• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:56
CEST 20:56
KST 03:56
  • 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
Power Rank - Esports World Cup 202573RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
Google Play ASL (Season 20) Announced13BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8
StarCraft 2
General
Power Rank - Esports World Cup 2025 #1: Maru - Greatest Players of All Time I offer completely free coaching services What tournaments are world championships? Server Blocker
Tourneys
Esports World Cup 2025 $25,000 Streamerzone StarCraft Pro Series announced $5,000 WardiTV Summer Championship 2025 WardiTV Mondays FEL Cracov 2025 (July 27) - $8000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
Google Play ASL (Season 20) Announced Dewalt's Show Matches in China BGH Auto Balance -> http://bghmmr.eu/ Simple editing of Brood War save files? (.mlx) Ginuda's JaeDong Interview Series
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
[G] Mineral Boosting Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Post Pic of your Favorite Food!
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 810 users

iCCup Mapmaking Team & Map Pool - Page 5

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 7 18 19 20 Next All
Alou
Profile Blog Joined March 2010
United States3748 Posts
August 08 2010 03:47 GMT
#81
On August 08 2010 12:43 monitor wrote:
Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:

You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:

1. You get two more free bases (1 HY, 1 normal) because they are easily protected
2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon)
3. You can defend the main path by easily moving your army to the middle (very short)

If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:

1. Move the expansion set of three to be a bit more spread out
2. Move destro. rocks towards to the 1) right on top 2) left on bottom

I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!


I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.
Life is Good.
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-08-08 04:10:42
August 08 2010 03:58 GMT
#82
On August 08 2010 12:47 Alou wrote:
Show nested quote +
On August 08 2010 12:43 monitor wrote:
Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:

You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:

1. You get two more free bases (1 HY, 1 normal) because they are easily protected
2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon)
3. You can defend the main path by easily moving your army to the middle (very short)

If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:

1. Move the expansion set of three to be a bit more spread out
2. Move destro. rocks towards to the 1) right on top 2) left on bottom

I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!


I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.


I would say you are abusing map imbalances. But putting cannons on the natural's cliff is not the issue to me...

The main problem is getting three free bases once you expand there and being able to harass their natural so easily. Changing the location of the 3rd/4th/HY would fix the problem- maybe consider moving one to the way the original drawing showed, and give the HY multiple entrances?

Also, how realistic is it for both players to do that?

EDIT: added picture of warp-in: is this intentional?
+ Show Spoiler +

[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
EvilMaishidon
Profile Joined May 2010
United States125 Posts
Last Edited: 2010-08-08 04:14:14
August 08 2010 04:13 GMT
#83
I have to side with Monitor on this one. Ill give you a GIMP diagram.
[image loading]
The red is the protoss
The Blue is the Terran
Green is the protoss pylon and its AOE
Light green are the potential bases for protoss
Black lines with arrows are travel paths
Large circles are bases
small Dots are Observers
semicircles are the players army
Alou
Profile Blog Joined March 2010
United States3748 Posts
August 08 2010 04:30 GMT
#84
The pylon thing with warping without the rocks needs to be changed. I wasn't aware of that, but the thing about expanding is rubbish.
Life is Good.
EvilMaishidon
Profile Joined May 2010
United States125 Posts
August 08 2010 04:33 GMT
#85
What about that is rubbish?
Alou
Profile Blog Joined March 2010
United States3748 Posts
August 08 2010 04:36 GMT
#86
On August 08 2010 13:33 used man wrote:
What about that is rubbish?


Your problem is that taking one expo means taking another is safer. LT - I spawn at 6 and take 3's natural. Now 3 becomes safe to take. That's not imbalance that's a person playing the map. I don't see how that's bad at all.
Life is Good.
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 08 2010 05:13 GMT
#87
On Lost Temple, if you expand as you say, it is impossible to defend all four of those to flanks/ drops. As opposed to Starchild where you get that + a high-yield, and still be almost immune to flanks/ drops.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2010-08-08 22:26:57
August 08 2010 13:35 GMT
#88
message removed
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Channel56k
Profile Joined June 2010
United States413 Posts
August 08 2010 15:25 GMT
#89
The map balance suggestions above will need to be considered.

Also, please continue with balance input. We cannot promise all the suggestions translate to changes as (as i have always believed) map IM-balances actually balance a map, but I can say all maps need continuous revision and your comments help work towards that revision.

Keep them coming.
"Do yourself a favor, and don't listen to me."
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 08 2010 16:11 GMT
#90
Thanks konicki I have a few speculations about Aztec, but I have to play a few games before confirming.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 08 2010 19:36 GMT
#91
On August 08 2010 12:47 Alou wrote:
Show nested quote +
On August 08 2010 12:43 monitor wrote:
Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:

You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:

1. You get two more free bases (1 HY, 1 normal) because they are easily protected
2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon)
3. You can defend the main path by easily moving your army to the middle (very short)

If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:

1. Move the expansion set of three to be a bit more spread out
2. Move destro. rocks towards to the 1) right on top 2) left on bottom

I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!


I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.



The things monitor described other than the pylon are all intended. Players will be punished for being passive as its so easy to expand, which was EXACTLY the idea. The pylon across I think ill fix, but the bases aren't moving.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2010-08-09 04:13:38
August 09 2010 03:50 GMT
#92
On August 09 2010 04:36 prodiG wrote:
Show nested quote +
On August 08 2010 12:47 Alou wrote:
On August 08 2010 12:43 monitor wrote:
Just played a couple games on Starchild, found some serious imbalances. Take this situation for example:

You are playing Protoss. You spawn in the 10 o'clock position, and forge FE into your natural (normal so far). You hold out for long enough until you need a third base. You expand to the 6 o'clock position (to the left of the opponent's natural). Now here are the unbalances with this situation:

1. You get two more free bases (1 HY, 1 normal) because they are easily protected
2. You get infinite harass on their natural (break destro. rocks or warp across using a pylon)
3. You can defend the main path by easily moving your army to the middle (very short)

If you need a replay as proof, I will gladly send it to you via email. I think there are a couple ways to fix this:

1. Move the expansion set of three to be a bit more spread out
2. Move destro. rocks towards to the 1) right on top 2) left on bottom

I have some speculation of unbalance on some other maps too, but I need to confirm by testing in-game. Hopefully this can help make them better!


I don't think that is imbalance. Because your opponent can do the same. I've gone and put cannons on the cliff above my opponents natural. It's not imbalance. It's me using the map. Obviously if you have map control defending bases and harass become easier. I'm not saying the map is perfect, but its got some differences that are worth trying out.



The things monitor described other than the pylon are all intended. Players will be punished for being passive as its so easy to expand, which was EXACTLY the idea. The pylon across I think ill fix, but the bases aren't moving.


Being passive is not the problem as I see it. Basically, you cannot let your opponent expand above your natural, or you lose. This also nullifies a lot of defensive builds, because if you get contained you have almost no way to win.

If it is an even match, expanding there as a third has no drawbacks. You can easily defend it and your main, get off a lot of harass, and take two more bases with no trouble. This is not an early game problem, because it only happens once mid-late game kicks in. I do like how battles take place in the center of the map instead of in front of bases (Blizzard maps = fail).
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-09 04:37:44
August 09 2010 04:36 GMT
#93
so is it just me. I think turtlers adapt and simply wall off their front choke break down the rocks and start expanding in that direction before pushing out?

as said by monitor but expanding there do have drawbacks for any build that is not purely gateway units. as their reinforcements will take longer to get there.,
"Mudkip"
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 09 2010 04:41 GMT
#94
Expanding to the right gives you a free high-yield, but you cannot easily defend the bases.
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 09 2010 05:10 GMT
#95
On August 09 2010 12:50 monitor wrote:
Being passive is not the problem as I see it. Basically, you cannot let your opponent expand above your natural, or you lose. This also nullifies a lot of defensive builds, because if you get contained you have almost no way to win.

If it is an even match, expanding there as a third has no drawbacks. You can easily defend it and your main, get off a lot of harass, and take two more bases with no trouble. This is not an early game problem, because it only happens once mid-late game kicks in. I do like how battles take place in the center of the map instead of in front of bases (Blizzard maps = fail).

If you let your opponent set up outside of your base, since when are you supposed to be able to win?

When mid-late game kicks in, you should be aware of what's going around the map. An opponent trying to expand right beside you should be pretty easy to punish him for. I honestly don't agree with pretty much anything other than the pylon comment, but we'll see what testing shows

On August 09 2010 13:41 monitor wrote:
Expanding to the right gives you a free high-yield, but you cannot easily defend the bases.

A free high yield that when saturated is worth less than any other base on the map.

On August 09 2010 13:36 Madkipz wrote:
so is it just me. I think turtlers adapt and simply wall off their front choke break down the rocks and start expanding in that direction before pushing out?

as said by monitor but expanding there do have drawbacks for any build that is not purely gateway units. as their reinforcements will take longer to get there.,

Why is walling the choke and breaking the rocks not a viable strategy? It's done on blistering sands all the time...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2404 Posts
August 09 2010 05:42 GMT
#96
Here are some simple thoughts (based off Nightmarejoo's BW post):

+ Show Spoiler +

On Python, there are many complex aspects of why it is a good map. An open middle favors a maneuverable army for flanking and map control. The natural, island, and 3rd bases have no where to easily harass, favoring the non-mobile race. Harass is used to hurt the turtlers because their army can't defend all of their bases. Since the expos are so spread out, the turtler can't just sit there- he has to be aggressive. The mobile race also can't defend their expansions all at once, so they have to sit back a bit more than they are comfortable with. Essentially, both races are equally mobile and immobile.

As Nightmarjoo says, "The most important things to consider when executing map concepts are expo distance, pathing, harassability, and moving-room."


Anyway, I do really like the iCCup maps, looking forward to the future ones too!
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
EvilMaishidon
Profile Joined May 2010
United States125 Posts
August 09 2010 08:49 GMT
#97
On August 09 2010 14:10 prodiG wrote:

A free high yield that when saturated is worth less than any other base on the map.

Im not going to take issue with the rest of your post, but this is just false. A fully saturated 6 mineral high yield provides 5% more income. It also requires less workers.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-08-09 10:54:31
August 09 2010 09:55 GMT
#98
Wow, some great maps were chosen here!

If anyone's interested, I'll probably be testing some zerg wall-ins vs. Hellions on these maps later, and possibly make a post about where you can and can't wall (my gut instinct is that both the BW ports are wallable--make sense seeing as similar wall-ins are used in SC1). May or may not be relevant in the future, but perhaps it's something to keep in mind with regard to map design and balance.

EDIT: From some initial walling attempts on Match Point, top and bottom positions aren't symmetrical--there's a little extra space that top position has to deal with that's a little more troublesome:

+ Show Spoiler +

[image loading]
[image loading]
Note in the first picture I need the spine crawler to close the gap between the hatchery and the ledge, when I don't need it in the 2nd picture.


EDIT 2: A similar positional imbalance exists on FS. Both left positions don't require spine crawlers to form hellion-tight wall-ins, while both right positions do:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
Moderator
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-08-09 14:12:30
August 09 2010 14:07 GMT
#99
On August 09 2010 17:49 used man wrote:
Show nested quote +
On August 09 2010 14:10 prodiG wrote:

A free high yield that when saturated is worth less than any other base on the map.

Im not going to take issue with the rest of your post, but this is just false. A fully saturated 6 mineral high yield provides 5% more income. It also requires less workers.

There's only five patches, I changed this in the latest version I was talking specifically for this map, I dropped it down to five to make it less appealing in the mid and late game (when you can transfer enough workers to saturate almost instantly)


On August 09 2010 18:55 TheYango wrote:
Wow, some great maps were chosen here!

If anyone's interested, I'll probably be testing some zerg wall-ins vs. Hellions on these maps later, and possibly make a post about where you can and can't wall (my gut instinct is that both the BW ports are wallable--make sense seeing as similar wall-ins are used in SC1). May or may not be relevant in the future, but perhaps it's something to keep in mind with regard to map design and balance.

EDIT: From some initial walling attempts on Match Point, top and bottom positions aren't symmetrical--there's a little extra space that top position has to deal with that's a little more troublesome:

+ Show Spoiler +

[image loading]
[image loading]
Note in the first picture I need the spine crawler to close the gap between the hatchery and the ledge, when I don't need it in the 2nd picture.


EDIT 2: A similar positional imbalance exists on FS. Both left positions don't require spine crawlers to form hellion-tight wall-ins, while both right positions do:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


Thanks for this, i'll definitely look into it some more
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 10 2010 00:27 GMT
#100
Just updated Starchild:
[image loading]

Changelog
Version 1.2
-Added rocks and building blockers to prevent protoss from warping units in behind the rock @ natural
-Added destructible rock to 2 and 6 o'clock expansions to make mass expanding take longer
Version 1.1
-Changed the gold to only have 5 mineral patches instead of six
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Prev 1 2 3 4 5 6 7 18 19 20 Next All
Please log in or register to reply.
Live Events Refresh
BSL20 Non-Korean Champi…
18:00
RO8 Round Robin Group - Day 3
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
LiquipediaDiscussion
CSO Cup
16:00
#83
Liquipedia
PSISTORM Gaming Misc
15:55
FSL Teamleague: CN vs ASH
Freeedom16
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 332
Hui .253
BRAT_OK 159
JuggernautJason75
MindelVK 44
StarCraft: Brood War
Britney 19128
actioN 372
firebathero 365
ZZZero.O 260
Aegong 74
HiyA 23
IntoTheRainbow 7
Dota 2
420jenkins986
Counter-Strike
fl0m4907
sgares372
Stewie2K370
flusha335
oskar203
Super Smash Bros
hungrybox1349
Westballz52
Mew2King47
Heroes of the Storm
Khaldor481
Liquid`Hasu82
Other Games
Grubby3229
FrodaN1557
Dendi1295
KnowMe125
Trikslyr106
Sick78
QueenE67
ProTech55
Organizations
Other Games
gamesdonequick2520
StarCraft 2
angryscii 22
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• printf 85
• StrangeGG 30
• davetesta24
• tFFMrPink 19
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• FirePhoenix8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis4436
Other Games
• imaqtpie1193
• Shiphtur494
Upcoming Events
FEL
14h 5m
BSL20 Non-Korean Champi…
19h 5m
BSL20 Non-Korean Champi…
23h 5m
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
2 days
Online Event
2 days
uThermal 2v2 Circuit
3 days
The PondCast
4 days
Replay Cast
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
BSL Team Wars
CSLPRO Last Chance 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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.