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M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

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Old 12-16-2012, 04:27 PM   #1137
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Ouch, just won 55-16 against the Eagles. Flacco threw 5 tds on 70% passing. The Eagles offense all had good, realistic stats, but it didn't convert to points for them. Their pass D on the other hand was atrocious. Up until the 4th quarter Flacco was 90% on his passes. 1 thing that concerned me this game was that Jacoby Jones beat Cromartie in a foot race down the field.

Really liked how tough it was to get to the outside on the ground. The Eagle's run D was pretty stout. Other than the user passing/cpu defense thing, this game played out very realistic. Going to run another one in a bit, will keep you updated.

You know typically after a game I give you a long detailed synopsis, but I just don't have it in me after seeing my Ravens get decimated irl just now lol.
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Old 12-16-2012, 04:46 PM   #1138
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Just out of curiosity, Mr. Wiz, what are your findings with the offensive/defensive interference and intentional grounding sliders? Meaning what are their affects on how qb's/wr's play operate? And what are your stats from the sim games (rest of the league, not looking for stats, just if you're happy with them, trying to get an authentic nfl experience) like?

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Old 12-16-2012, 05:55 PM   #1139
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Chumbawumba
Just out of curiosity, what are your findings with the offensive/defensive interference and intentional grounding sliders? Meaning what are their affects on how qb's/wr's play operate?

Chumba-wumba-sumba-tumba-what-ev'a: Thank you for dropping back in... Thank you for your question...

I have reams and reams of data on M13 so I will try to address your question as best that I can..

Certainly there is a thread already available that discusses penalty settings at length, and I am sure that you have dropped into that thread to get some feedback on your penalty slider questions... That having been said, I will try not to regurgitate anything that has already been discussed in the penalty thread...

My data supports the following observations:

1) Messing with the DPI/OPI, DOES affect the game, ESPECIALLY at the higher SPEED THRESHOLDS ... A lower DPI impacts coverage aggressiveness, the relationship is linear, meaning that at lower settings, the defensive coverage is more "lax" on curls, slants, in other words, the defensive coverage "slacks" off (meaning more time between the defender getting to the respective offensive receiver and his hands touching the ball to initiate catch animation) and provides more space between defender and offensive receiver. Prior to messing with DPI/OPI, I felt that DL and LB's, seemed to stay "step-for-step", when given a defensive coverage assignment (man-to-man or zone).... After messing with DPI/OPI, stud TE's, who typically work underneath, became a factor in the game because the LB's and DL's could not "contain" them... I started seen really nice "blowup" games from Gronkowski, Gates, Davis, Graham, Witten, etc, because the LB's and DL's assigned to them were not as "aggressive", so the would not UNREALISTICALLY crowd the offensive receiving TE, making the offensive receiving TE a real offensive playmaker against schemes that put a LB or DL on them on pass coverage.... This impacts your defensive calls, who to blitz, how often to blitz, which LB or DL to fall back into coverage, how often you have the nickel back/FS/SS covering the TE, and so on.... In other words, the weaknesses of the defensive scheme can be exploited by a savvy play caller, good QB, and stud TE.... This scenario also plays out for WR's... Stud WR's will CHEW UP average CB/SS/FS and CERTAINLY just about any LB...

Now mind you, the PASS REAC and the DPI/OPI work together.... So at the present time, the PASS REAC may be too high creating unrealistic passing windows....

This is part of the "testing" process that I want the thread to help with.... Also, it is possible that the DPI/OPI settings are a bit too low, creating passing windows that are too big, and that need to be futzed with....


Now.....


Futzing with the OPI SEEMS to make the offensive receiver more aggressive going to the ball... And it is MY THEORY, that setting this slider HIGHER than DPI may create the passing interference calls that the game SORELY lacks.... I am exhausted at the present time, but I do have lab tests scripted out, that I MAY look at more seriously next year (marginal testing it thus far in lab), whereby I am futzing to find the right correct RATIO of OPI : DPI.... Meaning that OPI will be in some ratio, HIGHER THAN DPI, so in essence FORCING CONTACT between the WR and DB.... Again, just a theory, but I will tell you that in the limited lab work I did do, I DID SEE MORE DPI calls when the OPI was higher than the DPI.... At the present, I believe the OPI, in ratio to the DPI, is set too high, or the DPI is too low.... In fact, I would not be surprised at all, to hear a FIRESTORM from the thread that the HUM/CPU QB numbers are off the chart for completion % and total yards/TD's/Avg. Yards per Catch, because of the "laxness" of the defensive coverage with a PASS REAC at 30 and the DPI set at 25....

This is why the sliders are called BETA's.... Still testing some theories as we play with them..
..

Now.... regarding Intentional Grounding.... My lab supports the following data and observations... First off, I have NEVER seen this penalty ever called, NEVER in any game.... And for a fact, in Instant Replay, I have seen the CPU QB throw the ball to NO RECEIVER, while in the pocket, between the tackles, yet NO CALL!!! What does it affect? While I cannot be 100% certain, I believe that I was able to track a relationship between the QB leaving the pocket, vs. staying in the pocket, once the pass rush was past 2 seconds with a standard 4 man rush against the 5 standard blockers (LT,LG,C,RG,RT)... In other words, if the closer the Intentional Grounding slider was to 100, the slower the CPU QB would leave a collapsing pocket and the DEEPER the CPU QB would try to complete a pass.... The closer the Intentional Grounding slider was to 0, the FASTER the CPU QB would leave the a collapsing pocket (if the QB is a scrambler) and the MORE OFTEN and QUICKER that the CPU QB would check down to a close receiver....

Dunno, but that is what my lab data bore out.... Interpret it any way you want....


Bottom line is that there IS A RELATIONSHIP between the penalty sliders and the play of M13....

Finding the right balance to find an optimum REALISM, is what TRUE slider guru's sweat, when in the lab.... Anybody can create TOUGH AS NAILS sliders that are IN NO WAY, OR FASHION, represent a SIM experience, and I respect that approach, but it's not my personal cup of tea.... However, THE REAL CHALLENGE is making the game play balanced, and still "wring" quasi-realism and facsimile animations to what we watch on Sunday's on our flats...

Thank you once again for dropping in, hope I was able to shed some light on your concerns...


Slider Wiz out.



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Last edited by MarketingWiz; 12-16-2012 at 06:31 PM.
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Old 12-16-2012, 06:01 PM   #1140
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Jdoug312
You know typically after a game I give you a long detailed synopsis, but I just don't have it in me after seeing my Ravens get decimated irl just now lol.
Yeah, after a game like that irl, I almost feel like putting the CPU on Rookie, me on 100, cpu on all 0, and work out some frustration.

I think when I play as the Ravens, I'll set my QB Acc to 2. That sounds about right...
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Old 12-16-2012, 06:01 PM   #1141
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by Jdoug312
Ouch, just won 55-16 against the Eagles. Flacco threw 5 tds on 70% passing. The Eagles offense all had good, realistic stats, but it didn't convert to points for them. Their pass D on the other hand was atrocious. Up until the 4th quarter Flacco was 90% on his passes. 1 thing that concerned me this game was that Jacoby Jones beat Cromartie in a foot race down the field.

Really liked how tough it was to get to the outside on the ground. The Eagle's run D was pretty stout. Other than the user passing/cpu defense thing, this game played out very realistic. Going to run another one in a bit, will keep you updated.

You know typically after a game I give you a long detailed synopsis, but I just don't have it in me after seeing my Ravens get decimated irl just now lol.

My brudda from annudda mudda: Thank you as always....

I knew that these sliders were going to create some "anomalies" for some of us that have better skill sets, with regards to the passing.... It's OK, I know the fix.... It lies in my experiment with the ratios between DPI & OPI and how that ratio relates to Pass Reac settings...

Keep playin', can be fixed, I just want to get a sense for how "loose" the defensive pass coverage is playin' for Madden vets such as yourself....

Please let me know if you are playing GameFlow or if you are calling your own plays.... Also, are your offensive numbers huge because of BIG slant/curls/screen plays, or is it because the Defense coverage, defers to the offensive receiver rather than going for the pic or pass deflection? Please advise....

Slider Wiz out.



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Old 12-16-2012, 06:19 PM   #1142
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

RE-POST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!





Making it “RAIN”…. SLIDER WIZ STYLE!!!!!!!!!!!!!!!!



Da Wiz’s XMAS SLIDERS




Here they are!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!


Since I have dropped several beta sets thus far, this set will be coined the “Xmas Sliders”. Please be advised that these sliders are beta sliders.


A TON of HOURS have been put into these sliders, so if you plan on using them, USE THEM AS IS, DO NOT MODIFY THEM… All aspects of true sim football work with these sliders. The CPU run game will work. The CPU pass game will work. The HUM run game works. The HUM pass game works. The CPU run defense works. The CPU pass defense works. The HUM run defense works. The Hum pass defense works.


“Works” means that with PROPER strategy, you CAN STOP the CPU and the CPU can stop the HUM…. I have played these sliders AS EVERY TEAM. Meaning I have been the QB, the RB, the WR, the DEF, the special teams for every team… I have played as every team, at least six games… Trust me, the sliders work… In my lab I have seen all types of games…. Blowouts, nail biters, come-from-behinds to win, come-from-ahead to lose, boring games, edge of my seat games, CPU run game dominant games, HUM passing sucky games, etc…. Through it all, I stayed the course…. I did not quit out, and tweak sliders and then reboot….


Just because you get blown out by the CPU, or vice versa, you blow out the CPU, does not mean that you need to tweak or find new sliders. STICK with them…. You will get better, smarter, and soon will be having the absolute most enjoyable Madden experience in the history of all Madden video game titles…


Are they perfect? No. But that has a lot to do with the god awful A.I. that we are given to work with and where EA Sports puts their priorities…. Recently a guy (AJ Dembroski … http://www.pastapadre.com/2012/12/03...isappointments ) on the Madden Dev Team posted a twitter rant about exactly why Madden never fulfills its potential… You should read it.


So, going forward, I will not respond to any comments related to, or originating from, bad A.I. (ex. Why does the LE sack me so much? Why does the CPU call so many run plays at the most inopportune times? Why does the CPU break so many tackles? Yada, yada, yada)… Zip it, and suck it… I do, and so do thousands of other veteran Maddenites. Learn to live with it and work around it.


To succeed with these sliders you are going to have to know how to play football… Linebackers are not DB’s, so do not expect your linebackers to provide you with good man-to-man coverage, and in a lot of instances, most LB’s provide crappy zone reads. DB’s do not tackle well, so DO NOT expect your DB to tackle Arian Foster, that rarely happens on Sundays. In other words, UNDERSTAND what a run defense is, what are its strengths and weaknesses. Pass defenses do not make good run defenses, so understand their strengths and weaknesses.


Fumbles should happen, as well as drops, penalties and interceptions. Learn to appreciate them, they are what create DRAMA on Sundays.


Capiche?


Good…. Let’s move forward…


Areas IN PARTICULAR that I personally am not satisfied with, YET, are: the turnovers, CPU run game, injuries, sacks, tackles behind the line, dropped passes, AUTO-SUBS, Fatigue setting and injury setting… Please play close attention to these areas as you test these bad boys and provide me feedback on your experiences and suggestions…. I NEED YOUR HELP TO GET THESE ISSUES RIGHT!!!!! THIS IS WHY I AM DROPPING THEM NOW, SO THAT WE CAN PLAY, PLAY, PLAY and YOU PEEPS CAN LET ME KNOW YOUR SUGGESTIONS ON DEALING WITH THE ABOVE MENTIONED ISSUES….


Please note that these sliders are TRUE ALL-MADDEN sliders, not any of that “fake” ALL-MADDEN/CUSTOM slider setting dung that has been stinking up the joint

Requirements for testing

1) A notebook and #2 pencil to jot down notes and "oddities"

2) Play at least 6 games, as is, no tweaks, and track stats accordingly

3) For the 6 games that you play, the only house rules will be: 1) you can switch playbooks to improve CPU playbook prior to starting a game 2) “pinky promise” to yourself, to not abuse the "money plays" that you discover as you play your 6 games 3) GameFlow, for the first two plays, you control third down (if you do not want to GameFlow, then freestyle it, BUT you better honor the “pinky promise”, because I will know based on your final box scores if you did not 4) Last two minutes of each half, FREE PLAY, no GameFlow 5) Use right stick only to kick field goals, except when inside the 10 yard line, at that point you can aim with the left joystick first, before kicking the rock.
Please note that there is NO SHAME in losing with these suckers…. The games are always FAIR, and you will LOSE if you do not understand how to play football properly. It’s not just about chucking it with these bad boys, you need to understand your personnel, you opponents weaknesses & strengths, the art of knowing when to leave the pocket, how to set up your blockers on runs, how to properly use zones and blitzes, field position, pinning your opponent inside his 20 year line, etc…

What we want to track:

1) the individual stats for the QB, RB, WR's

2) the global stats for the Defense (ie total sacks, int.'s, forced fumbles)

3) Track: Fumbles, drops, break tackles (for RB's and WR's/TE's), total # of penalties per team

4) How many punts inside the 20 your punter nailed

5) Total plays

6) This next part is more subjective: Ebb and flow of the game.... Try to answer the following questions:
a) Did the gameplay, "stress" you? Meaning, did you feel that if you lost focus of your defensive or offensive play-calling, or didn't field position properly, it would cost you the game?
b) Did the gameplay reflect the key strengths/weaknesses of the team you faced? Meaning, that stars, should play as such and duds should play as such. Rodgers and Matthews for GB, Gore and 49'ers D for the 49'ers, Forte and Bear's D for da Bears, horrible Run D for the Faiders, horrible pass D for the Titans, etc.. So as an example, if you post up a stats against the Faiders, you better have OUTSTANDING rushing numbers for your RB, and this would constitute the gameplay reflecting the key weakness of playing the Faiders..
c) How was the competitive balance of the game? Meaning did the stars step up and did you have to "game plan" against them to neutralize their impact on your game? We are hoping that we can get the CPU A.I. to challenge us through the studs of the game.... i.e. Big hitters create fumbles, ball hawks intercept poorly thrown balls, elite QB's shred average D's, elite RB's truck average D's, and so on...
d) Did at any point did you feel that it was "impossible/extremely difficult" to game plan against a particular strength or player of your CPU opponent.... And vice versa, did the gameplay seem that you could just have your will with the CPU opponent?
e) How did strategy work in the gameplay?
Meaning, if you bring a blitz on a pass play, more times than not, did it cause a poor decision by the CPU QB or not? Does pressure cause the CPU to commit more unforced errors? And vice versa, if you "sit back" in zones, does an good team pick you apart? Were you forced to use more TE's to protect your QB from the onslaught of pressure from the CPU?
f) Did the pressure and recognition from the CPU feel right? Meaning, are you getting less than 3 seconds in the pocket when the CPU blitzes? Does your pocket break down, forcing you to leave the pocket or throw the ball away? Are you getting stuffed on outside runs more often than not? Are you getting stuffed on inside the tackle runs when you have no lead blocker in front of you, more often than not?
g) Were turnovers forced by playmakers with high POW attributes and/or poor HUM decision making?
h) Were sacks forced by too much time in the pocket, coverage sack, poor blocking scheme (meaning you did not have enough blockers for the situation at hand)? Look here peeps... You have to start learning football.... You cannot think that against aggressive defenses that you will get away with 4, 5 or even 3 WR sets, when the D is bringing 6 or more rushers and avoid a sack or a poor decision... Sacks are legit if you are too dumb to set up proper blocking schemes
i) Were picks legit picks due to poor decision making or a great defensive player making a great play on the ball?
j) Were fumbles legit due to the D getting a hat on the ball and the HUM did not cover up the football?
k) Did either passing or running feel "too easy" for you?
l) Does the CPU scramble appropriately?
m) Do the big hitters, lay the wood on you? Do they cause turnovers or dropped balls?










BETA SLIDERS, POST-PATCH, V.8 (the Xmas Sliders)


Skill Level: ALL-MADDEN


Quarter Length: 15 min


Accelerated Clock: On and min. play clock set at 15



Auto Strafe: OFF (optional, I am now playing M13 with them OFF)
Auto Sprint: OFF (optional, I am now playing M13 with them OFF)


Play Calling: Two options: OPTION 1: Free Style, you call all the plays, but you have to HONOR the “pinky promise”


“Pinky Promise”: Do not abuse money plays, make sure that you MIX IT UP, and have at least 30 different offensive plays and 20 or more different defensive looks 10 run, and 10 pass)


OPTION 2: GameFlow for offense and defensive calls. The rule is to use GameFlow on first and second downs only, THIRD DOWN is all you baby. Last 2 minutes of every half are also FREE-STYLE, it is all you baby….


I prefer OPTION 1 and use OPTION 1…. However, to prepare for OPTION 1, I have my playbook ALL SCRIPTED OUT and organize my playbook based on situation (ex. I have pass plays for 3rd and long, 3rd and medium, and 3rd and Goal)



Option 2 saves you the headache of scripting a playbook ….

Injury: 38 (testing)

Fatigue: 62 (testing)

Speed: SLOW

Threshold: 75 (yesss, SEVENTY FIVE… I have thoroughly tested “0”, “25”, “50”, “65”, “75 and “100” … By far, 75 provides the best play for to many reasons that I don’t have the time to list here)


Game Play Sliders: User/CPU
(Check them several times to make sure you have them properly dialed in)

QB Accuracy 12 / 7
Pass Block 10 / 0
WR Catch 48 / 48
(open to discussion and will be dialed in based on season’s worth of data)

Broken Tackles 10 / 0
Run Block 15 / 50
Fumble 50 / 45
(open to discussion and will be dialed in based on season’s worth of data)


Pass reaction 30 / 30
Int 23 / 23
Pass Rush 22 / 0

Rush reaction 0 / 15
Block Shedding 0 / 5
Tackle 55/ 55


Special Teams

FG Power 55
FG Accuracy 44 (the way that I kick is that I just use the right stick in Kicking. I don't aim with the left stick, except when on, or, inside the 10 yard line)
Punt Power 54
Punt Acc 73
Kickoff Power 46


Penalties
OFFSIDES 50
FALSE START 75
HOLDING 53
FACEMASK 53
DEF PASS INT 25
OFF PASS INT 38
PUNT CATCH INTER 24
CLIPPING 50
INTENT GROUNDING 50
ROUGHING PASSER 53 (open to discussion and will be dialed in based on season’s worth of data)
ROUGING KICKER 24

Auto Subs (open to discussion and will be dialed in based on season’s worth of data)
IN/OUT IN/OUT
QB 1 / 0 DT 86 / 85
RB 92 / 91 DE 90 / 89
WR 66 / 65 LB 50 / 49
FB 50 / 47 CB 5 / 4
OL 50 / 47 SAF 5 / 4


OPTION 2: You can also, on your first offensive play, call time-out, and sub in your BRUISER BACK into your short yardage run formations, and/or, sub in your change of pace back into a couple of your toss/sweep/draw/pitch play formations ....



Enjoy ladies!!!
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Old 12-16-2012, 06:19 PM   #1143
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

XMAS SLIDER TIPS:

CPU PASSSING:
If CPU is just chewing you up and your football skills are no match, and you cannot scheme to save your life, consider the following:

1) Throw your controller through your flatscreen (this would not be my recommended first choice)
2) Lower the HUM PASS REAC to 25 and raise DEF PASS INTERFERENCE to 50 and raise OFF PASS INTERFERENCE to 65....



CPU RUSHING:
If CPU is just chewing you up and your football skills provide you with NO CLUE on how to "scheme up" to stop the SEMI-TRUCK gouging your D, consider the following:

1) Throw your beer through your flatscreen (this would not be my recommended first choice)
2) Raise HUM RUN REAC to 15



DROPPED BALLS BY WR's:
If you are seeing a disproportionate number of dropped balls by either the HUM or CPU, simply raise the WR CTCH slider to 50



TOO MANY FUMBLES BY CPU:
If you are seeing a disproportionate number of fumbles by either the CPU, simply raise the fumble slider to 50



CPU RUNNING GAME TOO EASY TO STOP:
If it is TOO EASY to stop the CPU running game, and you want to really get your a_s (rhymes with grass) handed to you, consider the following:

1) RAISE PUNT CATCH INTERFERENCE to 25, RAISE KICKER INTERFERENCE to 25 and lower HUM TAK to 45 or even 40....
2) If the aforementioned DOES NOT do the trick, it's time for some "tabasco sauce".... LOWER SPEED THRESH TO 65, and LOWER CPU BLK to 30, RAISE CPU BTK to 35, LOWER CPU FUM to 30.... RAISE HUM RUN BLK to 30, LOWER HUM FUM to 35....


HUM RUNNING GAME TOO HARD FOR YOUR SKILL SET
If your running game is lagging, and you cannot figure out zone blocking, one-cut moves, follow your blockers, use the pass to set up the run, then, consider the following:
1) Practice. You probably should not be playing True All-Madden sliders that follow the "under 75 rule"... Just sayin'....


Slider Wiz out.



Keep playin'! Keep postin'! Keep Maddening!

the Gospel of Madden has spoken.

Last edited by MarketingWiz; 12-16-2012 at 09:38 PM.
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Old 12-16-2012, 06:36 PM   #1144
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Re: M13 KILLER SLIDERS FOR OFFLINE CCM... GUARANTEED CPU RUN GAME

Quote:
Originally Posted by KBLover
Yeah, after a game like that irl, I almost feel like putting the CPU on Rookie, me on 100, cpu on all 0, and work out some frustration.

I think when I play as the Ravens, I'll set my QB Acc to 2. That sounds about right...

You Raven fans kill me... LOL...

All kidding aside.... The real "ELEPHANT" in the room that we do not address enough as slider tinkerers, is that the player attributes dialed in by EA are not accurate.... Couple that with faulty A.I., and we can be tinkering till eternity to "mask" all the inadequacies of the game....



Slider Wiz out.



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