• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:44
CET 10:44
KST 18:44
  • 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
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice0Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
Nexon's StarCraft game could be FPS, led by UMS maker How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Terran AddOns placement
Tourneys
RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) Sparkling Tuna Cup - Weekly Open Tournament SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
It's March 3rd CasterMuse Youtube Recent recommended BW games Soma Explains: JD's Unrelenting Aggro vs FlaSh TvZ is the most complete match up
Tourneys
[Megathread] Daily Proleagues BWCL Season 64 Announcement The Casual Games of the Week Thread [LIVE] [S:21] ASL Season Open Day 1
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile Online Quake Live Config Editor Tool
Dota 2
The Story of Wings Gaming 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 Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Just Watchers: Why Some Only…
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3011 users

[D] Larva Injection Analysis - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 10 Next All
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
Last Edited: 2011-02-13 21:57:44
February 13 2011 21:52 GMT
#101
On February 14 2011 06:38 Jayrod wrote:
Show nested quote +
On February 14 2011 06:23 Schnullerbacke13 wrote:
On February 14 2011 06:17 Sv1 wrote:
On February 14 2011 05:51 Schnullerbacke13 wrote:
Additionally: even with perfect inject you cannot spend all your money from 2 hatches in case you want to build mass lings or build drones from all your mins.


This is something that someone smarter than me and with some sort of financial or economics degree
can do the math for. Can we actually say that this is actually true theory? Or is what you are saying based on what we've seen in the past with huge mineral spikes because spits have never been perfect. I'm currently looking at a replay and getting numbers of a game between Ret and tGcBosseR and will be posting that graph by the end of the day.

I'm inclined to say that it is possible to spend all your money from 2 hatches provided you don't miss too many spits, though again, I can't be sure. Spending the larva would be the issue though I think as the game goes on this eventually evens out.


its basic math: a hatch + queen gives theoretically 10 larvae (perfect inject, instant consume larvae, in practice its ~8) per minute. If you want to build lings/drones only, this is 500 minerals. You can mine ~700-800 minerals with 16 drones from one base (and >800 if you saturate fully).

Try building something other than lings and drones?


Well, ofc you can spend the money in case you build more expensive units, i usually save up larvae then until its save to build a round of drones. But there are several game situations, where your play profits massively from the additional larvae:

* you scout its safe to drone => you drone up 50% (2 base + one macro hatch) or 100% (1 base+1 macro h) faster.
* you play a ling heavy build
* you detect opponent is moving out => get an army more quickly, which means you can afford to build less army preemptively, which means you can risk more droning.
* you lost lots of drones to some hellion/banshee whatsoever harrass => you can replace the drone losses quicker (in case you still have the income of at least one fully saturated base).

additionally its a small advantage to have more of that 'natural' non-injected larvae, because they do not come in intervalls of 40 in game seconds. Its more likely you have always larvae at hand in case you need some.
21 is half the truth
Fungal Growth
Profile Joined November 2010
United States434 Posts
February 13 2011 21:58 GMT
#102
On February 14 2011 06:23 Schnullerbacke13 wrote:
its basic math: a hatch + queen gives theoretically 10 larvae (perfect inject, instant consume larvae, in practice its ~8) per minute. If you want to build lings/drones only, this is 500 minerals. You can mine ~700-800 minerals with 16 drones from one base (and >800 if you saturate fully).
Not to detract too much from the original topic, but a long time ago I actually did a map test on this and concluded that without an auxiliary hatchery a zerg producing nothing but lings (while staying on top of injects) will get larvae blocked. Due to their build time and cost...you just can't spend the money fast enough. Roaches are more efficient but still you will get larvae blocked if you mass them off of two base (barely though). Mass hydra will not larve block you (in fact will give you a larvae surplus). From there the general rule with the tests I've found was that the more expensive the unit, the more apt it would counter larvae blockage. Really though only drones, lings and roaches will give you a problems though (this doesn't even factor in upgrades of infrastructure).
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
February 14 2011 01:17 GMT
#103
On February 14 2011 06:58 Fungal Growth wrote:
Show nested quote +
On February 14 2011 06:23 Schnullerbacke13 wrote:
its basic math: a hatch + queen gives theoretically 10 larvae (perfect inject, instant consume larvae, in practice its ~8) per minute. If you want to build lings/drones only, this is 500 minerals. You can mine ~700-800 minerals with 16 drones from one base (and >800 if you saturate fully).
Not to detract too much from the original topic, but a long time ago I actually did a map test on this and concluded that without an auxiliary hatchery a zerg producing nothing but lings (while staying on top of injects) will get larvae blocked. Due to their build time and cost...you just can't spend the money fast enough. Roaches are more efficient but still you will get larvae blocked if you mass them off of two base (barely though). Mass hydra will not larve block you (in fact will give you a larvae surplus). From there the general rule with the tests I've found was that the more expensive the unit, the more apt it would counter larvae blockage. Really though only drones, lings and roaches will give you a problems though (this doesn't even factor in upgrades of infrastructure).


you can calculate this:

1 drone ~40 mins or gas per minute (no oversaturation)
1 hatch = 4 larvae per minute
hatch + queen ~ 8..10 larvae per minute if regulary injected

BTW: massing drones quickly is pretty important for Z play ;-)
21 is half the truth
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
February 14 2011 01:27 GMT
#104
Interesting perspective on an element of the macro game for zerg players.

However, in the late game (when you have 4+/5+ hatcheries), don't larvae injects not matter as much? The sheer number of hatcheries can keep up with your production as long as you're not looking to refill a 200 food army instantly. However, even in that situation, if you've had a 200/200 army for a while, you should have quite a bit of larva stocked up.
You can type "StarCraft" with just your left hand.
OmegaSyrus
Profile Joined September 2010
Canada46 Posts
February 14 2011 03:05 GMT
#105
This is a great post which I hope every zerg reads. I had never expected such a huge larva deficit just from missing an inject.

I hope progamers are aware of this information, because I've never seen this before.
Praise the system.
Ultramus
Profile Joined June 2010
United States319 Posts
February 14 2011 05:04 GMT
#106
As the posts above stated, 2 bases saturated give more money than you can spend. So a macro hatch is necessary at that point. Really the only argument against it is why wouldn't you just take your third, if even not mining from it. Really nice thread, it's nice to have a visual, everyone knows missing injects is bad but to really see how much it deviates from perfect play is staggering. I'm more of a mechanical player than anything and i'll still get some surplus energy in the midgame. What this thread shows most clearly is how the macro mechanic makes zerg weaker; to drop a tumor is to miss an inject, and creep is absolutely necessary. I'd love if queens spawned with 50 energy.
Baking is like science for hungry people
Ziggitz
Profile Joined September 2010
United States340 Posts
Last Edited: 2011-02-14 11:22:08
February 14 2011 11:14 GMT
#107
On February 13 2011 23:11 aksfjh wrote:
To those of you complaining about the "less forgiving" nature of inject, just remember, every other inject is virtually a mule(+4 workers). However, that zerg "mule" is permanent, and compounds with the next. Also, the natural larvae mechanic can give you a new unit every 15s, which requires (production time/15) structures per base for every other race.


What? No, not at all.

1.) A mule is a function of the OC, if used non stop it provides 5 scv's worth of mining for less than tthe cost of 3 and a shorter build time than 3 consecutive scv's.
2.) As soon as a mule expires, if the base is mined out, the mule can be re dropped at any other expansion and oversaturates. When a terran mines out his first base, he has another base mining 10 workers over the capacity that zerg or protoss could, if by some occurrence he got onto his third base and the first 2 were mined out he's still mining at almost the same rate as protoss or zerg would be on 2 bases.
3.) Missing a mule costs you nothing, the equivalent of missing a larva inject to terran would be like missing out on training one marine from a barracks, then only being able to train 3 in 4 the next cycle, then 2 in 4 the next and 1 in 4 the next. Any time missing on an inject is an exponential loss for the zerg.
4.) If you miss a round of injects it can lose you the game right there and then. If you miss a round and it doesn't lose you the game right away it still has a huge knock on effect as you engage with less units meaning even if you win you take more losses and have less overall meaning even when you do catch up with your larva you're still further behind. What happens when a terran misses a mule? if by ten second not even a full a marine's worth of minerals, he doesn't even lose them permanently since he'll mine out the whole base anyway and he'll just drop two at the gold base later. The effort required to larva inject consistently is much more apm, much more difficult to remember along with spreading creep, and is absurdly unforgiving.
For example:

If a zerg uses 2 hatches for straight army production, that's 600 minerals in production investment for a roach every 7.5s on average (6 larva every 45s). To get the same stalker production, it takes 4.27 gateways, or 600-750 minerals.


Try 700, 600 for the hatches plus the two drones plus the mining time lost by losing two drones.

If we take macro mechanics into consideration, 450 minerals gives you a roach every 6.43s (7 larva every 45s). To get the same stalker production with chronoboost, it takes 3-4 gateways, or 450-600 minerals. The difference is inject is always available while chrono may not be available for the protoss since they get 1 chrono for every 1 inject.


Comparing chronoboost to larva inject is not very easy to do. Chrono boost is expended faster than it takes to accumulate, it can be used on upgrades as well which is pretty fricking useful in the lategame, it can also be used to reduce the actual time it takes from investment in a unit till it hits the battefield, as we often see it used for colossi. In any case, it's certainly more forgiving since you can let it build up just like mules and still be able to use it all.

As you can see, inject is more of a blessing than a curse. Zerg get so much more out of perfect injects compared to protoss and terran macro mechanics. At the end of the day, having perfect injects is more likely to win you a game than missing injects will cost you one.


Oh of course, that's what I was doing wrong. Silly me not being perfect at a mechanic that top level ex broodwar players are struggling with while no name terrans are taking tlopens by storm. If by now the top zergs are struggling with a mechanic that the equivalent of for terran and protoss is being managed optimally at a diamond player level there's clearly a fucking problem.
Ziggitz
Profile Joined September 2010
United States340 Posts
Last Edited: 2011-02-14 11:18:50
February 14 2011 11:18 GMT
#108
oops.
SpectralFremen
Profile Joined January 2011
Australia386 Posts
February 14 2011 11:37 GMT
#109
Don't shoot me for suggesting this but, larvae inject could be made autocast <_<
"And so he spoke, and so he spoke, that lord of Castamere"
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
February 14 2011 11:51 GMT
#110
I don't think this says anything except "don't miss your injects."

The graph is kinda nice to look at, though.
once, not long ago, there was a moon here
Tschis
Profile Joined November 2010
Brazil1511 Posts
February 14 2011 12:32 GMT
#111
On February 13 2011 06:57 schiznak wrote:
Id be interested in a program where you can plug in the replay and it will spit out a similar graph.

Anyways, the main conclusions to be drawn from this is that;

C: Investing 450 in a macro hatch and a queen is a signifigantly better solution to missed injects.



better than what?

//tx
"A coward is not someone that runs from a battle knowing he will lose. A coward is someone who challenges a weak knowing he will win."
SmoKim
Profile Joined March 2010
Denmark10305 Posts
February 14 2011 12:38 GMT
#112
loool all i saw of the thread title was "[D]Larva Injection Anal"
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
blackbrrd
Profile Joined September 2010
Norway477 Posts
February 14 2011 13:35 GMT
#113
Missing larvae inject is very much like protoss/terran producing units late. It's an opportunity for unit production permanently lost. The main difference is that the queen inject has to happen 40 seconds before you will have the opportunity to produce the unit.

If somebody had done the same calculations for a terran/protoss player I think they will see the exact same thing, ununsed buildings and wasted opportunities to make units.
Ctuchik
Profile Joined October 2010
Sweden91 Posts
February 14 2011 15:14 GMT
#114
That is a great looking visualization. What I would really like to see is the same graph for many top level zergs comparing them to "perfect" play.

How much better can they get? What top zerg is the best at larva timings? How important is it to be good at it the highest level?
http://twitter.com/sc2statistics
GenZai
Profile Joined March 2010
France38 Posts
February 14 2011 15:51 GMT
#115
i think it is a little bit too easy to flame on the ragequiting zerg.
yes he missed some larva inject. his play is maybe not the best, but one fact you've noted is that if you miss a spit you can NEVER catch it up. this makes it imba (some ideas for artosis and idra

so basically a zerg who doesnt inject will never go to master league whereas it is totally do-able for T and P.
so i guess you can understand Z frustration.

its reallly easy to fix this issue btw. just ask blizzard to put a cooldown on mule and CB.
Pardon my french
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
February 14 2011 16:15 GMT
#116
On February 15 2011 00:51 GenZai wrote:
its reallly easy to fix this issue btw. just ask blizzard to put a cooldown on mule and CB.

That's just the pessimistic way out though. The strictly better way would be to ask them to make spawn larva instantaneous! I mean, how "could" it influence balance more than adding a cooldown, mule isn't on a cooldown (j/k)
Anyways, all joking aside this is actually a very nice way of visualizing this problem. The fact that cutting economy early on could severely hamper your end game was already well visualized, this wasn't. Macro hatch FTW.

@ Sv1 / OP: I have one question though: did you time, count and input this all by hand? How long did that take you? Seems like a big effort!

Do you guys think there is any chance we could get SC2gears to implement something like this? Could be a useful analysis tool...
Bankai - Correlation does not imply causation
Obsolescence
Profile Joined August 2010
United States270 Posts
February 14 2011 16:23 GMT
#117
Please forgive me for not reading the whole OP and subsequent 6 pages, but does anyone know what program the OP used for that graphic? Manual photoshop image?
It doesn't think. It doesn't feel. It doesn't laugh or cry. All it does from dusk till dawn is make the soldiers die. -Phyrexian Hulk
Fydor
Profile Blog Joined April 2010
Canada43 Posts
February 14 2011 16:25 GMT
#118
I think one of the most interesting inferences from the graph is that zerg 2 Hatch 2 Queen Production when done perfectly produces the same amount of (spit larva) as a 4 Hatch Haypro.
Sv1
Profile Joined June 2010
United States204 Posts
Last Edited: 2011-02-14 17:19:35
February 14 2011 16:56 GMT
#119
On February 14 2011 20:14 Ziggitz wrote:
Oh of course, that's what I was doing wrong. Silly me not being perfect at a mechanic that top level ex broodwar players are struggling with while no name terrans are taking tlopens by storm. If by now the top zergs are struggling with a mechanic that the equivalent of for terran and protoss is being managed optimally at a diamond player level there's clearly a fucking problem.


Cheer up friend. I think this all comes down to perception of what an acceptable MIW is, keep in mind that this graph still doesn't account for larva spawning on their own. I's hard to say what "struggling" is defined as. For some reason I think the most devastating thing might be missing a spit during a fight. Though it is only amplified if prior spits have been missed. Fooling around with zerg myself after this post I found that if I missed spits during a fight, if the fight continued, I had money but no larva to spend it fast enough.

Also, no one was 'born' to the race they play. If you feel the zerg mechanic is too hard, I don't see any reason to continue playing them, either continue to practice at all aspects of the game (spitting included) or maybe just switch races? If it's ladder points you are concerned with, just play custom games are hang out in a clan channel and ask for 1v1s. You also have to considered that terran and protoss are constantly looking back at THEIR bases to build supply depots and pylons, where as zerg doesn't need to (flying overlords around once they spawn is another story).

On February 15 2011 01:23 Obsolescence wrote:
Please forgive me for not reading the whole OP and subsequent 6 pages, but does anyone know what program the OP used for that graphic? Manual photoshop image?


Yes, it was a manual photoshop job, I'll be updating a Ret replay graphic later today also, have some other things to do first. SC2Gears does account for larva injects in the game log, so perhaps the fine folks behind it could work some functionality of what I did.

Also, if I was a developer, this could easily be made into a stand alone flash app to graph everyone's results provided they go through their own replays and input it in.
goof
Profile Joined September 2010
Norway53 Posts
February 14 2011 17:17 GMT
#120
On February 13 2011 07:28 UruzuNine wrote:
Show nested quote +
On February 13 2011 07:13 thesideshow wrote:
+ Show Spoiler +
On February 13 2011 07:00 UruzuNine wrote:
I personally find larvae inject similar to how a Terran will constantly check his production facilities to make sure they're producing. I don't think missing a larvae inject is as unforgiving as Zergs make it (i.e. you still get at least 3 larvae per hatchery, so it's not like Terran where entire production rounds can be missed -- although a Z's production capability will obviously become lessened for a time).

I dunno, just my thoughts on the matter.


I look at it slightly differently. Zergs also have to manage their larva production cycles; this is similar to the mentioned terran production cycle.This is because,

"If a Hatchery has 3 or more Larvae, it will not naturally create more."

So the remaining cycle to monitor is spawn larva/MULE. Spawn larva being more unforgiving.

If we go that way then we can say that spawn larva/MULE is more T forgiving, while production cycle is more Z forgiving.

Natural larvae production and MULEs are similar in that you can not use them for a bit and still be fine, make use of them all at once, and have a quantity cap (3 larvae per hatch, 4 MULEs -- 200 energy -- per OC).

^ That's the reason why I coupled larvae inject with T production, because MULE and natural larvae are more similar.


Keep in mind that as long as you spend all your OC energy the instant/before it reaches 200, you're "good". You get the same income, just slightly later. But once you have a queen with 25+ energy you have lost larvae for good. That "I just missed the timing" window for zerg is rather small, compared to terran's, don't you think? This is what makes it less forgiving.
Prev 1 4 5 6 7 8 10 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 15h 16m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 245
StarCraft: Brood War
Sea 28581
Britney 23936
Calm 20830
Bisu 2088
Hyuk 1119
firebathero 492
actioN 471
Mini 330
Pusan 286
Leta 208
[ Show more ]
Light 207
Soulkey 146
PianO 128
Mong 91
Dewaltoss 85
ToSsGirL 58
Free 30
sSak 29
Backho 29
910 26
JulyZerg 24
Rush 23
GoRush 19
sorry 12
SilentControl 10
Sacsri 9
ajuk12(nOOB) 8
Dota 2
XaKoH 551
NeuroSwarm82
League of Legends
JimRising 483
Counter-Strike
olofmeister907
shoxiejesuss748
allub66
Other Games
summit1g7622
Liquid`RaSZi787
ceh9596
WinterStarcraft230
crisheroes103
Mew2King91
Organizations
Other Games
gamesdonequick668
Counter-Strike
PGL192
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 65
• LUISG 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki13
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt1399
Upcoming Events
PiGosaur Cup
15h 16m
Replay Cast
23h 16m
Replay Cast
1d 14h
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Winter Champion…
2 days
Replay Cast
2 days
Ultimate Battle
3 days
Light vs ZerO
WardiTV Winter Champion…
3 days
Classic vs Nicoract
herO vs YoungYakov
ByuN vs Gerald
Clem vs Krystianer
Replay Cast
3 days
[ Show More ]
CranKy Ducklings
4 days
WardiTV Winter Champion…
4 days
MaxPax vs Spirit
Bunny vs Rogue
Cure vs SHIN
Solar vs Zoun
Replay Cast
4 days
Sparkling Tuna Cup
5 days
WardiTV Winter Champion…
5 days
Replay Cast
5 days
Replay Cast
5 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-02
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.