• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:26
CEST 23:26
KST 06:26
  • 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 Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | 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
ASL21 General Discussion Gypsy to Korea How Can I Add Timer & APM Count? A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game 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 Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
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: 1318 users

Legacy of the Void: Multiplayer Development Update - Page 13

Forum Index > SC2 General
395 CommentsPost a Reply
Prev 1 11 12 13 14 15 20 Next All
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
November 20 2014 18:04 GMT
#241
On November 21 2014 02:59 Nebuchad wrote:
Show nested quote +
On November 21 2014 00:39 Big J wrote:
On November 21 2014 00:36 Nebuchad wrote:
On November 21 2014 00:23 Big J wrote:
On November 21 2014 00:15 Nebuchad wrote:
On November 21 2014 00:09 Big J wrote:
On November 20 2014 23:59 Nebuchad wrote:
On November 20 2014 23:54 Big J wrote:
On November 20 2014 23:52 Nebuchad wrote:
On November 20 2014 23:38 Big J wrote:
[quote]
There are 13immortals under the 7Colossi of Yellow and only 4Immortals in front of the 6Colossi of blue


Well I just did some digging and I think I found the game (Classic vs Rain), and blue won, right?

hehe, that's another way to understand who is winning


Looking at the picture I thought blue was winning. He has a better arc, and he's about to warp behind the colossi of yellow which will allow for both lost shots of colossi and for an ability to target colossi faster than his opponents. His units are also more spread which means less aoe damage. What's not apparent in the picture is that yellow is also warping zealots close by, so blue will also lose shots, but I couldn't predict that.

After you came with that information which seemed surprising, I looked the game in the archives and found it. Yellow had 10 immortals vs 6, not 13 vs 4, and did indeed lose.

Now, if you showed me a snapshot of a TvT battle and asked me who was winning, I would be completely incapable of telling you that.


Sorry, I was actually just trolling about the possibility that there could be massive amounts of immortals under yellows Colossi. I actually didn't even think that yellow had an actually immortal advantage.

I agree, from the picture it looks like blue has an advantage through that prism and through splashing the Immortals and Colossi. But i think that's besides the point that The_Dwf was making. Which is that through all the big laser-effects and Colossi standing on top of other units it is really hard to determine what is going on.


Sure but my counterpoint is that caring about what's going on is the most important part of understanding it. As someone who doesn't care about TvT I generally won't be able to tell you who's winning fights, and I don't think it'll change if you make TvT fights 'easier to understand' or something like that.


The thing is that regardless of whether you care or not, when I give you a picture of TvT you can usually just count all the units on the picture.
On the shown PvP picture I can't even determine the count of medium units like Archons/Immortals. There are way too many effects to get a clear picture - regardless of whether you understand PvP - to just see the action. That's the point, long before we talk about understanding it, it isn't really possible to just watch details of the battle.


For a strict spectator it comes down to being able to tell intuitively who has more units or who is better positioned, and that's something I can do in PvP and not in TvT. Correct me if I'm wrong, but people don't pause the game to count the exact numbers unless they're analyzing it.

To put it another way, if you make PvP visually easier, I don't know that the number of people understanding what's going on will increase dramatically.


Well, you don't need exact numbers. That's really just putting it into the extreme that "even if you can pause the game you don't know who has what". In action it is all about getting vague numbers and those are still very hard to find out when looking at this combat in action.


We basically said the same thing there, so I'm not sure how you arrive to the opposite conclusion. If what you need is a general sense of what people have and what's going on, then surely the way the battle looks like won't change much. People who like PvP will understand what's going on, but well, they already did. People who didn't like it will keep not liking it, and so they won't make the effort anymore than they did. As someone who can clearly see all of the units in TvT battles, I can report that it doesn't increase my interest.


I also don't think it's particularly relevant whether you can see all units or not. Rather, it's important that you can identify when something important/impressive occurs. PvP is just a mess there.
Big J
Profile Joined March 2011
Austria16289 Posts
November 20 2014 18:11 GMT
#242
On November 21 2014 02:59 Nebuchad wrote:
Show nested quote +
On November 21 2014 00:39 Big J wrote:
On November 21 2014 00:36 Nebuchad wrote:
On November 21 2014 00:23 Big J wrote:
On November 21 2014 00:15 Nebuchad wrote:
On November 21 2014 00:09 Big J wrote:
On November 20 2014 23:59 Nebuchad wrote:
On November 20 2014 23:54 Big J wrote:
On November 20 2014 23:52 Nebuchad wrote:
On November 20 2014 23:38 Big J wrote:
[quote]
There are 13immortals under the 7Colossi of Yellow and only 4Immortals in front of the 6Colossi of blue


Well I just did some digging and I think I found the game (Classic vs Rain), and blue won, right?

hehe, that's another way to understand who is winning


Looking at the picture I thought blue was winning. He has a better arc, and he's about to warp behind the colossi of yellow which will allow for both lost shots of colossi and for an ability to target colossi faster than his opponents. His units are also more spread which means less aoe damage. What's not apparent in the picture is that yellow is also warping zealots close by, so blue will also lose shots, but I couldn't predict that.

After you came with that information which seemed surprising, I looked the game in the archives and found it. Yellow had 10 immortals vs 6, not 13 vs 4, and did indeed lose.

Now, if you showed me a snapshot of a TvT battle and asked me who was winning, I would be completely incapable of telling you that.


Sorry, I was actually just trolling about the possibility that there could be massive amounts of immortals under yellows Colossi. I actually didn't even think that yellow had an actually immortal advantage.

I agree, from the picture it looks like blue has an advantage through that prism and through splashing the Immortals and Colossi. But i think that's besides the point that The_Dwf was making. Which is that through all the big laser-effects and Colossi standing on top of other units it is really hard to determine what is going on.


Sure but my counterpoint is that caring about what's going on is the most important part of understanding it. As someone who doesn't care about TvT I generally won't be able to tell you who's winning fights, and I don't think it'll change if you make TvT fights 'easier to understand' or something like that.


The thing is that regardless of whether you care or not, when I give you a picture of TvT you can usually just count all the units on the picture.
On the shown PvP picture I can't even determine the count of medium units like Archons/Immortals. There are way too many effects to get a clear picture - regardless of whether you understand PvP - to just see the action. That's the point, long before we talk about understanding it, it isn't really possible to just watch details of the battle.


For a strict spectator it comes down to being able to tell intuitively who has more units or who is better positioned, and that's something I can do in PvP and not in TvT. Correct me if I'm wrong, but people don't pause the game to count the exact numbers unless they're analyzing it.

To put it another way, if you make PvP visually easier, I don't know that the number of people understanding what's going on will increase dramatically.


Well, you don't need exact numbers. That's really just putting it into the extreme that "even if you can pause the game you don't know who has what". In action it is all about getting vague numbers and those are still very hard to find out when looking at this combat in action.


We basically said the same thing there, so I'm not sure how you arrive to the opposite conclusion. If what you need is a general sense of what people have and what's going on, then surely the way the battle looks like won't change much. People who like PvP will understand what's going on, but well, they already did. People who didn't like it will keep not liking it, and so they won't make the effort anymore than they did. As someone who can clearly see all of the units in TvT battles, I can report that it doesn't increase my interest.


I think it is just visually displeasing and has negative effects (even if usually small) for gameplay such as precise clicks on units that are partly covered under big animations. That's my entire point.
It's not as much about the understanding what is happening, just seeing what is going on. Like, just tone down the Colossus lasors are little bit for example.

I think we have had a few maps over which people have been rightfully complaining because of too much glowing stuff. This is the same. It's just makes stuff harder to follow for no good reason.
Penev
Profile Joined October 2012
28524 Posts
November 20 2014 18:32 GMT
#243
Exploring ways to reduce micro in the game that can’t really be seen vs. increasing micro that players can show off.

I would like to get an example of the bolded part, workers are already heavily automated..
I Protoss winner, could it be?
NKexquisite
Profile Joined January 2009
United States911 Posts
November 20 2014 22:39 GMT
#244
Seems like a good update, nothing really to be concerned about I dont think.
Whattttt Upppppppp Im Nesteaaaaaa!!
Freeborn
Profile Joined July 2010
Germany421 Posts
November 20 2014 23:13 GMT
#245
On November 21 2014 01:51 robopork wrote:
Show nested quote +
On November 20 2014 09:33 DarkPlasmaBall wrote:
As far as resourcing is concerned, right now, we’d like to specifically target a change where players need to spread their bases out more so that there’s a lot more action going on. We believe this will have two benefits: players going on the offense will have more attacking options, and players on the defense can show off their defending skill better since they have to defend a much wider area now.


But Protoss is still insanely immobile compared to Terran and Zerg We'll be pulled apart, left and right x.x


What I hope this means is that we'll get a massive make-over.

What I'm afraid this means is that we'll get two mothership cores.


So awesome :D

I actually think that it would be a reasonable option to remove the uniqueness restruction of the msc so that it becomes a regular unit, that would give protoss real reliable hit and run potential and better defense ability.

Without everything riding on one single unique unit.

I would be so happy happy if they dropped the whole mothership notion. Just call that thing energycore and make it a support unit (maybe remove the attack).
OR kill the unit and give recall to the Nexus - one of the coolest ideas in Starbow is the Nexus ability to recall units but only 5 at a time, which will actually make more Nexi more useful and will boost small attack squads.
Freeborn
Profile Joined July 2010
Germany421 Posts
Last Edited: 2014-11-21 00:17:26
November 20 2014 23:37 GMT
#246
On November 21 2014 03:32 Penev wrote:
Show nested quote +
Exploring ways to reduce micro in the game that can’t really be seen vs. increasing micro that players can show off.

I would like to get an example of the bolded part, workers are already heavily automated..


For me that would be for example the corrupt ability, the voidray ability, as well as movement related stuff like moving shot.
Plus, as has been said, the point to take away is that they only want to add more visibly recognizable micro options.

There are also some things to consider about the economy/worker changes:
- less minerals per base means that the payback per expansion is much smaller, which will actually make static defense much less cost effective
- that in turn might either further more 1 base all-in's (which would have a much smaller timing window now)
- or lead to more low tech/ low tier battles since resources are theoretically more valuable now due to the lower investment/return ratio - since you will still need to expand you have to save money and that may come from not teching and skipping static defense (or doing both to a lower degree)
- there is nothing to indicate thate rushes or buildorder variation will disappear, you still have the choice of investing into 1.eco(worker,geyser),
2.expanding
3.doing any kind of aggressive build.
only the specific timings and numbers will change.

If that will help the game or not can't really be determined without testing.

I like what they do, I just hope they don't roll back on all the big changes.

*edited for clarification


Cricketer12
Profile Blog Joined May 2012
United States13994 Posts
November 20 2014 23:50 GMT
#247
heres the thing, terran big surprise is broken, but they will fix it...dont worry (it will still be broken, but not AS broken)
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Cloak
Profile Joined October 2009
United States816 Posts
November 21 2014 00:15 GMT
#248
We should stop making conclusions about incorrect data but continue fruitless discussion of incorrect data? Little frustrated with that catch 22. Feel free to give us any updated data then, we won't bite anymore than we already are doing.
The more you know, the less you understand.
Cricketer12
Profile Blog Joined May 2012
United States13994 Posts
November 21 2014 00:17 GMT
#249
On November 21 2014 09:15 Cloak wrote:
We should stop making conclusions about incorrect data but continue fruitless discussion of incorrect data? Little frustrated with that catch 22. Feel free to give us any updated data then, we won't bite anymore than we already are doing.

I dont know what to tell you other than theorycraft and wait for beta
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
November 21 2014 00:39 GMT
#250
On November 20 2014 04:27 BronzeKnee wrote:
Show nested quote +
Beta will look much different than what you saw at BlizzCon

Thank you.


That's all that actually matters from what was said.

Blizzard is totally clueless when to balancing. We learn that every time Blizzard releases a RTS game, they ignore the community, then end up giving them what they want months later after realizing it was the right thing to do, but still claim credit.


Right, because 'the community' speaks with one voice and has always been correct.

That's not how I remember it. I remember the community being mostly wrong, and the ones who were right mostly being right for reasons other than the ones they used to justify their opinions

Blizzard understand that an RTS is *impossible* to design on paper. The best you can do is throw in big changes to shake things up, hopefully into a new and interesting place, and then make progressively smaller tweaks to home in on the goodness.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Cricketer12
Profile Blog Joined May 2012
United States13994 Posts
November 21 2014 00:40 GMT
#251
On November 21 2014 09:39 Umpteen wrote:
Show nested quote +
On November 20 2014 04:27 BronzeKnee wrote:
Beta will look much different than what you saw at BlizzCon

Thank you.


That's all that actually matters from what was said.

Blizzard is totally clueless when to balancing. We learn that every time Blizzard releases a RTS game, they ignore the community, then end up giving them what they want months later after realizing it was the right thing to do, but still claim credit.


Right, because 'the community' speaks with one voice and has always been correct.

That's not how I remember it. I remember the community being mostly wrong, and the ones who were right mostly being right for reasons other than the ones they used to justify their opinions

Blizzard understand that an RTS is *impossible* to design on paper. The best you can do is throw in big changes to shake things up, hopefully into a new and interesting place, and then make progressively smaller tweaks to home in on the goodness.

most big changes prob will get thrown out anyways
Engage, Zero target Engage, Engage, Kagari target Engage, Engage.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 21 2014 03:21 GMT
#252
On November 21 2014 09:17 Cricketer12 wrote:
Show nested quote +
On November 21 2014 09:15 Cloak wrote:
We should stop making conclusions about incorrect data but continue fruitless discussion of incorrect data? Little frustrated with that catch 22. Feel free to give us any updated data then, we won't bite anymore than we already are doing.

I dont know what to tell you other than theorycraft and wait for beta


Blizzard seeks feedback of their new DESIGNs, not balance - or imbalamce. So far, ravager and lurker are the only new units that everyone gives compliments to, while other changes are ruthlessly cricitized, especially the cyclone and corrupter's "void ray" attack.
Make DC listen!
tshi
Profile Joined September 2012
United States2495 Posts
November 21 2014 03:29 GMT
#253
The cyclone really says a lot about what is going on over there.
scrub - inexperienced player with relatively little skill and excessive arrogance
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 21 2014 03:44 GMT
#254
On November 21 2014 12:29 tshi wrote:
The cyclone really says a lot about what is going on over there.


The idea is good. What's next is just some adjustment of its statistics to make it not seem so OP.
Make DC listen!
brickrd
Profile Blog Joined March 2014
United States4894 Posts
November 21 2014 03:48 GMT
#255
how can people make statements like "blizzard is clueless when it comes to balance"

if they were clueless at balancing an RTS game then we would have had 80/20 winrates throughout wol and the scene wouldn't exist

people and their whiny, entitled hyperbole, jesus
TL+ Member
Cheren
Profile Blog Joined September 2013
United States2911 Posts
November 21 2014 03:49 GMT
#256
On November 21 2014 12:44 TedCruz2016 wrote:
Show nested quote +
On November 21 2014 12:29 tshi wrote:
The cyclone really says a lot about what is going on over there.


The idea is good. What's next is just some adjustment of its statistics to make it not seem so OP.


I don't get why the cyclone needs to have bonus damage when it's locked on to a target, maybe someone asked DK at Blizzcon or something I don't know.
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 21 2014 04:00 GMT
#257
Neither do I. I think moving shot at one locked target is already a bonus.
Make DC listen!
VArsovskiSC
Profile Joined July 2010
Macedonia563 Posts
Last Edited: 2014-11-21 04:04:13
November 21 2014 04:03 GMT
#258
On November 21 2014 12:49 Cheren wrote:
Show nested quote +
On November 21 2014 12:44 TedCruz2016 wrote:
On November 21 2014 12:29 tshi wrote:
The cyclone really says a lot about what is going on over there.


The idea is good. What's next is just some adjustment of its statistics to make it not seem so OP.


I don't get why the cyclone needs to have bonus damage when it's locked on to a target, maybe someone asked DK at Blizzcon or something I don't know.

The thing about the cyclone IMO is that Blizz played PR over us a bit

They basically made the unit and said - hey Terran players - here's your Mech bread & butter unit - the Marine 2.0 - without even giving the role to the unit so they could "buy time" to keep the door shut to the public a bit longer I think

Basically they didn't commit to any decision regarding the unit, just kept it as OP so people would have "fun" with it.. Oh well

It's basically a PR thing - it's annoying but it's PR thing, it's a "have more options open" tactic with relation to us all

BUT as a result - instead of us having a good "grasp" and a positive discussion about the unit - we're just "speculating" or flaming each other (most of the time actually), which is a bit saddening when you think of it.. :\
Another world, another place, another universe, won the race.. :) ;) :P
TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
November 21 2014 04:07 GMT
#259
I think it will be cool if the cyclone is replaced with diamondback, haha.
Make DC listen!
Headnoob
Profile Joined September 2010
Australia2108 Posts
November 21 2014 04:24 GMT
#260
Is there any other dev out there as talented at saying so little in so many words as blizzard?

Dont have people try something then immediately say all their opinions cant be valid, in that case you were better off just announcing the game.
Prev 1 11 12 13 14 15 20 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of SC
Reynor vs Zoun
SHIN vs ByuN
herO vs sOs
Maru vs SHIN
Clem vs Bunny
PiGStarcraft162
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft162
ProTech145
StarCraft: Brood War
Mini 1104
Horang2 694
EffOrt 599
firebathero 184
actioN 169
Backho 35
910 25
Dota 2
monkeys_forever221
capcasts90
Super Smash Bros
C9.Mang0200
Other Games
summit1g6113
Grubby3142
FrodaN1844
shahzam439
Liquid`Hasu224
ZombieGrub178
Fuzer 138
ArmadaUGS124
KnowMe88
ToD59
Dewaltoss46
minikerr10
Organizations
StarCraft 2
angryscii 52
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV1075
Other Games
• imaqtpie1199
• Shiphtur196
Upcoming Events
Replay Cast
2h 34m
RSL Revival
12h 34m
Maru vs MaxPax
BSL
21h 34m
RSL Revival
1d 9h
Cure vs Rogue
uThermal 2v2 Circuit
1d 16h
BSL
1d 21h
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
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
StarCraft2 Community Team League 2026 Spring
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

Upcoming

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
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 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.