• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:13
CEST 22:13
KST 05:13
  • 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
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results0Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion (Spoiler) Interview ASL Ro4 Day 2 Winner
Tourneys
[ASL21] Semifinals B [BSL22] RO8 Bracket Stage + Another TieBreaker Small VOD Thread 2.0 [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2051 users

[M] (2) The Path Not Taken

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-12 14:37:15
October 12 2014 14:32 GMT
#1
[image loading]

1v1
152 x 144
10 regular bases
3 gold bases
8 desctructible rocks

EU | NA | KR

This map was inspired by Habitation Station and Scrap Station.


So I made another map with backdoor expansions, but this time the textures aren't just shades of grey. I had written a paragraph that was supposed to explain all the weird stuff but it was under 1000 words so I made a picture instead:

+ Show Spoiler +
[image loading]


GLHF!
not a community mapmaker
algue
Profile Joined July 2011
France1436 Posts
October 12 2014 14:40 GMT
#2
Love the secret pathway ! I don't like the rocks at 5 and 7 o'clock though.
The blue-ish textures are kinda ugly in the overview but most of the time it looks nicer in game.

Why do you love white and red cristals so much ?
rly ?
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 14:48 GMT
#3
I think there are too many rocks on the map that cover against attacks before being taken down.

In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.
And the ones at the ramp from that leads into the space between the third and the natural as well, given how narrow all other ramps are.
The bottom area looks very interesting, but on the same page feels very useless with how many expansions are around the main area. People are probably not going to expand down their, safe of the well done hidden gold base. I'd remove one of the bases you describe as "easy third for Protoss", "easy 4th for Zerg" and "forward 3rd for Terran".
With the gold base, the forward 3rd and the safe third, you already have 3 third base options. And the easy 4th doesn't really feel easier than just taking the gold or the forward third as Zerg, which also makes for 3 4th options (given you haven't taken one of those as third, which would then leave the easy third as 4th option).

Otherwise it looks like a good map. Love the useage of creep and vision blockers and the watchtower! Like the aesthetics but could use some more polishing in that regard.
algue
Profile Joined July 2011
France1436 Posts
October 12 2014 14:51 GMT
#4
On October 12 2014 23:48 Big J wrote:
In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.


That's not a problem, that's a feature !
rly ?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
Last Edited: 2014-10-12 14:56:18
October 12 2014 14:52 GMT
#5
That map looks so good, and the fact that it's eshetically simple makes it even better ! I also like the layout a lot, it feels innovative and interesting (even though it would probably not make for long games), except maybe the gold, I'm not sure if it is really beneficiary to the map.
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

Edit : also best map name since a very long time
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[PkF] Wire
Profile Joined March 2013
France24238 Posts
October 12 2014 15:47 GMT
#6
A lot of innovative features, but I'm really concerned about some of them, especially the huge ramp to defend that makes expanding in PvZ very hazardous. Speedlings won't really mind taking the "sneaky, sneaky" path. This map deserves some playtesting and is most definitely gorgeous, but I fear you tried to introduce too many things at once.
Zealously
Profile Blog Joined October 2011
East Gorteau22261 Posts
October 12 2014 16:34 GMT
#7
If nothing else, I love the map name!
AdministratorBreak the chains
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 16:35 GMT
#8
On October 12 2014 23:40 algue wrote:
I don't like the rocks at 5 and 7 o'clock though.

Problem is that without them you can't realistically defend an early natural at the forward ramp. The way it is now, if you can't go up that narrow ramp you either need to break down some rocks or take the looooong way around the bottom part of the map.


On October 12 2014 23:40 algue wrote:
Why do you love white and red cristals so much ?

Because it doesn't take a lot of work filling unpathable areas with them. I don't care much about aesthetics to be honest...


On October 12 2014 23:48 Big J wrote:
I think there are too many rocks on the map that cover against attacks before being taken down.

In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.
And the ones at the ramp from that leads into the space between the third and the natural as well, given how narrow all other ramps are.
The bottom area looks very interesting, but on the same page feels very useless with how many expansions are around the main area. People are probably not going to expand down their, safe of the well done hidden gold base. I'd remove one of the bases you describe as "easy third for Protoss", "easy 4th for Zerg" and "forward 3rd for Terran".
With the gold base, the forward 3rd and the safe third, you already have 3 third base options. And the easy 4th doesn't really feel easier than just taking the gold or the forward third as Zerg, which also makes for 3 4th options (given you haven't taken one of those as third, which would then leave the easy third as 4th option).

Consider that it is very easy for Zerg to spread creep towards the bottom because the rocks will keep Hellions confined to the central areas. I feel that the best option for Zerg (in ZvT at least) is to expand towards the bottom and then maybe take the bottom gold as a fifth.


On October 13 2014 00:47 [PkF] Wire wrote:
Speedlings won't really mind taking the "sneaky, sneaky" path.

Before any of the rocks are broken down you can defend at the fourth where the bottom pathway ends with a handful of units as long as you have sentries. It's a very narrow ramp; as long as you know when the speedlings will be coming you'll be fine.


On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?



Also, poll.

Poll: Backdoor gold bases on The Path Not Taken?

No changes. (10)
 
50%

Remove the backdoor to the main and the rocks at the wide ramp. (4)
 
20%

Make it a regular base. (3)
 
15%

Add unbuildable rocks at the base location (less health). (2)
 
10%

Remove the rocks at the wide ramp. (1)
 
5%

Add destructible rocks at the base location. (0)
 
0%

Add creep at the base location (like on Arkanoid). (0)
 
0%

Remove the backdoor to the main. (0)
 
0%

20 total votes

Your vote: Backdoor gold bases on The Path Not Taken?

(Vote): No changes.
(Vote): Add destructible rocks at the base location.
(Vote): Add unbuildable rocks at the base location (less health).
(Vote): Add creep at the base location (like on Arkanoid).
(Vote): Remove the rocks at the wide ramp.
(Vote): Remove the backdoor to the main.
(Vote): Remove the backdoor to the main and the rocks at the wide ramp.
(Vote): Make it a regular base.



Keep in mind that in TvZ it will be very difficult to prevent overlords spreading creep at the gold before vikings or medivacs are out, and that mutalisks are very strong before the rocks at the ramp to the main have been broken down. So I feel that Terrans either need to float their second CC there (which seems risky) or will be forced to choose between a normal third and a delayed gold third. Or you could go for some sort of two-base all-in that wouldn't be an all-in because even if it failed the gold base might pull you back into the game.
not a community mapmaker
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-10-12 17:14:23
October 12 2014 17:06 GMT
#9
On October 13 2014 01:35 And G wrote:
Show nested quote +
On October 13 2014 00:47 [PkF] Wire wrote:
Speedlings won't really mind taking the "sneaky, sneaky" path.

Before any of the rocks are broken down you can defend at the fourth where the bottom pathway ends with a handful of units as long as you have sentries. It's a very narrow ramp; as long as you know when the speedlings will be coming you'll be fine.


I just tried it. It's unwallable ; both the ramps are quite big and the sneaky path is always a danger. Consider at least making the natural "sim city-able" (it's quite close to already be, just remove the space to wall near the geysers) or reducing the size of the backdoor ramp. As the map stands, I don't see how I can, as Protoss, safely expand in PvZ.

EDIT : maybe the sneaky path is too long for my concerns to be backed with something real, but if it is, then this path is just useless, which wouldn't be a good thing either.
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 17:27 GMT
#10
On October 12 2014 23:51 algue wrote:
Show nested quote +
On October 12 2014 23:48 Big J wrote:
In particular: The big rocks from the gold to the middle seem to make the gold base a very safe third option for Terran.


That's not a problem, that's a feature !

Hm, given how the base is backdoor to the main and additionally still has a ramp after breaking down the rocks I feel like it makes the whole 3base Terran setup nearly inpenetrable. From there on, there are still 2bases that play out very easy. I think like that basedenying becomes too hard for zerg and well, that is the current ZvT wincondition in macro games.
rgbAndraxxus
Profile Joined August 2012
32 Posts
October 12 2014 17:34 GMT
#11
Great map, great name, I hope it gets added to the pool or in one of the competitions. And that spoiler is just icing on the cake.
Only when you are able to see the qualities of your enemy, will you have what it takes to see your flaws.
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 17:36 GMT
#12
On October 13 2014 02:06 [PkF] Wire wrote:
Consider at least making the natural "sim city-able" (it's quite close to already be, just remove the space to wall near the geysers) or reducing the size of the backdoor ramp. As the map stands, I don't see how I can, as Protoss, safely expand in PvZ.

Just to make sure we're talking about the same thing, here's what is (I think) the shortest completely tight wall you can do:

+ Show Spoiler +
[image loading]


The space you want removed is where the pylon is, is that correct?

Also, how would reducing the size of the backdoor ramp help? I mean, it's protected by two sets of rocks...
not a community mapmaker
IeZaeL
Profile Joined July 2012
Italy991 Posts
October 12 2014 17:39 GMT
#13
rofl awesome. both the map and the spoiler
Author of Coda and Eastwatch.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
October 12 2014 17:55 GMT
#14
That spoiler was great!

Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?
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?
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 12 2014 17:59 GMT
#15
On October 13 2014 01:35 And G wrote:
Show nested quote +
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Big J
Profile Joined March 2011
Austria16289 Posts
October 12 2014 18:11 GMT
#16
On October 13 2014 02:55 iHirO wrote:
That spoiler was great!

Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Yeah, but how do you take the expansion then? There's gonna be units inside your former mainbase with highground advantage while you just start your production/tech after the CC first and then need to take down rocks.
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-10-12 18:16:14
October 12 2014 18:14 GMT
#17
On October 13 2014 02:59 OtherWorld wrote:
Show nested quote +
On October 13 2014 01:35 And G wrote:
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though

I haven't seen any of that actually happen in like forever. Pylons, spines and bunkers are usually placed on the other side of the ramp, where Protoss would wall off if they wall at the Nexus, right? The 2-rax wall-in makes sense, but I've never seen that actually happen, either.


On October 13 2014 02:55 iHirO wrote:
Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Do you mean floating your initial CC over there and then re-taking your main base with a CC first? One problem would be that the point of floating the main base to the gold as on Habitation Station or Metalopolis is usually to put on early pressure, but that sort of requires that your marines can walk across the map to do damage, which isn't really possible until the rocks at the wide ramps are down or you have medivacs, right? Also, as long as the rocks on the small ramp exist I don't see how you're going to defend oracles or mutalisks on two bases. Plus the scouting drone/probe can just stay in your main base and keep your second CC from landing, or maybe do a pylon block / proxy hatch.

I'm not saying it's impossible, but I'm pretty sure (read in Kaelaris' voice) that it wouldn't become standard if this map were on ladder.
not a community mapmaker
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2014-10-12 18:21:11
October 12 2014 18:20 GMT
#18
On October 13 2014 03:14 And G wrote:
Show nested quote +
On October 13 2014 02:55 iHirO wrote:
Just theory crafting here but couldn't a Terran lift to the gold and then go cc first without being penalised (versus non terrans) as they're protected by the rocks?

Do you mean floating your initial CC over there, and then re-take your main base with a CC first? One problem would be that the point of floating the main base to the gold as on Habitation Station or Metalopolis is usually to put on early pressure, but that sort of requires that your marines can walk across the map to do damage, which isn't really possible until the rocks at the wide ramps are down or you have medivacs, right? Also, as long as the rocks on the small ramp exist I don't see how you're going to defend oracles or mutalisks on two bases. Plus the scouting drone/probe can just stay in your main base and keep your second CC from landing, or maybe do a pylon block / proxy hatch.

I'm not saying it's impossible, but I'm pretty sure (read in Kaelaris' voice) that it wouldn't become standard if this map were on ladder.

You could build the second CC straight away but leave it parked at the gold for double mules/scv production, while the rax are building.

I guess a chronoed out mothership core would probably hit the gold mineral line before there were sufficient marines to defend it, so maybe it would only be viable in TvZ.
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?
And G
Profile Joined May 2012
Germany491 Posts
October 12 2014 18:41 GMT
#19
On October 13 2014 03:20 iHirO wrote:
You could build the second CC straight away but leave it parked at the gold for double mules/scv production, while the rax are building.

Wouldn't that kind of defeat the purpose? I mean, mules don't mine any faster at gold bases, and what are you going to do with your few marines? Break down the rocks? Meanwhile, Zerg go triple hatch before pool which would totally work because you effectively only need to defend one 2-width ramp on four bases. Or they go one-base muta and straight up kill you...
not a community mapmaker
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
October 12 2014 20:12 GMT
#20
On October 13 2014 03:14 And G wrote:
Show nested quote +
On October 13 2014 02:59 OtherWorld wrote:
On October 13 2014 01:35 And G wrote:
On October 12 2014 23:52 OtherWorld wrote:
The only other thing I dislike is the unbuildable zone instead of rocks ; you deny players the possibilty of making a building there once the rocks are down for no apparent reason.

I could easily replace that with unbuildable rocks if it's a problem. But serious question: When would you ever want to build anything there?

Hmm you sometimes see Terran 2-raxing and killing the rocks to wall in the Zerg ; a Protoss could also want to place a pylon there ; a Zerg a spine in ZvZ ; a Terran a bunker in case of huge all-in from the opponent... I dunno, yes it is not a "normal" place to put a building down, but I don't see the point in preventing the players to build there. It's not a big deal though

I haven't seen any of that actually happen in like forever. Pylons, spines and bunkers are usually placed on the other side of the ramp, where Protoss would wall off if they wall at the Nexus, right? The 2-rax wall-in makes sense, but I've never seen that actually happen, either.


I've seen the 2-rax thingy this year, I believe it was a Maru game. Not sure I'm going to find it though
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 560
IndyStarCraft 109
JuggernautJason60
CosmosSc2 6
StarCraft: Brood War
Britney 19675
Calm 2378
ggaemo 164
firebathero 110
NaDa 5
Last 0
Dota 2
Gorgc8803
monkeys_forever206
League of Legends
Doublelift3580
Counter-Strike
pashabiceps2047
fl0m2027
Fnx 1752
allub372
Heroes of the Storm
Liquid`Hasu384
Other Games
Grubby5077
FrodaN1566
Liquid`RaSZi1458
B2W.Neo407
C9.Mang0211
Hui .184
KnowMe161
UpATreeSC96
ArmadaUGS83
Mew2King61
mouzStarbuck51
Livibee40
Organizations
StarCraft 2
angryscii 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 19
• Reevou 7
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 26
• Michael_bg 11
• FirePhoenix11
• HerbMon 9
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota253
Other Games
• imaqtpie1194
• Shiphtur299
• WagamamaTV186
Upcoming Events
Replay Cast
3h 47m
RSL Revival
13h 47m
Classic vs Solar
herO vs SHIN
OSC
16h 47m
Big Brain Bouts
19h 47m
sebesdes vs Iba
Percival vs YoungYakov
Reynor vs GgMaChine
Korean StarCraft League
1d 6h
RSL Revival
1d 13h
Clem vs Rogue
Bunny vs Lambo
IPSL
1d 19h
Dewalt vs nOmaD
Ret vs Cross
BSL
1d 22h
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
2 days
Cure vs herO
SHIN vs Maru
IPSL
2 days
Bonyth vs Napoleon
G5 vs JDConan
[ Show More ]
BSL
2 days
OyAji vs JDConan
DragOn vs TBD
Replay Cast
3 days
Monday Night Weeklies
3 days
Replay Cast
4 days
The PondCast
4 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Heroes Pulsing #1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.