• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 06:40
CET 12:40
KST 20:40
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2?
Tourneys
$5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA) BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle soO on: FanTaSy's Potential Return to StarCraft
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread How Does UI/UX Design Influence User Trust? Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2045 users

[A] Starbow - Page 35

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 33 34 35 36 37 537 Next
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2012 01:36 GMT
#681
--- Nuked ---
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-07-11 02:11:25
July 11 2012 02:10 GMT
#682
On July 11 2012 09:10 hersenen wrote:
Don't play this game, every patch it gets worse and the map maker refuses to revert any changes.

They haven't changed it back to six workers at the start so for the first 30seconds you're just building workers, it doesn't add any variety to the game what-so-ever, only makes the start of the game longer which is the most boring part. There's no reason to 4pool or rax on 4 supply or gateway on 4 supply. You wont have the economy to even support the production you got out so early. However, the creators of this game are apparently too illogical to listen to this and "Just want t3h gaem to be liek brodwarrr".

Next they added the firebat which was supposed to replace the marauder but they also kept the marauder? lol what?

tl;dr the developers of this mod don't care about polishing things up and actually making the game good, they just keep piling on new stupid units and abilites, a novelty mistake by many game developers.

Your complaints seem very minor compared with the standard blizzard game developed by so-called professionals. 4 workers stabilizes the game and makes cheese riskier, all for a mere 30 seconds more? And the firebat and marauder don't overlap half as much as other units in the standard game. I personally would axe the marauder, but that's just me.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2012 02:15 GMT
#683
--- Nuked ---
MNdakota
Profile Joined March 2012
United States512 Posts
July 11 2012 02:18 GMT
#684
On July 11 2012 11:10 0neder wrote:
I personally would axe the marauder, but that's just me.


As would I. I don't like it.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2012 02:27 GMT
#685
--- Nuked ---
0neder
Profile Joined July 2009
United States3733 Posts
July 11 2012 05:08 GMT
#686
On July 11 2012 11:27 Laertes wrote:
Show nested quote +
On July 11 2012 11:18 MNdakota wrote:
On July 11 2012 11:10 0neder wrote:
I personally would axe the marauder, but that's just me.


As would I. I don't like it.


Trust me Dakota the marauder should have a place, I would like to see some MMM, cause it is a brilliant thing. Trust me on this, I will handle everything.

Are you trolling?
MNdakota
Profile Joined March 2012
United States512 Posts
July 11 2012 05:27 GMT
#687
On July 11 2012 14:08 0neder wrote:
Show nested quote +
On July 11 2012 11:27 Laertes wrote:
On July 11 2012 11:18 MNdakota wrote:
On July 11 2012 11:10 0neder wrote:
I personally would axe the marauder, but that's just me.


As would I. I don't like it.


Trust me Dakota the marauder should have a place, I would like to see some MMM, cause it is a brilliant thing. Trust me on this, I will handle everything.

Are you trolling?


There is a possibility my friend.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 11 2012 05:35 GMT
#688
I don't know what you guys were thinking making this mod. HAHAHA you all just suck so bad at SC2 you had to make a stupid eZ game HAHA PATHETIC

READ MY LIPS: PAH-THEHHHH - TICK!

PS. That's how you troll yo
Kill the Deathball
nucLeaRTV
Profile Joined May 2011
Romania822 Posts
July 11 2012 07:40 GMT
#689
^Rofl, this game is much better than sc2. Go back to your 1-a thingy.

Get out of this forum.

PS: Yeah, that's how you do it.
"Having your own haters means you are famous"
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2012 12:38 GMT
#690
--- Nuked ---
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
July 11 2012 12:48 GMT
#691
--- Nuked ---
seve
Profile Joined February 2011
91 Posts
Last Edited: 2012-07-11 16:39:20
July 11 2012 16:38 GMT
#692
The basic problem is that you have to upgrade it from the cyber core. Recall as it is now is an early game ability, but the range upgrade for the Stalkers/dragoons is way better to have in my opinion. And by the time this upgrade is done you wont need recall anymore or building a robo/Stargate/Twilight Council is a better choice.

Edit: Im on now (EU) and happy for everyone that wants to play.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-07-11 17:09:23
July 11 2012 17:06 GMT
#693
I agree with Recall. Right now it´s not useful. The purpose of it is:

- Making Protoss able to push out earlier with their few early units.
- Teleporting fast defence to a base.
- Transfer workers from one base to an other base far away.

It was added when Dragoons were in the game. People didn´t walk away with their slow army in the beginning, of risk of loosing it. The swift Stalkers now roams the map freely, even vs Zerg. If Recall still stays in the game, I will make it have a long cooldown (2-3 min) and not require any energy..

(So it does not interupt with Chrono boost, its hard to keep track of which nexus the energy is drained from when you Chroono boost. All of a sudden, the nexus you wanted to use Recall with has lost its energy since you had all nexuses (nexi?) selected in one hotkey when you boosted.)
Creator of Starbow
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 11 2012 18:01 GMT
#694
I do think recall can be very useful in combination with the nexus recall. Recall your whole army into the enemy base even though the enemy sees your army in the middle of the map. The enemy scrambles to go defend his base or tries to trade bases, either way you can use the nexus recall to either defend or escape. I think we really need a lot more games that go into late game to see the true usefulness of it.

On another note. I know Blizz is going to introduce Nexus recall in Hots, but I think it could be done better by making it a separate structure, much smaller. Having units recall surrounding your nexus feels odd, especially with probes in the way. It might be better to make a small structure, similar to a pylon in size, so your units can recall around that. Just a thought.
Kill the Deathball
seve
Profile Joined February 2011
91 Posts
Last Edited: 2012-07-11 18:51:24
July 11 2012 18:25 GMT
#695
I like the extra structure idea. Even more than upgrading it, because you could upgrade one thing from the cyber core and build the recall beacon at the same time. Now that enables Protoss to do really strong early game pushes (and all ins i guess) without risking too much. I dont know if that would balance out, but well, worth a try.
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-07-11 21:18:53
July 11 2012 19:10 GMT
#696
On July 12 2012 03:25 seve wrote:
I like the extra structure idea. Even more than upgrading it, because you could upgrade one thing from the cyber core and build the recall beacon at the same time. Now that enables Protoss to do really strong early game pushes (and all ins i guess) without risking too much. I dont know if that would balance out, but well, worth a try.


I was thinking that moving Dark Templar tech to the Templar Archives and then having the Dark Shrine model available for the new structure we're thinking of for the Recall structure.

/rant

+2 armor on a Firebat is way too strong for 75 minerals and 25 gas. They are not classified as armored anyway and they have 3 range which almost out ranges a fucking Hydralisk. Not only that but they have 100 HP.

Especially when the armor upgrade for Firebats are 100 minerals and 100 gas. God awfully cheap for what you're getting. Not only that but the Medic is coming into play. Put Siege Tank support behind all the Firebats and it's really really difficult to stop.

Honestly, if Firebats need some armor. The Terran should have to upgrade them through the Engineering Bay.

Also, please revert the changes to the range of the basic units like Stalkers, Hydralisks, Marines and even Mutalisks back to where they were.

Firebats should at least be 50 HP, 2 range, and at least be classified as armor as Hydralisks can't even kill them very well with the +2 armor upgrade leaving them with a total of 3 armor. So that means that Hydralisks do 3 damage every shot without any upgrades to Firebats. Since they are not classified as armored, they don't get dealt extra damage from Hydralisks which makes Firebats own Hydralisks even with the +2 armor upgrade. Not only that but the Firebat is 75 minerals and 25 gas and it way too beafy for its cost.

/end rant
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
July 11 2012 21:48 GMT
#697
I still can't build stalkers until the dark shrine is built. When I hover my mouse over the stalker on the gateway, it even says that it requires a dark shrine. So sad.
Kill the Deathball
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2012-07-11 22:21:14
July 11 2012 22:20 GMT
#698

I agree. Titanium Armor upgrade for Firebats will be axed. They become almost invulnerable now :s


On July 12 2012 06:48 pzea469 wrote:
I still can't build stalkers until the dark shrine is built. When I hover my mouse over the stalker on the gateway, it even says that it requires a dark shrine. So sad.



What version do you have? It requires only cybernetics core for me. Are you on EU or NA? Cause both servers are supposed to have the same version.

There are still bugs in the game, but I have set a goal for myself. Before the end of July this MOD shall be "complete", aka all errors are fixed, all units and spells have been decided and everything is as polished as it can be. But the balance work will still continue..

Creator of Starbow
MNdakota
Profile Joined March 2012
United States512 Posts
July 11 2012 22:25 GMT
#699
On July 12 2012 07:20 Kabel wrote:
I agree. Titanium Armor upgrade for Firebats will be axed. They become almost invulnerable now :s


Another thing. What was the reasoning to reducing the range from Marines, Stalkers and even Mutalisks etc, by 1?
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Roblin
Profile Joined April 2010
Sweden948 Posts
July 11 2012 22:27 GMT
#700
PM:
Original Message From Kabel:

...
...
...

I also wonder if you would like to do an analysis of Tremor and Point defence Drone?

Perhaps you haven´t seen them so much or played with them. (Atleast Tremor. PDD is like in SC2)

Earlier I wrote a post regarding this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=32#629

The reasoning behind Tremor was too give Zerg some kind of area control and pre-combat spell. Something that is actually good to not cast in the combat on top of the enemy. Rather a spell that is about positioning and casting it at the right spots and moments.

- You cast Tremor to temporarily gain control of an area. (Control in what way? Forcing out the enemy? Making it hard for the enemy to pick a fight there?)

- The problem is that Tremor kills everything in the area it tries to control.. : / Or rather, the problem is that if 6-8 tremors are casted in the same area, its not area control, its area dominance.. the power is overwhelming. And since buildings can´t move, bases fall easy..

Right now Brutalisks are summoned. 200 HP high regeneration of life and ca 30 damage per melee strike.. They are slow, but if they reach the enemy, they deal high damage.. and can tank damage quite well.. Which of these parameters should I increase/decrease to get the effect I theorize about?



PDD. The problem is that it can be unstoppable. I´ve had games where 5 Science vessel summons 5 PDD on top of a huge army of siege tanks outside the enemy main base. The enemy can´t get a shoot of and the game is over. I try to avoid spells that are so powerful that if you reach a critical mass of them you can win the game in one battle. Don´t know if that statement is true thought.. : /

I like that the PDD says to the enemy: "Don´t take the fight here." Like a life line. You can´t use PDD all the time, but when you use them, you buy some time.. And soon the enemy will be able to attack.. But not right now.. I don´t know why it works so well in SC2.. if people ever use it? Here it is very strong..




Last question: I´ve found an old spell we played with some months ago. You can see it on the picture here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=304955&currentpage=32#636

I am considering to add it to the Arbiter, but I am not sure what the spell shall do. Some kind of shield.. That shield vs what? Boring if its an exact copy of Dark Swarm.. Its gonna have to be something useful, something unique and something that feels like Protoss..

...
...
...



Tremor
+ Show Spoiler +

there are several things that can be done with the tremor, I will list the options I can think of and the motivation/explanation of each, and I will list them in reverse favourite order.

1. playing with stats
+ Show Spoiler +

if you want the brutalisks to control the space without killing everything around them, simply make them less deadly, I recommend reducing their damage down to like 5-10 or something and making them a lot faster to compensate. note that 8 or so tremors will still happily destroy a base even with low dps, but they probably will not destroy an army, not by themselves at least.
basicly, make the brutalisks require support to actually hold the ground, but act as replaceable meatshields in battle.


3. permanent (or not) tremor that acts as Gas containers
+ Show Spoiler +

tremors do nothing at all, however, when they die the area around them (damages/slows/reduces armor by a bunch(maybe 3 or 4?)/other debuff) to all (enemy units/mechanical units/other cathegory of units).

do you not agree that this would give a pretty unique feeling to it while also efficiently defending space (not by themselves though, by themselves they are useless)? because lets face it, sure they need to die to actually do anything, but how easy is it really to make sure none of your units are attacking the little blobs on the ground that will very likely wreck your world if you kill them (assuming a there is a big battle happening)?
its pretty hard isn't it? thought so.


4. permanent (or not) tremor and temporary broodlings
+ Show Spoiler +

scrap the brutalisks entirely, make the tremors spawn broodlings instead, with the following stats:
broodling: standard stats but lives for 60 seconds, walks around randomly (Critter pathing) until enemy aproaches host tremor (or whatever works best, I dont care about how they recognize threats), cannot be controlled by player (important), perhaps cannot be selected?.
tremor: builds instantly upon skill usage, is permanent until destroyed, and spawns 1 broodling every 5 seconds.
infestor: either has a limit of max 1 tremor built, or a very very long cooldown.

why is this my favourite? because the strength of the thing builds up over time, and completely disallows or slows any enemy movement through the area, in effect its a super spinecrawler which can be summoned anywhere (note however that it is pretty weak within the first minute of being spawned), especially if there are more than one.
the battle strength of the tremor is increased greatly by having your army in the area, since if the battle goes on for 20 seconds the tremor will have spawned an additional 4 broodlings on top of the 12 it will have at all times.
also note that broodlings benefit from melee and carapace upgrades, so it will be unique in that it is the only static defense which scales with upgrades.
and finally it is my favourite because the look of having a bunch of small things running randomly around the tremors like ants feels incredibly zergy. it pleases my inner zerg quite well.



Point Defence Drone
+ Show Spoiler +

There are three things which together give the property of "PDD unstoppable", namely these:
1. they stack with each other.
2. they are purely beneficial. (does not stop allied projectiles)
3. the caster is a terran unit. (almost every single unit is ranged and can almost always do some kind of damage without leaving the safety of the PDDs, but most importantly tanks are fairly massable)

imagine if zerg had it (you don't need to imagine, they already do!) why does this work out? because theres not much they can attack from inside the dark swarm (because mostly melee, I don't think dark swarm protects air units, else darkswarm/broodlord might be worth experimenting with)

imagine if protoss had it, why does this work out? well, it doesn't, but its not as often as it is for terran because it is very difficult to mass siege range units as toss (they would need lots of reavers, but if they have lots of reavers, then that has its own weaknesses)

I think the main problem is that they stack with each other, and that there is literally only 3 non-terran ranged units whose attacks are not stopped by PDD (void ray, carrier interceptor attacks and broodlord (indeed, flying broodlings are not stopped by PDD)) so for most point and purposes the PDD is a dark swarm as long as the enemy is not terran.
however, the PDD has weaknesses and strengths that the dark swarm does not, namely:
1. can run out by overuse
2. stays for a lot longer
3. discriminates between enemy and allied projectiles

as you can see, the one weakness is eliminated by stacking them, and that is why you experience the things you do.

however, I must say that stacking 5 PDDs on top of each other is probably not an issue, simply because 5 stacked PDDs can only defend a limited amount of space, if the enemy have 3 bases, then its pretty impossible to defend all of them at the same time, and if he is somewhere where he can force a fight (such as outside your base) then I aplaud him for a well played game, because if he got a contain on you with several siege tanks then I doubt the PDDs was what lost you the game.

however, if you insist on changing PDD to make them weaker, then I would recommend making it possible for multiple PDDs to eliminate the same projectile at the same time, and let both consume energy. in other words, its the same scenario as when you asked about banelings, my answer is: make them overkill. but in this case its overkilling projectiles.


Arbiter
+ Show Spoiler +

some things I can think of:

all protoss units (allied or not) regenerate 20 (synonym to OMFG LOTS!, does not need to be exactly 20) shields per second in the area.

all units (maybe all units? maybe just enemy units?) are slowed by a bunch.

all units in the field get a penalty to armor (which can go to negative armor) or get a bonus to armor, or enemies get penalty and allies get bonus.

an equivalent to the bw stasis field, make all units in the area unable to move, use spells, deal damage and take damage.

advanced forcefield: units cannot enter or exit the area, enemies on the inside cannot attack enemies on the outside, and vice versa.

units in the area cannot use spells.

while a unit in the field has more than 10 energy, it cannot take damage, instead it loses 10 energy and the attacker takes the damage the unit would have taken. (HT tanks ftw!)


Recall on seperate building
+ Show Spoiler +

I love it, I recommend the Obelisk, also known as the dark pylon, as the building. the obelisk was a very early alpha building in SC2 and was scrapped at some point in development, so the model is still in the editor.
the only things known by the public about the obelisk is that it was a dark templar equivalent of a pylon, and gave both pylon power, supply and had 3 supportive spells which cost energy.
http://sc2pod.com/wiki/Obelisk
maybe make pylons upgradeable into obelisks/dark pylons
I'm better today than I was yesterday!
Prev 1 33 34 35 36 37 537 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 194
Creator 44
StarCraft: Brood War
Britney 41236
Sea 3529
Rain 2788
Horang2 1978
PianO 1808
GuemChi 798
BeSt 390
Mini 325
Soma 275
firebathero 247
[ Show more ]
EffOrt 242
Mong 219
Snow 215
ZerO 129
Light 120
Rush 120
ggaemo 116
Leta 101
Barracks 69
Mind 67
Sharp 64
JYJ 53
Dewaltoss 45
Sea.KH 32
yabsab 26
scan(afreeca) 25
NotJumperer 24
Shine 18
SilentControl 11
JulyZerg 10
Noble 8
Bale 7
Terrorterran 4
Dota 2
XcaliburYe535
Fuzer 153
League of Legends
JimRising 426
C9.Mang0370
Counter-Strike
olofmeister2545
zeus354
Heroes of the Storm
Khaldor95
Other Games
singsing1680
B2W.Neo1492
crisheroes266
XaKoH 197
ZerO(Twitch)9
Organizations
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• LUISG 42
• naamasc26
• StrangeGG 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Big Brain Bouts
5h 20m
Elazer vs Nicoract
Reynor vs Scarlett
Replay Cast
12h 20m
Sparkling Tuna Cup
1d 22h
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
2 days
Wardi Open
3 days
OSC
4 days
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
Liquipedia Results

Completed

KCM Race Survival 2025 Season 4
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 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.