• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:56
CEST 02:56
KST 09:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
IntoTheTV X SOOP SC2 League : Weekly & Monthly4Clem: "I don't have that much hope in Blizzard"2ZeroSpace Early Access is Now Live!26Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)90
StarCraft 2
General
How would you feel about frequent/monthly balance patches for SC2? Reynor: GSL Loss Wasn't About Preparation Format What's the best tug of war? Balance hotfix patch 5.0.16b (July 16) Clem: "I don't have that much hope in Blizzard"
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event PIG STY FESTIVAL 8.0! (13 - 23 August) IntoTheTV X SOOP SC2 League : Weekly & Monthly INu's Battles#18 - Cure, herO, Rogue & ByuN Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
[M] (2) Industrial Park New Map Maker - Looking for Advice - Love or Hate
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games screpdb: new Starcraft reporting tool ASL22 General Discussion
Tourneys
Star Con San Diego 2026 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [Megathread] Daily Proleagues Escore Tournament - Season 3
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Path of Exile ZeroSpace Early Access is Now Live! Diablo IV
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance Vanilla Mini Mafia
Community
General
European Politico-economics QA Mega-thread Artificial Intelligence Thread US Politics Mega-thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread 2026-27 Football Thread placeholder TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
How Games can Help with Majo…
TrAiDoS
Hello guys!
LIN1s
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5464 users

Does 1 second matter in StarCraft?

Forum Index > Brood War Strategy
Post a Reply
iopq
Profile Blog Joined March 2009
United States1130 Posts
July 25 2025 03:29 GMT
#1
It seems people are pretty split on this topic. I've watched my own replays and I've seen that throwing the pool down by just 1 second earlier could let me kill one more probe that's blocking for an unfinished cannon.

In the same game I lose all of my scourge a few seconds before flyer carapace is done and immediately die.

Of course there are other things to focus on, like actually winning the game later. But I can't do that if I literally just died to the corsair/zealot/archon push
Intelligence13
Profile Joined October 2024
Canada19 Posts
July 25 2025 04:05 GMT
#2
Of course as you play on you will realize that even a 3-4 second earlier 7th SCV can result in a 1 minute earlier fully saturated 3rd base or even a early natural base saturation (with the unit conflicts, build orders, etc. all together). But how StarCraft is played better is actually by knowing all of the timings for units, build orders, etc. and using this to play against your opponent.
blackmanpl
Profile Blog Joined January 2017
68 Posts
July 25 2025 04:30 GMT
#3
#Team + Show Spoiler +
It does not matter
Ze'ev
Profile Joined May 2025
159 Posts
July 25 2025 15:04 GMT
#4
I do think even a fraction of a second can matter: that said, part of the thing thats interesting about Starcraft is that we decide what to prioritise. That thread which was up recently "I do this better than progamers" is a good illustration of that. A lot of pros will just move on from xyz situation to go back to macro or something like that, and so amateur players will handle that situation 'better'. A fraction of a second in your build matters but there are a lot of things which matter and I personally am usually not hyper focused on timings because I focus on other parts of my game. I do have some builds that I've fine tuned where every second matters, where I found that cutting a drone off gas very briefly can make me the mineral difference to hit a timing 1-3 seconds earlier and I bother with that.

ImbaTosS
Profile Blog Joined January 2009
United Kingdom1717 Posts
July 25 2025 22:10 GMT
#5
Doesn't it more depend on how many 1 seconds' you're losing? At low levels, you're probably losing seconds left right and center. So any individual thing that costs you a second probably costs you very little, relative to all of your other glaring errors
EleGant[AoV]
iopq
Profile Blog Joined March 2009
United States1130 Posts
July 28 2025 03:25 GMT
#6
On July 26 2025 07:10 ImbaTosS wrote:
Doesn't it more depend on how many 1 seconds' you're losing? At low levels, you're probably losing seconds left right and center. So any individual thing that costs you a second probably costs you very little, relative to all of your other glaring errors


you're right, I was actually 4 seconds off perfect (perfect including getting probe harass, I could have put my pool down at 1:51 and I got it down at 1:55)

but that just means if I had 4 seconds more there might be a timing 2 seconds earlier when I get one more probe and maybe even a timing 4 seconds earlier where I fight my way to slip two lings into the main

the Lair was way way later than when I had 100 gas because I got harassed by a zealot and distracted
XenOsky
Profile Blog Joined March 2008
Chile2356 Posts
July 28 2025 07:58 GMT
#7
ἡ τῆς Νεμέσεως τάξις
Jealous
Profile Blog Joined December 2011
10353 Posts
Last Edited: 2025-07-29 03:07:09
July 29 2025 00:45 GMT
#8
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
iopq
Profile Blog Joined March 2009
United States1130 Posts
July 29 2025 03:39 GMT
#9
On July 29 2025 09:45 Jealous wrote:
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.


I think literally every Protoss died to cannon coming up a second too late and zerglings eating through blocking probes

Sure, you can say "well, you should make cannons earlier" but that's a different trade-off!

I think everyone can agree that playing 100% safe at every point in the game will get you economically behind
Jealous
Profile Blog Joined December 2011
10353 Posts
July 29 2025 05:44 GMT
#10
On July 29 2025 12:39 iopq wrote:
Show nested quote +
On July 29 2025 09:45 Jealous wrote:
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.


I think literally every Protoss died to cannon coming up a second too late and zerglings eating through blocking probes

Sure, you can say "well, you should make cannons earlier" but that's a different trade-off!

I think everyone can agree that playing 100% safe at every point in the game will get you economically behind

Undoubtedly true, but if having your cannon be late is the reason for a large portion of your losses, I am guessing there is a bigger issue at play than that 1 second delay. As I said, those situations exist, but are far less common than more overarching issues which contribute to losses more consistently.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
iopq
Profile Blog Joined March 2009
United States1130 Posts
July 30 2025 02:59 GMT
#11
On July 29 2025 14:44 Jealous wrote:
Show nested quote +
On July 29 2025 12:39 iopq wrote:
On July 29 2025 09:45 Jealous wrote:
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.


I think literally every Protoss died to cannon coming up a second too late and zerglings eating through blocking probes

Sure, you can say "well, you should make cannons earlier" but that's a different trade-off!

I think everyone can agree that playing 100% safe at every point in the game will get you economically behind

Undoubtedly true, but if having your cannon be late is the reason for a large portion of your losses, I am guessing there is a bigger issue at play than that 1 second delay. As I said, those situations exist, but are far less common than more overarching issues which contribute to losses more consistently.


Okay, I'll bite: what are the more common causes of losses and how can you improve on them? I mean, realistic improvement steps
RowdierBob
Profile Blog Joined May 2003
Australia13430 Posts
July 30 2025 07:07 GMT
#12
It certainly can. Think about pulling workers to storm/reaver/tank drops, microing air units vs scourge, and even timing of hold lurkers!
"Terrans are pretty much space-Australians" - H
iFU.pauline
Profile Joined September 2009
France1730 Posts
Last Edited: 2025-07-30 08:28:33
July 30 2025 08:14 GMT
#13
I think the simplest example would be burrowing lurker at the very last moment before it dies. Without being too nerdy, the only way 1 second would not matter is if the game was designed so it would not register any of your actions for at least a little more than 1 second. Which would be way more difficult to play actually.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
July 31 2025 02:54 GMT
#14
Obviously a single second can matter and especially at high levels this is evident, but from my experience trying to improve as a mid level player I got almost no return on investment practicing these sorts of minute build order execution skills compared to other skills related to the game. In retrospect I would consider them being a total waste of time compared to other skills that I learned. I could've probably danced my workers at the start of the game for 10 seconds as a C+ player on ICCup and still beat a (non-smurf) C rank player 75%+ of the time, assuming I didn't try to do something silly like bunker rush (and to be honest even if opened with a bunker rush and couldn't get any damage in I bet I could probably make a comeback so long as I played well and capitalized on my opponents mistakes).

Sometimes with a really tight build execution you can beat someone better than you IF everthing goes according to plan and you micro well and that can make you feel like you're improving. However if you rematch that person I garuntee if they have half a brain they will just adapt a bit and completely and utterly kick your one trick pony ass.
Why would I play sctoo when I can play BW?
Jealous
Profile Blog Joined December 2011
10353 Posts
July 31 2025 17:50 GMT
#15
On July 30 2025 11:59 iopq wrote:
Show nested quote +
On July 29 2025 14:44 Jealous wrote:
On July 29 2025 12:39 iopq wrote:
On July 29 2025 09:45 Jealous wrote:
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.


I think literally every Protoss died to cannon coming up a second too late and zerglings eating through blocking probes

Sure, you can say "well, you should make cannons earlier" but that's a different trade-off!

I think everyone can agree that playing 100% safe at every point in the game will get you economically behind

Undoubtedly true, but if having your cannon be late is the reason for a large portion of your losses, I am guessing there is a bigger issue at play than that 1 second delay. As I said, those situations exist, but are far less common than more overarching issues which contribute to losses more consistently.


Okay, I'll bite: what are the more common causes of losses and how can you improve on them? I mean, realistic improvement steps

While this was true for me personally, I believe it applies to a lot of other players who are below at least A rank as well: not reading your opponent correctly.

I know I'm basically reinventing the wheel when I say this, but when I settled on one general opening in all three races, over time I started picking up on certain timings based on my scouting pattern, timing when my first Dragoon came out, timing when I do a poke into the nat or up the ramp, etc. What I mean by "timing" here is something like "Oh, he opened 2 gate but doesn't have Dragoon range yet, must be DTs" or even more basic things like "Oh, he only has one finished Pylon in his main base when he should have at least two, probably a proxy, should go find that" "must be DTs". I feel like a lot of players who are struggling with improvement below A rank might be lacking some of that insight; I know that many players outside of tournaments/team leagues might not be reviewing replays with enough of a fine-toothed comb, which is a shame because I believe that is one of the ways in which you build that kind of insight. This also opens your mind to using misinformation offensively in more subtle ways, such as hiding a Pylon with no proxy at all, kinda like the more infamous and obvious cancel tech building into pivot.

That's an overarching one + a suggestion on what to think about/what I found helpful, but more obvious and common examples I see in my opponents is suboptimal build orders (easy to research and emulate), bad scouting (even outside of the "insight" stuff I mentioned above, some people just suck at scouting, like keeping their Probe alive in the Zerg main; I found the multitask trainer map to be helpful with this), being "locked in" to a certain thing like building Turrets in your main by default in TvZ when Zerg isn't even going Muta (happens all the time, just know when to scan to check for Spire/Larva count), and other basic shit like that. I'd say that all of this basic stuff contributes more to wins and losses than a missing second here or there does by a wide margin.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
castleeMg
Profile Blog Joined January 2013
Canada787 Posts
Last Edited: 2025-07-31 23:30:23
July 31 2025 23:29 GMT
#16
1 second does matter yes, I think a lot of 1 second examples have been brought up here already like the hold lurkers, lings not being blocked by probes in time, worker pulls during storm drops.. ect. I don’t know if you’re asking this because of your history of posts trying to meticulously improve pool timings and stuff, that being mentioned, I don’t think that stuff matters much. Lings arriving 1 second earlier may get you a free win every once in a while but chances are your opponent would have died if the lings were a second slower anyways. Also it is exponentially more important how you micro those lings and what targets to prioritize and when to stop making them and to continue to drone rather than them arriving 1 or 2 seconds sooner to your opponent.
AKA: castle[eMg]@USEast/ iCCup
iopq
Profile Blog Joined March 2009
United States1130 Posts
August 01 2025 03:17 GMT
#17
On August 01 2025 02:50 Jealous wrote:
Show nested quote +
On July 30 2025 11:59 iopq wrote:
On July 29 2025 14:44 Jealous wrote:
On July 29 2025 12:39 iopq wrote:
On July 29 2025 09:45 Jealous wrote:
A single second of inattention is enough to lose a group of Hydra to storm, but oftentimes a second saved on something like Pool or Lair timing is fairly inconsequential. So, I'd say "it depends." In your example of dying to a push, I'd say that more often than not, focusing on any single second lost is missing the forest for the trees. Sure, maybe because your Lurker eggs or something were 1 second delayed they all died to storm instead of popping out and being ready to burrow, but I think those situations are far less common (for the average player) than misreading your opponent, not having good sim city, having units exposed or out of place, etc. In short, errors which are not measured by seconds or corrected through BO optimization, or actions otherwise not conducive to "winning the game later" as you said.


I think literally every Protoss died to cannon coming up a second too late and zerglings eating through blocking probes

Sure, you can say "well, you should make cannons earlier" but that's a different trade-off!

I think everyone can agree that playing 100% safe at every point in the game will get you economically behind

Undoubtedly true, but if having your cannon be late is the reason for a large portion of your losses, I am guessing there is a bigger issue at play than that 1 second delay. As I said, those situations exist, but are far less common than more overarching issues which contribute to losses more consistently.


Okay, I'll bite: what are the more common causes of losses and how can you improve on them? I mean, realistic improvement steps

While this was true for me personally, I believe it applies to a lot of other players who are below at least A rank as well: not reading your opponent correctly.

I know I'm basically reinventing the wheel when I say this, but when I settled on one general opening in all three races, over time I started picking up on certain timings based on my scouting pattern, timing when my first Dragoon came out, timing when I do a poke into the nat or up the ramp, etc. What I mean by "timing" here is something like "Oh, he opened 2 gate but doesn't have Dragoon range yet, must be DTs" or even more basic things like "Oh, he only has one finished Pylon in his main base when he should have at least two, probably a proxy, should go find that" "must be DTs". I feel like a lot of players who are struggling with improvement below A rank might be lacking some of that insight; I know that many players outside of tournaments/team leagues might not be reviewing replays with enough of a fine-toothed comb, which is a shame because I believe that is one of the ways in which you build that kind of insight. This also opens your mind to using misinformation offensively in more subtle ways, such as hiding a Pylon with no proxy at all, kinda like the more infamous and obvious cancel tech building into pivot.

That's an overarching one + a suggestion on what to think about/what I found helpful, but more obvious and common examples I see in my opponents is suboptimal build orders (easy to research and emulate), bad scouting (even outside of the "insight" stuff I mentioned above, some people just suck at scouting, like keeping their Probe alive in the Zerg main; I found the multitask trainer map to be helpful with this), being "locked in" to a certain thing like building Turrets in your main by default in TvZ when Zerg isn't even going Muta (happens all the time, just know when to scan to check for Spire/Larva count), and other basic shit like that. I'd say that all of this basic stuff contributes more to wins and losses than a missing second here or there does by a wide margin.



Thanks, that helps. What can I do to improve on reading my opponent? It's one thing to say lower level players don't do this well, and another to come up with ways to improve. Should I be watching replays of games I played? Watching pro games and trying to guess what people are doing? Playing my opponent's race to figure out how their builds work? All of the above?

Of course there's limited time to dedicate to improving certain aspects of the game. When I couldn't micro lings inside of the Protoss base while building I did the multitasking map. Now that I can somewhat do it, I don't practice that map anymore. My builds were slower than the pro builds, so I practiced boosting until they were almost as good. My mechanics weren't as good so I optimized my mouse skills and trying to improve location hotkey usage

One of the other aspects I specifically focused on was walling in ZvP, but I haven't done it for the latest map season. This is one of the few aspects where one square off might get a pack of speedlots running past your ramp in a flash. Worse, your own eggs might block your units in and you might not know where your reinforcements are.

On the other hand, it's taken me one year to improve my mutalisk micro. It's just not a very low hanging fruit, I spent like 30 hours in a muta micro map alone and about a thousand hours in game to improve on my best timing.

I guess I'm asking for the concrete steps to improve things that require the lowest time investment and give the best return
Please log in or register to reply.
Live Events Refresh
Next event in 8h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft545
ViBE215
StarCraft: Brood War
Artosis 863
NaDa 73
yabsab 13
firebathero 0
Dota 2
NeuroSwarm197
League of Legends
Doublelift6983
JimRising 431
Counter-Strike
summit1g10372
Super Smash Bros
hungrybox431
Heroes of the Storm
Khaldor166
Other Games
Maynarde276
Organizations
Other Games
gamesdonequick1402
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 117
• EnkiAlexander 49
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Pr0nogo 5
• BSLYoutube
• iopq 0
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22211
Upcoming Events
RSL Revival
8h 4m
Clem vs ByuN
Rogue vs Lambo
OSC
11h 4m
Online Event
14h 4m
WardiTV Weekly
1d 10h
Sparkling Tuna Cup
2 days
INu's Battles
2 days
Cure vs herO
ByuN vs Rogue
PiGosaur Cup
2 days
The PondCast
3 days
Kung Fu Cup
3 days
Patches Events
3 days
[ Show More ]
Replay Cast
4 days
CrankTV Team League
4 days
Replay Cast
4 days
CrankTV Team League
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
RSL Revival
6 days
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

ASL S22 SEASON OPEN Day 2
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
Eternal Conflict S2 Finale
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W5
ASL Season 22: Qualifier #1
ASL Season 22: Qualifier #2
CSLAN 4
ASL Season 22
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
PiG Sty Festival 8.0
Light Tournament 2026
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.