VoxelSniper is the premier long range map editing tool for Minecraft SMP. This plugin allows you to edit any block that you can see using an arrow (for replacing) and a gunpowder (for adding). It is best used by those with a strong attention to detail and fits a wide array of applications, from making detailed edits to structures with the snipe brush, to making massive terraforming jobs a breeze with some of the earth shattering soft selection tools.
VoxelSniper 5 introduces significant under-the-hood improvements, streamlining the number of brushes while increasing the number of brush options. Better documentation means it's never been easier to learn to use VoxelSniper. Experienced VoxelSniper users should scan the page for the tremendous new features in VoxelSniper 5!
For bug reports/brush requests, see: VoxelSniper on Github
The best way to see what's new is to read through and look for the red markers. But here's a quick changelog for this edition of VoxelSniper:
1. Download VoxelSniper.jar into your Bukkit server's "plugins" folder.
2. Restart your server. You will notice upon startup the VoxelSniper will display messages in the console telling you it has created files.
3. Players having OP will have automatically Sniper rank. If you want to use permissions, then giving a player voxelsniper.sniper will grant him the Sniper rank and voxelsniper.litesniper will grant him LiteSniper rank.
4. The config.yml (SniperConfig.xml on older versions) file contains configuration for the plugin. It has several options:
5. Be sure to always restart your server to apply changes to the VoxelSniper configuration files! Good luck, and happy sniping!
LiteSniper tools are restricted versions of VoxelSniper's brush-set, chosen specifically to be an optimal teaching tool geared toward giving a user the full VoxelSniper tool. It's tool set includes:
/d: Resets your VoxelSniper to the default, non-server-lethal settings.
/vs: VoxelSniper Settings. This command will give you a printout of all of VoxelSniper's current settings, letting you check them over before you pull the trigger.
/vs brushes Brush List. This command returns all of VoxelSniper's brush options.
/vs perf Performer List. This command returns all of VoxelSniper's Performer options.
/vs perflong Performer Long-name List. This command will give you the long-name versions of the performers.
/b [instructions]: The brush command is the gateway to the VoxelSniper box of world-editing wonders. This command can be as simple as changing the active brush type, its size, or to issue a string of instructions (such as the Erosion Brush's settings). Many brushes behave wildly differently depending on the settings you've loaded into your Sniper's Brush, so make sure you know what variables you are working with before pulling the trigger!
VoxelSniper 5 brings a significant reorganization of how brushes are designed and accessed. Previous versions of VoxelSniper were very inconsistent in how to access related brushes. To place a ball of blocks, one used to type /b b then switch to /b ib or /b ibr or /b br depending on exactly how the blocks needed to be manipulated. The devs of VoxelSniper realized that this was confusing to Snipers, especially as many brushes (the line brush, for example) didn't have an ink version when it seemed they should. VS5 now separates the code into two parts. Brushes determine WHERE blocks will change (such as in a ball shape) whereas Performers determine HOW blocks change (such as ink or no-physics). The benefit of this change is that any brush that can possibly use a given Performer (such as ink) does so from the outset. Performers are changed by adding the Performer name (short or long) after the brush name in the /b command.
The m/i/c system of naming performers: <placement-option>[replacement-option][extras]
The VoxelList allows snipers to create a list of blocks you may or may not want to include in your snipe. This function is similar to WorldEdit masks. To make a VoxelList, simple type:
You may add on as many IDs as you want without re-typing all previous IDs. In order to remove an ID, simply type:
You may add an item and remove an item from the list at the same time by typing a command such as:
In order to clear your entire VoxelList at once, use the command:
Now that you have your VoxelList set up with IDs, you have the ability to either include or exclude said IDs as your replace data values. To replace only the data values included in the VoxelList, use this performer:
To exclude the materials in your VoxelList from being replaced, use this command:
These performers work with the 6 standard brushes as well as some of the others.
Brush Tools allow you to bind any in-game non-block item to act as arrow or gunpowder.
/u: Undo. Undo will revert the affected area from your last snipe to it's prior state. It can be used up to twenty times per user.
/uu (username): UndoUser. VoxelSniper allows any other user armed with a sniper to undo another player's actions. This is a good safeguard against accidents, and very useful when teaching someone else how to use the tool.
/uuu (username): UltimateUndoUser. VoxelSniper allows any other user armed with a sniper to undo another player's actions. This is a good safeguard against accidents, and very useful when teaching someone else how to use the tool.
/goto [x] [z]: This command allows a sniper to warp to any coordinate set on a map.
/v [blocktype]: Voxel Select chooses which type of block we'll be placing into the world.
/b s: The Snipe Brush, the original impetus for this plugin, sets the brush size to a single block. This tool is useful for precision modification of far away blocks. Ideal aplications include: building with nothing but sniper tools in your inventory, or "snipe-painting" in details and decorations into large structures while maintaining a macro view of your project. The images at left show the basic snipe brush in action.
When using VoxelSniper, The Arrow's tool is primarily used used for replacing the targeted block (or surrounding blocks). Right click from anywhere you have a direct line of sight to your target block to fire your sniper.
By contrast, The Gunpowder is primarily used as a "fill" tool, creating a new block(s) adjacent to the facet of the block the cursor is targeting. When sniping, this tool also allows you to do things like building on the underside of a tall ceiling from floor level.
In this example, we have an iron block on a grass field, into which we will be "sniping" a gold block (one click, one snipe, one block of effect).
/b s mp: The Snipe No-Physics is where VoxelSniper really starts to shine as a building tool. This snipe allows you to break the normal rules of block placement in Minecraft, allowing for effects like hovering minecart tracks, falling sand-traps and more convenient torch-placement (e.g. on half-steps or fence-posts!).
Are you erasing something big, do you care if you need to undo? If not, you can use this command to save/help the server performance. (In-case the brush title doesn't hint this, you cannot undo anything you did with this brush.
/vs range #: You can limit the range of your VoxelSniper to a specified number of blocks with the range command. This is handy for building in mid-air or building with pre-calculated lengths.
Sized brushes work much like the Snipe Brush in that they target the block you are clicking, but because they are creating more than one block of material at once, it is important to be able to change the shape and size of the created material. Sized brushes allow a Sniper to paint in six different shapes at nearly any size, giving them a great versatility.
/b [#]: sets the "size" of the brush used. The size measures their radii, in additional blocks, from the center: (1+2r)
A few other brushes are scaleable using the brush size variable, as well.
/b d: The Disc Brush is used to create flat, near-circular discs centered at the point your are clicking. These discs will be flat like a pancake.
/b df: The Disc Face Brush is used to create flat, circular discs centered at the point your are sniping. These discs will align to the facet of the block you clicked, so clicking the side of a block will leave a circular impression vertically, while sniping the top or bottom of a block will produce traditional pancake discs.
/b b: The Ball Brush behaves much like the disc but produces a sphere of blocks centered on the snipe-point. This is great for creating clumps of material for terraforming.
/b v: The Voxel Brush is similar to the Ball Brush, but it generates a full cube of material. Great for clearing out underground tunnels with air-cubes.
/b vd: The Voxel Disc Brush is similar to the Disc Brush, but it generates a flat square of material instead of a circle. Instant flooring!
/b vdf: The Voxel Disc Face Brush behaves like the Disc Face Brush, but in a square shape. Use this brush to throw up some quick walls around a project.
/b cvd: The Voxel Checker Disc Brush behaves like the Voxel Disc, but makes an checker shape.
Now that we've got a basic grasp of the shapes available from sized brushes, let's add one more function to them: selective replacement. The replace brushes use the exact same sizes and shapes of the basic brushes, but use their target snipe area quite differently, replacing only one selected type of material to apply their affects to.
/vr [blocktype]: Voxel Replace Defines the selected block to be replaced by replace brushes. This allows you to only paint over stone, sand or a singular offending blocktype in an area, leaving all surrounding blocks unscathed. You must use one of the replace Performers to utilize this feature
Voxel Ink defines the painted voxels' special data value. This is information is used for different things on different blocktypes. Variable states like birch, pine and log wood types, leaf shape, cloth color and face direction on blocks like furnaces and ladders. Other applications include like crop irrigation, rapid cactus and tree growth, water-surface smoothing, aligning minecart tracks, and telekenetically throwing switches from across a room (a great trick at redstone parties). Use of Ink brushes requires a working knowledge of replace brushes. A full list of blocktype variable data is avaiable here: http://www.minecraftwiki.net/wiki/Data_values#Data You must use one of the ink Performers to utilize this feature.
/vi [0-15]: Assigns VoxelSniper's Voxel Ink values.
/b l: The line brush created geometrically calculated single-block-thin lines of the /v Voxel Select material. To use the line brush, simply snipe with the arrow tool to set the first point, followed by a snipe with the gunpowder tool. The line brush can be used to calculate easy roads, bridges and more.
/b j r[#] - Works much like the line brush, but with a small amount of noise thrown in.
Right-click three times with the arrow to select the corners of a triangle. Then activate the brush with a right-click of powder to create a smooth polygon surface of your voxel material between them. This brush suffers from the granularity of minecraft's voxels. Because the blocks must always be placed at an integer coordinate, sometimes a block or two gets left out - especially around the edges or in a particularly steep triangle. Since the earliest version of the brush, some redundancy has been built in to improve the performance, but it will never be perfect unless minecraft's coordinate system changes.
/b dome: This brush creates parabolic domes centered on the block clicked. It uses the brush size to determine the dome's radius. /vh [#]: This defines your dome height.
This collection of brushes provides a variety of ways to create blocks in predictable shapes without be outright geometric solids. If you've ever used something like photoshop, the idea is rather like turning down the density on a brush. Most of the splatter brushes are variations on the basic sized brushes:
Each of these brushes have three important parameters besides the usual brush size and voxel material. These are seed percent, growth percent and recursions. Seed percent determines how likely it is for the brush to generate a new cluster (or "seed") within the brush area. Growth percent determines how likely it is for new voxels to be spawned adjacent to each seed. For example, a high seed percent and low growth percent would probably fill the brush area with almost totally random 1x1x1 static. In contrast, a low seed percent and a high growth percent would fill the brush area with just one or two big clumps. Both percent parameters vary from 1 to 9999 with the default being 1000 - representing 10.00 percent. The number of recursions determines how far from the original seeds that new voxels can grow. A recursion of 3 (the default) means that a seed can only grow out 3 steps in one of the cardinal directions, at most. Recursion can be adjusted from 1 to 10.
The splatter overlay also supports a Y-offset parameter (yoff[n]) and a height randomization argument (randh to toogle random height).
/b blob: The Blob brush is a close relative of the splatter brush. The primary difference between the Blobs and Splatters brushes is that the Blob brush always has exactly one seed. This means that you will typically produce only a single large cluster. Consequently, the only parameter that you can change is growth percent, as the block clicked is always the only seed and the number of recursions is the brush size. However, the brush does have more variety than you might expect. The arrow and gunpowder versions of this brush function very differently.
As a result of these differences, growth percent affects these two versions of the blob brush in opposite ways. A low growth percent means that the arrow blob will only produce a few voxels while the gunpowder blob makes a near-perfect sphere. A high growth percent means that the arrow will nearly fill the sphere with voxels while the gunpowder has eroded the sphere so completely that only a few random voxels remain. This allows the sniper to have both a coarse brush to generate a lot of voxels with a single click as well as a finer brush for detail work with only a change in tool required. You can work without the need to change the growth parameter while working with this brush!
Note: When used for terraforming, all of the Splatter brushes benefit greatly from be used in conjunction with the Erosion brush, particularly the smooth preset.
/b sstair: This brush has four modes of making a spiral staircase, each of which automates the build process of a common type of spiral staircase. In all three, the brush size (ex: /b 3) determines the radius of the stairwell, and the brush height determines the number of stairs (ex: /vh 10). You may also control the turning direction of the stairwell (ex: /b sstair cc for counterclockwise) and the direction that the first stair faces (ex: /b sstair e for east). Using the gunpowder brush will build the staircase above the target block, and the arrow brush will dig the staircase below the target block. This Brush does not
Block Mode (default) - /b sstair block
Step Mode - /b sstair step
Wood or Cobblestone Stairs Mode - /b sstair woodstair or /b sstair cobblestair
This is a hollow-out exclude-based replace brush: Any block within the brush area that does NOT have at least one face exposed to the /vr Voxel Replace material is replaced with the /v Voxel material.
This brush sets all the blocks within a region to the voxel material (ex: /v stone). The region is defined by two snipes. For this brush, the arrow tool will set the point as the block sniped, and the gunpowder tool will set the point on the sniped block face. After the first point is selected, you will recieve a message "Point One". When the seconds point is selected, the region will be automatically filled. The first point must be reset each time.
/b fd
/b ri Creates a ring based off where you clicked.
/b el x[n] y[n] t[n]
The Ellipse brush is an extension of the Disc brush which has already been implemented into VoxelSniper. The brush uses the a and b properties of an elllipse. A great definition of an ellipse may be found here. For the benefits of the sniper, the brush can be scaled in two dimensions. The brush offers the parameters x[n] and y[n] (where n is any positive whole number) that scales the ellipse's width and height factors (corresponding to the X and Y "axes" in the block placement), respectively. Furthermore, since the brush utilizes the parametric form of an ellipse, the brush includes the parameter t[n], which is the time step number of the brush. The time step can range from 1 to 1000 (though roughly 50 - 250 suits most applications). The time step enhances the accuracy of the block placement of the brush.
Moreover, the brush uses a "face" mode, like Disk Face, and a "fill" mode. Therefore, the face of the block clicked determines the orientation of the ellipse. Also, the fill mode can be toggled on and off using the parameter fill.
/b elo x[n] y[n] z[n] [true] The Ellipsoid Brush is a three dimension version of the Ellipse Brush. It allows you to define a radii for each of the dimensions, x[n] y[n] and z[n] respectively where n is any positive integer. In addition you can enable true-circle mode just like the ball brush or other similar brushes.
/b o: This oceanator turns mountains upside-down with a single click, and fills everything below sea-level with water, creating larger, deeper waterways and oceans on your map with a convincing ocean floor, like those on The Voxel Box world of Pangea. When the Land-Inversion Brush is active, the the arrow and gunpowder behave very differently from one another compared to the other brushes. The arrow will invert the landscape ONE chunk (a 16x16 grid of blocks from the vertical minimum to the vertical limit) at a time, whereas the gunpowder will target NINE chunks at once, centered on the targeted chunk.
Here's our landscape that we wish to invert. Understanding landscape-inversion requires an understanding of how the brush "sees" the landscape.
The orange area represents the area above the landscape in which no blocktypes exist except air. VoxelSniper counts up, from sea level, to each coordinate's highest block. Then, from sea level, the brush will dig down a corresponding number of blocks, filling the empty space with water and coating the ocean floor in a layer of sand. As seen in the image, VoxelSniper does NOT count log or leaf blocks during this process, avoiding tree-shaped pockmarks in the ocean floor.
Below is a cross-section depiction of what an upside-down mountain might look like. The auto-digging process leaves all of the minerals below sea level perfectly in tact, coated in sand, just waiting for underwater mining operations to reach them.
Another feature of the ocean brush is automatic min-and max-ing of ocean depth. The brush is set to always dig down at least 5 squares from sea level, leaving convincing room for boat bottoms and to get a good depth-effect from the game's water. The brush will not dig below around y=8, so tunneling under the ocean, while treacherous, is possible.
Ocean-creation can be intensive on some servers, and like all large-scale brushes, can disconnect players with exceptions due to a flood of information if used in rapid succession.
The flat ocean brush allows you to create oceans with a flat ocean floor. The syntax is similar to that of the OCEANATOR 5000.
/b ca y(1-63): The CANYONATOR moves landscape down to a specified y-coordinate level. This is great for making low sections of a map for building extra tall buildings. Stagger different y-levels for a steppe-effect, then clean the chunk edges up with erosion and overlay brushes. Sclupting a landscape that takes advantage of the entire map height starts with this brush! Like the Oceanator, this brush will lower nine chunks at once when used with the gunpowder.
/b cas y(1-63): The Canyon-selection brush uses a gunpowder and arrow snipe (similar to the line brush) to select a region for canyonation. It uses the same height variable as the chunk-based canyonator, but can be used to generate precision zoned areas for droppage.
You will notice that each preset includes a readout of the brush's instruction set. Using /b e info , one can see that the erosion brush has six configurable parameters. They are:
Let's take a look at how these variables get the desired effect from the Erosion Brush's "melt" preset. The preset's instructions look like this: /b e e2 f5 re1 rf1 b10.
/b re: The downside to the normal erosion brush is that, with repeated usage, an area can become too perfectly smooth. The landscape, for example, can look more like melted wax than dirt and stone. This randomized variant produces similar results without generating these inorganic features. On each click, the four erosion parameters are randomized. The arrow tool variant of the brush favors erosion while the gunpowder tool version favors fill. This brush is also easier to use, as it uses the regular brush size variable.
/b over d[#]: The Overlay Brush will "spray-paint" the top most blocks in its area to the blocktype set by your "/v" command. This can be used to easily clean up any exposed materials once you are done with the erosion brush, or to create new fill material two link two pieces of landscape together.
overlay brush is sprayed near them.
/b sover s[#] g[#] r[#]: This brush combines the functions of the Splatter and Overlay Brushes. The /v Voxel Select value is used to paint in, as an overlay brush would, using the seed (s), growth (g) and recursion (r) of the splatter.
/b under d[#]: The Underlay is essentially the opposite of the Overlay Brush and will paint the ceilings of caves and buildings by your /v command. The (d) variable determines the depth of the brush. This will be how high you want the brush to penetrate
This suite of brushes allows the sniper to clean up ragged borders between different types of materials. The brush looks at the neighboring blocks of each block in the brush's area of effect to determine which material is the most common neighbor. If the brush can find a most common neighboring material for a given voxel (this excludes ties), that voxel is changed to better match the blocks around it.
The user may choose to either include or exclude air in this search:
By using the arrow tool, air is included, so repeated uses of these brushes are likely to act similarly to the melt and smooth presetsof the erosion brush.
On the other hand, excluding air (by using the gunpowder tool will make repeated uses of the blend brushes act more like the fill preset of the erosion brush.
Additionally, water may also be optionally included or excluded (default).
Blend brushes use standard brush size and several available sized shapes:
/b drain: The drain brush removes all liquid (water or lava) in a ball shape using the standard brush size variable.
/b t [treetype]: The tree brush plants a tree onto the block clicked. The block must be able to support minecraft's in-game tree-growth mechanics, so it must not be covered. You can specify which tree type you wish. The available tree types can be listed with /b t info.
/b gt <parameters/info/info2>
A complex brush with MANY settings that allow you to create a variety of
tree species, from realistic to fantastical. Experimentation is a must.
Indev
/b cs: The Clone / Stamp Cylinder Brush copies a zone of blocks in a cylindrical shape, allowing those copied blocks to be pasted in elswhere (hereafter referred to as the "clone zone". The Clone zone is defined relative to a "key block" you will make your copy selection from.
/b 4: The brush size variable sets the diameter of the clone zone.
/vc sets the centroid of the cylinder relative to the key block. The value can be set to a negative integer, enabling the clone zone to extend below the key block.
/vh sets the height, in blocks, of the clone zone.
Make your clone zone selection final by right-clicking the key block with the Gunpowder tool. VoxelSniper will report the number of copied blocks.
Re-adjust your Centroid to paste in at floor-level with the "/vc" command.
Stamp a new copy of your clone zone with the Arrow tool. The Stamp Zone comes in three flavors:
/b cp
This is a 2-point cuboid copy and paste brush for snipers, with rotation! For safety reasons, Snipers are limited to copying a region no bigger than 10k blocks, which will accommodate a 21x21x21 region. Snipers may also toggle the pasting of air with /b cp air if they so desire. You can set the rotation with /b cp # where # is 0, 90, 180 or 270 degrees clockwise. The axis of rotation should be the column of your first point selection, but that is still being tested. Functionality of this brush is as follows:
Stencil works similarly to schematics, you select an area, save it and later load it and paste it. The max cuboid size for Stencil is 100k blocks.
StencilList brush takes existing stencils and pastes them in a random order. This can be useful for example pasting a set of trees. To create a StencilList, navigate to plugins\VoxelSniper\stencilLists\ and create a .txt file, the name of this file is the same as your stencilList name. The contents of the file is each stencil name on their own line.
Eg:
tree1 tree2 tree3
To load a stencilList, you type /b sl [name]. Now when you right-click with your arrow, it pastes randomly one of the stencils defined in the file.
/b r: The Ruler Brush allows a sniper to use a snipe with the Arrow and a snipe with Gunpowder to define two points. VS will then print measurements in the change in X, Y and Z, along with a Euclidean distance.
/b paint: The Painting Picker Brush allows a sniper to use the Arrow and Gunpowder to cycle through available painting styles until the desired painting is reached.
/b volt: The Volt-Meter Brush allows a sniper to use the Arrow and Gunpowder to get redstone power distance/information.
Cue the angelic choir! No longer will you have to relog every time you suffer a chunk error due to random Notch code or because of teleport glitches. Snipers can now instantly fix any chunk in their view radius with a simple click. Non-snipers can also fix the chunk in which they are standing with a typed command. It's just that simple!
Ever want to kill a build but didn't want to have to fix the land afterwards? The eraser brush deletes all blocks except sand, stone, dirt, grass, sandstone and gravel. The landscape remains more or less intact! If you want to ignore water as well, simply use the powder brush instead of the arrow brush.
/b en [EntityType]: The Entity Brush allowes a user to snipe-spawn single or groups (defined by the brush size variable) of entities from a safe distance. (Item, XPOrb, Painting, Arrow, Snowball, Fireball, SmallFireball, ThrownEnderpearl, EyeOfEnderSignal, ThrownExpBottle, PrimedTnt, FallingSand, Minecart, Boat, Creeper, Skeleton, Spider, Giant, Zombie, Slime, Ghast, PigZombie, Enderman, CaveSpider, Silverfish, Blaze, LavaSlime, EnderDragon, WitherBoss, Bat, Witch, Pig, Sheep, Cow, Chicken, Squid, Wolf, MushroomCow, SnowMan, Ozelot, VillagerGolem, Villager, EnderCrystal). Thanks to xmlns for use of his Mob Class from SpawnMob.
/b er: Removes all entities except itemframes and paintings within your brush size in chunks.
/b hr: The Heat Ray Brush burns nearby blocks and cinders others to a "burned" state by altering them to materials like cobblestone, or obsidian. Try torching a village with it! The Heat Ray Brush uses the brush size variable to widen or narrow it's beam.
/b light: Lightning will strike the block sniped.
/vs lightning: Engages VoxelLightning mode. Each time you pull the trigger on your sniper, the block clicked will also be struck by lightning.
/b meteor: A ghast fireball is launched towards the block sniped. WARNING: Can not be undone! Also, anti-grief plugins that block explosions may nerf this brush.
/vs weather: Clears all rain and snow in the next few seconds.
/b w: This brush will warp you to the block sniped using the arrow. The gunpowder will create a lightning bolt at the sniped block, as well: Amaze and astound your friends!
/b jockey: This brush allows you to sit on any other player or creature. Ride a slime, or just annoy the holy hell out of someone you wish would log off. Crotch + Face = FUN!
/b tpc accurate|default|smooth - Use the arrow brush to select three points, which form the corners of a triangle. Use the powder brush to have VoxelSniper place the circle that circumscribes that triangle. Works at ANY angle, although some angles work better than others.
Note: Only available in versions 5.155 and higher.
The Move Brush will move a selection by a specified amount of blocks. (Max 5000000 blocks)
This brush has its own permission: voxelsniper.punish
The punish brush will apply a specific punishment to everybody in the brush size radius. /b p [punishment]
You can list all available punishments by typing: /b p info.
Some punishments accept an additional potion level parameter. This will basically define how "intensive" the effect is and the default is 10. This is specified with /vc [level]. You can also define the length in seconds with /vh [duration].
The sign overwrite brush overwrites the text of signs. /b sio
The arrow sets one/multiple sign/signs. The powder tool will read the text of the targeted sign into the internal buffer.
Available parameters:
Keep in mind that the maximum length of a sign line is 15.
Example /b ex /vh 5 /b 10 /vl 1 5 *left click with gunpowder* This would extrude all stone and wood blocks in a 10 block disk radius outward, relative to the face clicked.
/b snow: Great for making snowy mountain tops. This brush only works with the gun powder and you need to click a block of snow for it to generate.
*Note: Some Brushes not included in current packages of VoxelSniper.
Here are the official VoxelSniper tutorials, produced by Well Starbursts. Some videos cover general usage of different brushes, while others apply the tools to actual builds in game.
| VoxelSniper Basics | VoxelSniper CloneStamp Brush |
|---|---|
| By WellStarbursts | By WellStarbursts |
| VoxelSniper Copypasta and Set Brushes | VoxelSniper Splatter Brushes |
|---|---|
| By WellStarbursts | By WellStarbursts |
| General Terraforming |
|---|
| By WellStarbursts |
| M33taphor's Parkour Mountains |
|---|
| By WellStarbursts |