• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:16
CEST 16:16
KST 23:16
  • 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
Team Liquid Map Contest #22 - The Finalists12[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers11Maestros of the Game 2 announced32026 GSL Tour plans announced10Weekly Cups (April 6-12): herO doubles, "Villains" prevail0MaNa leaves Team Liquid20
StarCraft 2
General
MaNa leaves Team Liquid Oliveira Would Have Returned If EWC Continued Team Liquid Map Contest #22 - The Finalists 2026 GSL Tour plans announced Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) $5,000 WardiTV TLMC tournament - Presented by Monster Energy
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
Pros React To: Tulbo in Ro.16 Group A mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Data needed BW General Discussion
Tourneys
[ASL21] Ro16 Group B Korean KCM Race Survival 2026 Season 2 [Megathread] Daily Proleagues [ASL21] Ro16 Group A
Strategy
What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
General RTS Discussion Thread Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game
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
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 Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books [Manga] One Piece Movie Discussion!
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1497 users

Free Arcade, extension-mods, and new clan features coming…

Forum Index > SC2 General
161 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
MstrJinbo
Profile Joined March 2011
United States1251 Posts
November 19 2013 14:06 GMT
#81
On November 19 2013 22:59 Conti wrote:
Show nested quote +
On November 19 2013 21:20 NihiLStarcraft wrote:
On November 19 2013 21:04 Plansix wrote:
On November 19 2013 20:29 NihiLStarcraft wrote:
So they're saying the engine loads every Zealot (etc.) variation into memory - and not just the selected skin version of the unit? Really? Why? Is there a good reason I'm not seeing or are Blizzard programmers/software engineers that bad these days?

Because that is how every game works unless it is designed specificlly not to work that way (dota 2 and lol). FPS games load up every character model, even if the model isn't being used in the match. This is nothing new and only since the rise of LoL has the discussion about engines that only load up the nessary models come up. People forget that SC2 was developed in 2008-2010 and free to play wasn't a thing at the time.


Sorry, but memory management and only loading the resources and assets you need for the game into memory has been a thing ever since the very first video games have been programmed. This has nothing to do with Dota 2, Leage of Legends or Free to Play whatsoever. If they load all skin variations instead of only the selected one, that's equally as stupid as loading all zerg unit/structure/spell/etc. assets for a 1v1 TvP ladder match. It is now and it certainly was in 2005 through 2010 or whatever.

Not only did they make a colossal mistake when writing the engine then, they also half-assed a skin system together and put it into the game which wasn't properly supported. This all wreaks of terrible programming and software engineering. What were they thinking?

So what do you do on a TvP match on a custom map that has a neutral creep tumor? What do you do when there's a TvP custom map that, at some point in the game, gives you a drone to build a hatchery to build a zerg army? What do you do on a custom map that allows to change a unit's skin mid-game?

There's two things you could do: Load everything into memory in the first place. Or have the information on what needs to be loaded in every single map, and cross reference that with what races that are being played. Which would probably cause various problems somewhere else (Hackers faking the wrong race, so their race's models won't load), as well as increase the effort it takes to make a map (Hmm, do I need that Ultralisk model?), etc.

It's a simple design decision, not a "colossal mistake".


Third option is you load assets in memory as you need them and unload them when they are no longer needed.
StreetWise
Profile Joined January 2010
United States594 Posts
November 19 2013 14:09 GMT
#82
On November 19 2013 13:31 reps)squishy wrote:
Show nested quote +
On November 19 2013 13:21 rename wrote:
Blizzard Wrote
We think they're super cool and love doing them, but what we're running in to is a tradeoff between our ability to support a minimum spec – literally in terms of memory – on a computer.


Seriously?

Enable Unit Skins graphic option, problem solved.

..... man

PS, otherwise the patch 2.1 looks great.


Blizzard knows better then we do!
... No they don't


This wont work because everyone sees the skins. So part of the problem is they dont want people to be able to disable other peoples skins.
I will not be poisoned by your bitterness
DW-Unrec
Profile Blog Joined August 2011
492 Posts
November 19 2013 14:13 GMT
#83
soon we'll be seeing small games being sold, and big games being F2P.
Conti
Profile Joined November 2010
Germany2516 Posts
November 19 2013 14:17 GMT
#84
On November 19 2013 23:06 NihiLStarcraft wrote:
Show nested quote +
On November 19 2013 22:59 Conti wrote:
There's two things you could do: Load everything into memory in the first place. Or have the information on what needs to be loaded in every single map, and cross reference that with what races that are being played. Which would probably cause various problems somewhere else (Hackers faking the wrong race, so their race's models won't load), as well as increase the effort it takes to make a map (Hmm, do I need that Ultralisk model?), etc.

It's a simple design decision, not a "colossal mistake".


I see where you're coming from but if they made the design decision to dumb-load EVERYTHING all the time instead of referencing used assets in the maps, that's a pretty damn bad decision in my opinion. Whatever, obviously none of us know the exact workings of the engine, so we can only speculate.

How do you determine what assets are used in a map?

I'm serious. Go ahead and read a few tutorials on the SC2 map editor. If I wanted, I could create a map that gives people an entirely randomly chosen unit every 5 minutes. It would not be possible to determine what those units are beforehand (unless you hack the RNG, I suppose).

I see where you're coming from in regards to 1v1 ladder maps, yes. But that's not the only concern you have as a programmer. It's not "Does this work here?" but "Does this work everywhere? With every possible configuration?" And given that custom maps have a gigantic amount of freedom in what they are allowed to do, loading everything into memory seems like a sensible thing to do.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 19 2013 14:29 GMT
#85
On November 19 2013 23:17 Conti wrote:
Show nested quote +
On November 19 2013 23:06 NihiLStarcraft wrote:
On November 19 2013 22:59 Conti wrote:
There's two things you could do: Load everything into memory in the first place. Or have the information on what needs to be loaded in every single map, and cross reference that with what races that are being played. Which would probably cause various problems somewhere else (Hackers faking the wrong race, so their race's models won't load), as well as increase the effort it takes to make a map (Hmm, do I need that Ultralisk model?), etc.

It's a simple design decision, not a "colossal mistake".


I see where you're coming from but if they made the design decision to dumb-load EVERYTHING all the time instead of referencing used assets in the maps, that's a pretty damn bad decision in my opinion. Whatever, obviously none of us know the exact workings of the engine, so we can only speculate.

How do you determine what assets are used in a map?

I'm serious. Go ahead and read a few tutorials on the SC2 map editor. If I wanted, I could create a map that gives people an entirely randomly chosen unit every 5 minutes. It would not be possible to determine what those units are beforehand (unless you hack the RNG, I suppose).

I see where you're coming from in regards to 1v1 ladder maps, yes. But that's not the only concern you have as a programmer. It's not "Does this work here?" but "Does this work everywhere? With every possible configuration?" And given that custom maps have a gigantic amount of freedom in what they are allowed to do, loading everything into memory seems like a sensible thing to do.

Also , only loading up the skins/units that the game needs on a given match only makes the loading a more complex and increases the chances of bugs and errors. Also, SC2 is a 32 bit game, so they are limited by that as well.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Vicissitude
Profile Joined October 2013
Sweden28 Posts
November 19 2013 14:32 GMT
#86
On November 19 2013 13:12 ishida66 wrote:
Now remove sentries, buff tanks and we have a perfect game.


I agree to an extent. It wouldn't be perfect but it would be steps that I'd agree with personally. Just don't forget the fact that a couple of "fixed" fungals can chain a maxed air army to death... (Thorzain vs. can't remember @HSC)

Bah, I'm not going to nag, the game's still very good. Conjoining arcade to the starter edition seems eerily humble of Blizzard. To be frank, I wonder what their angle is, but in the meanwhile I'm going to introduce a couple of friends to the game.
Unless stated otherwise, my posts are from the view of someone who watches SC2 and want to improve it from that perspective, and those opinions will most often have little to do with what experience when I actually play.
watchlulu
Profile Joined February 2013
Germany475 Posts
November 19 2013 14:33 GMT
#87
Even if I did not use the few new skins that are available since HotS even once, it somehow makes me sad that there are no new skins on their way...
I just like the Idea of unlockable stuff by playing more and more.

Besides, I hope 2.1 is coming soon, can't wait to make a ingame clan logo.
Hopefully they give you the option to import your own logo, I'm so pumped to make the dumbest logo out there :D
Have a nice day!
JimmyJRaynor
Profile Blog Joined April 2010
Canada17455 Posts
Last Edited: 2013-11-19 14:47:39
November 19 2013 14:45 GMT
#88
On November 19 2013 23:29 Plansix wrote:
Show nested quote +
On November 19 2013 23:17 Conti wrote:
On November 19 2013 23:06 NihiLStarcraft wrote:
On November 19 2013 22:59 Conti wrote:
There's two things you could do: Load everything into memory in the first place. Or have the information on what needs to be loaded in every single map, and cross reference that with what races that are being played. Which would probably cause various problems somewhere else (Hackers faking the wrong race, so their race's models won't load), as well as increase the effort it takes to make a map (Hmm, do I need that Ultralisk model?), etc.

It's a simple design decision, not a "colossal mistake".


I see where you're coming from but if they made the design decision to dumb-load EVERYTHING all the time instead of referencing used assets in the maps, that's a pretty damn bad decision in my opinion. Whatever, obviously none of us know the exact workings of the engine, so we can only speculate.

How do you determine what assets are used in a map?

I'm serious. Go ahead and read a few tutorials on the SC2 map editor. If I wanted, I could create a map that gives people an entirely randomly chosen unit every 5 minutes. It would not be possible to determine what those units are beforehand (unless you hack the RNG, I suppose).

I see where you're coming from in regards to 1v1 ladder maps, yes. But that's not the only concern you have as a programmer. It's not "Does this work here?" but "Does this work everywhere? With every possible configuration?" And given that custom maps have a gigantic amount of freedom in what they are allowed to do, loading everything into memory seems like a sensible thing to do.

Also , only loading up the skins/units that the game needs on a given match only makes the loading a more complex and increases the chances of bugs and errors. Also, SC2 is a 32 bit game, so they are limited by that as well.


your technical expertise really adds so much to this thread... breaking out the "32 bit" comment... just pwnage.

neither side on this "debate" really has a clue and the entire debate just lowers the signal to noise ratio of the thread.

its a great move making the entire Arcade free in the Starter Edition. its a nice little "on ramp" to getting people to spend money on the actual game.. nice marketing strat by Blizz.

so far... every F2P RTS has gone down in a giant ball of flames.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
MstrJinbo
Profile Joined March 2011
United States1251 Posts
November 19 2013 14:47 GMT
#89
On November 19 2013 23:29 Plansix wrote:
Show nested quote +
On November 19 2013 23:17 Conti wrote:
On November 19 2013 23:06 NihiLStarcraft wrote:
On November 19 2013 22:59 Conti wrote:
There's two things you could do: Load everything into memory in the first place. Or have the information on what needs to be loaded in every single map, and cross reference that with what races that are being played. Which would probably cause various problems somewhere else (Hackers faking the wrong race, so their race's models won't load), as well as increase the effort it takes to make a map (Hmm, do I need that Ultralisk model?), etc.

It's a simple design decision, not a "colossal mistake".


I see where you're coming from but if they made the design decision to dumb-load EVERYTHING all the time instead of referencing used assets in the maps, that's a pretty damn bad decision in my opinion. Whatever, obviously none of us know the exact workings of the engine, so we can only speculate.

How do you determine what assets are used in a map?

I'm serious. Go ahead and read a few tutorials on the SC2 map editor. If I wanted, I could create a map that gives people an entirely randomly chosen unit every 5 minutes. It would not be possible to determine what those units are beforehand (unless you hack the RNG, I suppose).

I see where you're coming from in regards to 1v1 ladder maps, yes. But that's not the only concern you have as a programmer. It's not "Does this work here?" but "Does this work everywhere? With every possible configuration?" And given that custom maps have a gigantic amount of freedom in what they are allowed to do, loading everything into memory seems like a sensible thing to do.

Also , only loading up the skins/units that the game needs on a given match only makes the loading a more complex and increases the chances of bugs and errors. Also, SC2 is a 32 bit game, so they are limited by that as well.


There is no possible way SC2 loads everything in memory from the start of a game. Way it probably works is almost all assets start out not in memory. Zerg player builds a zergling, sc2 fetches the zergling model and stores it in memory and so forth.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 19 2013 14:52 GMT
#90
About the custom skins... They left out a key piece of information. In the map editor, the custom skins are Model Swap events. What this means is that if you have a custom skin for say, a zergling, the game transforms all of that players zerglings into the new one as soon as the model is created. I'm not sure what this means in terms of what actually gets loaded, however I think it might mean that both sets of assets need to be loaded by the game because those assets are an inherent part of that unit. I think that may be part of the limitation they are talking about, and that somehow the way they have these skins set up (as a model swap instead of replacing the assets) may be part of what is limiting things.

Anyway, the free arcade thing is really awesome motivation to finish my latest arcade map project. Better get on it!
~ ~ <°)))><~ ~ ~
itsjustatank
Profile Blog Joined November 2010
Hong Kong9172 Posts
Last Edited: 2013-11-19 14:56:27
November 19 2013 14:53 GMT
#91
Considering SC2 manages to turn Protoss music into generic WoW-esque environmental music, being able to change it is welcome.
Photographer"nosotros estamos backamos" - setsuko
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
Last Edited: 2013-11-19 15:09:38
November 19 2013 15:06 GMT
#92
On November 19 2013 14:04 Sprouter wrote:
A day late and a dollar short. It feels really gross to be happy about features that were present in their previous games. Gameheart sounds neat at least.


Which of the features in this article were present in their previous games exactly? Sometimes it feels people are being negative for the sake of being negative, no reason to be mad? Np, make one up.
Too weird to live, too rare to die.
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
November 19 2013 15:11 GMT
#93
I don't know I mean I am excited for these things, but they come so late. I can't help but say....Warcraft 3 had these things. I would imagine most of the devs are actually working on legacy of the void than HOTS now, they probably only have a few people who report to DB, but DB seems busy with Heroes of the storm lol. I guess awesome they are coming?
( bush
Profile Joined April 2011
321 Posts
November 19 2013 15:19 GMT
#94
This is not F2P multiplayer, as you can still only play custom games and vs. AI games with the starter edition.


That's sad, didnt expect it.
oo
Nerevar
Profile Joined January 2013
547 Posts
November 19 2013 15:19 GMT
#95
On November 20 2013 00:11 HeeroFX wrote:
I don't know I mean I am excited for these things, but they come so late. I can't help but say....Warcraft 3 had these things. I would imagine most of the devs are actually working on legacy of the void than HOTS now, they probably only have a few people who report to DB, but DB seems busy with Heroes of the storm lol. I guess awesome they are coming?

Just curious, which of these things (besides automated tournaments) did WC3 have?
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
November 19 2013 15:28 GMT
#96
You know, extensions make it way easier to, say, run a tournament with a 300-supply cap. While WCS won't do it (probably), we could much more easily start having tournaments with custom rules and doing our own balancing as a community.
Damnight
Profile Blog Joined October 2010
Germany222 Posts
November 19 2013 15:46 GMT
#97
On November 19 2013 19:34 xsnac wrote:
Show nested quote +
On November 19 2013 19:26 Damnight wrote:
While I love the patch and the free Arcade/custom games, I hope we'll never go full-free2play.
We already have too many cheaters as is...


if you are good enough map hackers are not a problem .


That is false. And for reference you may talk to any progamer, they'll either all say it's a problem. You may take a look at this case of proofen maphack, ( he won money using hacks): http://www.reddit.com/r/starcraft/comments/1kw547/
The link inside the reddit thread links to myStarcraft a german site that did an extensive research about everything around imbatoss.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
November 19 2013 15:51 GMT
#98
The thing i'm most excited about is the clan ladder idea and BO3s on ladder something like that I'm interested to see whta we get
Archas
Profile Blog Joined July 2010
United States6531 Posts
November 19 2013 15:53 GMT
#99
Units with giant heads mode. NBA JAAAAAMMMM

COME ON AND SLAM
AND WELCOME TO THE JAM
The room is ripe with the stench of bitches!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 19 2013 15:55 GMT
#100
Short article about SC2 F2P
http://www.teamliquid.net/forum/viewmessage.php?topic_id=435051
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Map Contest Tou…
11:00
Group A
WardiTV943
IndyStarCraft 197
TKL 182
Rex108
3DClanTV 52
EnkiAlexander 33
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 197
TKL 182
LamboSC2 131
Rex 108
StarCraft: Brood War
Britney 42443
Calm 6859
Bisu 2524
Jaedong 1627
Horang2 1385
Soma 412
Mini 398
Larva 290
actioN 280
Light 274
[ Show more ]
ggaemo 261
Soulkey 154
Hyuk 150
Leta 123
Last 111
Rush 108
hero 83
Pusan 69
Backho 65
Aegong 65
PianO 63
Hyun 59
Sexy 50
Sea.KH 47
Shinee 45
Hm[arnc] 29
sorry 25
zelot 23
yabsab 20
JYJ 19
Terrorterran 18
IntoTheRainbow 16
Sacsri 15
NaDa 12
SilentControl 9
GoRush 8
Dota 2
Gorgc4096
qojqva1517
Counter-Strike
fl0m533
Heroes of the Storm
XaKoH 94
Other Games
singsing1767
Liquid`RaSZi1185
B2W.Neo1000
Lowko303
Beastyqt301
Hui .170
mouzStarbuck129
Mew2King78
RotterdaM52
ArmadaUGS50
QueenE44
Trikslyr17
Organizations
StarCraft: Brood War
UltimateBattle 796
Counter-Strike
PGL152
StarCraft: Brood War
lovetv 11
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix9
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Noizen27
League of Legends
• Nemesis2127
• Jankos1560
• TFBlade1506
Upcoming Events
Replay Cast
9h 44m
Escore
19h 44m
WardiTV Map Contest Tou…
20h 44m
OSC
1d
Korean StarCraft League
1d 12h
CranKy Ducklings
1d 19h
WardiTV Map Contest Tou…
1d 20h
IPSL
2 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
2 days
UltrA vs KwarK
Gosudark vs cavapoo
dxtr13 vs HBO
Doodle vs Razz
CranKy Ducklings
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
2 days
Ladder Legends
3 days
BSL
3 days
StRyKeR vs rasowy
Artosis vs Aether
JDConan vs OyAji
Hawk vs izu
IPSL
3 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
4 days
RSL Revival
4 days
Afreeca Starleague
4 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
4 days
RSL Revival
5 days
Replay Cast
6 days
The PondCast
6 days
WardiTV Map Contest Tou…
6 days
Liquipedia Results

Completed

Proleague 2026-04-15
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 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
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
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
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.