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Phil Hawkins
Phil Hawkins is a master percussionist, an accomplished jazz drummer and one of the leading innovators of music for the steelpan. As a percussionist and drummer he has traveled throughout the United States, the Caribbean and South America to perform concerts, teach clinics and study percussion.
Originally from Topeka, Kansas, Phil completed his Bachelor's and Master's degrees in music at Wichita State University where he remained as adjunct faculty, directing the Steelband and Latin Jazz Ensembles. In 1998, Phil moved to the San Francisco Bay Area where he quickly gained a reputation as a versatile drummer with groups such as Three Tenors No Opera (Sea Breeze Records), Rolando Morales, Wild Mango, Joe Craven, Pete Escovedo, Sam Bevan, Ray Obiedo and Irish music master Ron Kavana (Proper Records, UK). A friendship with world renown percussionist Michael Spiro eventually led Phil to begin work on his recently released debut CD, "H2O." He also met and collaborated with vibraphonist Gerry Grosz and bassist Jim Kerwin (David Grisman Quartet) on the 2001 release, "The Cosmic Buzz."
Throughout his career Phil has been an active teacher, working for the East Bay Center for the Performing Arts in Richmond, CA, the Oakland Fine Arts Summer School and the National Guitar Workshop in Los Angeles and San Francisco. In addition, he has given clinics at Miami University Ohio, Boise State University, the Wichita Jazz Festival and the Ellie Mannette Steel Drum Workshop in Morgantown, WV. In the Fall of 2004 he was offered a tenure-track position as a member of the music faculty at Mission College in Santa Clara where he currently teaches World Music, MIDI and Digital Audio courses and directs the Mission Percussion Ensemble.
In 1993 he started his own publishing company, P. Note Music, to promote his original music. His catalogue is substantial and the list of schools that have performed his works includes Ithaca College, University of Miami Ohio, University of Illinois, Wichita State University, Brigham Young, Clemson University and Northern Kentucky University to name a few. In addition to the thirty-one compositions for steelpan, Phil has also published several books including, "World Rhythms for Kids: Caribbean Carnival," "Caribbean Jazz Ensemble," "Pan Rhythm," and "Pan Combo v. 1."
From 2002 - 2004 Phil lived in Los Angeles where he continued to work as a jazz drummer. While there he began recording "H2O," employing the legendary Alex Acuña on drums and percussion. Phil also worked on other recording projects for Caribbean vocalist Jessica Vautor, singer Kathleen Grace, Disney Internet Group, the University of Southern California Vocal Jazz Ensemble and film score composer Patrick Kirst.
Phil's first recording project "H2O," (Ramajay Records - 2005) is the culmination of his work as a composer, percussionist and pan player. "H2O" is a mostly instrumental album that showcases Phil's incredible talents as a composer and steelpan performer. The band includes Paul and Marc van Wageningen on drums and bass, Michael Spiro on percussion, pianist Matt Clark and features a number of special guests including John Calloway, Alex Acuña, Jessica Vautor, Gerry Grosz and James Moore.
Currently, Phil is working on a new cd featuring: Jessica Vautor, Crazy, Randy Brecker, Ray Obiedo, Marc and Paul van Wageningen, Michael Spiro, Edgardo Cambon, Orlando Torriente, Dave Mathews, Michelle Hawkins and Murray Low.


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Well, after a few years of seeing baby goats born every year you start to notice the family traits. All of my offspring are beautiful and smart, for example. In Brandy's LaMancha kingpin family, many of the kids have the same habit: they like to stand at the door and grab the sliding bolt with their teeth, sliding the bolt back and forth incessantly so that it makes a clacking sound.
Wronny will slide the bolt until the farmer yells at her to stop. You don't even notice the bolt noise any more until you hear the farmer yelling: "Knock it off, Wronny!" The farmer doesn't even look to see who's doing it. When it goes on forever like that, it's always Wronny.
The Nubians are universally puzzled. Their puzzlement spans all the generations.
In the April family, there is never a generation that goes by that at least one kid doesn't get April's beautiful face. First Mabel had it, then Cammy had it, then Biscuit had it, and this year little pink Hermy has it.
And that brings us to the exception that may or may not prove the rule, although we are starting to think there may not be any rules. But anyway: Big Orange.
Big Orange is tall and elegant and orange and shy and retiring and unfailingly sweet. She is a pacifist, above all. She is the Gandhi of goats. Whenever there is any kind of line she runs immediately to the end of it; she would never think of cutting in front of anyone.
This morning, Winnie, who thinks she is all that and likes to swagger around pushing everyone out of her way even when she isn't going anywhere, came up to Big Orange and stood in front of her and for some reason didn't t-bone Big Orange but instead got a sleepy look.
Big Orange kindly began kissing Winnie's head and cleaning the top of it in a cheerful and solicitous manner, even though 99% of the time Winnie only comes up to Big Orange because she is planning to take her lunch money.
Anyway, Big Orange is a saint.
Now Big Orange had a daughter, a little orange daughter that we are calling Tangerine right now while we mull over some of the excellent name suggestions we have received. Tangerine looks just like Big Orange. She is slightly less orange, and has slightly shorter ears, but really those are the only differences. Any person off the street would be able to walk in here and pick out Tangerine as Big Orange's daughter.
But Tangerine is the OPPOSITE of Big Orange. Tangerine is the angriest baby goat in the world. She is like one of those terrifying human babies that people have sometimes where everyone tiptoes around looking ashen and whispering, "don't wake the baby! Please GOD, don't wake the baby!"
When the farmer goes out in the morning with bucket of milk for the big babies, Tangerine - who is the smallest of the big babies - comes like a BAT OUT OF HELL for the bucket, shrieking the whole way like a fire engine and flinging her body against any obstacle, animate or inanimate, that gets in her way.
Almost entirely because of Tangerine, the big babies are now referred to as The Piranhas. When she isn't hungry, or shouldn't be hungry because her belly is like a beach ball, Tangerine still shrieks like a fire engine whenever she sees a human or any other entity she thinks might be capable of milk propulsion. We cannot figure out why, but she seems to think she can somehow stockpile milk for future use, and that screaming is the best way to make powerful friends.
When in the few moments a day she overcomes her milk monomania, she is gregarious to the point of being annoying, chewing hair, lap hogging, prancing and dancing and making a show of herself. Again, the opposite of her mother.
Oh well. What can you do? Sometimes the orange is truly orange and sometimes the orange is only skin deep.
Posted by goatfarmer at 10:21 AM 2 comments :
Well the SS Boo finally limped into harbor last night, late as usual and at the most inconvenient time imaginable. The farmer had surmised from the size of the cargo hold that there might be about 15 kids aboard, but in the end only two "miniature" Nubians toddled ashore.
Both are very pretty, like their mother. Both have frosted ears, like their mother. Both are fat and opinionated, and see if you can finish this sentence.
Anyway in unrelated news there was another Lamancha-Nubian-Nigerian IQ demonstration yesterday. The indoor kids (Winnie, Jr. with the broken leg, Tangerine, Widget, Hermy, Augustine, and Julius) played in their stall, where Winnie, Jr., being the biggest, is the king of the babies, a job she loves. Three of the indoor babies (Win, Tangerine, and Widget) are bottle babies. The other three are dam-raised.
Yesterday the bottle babies made the switch from the tiny pop-bottle nipple to the baby bucket, which has a bigger nipple and doesn't work in quite the same way. So sometimes it takes a while to catch on. Winnie, Jr. of course, being a purebred Lamancha, got it right away. Tangerine, being 7/8ths LaMancha, didn't have too much trouble but had to cry and sputter melodramatically a few times for effect.
Widget, being both a boy and 1/8th Nubian, was rather stumped, and jabbed his head desperately against the bucket, perhaps hoping to knock the milk out. To his credit, unlike a full-blown Nubian, he seemed to know that there was milk in there. He just couldn't figure out how to get it out.
Anyway, that was all about to be expected. What wasn't expected was that the rotund mini-Manchas (half Nigerian, half LaMancha) - Hermy, Augustine, and Julius - would watch for a few minutes, taking some simple mental notes, then scurry over as soon as the nipples were vacated and help themself to extra milk.
Hermy led the way.
Bottle baby, schmottle baby.
Hannah Belle's Baby Blues
Well, my daughter Hannah Belle was never much in the running for the Mother-of-the-Year honors, except for a couple of weeks last year when she doted rather nauseatingly on little Peanut, nudging him along and making sure nobody stepped on him, and never letting him out of her sight, and washing his little head just about incessantly.
"It's clean already!" I told her several times, but she isn't a big one on heeding the advice of her elders. Or anyone else, for that matter.
But once Peanut was up and running she ditched him and his triplet siblings, and went back to her goating about.
This year she didn't bother doting on anyone, since the whole set of triplets was rather strappingly normal, just got them started with a couple of days of milk then split for greener pastures. It was her own Outward Bound program: if the little tikes could find her, fine, she was happy to give them some milk. But if they couldn't escape from their stall or pasture to track her down, then they could just go without. When it comes to milk, her policy was, you have to want it.
They quickly learned many of her escaping tricks: grab the chain on the gate and rattle it with your teeth until it pops off the hook; run upstairs to the hayloft to help yourself to the better hay; huddle down behind one of the milkers then barge out of the stall with your head down low when she goes to be milked.
And many more tricks, including spin moves, head fakes, the patented milkstand pick, and "bookcase baby" which is too complicated to explain here.
Hannah Belle knows them all: if she wants to go in the house, for example, she knows that she can open the back door by pushing down on the handle with her head.
Anyway I am getting off track as usual, the point is that her parenting skills were, or seemed to be, on the lax side.
But this year for the first time Hannah Belle's babies all went home within a few days. And we could not believe what we saw.
Hannah Belle noticed. Hannah Belle noticed very deeply.
She went on a mission. She scoured the entire farm from top to bottom looking for Cora Belle and Filbert, the last two to leave. She searched for them in every corner; she opened the tack room; she ran up to the hayloft; she squeezed through the pasture gate and came up to the front yard, where they had sometimes scarfed up last year's tired maple leaves. She even looked under the porch.
And all the time she called out to them in an angry chuckle. The joke is over, you kids. Come out.
Well, the farmer always says that the trouble with Nigerians is that they are too smart. This isn't true of the Breezy family, but in general I understand it. And there is one perfect illustration of it: disbudding.
There are quite a few not very pleasant tasks in the goat world, and one of them is disbudding the baby goats. The farmer hates it but it has to be done.
So every year the farmer puts each baby goat in a special box and burns out the horn buds with a special iron, a procedure that only lasts a few seconds but hurts a lot. And every year when the farmer takes the Nubian babies out of the box, the Nubian babies look up with surprise and relief from their bawling, as if to tell the farmer - oh, thanks for getting me out of there, you would not believe what happened, it was horrible, thank God you happened along.
Whereas the Nigerian babies give the farmer a black look and for several days afterward scowl and holler when they see the farmer. As if to say: why did you put me in that box? I am calling my attorney as soon as I can get a cellphone signal, and I will see you in court!!
Because they know what happened.
And now Hannah Belle knows what happened too.
After an entire day of searching, Hannah Belle gave the farmer the blackest goat look you have ever seen, and went and stood by the gate to the down-below pasture, which she normally hates. She stood there with quiet dignity, even though ordinarily she would have just squirmed and wiggled her way in. The farmer came down and opened the gate, and she immediately went in and found her baby from last year, the almost-yearling Boxcar Betty.
She has been sitting with Boxcar Betty ever since. And whenever the farmer comes near, Hannah Belle turns her head so she doesn't have to look at the farmer.
Welcome to the Chronicles of Narnia
Here in our corner of the frozen wasteland that is the Pacific Northwest, it is snowing steadily as the sun rises. Well, sort of rises. Peeks through the curtains and then goes back to bed.
Snow is fine and all but please excuse me: it is almost MAY. Some of us have our coats half shed out and now they are growing back. THIS IS NOT A GOOD LOOK.
ENOUGH ALREADY WITH THE WINTER WONDERLAND!!!!!!
Well there has been a lot of news that didn't get into the blog because everything was so busy. Lots of very pretty LaMancha babies have been born, if you like conceited goats with no ears. Their names are Yin (aka Winnie Junior), Yang, Yes I Know (aka Jessie), and You Bugaboo (aka Bugaboo). It is a Y year so all the big babies are getting names that start with Y.
Well, on top of that Peaches the mini-mancha outdid herself and had a set of triplets, all with correct LaMancha ears, which has never happened before. She has only ever had twins, and every year one has nice Lamancha ears and the other has gigantic ten-gallon-Stetson Nigerian ears.
These triplets look very different: one is the usual xerox of Peaches, a big girl with a pretty face and a kind of pinkish-apricot color; the other two are smaller and super-flashy black and white with blue eyes. The pink one is called Hermy, the black and white tiny twins are called Julius and Augustine. I have to say, as far as mini-Manchas go, those two are supermodels.
As reported previously, Big Orange popped out a set of twins, a little orange doe who is currently being called Tangerine (but remember, she will need a Y name sooner or later - we are hoping that Teresa Saum will think of one), and a little black buckling, who is currently being called "the little black one."
After two years of outstanding service, Peaches' charming son Wrusty had his cojones removed yesterday (the largest ones she had ever seen on a goat, the vet reported admiringly) and is recuperating nicely in the barn.
In some upsetting medical news, little Winnie Junior (aka Yin) broke her leg a few days ago and the vet said that it was not healing well in the sub-par splint the farmer made. She will be going down to Olympia tomorrow to get a special splint which we hope very very much will help the leg to heal. Meanwhile Winnie Junior is living in the house with Tangerine and LBO and demonstrating at every opportunity that even a three-legged LaMancha from a family of Goat Mafia kingpins (believe it or not) can sometimes have an adorable personality.
And of course in the most important news of all, my granddaughter Cora Belle and her brother Filbert are going to a new home. It's a good home, so it's okay, but we will surely miss them.
Busy Orange Day
Well it was a busy day with lots of visitors and lots of baby goats leaving for their new homes. Big Orange was supposed to kid in a few days but she started looking starry-eyed late this morning and within a couple of hours, unlike most first fresheners, she popped out a set of twins. One of them is a duplicate of Big Orange, only smaller. Right now we are calling her Little Orange.
But she might need a better name.
The other one is a big strong boy who looks just like his papa (Junior.)
He doesn't have a name either. Maybe Junior, Jr.?
Big Orange was a champ.
Notification of Name Change
Like mother, like daughter.
Hannah Belle's little daughter Blue Belle has had a name change. Her name is now Cora Belle. But why?
Well, she was born on Valentine's Day, and Cora sort of means heart. You know, heart, love, Valentine's Day.
But the real reason is a little different. Hannah Belle as you may know was the world's friendliest baby goat, and as an adult she came to be known as Hannah Belle Lecter because she was so spoiled that she never heard, much less understood, the word "no." And Cora Belle is already showing the family colors. When she sees a person, she comes running. Through the fence, under the gate - she is undeterred by obstacles that would stop an ordinary goat.
She has no respect for boundaries. She wants to be where the action is, and that is with people. And she wants to be fed and coddled and picked up. Boxcar Betty, her almost identical older sister, was not against feeding, but she was never one for kissing and hugging, and would only tolerate it when absolutely necessary.
Not this girl.
So anyway little Blue Belle will now be called Cora Belle. Because some day she almost certainly will be known as Cora Belle the Horrible.
▼ Apr 30 ( 1 )

redpajama_set_name: RedPajamaCommonCrawl


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SRB2 Message Board > Archived > Outdated Releases (2.0.X) > Outdated Official Level Design Contest (2.0.X)
November/December 2011 Voting
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Steelie
feeling rather Iffy lately
So here we go again. Another contest of suffering in Match because you have nobody to play with, but enjoying Circuit and SP stages, because you can play them alone. Let's go.
I'll take everything about enjoying the SP maps back. It was all too wrong to be true.
Running Special Stage Act 1, 7/10
~ZarroTsu
I don't really seem to care about description anymore. But well, pretty hard to handle inside it, but still interesting stage.
City Area, 1/10
~Internet Explorer
I... I just... I don't want to talk about it.
Polluted Plains Zone, 0/10
~742mph
I HAVE my reason to give it big fat zero, so shut up SC!
The level is cramped, ridiculously hard with your "modified" thok and even unplayable.
The Metal Sonic was an interesting fight, UNTIL: WARNING: State Cycle Detected. The boss disappeared and I was left in a closed room, without rings and no End Sector in sight. *sigh*
Note: -Initional post deleted- Wish granted, played through LAN with some of my friends. Most of the votes are staying, tough.
...Whut? What's with the texturing in these maps? It's... just bad. Only BGZ didn't have error in its way.
Aquatic Egg Zone, 5/10
~akb778
The texturing was bad, but at least the layout would do for a good map.
Maple Lake Zone, 6/10
Zarro, you again? Anyway, the texturing is erm... anyway, the same as AEZ, but only better layout.
Blissful Grove Zone, 8/10
~Scizor300
Looks like Match expression of Majestic Grove. Nice one. Only a bit laggy, but I still approve of it.
Only 2 maps for such a good gametype? I'm really disappoint now. But at least they weren't bad.
Castle Flagman Zone, 7/10
~EternallyAries Red X
Rather small map and felt like a maze for my first time playing. Still good, anyway. And I actually enjoyed it.
Spacebound Fortress, 8/10
One may say that floor wasn't fitting, but I think it was genius. And I guess I will see you even in Circuit?
Had the most entries, but was the worst of all divisions? Come on guys!
Aphotic City Zone, 5/10
~ThunderNova
Oh a lagfest. And your former Dark City Circuit if I'm not mistaken. Anyway, it was cramped, laggy and rather hard to notice holes.
The End of Circuit, 2/10
Wat. A joke map? Okay. All SRB2 textures in one map? HELL NO! I didn't even know where am I going despite its straightforwardness.
Unstable Icicle Zone, 5/10
~Zipper
It could have been higher without that thing.
Mountainside Greens Zone, 1/10
~Root
Dafuq is going on. It's like a Sonic Circuit just with bigass layout of Jadeflower. (Seriously)
CastleLand Zone, 4/10
The outside of castle was gorgeous, just beutiful... Scratch that, outside was maybe nice, but I still don't like maze castles.
Black Magic Workshop, 0/10
Quartz Caverns Zone, 2/10
~glaber
Requiem for a Soul, 3/10
~Boinciel
Bonk! We got another joke map! Shall we please move on?
Conveyor Climb Zone, 2/10
~Shadow Hog
lolwut?
Hot Chocolate Manor, 1/10
~Katmint
Am I being rude? Those maps just deserve that!
Edited, for goodness sake.
<Majro> or maybe they simply walk at sucking
Last edited by Steelie; 01-07-2012 at 02:37 PM.
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MascaraSnake
aka SpiritCrusher
Originally Posted by *Steel*
I didn't even say anything.
Note: Keep in mind that with our new router connection, the maps would be unplayable for me in servers. So I just looked at them.
You're not allowed to rate them if you didn't play them in a netgame.
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Originally Posted by SpiritCrusher
For some reason, I always know that you would argue.
Playing with bots is like playing with players, only with good connection. I don't see the reason why should bots not be allowed to test maps.
But I didn't.
No. The programming for bots is extremely basic. They don't recognize the terrain they're playing on, which is why they're completely useless for testing how well custom levels work. Hell, they don't even collect items.
Too many colormaps ? Probably another Windows 7 problem...
It's alright, go on, you'll never know anything if you don't try
Last edited by Internet Explorer; 01-07-2012 at 11:43 AM.
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Killda
Here's an idea: Try them in vanilla SRB2, don't vote on Match and CTF until you properly play a netgame, give criticism that's actually helpful(optional) and DON'T give absurd votes on race maps when you get stuck ONCE and just try again until it doesn't go horribly wrong.
<MonsterIestyn> surely it's good ass though
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akb778
aka Sutekh94
Originally Posted by Internet Explorer
Definitely not a Windows 7 problem; the map works fine for me...
Other places I'm usually on:
YouTube | DeviantArt.
Visit akb778's homepage!
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Originally Posted by Zipper
Okay, okay! Don't yell at me. I did as you wished. But keep in mind that that thing is like you just simply walked into Mordor. Hitting that spring will make the game unplayable.
1) I wasn't yelling, just pointing something out. Nothing serious.
2) I think you missed my point. You can vote any map anything you want, I'm not trying to put pressure on anyone. It's just that barely touching the maps before voting on them is really bothersome.
3) Blackmagic Workshop STILL not working is a little suspicious...
My work is never done yet
Steel, what are you talking about with your "WARNING: State Cycle Detected"? That boss was programmed more than three months ago and I've played it many times since then in many different arenas. I've never seen that error message and never had the boss disappear on me in all that time, and now you're telling me that it glitched on you? Not only that, but you're the only one of the voters who's described this in their reviews as far as I know. What version of SRB2 were you playing this on? I'm pretty sure that votes based on pre-2.0.6 versions and custom modifications such as SRB2CB aren't allowed, although I may be wrong (am I, SC?) Seriously though, I don't think you have any right to give my level a zero because of that single isolated glitch that no one else has experienced.
<Evilgasm> the opposite of egoraptor is Toa Tahu
Visit 742mph's homepage!
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Aka Hinote
Alright. Because I actually took time to take a look at these, I'll say my little review and ratings. Not to be offensive, but I did not really find many of these enjoyable. I felt a lot of it was cramped and had no real visual appeal. A lot of them felt boring and some weren't even enjoyable. I'm not saying all, but the majority.
I'll start off with the multiplayer pack because I actually haven't gone through most of singeplayer maps.
Aquatic Egg Zone by akb778 - 4/10
The one wasn't that bad, but I really don't understand it in a visual sense. Is it suppose to be an aquarium built by Eggman? It is a little cramped in there though. Emeralds are seriously easy to find here too. I don't have much to say for this one, but its a start.
Maple Lake Zone by ZarroTsu - 5/10
It's a little bit spacious but still fun to actually run around and play match. But because of its huge space, I believe there could be a little more added for aesthetics. It's a great level to play match with a lot of players, but when it is just 4 or maybe less, sometimes it is hard to find others. This is probably mentioned, but I found several red walls.
Blissful Grove Zone by Scizor300 - 6/10
Not too big or too small of a map for a small amount of players in game. I loved how this stage flowed though, at least to me. I was able to make a path for myself and I actually did like how simple the level was. My concern though, (and most likely mentioned already once again) is that.. How in the world does anyone who cannot fly or glide get those Chaos Emeralds? It just doesn't seem to be fair for those who play as Sonic or any other character that can't reach them. I think it is best to keep all characters matched out equally to be fair amongst all players and their choice of character.
Spoiler: The Chaos Emeralds I can't reach
Castle Flagman Zone by EternallyAries Red X - 6/10
Pretty good in my opinion. I feel it is a little small and cramped, and hard to actually flow through the stage, unless you're like me who has a hard time figuring out paths of new levels. I've gotten lost numerous times and it is a little frustrating when you play this fast paced gametype. I believe putting crushers and an item box below it is a bad idea. I don't believe I've ever actually tried to go through that, unless I'm asking for a death wish, especially in netgames if you happen to lag a lot. Usually I'd keep away from crushers in CTF. But in visuals, I can tell it's a castle zone clearly. At least the weapon panels and items seem to be spaced out fairly.
Spacebound Fortress Zone by ZarroTsu - 4/10
It's okay. Playable at least. I just find this stage boring. No real visual that catch my attention, or even playing through it. It just seems to be almost like running back and forth on a path, making sure if you have the flag you don't make a mistake and fall into a pit.
Race: (I still find it sad that circuit in OLDC is ending. I guess nothing ever last forever.)
Aphotic City Zone by ThunderNova - 2/10
This is not how you start out a circuit stage. It's a little small and cramped, and can be frustrating, especially if you're lagging a lot. It's almost like if you're Sonic, you're asking for a quick death wish. Tails has a great advantage in this stage at least. But I think jets (I think that's what they are) and fans to get to higher places isn't a good idea if they aren't used correctly.
Spoiler: The part I dislike
The End of Circuit by akb778 - 0/10
Most likely a joke map and therefore I cannot give any real review. But.. ;c Thanks for making me miss circuit once again. R.I.P Circuit.. I always loved race more.
Unstable Icicle Zone by Zipper - 4/10
First of all.. How many paths are here? I was playing this with others and they were on a normal path, where I was at a path with so many springs. I hope someone understands this, because I thought the level shifted for me. Perhaps I'm just not paying close attention maybe. It is confusing and boring. Even the ice themes are getting a little boring now. But the stage isn't too bad, its still playable :) I think there was one part I think that was unnecessary though.
Spoiler: Unnecessary Springs at your service
Mountainside Greens Zone by Root - 1/10
I'll give 1 for at least trying. Maybe it is your first map? I can't tell with these new usernames and especially since I don't come on a lot these days. A flat stage and a bad shortcut with bombs isn't going to cut out in circuit. It's pretty spacious and boring. All you can really do is have a thok fest. I have nothing more to say for this stage.
CastleLand Zone by EternallyAries Red X - 7/10
I actually liked this one and I'm starting to think you're liking castle themed stages. The visual is nice here, and makes sense. I enjoyed playing through this stage, I've even tried a few times to speedrun it. I still think the stage is a little cramped. Not too much though, I just get this small feeling when I'm in the castle.
Black Magic Workshop by Internet Explorer - 6/10
I'll say.. The visuals in this stage are unique and gorgeous looking. I'm not usually too fond of devils and witchcraft kind of subjects, but this is probably the best looking stage in this OLDC. Thumbs up on the visuals, but the gameplay wasn't so hot. I've often get confused and lost, especially in the library. Sometimes I believe tricking or giving a character the inability to escape isn't a great idea in circuit . It's great for players playing as Sonic, but those who choose not to will have a hard time, especially with the "space countdown." At least it gives heat that you gotta RUN :P! Excellent visuals, but poor gameplay is all I have to say.
Quartz Caverns Zone by glaber - 3/10
Very spacious. It feels a little confusing with the different paths of Sonic and Knuckles. Jumping on stairs is also not a great thing. I feel its unnecessary to be jumping over a series of stairs. Not much to say, but I just didn't find this one enjoyable.
Requiem for a Soul by Boinciel - 7/10
This level is just way too long, it takes me almost 3 minutes to just complete a lap. Often I've gotten lost and confused. The ice theme here though I actually loved and it looked beautiful in a sense that I actually spent most of my time sight seeing than actually running the stage because of how long it was. I can tell there was much effort put there though.
Conveyor Climb Zone by Shadow Hog - 5/10
I love the idea of using Knuckles' glide and climb ability to race. Unique in a way and plus I haven't actually played Knuckles in races much. It is nice for a change, but because I'm more of a visual person, I didn't find this stage looking nice. Though.. I am guessing the focus here was mostly creating a different kind of style to circuit. The change was actually what made it stand out more in circuit. So.. I love the idea!
Hot Chocalate Manor by Katmint - 2/10
I think chocolate is spelled wrong. Cramped and small, and jumping platform to platform dodging fire isn't always fun. No real visual sense either. I could sort of tell it had to do with chocolate though.
That's it for now. I'll give me singleplayer review later on when I'm not so busy. Hopefully I didn't make any typing errors here because lately I've been having horrible typing skills. Good luck you guys!
If you're interested in my art work, click here.
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Scizor300
footure semen
too lazy to do the rest of the divisions right now so here you go
The hallways are extremely cramped
The SRM is easily campable
The textures clash horribly, especially in the inside areas
The outside is the only decent spot
Visuals are simple but get the job done without being too barren/cluttered
Really open
ffff still needs more variation with the lighter brown bricks like i told you[/rant]
Weapon ring placement is fairly easy to remember
Blissful Grove Zone by Scizor300 - herp/derp
whee forgot to reset the emerald heights when i went to place them
* You were kicked from #SRB2Fun by Rob (You know what? Go fuck yourself.)
<+Scizor300> i got kicked from #srb2fun from enraging rob with terrible christmas songs
<+Scizor300> my life is complete
sciz 4 stjr: i'm gonna make america cool again
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D00D64
Worst Ranked 'Kart Player
I probably should have written these ages ago, but... eh. I may re-write these later.
Running Special Stage Act 1 by ZarroTsu: 3/10
The concept of this stage is running, but for the most part, it was... pretty much the same as always. The falling floors just feels half-assed compared to actual autorun, and you added nothing else to make it feel any different than the current special stages. As a result, it has almost nothing going for it and is another example of SRB2's lousy special stages.
City Area by Internet Explorer: 2/10
Giving critique on this is pointless, as you already have shown better work, given how old this level really is. If there is anything I can say, its how odd this level is in terms of... plot.
Sonic, Tails, and Knuckles all wake up in Sonic's bed, and then their toad roommates warn them of a Crawla infestation in the insanely huge garage that apparently got hit by an earthquake, but rather than take the elevator, Sonic and Tails go through an air vent (as Knuckles breaks through a door) to get to the power room and jump down the incomplete fire station pole slide-down thing and then they go through the garage, then jumping around on some chains near the end (implying the garage was actually an elaborate dungeon) to hit a random signpost in a cramped hallway with conveyor belts...
...Yeah.
Polluted Plains Zone by 742mph: 3/10
Okay, why did this map get the explanatory cutscene over City Area, I don't know. All it does is show just how terrible the map you are about to play really is. "Sonic, you know that wouldn't be fair!" This line sums up the entire wad. Eggman completely ignoring his one chance at killing his greatest enemy to give him a fair chance. This single sentence tells the player all they know: The wad is not going to be any good. And damnit, it was right.
The map is incredibly cramped the entire way. There is little to no breathing room as you try to avoid the instant death slime and try to hit enemies. The split paths are also very easy to get mixed up in, as you enter what seems to be the right way and its actually the way back. The platforming itself is also quite basic, and Sonic's nerf'd thok comes wit no explanation or need.
The SOCcing is also pretty poor. The enemies TELEPORT the rings onto you. No, not give; TELEPORT. Get hit with an Armageddon shield, which you got from the random monitor? They just float in the air. The Jettys in the Eggmobiles look like something out of Dumbventure: Ridiculous, clashing with the "serious" 4th grade fanfic you started the game with, but you don't even fight them, which could have been the only real saving grace of this wad.
Your laziness in SOCcing also shows in the boss fight, which is basically "an Eggmobile which you cannot tell what is doing until it is already doing it, has the charging move in its normal moveset, and can be beaten by jumping in place after the first hit if you time it right.", and also plays the shittiest tune in vanilla SRB2. Speaking of tunes, your choice isn't even the looping version from the re-release of Sonic CD, which given how late you chose to pick a tune (as stated in IRC), you had plenty of time to see about it.
However, despite all this, I can say its not COMPLETELY awful; you ARE trying with SOCs, which is a lot more than I can say out of anyone in this community, but they suffer from a lack of polish. A story was attempted, but it falls flat on its face with how ridiculous it is. You had a concept for ring gaining, but it suffers from several problems (the teleporting rings, the boss arena having no enemies near it).
You are just trying to fly way too high; Trying to present us a story and alternate ideas like the Rings Only From Enemies deal was too much for your obviously lackluster level making skill. I suggest starting with just some normal, vanilla levels before something this ambitious.
Alright, I have my two cents on this OLDC. And no, I am not doing the race maps.
The least skilled player on the Kart Krew dev team, but I try my best. Maybe someday...
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Last edited by D00D64; 01-14-2012 at 11:59 PM.
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I'm not going to argue with your vote, D00D, as we both know how pointless that would be, but let me just say that teleporting the rings onto the player instead of just giving them with A_RingBox was done for the sparkle effect when the player collects one. However, I am using a similar gimmick in the modification I'm working on, and the player is simply given the rings there, so you don't have to worry about the Armageddon Shield bug. As for those pods you saw in a couple of places in the level, they're actually transport pods for newly constructed badniks. I thought this would be incredibly obvious, considering how you see them twice in the level, one empty (without the Jetty-Syn) and the other full.
Updated my Match and CTF reviews. Everybody who made a Match or CTF map, please re-read.
http://mb.srb2.org/showpost.php?p=720639&postcount=24
Charybdizs
it's lamp for supper, kids
I think I shall only vote on Circuit this time around. Aside from the issue of time and priorities, I never got to play all the match and CTF maps in a server, so I won't vote on them like some little bastards.
Anyways, Circuit was most dear to me this time. So, here we go.
Aphotic City Zone by ThunderNova
1/10 - Horrendous
I've told you everything that is wrong with this map. From the horrible flow breaking platforming, to the horrible texturing, to the ridiculous and counterintuitive teleporters. Speaking of which, aren't they still broken? I got all my criticism and suggestions to you... what, two weeks before the deadline? Sure, I didn't expect you to be able to retexture the whole map, or redo it. But when the contest came, none of it was fixed at all, not even something as simple as textures on the teleportation walls!! What a lazywork this is. Positively shameful.
The End of Circuit by akb778
The most laughable joke attempt ever. The funny thing was how it started out absolutely normal. And then the "All your rings are belong to us" texture. And then, when you were still confuzzled by that, "WHAM!" Every texture in the game.
Despite the humor of it, it is most certainly not worthy of anything more than a one, like some others seem to think. :p
Unstable Icicle Zone by Zipper
5/10 - Average
Congratulations on a completely original idea. You already know what I think of this level, for the most part. You did a decent job constructing it, and certainly a nice job of implementing the changing level idea. It isn't anywhere near perfect, but you're definitely progressing. I was a tad disappointed at the visual improvements. They weren't nearly as drastic as I expected. But what there was was indeed nice, and I shall blame my disappointment on lack of time on your part. It was the day before the deadline that I gave that suggestion, wasn't it? :x
If there is one thing that bothers me most about this level, it is the complete unnatural look it has. Just take a look at it in DB. For a natural theme level, it looks very artificial. and that shows in the gameplay. Environment is a big part of circuit gameplay, and when an environment is as shoddy looking as this one, it makes me NOT want to go through it three times.
As for the changing level gimmick, it is giving me some interesting level ideas. If I decide to go through with any of them, I shall have to contact you in interest of collaborating.
Mountainside Greens Zone by Root
Ahahahaha. 8 sectors.
CastleLand Zone by EternallyAries Red X
7/10 - Good
I admit, that when you talked to me about joining the circuit division this time around, I was more than a little skeptical. Previously, I had only known you by the roleplay map you submitted a few contests ago, and your in-need-of-improvement typing skills. I had got the impression that you were a complete newb who didn't know much about level designing. Thank you for proving me wrong. I stand corrected. The moment I opened this level for testing, I was struck. This is quite a beautiful creation of yours. I had a good time exploring it. It doesn't play too badly, either, despite the cramped feeling indoors, and that horrid death pit in the beginning hallway. I enjoyed every part of the level, even the library, which seems to be a controversial point. Oh well, that only serves to illustrate the point that no one can agree on what is proper for a circuit level. But indeed, this level was a proper finish to the circuit division.
Black Magic Workshop by Internet Explorer
8/10 - Great
KOTE, you just got your butt whooped. Eggmansion Zone looks like a stroll through the park. This is some seriously creepy stuff right here. I'm shocked that you even took this step, Internet Explorer. Let it suffice that if I hadn't talked to you beforehand about your motives in this map, I would be seriously worried about you. Whether you believe in the existence of demons or not, the subcultures represented in this map are pretty horrifying things. And oh, the time spent on such odd little unnatural details, such as the moving windows, blood stains, laughing voices, and flashing sectors. I'm not even sure how you did the latter, but it certainly gave it an unnatural feel. As did the colors. The whole level feels as if it is alive. o-o
I'm trying to find out how to vote this map. Between my natural attraction to it as a neat level, and my natural repulsion to it because of its satanic themes, I'm sort of confused. I think I shall give it an eight. It was fantastic gameplaywise, though perhaps a bit too difficult in some of the demon possession sequences, the last most particularly. The lighting could cause some confusion with pits, but that seemed like a minor issue. As ideas go, it was absolutely amazing. The demon possesion area with suction towards the pentagons and flames was quite something, as was the gargoyle conveyor. That impressed me.
But to tell the truth, my reaction to this map is the same a Jew would have to "Swastika Zone", a level consisting of gas chamber runs, oven hazards, and concentration camp themes. Structure wise it may be good, but it is pretty much against everything that I am. I played it for the contest, and now I'll put it down and likely never touch it again, because I simply don't feel right playing it.
Quartz Caverns Zone by glaber
4/10 - Mediocre
When I was having a conversation with you about the map, you asked me if I thought you had reached 1.09.4 quality in your level design skills. I really didn't know what to say at the time, but now I do.
And what I have to say is this: No. It is not. That doesn't really mean anything, though. What exactly are 1.09.4 standards in the first place? And why would you compare your works to them? Is this all a game to see who can make the most suitable stuff for SRB2? I guess there's nothing wrong with basing your works qualities on something else that you know has quality... but make sure you're not just aiming to copy it. What I'm saying is, you have a different style. That's very obvious. Now, instead of striving to copy something elses style, like you appear to be trying to do, learn to perfect yours in a way that is fun for you, and for others. Art is something that should be a piece of your heart, not others. But art is also useless if that heart doesn't affect other people. Learn a healthy balance. :D
As for technical aspects of this map, I think this map is about the best it will ever be. To make it any better, you'd probably have to remake it entirely. Next time you make a map, focus more on making every ince of it interesting. There are way too many flat stretches in here, with nothing to keep the player interested. But if there is one thing you did excellently, it was the path splits. So many options! Next time, work on making each choice a new and interesting thing. As it was, they tended to be very similar. Two more things: Those staircases are nasty and flow breaking. I should have said something to you beforehand, but for some reason I didn't. And lastly, that pit that the springs send you into if you hold forward is splendidly done.
Requiem for a Soul by Boinciel
1/10 - But Still Awesome
It really took me a while to figure out what to rate this. You see it plays horribly for the sake of actually racing. Yet at the same time, I abslutely adore it. It's like... Pure, unrefined imagination. Almost as if you didn't make this level for contest, but just because you wanted to make a cool place. And you certainly did.
Funny thing is, this level used a lot of ideas similar to ones that I was going to use. Such as, the start not being part of the actual circuit. Plus, many of the secrets were hidden in ways I had hidden mine. Once I noticed this, it was really easy for me to find them, because I only had to look where I would hide them. Not sure who that girl is though. Or for that matter, what HELIO means.
Conveyor Climb Zone by Shadow Hog
You know what was good about the game "Braid"?
There was no filler material. Every puzzle was a new thing. Never once was it re-using concepts from before. It always was changing, the challenges were always fresh.
Hot Chocalate Manor by Katmint
2/10 - Awful
Ahahaha. Awesome theme. I hope this was a rush job, though.
I have nothing to say about this that wasn't said by everyone else.
A dome structure? something that could be filled with diatomaceous earth?
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Originally Posted by Charybdizs
You do realize that this is literally a bunch of leftovers lazily slapped together with a Find/Replace texturing job, right?
I figured it was something of the sort. A mish mash of bits of levels from over the years. Yet, some of those leftovers are pretty interesting. And yeah, the hasty texturing job was apparent. :p
Shadow Hog
Alright, I guess I'd better do some voting before deadline hits. I only care to vote for Circuit, frankly.
First of all, you're already well-aware of this, but I have to get it out of the way: the map is broken as all get-out, since several participants can't finish the map at all, due to broken teleports.
For that matter, why are there teleports? They're not in terribly logical places whatsoever (thok towards solid wall = teleport for some reason) and strike me as utterly meaningless. You'd be better off cutting them out entirely and just making the path connect to itself properly, outright, or otherwise having the teleports behind darkened sectors (ie: fade to black, and you teleport once you reach the black).
Add to that that there are a lot of annoying jumps as Sonic, particularly towards the beginning of the stage where you have to go around the obvious platform to find a tiny foothold low enough to jump on (either the platform itself should be lower or the foothold closer to the side you approach it from), and this stage just annoys me all-around.
You put a remarkable amount of effort into appearing to have put absolutely no effort into this. I really shouldn't even waste my time criticizing it since it was obviously a joke entry, but for the hell of it, I'll mention a few things.
One, the tunnel at the beginning is fine and all, but the areas on the sides kind of annoy me, because they look like legitimate paths, until you try going down them and realize that the truth is pretty far from that, causing you to waste valuable time. Obviously this only applies to early races, but still, it's annoying.
Two, the area with the water and the springs - it really looks like you should be able to just get over it with one spring, but for some reason you just barely can't. That sort of thing should be avoided.
But really, this was an obvious joke, so frankly, you're going to get the score that kind of map deserves.
I thought this map was simply okay. Nothing especially revolutionary, nothing especially awful. Art design was nice enough. I liked that you attempted a high-risk, high-reward shortcut, but it's extremely easy to game over in it, and I'm not even sure that it's all that much faster than just going forward. I also recall that this map was supposed to have layout changes between laps, which I saw no evidence of - although it works alright despite that.
I'm sure we've beaten this into your head several times now, but just to repeat: absolutely no height variation. Alternate path that doesn't add any real risk to the equation, and is thus always the safer choice. Only one checkpoint, meaning you could feasibly run the entire race backwards (in fact, I think I saw people doing that after hitting the checkpoint). No "deaf"/float flags checked on any of the rings or mines. It's just not a good map by any stretch of the imagination.
Another okay map. I don't recall it doing anything especially offensive, but then, it didn't really do a whole lot astounding, either. I suppose there was that library room where you arbitrarily go around in a circle - that was kind of unintuitive, all things considered. Still, I liked it, but it's really just above average at best.
I don't get why this is rating so high. Obviously this score is fairly harsh, so let me explain a few things.
This map looks great. There was obviously a significant amount of time spent on making sure it looked as good as it could, and I respect that.
The problem is, it doesn't play great - actually, it plays pretty bad. It starts off fine enough, nothing too out-of-the-ordinary, but the theme helping it out considerably. Then you hit the suction rooms with the space countdown, with barely enough time to survive it the first run through (in fact, I'm not sure I did survive it the first time through). Talk about adding a new gimmick and expecting the players to adapt to it almost immediately. That's not fun.
Then we get to the altar room, where you're left wondering just where the hell to go. That's neither fun nor intuitive.
Then you finally figure out that it's the wall behind the altar you go through, so you run through the exact same room, but with a ring suction gimmick. Okay, I can deal with that. Do it again, same room but with space countdown. Well, it's short and straightforward enough that I can deal again. Then you wind up in the same damn room with the same damn gimmick still going. This led me to believe that I was supposed to find another exit, because I was obviously looped to the same place I had been - further attempts to do this would only result in an infinite loop that would end me up dead. Worse, I had less than ten seconds to figure it out. So naturally, I died of asphyxiation. Turns out that the loop only happened once and I could've just gone through the wall behind the altar one last time and I'd be safe-ish. That's not only not fun nor intuitive, it's downright misleading to the player.
Then finally a room with Brak Eggman, who doesn't belong in a non-SP map in the slightest. Guess what? Beat him, the map ends for everyone. Didn't really think this through...
I've also been informed that it breaks after one lap, although I can't say as I can verify that.
Either way, this would probably make a better single-player map. Thematically it's very original, and a lot of the gimmicks could probably work provided you don't have the overbearing sense of "gotta go fast" that Circuit adds to everything. However, the above flaws (Brak Eggman aside) would still apply, even in a single-player context - it's just that in a Circuit context, they're that much worse.
This map's not especially bad - in fact, it's fairly competent considering some of the competition - but it's so dullllll. Also, jumping up spiral staircases of that size is annoying as all hell, and having to do it as fast as possible simply isn't fun - that sort of thing shouldn't be in a Circuit map, except in a few scant places, because it's so slow.
You really should've just finished this up as a SP map as originally planned. It's just too long for it to work as a Circuit map. The level design is just barely competent enough to work, considering it's bits and pieces taken out from other maps to make one giant Frankenstein's monster of a map, but the fact that it takes a good four minutes to get through it once doesn't work in its favor in the slightest.
That being said, it'll be an excellent SBaHJ map.
Conveyor Climb Zone by Shadow Hog - N/A
No, this map wasn't a joke entry. I actually thought I had a decent map on my hands here, albeit one that I hadn't tested thoroughly and that I'd thrown together in 24 hours. I was expecting somewhat low scores, maybe averaging around 3-5, but all the 1/10s came as an honest shock. That being said, at this point I'm more morbidly curious as to how low it can go, since obviously almost nobody likes it.
This actually is a pretty decent map at times. I like the repurposing of the Disco textures as chocolate bars. However, that room with the bottomless pit, all the annoying jumping and the flamethrowers on top of it is pretty damn annoying as Sonic. Fortunately, by coincidence, it came after my map forced everyone to Knuckles, and that room plays a LOT better as him, since you can ignore the tops of the things entirely and just climb up the exit wall. Still, it is what it is...
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Mr. Mystery
Just to get these in, no time for commentary right now:
== MATCH ==
== CTF ==
== CIRCUIT ==
You want to talk about out with a whimper...
- lol
- The first two times I played this, I was unable to clear more than one lap for some reason, and the third time it crashed SRB2. I give up.
- mega lol
[16:44] <Mystic> actually, Deep Sea is filled with the tears of kids banned from the forums
Find More Posts by Mr. Mystery
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About: Giorgia Meloni
Elections 09-06-2020
Virus puts brakes on Salvini's far-right message in Italy
Matteo Salvini, the leader of Italy's far right, has seen his popularity drop as the coronavirus pandemic has drowned out his anti-immigrant message, but his League party remains a potent threat to the government.
Future EU 18-04-2020
Will Italy's coronavirus epidemic fuel the far right?
Italy is staring down the barrel of the worst recession since World War II, which could bolster the far-right and damage the country's love affair with the European Union, analysts say.
Politics 24-05-2019
#EU2019 – Italy: Testing the balance of power within ruling coalition
EU elections could make Italy's ruling Lega the biggest far-right party in the new European Parliament, elevating its leader, Matteo Salvini, to the status of a torchbearer for the populist camp. But they could also plunge the country in political turmoil.
EU Elections 2019 25-02-2019
Italy's far-right hopes to form new broad Conservative alliance in Europe
Italy's far-right party Fratelli d'Italia has joined the Alliance of Conservatives and Reformists in Europe (ACRE), with the aim of forming a broad right-wing alliance in the next European Parliament following the EU elections in May.
Far-right party seeks to kick EU out of Italian constitution
An Italian far-right party is aiming to change the national constitution as a means to reduce the influence of EU law over national legislation. Emanuele Bonini has the story for EUelectionsItaly.blog.
European conservatives open door for Italy's far-right
Fratelli d'Italia (FDI) leader Giorgia Meloni on Tuesday (6 November) met with the leadership of the Group of European Conservatives and Reformists (ECR) in the European Parliament to discuss a possible alliance after the 2019 European elections.
Italy's centre-right leaders sign policy pact ahead of election
Former prime minister Silvio Berlusconi and his rightist allies agreed on Thursday (18 January) to a joint manifesto ahead of a 4 March national election, committing themselves to cutting taxes and rolling back pension reform.
RSS - Giorgia Meloni


Cat in the Box, based on one of the most well-known quantum physics theories, is an indulgently playful film that spins a fresh new take on how we can see this concept in real life.
Just what is the cat in the box?
Aw Khai Sheng and his team weren't making a quantum film with romance, as much as they were making a romance film with quantum concepts. They chose the idea that there are many possibilities and 'what-ifs' in a situation because it would be relatable. The team members include Chew Keng Onn, Feng Weihan, Jeremy Wong, and Kelvin Liew. They are all undergoing National Service, and spend their free time appreciating films, and brainstorming for future projects. They do film because they love it.


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Hidden gas line sparked fire that badly burned 15 Marines at Camp Pendleton
Fueled by natural gas, a 20-foot pillar of fire engulfs an armored Marine vehicle along a Camp Pendleton road Sept. 13.
(Marine Corps)
By Carl Prine
An armored amphibious vehicle stuck in a rut along a Camp Pendleton road nicked a hidden gas line during a September exercise, engulfing 14 Marines and a sailor in a fireball that grew into a 20-foot pillar of flames, according to an official report released by the Marine Corps on Monday.
While its driver tried to extricate the assault amphibious vehicle — known as an "amtrack" in the Marines — from a ditch, a backfiring engine sparked the gas detonation shortly after 9:30 a.m. on Sept. 13 along Range 301 Road near the Bravo 3 "combat town" training site, 1st Marine Division investigators concluded.
"They attempted to get unstuck several times and then I heard a pop sound and then it exploded," wrote an unnamed Marine in an official statement included in the heavily redacted 210-page report.
Four amtrack crew members from 1st Platoon, A Co., were burned as were 10 Marines and a Navy corpsman from C Co., 1st Battalion, 1st Marines, which was conducting pre-deployment war games when another vehicle's tread got tangled in communications wire, forcing them off the road to let smaller trucks pass.
"Many of the facial and hand injuries might have been lessened if Marines had been wearing flame-retardant clothing on those affected areas," wrote Maj. Gen. Eric M. Smith, the commander of 1st Marine Division, on an endorsing document attached to the report.
Smith noted, however, that the amtrack crew wore their special protective equipment and still suffered burns. Those flames were described by unnamed witnesses in the report as "rolling" and like a "blowtorch" in intensity.
Temperatures were so high that the gas pipe welded to the vehicle's steel tread. Photographs included in the report show recovered weapons that appear melted in places, with warped barrels and missing pieces.
Along with the stream of natural gas, about 170 gallons of diesel fuel also fed the fire, which consumed the entire steel roof and the right side of the armored vehicle.
One of the unidentified witnesses recalled seeing a Marine with "very bad burns to his upper body which was exposed through his tattered blouse. One was lying on his back and the other was on his knees looking at his hands. Both were conscious and screaming."
Six paramedic units, three brush fire engines, a ladder truck, five aero-medical ambulances and a firefighting aircraft rushed to the scene, but the blaze wasn't extinguished until more than six hours later, after workers closed off the gas line.
The report revealed that the officials planning the exercise did not know that three months earlier, a Marine D8T bulldozer had ruptured the same line about 90 feet north of the Sept. 13 accident.
"Once the dozer was out of the rut, the operator shut the dozer off, heard a hissing sound and cleared all personnel from the area," according to a separate report by Camp Pendleton's Range Control office that was attached to the 1st Marine Division probe.
The gas line apparently cut by both vehicles was painted gray and blended in with earth that had eroded during winter storms, exposing the pipe. Three nearby signs that might have warned of an underground hazard were faded by the sun and overgrown with weeds, investigators found.
Prine writes for the San Diego Union-Tribune.


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What Types Of Properties Do You Have Available?
We offer investors fully rehabbed and rent-ready single family and multi-family properties.
All of the properties that we offer already have tenants in place. As such, they are cash flow positive and performing from day one! Our properties make sense the day you buy them, and for as long as you decide to keep them. There is nothing that needs to happen in order for the property to be a good investment, building wealth for the long term.
To see what may be available currently, check out our PROPERTIES PAGE.
Because our properties are sold off-market, we never charge our investors finders fees, or any other kind of commission.
Closing costs are paid by the buyer, and will typically cost approximately $950 per property (more or less). This ensures the use of a reputable 3rd party title company to guarantee clear title, and proper deed recording of your property.
As long as you are using our Property Management team, EVERY property that you purchase from us comes with a complete Home Warranty on all major components.
You may see a sample copy of our warranty HERE.
How Do You Define A TurnKey Investment Property?
The property has been specifically acquired with optimal rent capabilities in mind.
The property is fully tenanted.
The property is in a solid, stable neighborhood.
The property has been inspected by an licensed 3rd party inspector.
The property has been renovated to excellent standards, and related items on the independent report have been cured.
The rehab work and overall property condition is backed by a strong warranty.
The property is cash-flow positive, even with most leveraged situations.
The property's rental income is deposited to the owner's account automatically.
The property's rental and repair activity can be accessed online.
YES! As a result of positive experiences, many of our clients refer other investors to us.
See how our referral program works HERE.
YES! If you are buying 3-5 properties, all closing at the same time, please let us know, and we'll reward you with special pricing considerations.
Any packages of 6 or more properties will be considered a "Wholesale Package," and will be treated differently than the terms and structures you see here. Please reach out to us for further details.


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text:
namespace {

constexpr size_t N = 10 << 12;

// Just calls factorial
uint_least64_t function(uint_least64_t n)
{
  PROFILE_FUNCTION();

  // This shows the difference between the thread and the steady clocks
  std::this_thread::sleep_for(std::chrono::milliseconds(1));
  return fp::factorial(n);
}

// Calls suspicious_function n times and return the last result
uint_least64_t call_function(size_t n)
{
  uint_least64_t result{0};

  for (size_t i = 0; i < n; ++i) {
    result = function(20);
    fp::keep(result); // avoid optimization
  }

  return result;
}

} // anonymous namespace

int main(int, char **)
{
  const auto result = std::async(std::launch::async, call_function, N).get();

  std::cout << "Factorial(20) => " << result << " == " << 2432902008176640000ull << " <= Should be" << std::endl;
  std::cout << "Number of calls should be #" << N << std::endl;

  return 0;
}

redpajama_set_name: RedPajamaGithub