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I-70 Baseball Exclusives I-70 Hall Of Legends Cardinals Classic Royals
2011 Hall Of Legends Inductee: Vince Coleman
Bill Ivie November 21, 2011
The week of Thanksgiving brings a time for all of us to be thankful for family, friends, health, any a myriad of other things that each of us finds important. Here at I-70 Baseball, we take this time to show some thanks to some players that spent some time wearing both of the uniforms of our two teams, the Cardinals and Royals.
The requirements are that simple: the inducted player had to play for both the Cardinals and Royals in his career. From there, it is pure judgement of I-70 Baseball to say they deserve enshrinement in our "Hall Of Legends". This year we induct five new legends to join the inaugural group of five from last season. The original five inductees were manager Whitey Herzog, pitchers Dan Quisenberry and Danny Jackson, outfielder Reggie Sanders, and catcher Darrell Porter.
The first inductee for 2011 is Vince Coleman.
Coleman was drafted by the St. Louis Cardinals in 1982 and it did not take long for him to race (pun intended) onto the scene at the big league level. The speedy outfielder was built for the Whiteyball area of the St. Louis Cardinals and the team quickly had him in the leadoff role as the 1985 season got underway.
That rookie year was not perfect by any means, but the young man managed to reach base at a .320 clip while hitting .267. It was what he did when he was on base that captured the focus of fans across the nation. Coleman successfully stole 110 bases that year while also being caught 25 times, leading the league in both categories and capturing the Rookie Of The Year Award (later named the Jackie Robinson Award in 1987) in the National League that season. His 110 steals would fall just short of Cardinal legend Lou Brock's national league record of 118, but would establish the record that still stands today of steals by a rookie.
The dreaded sophomore slump would gRip Coleman's batting average and on base percentage, dropping the former to .232 and the latter to .301. As the old saying toes, however, speed doesn't slump. Despite his drop in ability to reach base safely, he would lead the league again in stolen bases, this time with 107. He would also cut down the amount of times he was caught on the bases, being thrown out a paltry 14 times over the course of the season.
Coleman's third year in the majors wearing the birds on the bat would see him achieve another etching in the record books. In arguably the most successful seasons of his career, Coleman would raise his batting average to .289 and his on base percentage to .363. The batting average would eventually prove to be the second best average Coleman would ever post and his on base percentage would rank as his best of his 13 year career. His increased time spent on the base paths would yield 109 stolen bases, the first player in history to steal 100 or more bases for three consecutive season.
As the 1988 season developed, Coleman would find himself once again atop the league in stolen bases, this time for the fourth consecutive season. He would fail to top 100 stolen bases for the first time in his career, swiping just 81 while being caught 27 times. Coleman would make the first of his two career all star appearances in that year's mid summer classic. His production would slip again in 1989, falling to just 65 stolen bases, which was still good enough to lead the league. He would make is final appearance in the All Star Game that year. The remarkable thing happened for Coleman was a record that started in 1988 and was completed in 1989.
In the top of the sixth inning of a contest between the Cubs and the Cardinals in Chicago on September 18, Vince Coleman would swipe second base off of Greg Maddux and Jody Davis with Jose Oquendo at the plate. It led to the Cardinals' fourth run of the contest, a game they would eventually win 5-4. Fast forward to July 26, 1989 as the Cubs would meet the Cardinals in St. Louis. In a game once again won by the Cardinals, Coleman would steal second base in the bottom of the third off of Cubs hurler Rick Sutcliffe and catcher Joe Giradi. The following game, played on July 28 in Montreal, Coleman would be thrown out in the fourth inning attempting to steal second base off of Pascual Perez and cather Nelson Santovenia. It would bring to end a treak of 50 straight stolen bases by Coleman, another record that is still standing today.
Coleman would spend his final season in St. Louis in 1990, stealing 77 bases and leading the league for the final time in his career, the sixth consecutive time. He would post his highest batting average of his career at .292 before departing the city via free agency to head to the bright lights of New York City to join the Mets.
Three injury ridden years in New York would come to a close after the 1993 season when Coleman was traded back into the midwest to the Kansas City Royals in exchange for Kevin McReynolds. Coleman's health would rebound in 1994 as he put together a decent season for the Royals, stealing 50 bases. He would steal another 26 bases in a Royals uniform the following season before being dealt to the Seattle Mariners for the stretch run of 1995.
Coleman would steal 625 bases combined for the I-70 franchises, winning the Rookie Of The Year Award and appearing in two all star games. He "leads-off" the 2011 selections for the Hall Of Legends.
Bill Ivie is the editor here at I-70 Baseball as well as the Assignment Editor for BaseballDigest.com.
He is the host of I-70 Radio, hosted every week on BlogTalkRadio.com.
Follow him on Twitter here.
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Over the past several weeks, I've received many questions about the approach I've been developing to help authentically grow the audience for your business.
In this post, I'm excited about sharing these strategies for audience building. It starts with content that communicates genuine care and builds on this. I call it "content that connects". Combining content that connects and Facebook ads is a powerful way to grow your business.
A few weeks ago, I did a video titled How to Connect More Effectively with Ideal Clients. It walks you through strategies to help you consciously create content (blog posts, videos, etc) that communicates a genuine care for your ideal clients and prepares the ground for them to hire you.
Once you are able to do this, the next step is using small spend Facebook ads (starting with $1 per day) to have your content seen by a much bigger audience than would otherwise see it.
With the Easeful Marketing system, you take a more relational approach and are more focused on helping people before they hire you. It's less dependent on complex tactics and works well with small budgets.
After you post your video or text post, you run a Facebook ad for building your audience. The two main types of campaigns I suggest are either a Video Views (for video) or Engagement (for text post). I suggest starting with a budget of $1 per day per ad.
The most important part of the process is selecting your audience. You are paying Facebook to help your content be seen by 100's or 1000's of new people. I like to think of it as hiring a very affordable marketing assistant. It's important you're showing your content to people that are likely to appreciate it and feel helped by it.
For instance, if you work with leaders to help them be more effective and use an awareness based approach, you might consider things like leadership development, job titles like business management or executive director and well known teachers that your ideal clients tend to follow.
There are two primary ways to find and test out new audiences. First, you can find and test different audiences via the "detailed targeting" section of the Ads Manager dashboard. The second approach, if you've had your business page up for some time, is to let Facebook help you by using a Lookalike Audience. This means that Facebook tracks who's been interacting with your page and shows your content to more people like that.
How to know if it's working?
One of the main questions people ask is how to know if this approach is working or not. The people I've been studying with suggest that a good range of results is $.03 to .08 for a video view and a good range is in the $.08 to .13 per results for Engagement campaigns (text posts).
With these kind of results over time, an increasing number of new people will start interacting with your "content that connects". From there, it's a matter of learning how to cultivate this warm audience into paying clients.
What do you do once they start engaging?
Getting on new people's radar is a "necessary but not sufficient" step towards getting new paying clients. In other words, your business can't grow at any decent pace WITHOUT this type of audience building. However, it's not enough just for good prospects to start to become aware of your business. You need to circle back around and invite them to do business with you.
Don't worry, this can be just as authentic and relational as everything else you do in your business.
1) With each content post you put out, I suggest you end with an invitation to sign up for your newsletter. You can say something like, "If you like this video (or post), I invite you to join my newsletter to get all my tips and strategies. You can sign up at ___. " This grows your list in an organic way and means there's a growing number of people on your list who understand your work and how you can help them. Your job is getting comfortable to invite them to a conversation to see if your services could help them make desired changes.
2) Circling back around via a "retargeting" or "remarketing" ad. One of the features of Facebook ads is you can show ads just to people who've interacted with the content on your page or watched a video. These remarketing ads are similar to your newsletters where you share offers and invite people to explore the fit.
I'll be sharing more about both strategies in upcoming posts.
In sum, learning how to create content that connects and then leveraging the power of Facebook ads is one of the most effective and affordable ways I know for building the audience for your business. You get to be helpful to people BEFORE they hire you and give them a sense of how you can help them, then invite them to a conversation to see if it's a fit for them.
Again, I'll be sharing more about this approach in future posts. If you'd like to learn more about growing your conscious business in an easeful way, I invite you to sign up for my newsletter.


Aghh, I've been seriously neglecting my SG blog, I'm so sorry, guys! I've been working like crazy and volunteering a bunch with a couple of awesome organizations here in LA, plus battling with a terrible internet connection that's finally working properly. (I think...I hope...) Excuses, excuses!
Maybe some photos of me with some cute kittens will help make up for my absence?
I have a bit of travel scheduled this month, and I would love to meet some of you guys!
The main purpose of my travel is photographing cats in these cities, so if you have a cat, send me a DM and let's talk kitties! Or if you just want to hang out, grab a bite to eat or something, that's awesome, too! I love eating, haha!
Hella cat photos under the spoiler!


Ssshhh, here's a secret … you must simply 'be'.
With our somewhat chaotic lifestyles and busy schedules, it can become difficult to observe the world and beauty around us … or even find the peace within.
Feelings of being trapped, pressured or stressed take us away from our true nature and essence of joy and peace and love. We must understand that we are free in every sense of the word, and God wants us to express, sense and experience his/her splendour in every form.
Isn't it time (to take the time) to refocus upon the inner joy of 'you'?Keep your heart open and have a great week ahead.
"Please understand, my love washes over you all, but many do not sense or become 'still' in order to appreciate and grow within it.
Therefore, try to place your earthly existence on pause, and let light and truth rain in. This will cleanse any doubts, fears and misapprehensions occurring during your day, so do not concern yourself with minor ills, or worries, for these, are trivial when all is said and done.
PS. Remember, during times of contemplation you can reflect and clear out those negative thoughts -which inhibit clarity – and this will soon bring you peace.
Previous Previous post: You are the wave … upon the ocean of truth!
Next Next post: How to win, win, win … and you may not have to spend a thing!


Hopefully, your chance to skip the lines at airport security is going to get a lot easier soon.
Starting today, travelers in the Indianapolis area will be able to apply and complete their background interview at the application center at Indianapolis International Airport.
By the end of the year, TSA expects to open application centers in the New York City area, the Washington, D.C. metro area and the Los Angeles area.
TSA ultimately plans to expand to more than 300 application centers across the country.
Beginning in Indianapolis, approved applicants will not be required to remove shoes, belts, or other garments, and will be able to keep their laptops safely tucked away in their cases. Also, items including liquids and gels will be subjected to go through selective lanes for thorough screening.
Travelers can pre-enroll for application process at www.tsa.gov. Enrollment requires an $85 fee for a five-year membership, biographic information, fingerprints, valid forms of identification, and receipt of a Known Traveler Number (KTN) before passengers can begin to use the new security measures of the TSA Pre?™ program.
"This new application process will greatly increase the availability of TSA Pre-check benefits to a broader population of travelers nationwide," said TSA Administrator John Pistole in a statement.
Up until now, just who gets to join the program has been cryptic at best. The nine airlines working with the program offered the chance to apply to frequent flyers, but even then, the process was unclear.
Military, members of the Custom and Border Patrol's Global Entry program, NEXUS and SENTRI program members are also eligible.
For full requirements to apply, click here.


I wanted to put my last post, about the Centre for Social Justice's plans for cohabiting couples, into a factual and legal context. The couple I am about to describe never gave a thought to the nightmare "what if" scenario that exists for modern day cohabitants. Their experience is a salutary example to the millions of other couples who are "non-people" in the eyes of the law because they are not married.
The case, Webster v Webster (2009) 1FLR 1240 was heard on 13 January 2009 before His Honour Judge Behrens in my home city of Leeds.
I have decided to write about it precisely because it is an "everyday" case, not a glamorous one at all. The facts are unremarkable. The man and woman lived together for 27 years and had two children. Their family home was registered in the man's name only. The man also had three children from a previous marriage.
Like most couples, both parties worked. He earned far more than she did, but both contributed fully to the household expenses. Then, aged 54, the man unexpectedly and suddenly died from a heart attack. He died 'intestate', meaning that he left no will.
She discovered that as an unmarried cohabitant, she was not automatically entitled to anything. Because he left no will and was not married, his partner was not his next of kin. Therefore, nothing passed to her in law. Instead, the man's next of kin in law were his five children.
What could the woman do? There followed distressing and ruinously expensive contested litigation in the Chancery Division, which included consideration of her intimate relationship with the man and an action against her own children. Her lawyers tried to persuade the court that under property law, she had acquired a joint interest in the family home. All her efforts failed. The judge found there was never a common intention that the property should be held jointly.
If this litigation had taken place while the man was still alive – if, say, the relationship had broken down – that would probably have been an end of it for the woman. In such a case, the court held that she might have acquired some interest in the family home, not 50 per cent but perhaps between 33 to 40 per cent. After 27 years of devoted companionship, bearing two children, working throughout with only a short break to care for the children while they were young, and contributing all her earnings to the family, she would have been left with – not a great deal. She would have had no ongoing maintenance, and no realistic opportunity to reestablish herself on the housing market.
I am sorry to say that this how the Government and the Conservative Party intend to leave the law for millions of cohabiting couples and their families. They condemn (in this case) the woman who loyally and lovingly sticks with her man, through thick and thin, even though he won't marry. These women are ordinary, everyday people, suffering substantial injustice because in the eyes of the law they and their children simply don't exist. They deserve better; they are the backbones of their families.
The bitter irony in the case of Webster v Webster is that the woman had far less legal recourse during her partner's lifetime, than she did after his death. Bizarrely, current law does recognise a cohabitant's dependency claim upon the death of the other partner.
Under the Inheritance Provision for Family and Dependents Act 1975 the court was able to make provision for her, as a dependent of the man. The court found that she was about £15,000 per annum worse off with the loss of the man's income. It applied the Duxbury Tables and calculated that the value of the family home, once the mortgage had been repaid, was equivalent to the woman's loss of £15,000 per annum, for life. So the court ordered the estate to pay off the outstanding mortgage and transfer the family home to the woman outright..
Managing risk: what should cohabitants do?
If they do not wish (or cannot) confer upon themselves the legal rights and protection afforded by marriage/civil partnership, cohabitants should take steps to ensure that their partners will be provided for, should anything unexpected happen.
Decide how property and assets should be owned, and draw up a cohabitation agreement. Consult a solicitor, to ensure that the agreement is given full legal effect. As Ms Webster discovered, raising arguments about what may or may not have been agreed years before is unlikely to sway the court without the clearest evidence in support.
Make a will. (This applies to everyone, – not just cohabitants.)Take all your dependents fully into account. If you do not ensure that the provision you make is fair for them, they could contest the will.
Insure your life. This is especially important if you are a financial provider and have dependents and/or debts. But beware: in one case in which I was recently instructed, a company director insured his life so that the other directors would be able to pay out his share to partner, in the event of his death. He died unexpectedly; unfortunately, the value of his shareholding in the company was almost worthless at the time. The directors therefore kept the payout entirely for themselves; the partner received nothing.
It's amazing how people can claim the banner of social justice, and then fail to notice how their own bigotry is blinding them to its absence. I'd certainly agree that the retention of the fault basis for divorce ignores the reality of marital conflict, and the failure to reform cohabitation law ignores the way society has changed. It's yet another example of why the whole political process itself needs to be reformed.
Compare and contrast with the law in Australia, often cited here as a country of family law excellence, (see the Centre for Social Justice report!) where with effect from 1st March 2009, qualifying cohabitants in most parts of the country are treated in the same way as married couples for the purposes of property division and spousal support on relationship breakdown.
Australia tends to be cited as a country of excellence by people who have an agenda that will benefit from such changes.
Education is the key to these issues, not legally trapping people – which is what happens if cohabitation laws are brought in to strip one party of their assets/earnings.
I have read with interest this somewhat unbalanced view of "ordinary" people. I have lived with my partner for 20 years. I love her, but she loves me less. We have 2 children, and they are the only reason i am still with her. She does very little in the way of house work, preferring to spend all her time and all her money on horses. I am the major bread winner and pay for everything in the home. I own my own house and did so for some years befor we met, we jointly own 2 other small properties. If we were to split up, i would make sure she had enough to live on and in. I would also look after my children in the best way possible. I wonder if her horses would be sold in order to secure a financial base to help with living costs, i doubt it.
Thanks for your comment. Given what you write, after a twenty year relationship and two children all she would be entitled to is what she owns which seems to be two half shares in two small properties. I think the horses would have to go and she would be facing a pretty bleak future, absent your voluntary assistance and an application under the Children Act for the provision of housing and maintenance for the children until they finish their education.
A wife is in a wholly different financial position.
I doubt your partner will view her relationship in the same way you do, and might be horrified to learn you think as you do. It might be an idea to seek help to deal with the problems in your relationship, to see if it can be saved and improved in terms of its' quality before your resentment deepens.
I have been there and done the councelling thing, unfortunately my partner refused to take part, saying "i was the one with the problem not her" quote. You have no idea how deep someone can bury their head in the sand.
As for marriage i think both parties have to show commitment in all aspects of their lives, and i suppose after so many years of lack lustre intent to help in the house and financially, i have all but given up on that. She is a great Mum, but horsey women seem to have a different level of prority than most. That may sound a little harsh, but i am in the equine industry and i see it all the time.
Whilst i thank you for your reply, i wasnt after free advice ( i hope that doesn't come across as sounding ungrateful ), but just to remind people that there are often two sides to a story and that men are often criticised by all and sundry, sometimes unfairly so, and this culture of the woman being unfairly advantaged in these divorce cases should end, and a more balanced system put in place.


Unleash your inner Robinson Crusoe by camping on the Great Barrier Reef! Have you ever dreamed of escaping from the hustle and bustle of our busy lives? Where life is simple, revolving around the rising sun and falling tide? Yep, so have we! Here's Eight island campsites where you can unleash your inner Robinson Crusoe.


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For the last 3 years, Jump has been working with Sport 24, a channel produced by IMG which streams live major sporting events to airlines and cruise ships for their in-flight and on-ship entertainment.
Jump has created the channel idents and stings for both Sport 24 and Sport 24 Extra, along with a series of engaging promos for Wimbledon, the Winter Olympics and most recently a themed set of channel graphics including stings, idents and fixture schedules, that ran in advance and during Sport 24's live coverage of the 2018 FIFA WORLD CUP™.
Deliverables: Channel branding, idents, stings, promos, social media templates.
© 2019 JUMP DESIGN LTD. ALL RIGHTS RESERVED.


Groundbreaking study proves medication is not the only option for treating ADHD.
A newbrrandomized control studyconducted by doctors in the Medical Neurology and Neuroscience field found thatbra drug-free, multi-modal program is significantly effective for eliminatingbrsymptoms associated with ADHD, as well as producing significant cognitivebrimprovement. After a 12-week intervention program, the researchers found thatbr81 percent of children who enrolled in the multi-modal program no longer fitbrthe criteria for ADHD.
Thebrindependent study, "The Integration of the Neurosciences, Child Public Health,brand Education Practice: Hemisphere Specific Remediation Strategies as abrDiscipline Partnered Rehabilitation Tool in ADHD", was published in the peer reviewed Frontiers, In Child Health and Human Development, supported by the Frontiers Research Foundation. Frontiers is one of the largest and fastest growingbropen-access publishers in the world. It was recently endorsed by Nobel laureates and other leading scientists for its effortsbrto facilitate more transparent and democratic processes in science bybrresearchers, funders and governments. Research for the control study was conducted by Drs. GerrybrLeisman, Raed Mualem and Calixto Machado.
Thebrstudy consisted of an experimental group of 122 ADHD children, as well as abrcontrol group of ADHD children ranging in ages from 4 to 13. Each childbrdisplayed inattention, hyperactivity, impulsivity, academic under-achievement,brand/or behavior problems, and met the criteria for the Diagnostic andbrStatistical Manual of Mental Disorders, Fourth Edition, as well as demonstratedbrthe absence of coexisting conditions as evaluated by non-participating licensedbrpsychologists or psychiatrists. They also received standardized academicbrachievement tests by licensed special education specialists.
The experimentalbrgroup enrolled in a 12 week intervention program at Brain Balance Achievement Centers,brnationwide specialized achievement centers for children with behavioral andbrlearning disorders, which consisted of a multi-modal program of sensory motorbrexercises, cognitive exercises and nutritional guidance. The program attemptedbrto achieve physiologic balance and temporal coherence in the brain andbrhemisphere, as well as evenness of skills that would match the child's age andbrgrade level. The children attended three times per week for one hour at a time.brAfter 36 sessions over the 12 week period, participants were re-tested and thebrprogram yielded strong results. In addition to the high percentage of childrenbrno longer fitting the criteria for ADHD, 60 percent of children achieved a twobrgrade level academic increase, and 35 percent of children experienced a fourbrgrade level academic increase in multiple subjects. On the other hand, thebrcontrol group, who did not go through the Brain Balance Program, was alsobrreassessed after 12 weeks. The data showed that these children experienced verybrlittle change academically, but behaviorally, their symptoms worsened. Thisbrseems to imply that the improvement in symptoms was accompanied by a significantbrimprovement in cognitive skills and academic achievement.
Offeringbralternative solutions to combat ADHD has become increasingly pertinent as thebrepidemic continues to rise at a rate of 15 to 20 percent each year. Recentbrstatistics from the Centers forbrDisease Control and Prevention (CDC) report that 11 percent, orbrapproximately 1 out of every 9 children in the U.S. and 1 in 5 high school boys,brare diagnosed with ADHD.
Since 2006, Brain Balance Achievement Centersbrhas helped thousands of children,ages of 4 to 17, reach their, academic, social and behavioral potential throughbrits drug-free, whole-child approach. ThebrBrain Balance Program® utilizes sensorybrmotor exercises, neuro-academic work and nutritional guidance to address thebrroot cause of many learning and behavioral issues. Today, there are overbr55 Brain Balance Achievement Centers nationwide. For more information, visit Brain Balance.


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Chemistry Reunion
More than 60 alumni, friends and faculty reunited on campus this past fall to reconnect with old friends, meet new ones and engage with the Department of Chemistry. The weekend kicked off with the annual Lyle R. Dawson Memorial Lecture and was followed by a reception in the new Don & Cathy Jacobs Science Building, which attendees were able to tour. The evening featured:
The Reaction Attraction with an entertaining and spectacular chemistry demonstration by Anne-Francis Miller, Jack Selegue, and Erin Peters.
Demonstrations of scientific glassblowing by Jeff Babbitt.
A peek at the "Spirits Chemistry" course offered by Bert Lynn.
A crime scene based on the "Forensic Science on Television" course taught by Mark Lovell.
The Chemistry in Comics collection of Jack Selegue and Jim Holler.
The Chemistry Alumni Board held its annual meeting, and an informal reception was held at the Helen King Alumni House. Recreational activities included a guided hike with chemistry faculty at Natural Bridge State Resort Park.
"I received many favorable comments from the reunion participants. Events like this strengthen the relationship between the University and its alumni, and we are already thinking about future activities," said Steve Yates, organizer of the event and professor in the Department of Chemistry. "We are very proud of our alumni, and it is clear that they greatly value their memories and friendships from UK."
Left: The Reaction Attraction offered entertaining chemistry demonstrations. Center: Jeff Babbit demonstrates scientific glassblowing. Right: Chemistry alumni enjoyed an informal reception at the Helen King Alumni House interacting wit Department of Chemistry faculty.
BioBonanza
This fall, the department of biology hosted BioBonanza, a one-day open house festival that showcased interactive displays on research taking place in the department. More than 430 people attended and were able to interact with 22 hands-on displays, such as butterflies and other insects, crawfish, zebrafish, and native plants, and how human hearts work, to name a few.
The BioBonanza, a one-day open house for the Department of Biology, drew more than 430 people.
Among the researchers were graduate student Cole Malloy and his mentor, neurobiologist Robin Cooper. The pair is studying how the nervous system adapts to changes in the environment using fruit flies and crayfish.
"The breadth of the field is what drew me into biology," Malloy said. "In high school I was more a chemistry guy, like my advisor, and when I came to UK I became more interested in biology, especially genetics and neuroscience."
Remembering Keith MacAdam
A PILLAR OF THE DEPARTMENT OF PHYSICS & ASTRONOMY, Professor Emeritus Keith MacAdam died on Nov. 6, 2016, at the age of 72 after a brief acute illness. In the four decades since MacAdam first arrived in Kentucky, he strengthened the program in countless ways through exemplary teaching, research, service, and philanthropy, and his impact will be felt for many generations.
MacAdam came to UK as an assistant professor in 1977 and built a campus-based research program in experimental atomicmolecular- optical physics with students and post-docs, supported by the National Science Foundation and the Research Corporation. MacAdam's research was widely recognized in the international physics community, focusing on crossed-beam collisions between charged particles and laser-excited atoms in highly excited "Rydberg" states. At UK, he taught students from first-year to graduate, and he introduced and taught for many years a popular non-majors' physics course, "How Things Work." He served as department chair in 1997–2001 and chaired the College Executive Committee in 2007–08, among many other committees.
MacAdam and his wife, Phyllis, helped create the MacAdam Student Observatory, which opened in 2008. He explained, "We won't duplicate the Hubble Space Telescope with an on-campus observatory, but this is your eye, receiving photons that have been on their way to you for millions of years. Only you. You don't have to be a mathematician or physicist to understand and be fascinated by what's going on."
MacAdam also established a Graduate Excellence Scholarship in Physics. In 2014, MacAdam was inducted into the College of Arts & Sciences Hall of Fame.
‹ Letter from the Dean up Reinventing the Bluegrass Special ›

redpajama_set_name: RedPajamaCommonCrawl


In celebration of Manatee Appreciation Month, here are five facts to share about these loveable mammals!
1. Manatees eat up to 200 pounds of sea grasses and greenery per day! Weighing up to 1,200 pounds, these herbivores spend almost half of their day eating plants.
2. Manatees surface every three to five minutes to breathe. The longest that they can hold their breath is 20 minutes!
3. Manatees are very closely related to elephants. Fossil records show that manatees and elephants evolved from the same land animals over 50 million years ago!
4. Throughout the summer months, it is possible to spot a manatee in the Chesapeake Bay. Manatees are seasonal visitors as they travel up the East Coast from Florida.
5. They need our help! Manatees are listed as vulnerable by the World Conservation Union's Red List of Threatened Species. As you might have guessed, their vulnerability status is due to human activity—specifically, powerboat collisions and residential and commercial development along rivers and waterways.
Find out what you can do to help these amazing mammals by visiting the Defenders of Wildlife website.


Take I-90/94 East to Ohio St. Head east to 300 East Ohio.
Directions: Follow the signs to I-90/94 East toward city. Take 90/94 East to Ohio St. Take the Ohio exit heading east to 300 East Ohio.
Directions: Follow Cicero Ave. North to I55 and follow Lake Shore Dr. North to the Grand Ave. Exit. Travel West on Grand Ave. to Fairbanks, make a right on Fairbanks to 300 Ohio.


Watch child psychologist Fiona Martin, literacy expert Sara Leman, Kidspot editor Melissa Wilson and media personality Jules Sebastian discuss some practical tips for parents.
We all want to make time to read to our kids, but sometimes it can be hard to juggle reading time with multiple children. Watch child psychologist Fiona Martin, literacy expert Sara Leman, Kidspot editor Melissa Wilson and media personality Jules Sebastian discuss some practical tips for parents.


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2010.08.12 - Rolling Stone Brazil - The Neverending Work
by Blackstar Tue Aug 24, 2021 1:45 pm
English translation from Bumblefoot's site
The neverending work
By Paulo Terron
The guitar player Bumblefoot divides his time between GNR concerts and Studio!
Ron Thal, aka Bumblefoot, has a really demanding work-life: when he's not on the road, touring as GNR's guitar player (till now, 130 concerts with Axl Rose and the others members), he is in his studio recording. "When the tour ends I go right to the studio to work. When I'm returning to tour it seems like vacations", he explains, from his house in New Jersey, (USA), during a pause from the Chinese Democracy tour! "There are two different worlds; I think I would miss the work in the studio, even making amazing concerts. At the same time, if I lock myself recording, I would want to travel."
At this moment he's waiting for another leg of the European tour with GNR that is going to restart this month and he's waiting for a special edition of his first solo album, The Adventures of Bumblefoot, from 1995. This work came from a really different time in the musician's life. When he was 24 years old, he lived with his parents and was in charge of the music department in a school, with attributions that go from the coordination of a choir to a jazz band. "My world was very varied", remembered him. "There were a lot of things happening".
The album was recorded in a basement, while he fought with technique deficiency and a surreal enemy: the air conditioning noise, which was working to refresh from the heat of that year's summer. "I went upstairs to heighten the thermostat temperature to avoid the device to turn on. I could record for one hour until my mother screamed: Why is the house too hot? It's looking like an oven here!" [laughs]. Thinking of his Brazilians fans, Bumblefoot made his CDs available in a website, called Mercado Livre, that he controls himself with a Brazilian friend's help. "It's nice to have this connection with people", he says, "I like to give people options, without forcing them".
About a recent misunderstanding, involving GNR and a not confirmed supposed GNR performance during Rock in Rio 2011, he explains: "The fans were making a campaign about it on twitter. I wrote the same message to give my support, but it was just to show that I also wanted it. All concerts depend of managements and promoters, not the artist." For now, the band plans will go to the end of the year, when they're going to perform in Australia. "But I hope the tour doesn't end this year! Unless if it is to record another album, that would be cool."
http://www.bumblefoot.com/press/20100812_-_Rolling_Stone_%28Brazil%29/20100812_-_Rolling_Stone_%28Brazil%29.htm


To ensure the survival of humanity, civilization was raised into the sky on a platform that is held up on three giant pillars. Many of these structures were installed across the world. They were named Cloud Provinces. Below is utter darkness and fog, with the occasional flash of light from the war torn world trying to fend off the undead. All that can be heard is the sounding of sirens and screams of dying people.
The Avarice Corporation, a greedy company who wanted nothing but power and wealth, have exploited the remnants of what is left down below to a despicable extent. Humans are used for manual labour and live strugglesome lives, while the Zombies that are deemed as "controllable" are stored in locked down factories and used as slaves. But their hunger for flesh never curbed. The dead bided their time until an opportunity was seen fit to break from its shackles and ravage all that it could.
Only four people remain, each trapped on the platform that was meant to save humanity from the horrors of the world. It is there fault that they are stuck and that they could not escape, but they will not stop until they have left the ravaged colony of Cloud Province IX for good.
However an entity not bound to this realm has other plans. It sees into the body and souls of the survivors. What it sees inside is potential that can be used for this being's own purposes.
While loading the map, the screen will display an hourglass floating through darkness. It will slowly drift for a while, with no indication of where it is or why it is there. Eventually, the view will rotate to show where the hourglass has been coming from. The hand of a skeleton will come into view at first, reaching out to the timekeeping device. This is followed by a whole skeleton being shown, of which the identity is anonymous.
Leader of the Seventh Sin crime syndicate and former convict, Alexus Valentine is a well known criminal that simply breaks the laws set by the Avarice Corporation for the thrill. She has committed theft, murder, vandalism and even dismantled crime gangs with only the flick of her wrist. But her power did not last. While heisting a bank, Alexus was trapped in the vault and left holding the bag. She was soon incarcerated and was to be sent to prison. Luckily for her the undead had just broken from their leash, giving Alexus the perfect opportunity to escape. When she had arrived at the evacuation point, she found that all the ships had already departed and that she was abandoned.
Alexus is a woman in her early twenties, which is evident from her looks but not from her position of power that she once held. She has long black hair and deep brown eyes. Her clothing is made up of a cream coloured guards jacket, that is worn over a grey prisoners uniform. On her belt is a katana that she also stole. Below this, she wears black trousers and has gunmetal boots that were used to disable her movement in the prison transfer.
A courageous mercenary, Magus is a person who knows what he wants and is willing to do whatever it takes to achieve it. He has hunted down criminals and fought in many battles against the undead beforehand, so combat does not come as something new to him. Once the Avarice Corporation's plans failed and the zombified slaves they had trained broke loose, Magnus swiftly abandoned his work to escape. After going home and collecting all of his money, Magnus found that all of the airships had left. In the end, his greed for wealth was his downfall.
Magnus is a man in his late twenties, but his personality makes him seem older and more calculated than his age would give the impression of. He has messy black hair and bright green eyes. His clothing consists of a grey armoured vest, which is worn over a green turtleneck jumper. Around his neck is also a grey mask with a blue visor. Below this, he wears grey trousers and black boots.
Inventor extraordinaire, Dexter Plugg is an unhinged and selfish engineer who only cares for his own well being. He has created multiple inventions to further the state of humanity, although his only motivation to do this was the funding the Avarice Corporation provided for him to do so. When the factories let the hordes of the dead loose, Dexter casually took his time and safely evacuated to the ships. However, to his surprise, his ticket was invalid and he was left screaming at the departing ships.
Dexter is a man in his early thirties, even though he has an intellect before his time and can be childish. He has unkempt black hair with white stripes in it and crazy blue eyes. His clothing is composed of a navy jacket that is worn over a brown waistcoat and white cravat. On his face is a black beard and he wears a pair of goggles on his head. Below this, he wears grey trousers with black shoes.
A well experienced specialist soldier, Sergei Petrov is a tough as nails Russian man who only finds joy in destruction. He has be known to slaughter swarms of both the dead and colonies of the living. His disdain for the Avarice Corporation has been growing since childhood, especially since they were the cause of the death of his brothers. When the army of flesh eating monsters arrived, Sergei could not resist in slaying them. It was not till he stood on a pile of their corpses that he saw the escape ships, leaving him behind.
Sergei is a man in his late fifties, who has a young and energetic personality in spite of his age. He has short grey hair and dull brown eyes. His clothing is an amalgamate of a brown heavy soldier's uniform and different faded armours covering him. Around him is a crimson cape, on his arms are barbed wire tattoos and on his back are many different weapons that he has collected in the past. Below this, he wears black trousers and silver boots with shin guards.
Orchestrator of all events and the puppet master who pulls the strings in this twisted land, Umbra is an evil entity with the intent of consuming all dimensions by any means necessary. The lengths that this shady figure will go, to assimilate all worlds into its being, are beyond what any other would. Seeing the discord unravelling on Cloud Province IX, Umbra took this and used it as a means to manipulate the other characters.
Umbra is a shadowy figured, only seen in elusive places. Being made up of a shroud of darkness and only having white eyes makes the entity incomparable to a human. The clothing covering this silhouette is a purple suit with a long black coat.
Trapped in an unending curse, Zombies are the minions of a great evil that is determined to bring an end to reality itself. Once the inhabitants of the broken down world, these monsters will do anything to consume anything still living. The eye colour of all Zombies is violet. Each Zombie wears similar clothing that consists of tattered civilian clothing and black soldier uniforms. Some zombies may also wear the clothing of a knight, but these only come from the Haunted Reef.
Once Round 5 has begun, a swarm of Gargoyles will descend onto the map and begin to attack. These beings culminate from the furthest reaches of the darkness and have arrived to reap the souls of the survivors for their overlord. Zombies will be suppressed from spawning while the Gargoyles cause their blight. Gargoyles take on the appearance of white furred, humanoid bat creatures. They have large wings, claws and the facial appearance of a bat. Two Gargoyles can spawn at a time and will latch onto a player. They will swoop down and swipe at players to inflict pain. After all Gargoyles in a round have been killed, a Fissile Fuel Spell will be cast upon the map and they will not return until another five rounds have passed.
K.R.A.B., otherwise known as Killer Resistance Autonomous Behemoth, is a mech created by the Avarice Corporation that will climb up to the map by Round 8. This mechanised monster is covered in red metal and takes on the appearance of a crab. It will stride around the map on its four legs and target players by either setting them on fire with its left claw, spraying them with rockets from its right claw, using its mounted shotgun or simply grabbing them and crushing them. Being stepped on will also cause instant death. To defeat K.R.A.B. each of its legs must be destroyed. This will lead it to fall to the ground and go into a defensive phase of attacking anything around it, which can be combatted by destroying the open panel that houses its brain. Completely ending the reign of K.R.A.B. will result in the Imbued Decanter Spell being cast upon the map and for the robot not to return for another four rounds.
When all parts for the Celestial Servant Vessel IX are collected, a murder of crows will appear on the map and form together into a single being. This being will be made of pure darkness, like a shadow. Its eyes will glow bright purple and its stomach will also be made up of the same coloured essence of energy. Slowly, the Silhouetta will stride around the map. A player is not in danger while facing the Silhouetta, unless it is aggravated by being shot at. This will cause the entity to go into a frenzy, sprinting after players and blinding them in a dark smoke. Zombies will be more aggressive when around the Silhouetta and their eyes will glow even brighter. The Silhouetta can be killed by either shooting it in the stomach until it dissipates, or it will gradually fade away in time and return at a later point. If it is shot in the stomach, the Imbued Decanter Spell will be cast upon the map.
Cloud Province IX, amongst many of the Cloud Provinces created by the Avarice Corporation to preserve a small segment of humanity in a town that is raised far above the horrors that lie below. This place was hastily put together in just a few years, so it is no nice place to live in. But there is no choice in the matter. The people who lived in this place were forced to do so as it was the only way of survival. Cloud Province IX tries to take on the guise of a typical town from before the apocalypse started, meaning it has housing and things such as restaurants. The underlying lies and deceit of Cloud Province IX are shrouded in darkness. What at first glance seems to be a colony of humans trying to live a normal life, will soon be revealed as a simple experiment on the unsuspecting survivors. Did the Zombies break free from their leash or did somebody release them?
Immediately after spawning in, you will be faced with utter darkness. A large domed window looks out towards the heavy black fog that lies on the broken world. As you turn around, the area you are in will be revealed to be Cogs Coffee Shop. This was once used as both an outpost designed to sit at the front of Cloud Province IX and determine whether or not it would be safe for the Celestial Servants to set sail and as a place for more esteemed members of society to enjoy themselves in. Now it is a decrepit building infested with the undead. Everything is very well looked after, in spite of the current situation, as it was for the rich. Turning around, you will find a small room with a big wooden door at the back. There is also a counter to the right, which holds Quick Revive behind it.
The back door can be used to leave this area, which will lead to two streets. Going left will lead you to Mist Square and going straight onwards will lead to Compass Hall.
The Compass Hall was used by the governmental employees of the Avarice Corporation to direct people around the confusing streets and to keep watch over them. Mostly, they exploited people by offering information for high prices. Compass Hall is the central area of Cloud Province IX and is made up of a circular building with four corridors that span out into each direction. Each corridor holds different things and can be easily used as a navigation point for the rest of the map. This area is very bright, being covered in gas lanterns and having marble walls. On the polished floor is a sundial that has been merged into a compass. All around are varnished desks with dead men sitting behind them. In the middle area of Compass Hall is a Crafting Station utility.
Down the north corridor players will be lead to the Courtyard. They find PHD Flopper next to a poster of the Avarice Corporations Director, telling people to work. This corridor will be darker than the rest, showing signs of blood trails and somebody being dragged. Paintings of highly esteemed men are scattered across the walls.
Venturing through the east corridor will lead to the Vanguard Garrison. This will present players with Stamin-Up and the Gearlock Rig piece. This corridor is filled with rare vases and ornaments that have been displayed in cases, as a sign of trust to the other civilians. That and too show off the Avarice Corporations wealth and that it can buy nothing but meaningless possessions in a world like this.
Descending down the south path will lead back to the Cogs Coffee Shop. Scattered around this area are pieces of ancient armour, from a time long forgotten, which sit on stands. There are also statues of men forgotten in time that have fulfilled their purpose. The entrance into this corridor and to Compass Hall is Deadshot Daiquiri and the Illuminant Oculus piece to the right of the doorway.
Lastly, down the west corridor is the way to Mist Square. This corridor is unlike the rest as it contains nothing. As this was the nearest way to get to the Docks, it was immediately looted for everything inside as soon as possible. The only remaining item of worth inside is Mule Kick, which sits solitary at the end of the corridor.
The north corridor leads up to the Courtyard, the east corridor leads to the Vanguard Garrison, the south corridor leads back to Cogs Coffee Shop and the east corridor leads to Mist Square.
Mist Square is a marketplace for the inhabitants of the province. It is covered in many dull coloured stalls which sell nothing of importance and are only used for the Avarice Corporation to gain wealth. The whole area is contained in four square spaces, each split up by the stalls in the market. On random stalls are the different parts used for Buildables, such as the Wolf Armour piece and the Skeletal Drone piece. Each part can be found here and are scattered around this area.
The first square is very clean compared to the others, with brightly coloured stalls. It holds Double Tap II within it. After this, the next set of stalls are duller in colour. This square also holds a possible Pandora's Box location. The third square is very tattered and barely has colour, only offering Buildable parts. Within the tightly packed streets of the last square, all that can be found is blood and gore. Hiding between the stalls are a GobbleGum Machine utility and the Daemon Exchange utility.
The Vanguard Garrison is at the forefront of defense against the undead. Here a multitude of soldiers stand watch over the province to protect it. Many rookie soldiers are also trained, to pass on the torch and protect their pseudo home. This barracks is a fortified building with a portcullis gate. The inner part of the building cannot be explored as much as the outside area which soldiers would be trained in. In the left side of the Vanguard Garrison is a lot of rock fall, which gives a home to Speed Cola and the Fuel Exhaust piece. On the right side of the barracks is where weapons were stored, meaning both melee and firearms. The GobbleGum Machine utility can also be found, hiding at the back of this area. On the outside is a field of blood and gore, only illuminated by a Pandora's Box location.
The Docks are the most important area within the whole map. They hold the key to escaping this dreaded place. Rigging is scattered along the edges of the Docks as well, making it hard to walk on. On the right side of the Docks is where ships would leave. All ships have departed and entrances to walk along the platforms are blocked off. But in the centre platform is the skeletal basis for an unfinished ship, on which the Celestial Servant Vessel IX can be built as a means of escape from this wretched place. Around the Docks is the Amm-O-Matic Machine, accompanied by a Pandora's Box location and Crafting Station utility.
Hidden deep in the backstreets is the Seventh Sin Burrow. Many of the criminals of the province came to the Seventh Sin Burrow to take refuge and made it their home. This den is small, dark, dingy and not pleasant in the slightest. The Seventh Sin Burrow is shaped like a cave, curving inwards. It is packed full of the trophies that have been collected from the various crimes committed. This includes piles of money, valuable goods that have been stolen, weapons and body parts. Hidden among these things are Juggernog and the GobbleGum Machine utility.
The Bell Tower is a confusing building that is difficult to traverse and was used to alert survivors of bad weather or impending danger from the dead. It can be entered from two doorways that both lead inside of it. This building has two floors that can be accessed by a spiral staircase that twists up the structure. The first floor holds a Crafting Station utility for players to use. This also houses a window that outlooks the rest of the map. At the top of the tower is a bell. It is of very ancient design and looks augmented with many strange mechanisms and technologies. Ringing the bell will give the player who did so a change to their view. The map will be given a monochrome hue, although this can easily be altered again by ringing the bell once more.
An desolate and empty stone field, once covered in life. The Courtyard is a vast and open hotspot for the inhabitants of the province to gather. With a lack of obstructions, the area can be seen as both a breath of fresh air to survive in and troublesome due to the ever growing swarms of the dead seemingly coming from every direction. In the open Courtyard is Electric Cherry, inside of the frame of an unbuilt house. Scattered around the Courtyard are various pieces of debris, such as scrap metal, timber and more materials used for building. This was to be the site of more housing, but this was sadly halted due to not being beneficial for the Avarice Corporation to pay for. Amongst the scrap metal is the GobbleGum Machine utility, while on top of the pile of timber is a Pandora's Box location.
Your last stop on Cloud Province IX is the home of a wealthy higher up in the Avarice Corporation. A giant Manor that towers over the broken down and hastily made houses of the poor. Arriving at the front of the house, you will find a beautiful and luscious garden with a fountain in the middle. Carrying on, you will be taken to a set of stairs with two lion statues sitting on either side. From here you will be able to enter the Manor through a large door. At the right of the door is Vulture Aid Elixir, while the left has the Clockwork Core piece.
Upon entering, players will find themselves in the foyer. This is a bright room with a lit chandelier, a shiny floor and streaks of blood all over. What was once a well maintained home is now covered in signs of distress and horror. The Jukebox utility can be found immediately to the right of the foyer. If players wish to leave they can either go up a flight of stairs or enter another room to the left.
Going left will take players to the dining room. This contains a long table which stretches across the room and is an obstruction. There are only two chairs in this Manor, one at each end, showing that wealth may not lead to happiness in this world and could cause a distance between people. At the back of this room is the GobbleGum Machine utility.
The upstairs area will allow you to walk down a hallway and pass blocked off rooms. Inside each of them is the sounds of the undead screaming. The one room that can be entered is the master bedroom. Contained in this is the Weapons Locker utility, hidden in a crevice in the wall. This has a large and elegant bed that has been ripped apart. In the middle of the bed is a hole, that leads downwards and through the floor. Jumping down this will let players arrive back in the foyer.
"Long ago a man who broke time wished to restore it to what it once was. He ventured out into the ocean and found a piece of obsidian land. After inspecting it, he climbed upon it and found that it was made of a material unknown to him and more powerful than even Divinium. He said that this stone had reality bending properties, which could be used by both good and bad entities if found. The man knew how he could fix things, but it meant that he would have to sacrifice himself. He dug through the rock all day and all night for months, without rest, until eventually uncovering what was underneath. What he uncovered led him to a world unlike any other, the key to fixing things.
After crashing the Celestial Servant Vessel IX, you will arrive at the Haunted Reef. No more rounds will pass, instead players will be thrown into a Round Infinity. Any sound is drowned out by the crashing of waves, screeching of crows and screams of the emerging undead. The uncovered area of the Haunted Reef is an ominous piece of jagged obsidian rock that is positioned in the middle of the last ocean. The whole area is easy to walk on, due to the rough rocky surface being flattened by an unknown force. All around are hexagonal shapes engraved into the floor. These surround a giant stone seal in the floor that is covered in ancient scriptures and engravings. Near the edge of each corner of the seal are wooden boxes on a golden pole, which each have a red button on them. There are four, meaning one is available for each player. At the other side of the Haunted Reef is the Pack-a-Punch Machine, sitting atop a set of obsidian stairs.
This is where you can make the decision to either continue your journey or end it. If all players go up to a box and press the button on it, their soul will be ripped out of their body and returned back to the manor. The Celestial Servant Vessel IX will have returned and can be used after another few rounds. But if you want to completely end the match, all that needs to be done is destroy the seal. Bombarding it with heavy gunfire and explosives will eventually lead to its destruction. A violet portal will be revealed, which will end the match when all players have jumped into it.
Traps are available to find all around the map. When bought, they will activate and attack any enemies in range of them.
All utilities in the map will have power provided to them, without need of activation. However to power the Perk-a-Cola Machines in the map a much more complex procedure is required. Underneath each machine is a metal grate. Killing zombies in the vicinity of the grate will cause its blood to flow into it. This will then take the blood to a blood vial that sits next to the Perk Machine. As more zombie blood is spilled into these grates, it will fill up the blood vial. It will take a total of 30 kills to completely fill the vial. Another way of powering all Perks is by using the Daemon Exchange to obtain the Blood Flow.
Once the blood vial is filled there will be a chiming noise to indicate the Perk can be used. The chiming will repeat up to four times to show that there can be a total of four uses from each Perk Machine. On the outside of the vial is a gauge which displays a number. At the start of the game this will show a zero. When more blood is given to the vial, the gauge will increase up to the number four. The number displayed on the gauge will indicate how many uses are in the Perk Machine. With each Perk consumption, the number displayed on the gauge will decrease up until it is zero. This must be done for each of the Perks in the map and it must be refilled if the blood vial has been drained.
Designed by the infamous Dr. Monty, Perk-a-Cola's are cooled beverages which will have an adverse effect on a player after consumption.
In the spawn of the map will be only one Skeleton Key. The rest can be obtained through the Daemon Exchange. After a player has picked one up, it can be used to unlock the various Supply Crates around the map.
Each Point that is earned in a match will contribute towards a player receiving a Barter Token. Every time a player has earned 1000 Points within a game, which does not mean they cannot spend the points as it will still count regardless, a dark pink and gold coin will be awarded to players. This currency will be separate to regular Points and is solely for the use of obtaining items at the Daemon Exchange. Much like Points, Barter Tokens can be constantly earned and kept progress of throughout a match.
Unlocked with the utility of the Skeleton Key, the Supply Crate is a mechanical box that can be opened by players to either gain a reward or be punished. Once the chest is opened, it will take 3 rounds until it is ready to be used again. There are two states that the Supply Crate can be in, known as "Empty" or "Fueled". The Empty State is what will spawn on the map at first, whereas the Fueled State will spawn when the Supply Crate is left for over seven rounds.
The Empty State of the Supply Crate is gunmetal chest which has blue lines running through it. The rewards of this are: A random Spell, a free GobbleGum and any wall weapon that costs below 1000 Points. However the punishments are: Grenades exploding and a zombie spawning.
The Fueled State of the Supply Crate is the same box, but it is now Fueled with green energy and has a golden colour scheme. The rewards of this are: A random Spell, a Mega GobbleGum of any rarity, a random upgraded weapon and a Ray Gun. However the punishments are: Multiple grenades exploding, a Gargoyle spawning and all Supply Crates reverting back to the Empty State..
The Avarice Corporations main way to attain their wealth, Daemon Exchanges are small kiosks which the poor citizens of the raised civilizations. In exchange for certain amounts of Barter Tokens, different items can be obtained to aid with the survival of a player in many different ways. When going up to the metal stall, all items that are available will appear on a very old and static filled screen. This screen adheres to a specific player, if a certain item has already been obtained it will have a red cross through it. From the Daemons Exchange, items that cannot be obtained anywhere else can be found. Some items can be selected to be bought, while others are given randomly at different points.
One of Dr. Monty's most popular inventions, the GobbleGum Machine will dispense a GobbleGum to players from a crimson gumball machine. This GobbleGum can be any one of the GobbleGum from your Pack and the GobbleGum Machine can only be used once per round. But if it is a Mega GobbleGum that has already been used, it cannot be obtained. Leaving a GobbleGum for too long will result in it returning into the GobbleGum Machine.
Withholding the darkest evil that exists in the world, Pandora's Box is a wooden chest that is covered in carvings of ancient symbols and scriptures. A purple light emits out of a larger symbol on top of the box, this light will be brighter when the box is opened. When Pandora's Box is bought, it will open and cause a weapon from an unknown period of time to manifest within it for the user to take.
A useful asset in crafting together items to create a buildable, Crafting Stations are workbenches which let the user combine anything put on them by using a magical enchantment and ancient technology. Around the map are multiple building stations which can be used to craft a Buildable. The Crafting Station takes on the appearance of a stone table with gearwork machinery around it. When all of the parts for a Buildable have been obtained and brought to the Crafting Station, it will take them and create the desired Buildable.
Every game, in a random location, there will be a small piece of paper. If this piece of paper is taken to the Weapons Locker, it will allow players to store a weapon inside of it. This gun can then be removed and replaced without the need of the note until the next match. Only regular weapons and their upgraded variant can be stored in the Weapons Locker. Monument Weapons and upgraded weapons that have been modified cannot be placed in it.
Within the map is a Jukebox made of varnished wood. On it are colourful lights that will flash occasionally. When activated the Jukebox will play a song. The Jukebox will not be able to be used again for another 10 rounds after this.
Created by a blacksmith in the old west, the Pack-a-Punch Machine has the ability to alter any given weapon in drastic ways. This will upgrade a player's weapon so that it has more power and can deal more damage.
Once a weapon has been upgraded, it can be put back into Pack-a-Punch Machine to trigger a modification on the already augmented weapon. There are a total of five modifications that can be given to upgraded weapons, to even further enhance them. Each has a different effect that varies from the other modifications. If the weapon is put into Pack-a-Punch Machine after this, it will change the modification and has the chance of returning it to a previous modification as all are viable options when upgrading.
Dead Wire: When this ammo type is activated, the zombie it lands on will killed by electricity which will be chained to surrounding zombies.
Thunder Wall: When this ammo type is activated, all zombies within its path will be pushed away and killed by a burst of air.
Blast Furnace: When this ammo type is activated, the zombie it lands on will explode and cause fire to engulf those surrounding it.
Fire Works: When this ammo type is activated, a version of the gun used will appear and spin around while shooting colourful but deadly bullets.
Turned: When this ammo type is activated, the zombie it lands on will be possessed and attack other zombies for a short duration of time.
Built from the Illuminant Oculus, Wolf Armour and Fuel Exhaust. The Rocket Shield is a defense against the undead which will have the ability to protect players from taking damage from any enemy in the map. It is silver and has an eagle armouring. When the Shield is unequipped, it will be stored on a player's back. Any enemy hitting the players back will not be able to damage them and will instead deplete the Shields health. If the Rocket Shield is equipped, the peripheral view of the player will be drastically impeded. But any enemies who are attacking a player from the front will not damage them and will just cause the Shield to deplete in health. While in this mode players can activate the rocket burst function and push through zombies to kill them. Three bursts are give to players with the Shield. Once all three are used or the Shield is broken, it can be replaced at the Crafting Station.
Built from the Gearlock Rig, Skeletal Drone and Clockwork Core. Project Butler is an autonomous Android that will assist players by defending them against all enemies in the map. It is a golden robot which functions through clockwork enginery, wearing a monocle and mustache. When Project Butler is initiated, the Android will leave the Crafting Station and seek out the player that summoned it. The Android will then defend the player by using the Blunderbuss as a weapon and killing any enemies in the area. It will walk around the vicinity of the player and shoot any enemies that it comes across. It will always try to kill the enemies with more health if it has the choice. At the end of a round the Android will leave the last zombie of the round alive so that if a player wishes to keep it. Any player that is downed will be revived by the Android instantly. Once it has helped to defend players the Android will return to the Crafting Station and recharge for a short duration of time, after which Project Butler can be initiated again.
Built from the Armillary Engine, Stardust Orbs, East Wing, West Wing and the Wheel. Each part is obtained through usage of the Daemon Exchange. The Celestial Servant Vessel IX will be crafted at the Docks. Boarding it will let players leave the map, causing them to crash and arrive at the Haunted Reef. When returning back to Cloud Province IX, they will find the ship can be used again after the cooldown of a few rounds.
There are nine Curse Cards in the Deck of the Cursed, along with a secret Wild Card, which each give players different abilities. Each card has an image on it and a phrase that a disembodied voice will say upon using the card. The Curse Cards will reside in the tactical slot, which allows them to be triggered at any time. When they are charging they will go black until enough experience is regained from killing, then they will shimmer to show they are ready to be used. Each card can be randomly obtained through the use of the Daemon Exchange.
The Travellers Regret has the image of an old man walking up a mountain with a wooden stick. Immediately after activation, players will be given a speed boost that will let them run quicker than before. When stopping, you will continue to run for a moment and slow down before coming to a halt. Also walking, aiming down sights and readying up will be faster when using this card.
Vampyre has the image of a bat hanging upside down with glowing purple eyes. Once this card is triggered, the map will be shown in sonar vision which will show where zombies are coming from due to them being red. Other players will be green but if they are down this colour will fade into grey.
Quantum Glitch has the image of a hand holding a fob watch. This card will give a player the ability to travel to the past if they are in danger. These effects will happen immediately once the card is activated and will leave players in the state they were in a minute prior to when the card was used.
Thorns has the image of a branch with sharp thorns. While this card is active, any zombie that attacks a player will die from a barbed wire effect. It is still possible to be damaged by zombies with this effect in use.
The Sorcerers Fortune has the image of a cloaked figure holding a staff in one hand and a ball of pink energy in the other. While this card is active, the player using it will gain more points if they land more shots on zombies. Each time they do this, the points they earn will increase up until the zombie is killed which will give them a large sum of points depending on how many bullets the zombie has been shot with.
Call of the Phoenix has the image of a bird made of fire flying into the night sky. If a player uses this card, while they are down or they have bled out, they will come back to life in a ball of flames, which will kill all zombies around them. When they return they will have all of the items they had before going down.
Insanity has the image of a man clutching his head. With the use of this card, three clones of the player will spawn and draw zombies away. Other players will see these copies of the player as having a pink glow around them. Zombies can kill the clones but they will also fade away after a duration of time.
The Phantoms Haunt has the image of a blue ghostly man floating. When this card is used, the player will turn into a ghostly form that is able to be ignored by zombies. While they are a ghost, they will also not have any weapons but can move around the map without limitations.
Inferno has the image of a world engulfed in flames. When this card is used, all zombies around the player will be killed by a wave of fire. The rest of the zombies on the map will begin to stumble around while set on fire but will eventually heal from this.
The Joker has the image of a pink figure with sharp claws. When this card is used, players will be rewarded by being given all Perks, having all weapons upgraded and being given every possible Spell in the map. This will be permanent throughout the game and cannot be lost, even when going down or bleeding out. But only one of these cards can be obtained in a game.
Obtained through the Daemon Exchange, the Loadout Kits are character individual kits that will allow players to use a preset loadout. These can be triggered at any time by the player and will be given to them upon respawning, after bleeding out. This can be activated by pressing down on the D-Pad. A character dependent weapon along with a Special weapon, accompanied by a set of two Perks and a Specialist Weapon. The only way this loadout can be lost is by bleeding out. Going down will result in players keeping their Perks and the given weapon cannot be switched out for another.
Occasionally zombies will leave behind a glowing drop when killed. Picking this up will cast a Spell on the map which will give players a bonus in gameplay. When each Spell is obtained, Umbra will call out its name and begrudgingly cast it. Each spell only lasts for the duration of 30 seconds.
When the Stellar Credit Spell is cast, a random amount of points between 100 to 2000 Points will be awarded to all players. The insignia for Stellar Credit is of a star with a trail behind it.
When the Obliteration Spell is cast, all zombies in the map will be killed instantly by any means of attack. The insignia for Obliteration is of a skull and crossbones.
When the Cosmic Profit Spell is cast, earning points in any form will increase and continue to scale as more kills are gained. The insignia for Cosmic Profit is of a meteor.
When the Galactic Bargain Spell is cast, a sale will be made on Pandora's Box and the Daemon Exchange. The insignia for Galactic Bargain is of a planetary ring.
When the Fissile Fuel Spell is cast, all ammo and any utilities will be replenished. The insignia for Fissile Fuel is of a battery.
When the Mimic Spell is cast, the player who obtained the spell will be camouflaged from all enemies. The insignia for Mimic is of a crying mask.
When the Chronolock Spell is cast, all zombies will be slowed down and halted to a stop. The insignia for Chronolock is of a clock.
When the Imbued Decanter Spell is cast, all players in the map will be granted a random Perk that they do not have, which will not take up a Perk slot no matter how many a player has. The insignia for Imbued Decanter is of a potion decanter.
When the Atomic Victory Spell is cast, zombies will begin to explode around the map. Any zombie that survives and touches a player will also die. The insignia for Atomic Victory is of a biohazard symbol.
In Forge, exchange over 100 Barter Tokens in a single match.
In Forge, trigger all Curse Cards in the Deck of the Cursed.
In Forge, use the Monochrome Umbrella to banish a horde of the undead.
In Forge, take down K.R.A.B. with the Ectoplasmic Musket.
In Forge, provide power to every Perk-a-Cola Machine with the blood of the impure.
In Forge, atone for your mistakes.
In Forge, leave the Haunted Reef.
I enjoy your ideas Nightmare. Might I use this in my newer black ops 3 engine for 2d zombies?
1- The cards are a sort of mixture between specialist abilities and gobble gum, and I really don't see their main purpose. Also, the joker card would be infinitely OP in solo considering you'd never lose quick revive.
2- A lot of things on the map seem to take 10 rounds to re-charge. Well, then at most, you'd use those things twice in a game of randoms MAYBE. The box that takes 3 but charges to 7 fallows the same issue.
3- You didn't really explain Ammo-matic, which as someone who's been here long enough I know the purpose of as it was an unused perk in WAW that either dispensed ammo, or regenerated ammo depending on if the perk was modeled after which custom map or the actual unused perk. However, not everyone knows this. You could also add some more features to it, like occasionally offering alternate ammo types from regenerated ammo, even without an upgraded weapon.
Aside from that, I love the concept of where this map is. Post-Post-re-apocalyptic. 4 Baddasses with steam punk abilities at their sides.
LOVE IT. Only thing it's missing is the secret way to unlock a tophat (similar to the margwa head) that makes you take less damage from the KRABS.
I came up with the cards before BO3 came out and based them off of the Specialist Abilities, GobbleGum is fine and all but I like the idea of something a bit more OP. Also the Joker is a rare card, when you buy them with barter tokens its like buying GobbleGum.
The Jukebox does to combat annoyance of overplaying. I can't find anything else that does, but I've probably forgotten. Also I disregard anything to do with public matches. They are a lost cause in my eyes and trying to make the map adhere to them by stopping the ability to halt progress is wasted time.
Amm-O-Matic is ammo regen. I thought there would be no point detailing only that perk and a lot of people should know it. The ammo type things could be a perk in itself and I really like that idea, I have always loved the idea of something to change ammo types.
Thank you, I am glad you like it. These characters are near and dear to me and this is the map I first came up with them in, I am just glad I finally got around to making it. Oh and that hat thing could be cool, although I didn't think of it because it wasn't a trend when I made it, like it is now XD.


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Kalinskaya starred in the quarterfinals of the tournament in Mexico
October 22, 2022 by Last Sports
Russian tennis player Kalinskaya starred in the quarterfinals of the tournament in Mexico
MOSCOW, 22 Oct – Russian tennis player Anna Kalinskaya withdrew from the quarterfinal match of the tournament in Guadalajara, Mexico, the prize fund of which exceeds $2.5 million.
In the quarterfinals, Kalinskaya met with the representative of the Czech Republic, Maria Bouzkova. The Russian woman refused to continue the fight during the first set with the score 5:2 in favor of her opponent. Tennis players spent 28 minutes on the court.
Women's Tennis Association (WTA)
October 22, 2022 • start at 06:05
Anna KalinskayaRussia
0 : 02:5
Maria BouzkovaCzech
In the semi-finals of the tournament, Bouzkova will play with Greek Maria Sakkari (fourth seed), who defeated Russian Veronika Kudermetova (8).
Categories News Tags Anna Kalinskaya, Kalinskaya, Maria Bouzkova, Maria Sakkari, Mexico, quarterfinals, sporting news, starred, tournament, wta guadalajara
Accumulator for today, October 22, 2022, the best predictions for today, working accumulator for football
Live broadcast of the FIS Council on October 22, 2022 – will Russian skiers be allowed to the World Cup and the World Championship?


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Craig Campbell vs. Dierks Bentley – The Showdown
Despite being outnumbered 3-to-1, Craig Campbell had no trouble knocking off Gloriana during yesterday's Showdown. His new song 'Outta My Head' is proving to be a hit with fans. He's called upon them to support the first single from his upcoming album and they've responded in large numbers. That means more airplay for Campbell tonight on Taste of Country Nights radio as he takes on a new challenge
Who Will Win the 2012 CMAs Entertainer of the Year? – Readers Poll
Taylor Swift has won two of the last three Entertainer of the Year trophies at the CMA Awards, but she'll face four men equally as deserving at the 2012 show on Nov. 1. A strong case could make for all five artists announced as nominees on Wednesday (Sept. 5), but who do you think should win?
Craig Campbell vs. Gloriana – The Showdown
Fans showed excitement for Craig Campbell's upcoming album by moving his new single 'Outta My Head' past Chris Cagle's 'Let There Be Cowgirls' to another day on the Taste of Country Showdown. The competition gets tougher today and tonight on Taste of Country Nights radio. The 'Family Man' singer will square off against one of the hottest new groups in country music.
Dixie Chicks' Emily Robison Welcomes Baby Girl
Dixie Chick Emily Robison is resting today after giving birth to her fourth child, a girl, this morning. The singer delivered Violet Isabel Strayer at 3:01AM. A note at the trio's page on Facebook says both baby and mom are doing well, and father Martin Strayer is happier than ever.
Craig Campbell vs. Chris Cagle – The Showdown
Alan Jackson has become the latest artist to have a song inducted into the Taste of Country Showdown Hall of Fame. By topping Darius Rucker's 'True Believers' on Monday, 'You Go Your Way' is retired, meaning two new songs square off today and tonight on Taste of Country Nights, a nationally syndicated radio show hosted by Jeremy Robinson.
Alan Jackson vs. Darius Rucker – The Showdown
Alan Jackson has cruised through four straight Showdowns, but to get to the Taste of Country Showdown Hall of Fame, he's going to have to top another country superstar in Darius Rucker. The legend's new song 'You Go Your Way' is hot right now, with online and phone call votes leaning heavily his way. But Rucker might be hotter.
Alan Jackson vs. Jason Cassidy – The Showdown
Canadian country trio High Valley put a scare into Alan Jackson fans yesterday, but their song 'Love You for a Long Time' fell just short, losing to 'You Go Your Way' by 10 percentage points. Phone voting on Taste of Country Nights radio helped put the superstar into the driver's seat once again. Today, he'll face another feisty newcomer in Jason Cassidy.
LeAnn Rimes Enters 30-Day Treatment Facility
One day after celebrating her 30th birthday, LeAnn Rimes announced she will be taking 30 days off to "cope with anxiety and stress" in an in-patient treatment facility. The singer voluntarily entered the facility on Wednesday (August 28) with full support from her husband, actor Eddie Cibrian.
Thomas Rhett vs. Randy Houser – The Showdown
Thomas Rhett moved his song 'Beer With Jesus' within one win of becoming a rare Taste of Country Showdown Hall of Famer. The singer's fans outvoted fans of Jaida Dreyer's 'Confessions' by a two-to-one-margin on Friday and Friday night on Taste of Country Nights radio. Today, Rhett will have to battle a singer with a little more star power in Randy Houser.
Blake Shelton Rewrites His Favorite Country Songs
Instead of writing new songs for his next album, Blake Shelton has taken to rewriting hits from other country music stars. Kenny Chesney's 'Come Over' and Tim McGraw's 'Live Like You Were Dying' were his two victims choices in the past 24 hours.
Take a Tour of the Taste of Country Nights Studio
Have you ever been inside a radio studio? Taste of Country Nights host Jeremy Robinson shows fans around his home away from home. We meet engineer Chris and producer Todd. OK, we only hear Todd, but that's close enough. See where all the fun happens in the video below.
Randy Travis Cited for Assault Following Fight in Church Parking Lot
Randy Travis is in trouble with police once again following a fight in a Texas church parking lot, which broke out early Friday morning. The country legend was cited for simple assault and taken to the hospital after getting involved in a disagreement between a husband and wife.


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Q: How to integrate the leaflet map in angular I  want to show the leaflet map in angular application
As I have used the angular formly for application with tabs because In my application I have to create the dynamic forms
In third tab I have to place leaflet map and remaining tabs  containing form fields So my problem is to create the map in the tab(used formly)
.component.ts

//Areas covered

export class ProcessComponent implements OnInit {

areascoveredForm = new FormGroup({});
areascoveredModel: any = {};
areasOptions: FormlyFormOptions = {};

  // Measure Details form
  measureDetailsForm = new FormGroup({});
  measureDetailsModel: any = {};
  measureDetailsOptions: FormlyFormOptions = {};

//In area coverd tab I need to placethe map

areacoveredFields: FormlyFieldConfig[] = [

//need to place the map
]

**.component.html**

<mat-tab label="AREAS COVERED">Tab 1</mat-tab>

In normal I know How to place the map but in this angular formly tab format I am facing the issu
Can anyone help me regarding this.

redpajama_set_name: RedPajamaStackExchange


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A Review of "Another Jesus" Calling by Warren B. Smith"Person to Person Calling" was a particular kind of telephone call, that I as a telephone operator, performed over and over in the days before unlimited long distance rates. And this "person to person" calling is what Sarah Young purported to have heard in her best selling book Jesus Calling.
Saturating his thirty concerns with scripture, as to why Jesus did not personally speak with Sarah Young, Smith lays out a precise picture providing us with a book of which you can, with confidence, share with skeptical friends or family that have been deceived into devouring Young's channeled devotional.
Smith next introduces us to God Calling- the book Sarah embraced before she, too, became a listener with pen in hand. In this section Smith provides numerous scriptures along with each of his ten concerns, as to why God was not calling those two lady listeners; and as to why Sarah was deceived from the get-go when she based her own book on the listener's spiritual dictation. Click here to continue reading.