• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:19
CET 19:19
KST 03:19
  • 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
ComeBackTV'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 win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [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
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Mechabellum PC Games Sales 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 Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
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: 1346 users

[M] (2) Veritas et Fortitudo

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-10 22:51:33
September 30 2014 20:25 GMT
#1
[image loading]

Veritas et Fortitudo is a 1vs1 map with an almost normal layout, except that your nat can be attacked from 2 different angles. And you have a very close 3rd and 4th expansion.
Enjoy!

[image loading]

EDIT:

Map is now finished version! High ground "turbo newbie" situation has been deal with (doodads have been placed), gold base minerals and gas have been re-positioned, watchtowers have been fixed (they no longer grant vision of gold bases minerals or gas), all drop holes have been fixed, deco and textures are now 100% DONE, doodads have been added, Eye CANDY has been added, the map has now been published, analyser has been updated.

MAP IS PUBLISHED IN:
NA, EU

Map Size (Playable) 140 x 124

OVERVIEW:

[image loading]

90º OVERVIEW:

+ Show Spoiler +
[image loading]

ANALYSER:

+ Show Spoiler +
[image loading][image loading]

ABOUT THE MAP:

+ Show Spoiler +
One of the things that makes this map interesting is the units/army pathing. Where will you engage? Where does the harass come from? Knowing what angle the attack is coming from will be key for battle. (Will he come from the right, or the left, both, did he split hes army?) Therefor having control of the watch towers will be specially important.Controlling at least 1 of the towers is going to be very important. Decision making and scouting is going to be important on: - what 3rd am I or my opponent going to take first? - Will I or my opponent go for the gold? - Will I destroy the rocks and take a hidden expo?
Nat Wall Off:
As you can see there is a neutral destructible rock to help with the wall off.
[image loading]
[image loading]

EYE CANDY:

+ Show Spoiler +

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

OLD OVERVIEW:

+ Show Spoiler +
[image loading]



Feel free to post your opinion, and give any tips, advice and/or recommendations!

+ Show Spoiler +
Original sketch on my phone for the idea of the map
[image loading]
10%
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 30 2014 20:27 GMT
#2
Ooooh this is cool. I sort of want to see this played a bunch of times in PvZ to see how it would pan out.
Moderatorshe/her
TL+ Member
Hexe
Profile Joined August 2014
United States332 Posts
September 30 2014 20:48 GMT
#3
Now THIS is podracing! Sweet map man, I love the it.
hvylobster
Profile Joined November 2010
United States23 Posts
September 30 2014 21:26 GMT
#4
I like the way it messes with normal map assumptions where 3rd/4th choice is usually between Risky Push Base or Safe Defensive Base; the exactly equal safety of the 3rd and 4th create a unique, almost Big Game Hunters-like dynamic where composition, scouting, and unit control are the heavily emphasized.

The Idiot part of my brain is telling me "HEY MAN! You should totally stretch the map out more and make the mid area more interesting than "Lil' Hole" so you can Zone Control!!!" but I know my motivation for thinking that is the back of my head whispering "How would one implement Company of Heroes-style resource/territory nodes translate into the SC2 engine beyond using Creep/No Creep?"

The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.

Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.
teh
Superbanana
Profile Joined May 2014
2369 Posts
October 01 2014 00:01 GMT
#5
Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-01 00:43:47
October 01 2014 00:35 GMT
#6
On October 01 2014 09:01 Superbanana wrote:
Siege tank behind your natural/third/fourth on the high ground? Or anything there O_O


Yeah, u can right now, but the idea is to make it unwalkable with some doodads later on. (I did mention this is some part of my Post). Map is stil BETA

On October 01 2014 06:26 hvylobster wrote:
The Xel'Naga tower placement decision is key; if their vision extends to the geyser on the middle High Yield expansions, then you only need a flash of watchtower control to know if your opponent took a fast Mid-Base on you. I feel that a better design would ensure that you need to actively scout mid or risk facing overwhelming forces.

Final note: so this is Reverse Steppes of War, where taking bases is easy and pushing suddenly feels like a coinflip.


Yeah XelNagas are key, im not sure if the watch tower gives u the scout on the gas, its very very close, hard to say even on the editor, I have tried to move the watch towers around but its a tough situation, if u move it south, it gives vision on bottom ramp, if you move it north same problem with other ramp. IMO it is in the best position, but if it does give vision of gas its not ideal, maybe move minerals around a bit? Still, I would not like the gold expos 2 be 2 close 2 each other


And Thnx 2 the 1s that like the map so far!
10%
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 01 2014 13:25 GMT
#7
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
Last Edited: 2014-10-01 14:01:58
October 01 2014 14:01 GMT
#8
On October 01 2014 22:25 SatedSC2 wrote:
How big are the chokes on either side of the natural..?

It looks like they can be walled with a Pylon and a Gateway (or a Supply Depot and a Barracks) but I can't tell from the overview.


U have good eye, it is exacly a rax/depo gate/pylon, I have a picture of this in the section of About the Map.
10%
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
October 01 2014 15:03 GMT
#9
--- Nuked ---
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 16:11 GMT
#10
Woops then its my bad 2 lol it should be called Analyser, not Analyser and information because all the info is in About the map lol
10%
[PkF] Wire
Profile Joined March 2013
France24237 Posts
October 01 2014 16:56 GMT
#11
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?
hvylobster
Profile Joined November 2010
United States23 Posts
Last Edited: 2014-10-01 20:18:28
October 01 2014 20:15 GMT
#12
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.
teh
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 01 2014 20:23 GMT
#13
Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.

While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.
Comprehensive strategic intention: DNE
[PkF] Wire
Profile Joined March 2013
France24237 Posts
October 01 2014 20:52 GMT
#14
On October 02 2014 05:15 hvylobster wrote:
Show nested quote +
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 21:30 GMT
#15
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?


Well, yes drops are powerful, but OP? I’m not so sure, remember mutas will also be powerful, and 2 or 1 base blink could be a thing on this map considering you could hit nat from 2 fronts just with the right proxy pylon placement (I’m assuming you know that high ground of those bases will be un-walkable).

On October 02 2014 05:15 hvylobster wrote:
Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


Also, about the Xel'Naga Tower situation: maybe you could simply place the geyser on the other side of the minerals? If this were ever to make ladder it wouldn't be a very good fix considering the golds would be Standardized with 2gas, but for now moving the geyser would at least take it out of Xel'Naga Tower range.


I did as you say and now there is a big RED text warring all viewers about the high ground issue.

As for the Xel Nagas, what about removing them? Could that be a solution? Im hesitant, but if not I will move things around to see what I can do to improve this. Another small detail is even if you can’t see the gas with the tower is it not a bit unfair for zerg? Creep for sure will be spotted.
And do the gold bases absolutely need 2 gases?

10%
sTYleZerG-eX
Profile Joined January 2010
Mexico473 Posts
October 01 2014 21:54 GMT
#16
On October 02 2014 05:23 EatThePath wrote:
Dude, if your highground is unpathable but you don't have time to decorate it yet, just spam placeholder rocks or trees on it, takes 30 seconds. That is the international symbol of undroppable highground area.

While this looks super fun and I love the idea, it would be pretty ick in "real games" I think. Super easy 4 bases for protoss or mech, then pooooooosh.


Yeah u probably right, I should have spammed doodads, I just really hate removing doodads and then putting them back in a different order. Big red text should do it now tho.

As for the Toss and Terran turtle style of play it did cross my mined, and that is probably how I would play it. But this is my thought process: If you know the meta is to play greedy on the map, just play greedy urself? Or get a good timing off (all in or not) 2 punish the greedy play, and exploit the fact that you can attack from 2 different angles?
10%
hvylobster
Profile Joined November 2010
United States23 Posts
October 02 2014 19:34 GMT
#17
On October 02 2014 05:52 [PkF] Wire wrote:
Show nested quote +
On October 02 2014 05:15 hvylobster wrote:
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.

Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.


About Mech and Protoss on this map. . . I know an easy 4th is a Dream for both, but it feels like it might asymmetrically balance itself out; all Zergs would LOVE to go 3hatch before pool, the question is how greedy do you think your opponent is playing? How prepared for harass are they? The middle gold bases provide more aggressive players fuel for a war machine that can eventually break tightly turtled players who want to win in 20 minutes.

Also, remember that the map has two wide ramps into the "Bases" area. Mech and Lategame Protoss tend to function as Deathballs, so they need to push along a single path while being aware of obvious counter-attacks. I can't wait till this map is ready; it seems extremely interesting.
teh
[PkF] Wire
Profile Joined March 2013
France24237 Posts
Last Edited: 2014-10-02 20:41:04
October 02 2014 20:39 GMT
#18
On October 03 2014 04:34 hvylobster wrote:
Show nested quote +
On October 02 2014 05:52 [PkF] Wire wrote:
On October 02 2014 05:15 hvylobster wrote:
On October 02 2014 01:56 [PkF] Wire wrote:
Wouldn't the cliffs near the 3rd-nat-4th, which don't seem to be accessible by ground, make drops a bit too powerful ?

Eventually, the area will be filled with doodads and unpathable by ground; maybe the map maker should have filled the area with neutral add-ons and command centers as placeholders for when he eventually adds doodads there to stop flyby posters who look at the map, see a high ground on what is basically a sketch of the map, and go "Oh! Oh! Drops what about drops what about those???" without reading the section in the OP where he specifically points out that yes the way the map looks now would be bad.

Maybe add to the top of the OP "YES I KNOW ABOUT THE HIGH GROUND. I PLAN TO CHANGE IT IN LATER REVISIONS SO YOU CANNOT DROP TANKS ABOVE THE NATURAL LIKE LOST TEMPLE 1.0." to make sure people get the point.


I admit I didn't read it and therefore posted too quickly. No need to go berserk on that though.

Sorry, the post was half to you and half to the OP; I figured a ton of people would make the same understandable mistake you made so I wanted to stop that ASAP. Constructive criticism of the map is good, an endless parade of people who are correct by the author's admission tends to drown out the healthy criticism.


No problem mate, you were absolutely right and I think I overread into your caps.

I kinda like the idea of the map, but once the game goes past the 2 base state (and it will, the setup to defend is quite similar to KSS minus the rocks) I don't really understand how you will be able to avoid a 4 bases vs 4 bases scenario which will end up in a basetrade or a stalemate. With adequate positioning I don't think it would be difficult to turtle on 4 bases so I fear TvP or ZvP (or even vMech) will be really hard on this map.

That is the reason why I would honestly consider making ramps to the 3rd-nat-4th high grounds and let them be walkable, at least in front of the 3rd/4th, so that those bases are more of a point of contention / can be harassed more easily. Maybe that doesn't fit with the idea of the map though. Anyway, interesting and definitely original idea, but I'm not sure it would produce interesting games in its current state. It has too much of both split map and 4 bases stronghold syndromes.
Hexe
Profile Joined August 2014
United States332 Posts
October 02 2014 20:46 GMT
#19
I think adding ramps to the highground is a better idea then simply making a unpathable zone, also maybe bring those far expansions closer towards each player, because they probably will not be used in a later game scenario, like the top right one, move left a few screen inches, and the bottom left right a few screen inches... or IDK, I still love it and would play to test.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
October 02 2014 20:56 GMT
#20
You've successfully managed to encompass (almost) everything I hate in a map. The only missing one is a map size of 160x160 or greater. I certainly won't play it, but I know a lot of lower-level players who just like to have fun who'd probably enjoy this.
Twitter: @iamcaustic
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Ladder Legends
17:00
WWG Masters Showdown
SteadfastSC58
Liquipedia
WardiTV 2025
11:00
Championship Sunday
SHIN vs ClassicLIVE!
WardiTV2804
ComeBackTV 1357
TaKeTV 701
Rex128
CosmosSc2 99
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 128
ProTech120
CosmosSc2 99
SKillous 66
SteadfastSC 58
BRAT_OK 42
MindelVK 15
DivinesiaTV 15
trigger 1
StarCraft: Brood War
Calm 3001
Shuttle 588
Light 269
hero 110
Mini 108
firebathero 102
Hyun 101
Dewaltoss 81
ggaemo 64
910 31
[ Show more ]
yabsab 20
soO 19
Terrorterran 18
Killer 15
HiyA 9
Dota 2
Gorgc7079
singsing3408
qojqva2754
Counter-Strike
pashabiceps1471
fl0m712
chrisJcsgo43
Heroes of the Storm
Khaldor707
Liquid`Hasu463
Other Games
FrodaN1171
Beastyqt494
B2W.Neo339
KnowMe268
ToD236
ArmadaUGS197
Liquid`VortiX145
mouzStarbuck142
Mew2King88
QueenE87
Organizations
Other Games
PGL1619
gamesdonequick556
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• HeavenSC 26
• StrangeGG 26
• Adnapsc2 8
• Reevou 3
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV239
• HappyZerGling62
Other Games
• imaqtpie505
• Shiphtur190
Upcoming Events
BSL 21
1h 41m
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
14h 41m
Wardi Open
17h 41m
Monday Night Weeklies
22h 41m
WardiTV Invitational
2 days
Replay Cast
3 days
WardiTV Invitational
3 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
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
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
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.