• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:35
CEST 07:35
KST 14:35
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
New 3v3 BGH Ladder (and more) on ShieldBattery!30Weekly Cups (August 17-23): Zerg dominate the week5Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7
StarCraft 2
General
SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (August 17-23): Zerg dominate the week Starcraft2 player guess game is Coming~!
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement IntoTheTV X SOOP SC2 League : Weekly & Monthly PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 540 Dodge This The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout
Brood War
General
[Personal Project Share] Terran Defense v0.60 New 3v3 BGH Ladder (and more) on ShieldBattery! BW General Discussion [ASL22] Ro24 Preview: Siren's Call Farewell Beloved Starcraft (Youtube Videos)
Tourneys
[ASL22] Ro24 Group F Escore Tournament - Season 3 KCM Race Survival 2026 Season 3 [ASL22] Ro24 Group E
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish 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
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9142 users

Why doesn't Blizzard auto-save if player drops? - Page 10

Forum Index > Closed
Post a Reply
Prev 1 8 9 10 11 12 14 Next All
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 16:32:17
April 08 2012 16:28 GMT
#181
On April 09 2012 01:18 Jackle wrote:
Show nested quote +
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?

Saved game states are stupid.

A) strategies will be reformed during the interval of time because of the nature of sc2.
B) Certain strats will be hard countered and the game will severely favor the other player.
C) The flow of the game will be interupted severely. Lots of people dislike even pauses for a few seconds because of this reason.
D) This is an Esport, and because of the above reasons, ALL factors MUST be balanced across the board because peoples money is on the line.
Gajarell
Profile Joined November 2011
Germany29 Posts
Last Edited: 2012-04-08 16:32:26
April 08 2012 16:32 GMT
#182
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.
Un bon mot ne prouve rien. - Voltaire
MrEnzyme
Profile Joined September 2010
30 Posts
April 08 2012 16:43 GMT
#183
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

Show nested quote +
We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out
saltymango
Profile Joined June 2011
United States120 Posts
April 08 2012 16:43 GMT
#184
Isn't there all ready a save and load tool custom map? Why don't we try to bypass blizzard all together and just make a custom that saves automatically every 1 minute for every map in the map pool?
nebffa
Profile Blog Joined February 2009
Australia776 Posts
April 08 2012 16:45 GMT
#185
In my heart of hearts I feel that Blizzard got what they deserved. Having a disconnect at a critical point in the biggest match of the year so far? What were those jokers thinking not putting in an option for high-profile tournaments to use LAN? Blizzard only has themselves to blame and though it's unfortunate for all the fans, I hope that the embarrassment this has caused Blizzard leads them to look more closely at their poor decision making.
DreamChaser
Profile Blog Joined February 2011
1649 Posts
April 08 2012 16:47 GMT
#186
I had just assumed that it was to difficulkt to impletment, but if WC3 had it idk why SC2 doesn't
Plays against every MU with nexus first.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
April 08 2012 16:47 GMT
#187
I guess all we can hope for is that Blizz got some guilty feelings upon being there when it all happened, and are gonna look closer on this issue in the future. These kind of events really ruins the entire tournament.
urashimakt
Profile Joined October 2009
United States1591 Posts
April 08 2012 16:49 GMT
#188
On April 09 2012 01:43 MrEnzyme wrote:
Show nested quote +
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out

Seriously, that mod might seem like it is related to this situation, but it really isn't. People need to stop linking it.

And all players/observers in any game already have all the game state information. This is why map hacks work and why each client can generate their own replay file.
Who dat ninja?
willoc
Profile Joined February 2011
Canada1530 Posts
April 08 2012 16:50 GMT
#189
All tournament problems are because of "No LAN". Let's keep making these threads with extra hyperboles!
Be bold and mighty forces will come to your aid!
ravemir
Profile Joined April 2011
Portugal595 Posts
April 08 2012 16:50 GMT
#190
I agree...the LAN thing can be somewhat understandable, but why a CUSTOM game can't be saveable is beyond me. Maybe due to the possibility of people being able to forge replays?
"more gg, more skill"
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
Last Edited: 2012-04-08 16:52:23
April 08 2012 16:52 GMT
#191
On April 09 2012 01:43 MrEnzyme wrote:
wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out


Agreed. In theory, both clients need to have the same game state or the game is out of sync. I'm not sure if the server is involved with syncing the game.

I agree with you that saving the game state should be trivial for Blizzard. It's the loading of the game file that may be more complex, especially with observers joining, etc. I guess only Blizzard would know the answer to this.
Jackle
Profile Joined January 2010
Canada859 Posts
April 08 2012 16:52 GMT
#192
On April 09 2012 01:28 axellerate wrote:
Show nested quote +
On April 09 2012 01:18 Jackle wrote:
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?


I said that because we should stop wasting our efforts on something that will never be implemented. The second they implement LAN is the second their game will be pirated for multiplayer. People think Blizzard cares about the community way more than they actually do.
You called down the thunder, now reap the whirlwind.
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 16:55:53
April 08 2012 16:53 GMT
#193
On April 09 2012 01:52 Jackle wrote:
Show nested quote +
On April 09 2012 01:28 axellerate wrote:
On April 09 2012 01:18 Jackle wrote:
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?


I said that because we should stop wasting our efforts on something that will never be implemented. The second they implement LAN is the second their game will be pirated for multiplayer. People think Blizzard cares about the community way more than they actually do.


As a programmer, I can tell you that the game has already been cracked. So that point is false. And yea, its sickening how bad blizzards PR is and how they lack supporting a community which is so strong when it comes to supporting them.

Unfortunately, I am no longer part of that community. SC2 WOL was my last blizzard game. I even cancelled my D3 preorder.
willoc
Profile Joined February 2011
Canada1530 Posts
April 08 2012 16:53 GMT
#194
On April 08 2012 19:17 StarcraftMan wrote:
Show nested quote +
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.


I don't think it's very hard for Blizzard to implement. I'm a programmer and all they have to do is a data dump to a file when the person drops out (they don't even have to save the map until a person drops out). Then they would need to tweak the code to allow the map to be reloaded with all parties in the lobby. It's easy to do for them - they could probably even add this functionality in the next patch.


Hey! I'm not going to bother looking at the source to see how they implemented game states and make statements about how easy it is to fix. Programming are easy!
Be bold and mighty forces will come to your aid!
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
April 08 2012 16:54 GMT
#195
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

Show nested quote +
We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


But we are trying to solve a problem for major tournaments where there will always be observers in games, and optionally referees in games. Also, I think we can trust professional players not to pull the cable out when they are losing at a live event.

As for saving multiple states: Have checkpoints every x seconds where both players report in. The game restarts from the last available checkpoint where both players reported in. You might get a second or two of rollback but it a lot better than a regame.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-04-08 17:02:24
April 08 2012 16:55 GMT
#196
On April 08 2012 19:17 Chargelot wrote:
Show nested quote +
On April 08 2012 19:16 solidbebe wrote:
On April 08 2012 19:15 ki11z0ne wrote:
they care... if they didnt they would not have a balancing team... idk people need top widen there perspective a lil.... its understandable why their is no LAN on sc2, and its fine with me

Why is it understandable?

Because the day you incorporate LAN is the day I can steal StarCraft online, and play it without a battle.net account.

It's already possible to play Starcraft 2 on LAN/P2P — it's just an illegitimate/crack method.

On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.
edit: not surprisingly, this has already been said

Hacking would only be an issue for unsupervised matches, and non-trusted-players, which essentially makes it a complete non-issue. No-one wants to have the system mandatory for ladder or anything; it would just be a really useful feature for friends who were playing, or even 2 people having a grudge match, but most importantly supervised matches such as in tournaments.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
urashimakt
Profile Joined October 2009
United States1591 Posts
April 08 2012 16:58 GMT
#197
On April 09 2012 01:55 Xapti wrote:
Show nested quote +
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.
Who dat ninja?
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
April 08 2012 17:00 GMT
#198
On April 09 2012 01:58 urashimakt wrote:
Show nested quote +
On April 09 2012 01:55 Xapti wrote:
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.


I guarantee that incorporating this into SC2 would take far less work than the 'Arcade' feature that is being added in patch 1.5.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
April 08 2012 17:00 GMT
#199
These issues crop up all the time hopefully blizzard will listen eventually.
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 17:02:11
April 08 2012 17:01 GMT
#200
On April 09 2012 02:00 hzflank wrote:
Show nested quote +
On April 09 2012 01:58 urashimakt wrote:
On April 09 2012 01:55 Xapti wrote:
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.


I guarantee that incorporating this into SC2 would take far less work than the 'Arcade' feature that is being added in patch 1.5.


Yea lol. It wouldn't be that hard at all. Blizzard is pretty lazy if you ask me. One dude could have implemented every single feature we wanted (shared replays, LAN, Clan tags etc...) in about 3 months tops.

A whole team of experienced programmers like the ones at blizzard could have put everything in over the span of 3 weeks at most.
Prev 1 8 9 10 11 12 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 69
StarCraft: Brood War
Rain 2679
Shuttle 2070
GuemChi 1558
Leta 221
Soma 188
Noble 42
yabsab 40
Bale 21
Icarus 8
Dota 2
NeuroSwarm182
Other Games
summit1g5329
C9.Mang0368
XaKoH 225
Livibee139
Mew2King82
UpATreeSC22
Organizations
Other Games
BasetradeTV29
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH278
• practicex 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Light_VIP 14
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21030
• lizZardDota2145
League of Legends
• Rush1212
• Lourlo1164
Upcoming Events
Escore
4h 26m
IntoTheTV X SOOP
5h 26m
RotterdaM Event
10h 56m
Korean StarCraft League
20h 26m
GSL
1d 5h
Replay Cast
1d 18h
WardiTV Weekly
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
GSL
4 days
[ Show More ]
PiGosaur Cup
4 days
Replay Cast
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 22: Qualifier 1
PiG Sty Festival 8.0
META DYMY #4

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 2
RSL Revival: Season 6
Light Tournament 2026
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

BSL 2026 LAN: Kraków
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.