• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:11
CET 20:11
KST 04:11
  • 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 Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea Soulkey's decision to leave C9 How much money terran looses from gas steal? mca64Launcher - New Version with StarCraft: Remast
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Darkest Dungeon Nintendo Switch Thread Stormgate/Frost Giant Megathread General RTS Discussion Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
Cricket [SPORT] 2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
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
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1482 users

Protoss Deathball in HotS is back !!!

Forum Index > StarCraft 2 HotS
Post a Reply
1 2 3 4 Next All
Mantaza
Profile Joined January 2011
Germany87 Posts
Last Edited: 2013-01-26 23:29:07
January 26 2013 16:30 GMT
#1
Hey like my title says i want to talk about the Protoss deathball in Heart of the Swarm but before i start i talk a little about myself. Im a Protoss player (high master) who started in the early Beta of WoL and played through the complete Beta and release until HotS came out. I also watch a lot of Pro streams like Idra, Sase, Seed and Babyknight.

I think most of you probably remember the ime on maps like Shakuras Plateau where Protoss players just camped out until they had 200supply and then finish you with an nearly invulnerable deathball. Zerg players were complaining about the imbalance of it and how lame it actually is to play. Protoss players complained aswell about the lame style and how passive you have to be.
And now Blizzard patched the Voidray and implemented the Tempest . Since then it seems like Protoss more and more gets back to the times of the deathball. But its just on some Maps like Akilon Wastes where you get an easy third and fourth base.
Still its a boring style but it seems like everyone is doing it because nothing else works against the Viper that counters Colossi the high dmg Ultralisk or even the Idra style with baneling muta ling ultra.
Now Protoss players seem to allin most of the games or they camp out on maps like Akilon Wastes but thats boring as fuck for both races. The Zerg cant do shit against it just trying to harass as long as possible but when the Protoss holds a good position and can defend his bases well it seems like Zerg cant break it and the Protoss cant push out until his army is maxed. I know its effective and so on but i dont really want to play a boring style like this. I always was an aggresive Player, not Allin orientated, but i put on an highly aggresive playstyle that depends on harass.
Now i would ask you about this Topic.
What do you think about the current PvZ in Heart of the Swarm do you think the way i do or do you think a different way ?
sagefreke
Profile Joined August 2010
United States241 Posts
January 26 2013 17:52 GMT
#2
It comes down to the maps.

I was watching a few BW maps and was astonished at how huge the maps were. Also the thirds need to be a little more open and not so easy to take. This will prevent Protoss from getting that 3base production so early and pumping out deathballs.
yo yo yo
YogyBear
Profile Joined January 2011
Canada10 Posts
January 26 2013 18:21 GMT
#3
I think it would help a lot in HOTS if they made the Tempest attack a skill shot/ability. It does wicked damage against broods, and with its wicked range its just a boring select all army units, hold position and let enemy attack into me kind of unit. If it was more of a skill shot unit i think the game would be a helluva lot more interesting by having this long range siege unit that does awesome damage, but takes skill and in the hands of a great player can do some amazing things. Of course, adjustments would have to be made to what that skill shot does(perhaps AoE), the cost/supply,etc. At least then it wouldn't be an easily mass-able unit and it would add some great tension to games.

Also, fungal changes, to make it more worthwhile for protoss to want to harass. Our primary harass comes from stargate, and allows for some really great styles but when you have that fear of that one fungal,you arent really given cause to do it. I know its been said to death, but if fungal functioned more like plague, the game would probably benefit more overall, and if the projectile speed were adjusted slightly to be a little bit easier to avoid, then we'd probably hit a nice balance of interesting with necessary power(the snare).
Speedrunning Multiplayer
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
January 26 2013 18:32 GMT
#4
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p
When there is nothing left to lose but your dignity, it is already gone.
Mantaza
Profile Joined January 2011
Germany87 Posts
Last Edited: 2013-01-26 18:52:06
January 26 2013 18:51 GMT
#5
On January 27 2013 03:21 YogyBear wrote:

Also, fungal changes, to make it more worthwhile for protoss to want to harass. Our primary harass comes from stargate, and allows for some really great styles but when you have that fear of that one fungal,you arent really given cause to do it. I know its been said to death, but if fungal functioned more like plague, the game would probably benefit more overall, and if the projectile speed were adjusted slightly to be a little bit easier to avoid, then we'd probably hit a nice balance of interesting with necessary power(the snare).

I totally agree ! Its kinda annoying that one fungal disables all the possibilities to micro or just to safe the unit. I dont get it anyway why blizzard added a unit that disables all movements its just stupid.
Btw im sorry for my english im trying my best with the english i know but its not the language i normally speak
SheaR619
Profile Joined October 2010
United States2399 Posts
January 26 2013 18:52 GMT
#6
That just how protoss works. Even in BW it was similar but their was actually some sort of timing attack and aggression that protoss can do with +1 zealot and corsairs. The problem imo, is that the economy of the game is kinda bad atm. 3 base is the optimal max efficiency economy. Protoss also need an early access to a third base other wise they will die to stephano 200 roach push. Since the game is balance around FF, the third cant be TOO expose otherwise they die to 200 roach push as well.

This lead to turtling since zerg have no reason to get a 4th base other than gas. This mean zerg will just tech up and turtle as well. One of the way to deal with turtling is the expand since you got map control but since the game doesnt encourage any way of grabbing more then 3 bases, it not really the optimal choice.
I may not be the best, but i will be some day...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
January 26 2013 18:59 GMT
#7
On January 27 2013 03:32 emythrel wrote:
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p

It's a German quirk.

Also, is there anything added in Hots that would break up death balls? WoL has the same problem.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
January 26 2013 19:03 GMT
#8
You shouldnt be so surpirsed.

Protoss has ruined most of Sc2, and at this point in HoTs its even worse than WoL.

TvZ? Pretty good MU espcially with nerfs to infestor broood

TvT always a good mirror

ZvP? A train wreck of gimmicky turtling play

TvP A terrible MU that is only balanced by the clock on the game. Not only that, the ideal unit combos are so damn stale its very boring.

Protoss has so many design problems its terribad,

FF, Warp ins, collsi, and now Skytoss are all big problems that Blizz decided to ignore, even tho they had a closed beta which would of been a great safety net to do some redesigns on the race. But nope they decided to fuck around with a gimmicky MSC and oracle for the duration of the beta.

So HoTs is going to pan out just like WoL, people are going to love TvZ and TvT, and then cry every ZvP and TvP at how damn boring it still is.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Artisian
Profile Joined October 2010
United States115 Posts
January 26 2013 19:09 GMT
#9
I'm enjoying my PvZs quite a bit, as a toss. I have a response I can go for vs anything zerg, but I never feel like i'm getting easy or free wins. I haven't messed with tempests much, but i've been playing with void colo recall with plenty of success.
Supply is a conspiracy against me...
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2013-01-26 19:16:00
January 26 2013 19:15 GMT
#10
On January 27 2013 03:32 emythrel wrote:
deathballs are the inevitable produce in beta, its the easiest and safest option, doesn't surprise me at all that deathballs will return in HotS, at least til its figured out more.

Also... what's up with the random capitalization everywhere? tbh thats most of what I took away from your post, random capitals at the start of words ;p


He's from Germany. The German language capitalizes their nouns.

OT, the problem that causes deathballs isn't maps; it's pathing and unit interaction. Blizzard has openly refused to even consider changing this stuff, so you can safely bet on seeing boring deathball play from Protoss through even LotV.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
Last Edited: 2013-01-26 19:42:14
January 26 2013 19:40 GMT
#11
I actually think all 3 Protoss matchups are way more fun in HotS than WoL. Skytoss is much more fun than Robo builds. PvP and PvZ are both a lot better than WoL--PvT still needs some work, but mostly on the Terran side (i.e. buff mech vs toss).

I think it would help a lot in HOTS if they made the Tempest attack a skill shot/ability. It does wicked damage against broods, and with its wicked range its just a boring select all army units, hold position and let enemy attack into me kind of unit. If it was more of a skill shot unit i think the game would be a helluva lot more interesting by having this long range siege unit that does awesome damage, but takes skill and in the hands of a great player can do some amazing things. Of course, adjustments would have to be made to what that skill shot does(perhaps AoE), the cost/supply,etc. At least then it wouldn't be an easily mass-able unit and it would add some great tension to games.


The Tempest already overkills like crazy if you aren't controlling their fire. They actually come a lot closer to replicating BW-style Tank overkill, than the SC2 Siege Tank does. The Tempest basically has the firing mechanics everyone was asking for the Siege Tank to have.
He drone drone drone. Me win. - ogsMC
YogyBear
Profile Joined January 2011
Canada10 Posts
Last Edited: 2013-01-26 19:54:29
January 26 2013 19:51 GMT
#12
On January 27 2013 03:52 SheaR619 wrote:
. The problem imo, is that the economy of the game is kinda bad atm. 3 base is the optimal max efficiency economy. Protoss also need an early access to a third base other wise they will die to stephano 200 roach push. Since the game is balance around FF, the third cant be TOO expose otherwise they die to 200 roach push as well.

This lead to turtleing since zerg have no reason to get a 4th base other than gas. This mean zerg will just tech up and turtle as well. One of the way to deal with turtleing is the expand since you got map control but since the game doesnt encourage any way of grabbing more then 3 bases, it not really the optimal choice.


This is pretty spot on, but another factor that we should consider for taking bases is the high ground mechanics and unlimited unit selection. In brood war, having more units than your opponent coupled with the high ground mechanics made it harder to have more units and just bull doze through, but in SC2 this isn't the case.

How significant would a mining change be to the game? Would increasing the individual mining rates of probes and increased gas rates(not even up to 8 like BW, but just an increase) lead to a more aggressive game where attacking doesn't have to be an all in or if your attack does fail, you have chances to come back with good control and effective counter play?

Presumably, one would think that if probes mine faster, you need fewer, everything ramps up quicker, your decision of gas allocation changes(with more thought put into probe allocation), but because you are mining out faster you have more pressure to expand more often. Subsequently you have more units available because less supplied is tied up in probes. You hit 200/200 faster and the game plays to the engines strengths.You can attack and expand more consistently because your expansion comes online faster and you dont need to probe/drone/scv as long.The game becomes more economic with people wanting to take bases, while attacking at the same time, teching faster with more switches and just generally more excitement. If you hit that death ball faster, and can resupply then we probably end up with a game where people are just constantly trading with these massive armies trying to control as best as possible and less of a pasive snooze fest while we all sit patiently waiting for our bank. The starcraft 2 engine is not the brood war engine; with unlimited unit selection and smart casting we should want big armies and should want to be constantly pushing on our opponents trying to out position them.
Speedrunning Multiplayer
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 26 2013 20:19 GMT
#13
Don't mind the Protoss deathball, it melts pretty fast to mine. I am all for Deathballs aslong as only one side has them and the others try to bite of chunks of it and the Deathball player is on an eco timer, so they can't turtle to long. Anyway we will probably see changes in that regard soon.
ailouros
Profile Joined August 2008
United States193 Posts
January 26 2013 20:28 GMT
#14
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.
InfCereal
Profile Joined December 2011
Canada1759 Posts
January 26 2013 20:49 GMT
#15
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.
Cereal
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2013-01-26 21:04:01
January 26 2013 21:03 GMT
#16
On January 27 2013 05:49 InfCereal wrote:
Show nested quote +
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.


That's true but, since air has the mobility advantage over ground units, shouldn't there be more spells that affect air units than there are that affect grounds to compensate? There are lots of 'crowd control' type spells that only affect ground: Force Field, Time Warp, Blinding Cloud.

Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2013-01-26 21:26:36
January 26 2013 21:24 GMT
#17
On January 27 2013 02:52 sagefreke wrote:
It comes down to the maps.

I was watching a few BW maps and was astonished at how huge the maps were. Also the thirds need to be a little more open and not so easy to take. This will prevent Protoss from getting that 3base production so early and pumping out deathballs.


Hard to take thirds just make protoss players do 2 base all-ins. Terrans and Zerg players have a much easier time securing hard to take bases than Protoss does (zerg has creep and their production makes it easier, terran has planetaries).

That's the problem, protoss race design means the third base has to be easy to take or the map is really bad for protoss. Forcefields are just too important.

If you want to solve the protoss deathball, you need to buff gateway units so that forcefields aren't a requirement anymore.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
c0sm0naut
Profile Joined April 2011
United States1229 Posts
January 26 2013 21:32 GMT
#18
Gate units are not weak, Forcefields is not a requirement or you die. It's a stylistic choice popular in the meta game because
Of the Koreans

So tired of this misconception. If you are tired of relying on sentries to keep you alive, stop building them and upgrade your units instead. 2 sentries == 1/1. If you miss those Forcefields you spent the gas for your 1/1 upgrades on you have no reason to complain
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2013-01-26 21:44:27
January 26 2013 21:40 GMT
#19
On January 27 2013 06:32 c0sm0naut wrote:
Gate units are not weak, Forcefields is not a requirement or you die. It's a stylistic choice popular in the meta game because
Of the Koreans

So tired of this misconception. If you are tired of relying on sentries to keep you alive, stop building them and upgrade your units instead. 2 sentries == 1/1. If you miss those Forcefields you spent the gas for your 1/1 upgrades on you have no reason to complain


Warping in 2 sentries literally takes 5 seconds.

1/1 Upgrades take a bit longer also 2 forges +1 +1 = 500-200
2 Sentries = 100-200

And in many situations 1/1 would not even be better than the sentries.
Try holding off 120 fighting supply from Zerg with 40ish supply and 2/1 rather than sentries


All that deathball talk is pissing me off.

In BW would a meching Terran against Protoss attack multiple locations all the time?
They would harass and get up their tank count. Pretty big difference to getting phoenix to harass while getting the Colossus count higher! I see...
rEalGuapo
Profile Joined January 2011
Germany832 Posts
January 26 2013 21:45 GMT
#20
On January 27 2013 05:49 InfCereal wrote:
Show nested quote +
On January 27 2013 05:28 ailouros wrote:
This reminds me of a game where I made a bunch of Voids on 4 bases, and eventually pushed him to his natural. He threw down a couple blinding clouds down on his ramp and moved his almost maxed Hydra army under them because he didn't know what it did and lost all of them to the voidness.



To be fair, blinding cloud would be so overpowered if it affected air.

You would literally be able to blanket cloud a deathball and a-move with no repercussions.



What's the difference to right now?
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
18:00
OSC Elite Rising Star #18
SteadfastSC97
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 267
SpeCial 124
UpATreeSC 102
SteadfastSC 97
JuggernautJason47
trigger 29
MindelVK 28
StarCraft: Brood War
Britney 14419
Calm 2853
EffOrt 611
Horang2 470
Shuttle 345
Dewaltoss 185
Soulkey 68
ggaemo 65
Backho 48
HiyA 41
[ Show more ]
soO 19
Bale 19
Free 15
ivOry 5
Dota 2
Gorgc7772
Counter-Strike
fl0m1641
Other Games
summit1g4087
Grubby1883
B2W.Neo973
Beastyqt608
tarik_tv599
RotterdaM136
ArmadaUGS136
C9.Mang0118
Hui .94
QueenE71
Trikslyr59
Mew2King50
mouzStarbuck37
Organizations
Other Games
gamesdonequick1441
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• intothetv
• sooper7s
• Migwel
• LaughNgamezSOOP
• IndyKCrew
• AfreecaTV YouTube
• Kozan
StarCraft: Brood War
• ZZZeroYoutube
• STPLYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1805
• WagamamaTV600
League of Legends
• Nemesis4596
• Jankos1479
• TFBlade862
Other Games
• imaqtpie927
• Scarra909
• Shiphtur154
Upcoming Events
Replay Cast
4h 49m
WardiTV Team League
16h 49m
Big Brain Bouts
21h 49m
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
1d 14h
Cure vs Zoun
herO vs Rogue
WardiTV Team League
1d 16h
Platinum Heroes Events
1d 19h
BSL
2 days
RSL Revival
2 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
2 days
BSL
2 days
[ Show More ]
Replay Cast
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
Light vs Calm
Royal vs Mind
Wardi Open
3 days
Monday Night Weeklies
3 days
OSC
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Rush vs PianO
Flash vs Speed
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-25
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
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
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
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
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 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 © 2026 TLnet. All Rights Reserved.