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digitalfossils · 10 months ago
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good-old-gossip · 6 months ago
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Symbols of Palestine
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ryllen · 1 year ago
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it almost feels like he was waiting for me
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sicklyjelly · 6 months ago
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heyo, I’m opening some KoFi sketch comms while I look for work!
they’re 20 USD apiece (4 coffee tips) or 35 for two characters (7 coffees). All sketches are waist-up unless you specify you want smth equivalent like a bust or a chibi.
these are mostly here to help cushion my bills as the texan heat drains my wallet, so of course only donate if you’re able. oh, and if you have a particular color scheme you’d like to apply to the piece, feel free to let me know!
Thank you! 💙
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bleue-flora · 1 month ago
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Now, again not sure if anyone else has posted about this yet, but one of the first things I noticed when originally snooping around for Dream’s house (and Quackity’s torture supply room full of chests), were random buried chests hidden about the main server area (likely to keep people from stealing I assume) most aren’t full of anything too interesting some have the building materials for a nearby build, some are empty, and some just have junk. However, there are three hidden chests buried right by Dream’s old secret base that are filled with interesting goodies.
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In the large one marked in green is a pretty good set of nethrite gear, unnamed and some other odds and ends, including two image maps (I don’t have the plug in to view properly). I theorize that this might be a backup set Dream stashed away for emergencies or something. It would make sense, who knows how long ago though.
The other two chests highlighted in orange are located in this tiny red stone room, which I think might be for a secret door or something. In the small one is a hazmat suit, some contracts and other random books as well as SAMNOOKS’S IRON WILL, leading me to 1) ask the question: why are Sam’s weapons all extensions of his Will and 2) believe this must be where Sam stashes his stuff for switching between characters. Specifically, Samnook as it is conveniently placed under the Hotel.
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This is further supported by the assortment of books in the large chest. Including the prison Questionnaire Dream signed, all 3 of the books Tommy signed in his visit to the prison (labeled Big T), and 2 WARDEN ACCESS cards plus a favor book for Badboyhalo.
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Not gonna lie I thought the warden access at first confirmed this was Dream’s but the Samnook sword certainly says otherwise :(… still it’s interesting.
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ultrav1olenced · 8 months ago
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thinking about resident evil protagonists having countless maps in their pockets. either folded neatly or just crumpled up.
leon gets lost for the 50th time that hour and scrambles to find the right map, getting out a compass and everything and starts strategizing to find the right path, meanwhile ashley is staring, wide eyed, at the ganados that just came to a freeze as soon as the maps left leon’s pockets
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thetwilightroadtonightfall · 4 months ago
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infected with union leader disease (incurable) <- loves and misses Daybreak Town with my entire heart and soul. But there’s no way to go back home.
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strixcattus · 11 months ago
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I really enjoy looking at this still from Slay the Princess:
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In the midst of all the weird imagery from the first part of the Stranger route, you see for a moment—and it is cut off at the end, so I had to be quick with my screenshot—every route laid out in front of you, paired up as the game does elsewhere, and described, interestingly enough, from what I can only believe is the Voices' perspectives, or perhaps the relationship between the Princess and the Voice of a given route.
Consumption: The Beast (Hunted), the ribcages in the bottom right. Being eaten, alive or half so, is one way or another the outcome you face in the Beast. This one seems to be the least connected to its route's Voice, though I can still see it in a relational sort of way. Betrayal: The Witch (Opportunist), the nail-studded... I can't tell what it is, but it's at the top left. Betrayal on your part is the cause of the Witch's route, and it too is inevitable in some form once you're on that route—the Opportunist is very vocal about it.
Skepticism: The Prisoner (Skeptic), the chains at the bottom. Pretty clear analogue given the name of the Voice, but not to neglect—you reach the Prisoner by taking the blade (distrust of the Princess) but ultimately using it to free the Princess (you take the time to think critically about what you're being asked to do, and decide the Narrator is less trustworthy). Blind devotion: The Damsel (Smitten), the... I can only imagine locks of hair at the top. You reach the Damsel by immediately and wholly assuming she has no ill intentions, an attitude made manifest in the Smitten.
Rivalry: The Adversary (Stubborn), the spikes to the left. The Adversary route is, so long as you embrace it, about your probably-a-metaphor-for-sex-I-mean-the-Eye of the Needle-isn't-even-trying-to-veil-it eternal fight with the Adversary, with the Stubborn in strong support. Submission: The Tower (Broken), the stone columns to the right. One of the most clear-cut "this is about the Voice" examples—the Broken has completely submitted to the Tower's will, even though the player still has a few chances to resist her.
Terror: The Nightmare (Paranoid), the eyes in the upper right. Of course, the Nightmare is all about fear, and the Paranoid is the embodiment of your fear of the Princess—the fear that made you lock her in the basement and the fear that stopped your heart when she broke free. Longing: The Spectre (Cold), the wisps in the bottom left. This one is interesting, and almost made me second-guess my "Voices" reading, as the Spectre herself is clearly a creature of longing—but then what about "Submission?" The Tower is not "submitting" to anything. That's her whole deal. Perhaps this one is connected to your desire for something other than what the Narrator calls the "Good Ending..." or perhaps it has something to do with the Cold's interest in feeling something, which he expresses in a few routes (the Greys being the most obvious).
Pain: The Razor (Cheated,) the spikes at the top. She skewers you, and you die. Over and over again she skewers you, and you die, and it is painful over and over again. I'm not sure I have much to add to this one. Unfamiliarity: The Stranger (Contrarian), the abstract DNA-like strand at the bottom. You reach the Stranger by refusing to interact with the Princess, leaving her an unfamiliar blank slate whose actions you cannot predict and thus fracture into every possible image of her.
And at the heart of it all, an emotion that can only be described as—what? The Narrator doesn't get the chance to finish his sentence before you wake up in the Prisoner's basement, but I'd think the answer is obvious once you've finished the game.
After all, this is a love story.
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mapsontheweb · 6 months ago
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Percentage of 16-29 year olds who have expressed opinions on civic or political issues on the internet in 2023
Source: https://ec.europa.eu/eurostat/databrowser/view/isoc_ci_ac_i__custom_11950866/default/table?lang=en
by Key-Ad8521
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kaasiand · 9 months ago
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S1 flounder if it was good
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askarsjustsoswedish · 21 days ago
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GENERATION KILL - Leading The Invasion, Map and Key. (All rights HBO)
[To see larger, click and open image in new tab]
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hyperfocuscentre · 6 months ago
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“aroace sirius black!” i shout from my shady little corner.
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swagstar · 4 months ago
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dispencer talk
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bsptourist · 9 months ago
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gm_voidspaces
created by p'nk black
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rav3nston3 · 10 days ago
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car and keys
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coming soon as knockback item on my tag map server yippee
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bleue-flora · 5 months ago
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Alright, hear me out what if the Dream smp is actually an imaginary kids game. Like I don’t know about y’all, but as a kid, me and other kids totally made up kingdoms, pretended to have wars, hostages, torture even…
Like imagine Pandoras Vault is just the inside of one of those like black plastic slides that gets so hot inside. The larger dsmp is the play set. Techno’s Arctic cabin is the inside of the house with the air conditioning. L’manberg is the pool. Exile is a play tent. Kinoko Kingdom is a treehouse/fort. The front yard houses Las Nevadas which has a sand box in it and a stand selling cookies that’s competing with the cookie stand on the other side of the front yard aka the burger van (formerly known for its lemonade aka potions). The porch is Snowchester which is cooler with the shade and close to a hose which they used to make a few water balloons aka nukes. Philza is the oldest kid left in charge that plays along some but also enjoys staying inside in the nice air conditioned house away from the chaos. Vik and Lazar are some younger kids who had to go take naps. They are all at Dream’s parents’ house so he’s trying to make sure everyone is getting along and such and things don’t get broken, that’ll upset his parents and get him in trouble…
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