• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:37
CEST 05:37
KST 12:37
  • 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
HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7
Community News
Weekly Cups (June 23-29): Reynor in world title form?12FEL Cracov 2025 (July 27) - $8000 live event16Esports World Cup 2025 - Final Player Roster14Weekly Cups (June 16-22): Clem strikes back1Weekly Cups (June 9-15): herO doubles on GSL week4
StarCraft 2
General
Weekly Cups (June 23-29): Reynor in world title form? StarCraft Mass Recall: SC1 campaigns on SC2 thread The SCII GOAT: A statistical Evaluation How does the number of casters affect your enjoyment of esports? Esports World Cup 2025 - Final Player Roster
Tourneys
FEL Cracov 2025 (July 27) - $8000 live event HomeStory Cup 27 (June 27-29) WardiTV Mondays SOOPer7s Showmatches 2025 $200 Biweekly - StarCraft Evolution League #1
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Flash Announces Retirement From ASL BW General Discussion ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[Megathread] Daily Proleagues [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET The Casual Games of the Week Thread [BSL20] ProLeague LB Final - Saturday 20:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games? 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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine Stop Killing Games - European Citizens Initiative Russo-Ukrainian War Thread
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread NBA General Discussion Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
Game Sound vs. Music: The Im…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 544 users

Map Balance - The Worst of the Worst

Forum Index > Closed
Post a Reply
1 2 3 4 5 18 19 20 Next All
Artosis *
Profile Blog Joined June 2004
United States2140 Posts
June 19 2010 11:07 GMT
#1
SC2 Map Balance Part 1 - The Worst of the Worst

I will be writing several articles on the balance of various things in SC2 and I decided that the first one would have to be map balance. This will be an objective look at the theory and practice of the balance of the current set of SC2 maps in the Zerg matchups. I cannot, at this time, discuss TvP balance for these maps, simply because I haven't kept up on the matchup enough.

A big thanks to IdrA, who helped a ton in the creation of this article!

PLEASE NOTE #1: This article addresses only top-level play. Balance is impossible to properly address at lower levels because there are so many other factors to consider when looking at that level of play.

PLEASE NOTE #2: I will be ignoring Mech vs Zerg. Properly played Mech is a very powerful strategy that is not yet fully understood which means it skews map and balance analysis in general, so we will discuss non-mech balance when talking about ZvT in this article.

The Worst of the Worst

KULAS RAVINE - This map is certainly one of the worst three balanced maps out of our current map pool, and may in fact be the least-balanced for Zerg.
ZvT - Zerg vs Terran on this map is a constant battle up-hill. Let's look at the various problems in the map's architecture that contributes to this.

Short rush distance, long scout distance-
While Kulas has reasonably short rush distances it actually has very slow scouting for Zerg. The other four player maps have close air positions, meaning your overlord scout eliminates a base quickly, but on Kulas, this isn't the case. This makes fast expanding az Zerg much more risky, as you are less likely to see bunker rush or reaper builds in time. This is not imbalanced itself, but it puts Zerg in an uncomfortable position that makes dealing with subsequent pressure much more difficult.

Wide-open natural expansion, long distance from main hatchery to expansion hatchery-
The natural expansion of Kulas lacks a single, defensible choke point. This makes spine crawlers nearly useless, especially when combined with the fact that it takes two full creep tumors to reach from the main base to the main entrance. This makes that entrance very hard to defend early on with Queens, due to their slow speed off creep and roaches, due to the width of the choke. When you put this all together, Zerg lacks a solid way to defend early rushes, particularly from Hellion-based builds.

Large ledge behind natural expansion-
The ledge behind the natural expansion can cause huge problems for Zerg. The size of the ledge makes Thor drops very powerful, as the Thor has plenty of space to avoid Roaches, Hydras and Spine Crawlers, while chasing off spotting Overlords. Because of the necessity of guarding the wide open natural expansion during the early game, it's often not possible to kill the rocks leading to the high ground, leaving the Zerg vulnerable until they are finally able to kill the rocks.

Poor map circulation, no wide-open spaces-
All of Kulas Ravine is cramped and tight, with high ground all over. A standard Zerg army needs a lot of room to allow for proper flanking on attacks. Army movement becomes impossible with a couple well-placed high ground siege tanks or a Marine/Marauder/Medivac ball in the center of the map, due to DPS of the Terran units and Zerg's inability to flank or surround the army.

ZvP - Zerg vs Protoss here is very similar to Zerg vs Terran.
Short rush distance, long scout distance-
The same reasons that make Terran Reaper and bunker rushes powerful allow to Protoss to easily two gate on this map to put heavy pressure on the Zerg's early expansion. This, by itself, is not a source of imbalance. But when taken into consideration witha ll of the other threats faced by Zerg early game, it becomes overpowered.

Wide-open natural expansion-
One of the main problems on this map, in both matchups, is defending strong, early attacks. The wide-open natural makes defending a Warp Gate rush very difficult, as it allows Protoss to simply avoid Spine Crawlers and this is compounded by the multiple backdoor entrances.

Large ledge behind natural expansion-
This point must be taken WITH the above point to show why the map is just so difficult in ZvP. A rush to Warp Prism provides Protoss with fast Stalkers on the Zerg's ledge. How do the Zerg defend this? They certainly can't break down the wall in time, Stalkers out-range all early Zerg units and are thus capable of preventing mining for a very long time. Using Spine Crawlers is not a real answer, because of the above mentioned wide-open natural. If your Spine Crawlers are defending your mineral line, Protoss may simply attack from another angle as soon as Warp Gates finish. This ledge is also deadly, even if you live through the early Protoss assault. A very fast Collosus can wreak havok on your expansion with astounding speed. As with two Gate and Warp Gate rushes it is possible to defend these tactics, they are not by themeselves imbalanced, it's the fact that Zerg must prepare for all these potential threats that becomes a problem.

DESERT OASIS - People have hated this map since day one of the beta. It was the first map to be taken out of many tournaments due to imbalance, as many people felt it too Zerg-favored.

ZvP - Zerg vs Protoss is a matchup that I cannot discuss in great deal on this map. The map looks like it would be Mutalisk heaven... if the game ever got to that point. Because of the map's size, the main bases' orientation and the distances from main to neutral, Protoss players almost always Warp Gates all-in on this map. Nearly every high-level game consists of Protoss attempting to hit Zerg before Hydralisks come out, force field the ramp and kill the natural. So few games have lasted beyond this scenario that I feel the actual balance of this matchup cannot be discussed.

ZvT - Zerg vs Terran on this map is hugely imbalanced, perhaps more imbalanced than on any other map. Zerg simply cannot defeat Terran here. Let's go over the reasons why.

Distance from main base to natural-
This map, like Kulas, takes two full creep tumors to reach the entrance to the main base. This makes any Queen-based defense very difficult. The distance from the main Hatchery to the expansion Hatchery also makes defense against either Reaper tech or Hellion tech nearly impossible. A very fast Reaper rush OR lots of early Hellions can render your natural expansion useless or dead.


Read the rest of the Article here!
Commentatorhttp://twitter.com/Artosis
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-19 11:26:36
June 19 2010 11:20 GMT
#2
i laff at this cause imo desert oasis was the best map for zvt
u cant play mech turtle cause of all the open areas and huge distances to everywhere and u cant make good timing pushes cause of the long distances

i think its safe to say all the maps r insanely imbalanced, cmon here they r blizzard maps. do u really expect the first maps made to be good at all?

mech works just like mech in sc1, u kill tons of units compared to the unit cost, short distances and small areas favors mech play, destination, stepps of war
u cant play bio in tvz, so ur basically just talking about bio mech which is too little to talk about balance for imo
Progamerpls no copy pasterino
ReasoN-
Profile Joined April 2010
Germany145 Posts
June 19 2010 11:23 GMT
#3
youre right, Desert Oasis is really a bad map. imo the worst.
Brokengamer
Profile Joined April 2010
Philippines116 Posts
Last Edited: 2010-06-19 11:28:35
June 19 2010 11:26 GMT
#4
Desert oasis is hated by players but thats where most of the epic TvP and ZvT's come from.
No pain no gain..
Katkishka
Profile Blog Joined December 2009
United States648 Posts
June 19 2010 11:27 GMT
#5
so uh.. this is just an article saying that zerg has a hard time on 3 maps?
What about the other races? did imbalance working against them cease to exist?
Percutio
Profile Blog Joined April 2010
United States1672 Posts
Last Edited: 2010-06-19 11:33:38
June 19 2010 11:27 GMT
#6
Yeah... it seems like mech on Desert Oasis would get wrecked.

I mean hellions are annoying, sure, but mutalisks are so good on this map that Terran really needs to invest in a lot of AA.

I don't quite understand your reasoning for ZvP on Oasis. Warp gate all-ins aren't easy for toss with the super long rush distance and Zerg's ability to really put up spine crawlers like crazy when they see forces build up. It is so easy to get vision on this map as Zerg that losing to warp gate all-ins has to be a blunder on the Zerg's part.

And incineration zone is Terran everything. Huge cliffs make reaper harass amazingly effective, and tanks can be defended easily.

I'd love to see a write up for Scrap Station, as I have a lot of trouble on that map.

Also, any maps that are bad for terran? Metalopolis seems like the worst for them.
What does it matter how I loose it?
guN-viCe
Profile Joined March 2010
United States687 Posts
June 19 2010 11:28 GMT
#7
remember, sc2, like any game, is about adapting

think outside the box. not what "is", but what "could be"
Never give up, never surrender!!! ~~ Extraordinary claims require extraordinary evidence -Sagan
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
June 19 2010 11:28 GMT
#8
On June 19 2010 20:20 MorroW wrote:
i laff at this cause imo desert oasis was the best map for zvt
u cant play mech turtle cause of all the open areas and huge distances to everywhere and u cant make good timing pushes cause of the long distances

i think its safe to say all the maps r insanely imbalanced, cmon here they r blizzard maps. do u really expect the first maps made to be good at all?

mech works just like mech in sc1, u kill tons of units compared to the unit cost, short distances and small areas favors mech play, destination, stepps of war
u cant play bio in tvz, so ur basically just talking about bio mech which is too little to talk about balance for imo


Bit rich for a Terran player to comment on balance.

Terran are so utterly overpowered and broken at the moment that its pretty ridiculous for you not to be winning every single MU on every single Map.
Europe Server Diamond Player: ID=Necrosjef Code=957
MadZ
Profile Joined March 2010
Denmark111 Posts
June 19 2010 11:29 GMT
#9
i kinda agree that almost all of the blizzard maps in sc2 is bad, but there is always something you can do! just because kulas ravine is not good for early expanding as zerg its not impossible to win.. i had some succes with one base muta or a late hidden expansion .. but ye im looking forward to new and better maps
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
Last Edited: 2010-06-19 11:37:03
June 19 2010 11:34 GMT
#10
I agree on many points about Kulas and Incineration zone. (Even though Incineration zone does not really have to be discussed anymore. Everyone knows that it is a shit map)

Hm... I can not agree with your opinion of Desert Oasis.
Imo it is a great map, maybe my favourite in all matchups. I see big concerns with ZvP, because Zerg might be too strong there unless they change the map a little (destructable rocks at the narrow choke of the natural).
But how can really say Zerg can not win in ZvT there.

Thor drop: You basicly only need zerglings to hold this off, just for the minerals of the Dropship + thor you get 16 Zerglings, as long as you have some queens Terran wont be able to do a lot of damage and then your Roaches, Hydras, Mutas or Infestors will get ready. And really any of this stops thor drops.

Fast Viking: I see it as a very powerful build on Kulas Ravine, but on Desert Oasis Vikings are not really very good after the early midgame. They are so uneffecient in ground combat (do not forget they got nerfed) that it will prevent Terran from "expanding with impunity".
Because of the lack of Hellion ground force, Zerg will be able to spread creep to both the 3rd expansion and the gold base around the 10 minute mark. And unless the Terran is super vigilant you can even spread creep to the middle from your main, using an overlord and a creep tumor from your main. Which suddendly gives you such a mobile army that you gain complete map control. There is almost no map better suited for Zergling Roach Infestor into ultralisk (might have to get a few hydras too if the Terran is very air heavy...)

Third base placement: I basicly covered that with my last point. Because Terran can not be too agressive with ground forces you can spread your creep very fast, making the effective distances to your 3rd and 4th base very short.

Team Liquidalea iacta est
Brokengamer
Profile Joined April 2010
Philippines116 Posts
June 19 2010 11:40 GMT
#11
On June 19 2010 20:27 Percutio wrote:
Yeah... it seems like mech on Desert Oasis would get wrecked.

I mean hellions are annoying, sure, but mutalisks are so good on this map that Terran really needs to invest in a lot of AA.

I don't quite understand your reasoning for ZvP on Oasis. Warp gate all-ins aren't easy for toss with the super long rush distance and Zerg's ability to really put up spine crawlers like crazy when they see forces build up. It is so easy to get vision on this map as Zerg that losing to warp gate all-ins has to be a blunder on the Zerg's part.



I just can't stop myself from disagreeing with this..

With mech see TLO vs SEN game 6 kaspersky cup
And desert oasis is like the warpgate all-in heaven.. You have lot of places to hide those pylons on the edges..
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-06-19 11:44:13
June 19 2010 11:40 GMT
#12
see tlo also disagrees with desert oasis opinion. no offense here but i simply think its wrong to disregard my opinions just because im a terran user. i do think its t>z on majority of the maps but im being honest here and artosis isnt so much in shape to say how things are with the balance at the moment. dont u remember how he was in sc1 with terran? hes always overdoing these balance issues to defend his own race and thats why i cant take this interview seriously. all i see in this interview is how bad zerg is
if all maps end up t>z maybe it shouldnt be a map balance article

out of the entire map pool id say only lost temple and metalopolis are half-decent, rest r just totally bogus. and i find both these maps t>z too so again i dont think we should be making map articles as long as all maps favor terran lol .,.
Progamerpls no copy pasterino
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 19 2010 11:42 GMT
#13
I think Kulas could be fixed if the natural mineral line would be below the destructible rock expansion (on the opposite side of the road).
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
June 19 2010 11:44 GMT
#14
On June 19 2010 20:40 MorroW wrote:
see tlo also disagrees with desert oasis opinion. no offense here but i simply think its wrong to disregard my opinions just because im a terran user. i do think its t>z on majority of the maps but im being honest here and artosis isnt so much in shape to say how things are with the balance at the moment. dont u remember how he was in sc1 with terran? hes always overdoing these balance issues to defend his own race and thats why i cant take this interview seriously. all i see in this interview is how bad zerg is
if all maps end up t>z maybe it shouldnt be a map balance article



Artosis is baller in all but i remember one of his suggestions on tvz was.You shouldent be allowed to have ultralisk and darkswarm in the same game. That made me laugh even tho its insanely powerful and hard for the terran 2 deal with so i understand where hes coming from
TBO
Profile Joined September 2009
Germany1350 Posts
Last Edited: 2010-06-19 11:47:05
June 19 2010 11:45 GMT
#15
On June 19 2010 20:40 Brokengamer wrote:
Show nested quote +
On June 19 2010 20:27 Percutio wrote:
Yeah... it seems like mech on Desert Oasis would get wrecked.

I mean hellions are annoying, sure, but mutalisks are so good on this map that Terran really needs to invest in a lot of AA.

I don't quite understand your reasoning for ZvP on Oasis. Warp gate all-ins aren't easy for toss with the super long rush distance and Zerg's ability to really put up spine crawlers like crazy when they see forces build up. It is so easy to get vision on this map as Zerg that losing to warp gate all-ins has to be a blunder on the Zerg's part.



I just can't stop myself from disagreeing with this..

With mech see TLO vs SEN game 6 kaspersky cup
And desert oasis is like the warpgate all-in heaven.. You have lot of places to hide those pylons on the edges..


So just because Sen lost on Desert Oasis - which he did because of 2 huge blunders (not scouting proxy fax and letting hellions into his main) the map is imbalanced :/

you can so easily scout all the places on desert oasis with 4 zerglings if you aren't just to lazy to do it. And saying a map is bad for zerg because many Protoss think you can only win using an all-in strategy seems rather strange.
Prog
Profile Joined December 2009
United Kingdom1470 Posts
June 19 2010 11:52 GMT
#16
Doesn't anyone else think the ZvP dessert oasis analysis is flawed? I mean, when nearly every P plays an all-in strategy the most plausible explanation is that P can't win in a longer macro game on this map.
Kantutan
Profile Blog Joined February 2010
Canada1319 Posts
June 19 2010 11:53 GMT
#17
I've only read the Kulas Ravine part but have some opinions on that. I definitely agree there should be only one path leading to the natural instead of the two. However, as for long scouting distance, I'm sure other maps in the future will have bases spread far out as well. That mixes up viable strategies and changes the gameplay. People also seem to forget about the natural that is blocked off by destructible rocks. Who says zerg has to FE on Kulas Ravine to their open natural? If you're worried about the harassment on the ledge or the double choke, delay your expo enough to take out the rocks and safely mine from there.
perbarian
Profile Joined April 2010
Sweden42 Posts
June 19 2010 11:55 GMT
#18
I am a noob but can't the problem with two creep tumors be solved by using the second overlord to generate creep? Or do you need it to scout?
Puts the fun in fundamentalist.
Woyn
Profile Blog Joined March 2007
United Kingdom1628 Posts
June 19 2010 12:05 GMT
#19
On June 19 2010 20:55 perbarian wrote:
I am a noob but can't the problem with two creep tumors be solved by using the second overlord to generate creep? Or do you need it to scout?


Generate creep is lair tech
perbarian
Profile Joined April 2010
Sweden42 Posts
June 19 2010 12:10 GMT
#20
On June 19 2010 21:05 Woyn wrote:
Show nested quote +
On June 19 2010 20:55 perbarian wrote:
I am a noob but can't the problem with two creep tumors be solved by using the second overlord to generate creep? Or do you need it to scout?


Generate creep is lair tech

Doh.. now I feel pretty dumb. Though, thanks for the info!
Puts the fun in fundamentalist.
1 2 3 4 5 18 19 20 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Monday
00:00
#38
PiGStarcraft774
rockletztv 33
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft774
RuFF_SC2 138
Livibee 93
StarCraft: Brood War
Noble 14
Icarus 11
Dota 2
monkeys_forever691
League of Legends
JimRising 1312
Counter-Strike
summit1g10373
PGG 56
Super Smash Bros
hungrybox660
Heroes of the Storm
Khaldor115
Other Games
tarik_tv8153
Fnx 3223
shahzam724
WinterStarcraft234
Maynarde168
CosmosSc2 20
Organizations
Other Games
gamesdonequick1383
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 110
• practicex 10
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki149
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4631
• masondota2616
• Stunt76
Other Games
• Scarra1916
Upcoming Events
Replay Cast
20h 23m
The PondCast
1d 6h
RSL Revival
1d 6h
ByuN vs Classic
Clem vs Cham
WardiTV European League
1d 12h
Replay Cast
1d 20h
RSL Revival
2 days
herO vs SHIN
Reynor vs Cure
WardiTV European League
2 days
FEL
2 days
Korean StarCraft League
2 days
CranKy Ducklings
3 days
[ Show More ]
RSL Revival
3 days
FEL
3 days
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
4 days
BSL: ProLeague
4 days
Dewalt vs Bonyth
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-06-28
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.