• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:54
CET 21:54
KST 05:54
  • 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 Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win SC2 Proleague Discontinued; SKT, KT, SGK, CJ disband
Tourneys
RSL Offline Finals Info - Dec 13 and 14! Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) Sea Duckling Open (Global, Bronze-Diamond) $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Foreign Brood War Data analysis on 70 million replays BW General Discussion MBCGame Torrents
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile ZeroSpace Megathread The Perfect Game
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 TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1588 users

[D] Collapsible Rock Towers

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-05-06 05:41:14
January 28 2013 07:29 GMT
#1
I thought I'd create a brief knowledge resource for Collapsible Rock Towers. This is subject to change if Blizzard decides to alter their behaviors.

  • Unmodified collapsible rock towers have 500 hp and 3 armor. Standard rocks/debris have 2000 hp/3 armor

  • Once toppled, the place where the tower previously stood is permanently unpathable. Standard 2000 hp/3 armor rocks will appear at the green highlighted area indicated prior to the killing of the tower.

  • If the rock tower falls on any buildings, it kills those that have 500 or less hp and standard 2000 hp rocks will appear as normal.. so pylons, depots, photon cannons, spines, etc. will all die. If the building in the way has over 500 hp, it subtracts 500 hp from the building and the rocks will not appear. *This uses current hp by the way, so a nexus that has just begun construction would die from the rocks and the rocks would appear, even though a completed nexus or any nexus >500 hp would survive it and the rocks wouldn't appear.

  • If the rocks fall on a geyser or minerals, the resources are deleted off the map. They are gone forever, and will still be gone once you destroy the resulting rocks.

  • Rocks falling on units just make the units move out of the way (regardless of whether they are attacking something other than the rocks, holding position, or patrolling), however if workers in the fall path are mining gas or minerals, they will be killed. Workers repairing a building or unit will live. Units in bunkers will not be killed, they will just be moved to the side when the bunker dies. Most units that are immobile (burrowed zerg units, burrowed mines) will die. edit: still need to test: units that are fungaled, units in the middle of recall, etc.

  • Strangely, if rock towers are set up in a line a la dominoes (edit: OR NEAR EACH OTHER IN ANY FORMATION), they act as though they are one singular unit. If you are shooting only the first one, they all will take that damage and all die at the same time. When they fall they all produce rocks. So, if you were to set them up so that there's a pathable gap inbetween each "domino" but still have them hit each other , then you could have several gaps closeable by killing only 1 of the rocks.

  • Blizzard did a stealth-change at some point where if the rocks resulting from rock towers' falling at the same time overlap, one of the rocks will be destroyed (it's hard to determine which one will be destroyed)


Still need to test: how far you have to place rock towers apart to make them not share health. And find out if there is a way to unlink rock towers that are near each other.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 28 2013 07:33 GMT
#2
Also worth mentioning is what results when a rock tower collapses onto another rock tower. In a test I did, I lined up a series of rock towers, much like dominoes, and as the first one in the line took damage, so did all of the others. I don't exactly remember what happened in terms of the production of actual rocks/deletion of towers, so it could use further testing.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
uh-oh
Profile Blog Joined August 2010
Hong Kong135 Posts
January 28 2013 11:24 GMT
#3
On January 28 2013 16:29 Fatam wrote:


[*] If the rocks fall on a geyser or minerals, the resources are deleted off the map. They are gone forever, and will still be gone once you destroy the resulting rocks.



Now that's something map makers can play around with. Maybe there will be maps where you can shut down where opponents can expand by killing collapsible rocks, sounds pretty interesting to me.
When I get to grandmasters, you have my permission to die!
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
January 28 2013 11:45 GMT
#4
On January 28 2013 16:33 NewSunshine wrote:
Also worth mentioning is what results when a rock tower collapses onto another rock tower. In a test I did, I lined up a series of rock towers, much like dominoes, and as the first one in the line took damage, so did all of the others. I don't exactly remember what happened in terms of the production of actual rocks/deletion of towers, so it could use further testing.

I want to see rock wars! Gimme rocks exploding everywhere!
11/5/14 CATACLYSM | The South West's worst Falco main
Fatam
Profile Joined June 2012
1986 Posts
January 28 2013 13:49 GMT
#5
Now that's something map makers can play around with. Maybe there will be maps where you can shut down where opponents can expand by killing collapsible rocks, sounds pretty interesting to me.


I agree. The tricky thing is how to balance it. Do you have two optional, let's say, thirds, where both have collapsible rocks that can destroy some of the resources? Might be OP if they kill it at both places because then you can't get a full base anywhere. Or do you just have the rocks at only one of the two optional thirds? If you do that, then no one will expand to the one with the rocks. I think there is a solution but it could be tricky to find it.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 28 2013 14:05 GMT
#6
On January 28 2013 20:24 uh-oh wrote:
Show nested quote +
On January 28 2013 16:29 Fatam wrote:


[*] If the rocks fall on a geyser or minerals, the resources are deleted off the map. They are gone forever, and will still be gone once you destroy the resulting rocks.



Now that's something map makers can play around with. Maybe there will be maps where you can shut down where opponents can expand by killing collapsible rocks, sounds pretty interesting to me.


I talked about this awhile ago but at that time rock towers fizzled completely when landing on reassources.

This in theory means you could create a crazy 8Hm2Hg base with 2 rocks towers overshadowing(and a central rock for good meassure) and it could actually be balanced and a fun mechanic. You wanna actually be careful on making sure your sides gold base is safe while trying to destroy your opponents.

Not a mapmaker myself through. University takes the time.
The basic key to beating a priest is playing a deck that is terrible.
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 28 2013 14:09 GMT
#7
If the building in the way has over 500 hp, it subtracts 500 hp from the building and the rocks will not appear. *This uses current hp by the way, so a nexus that has just begun construction would die from the rocks and the rocks would appear, even though a full hp nexus would survive it.


This feature has a lot of potential for us mapmakers to exploit, I think!
Retired Mapmaker™
Sumadin
Profile Joined August 2011
Denmark588 Posts
January 28 2013 14:11 GMT
#8
On January 28 2013 22:49 Fatam wrote:
Show nested quote +
Now that's something map makers can play around with. Maybe there will be maps where you can shut down where opponents can expand by killing collapsible rocks, sounds pretty interesting to me.


I agree. The tricky thing is how to balance it. Do you have two optional, let's say, thirds, where both have collapsible rocks that can destroy some of the resources? Might be OP if they kill it at both places because then you can't get a full base anywhere. Or do you just have the rocks at only one of the two optional thirds? If you do that, then no one will expand to the one with the rocks. I think there is a solution but it could be tricky to find it.


I do believe the way to go would be high yields reassources. It should also be relatively easy to control how much of the bases reassources is killed when the rocks fall.
The basic key to beating a priest is playing a deck that is terrible.
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
January 28 2013 14:54 GMT
#9
This is getting thrown into the index -- great job gang!
https://johnemerson.artstation.com/
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-29 02:38:57
January 29 2013 02:38 GMT
#10
So I tested everything I wanted to test and updated the OP to reflect. I was wrong about one thing before, sorry about that, rocks falling on SCVs doesn't kill them when they're repairing something, it only kills them when they're mining.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 29 2013 03:52 GMT
#11
Strange that mining workers are killed by falling rocks. Anyhow, great information: I've been wondering about some of that.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 29 2013 04:33 GMT
#12
Additional questions about rocks:

Immobilized units (fungled units, burrowed zerg unable to burrow-move, sieged siege tanks?) can be killed by the rocks, but what about:

1.a unit surrounded by buildings
2.a unit surrounded by forcefields
3.units in a vortex under the collapsed rocks
4.ma unit with more than 500 hp (such as an Odin) stuck there
5.a fungled unit being dragged through by a viper
6.Protoss being warped in
7.a unit lifted by a phoenix, and dropped back into the collapsed rock
8.a fungled unit lifted by a phoenix and dropped back into the collapsed rock

Most of these are kinda silly, but I can see points 2 and 6 being useful in an actual game. Anyway, I'll try to think of more of them .
Fatam
Profile Joined June 2012
1986 Posts
January 29 2013 04:39 GMT
#13
Nice, those are good things to test. Although #3 doesn't apply since vortex doesn't exist in HOTS anymore.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-29 06:05:31
January 29 2013 06:04 GMT
#14
On January 28 2013 23:54 SigmaFiE wrote:
This is getting thrown into the index -- great job gang!

No, great job you. ;D


regardless of what actually happens, there should be an achievement for #8
Comprehensive strategic intention: DNE
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2013-01-29 12:21:36
January 29 2013 12:18 GMT
#15
On January 28 2013 22:49 Fatam wrote:
Show nested quote +
Now that's something map makers can play around with. Maybe there will be maps where you can shut down where opponents can expand by killing collapsible rocks, sounds pretty interesting to me.


I agree. The tricky thing is how to balance it. Do you have two optional, let's say, thirds, where both have collapsible rocks that can destroy some of the resources? Might be OP if they kill it at both places because then you can't get a full base anywhere. Or do you just have the rocks at only one of the two optional thirds? If you do that, then no one will expand to the one with the rocks. I think there is a solution but it could be tricky to find it.

How about healing rock towers?
If we add more HP to the towers, lets say +3000 hp but 0 armor and a low healing rate of x%/sec, then the player that has the early map control will obviously try to destroy the rocks to fuck his oponent third, but if the rocks has a lot of HP this player will have to commit making alot of units to do so, and even if he does there's still another +3000hp tower to destroy if he wants to let his opponent without a 3rd, and if he tries to just damage the rocks (lets say he let only 100HP on the tower) to then destroy them by making a drop later in the game, the regeneration in the tower would give the defending player more time to deal with the dropped units.

im not sure that i explained my idea correctly by i guess i did it well enough.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
thezanursic
Profile Blog Joined July 2011
5497 Posts
January 29 2013 13:52 GMT
#16

If the rock tower falls on any buildings, it kills those that have 500 or less hp and standard 2000 hp rocks will appear as normal.. so pylons, depots, photon cannons, spines, etc. will all die. If the building in the way has over 500 hp, it subtracts 500 hp from the building and the rocks will not appear. *This uses current hp by the way, so a nexus that has just begun construction would die from the rocks and the rocks would appear, even though a completed nexus or any nexus >500 hp would survive it and the rocks wouldn't appear.


Hahaha just put down one next to an expansion and make it soo that the entire early game is focused on it not collapsing xD
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
January 29 2013 14:41 GMT
#17
Is it possible to block paths with mins that have collapsible towers beside them so you have option to clear a path by either shooting down rocks (twice) or mining out the nodes?

Is it also possible to have collapsible rocks that slowly lose hitpoints so that over time it kills itself to block off a path? Maybe you can make an expansion available early that get blocked off during the midgame, or high yield expansions that have rocks collapse of them if you don't try to take it early, etc...

Is it possible for the stump left behind to be triggered to rebuild itself so that you can have another collapsible rock regenerate after you've killed it?
Hark, what baseball through yonder window breaks?
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
January 29 2013 17:44 GMT
#18
That last thing would be awesome.
I love.
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
May 08 2013 07:44 GMT
#19
On January 28 2013 23:54 SigmaFiE wrote:
This is getting thrown into the index -- great job gang!

What index?
RIP SPOR 11/24/11 NEVAR FORGET
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 08 2013 09:52 GMT
#20
On May 08 2013 16:44 MarlieChurphy wrote:
Show nested quote +
On January 28 2013 23:54 SigmaFiE wrote:
This is getting thrown into the index -- great job gang!

What index?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=381942
Retired Mapmaker™
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
May 08 2013 10:08 GMT
#21
What happens if you set a nuke and then collapse the rock on top of it? Does the nuke still arrive or get cancelled?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
RFDaemoniac
Profile Joined September 2011
United States544 Posts
May 09 2013 22:18 GMT
#22
If you stack rock towers, the rocks themselves are not stacked. If you have collapsing rocks falling where the rocks overlap each other at all, only one of them will survive.
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 09 2013 23:47 GMT
#23
On May 10 2013 07:18 RFDaemoniac wrote:
If you stack rock towers, the rocks themselves are not stacked. If you have collapsing rocks falling where the rocks overlap each other at all, only one of them will survive.


do you mean the original rock towers? or the fallen rocks? because the fallen rocks can overlap
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
May 10 2013 00:19 GMT
#24
On May 10 2013 08:47 a176 wrote:
Show nested quote +
On May 10 2013 07:18 RFDaemoniac wrote:
If you stack rock towers, the rocks themselves are not stacked. If you have collapsing rocks falling where the rocks overlap each other at all, only one of them will survive.


do you mean the original rock towers? or the fallen rocks? because the fallen rocks can overlap


Not anymore. They stealth-changed this at some point around a month ago. Or maybe they didn't mean to change it, but somehow it got changed b/c of something else. Who really knows.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 11 2013 00:46 GMT
#25
well i just made a thread about rocks, as i missed this one. but this picture,

[image loading]
starleague forever
Fatam
Profile Joined June 2012
1986 Posts
May 11 2013 01:43 GMT
#26
Yeah hmm it's quirky i guess? I've had it with slightly different positioning than that (but still overlapping) and one of the rocks dies.

It's why I had to make a hotfix for Mammoth a little while back. The rock fall-positions in the middle used to slightly overlap and then one day I noticed that one of the rocks now disappeared when I killed the towers (consistently, I tested it multiple times to make sure). A slight repositioning so they didn't overlap and it was fine. There must be some variable we aren't aware of.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Croaker
Profile Joined December 2011
United States101 Posts
May 11 2013 15:12 GMT
#27
Now we just need a collapsible rock entry on liquipedia. It is conspicuously absent.
In the game of drones, roaches are coming - Artosis
Normal
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
RO16: Group A
Sziky vs OyAji
Gypsy vs eOnzErG
ZZZero.O327
LiquipediaDiscussion
IPSL
17:00
Ro8 Set 1
Dewalt vs ZZZero
Liquipedia
PSISTORM Gaming Misc
16:55
FSL TeamLeague: ASH vs IC
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 265
Liquid`TLO 155
CosmosSc2 74
DisKSc2 52
StarCraft: Brood War
Shuttle 442
ZZZero.O 327
Dewaltoss 109
Dota 2
Gorgc5140
Fuzer 419
Counter-Strike
fl0m5576
Super Smash Bros
Mew2King91
Heroes of the Storm
Liquid`Hasu437
Khaldor282
Other Games
Grubby5261
Mlord718
Beastyqt446
RotterdaM391
DeMusliM166
XaKoH 69
Trikslyr61
Livibee53
Organizations
Other Games
EGCTV1350
gamesdonequick715
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• printf 52
• davetesta22
• Reevou 9
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• 80smullet 14
• Michael_bg 4
• Pr0nogo 1
• ZZZeroYoutube
• BSLYoutube
• STPLYoutube
Dota 2
• Ler129
Other Games
• imaqtpie1790
• Shiphtur205
• tFFMrPink 15
Upcoming Events
OSC
1h 6m
Solar vs Creator
ByuN vs Gerald
Percival vs Babymarine
Moja vs Krystianer
EnDerr vs ForJumy
sebesdes vs Nicoract
Sparkling Tuna Cup
13h 6m
WardiTV 2025
15h 6m
OSC
18h 6m
IPSL
20h 6m
Bonyth vs KameZerg
BSL 21
23h 6m
Bonyth vs StRyKeR
Tarson vs Dandy
Replay Cast
1d 12h
Wardi Open
1d 15h
StarCraft2.fi
1d 19h
Monday Night Weeklies
1d 20h
[ Show More ]
Replay Cast
2 days
WardiTV 2025
2 days
StarCraft2.fi
2 days
PiGosaur Monday
3 days
StarCraft2.fi
3 days
Tenacious Turtle Tussle
4 days
The PondCast
4 days
WardiTV 2025
4 days
StarCraft2.fi
4 days
WardiTV 2025
5 days
StarCraft2.fi
6 days
RSL Revival
6 days
IPSL
6 days
Sziky vs JDConan
Liquipedia Results

Completed

Proleague 2025-12-04
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
Acropolis #4 - TS3
WardiTV 2025
META Madness #9
Light HT
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
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 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.