• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:26
CET 16:26
KST 00:26
  • 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
RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation12Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Mech is the composition that needs teleportation t RotterdaM "Serral is the GOAT, and it's not close" RSL Season 3 - RO16 Groups C & D Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation TL.net Map Contest #21: Winners
Tourneys
RSL Revival: Season 3 Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
PvZ map balance Current Meta Simple Questions, Simple Answers How to stay on top of macro?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2207 users

Protoss - New method of Production? - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 Next All
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
Last Edited: 2007-05-21 17:27:10
May 21 2007 17:21 GMT
#21
How about this:

You build units the same way as before, except when they finish, they get queued into all connected pylons and phase prisms. That way, to deploy them, you click on pylons or phase prisms anywhere on the map and warp them onto the battlefield. Evidence of this is the numbers next to units in the screenshots that were posted... that could be the units allowed to be teleported at that particular phase prism/pylon. There may be an option to queue the units to automatically warp to a certain location on the map, given that it is in range. There may be restrictions on this, such as only being able to warp units across pylon or phase prism influence... meaning you have to connect the range of the pylons and phase prisms in order to teleport your units to a certain location. This would inspire some really cool strategies, like building a chain of pylons to an opponent's base for quick deployment or heavily using phase prisms.

Maybe it will only work with phase prisms, and pylons solely provide power. However, I find this unlikely, since phase prisms also act as transport units, and since if pylons were unable to deploy your units, you would need phase prisms right off the bat... meaning protoss would have air transport immediately. I guess it is possible, though, that the phase prism is just an added technology that isn't required at the beginning of the game... meaning that you are still allowed to deploy units directly out of buildings, like the gateway... teleporting them may just be an option once you have phase prisms.

I'm going to guess that phase prisms and pylons both act to deploy units, though. Seems cool and logical.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:23 GMT
#22
On May 22 2007 02:21 AcrossFiveJulys wrote:
How about this:

You build units the same way as before, except when they finish, they get queued into a universal queue inside pylons and phase prisms. That way, to deploy them, you click on pylons or phase prisms anywhere on the map and warp them onto the battlefield. There may be an option to queue the units to automatically warp to a certain location on the map, given that it is in range. There may be restrictions on this, such as only being able to warp units across pylon or phase prism influence... meaning you have to connect the range of the pylons and phase prisms in order to teleport your units to a certain location. This would inspire some really cool strategies, like building a chain of pylons to an opponent's base for quick deployment or heavily using phase prisms.

Maybe it will only work with phase prisms, and pylons solely provide power. However, I find this unlikely, since phase prisms also act as transport units, and since if pylons were unable to deploy your units, you would need phase prisms right off the bat... meaning protoss would have air transport immediately.

So the only logical conclusion I'm coming up with here is that phase prisms and pylons both act to deploy units.


You could just read at www.starcraft2.com where they say that the phase prism when deployed is EXACTLY like a pylon and that warp gates deploy units anywhere within the psionic power grid

You can also watch the replay and see that the unit cost is subtracted when the unit is warped in, if it was already build it wouldn't cost to warp it in

They could always change the mechanic but it seems pretty cool as it is.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 21 2007 17:25 GMT
#23
On May 22 2007 02:08 -DaJ- wrote:
Show nested quote +
On May 22 2007 01:23 mahnini wrote:
Taken from: http://teamliquid.net/forum/viewmessage.php?topic_id=53602

On May 21 2007 23:43 nagash wrote:
I'm pretty sure that this entire post is pointless, because PRODUCTION ISN'T BEING DONE THE SAME WAY.

EDIT: Someone make a new thread with this info. It's important. I can't make new posts for 8 more days.

Check this:

A single Gateway/Warp Gate is constantly producing a single generic unit (I'm assuming only 1).

When that single unit is ready, it is your job to select which type of unit you want it to be and to bring it onto the battlefield INSTANTLY (and paying for it). After you do this, the Gateway/Warp Gate starts producing another one *automatically*.

So, in effect, this will make it even more important to multitask. Since you cant just select your Gateway and spam 5 zealots because there is only 1 available, you will have to make sure you are releasing your units all the time as they are available otherwise you will fall behind.

So basically this makes everyones whinging about being able to select and build from multiple production buildings pointless.

Here's the proof:

For proof - check the video.
~ 5:20 when he warps the Stalkers in from a Warp Gate
There are 4 Warp Gates selected, and each mini icon on the right of the HUD shows there being 4 units available. That is, you can select to create 4 zealots, 4 stalkers, 4 immortals or any combination of the above INSTANTLY (if you have the resources). Once the available numbers reach 0 you can clearly see the cooldown/build timer on the icons!

Btw, a Stalker costs 125 minerals and 50 gas atm. (You can work it out when he warps the first one in, by the resources lost)

Same thing at ~7:10 when he warps the Zealots in from a Warp Gate


So basically, if this info is correct gateways are essentially always building the only thing is that certain units have to wait longer before they can be built, such as 10 secs before a zealot is available to build, 15 secs before an Immortal is available to build, etc. and I assume that once it reaches the maximum build time any unit is available to be built and acts like a queued unit without the wasted money.

Can anyone confirm this? All credit goes to nagash, I'm just making the thread since he cannot yet.

Edit: Shoot mod please move to SC2 forum. T.T


ok lets assume the cool down for immortals is really 15 and the cooldown for besis is 10.

what happens to the cooldown (of the besis) if you build 4 besis? does it start off fresh? or does it start off with 5 because you already built up these additional 5 seconds waiting for the immortal to load...?

Hmm, I would assume it wouldn't carry over taking a hell of a lot more skill to be able to macro properly, but then again, at this point all we have are guesses. We don't even know if it's actually implemented yet.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:27 GMT
#24
On May 22 2007 02:25 mahnini wrote:
Show nested quote +
On May 22 2007 02:08 -DaJ- wrote:
On May 22 2007 01:23 mahnini wrote:
Taken from: http://teamliquid.net/forum/viewmessage.php?topic_id=53602

On May 21 2007 23:43 nagash wrote:
I'm pretty sure that this entire post is pointless, because PRODUCTION ISN'T BEING DONE THE SAME WAY.

EDIT: Someone make a new thread with this info. It's important. I can't make new posts for 8 more days.

Check this:

A single Gateway/Warp Gate is constantly producing a single generic unit (I'm assuming only 1).

When that single unit is ready, it is your job to select which type of unit you want it to be and to bring it onto the battlefield INSTANTLY (and paying for it). After you do this, the Gateway/Warp Gate starts producing another one *automatically*.

So, in effect, this will make it even more important to multitask. Since you cant just select your Gateway and spam 5 zealots because there is only 1 available, you will have to make sure you are releasing your units all the time as they are available otherwise you will fall behind.

So basically this makes everyones whinging about being able to select and build from multiple production buildings pointless.

Here's the proof:

For proof - check the video.
~ 5:20 when he warps the Stalkers in from a Warp Gate
There are 4 Warp Gates selected, and each mini icon on the right of the HUD shows there being 4 units available. That is, you can select to create 4 zealots, 4 stalkers, 4 immortals or any combination of the above INSTANTLY (if you have the resources). Once the available numbers reach 0 you can clearly see the cooldown/build timer on the icons!

Btw, a Stalker costs 125 minerals and 50 gas atm. (You can work it out when he warps the first one in, by the resources lost)

Same thing at ~7:10 when he warps the Zealots in from a Warp Gate


So basically, if this info is correct gateways are essentially always building the only thing is that certain units have to wait longer before they can be built, such as 10 secs before a zealot is available to build, 15 secs before an Immortal is available to build, etc. and I assume that once it reaches the maximum build time any unit is available to be built and acts like a queued unit without the wasted money.

Can anyone confirm this? All credit goes to nagash, I'm just making the thread since he cannot yet.

Edit: Shoot mod please move to SC2 forum. T.T


ok lets assume the cool down for immortals is really 15 and the cooldown for besis is 10.

what happens to the cooldown (of the besis) if you build 4 besis? does it start off fresh? or does it start off with 5 because you already built up these additional 5 seconds waiting for the immortal to load...?

Hmm, I would assume it wouldn't carry over taking a hell of a lot more skill to be able to macro properly, but then again, at this point all we have are guesses. We don't even know if it's actually implemented yet.


It is obviously implemented since we see it in the video, the question is though how much they will tweak the mechanic. Warcraft 3 changed a fair bit during beta and by a huuge amount during the alpha stages. Didn't it start as a pure rpg?
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 17:29 GMT
#25
On May 22 2007 02:25 mahnini wrote:
Hmm, I would assume it wouldn't carry over taking a hell of a lot more skill to be able to macro properly, but then again, at this point all we have are guesses. We don't even know if it's actually implemented yet.


It's obviously implemented from my analysis and the video itself. The only thing we don't know is the details.

Does it work like this for Gateways as well?
Can it only do 1 unit at a time (which imo would be best and is what it seems at the moment) or if you build your gateway and come back 20 mins later you have 3000 units waiting for you to put out?
Are the cooldowns/build times different or the same for each unit?

These are the things we don't know...
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 21 2007 17:30 GMT
#26
Hmm, maybe there's a cooldown affect instead of a generic unit automatically building, like your unit builds instantly but afterwards you have to wait a certain amount of time before being able to build another unit, something like a reverse building time effect.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
May 21 2007 17:31 GMT
#27
Son a bitch, I totally missed that little explanation on Blizzard's website about the warp gate. I didn't realize there was such a thing. I'm going to rewatch the gameplay video again and make another attempt at a theory. Thanks for pointing that out.
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 17:33 GMT
#28
On May 22 2007 02:30 mahnini wrote:
Hmm, maybe there's a cooldown affect instead of a generic unit automatically building, like your unit builds instantly but afterwards you have to wait a certain amount of time before being able to build another unit, something like a reverse building time effect.


Yes that is how it appears to be working. My initial posting didn't take this into account, I was just so excited about finding this

We don't know if the cooldowns for each unit are different or what though.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
May 21 2007 17:39 GMT
#29
if you haven't upgraded your gateway to a warp gate, how do you deploy your first zealot? Would it really be built instantly in front of your gateway?
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:40 GMT
#30
I think you would deploy it the same way only that you're limited to the general area around the gateway. Just a guess though.
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 17:41 GMT
#31
On May 22 2007 02:39 AcrossFiveJulys wrote:
if you haven't upgraded your gateway to a warp gate, how do you deploy your first zealot? Would it really be built instantly in front of your gateway?


Assuming that, yes. Or on the completion of the Gateway, it triggers the cooldown. We really have no idea if Gateways production is even the same as Warp Gate, so your guess is as good as anyones.
lamarine
Profile Joined January 2003
587 Posts
May 21 2007 17:46 GMT
#32
ok... i think i can disappoint everybody... but.. remeber that in demo they said that they cheated mana and shields?.. i think they also cheated time production... so when u select warpgate and select "rally point" it will took time in real game before he actually appear on the battlefield

and i'm like 99.99% sure that is how it's done...
So... BW is back
nagash
Profile Joined May 2007
Australia58 Posts
Last Edited: 2007-05-21 17:50:25
May 21 2007 17:49 GMT
#33
On May 22 2007 02:46 lamarine wrote:
ok... i think i can disappoint everybody... but.. remeber that in demo they said that they cheated mana and shields?.. i think they also cheated time production... so when u select warpgate and select "rally point" it will took time in real game before he actually appear on the battlefield

and i'm like 99.99% sure that is how it's done...


No, because you can see it trigger the cooldown after they warp in the units.

Particularly you can see the cooldown thingy going around the icons after they warp in the 16 zealots. It may very well be sped up - but it's still noticeable. Goes about half way in 5 seconds or something.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 17:52 GMT
#34
On May 22 2007 02:46 lamarine wrote:
ok... i think i can disappoint everybody... but.. remeber that in demo they said that they cheated mana and shields?.. i think they also cheated time production... so when u select warpgate and select "rally point" it will took time in real game before he actually appear on the battlefield

and i'm like 99.99% sure that is how it's done...


I don't think it will take time since they've mentioned on their website that the idea is that protoss can sneak in with a Phase Prism somewhere and suddenly create a massive army out of nowhere. If it took a long time for the army to get build it would be fairly pointless ^^
lamarine
Profile Joined January 2003
587 Posts
May 21 2007 17:52 GMT
#35
i have to watch gameplay movie one more time
PS it's hard to argue when i'm at work and can't even watch it here:D
So... BW is back
Klogon
Profile Blog Joined November 2002
MURICA15980 Posts
May 21 2007 17:52 GMT
#36
Really? 5 seconds is fast... maybe it speeds up as you get more gateways ;o
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 21 2007 17:56 GMT
#37
On May 22 2007 02:49 nagash wrote:
Show nested quote +
On May 22 2007 02:46 lamarine wrote:
ok... i think i can disappoint everybody... but.. remeber that in demo they said that they cheated mana and shields?.. i think they also cheated time production... so when u select warpgate and select "rally point" it will took time in real game before he actually appear on the battlefield

and i'm like 99.99% sure that is how it's done...


No, because you can see it trigger the cooldown after they warp in the units.

Particularly you can see the cooldown thingy going around the icons after they warp in the 16 zealots. It may very well be sped up - but it's still noticeable. Goes about half way in 5 seconds or something.

Yeah, it has the clockwise color effect like with the Blink icon, except it shows on unit icons. Looks like Stalkers and Immortals have the same build time while zealots are about 1/4 faster.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
nagash
Profile Joined May 2007
Australia58 Posts
May 21 2007 18:01 GMT
#38
You know, there is really no reason why Terran production can't be exactly the same, working on cool downs rather then build times (except obviously no warping anywhere).

Pure speculation though of course. Who knows about Zerg. Will they even still have larvae?
mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2007-05-21 18:11:03
May 21 2007 18:02 GMT
#39
On May 22 2007 02:33 nagash wrote:
Show nested quote +
On May 22 2007 02:30 mahnini wrote:
Hmm, maybe there's a cooldown affect instead of a generic unit automatically building, like your unit builds instantly but afterwards you have to wait a certain amount of time before being able to build another unit, something like a reverse building time effect.


Yes that is how it appears to be working. My initial posting didn't take this into account, I was just so excited about finding this

We don't know if the cooldowns for each unit are different or what though.

No, now I think your initial idea was correct, haha. The only difference is it works like a spell but for every unit you make the gateway you made it out of resets the cooldown for every type of unit. Hmm, but then why would they need separate numbers per icon?

Edit: To make the idea more clear, the cooldown is for potentially units that you will be building, not for units that you have already built like my reverse build time idea.

Ex: Build zealot instantly, wait zealot build time, build any other unit instantly

Ex2: Wait for unit zealot build time, build zealot, wait for next desired unit build time to be reached, build unit, etc.

I think Ex2 is the way it will work.

This makes me think there are no queues at all because that would make Toss extremely imba, think about suiciding your 200/200 army but being able to build x4 that instantly. O.O
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Zironic
Profile Joined May 2007
Sweden341 Posts
May 21 2007 18:03 GMT
#40
On May 22 2007 03:01 nagash wrote:
You know, there is really no reason why Terran production can't be exactly the same, working on cool downs rather then build times (except obviously no warping anywhere).

Pure speculation though of course. Who knows about Zerg. Will they even still have larvae?


I think the Terrans will keep their old way to build units while Zerg keep their Larvae.

This way the factions will have completly different ways to produce units :=). Alternatively they might have thought out some utterly awesome way for Terrans and Zerg to produce units and still be different from Protoss.
Prev 1 2 3 4 5 6 7 8 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 34m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 427
Reynor 50
mcanning 48
LamboSC2 8
StarCraft: Brood War
Britney 34123
Rain 3612
Horang2 1430
actioN 1306
Jaedong 1175
Shuttle 503
Stork 465
EffOrt 282
firebathero 244
Barracks 120
[ Show more ]
Leta 99
Shinee 99
ggaemo 89
Hyun 83
PianO 70
LaStScan 65
Shine 59
JYJ48
Mong 38
Rock 32
Movie 26
ToSsGirL 23
Bale 22
zelot 15
soO 12
HiyA 9
sorry 7
Sacsri 5
Oystein3
Dota 2
Gorgc5727
qojqva1932
Dendi1059
XcaliburYe150
LuMiX0
Counter-Strike
oskar145
Heroes of the Storm
Khaldor246
Other Games
B2W.Neo1955
DeMusliM364
Lowko323
Hui .322
Fuzer 195
febbydoto4
Organizations
Dota 2
PGL Dota 2 - Main Stream9598
PGL Dota 2 - Secondary Stream3653
Other Games
EGCTV376
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 70
• HeavenSC 11
• IndyKCrew
• AfreecaTV YouTube
• intothetv
• Kozan
• sooper7s
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1998
• Ler68
League of Legends
• Nemesis3000
Other Games
• WagamamaTV277
Upcoming Events
IPSL
1h 34m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
3h 34m
BSL 21
4h 34m
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
18h 34m
RSL Revival
18h 34m
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
20h 34m
Cure vs herO
Reynor vs TBD
WardiTV Korean Royale
20h 34m
BSL 21
1d 4h
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
1d 4h
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
1d 7h
[ Show More ]
Wardi Open
1d 20h
Monday Night Weeklies
2 days
WardiTV Korean Royale
2 days
BSL: GosuLeague
3 days
The PondCast
3 days
Replay Cast
4 days
RSL Revival
4 days
BSL: GosuLeague
5 days
RSL Revival
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-14
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.