• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:19
CET 13:19
KST 21:19
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational12SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)22Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! herO wins SC2 All-Star Invitational Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Gypsy to Korea BGH Auto Balance -> http://bghmmr.eu/ Fantasy's Q&A video BW General Discussion
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread NASA and the Private Sector
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2297 users

Simple Questions Simple Answers - Page 594

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 592 593 594 595 596 900 Next
Toadise
Profile Joined August 2011
United States4 Posts
April 03 2012 01:52 GMT
#11861
On April 03 2012 08:34 CookieMaker wrote:
+ Show Spoiler +
On April 03 2012 07:55 Toadise wrote:
In the Speedling Expand (Liquipedia) build, what is the optimal spawning pool time?

The build order says 12-15, depending on if the second hatch is denied. So, if second hatch is denied, I should go as soon as it is, and otherwise go at 15? I thought 14 was better than 15. This is slightly confusing to me.

P.S. I'm a Gold Zerg who hasn't played since season 3 really. Just started again as random. I am Silver now.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464

This really should have been stickied ages ago...


This leaves me with more questions than answers. So 14 pool is good against protoss, hatch first against terran, and 11 overlord against zerg.

Well, considering I was wondering about the speedling expand build, I'll just stick with 14.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
April 03 2012 01:55 GMT
#11862
TvZ: How many marines should I have patrolling to stop a nydus in my main when I am moving out with mech? (Assume poor minimap awareness and poor reaction time)
Kitetsu
Profile Joined October 2010
73 Posts
April 03 2012 05:31 GMT
#11863
Is there a good marine-hellion expo opening for TvT? I would like to know a proper build order if there is one... I've been experimenting with it on the fly, but I can't seem to find an optimum one. I've been trying with 3rax (1reactor, 2tech for stim/CS) and 1 naked factory and 2rax (1re,1tech) with 1 reactor factory, and adjusting from there.

Essentially I would like something that delays my own tanks but can also hold off 1-base tank pushes and heavy banshee play that can also punish a 1rax FE if need be. (haha that sounds like an overly versatile build now that I think of it...)

Granted, I am aware scouting and control goes a long way for all three of those things, but having a smoother build certainly wouldn't hurt.

Thanks in advance.
If you're lonely, you can talk to me.
imalama
Profile Joined March 2012
France7 Posts
April 03 2012 07:17 GMT
#11864
On April 03 2012 01:16 CookieMaker wrote:
Show nested quote +
On April 03 2012 00:27 pStar wrote:
As a gold zerg who is switching to Terran, what are the main things that I should try to focus on?

Are the builds just a few posts above the ones that I should focus on? I would quite like to Mech v Z but i don't know if i have the appropriate skill to do that?


Recently took up T myself after playing Z the last 2 years.... Some things that I needed to learn:

- throwing down enough production to spend my money. Expoing as terran makes your money spike, really fast, mules really are f*king incredible. Make sure u have enough production for it.

-Terran is fantastic to learn early in that you can follow a BO quite well in the early game of each matchup... find one that you like for each MU (for me it's a 1rax expo in every matchup) and become familliar with everything about it, timings, transisitions, when to hold allins, etc. This really helps develop your terran gamesense.

-stutter-step micro: I still suck at it, but it makes the bio sooooooo much more powerful if executed well. Remember all those times you got 2-raxed as zerg? Yeah, stutter-step is strong. Learn it.

-Mech vs Z is fun for sure, but it is a long, macro-oriented strategy. Make sure you are aware that to learn this style, you will be attempting to play the long game, and must learn to expand, harass, hold, produce, etc, all at once. If you are really brand-new to terran, Learning a 2-base timing or 1-base allin first isn't a bad idea, as it gets you far more familliar with terran mechanics. Mech requires that you are at least aware of the basic mechanics, or else you'll find yourself dying long before you are able to push out with that sturdy force.

Good luck!

I dont feel the same concerning mech in TvZ:
I play random (currently at gold level) after playing zerg and protoss and I am really really more confortable playing mech in TvZ than any other strat.
Having a deathball that you can attack-move around makes your life easier, you dont have to stutter step micro and you dont have to worry about being caught unsieged and swarmed by lings (hellions roast them). Also, having thors shuts down muta play which is hard to learn to deal with. You can focus on macroing and getting obvious upgrades.

You dont need to harass much at gold level: I expand whiling poking the zerg front with hellions and it seems to be enough.

That's just my perspective, it might be different for other gold players and is certainly different at higher level, but i encourage you to give mech a try. I had a really hard time in TvZ before I switched to mech.

I even use mech in TvT now. (I hate marine-tank-viking battles, but I find breaking a tank line by attack-moving a mech army hilarious)
MacGuffinSC
Profile Joined December 2011
New Zealand15 Posts
April 03 2012 07:32 GMT
#11865
On April 03 2012 10:55 U_G_L_Y wrote:
TvZ: How many marines should I have patrolling to stop a nydus in my main when I am moving out with mech? (Assume poor minimap awareness and poor reaction time)


If you work on the awareness you can just shut them down with SCV's, however you could leave 1 marine behind to shoo away the overlord that comes in to sight it.
Youtube: http://www.youtube.com/MacGuffinSC | Twitter: @MacGuffinSC
TheWorldToCome
Profile Joined January 2012
United States452 Posts
April 03 2012 07:45 GMT
#11866
I have a simple question but it doesn't pertain to strategy - I'll ask it anyways here since I don't wanna make a whole thread about it.

Do players in the GSL or even BW players when they play on TV wear makeup?
Starcraft 2 was designed to have a best race. You play the worst one.
Corrosive
Profile Joined August 2010
Canada3741 Posts
April 03 2012 07:54 GMT
#11867
Also a non strategy question: Does anyone have any idea when patch 1.5 is going to come out? Just curious. Thanks!
Maruprime.
AyahuascaSage
Profile Joined January 2011
31 Posts
April 03 2012 10:18 GMT
#11868
On April 03 2012 10:52 Toadise wrote:
Show nested quote +
On April 03 2012 08:34 CookieMaker wrote:
+ Show Spoiler +
On April 03 2012 07:55 Toadise wrote:
In the Speedling Expand (Liquipedia) build, what is the optimal spawning pool time?

The build order says 12-15, depending on if the second hatch is denied. So, if second hatch is denied, I should go as soon as it is, and otherwise go at 15? I thought 14 was better than 15. This is slightly confusing to me.

P.S. I'm a Gold Zerg who hasn't played since season 3 really. Just started again as random. I am Silver now.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464

This really should have been stickied ages ago...


This leaves me with more questions than answers. So 14 pool is good against protoss, hatch first against terran, and 11 overlord against zerg.

Well, considering I was wondering about the speedling expand build, I'll just stick with 14.


I believe the opens are pretty dated. For example in ZvP the toss will almost always FFE and zergs tend to take a hatch around 16 and their third around 24? Of course, everyone has their own playstyle but quick thirds and FFEs seem to be pretty much the norm in ZvP right now.
Cosmology
Profile Joined September 2011
Canada360 Posts
April 03 2012 13:11 GMT
#11869
Where can I find the recent MLG replays?
Somewhere, something amazing is waiting to be known.
Hulavuta
Profile Blog Joined December 2011
United States1252 Posts
April 03 2012 13:24 GMT
#11870
Do ranged attacks actually hit quicker when they are shot from closer away? or is the shot speed scaled so that it's the same speed no matter the position?
Done with Team Liquid for a while. Don't expect to find me here.
BlueBoxSC
Profile Blog Joined October 2011
United States582 Posts
April 03 2012 13:42 GMT
#11871
On April 03 2012 22:24 Hulavuta wrote:
Do ranged attacks actually hit quicker when they are shot from closer away? or is the shot speed scaled so that it's the same speed no matter the position?


http://us.battle.net/sc2/en/forum/topic/3123033872

Here is a thread that might interest you. It's a very detailed, nicely laid out thread on the bnet forums, which, I know, is rare. xD

Basically, units that don't shoot a missile have instant attacks. Units that attack with missile (stalker, marauder) are affected by range.
BwCBlueBox.837
smash1
Profile Joined January 2012
60 Posts
April 03 2012 14:24 GMT
#11872
what do people mean by abusive play
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 03 2012 14:31 GMT
#11873
On April 03 2012 23:24 smash1 wrote:
what do people mean by abusive play


Quite a lot of things, but generally it refers to finding some aspect of usually a map, but maybe a unit, positioning or in some people's mind a whole race, which can be seen to provide an advatnage which is very difficult for the opponent to overcome. Abusive play would be finding and using these advantages as the core of your play. It's usually meant as an insult to say "you only won because you had unfair advantage x".

A potential example of abusive play would be siege tank rushing to the natural in TvZ on the old Lost Temple map, where a Terran would drop a few marines and siege tanks on high ground over the natural expansion of the Zerg player, on a map with no easy third base, and use the high ground position to siege the base without the Zerg being able to respond.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
crocodile
Profile Joined February 2011
United States615 Posts
April 03 2012 14:39 GMT
#11874
On Metalopolis and Shattered Temple, what is the timing to expect the Zerg's overlord in close-air positions?
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Abusion
Profile Joined March 2011
United Kingdom184 Posts
April 03 2012 14:40 GMT
#11875
On Metalopolis and Shattered Temple, what is the timing to expect the Zerg's overlord in close-air positions?
between 13-14 supply
Pylons + Probes
Abusion
Profile Joined March 2011
United Kingdom184 Posts
April 03 2012 14:42 GMT
#11876
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?
Pylons + Probes
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
April 03 2012 14:47 GMT
#11877
On April 03 2012 23:42 Abusion wrote:
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?


24 is actually oversaturated. On 8 patches, 2 on each would be 16 and then for absolute maximum you only need one more for each distant patch (so really not more than 20 or 21). Typically you'd stop at 16 though because the third drone on far patches gives less income than the others.

As to your question, a resource not often talked about is time, so if you have the mineral income to do so you should absolutely spend the time producing some extra Probes as your third base is building up. There are times when you will intentionally be cutting Probes for a timing or something, but that not being the case you want to get your economy as strong as possible, as fast as possible. The sooner you have saturated your third, the faster it can pay for itself, and the less risk you're taking.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2012-04-03 16:09:54
April 03 2012 16:08 GMT
#11878
On April 03 2012 23:47 Iyerbeth wrote:
Show nested quote +
On April 03 2012 23:42 Abusion wrote:
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?


24 is actually oversaturated. On 8 patches, 2 on each would be 16 and then for absolute maximum you only need one more for each distant patch (so really not more than 20 or 21). Typically you'd stop at 16 though because the third drone on far patches gives less income than the others.

As to your question, a resource not often talked about is time, so if you have the mineral income to do so you should absolutely spend the time producing some extra Probes as your third base is building up. There are times when you will intentionally be cutting Probes for a timing or something, but that not being the case you want to get your economy as strong as possible, as fast as possible. The sooner you have saturated your third, the faster it can pay for itself, and the less risk you're taking.


Actually, Saturated does = 24 by the definition of the word. This means that adding more harvesters yields no gain However, "Optimal" = 16.... What this means is that each worker up to 16 will yield the the FULL benefit of adding 1 worker. Any workers added between 16-24 will only "Marginally" increase your income rate. I'll find the full thread on this, then report back

EDIT: Thanks Sheth! http://www.teamliquid.net/forum/viewmessage.php?topic_id=219257

And the answer is yes and no to the original question.... Are you planning a 2base timing push? then yes, stop making probes. Do you plan on taking your third soon? Is it already building? Then yes, keep making probes!
Micro your Macro
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-04-03 16:15:44
April 03 2012 16:12 GMT
#11879
On April 04 2012 01:08 CookieMaker wrote:
Show nested quote +
On April 03 2012 23:47 Iyerbeth wrote:
On April 03 2012 23:42 Abusion wrote:
if I am saturated in my main and natural (24 on minerals) should I stop making probes until after my third has finished or before so I can rally some over?


24 is actually oversaturated. On 8 patches, 2 on each would be 16 and then for absolute maximum you only need one more for each distant patch (so really not more than 20 or 21). Typically you'd stop at 16 though because the third drone on far patches gives less income than the others.

As to your question, a resource not often talked about is time, so if you have the mineral income to do so you should absolutely spend the time producing some extra Probes as your third base is building up. There are times when you will intentionally be cutting Probes for a timing or something, but that not being the case you want to get your economy as strong as possible, as fast as possible. The sooner you have saturated your third, the faster it can pay for itself, and the less risk you're taking.


Actually, Saturated does = 24 by the definition of the word. This means that adding more harvesters yields no gain However, "Optimal" = 16.... What this means is that each worker up to 16 will yield the the FULL benefit of adding 1 worker. Any workers added between 16-24 will only "Marginally" increase your income rate. I'll find the full thread on this, then report back

EDIT: Thanks Sheth! http://www.teamliquid.net/forum/viewmessage.php?topic_id=219257

And the answer is yes and no to the original question.... Are you planning a 2base timing push? then yes, stop making probes. Do you plan on taking your third soon? Is it already building? Then yes, keep making probes!


Edit: Hmmm I would argue that Sheth was actually wrong in saying 24 is the upper limit, but I'd need to do more research as per the reasoning in this post as it was originally:

Hey, I did use the right term! 24 is over saturated as close mineral patches gain no benefit at all from a third Drone, and so you'd only at most for full saturation need 1 more for each distant patch, which is to say 20 or 21, depending on how many close patches. Which is what I said.

But yeah, we're basically agreeing so far as I can tell.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2012-04-03 17:04:08
April 03 2012 16:19 GMT
#11880
On April 03 2012 19:18 AyahuascaSage wrote:
Show nested quote +
On April 03 2012 10:52 Toadise wrote:
On April 03 2012 08:34 CookieMaker wrote:
+ Show Spoiler +
On April 03 2012 07:55 Toadise wrote:
In the Speedling Expand (Liquipedia) build, what is the optimal spawning pool time?

The build order says 12-15, depending on if the second hatch is denied. So, if second hatch is denied, I should go as soon as it is, and otherwise go at 15? I thought 14 was better than 15. This is slightly confusing to me.

P.S. I'm a Gold Zerg who hasn't played since season 3 really. Just started again as random. I am Silver now.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202464

This really should have been stickied ages ago...


This leaves me with more questions than answers. So 14 pool is good against protoss, hatch first against terran, and 11 overlord against zerg.

Well, considering I was wondering about the speedling expand build, I'll just stick with 14.


I believe the opens are pretty dated. For example in ZvP the toss will almost always FFE and zergs tend to take a hatch around 16 and their third around 24? Of course, everyone has their own playstyle but quick thirds and FFEs seem to be pretty much the norm in ZvP right now.


Yeah, I guess it was ambiguous for today's stuff.

-Typically hatch-first vs terran is completely standard on every map, followed by a 14-15-16 pool (depending on how safe you feel).

-Again, depending on what league you're in (higher leagues are more likely to do this...), the typical protoss opening is either a 1 base timing, (3 or 4 gates), 1 gate expand, or forge fast expand. Because of how easy it is to cannon rush a Hatch-first opening as protoss when forge-fast-expanding, most pro zergs will throw down a spawning pool on 14-15, not take gas, and try to get that hatch down as fast as possible, either at their third (if going for a double-expand followup, very common against FFE), or at their natural after lings get out. Some pros like Sheth will go 14pool almost every single time, and expect to get out 2-4 lings before putting down the hatch at the natural

-vs. Zerg, there are 3 relatively standard openings that all have their benefits. 10pool or earlier is aggressive, and is economically behind a 14pool or 15 hatch build unless it can do some drone damage. 14pool/14gas into 21hatch (typcial speedling expand) is very standard, and is usually almost even with a 15hatch build, but generally needs to do a little damage (picking off one or 2 drones) or at least force extra lings/spines from the 15hatch player, then comes out very even. 15hatch has the potential to be the most economical, but relies on holding off early aggression without being forced to make a lot of lings or spines. As for exact numbers, nobody knows, but if you watch some zvz's of 14pool vs 15 hatch, you can keep an eye on the drone count and see how even it is if the 14pool player can get in an snipe a drone or 2 early.



Micro your Macro
Prev 1 592 593 594 595 596 900 Next
Please log in or register to reply.
Live Events Refresh
uThermal 2v2 Circuit
12:00
Bonus Cup #2
uThermal279
SteadfastSC22
Liquipedia
RongYI Cup
11:00
Group D
Cyan vs KrystianerLIVE!
Maru vs Solar
RotterdaM1066
ComeBackTV 967
IndyStarCraft 331
Harstem208
BRAT_OK 134
Rex123
3DClanTV 85
Liquipedia
Replay Cast
09:00
Rongyi Cup S3 - Group C
CranKy Ducklings126
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1029
IndyStarCraft 331
uThermal 279
Harstem 205
BRAT_OK 132
Rex 121
SteadfastSC 15
StarCraft: Brood War
Horang2 6293
Sea 4883
Rain 2241
Hyuk 1610
Jaedong 904
Shuttle 807
BeSt 448
Stork 434
GuemChi 425
firebathero 412
[ Show more ]
EffOrt 359
Larva 357
Mini 349
actioN 320
Last 240
Light 205
ggaemo 157
ZerO 154
Hyun 123
hero 102
Rush 102
Soulkey 92
Killer 90
Pusan 87
Sharp 77
Mind 69
Mong 63
Barracks 46
Sea.KH 40
Backho 39
Hm[arnc] 22
soO 21
yabsab 20
Free 19
GoRush 19
sorry 16
ajuk12(nOOB) 13
Noble 12
zelot 11
JulyZerg 11
Shine 9
Icarus 4
Terrorterran 4
Dota 2
420jenkins1212
Fuzer 191
XcaliburYe142
canceldota64
Counter-Strike
zeus1365
edward135
Super Smash Bros
Mew2King82
Heroes of the Storm
Khaldor200
Other Games
gofns11307
singsing1994
XaKoH 162
Sick154
ToD44
ZerO(Twitch)12
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Gemini_19 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2279
Upcoming Events
BSL 21
2h 41m
Replay Cast
11h 41m
Wardi Open
1d 1h
Monday Night Weeklies
1d 4h
OSC
1d 11h
Replay Cast
1d 20h
WardiTV Invitational
2 days
Replay Cast
2 days
WardiTV Invitational
3 days
The PondCast
3 days
[ Show More ]
HomeStory Cup
4 days
Korean StarCraft League
5 days
HomeStory Cup
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-01-24
OSC Championship Season 13
Tektek Cup #1

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 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.