• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:01
CEST 07:01
KST 14:01
  • 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] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research6Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group B
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10331 users

SC2 Ladder Analysis: Part 2 - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 19 20 21 Next All
catamorphist
Profile Joined May 2010
United States297 Posts
August 08 2010 03:08 GMT
#21
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?
http://us.battle.net/sc2/en/profile/281144/1/catamorphist/
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 03:10 GMT
#22
On August 08 2010 11:56 virgozero wrote:
Show nested quote +
On August 08 2010 11:33 vanick wrote:

I left a point out in my writeup that I probably should have included. TrueSkill, and likely SC2's ladder, have a factor based off the time since your last game that increases the player's uncertainty level (sigma) by an amount related to that.

yes but thats also very icky because we have no idea how accurate that is and how that differentiates from person to person. I am assuming it is a constant which would assume all players learn @ the same rate which they don't. Sure you can get a general consensus that in 1 week time a player should be X better and therefor we would adjust our system in accordance with X by mutliplying certain varaibles by Y or w/e but it still won't be accurate or anything near accurate.

Show nested quote +

Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time.

Again I dont quite understand how this can be accurate though, this minimum value? Can you explain a lil more.

The way it determines your skill level (MMR) is to move your MMR up and down until it finds a point where you win and lose 50% of your games.

This post explains it in great detail for WoW: http://forums.worldofwarcraft.com/thread.html?topicId=14910422788&sid=1&pageNo=3#49

Of course, we would get such an explanation for SC2.
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
August 08 2010 03:11 GMT
#23
Interesting read. Conclusions appear to be accurate and tie in with the evidence.

Europe Server Diamond Player: ID=Necrosjef Code=957
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 03:13 GMT
#24
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.
♞Nerdrage is the cause of global warming♞
paralleluniverse
Profile Joined July 2010
4065 Posts
August 08 2010 03:16 GMT
#25
On August 08 2010 12:13 Synwave wrote:
Show nested quote +
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.

From the way the WoW arena system works.
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-08 03:38:38
August 08 2010 03:33 GMT
#26
On August 08 2010 12:13 Synwave wrote:
Show nested quote +
On August 08 2010 12:08 catamorphist wrote:
How did you infer all this? Do you have a lot of mined data sitting around about wins and losses?


Good question. I think obviously is the answer but Im curious too.

No mined data. We don't have that for SC2. It is based on what we know about WoW Arena, what we know about SC2 ladder, and how Bayesian inference ranking systems work. This isn't necessarily how it works, though obviously I believe this is close to the truth. I'm sure there are incorrect parts not only of this post, but of the original ladder analysis. This is a theory that tries to describe the behavior we're observing, since the actual ladder mechanics occur within a black box.

virgo: paralleluniverse is right. Your MMR is an approximation of your true skill, and it moves according to your performance by winning/losing. How much it moves depends on many factors, as detailed in the original post.
SnakeChomp
Profile Joined May 2010
Canada125 Posts
Last Edited: 2010-08-08 03:44:12
August 08 2010 03:41 GMT
#27
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.
virgozero
Profile Joined May 2010
Canada412 Posts
Last Edited: 2010-08-08 03:47:26
August 08 2010 03:46 GMT
#28
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?

Rumpfriction
Profile Joined August 2010
7 Posts
August 08 2010 03:51 GMT
#29
hopefully you can help me with this as you know so much about the ladder (maybe its a glitch?), but i went 5-0 in placements then im 3-3 in platinum. my question is, even though ive been placed in a league i havent been giving a rank and judging by my score (wins - losses in points) i should be somewhere in the middle of the pack? my score screen shows me as undefined, or after a matched ranked something like 327. any ideas??

thanks,

Rump
vanick
Profile Joined August 2010
United States53 Posts
Last Edited: 2010-08-08 04:03:10
August 08 2010 03:57 GMT
#30
On August 08 2010 12:41 SnakeChomp wrote:
Show nested quote +
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.


Excal thought this Q/A was worded confusingly and I said "nooo that's impossible" but it is true

I agree with you that displayed rating value has no bearing. The question here arises from my theory on how display rating change is calculated, since it seems that the change in displayed rating comes from the comparison of that rating to the opponent's MMR. I was merely illustrating an unanswered question regarding that. Change in MMR is always purely a result of the players' MMRs and sigmas. I've asked Excal to help clarify this segment.

virgo: Please read through the TrueSkill primer and other pages on the site if you're having trouble understanding the post. A lot of the concepts are better explained on the Microsoft Research site.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2010-08-08 04:00:30
August 08 2010 03:57 GMT
#31
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Show nested quote +
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
August 08 2010 04:08 GMT
#32
wow fancy stuff. some peoples sure is smart

On a more serious note, thanks for your efforts here, this is quality work.
potatoedoughnut
Profile Joined July 2008
United States334 Posts
August 08 2010 04:09 GMT
#33
Thanks for the summary of this type of matchmaking.

It would be really nice if we had a way to see our MMR & σ, rather than just a league and "rating" which don't mean much.

I'm interested in how the bonus pool plays into this. Do you think eventually the available pool points will do down as a player's rating value approaches their MMR? Or will it stay entirely separate from the MMR rating? I don't know how this worked in WoW Arena, or if they will use the system the same way.
Eagles may soar, but weasels do not get sucked into jet engines.
virgozero
Profile Joined May 2010
Canada412 Posts
August 08 2010 04:12 GMT
#34
On August 08 2010 12:57 paralleluniverse wrote:
Show nested quote +
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.

Alright thanks for that clarification. But the problem I am proposing remains there, the system will keep on adjusting your mmr and sigma but it will never reach a point that is accurate or anywhere near accurate of you.

Is anyone understanding what I am saying or am I stuck in my own world lol.
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2010-08-08 04:29:31
August 08 2010 04:26 GMT
#35
On August 08 2010 13:09 potatoedoughnut wrote:
Thanks for the summary of this type of matchmaking.

It would be really nice if we had a way to see our MMR & σ, rather than just a league and "rating" which don't mean much.

I'm interested in how the bonus pool plays into this. Do you think eventually the available pool points will do down as a player's rating value approaches their MMR? Or will it stay entirely separate from the MMR rating? I don't know how this worked in WoW Arena, or if they will use the system the same way.

I personally think the bonus pool will inflate everyone's points equally and indefinitely, at least until the ladder resets.

On August 08 2010 13:12 virgozero wrote:
Show nested quote +
On August 08 2010 12:57 paralleluniverse wrote:
On August 08 2010 12:46 virgozero wrote:
Okay so heres what Im stuck on
1.) You play a game
2.) The system assigns you a random MMR with a 50% uncertainty factor
3.) You play more games
4.) The system moves your uncertainty factor up or down depending on how correct the system was in guessing your MMR (if you win vs the ones you should win, the ufactor goes down and if you loose vs the one you should win, the ufactor goes up)

If that is rigth so far, I am asking on the fact that between 2-4, you are required to play more games.
"4.)" is based upon the games from "3.)" and the analyzation from "2.)".
If you have improved since "2.)" then how would that be accurate?

Vanick tells me there is this
Even if you're playing games back to back this factor will have a minimum value that will still increase sigma. This allows the system to adapt to a player whose skill increases over time

This factor will have a minimum value that wil still increase sigma? I dont quite understand that?
What is this minimum value and how do they come about it?


You don't start with a random MMR, you start with an average MMR, i.e. a new player is assume to be better than 50% of players, and worse than 50% of players.

This MMR and sigma moves up and down depending on your performance in games.

You seem to think that the system guesses a random MMR and tests whether its guess is correct. That's not how it works.

The link above to a thread on the WoW forums explains this better.

Alright thanks for that clarification. But the problem I am proposing remains there, the system will keep on adjusting your mmr and sigma but it will never reach a point that is accurate or anywhere near accurate of you.

Is anyone understanding what I am saying or am I stuck in my own world lol.

The MMR will get more accurate as sigma, which is the uncertainty, decreases.

As sigma decreases your MMR is adjusted less after each game, because the system is more certain of your skill.

The WoW forum link above has an explicit numerical example of this.
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 04:30 GMT
#36
I love how even the feedback is so above me Im looking at cherubs.
Thats a quality OP right there.
Fix that stuff for the cherubs OP! or not...I wouldn't know lol
♞Nerdrage is the cause of global warming♞
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
August 08 2010 04:33 GMT
#37
On August 08 2010 12:41 SnakeChomp wrote:
Show nested quote +
On August 08 2010 08:59 Excalibur_Z wrote:
Q: So how do bonus points affect all this? Wouldn’t that mess up the rating gains over time?
A: Yes, they would. I am not sure how they correct for this. It’s possible that they inflate MMR over time by an equal amount so things still work. It’s possible they correct for the bonus pool instead. I don’t know.


I don't think the displayed rating value has any bearing on match making at all. If it did then the bonus pool would make no sense. I'm a freshly placed platinum player and I was winning 42 points on a win (due to my bonus pool) and losing 2 or 4 for losses. Assuming I was going 50/50 for my first few games (I wasn't but that isn't the point), it is an impossibility for my MMR to constantly be sky rocketing after each win and not changing after each loss; otherwise the system would not be an accurate reflection of my performance. No, I believe that the displayed points are purely fluff which is inflated by the bonus pool to make everyone feel as if they are constantly progressing when playing multiplayer. It is used to reflect rank on the ladder, again purely for the sense of progression, but does not and cannot reflect skill.

Further consider that the displayed rating cannot be compared across divisions as stated by Blizzard; therefore it makes no sense to use displayed rating to influence the "opponent is favored" display because your opponents can come from divisions other than your own.


I edited the second question to make it easier to understand:


Q: So how do bonus points affect the display rating changes? If the displayed rating change is based upon the comparison of the opponent's MMR with the player's displayed rating + the player's league cutoff, then wouldn't bonus points inflate the displayed rating and cause problems?
A: I'm not sure how they account for this. One possibility is they keep track of bonus points that make up your displayed rating, and ignore them when performing the calculation in the back-end.

Excal: It seems more likely that the bonus pool is only used to increase the displayed rating for division ranking purposes and ignored in back-end calculation because the bonus pool increases at the same rate for all players. This introduces a constant that is easily discarded when assessing actual skill within the system. Furthermore, if bonus points were considered in the process of point calculation, it would present an unfair advantage for players who have not yet used up their bonus pool (because their rating is therefore inflated giving them more to lose).



Better?
Moderator
Synwave
Profile Joined July 2009
United States2803 Posts
August 08 2010 04:35 GMT
#38
I do hardware support and make more money than my buddy that knows math like a super genious (sic)
You win sir
♞Nerdrage is the cause of global warming♞
Sabu113
Profile Blog Joined August 2009
United States11076 Posts
August 08 2010 04:54 GMT
#39
Very readable. Pretty interesting actually and I have only a basic stat background.
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
Jonoman92
Profile Blog Joined September 2006
United States9107 Posts
August 08 2010 05:00 GMT
#40
Thanks for the research.

http://research.microsoft.com/en-us/projects/trueskill/details.aspx that is supposed to be laymen? Very surprised xbox uses such a complex system...
Prev 1 2 3 4 5 19 20 21 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#75
PiGStarcraft310
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft310
RuFF_SC2 192
Nina 133
StarCraft: Brood War
GuemChi 5990
Horang2 2190
PianO 702
Tasteless 25
Dewaltoss 19
Noble 17
Icarus 9
Dota 2
monkeys_forever736
Counter-Strike
Coldzera 1563
m0e_tv504
Other Games
summit1g9119
WinterStarcraft358
C9.Mang0297
Organizations
Other Games
gamesdonequick838
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• practicex 40
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo991
• Rush770
Upcoming Events
Replay Cast
4h
Afreeca Starleague
5h
BeSt vs Leta
Queen vs Jaedong
Kung Fu Cup
6h
Replay Cast
19h
The PondCast
1d 5h
OSC
1d 19h
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
2 days
RSL Revival
3 days
Maru vs MaxPax
BSL
3 days
[ Show More ]
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL Season 20: Qualifier 1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 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.