• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:43
CET 22:43
KST 06:43
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1850 users

The Warp Mechanic and How It Broke Protoss - Page 13

Forum Index > Closed
Post a Reply
Prev 1 11 12 13 14 15 43 Next All
branflakes14
Profile Joined July 2010
2082 Posts
September 08 2011 18:43 GMT
#241
On September 09 2011 03:40 FabledIntegral wrote:
Show nested quote +
On September 09 2011 03:39 MrBarryObama wrote:
Shield Batteries are an EXCELLENT idea! Shield Battery + Immortal = bliss

Think about it: 1 battery at ramp, supreme defenders advantage vs 4gate. Stalkers can actually trade efficiently vs roaches in a straight out brawl. Immortals will live up to their name for once.


Holy shit... that would totally fix PvP I think...


Kinda makes you wonder why Blizzard didn't put the Shield Battery in the game from the start.
darklight54321
Profile Joined July 2011
United States361 Posts
September 08 2011 18:44 GMT
#242
One thing I always considered, since i first started playing this game.


Offensive Pylons. Why is it, that the warp in mechanic requires a building just like any other? THAT is what i would change.

Lets make a new building, call it the Tal'darim Network. This building costs 100 mins and 100 gas. You can warp in within a set range of this building (same as pylon energy matrix).

THEN change the warp in mechanic. Instead of beng able to warp in with ANY pylon. Give a range to the nexus (kinda like they do the Sensor tower) in which any pylon within range of this radius can be warped in on. This upgrade to nexus cost 50/50 and is as fast as a gate into warpgate transition to build.

By combining these two aspects (warp prism can warp in too, but add 50 gas to cost) the rally advantage of protoss is actually a LARGE sacrifice of economy.

To compensate for this lack of offensive capability early on (gas limitation) you can now create cannons from the Cybernetics Core OR the forge. This makes it so the FFE is still viable, but if you 1 gate expo you can cannon like a terran bunkers or a zerg uses spine crawlers.

These changes allow for a rally advantage, but also makes it more valuable when the forward "pylon" or warp prism gets sniped (espec with warp prism buff this can make for some heavy prism play). And would effectively change the pace of PvT/Z and eliminate the 4gate v 4gate scenario of PvP.
Selvik
Profile Joined August 2010
United States8 Posts
September 08 2011 18:44 GMT
#243
The point of warp in then though would be the upfront build time not the instant reinforcement (except with warp prisms)
darklight54321
Profile Joined July 2011
United States361 Posts
September 08 2011 18:46 GMT
#244
On September 09 2011 03:43 branflakes14 wrote:
Show nested quote +
On September 09 2011 03:40 FabledIntegral wrote:
On September 09 2011 03:39 MrBarryObama wrote:
Shield Batteries are an EXCELLENT idea! Shield Battery + Immortal = bliss

Think about it: 1 battery at ramp, supreme defenders advantage vs 4gate. Stalkers can actually trade efficiently vs roaches in a straight out brawl. Immortals will live up to their name for once.


Holy shit... that would totally fix PvP I think...


Kinda makes you wonder why Blizzard didn't put the Shield Battery in the game from the start.



because with the new unit system, a forward shield battery would make the early protoss pushes insanely tough to deal with and make contains almost impossible to push against, especially a immortal push/contain.
branflakes14
Profile Joined July 2010
2082 Posts
September 08 2011 18:47 GMT
#245
On September 09 2011 03:44 darklight54321 wrote:
One thing I always considered, since i first started playing this game.


Offensive Pylons. Why is it, that the warp in mechanic requires a building just like any other? THAT is what i would change.

Lets make a new building, call it the Tal'darim Network. This building costs 100 mins and 100 gas. You can warp in within a set range of this building (same as pylon energy matrix).

THEN change the warp in mechanic. Instead of beng able to warp in with ANY pylon. Give a range to the nexus (kinda like they do the Sensor tower) in which any pylon within range of this radius can be warped in on. This upgrade to nexus cost 50/50 and is as fast as a gate into warpgate transition to build.

By combining these two aspects (warp prism can warp in too, but add 50 gas to cost) the rally advantage of protoss is actually a LARGE sacrifice of economy.

To compensate for this lack of offensive capability early on (gas limitation) you can now create cannons from the Cybernetics Core OR the forge. This makes it so the FFE is still viable, but if you 1 gate expo you can cannon like a terran bunkers or a zerg uses spine crawlers.

These changes allow for a rally advantage, but also makes it more valuable when the forward "pylon" or warp prism gets sniped (espec with warp prism buff this can make for some heavy prism play). And would effectively change the pace of PvT/Z and eliminate the 4gate v 4gate scenario of PvP.


I've always dreamed of units being being allowed to be warped in at a Warp Prism, and Gateway production speeds tweaked to compensate.
darklight54321
Profile Joined July 2011
United States361 Posts
September 08 2011 18:53 GMT
#246
You CAN warp in units under a warp prism.....unless you mean being able to warp inside the prism (ie, gets carried during warp in) and then be able to drop it later, which might be kinda cool but somewhat unnecessary.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
September 08 2011 18:54 GMT
#247
On September 09 2011 03:47 branflakes14 wrote:
Show nested quote +
On September 09 2011 03:44 darklight54321 wrote:
One thing I always considered, since i first started playing this game.


Offensive Pylons. Why is it, that the warp in mechanic requires a building just like any other? THAT is what i would change.

Lets make a new building, call it the Tal'darim Network. This building costs 100 mins and 100 gas. You can warp in within a set range of this building (same as pylon energy matrix).

THEN change the warp in mechanic. Instead of beng able to warp in with ANY pylon. Give a range to the nexus (kinda like they do the Sensor tower) in which any pylon within range of this radius can be warped in on. This upgrade to nexus cost 50/50 and is as fast as a gate into warpgate transition to build.

By combining these two aspects (warp prism can warp in too, but add 50 gas to cost) the rally advantage of protoss is actually a LARGE sacrifice of economy.

To compensate for this lack of offensive capability early on (gas limitation) you can now create cannons from the Cybernetics Core OR the forge. This makes it so the FFE is still viable, but if you 1 gate expo you can cannon like a terran bunkers or a zerg uses spine crawlers.

These changes allow for a rally advantage, but also makes it more valuable when the forward "pylon" or warp prism gets sniped (espec with warp prism buff this can make for some heavy prism play). And would effectively change the pace of PvT/Z and eliminate the 4gate v 4gate scenario of PvP.


I've always dreamed of units being being allowed to be warped in at a Warp Prism, and Gateway production speeds tweaked to compensate.

?

You mean Warp Prism only?
Eps
Profile Joined April 2011
Canada240 Posts
September 08 2011 18:55 GMT
#248
The OP makes some good points about Shield Batteries.
However I don't agree at all about buffing Toss units. They're already quite Tanky as is, and that is how their position in the 3 races was always meant to be.
Terrans - Ranged DPS. Zerg - The Swarm Race. Protoss - Tanks.
They're positioned as they should be.

If Shield Batteries were to be re-implemented in SCII, they'd need a completely revised from the BW days. I think looking at PvP is too narrow for Shield Battery applications and ignores how it affects the other races.
Mainly Zergs. Can you imagine a Zerg trying to break a Protoss defensive position with Roaches if the Toss has Immortals out? The attack speed and DPS of the Roaches would make Roach play obsolete for Zergs. That leaves them with only one early game option - Ling/Blings. Shield Batteries would end up restricting Zerg's options immensely.

The only thing I can see to get around this is to either implement some sort of Cooldown to Shield Batteries or restriction on Shield Recharging on one unit. For instance one Immortal can't be recharged over and over again.
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
September 08 2011 18:57 GMT
#249
On September 09 2011 03:46 darklight54321 wrote:
Show nested quote +
On September 09 2011 03:43 branflakes14 wrote:
On September 09 2011 03:40 FabledIntegral wrote:
On September 09 2011 03:39 MrBarryObama wrote:
Shield Batteries are an EXCELLENT idea! Shield Battery + Immortal = bliss

Think about it: 1 battery at ramp, supreme defenders advantage vs 4gate. Stalkers can actually trade efficiently vs roaches in a straight out brawl. Immortals will live up to their name for once.


Holy shit... that would totally fix PvP I think...


Kinda makes you wonder why Blizzard didn't put the Shield Battery in the game from the start.



because with the new unit system, a forward shield battery would make the early protoss pushes insanely tough to deal with and make contains almost impossible to push against, especially a immortal push/contain.


Shield batteries would have a build time and wouldnt start with full energy. They are an investment that delays the attacker from exploiting the contain.
Allred
Profile Joined November 2010
United States352 Posts
September 08 2011 18:58 GMT
#250
hmmm i think blizzard realized this when they made the game and that is why stalkers suck cost for cost
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Klystron
Profile Joined March 2010
United States99 Posts
September 08 2011 19:02 GMT
#251
Good read, but there is something that I think you need to add. In addition to removing the defenders advantage, units without a build time is inherently broken late game and makes slips in macro significantly less punishing. This is all because warpgates only have 5 seconds turnaround on investing resources into a unit.

People like to talk about the Zerg 300 supply push, however, that extra 100 supply still has both a build time and a travel time. Protoss has the ability to do a true 300 supply push by massing up gateways at 200 supply, and warping in reinforcements as units die. This is why some people say that you cannot let protoss sit on 4+ bases. A protoss on 4+ bases can support enough warpgates that it becomes nearly impossible to finish off the army unless the other player has a large supply/upgrade/positional advantage.

My suggestions for changing warpgate as a mechanic for HOTS would be as follows. (note, gateway units would likely have to be adjusted as well)

1. Gateways should have faster net production than warpgates. Warpgate CD's should be 5-10 seconds longer than gateway build times after warpgate has been researched. ie Warpgate research enables gateways to morph into warpgates, and reduces build time from gateways by 10 seconds. Warpgate CD's are the same as gateway build times before WG research.

2. Warpgates should go on CD when supply blocked or supply capped. No more potential for constantly maxed, fielded army.
MrBarryObama
Profile Joined August 2010
Korea (South)141 Posts
September 08 2011 19:02 GMT
#252
On September 09 2011 03:55 Eps wrote:
The OP makes some good points about Shield Batteries.
However I don't agree at all about buffing Toss units. They're already quite Tanky as is, and that is how their position in the 3 races was always meant to be.
Terrans - Ranged DPS. Zerg - The Swarm Race. Protoss - Tanks.
They're positioned as they should be.

If Shield Batteries were to be re-implemented in SCII, they'd need a completely revised from the BW days. I think looking at PvP is too narrow for Shield Battery applications and ignores how it affects the other races.
Mainly Zergs. Can you imagine a Zerg trying to break a Protoss defensive position with Roaches if the Toss has Immortals out? The attack speed and DPS of the Roaches would make Roach play obsolete for Zergs. That leaves them with only one early game option - Ling/Blings. Shield Batteries would end up restricting Zerg's options immensely.

The only thing I can see to get around this is to either implement some sort of Cooldown to Shield Batteries or restriction on Shield Recharging on one unit. For instance one Immortal can't be recharged over and over again.


The max energy of shield batteries can be tweaked. Also, in BW, shield batteries froze the unit it was recharging. Tweak the restoration rate, and the immortal issue isn't so bad.
Eps
Profile Joined April 2011
Canada240 Posts
Last Edited: 2011-09-08 19:03:59
September 08 2011 19:03 GMT
#253
On September 09 2011 03:58 Allred wrote:
hmmm i think blizzard realized this when they made the game and that is why stalkers suck cost for cost


I don't see how people can just say Stalkers suck when compared to the other race's alternatives.
They're not meant to be compared to Roaches or Marauders. Neither unit can shoot up, and Stalkers are one of the fastest non-upgraded land units straight out of production.

You can't compare units of different races that play different roles simply as is without looking at the bigger picture.
Lamphead
Profile Joined December 2010
Canada241 Posts
September 08 2011 19:04 GMT
#254
thank you TC I have been thinking this for months
We didn't lose the game. We just ran out of time. - Vince Lombardi
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 08 2011 19:05 GMT
#255
You're making a huge assumption that the relative weakness of gateway units is because of warpgates and not some other design reason. It seems to me that if gateway units were buffed too much, along with protoss splash, it would be too much. Also, you don't really think that if they just removed warpgate and buffed gateway units that wouldn't cause huge problems, like the one I just mentioned.

We should also be careful about what we mean when we say 'weak'. You can argue that neither the zealot or the stalker are weak. Zealots are basically 4 slow zerglings (with the benefit of not losing 25% of their dps for every 35 damage done) and stalkers have exceptional health despite mediocre dps. Their weakness is a design problem, not a balance problem in my opinion.

And OP, I'd like for you to explain how you think this situation has contributed to the percieved current weakness. After all, we've discussed these pointes before, but they were discarded because Protoss found ways to win regardless. When I watch Protoss lose games, I don't necessarily think, if only warpgate units were stronger. I do think it may affect the general inflexibility of the race though.
I'm not stupid, a marauder just shot my brain.
tribbe
Profile Joined September 2010
Germany34 Posts
September 08 2011 19:11 GMT
#256
On September 08 2011 20:04 sleepingdog wrote:
Make warp-ins only possible near a Nexus or under a warp-prism.

Problem solved?


This is what I wanted to post at first thought.

It would be awesome if Blizzard would make the warp prism more viable in addition to 1.4 by restricting warp-ins to only being possible in range of warp-prisms & Nexi. By disabling early warp-gate-pressure and all-in builds, warp gate units could therefore get a slight buff e.g. in build-time and (or) DMG / HP / cost and so on.

But balance wouldn't be finished with such a change. What if the warp-ins within the area of the warp prism would create new and similar timings for the Protoss? I could imagine a situation where the P got a buff concerning their warp gate units but they still can warp in range of the prism just a bit later than usual. Ordianry builds would strike later but with stronger units as before the changes were implemented.

And once again the same problems could arise and nerfs would possibly follow. This is really difficult to balance. Perhaps there's really an issue with the warp-in mechanic as such.



Mechs: TTesport's Meka G1 (black), DAS Keyboard Ultimate (blue), Filco Majestouch 2 Tenkeyless (brown)
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
September 08 2011 19:12 GMT
#257
On September 09 2011 03:47 branflakes14 wrote:+ Show Spoiler +

On September 09 2011 03:44 darklight54321 wrote:
One thing I always considered, since i first started playing this game.


Offensive Pylons. Why is it, that the warp in mechanic requires a building just like any other? THAT is what i would change.

Lets make a new building, call it the Tal'darim Network. This building costs 100 mins and 100 gas. You can warp in within a set range of this building (same as pylon energy matrix).

THEN change the warp in mechanic. Instead of beng able to warp in with ANY pylon. Give a range to the nexus (kinda like they do the Sensor tower) in which any pylon within range of this radius can be warped in on. This upgrade to nexus cost 50/50 and is as fast as a gate into warpgate transition to build.

By combining these two aspects (warp prism can warp in too, but add 50 gas to cost) the rally advantage of protoss is actually a LARGE sacrifice of economy.

To compensate for this lack of offensive capability early on (gas limitation) you can now create cannons from the Cybernetics Core OR the forge. This makes it so the FFE is still viable, but if you 1 gate expo you can cannon like a terran bunkers or a zerg uses spine crawlers.

These changes allow for a rally advantage, but also makes it more valuable when the forward "pylon" or warp prism gets sniped (espec with warp prism buff this can make for some heavy prism play). And would effectively change the pace of PvT/Z and eliminate the 4gate v 4gate scenario of PvP.


I've always dreamed of units being being allowed to be warped in at a Warp Prism, and Gateway production speeds tweaked to compensate.


Since you apparently didn't understand what he was saying: He was suggesting that you only be able to warp in at a special (presumably slower building) structure so that early proxy pylons would not be available. Warp prisms might still work, but that would still slow the build down.


I'm not stupid, a marauder just shot my brain.
okrane
Profile Joined April 2010
France265 Posts
September 08 2011 19:12 GMT
#258
Bring back the shield battery <333333
Really disappointed with Starcraft II Zerg! :(
rezoacken
Profile Joined April 2010
Canada2719 Posts
September 08 2011 19:12 GMT
#259
I agree the shield battery is really missing, and I agree Protoss as issues in the defense department compared to Terrans and Zergs.

Counters and timing are too Brutal in my taste against a Protoss player. The defender should always have an advantage of some sort.
Either we are alone in the Universe or we are not. Both are equally terrifying.
hitpoint
Profile Joined October 2010
United States1511 Posts
September 08 2011 19:13 GMT
#260
Shield battery is actually such a clever fix. I hope they do this.
It's spelled LOSE not LOOSE.
Prev 1 11 12 13 14 15 43 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 319
JuggernautJason189
ProTech112
StarCraft: Brood War
Calm 2716
Shuttle 615
Dota 2
Dendi1231
Counter-Strike
pashabiceps1028
Foxcn173
Heroes of the Storm
Liquid`Hasu472
Other Games
summit1g7748
Grubby4970
Beastyqt720
fl0m489
shahzam321
Skadoodle174
C9.Mang070
Maynarde19
fpsfer 0
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• musti20045 13
• Hupsaiya 8
• Dystopia_ 5
• Adnapsc2 3
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• blackmanpl 27
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• imaqtpie2840
• TFBlade1091
Other Games
• WagamamaTV490
• Shiphtur258
Upcoming Events
Replay Cast
1h 18m
Replay Cast
11h 18m
OSC
13h 48m
Kung Fu Cup
14h 18m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 1h
The PondCast
1d 12h
RSL Revival
1d 12h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 14h
WardiTV Korean Royale
1d 14h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.