’s frequent injection of new mechanics is near-constant bugs. Ubisoft has made big strides in the past year to increase its bug-squashing efficiency, but issues persist. A bug with breaching charges last year turned Blitz into a hip-fire demon. Another exploit with Jäger allowed players to attach a deployable shield to his weapon, creating an unstoppable monstrosity. As every big patch fixes old bugs, new operators or maps spawn new issues that stick around for weeks or months. Rarely is any one bug or exploit game-breaking, but it’s frustrating that Siege never feels as smooth and polished as traditional shooters. I’ll always have a sizeable list of ways Siege should be better. Ranked play has major flaws that keep it from feeling competitive; bugs take too long to fix; and Blackbeard’s dumb rifle shield is overpowered (don’t @ me). Still, I love the mess. I’ve made peace with the fact that if a developer regularly makes big changes to a game, it will regularly be a little busted because of them. Siege first hit the scene before “games as a service” was a buzz phrase. The game sat quietly in the background while monster hits like Overwatch, PUBG, Fortnite, and now Apex Legends rose to worldwide po[CENSORED]rity. Despite the stiff competition, Siege’s player base has only grown over time, recently hitting 45 million players. It continues to succeed because the other po[CENSORED]r shooters of today aren’t really its competition. There is no Pepsi to Siege’s Coke. No other game has attempted Ubisoft’s unique blend of tactical gunplay, asymmetrical roles, operator abilities, and freefrom level destruction that makes every match feel different. Across the 26 operators introduced since launch, Ubisoft has successfully crafted gadgets that add twists to the meta without any one character feeling too samey. Some modify the environment (like Maverick’s wall-melting blowtorch) while others focus on intelligence and countering other tech. A personal favorite of mine is Jackal, an intelligence expert who can activate his Eyenox visor to see enemy footprints and track down their locations. Playing Jackal is like playing two games: the one where I clear rooms and shoot things, and the one where I sift through a jigsaw puzzle of footprints on the ground to discover if someone is hiding around the corner. The newest defender, Australian adrenaline junkie Mozzie, flips the basic concept of droning on its head. He can deploy tiny robotic “pests” that hack enemy drones and turn control over to him. Gone are the days I could carelessly drone the map and shrug if my drone got shot. When there’s a Mozzie in play, I have to be careful not to lose my drone and give the enemy another camera in the process. It’s been a joy to watch Siege grow more inclusive over the years. The game launched with only three women in its roster of 20. Every single post-launch season has added at least one woman for every man. Of the 26 operators added since 2015, 14 are women, many of whom are women of color. Characters represent different cultures, body types, and personalities. As more operators have been added, the number of countries represented has grown from five to 16. Country of origin has no bearing on what an operator does or how they play, but the character variety is one of my favorite things about Siege. Ubisoft seems to genuinely care about representing different cultures (possibly to better market the game in other territories, but I sense a less cynical mission for diversity as well). In some ways, Siege feels like an active rejection of both the sticky machismo and self-serious military espionage found in Tom Clancy’s original novel and the early Rainbow Six games. Its tone is more idealistic, focused on teamwork and cohesion instead of a global conflict and politics. An absence of traditional storytelling in-game becomes an advantage, allowing the gameplay itself to set the tone. Siege is part gripping reflex test and part cooperative chess match. I don’t care why all of these operators are gathered together fighting against each other. It doesn’t make sense, and it also doesn’t matter. My investment in the lore happens outside of the match, reading about an operator’s life or watching a world-expanding cinematic short in which Thatcher clocks a hooligan with a billiard ball. More so than most of its contemporaries, Siege knows itself. Its creators understand when to focus on tactics and realism. And they equally understand when to leave that mission at the door to make their game’s gadgets exciting and its roster inclusive. This has only become more true over time. Siege is at its most thrilling when I squad up with a few friends. Information is half the battle, so having teammates you can trust to make accurate and useful callouts is often how the hardest fights are won. Dying early in a round sucks, but it’s equally fun assuming control of cameras and helping in the limited way I still can. Watching a friend use the intel I’m feeding them from a hallway camera to get the round-winning kill is more satisfying than the win itself. When I’m not playing with friends, good teamwork can be a coin flip. Siege’s growth in po[CENSORED]rity has also brought about a huge toxicity problem. Some changes, like reverse friendly fire, show promise. But despite good intentions, Ubisoft has been slow to offer reliable solutions for player communication. If someone is abusive in chat or in the game, the only thing I can do is hit the report button. For a more robust report, I have to go through Ubisoft’s support site. The text chat filter nullifies attempts to use racist or homophobic slurs, but the burden of proof for verbal toxicity or hacking falls on the victim, who is expected to record the offender. As a straight white man, I have it pretty easy: I’m not attacked simply for how I sound. But I still constantly see Siege’s toxic culture in action. In a game where verbal communication is everything, muting garbage people and hoping my report helps isn’t good enough. There clearly isn’t enough of a reason for assholes to not be assholes, and it has a real effect on my motivation to play. Nowadays, I won’t play at all if I’m not with at least one friend to brave the wilds alongside me. If a year from now, I’m still sitting here wishing Ubisoft did more to punish its worst and protect its best, I don’t know if I’ll be among them. I don’t expect game developers to entirely solve toxicity, but I do expect them to do everything they can to thwart it. Siege doesn’t right now, and that failure could have lasting effects. Siege feels different than other service games. It’s not a relaxing distraction to play while chatting with friends; it’s closer to an intense, regular game of pickup basketball or amateur league softball. It sounds weird to unwind from the workday with a game that causes further stress, but its escapism is unmatched. We’re invested in every round, transitioning from English to a makeshift language of two-word callouts (“Sledge classroom” or “movement southwest”). It’s still a social experience, but one about building bonds and improving teamwork. A friend who also plays Siege and I know each other so well that now we operate like a single unit, supporting each other and covering flanks without saying anything at all. I crave the golden moments of pulling off something cleverwith him. Ubisoft has an incredible game on its hands, but it needs to be more nimble to fight off its problems. I have hope that it’ll get there. I want to keep loving my favorite game.
  10. Welcome Back To Staff GFX Dude !

    1. Suarez™

      Suarez™

      Thanks ❤️

  11. Yes baby StreetZm is Back!

    b_350_20_FFAD41_E98100_000000_591F11.png

    1. Show previous comments  2 more
    2. Wassim™

      Wassim™

      yes god bro ?❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️❤️ 

    3. Desire-

      Desire-

      Yeah baby

    4. -RoKzZz_

      -RoKzZz_

      Yes babes

  12. V1 : 7 vote V2 : 6 vote @Blexfraptor is winner Congratulations Bro!
  13. Ramadan Kareem!
  14. I vote Work 2, it works more, looks better. I chose the beautiful color.
  15. Felicitări Moderators!

    1. Aysha

      Aysha

      Thank you!! 

  16. O nouă legendă!
  17. > Opponent's nickname: @Blexfraptor > Theme (must be an image):  > Work Type: Avatar > Size & Texts: 150x250 / Ariana Grande > How many votes?: 13 > Work time: 5 hours!
  18. Sri Lankan authorities have called on the public to surrender swords and large knives amid heightened security concerns following the deadly Easter Sunday attacks. Police said knives used for legal everyday activities should not be included in the handover this weekend. Hundreds of weapons have been seized in searches since the 21 April attacks. More than 250 people were killed in the co-ordinated suicide bombings, which targeted churches and luxury hotels. In addition to weapons, police spokesman Ruwan Gunasekara called on people in possession of "police or camouflaged military uniforms" to hand them in to their nearest police station on Saturday or Sunday. Sri Lanka attacks: Who are the victims Here ? What we know about the bombings Here ! What led to Sri Lanka's Easter carnage Here ? He did not confirm whether police would give an amnesty to those who surrendered weapons during the two-day handover period. The call came as investigations into the deadly bombings continue. Sri Lankan President Maithripala Sirisena told Reuters on Saturday that some 25 to 30 people linked to the bombings were still at large. "We have already identified all active members of the group and it's a case of now arresting them," he said. The president added that there was "no information yet to say these suspects are suicide bombers." Mr Sirisena told the news agency that he believed the Islamic State group when they said they were behind the attacks. Sri Lanka war: I wanted 'my side' to lose Here! Face coverings banned after Easter bombs Here! Who are group accused of Sri Lanka attacks Here!? "It's crystal clear because after the attacks the IS organisation made an announcement claiming responsibility for the bombings," he said. Authorities in Sri Lanka have blamed the blasts on two previously little-known local Islamist groups - National Thowheed Jamath and Jamathei Millathu Ibraheem - whom they suspect had international links. Mr Sirisena said intelligence services from eight countries were helping Sri Lanka with its investigations. Mr Sirisena also added that he believed the country's security forces would "eradicate terrorism" and restore stability before presidential elections, which are due to take place by the end of the year. "Elections cannot be postponed, therefore before the elections I will bring about stability and I will eradicate terrorism," he said. Scores of suspects have been arrested since the Easter Sunday attacks. The bombings shattered the relative peace that has existed in the nation since the civil war ended a decade ago. The majority of people killed in the attacks were Sri Lankans, but dozens of foreign nationals, including British and Indian citizens, were also among the victims Check Here.
  19. Tomorrow is Ramadan!

    Ramadan Mobareek To all Muslims in CSBD!!!

     

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