Staredit Network > Forums > SC1 Map Showcase > Topic: Temple Siege R (Alpha)
Temple Siege R (Alpha)
Sep 9 2019, 7:30 pm
By: Broflamingo  

Sep 9 2019, 7:30 pm Broflamingo Post #1



Temple Siege R:
Done By: 11Pool + Produced By: Broflamingo
Original By: UnholyUrine
M3 Series: MiniMoose
Special Thanks + Grateful: The TS Community and CAFG, Flashbeer, IAGG.
S
pecial Thanks To: SNQ, Insignius, Frux, KRAZYKLURKERZ
Download Link: https://drive.google.com/file/d/1ymJkpqPmpblaiS44nNP5ggWxqny1Sj8c/view?usp=sharing

Temple Siege R General Changes:

Blind pick completely Removed. (G3f)
- Reason: Chaos Mode implemented, and promoted bad gameplay and uneven games.
Mist, Magician, Alchemist have been Removed. (G3f)
- Reason: These heroes had major design flaws, gamebreaking bugs, and unfun.
- Four new heroes have replaced these heroes.
Sound Effects added for immersion.
- Reason: Enhances gameplay immersion, awareness, and strategic information during the game.
- New Music toggable to turn off and on.
Mirrors and Duplicate heroes removed + Trigger bloat + trigger lag removed. (G3f)
- Reason: created massive trigger lag, unfun design, and coupled with rigged random and blind pick made matches terrible.
Anti-spell que trigger removed. (G3F)
- Reason: Made combos unecessarily harder and made que'd spells eat mana for no reason. Terrible design.
Assims un-rigged. North had unfair assim advantage. (G3f)
- Reason: Self-Explanatory.
Armor and Shields now start at 5 minerals.
- Reason: Buffing armor makes for more diverse builds and strategic gameplay decisions.
Random chance unrigged. (G3f)
- Reason: Favored G3f new, broken, terrible heroes. Self-Explanatory.
Survivor Bonus: Every spawn transition alive you receive one free level.
- Reason: Many more trees to invest in, helps new players ease in, incentive to staying alive.
At temple you are invincible capture all three + kill all three gates to disable.
- Reason: Prevents a lot of cheap deaths and encourages objective based combat and strategy
Later game spawn Marines and Zealots buffed.
- Reason: Later spawns were harmless -- they have been made more powerful can do damage to your base left unchecked.
Addition of a Spawn Boss aka Temple Knight
- Reason: Makes pushing viable instead of guarantee feed -- furthermore helps balance interactions with heroes and such.
Temple defenses are significantly buffed
- Reason: Puts the siege into "Temple Siege". Makes for exciting moments, strategic picks, and fun trying to break
through the last line of defenses of the temple.
- Reason: Makes defensive heroes much more viable and defensive team comps an attractive option.

Four New Gameplay Modes:

Pro Mode:
- Draft and Ban mode. No Random.
- Each team captain bans one hero. Red bans first, then purple.
- Staggered Picks: Purple 1st, Red+White 2nd, Orange+Green 3rd, Teal is 4th Pick.
Casual Mode:
- Free For all Pick + Random Enabled.
Chaos Mode:
- All Random, Everyone has 115 minerals, with 2 civs to start.
Sandbox Mode:
- Infinite levels, experimental mode. Solo play or with friends.

Side Shop:

Buy Temple Builder:
- Probe no longer in base purchase. You can now buy it in shop anytime.25 Minerals.
Off-Shore Assim:
- Purchase an invincible assimilator that is off the main map. Maximum 3. 100 Minerals.
Summon Temple Knight:
- Summons temple knights to the field. Costs 150 Minerals. 20 Second cooldown.
Full-Shield Capacity:
- Gives cannons 100 Continuous Shields for 30 seonds.Costs 100 Minerals. 30 Second Cooldown.
Full Base Restore:
- Heals all buldings for your team. Costs 300.
Alchemy MAstery:
- Available When you master money tree. Trade in 500 Minerals for 2 levels.


Leveling Up Changes:

Health Tree:
- Has 15 Levels.
- Tier one (5 levels): +1 Level to survivor bonus.
- Tier two (10 Levels): Restores health to max on day night transition
- Tier three (15 Levels): Extra Life + No matter map conditions temple will always heal you.

Money Tree:
- Has 15 Levels.
- Tier Zero: + 30 Minerals
- Tier one (5 levels): + 60 Minerals
- Tier two (10 Levels): +120 Minerals
- Tier three (15 Levels): +250 Minerals and buy 2 levels for 500 minerals.

Mana Tree:
- Tier One (5 Levels): Everytime you cast a spell you get exp
- L1 = 0Exp, L2 = 2Exp, L3 = 4Exp, L4 = 12Exp
- Tier Two (10 levels): Restores Energy and Grants 100 mana on Day/Night Transitions.
- Tier Three (15 Levels): Reduces spell costs by 0/5/5/10 + No Mana Loss on Death
- Tier Four (18 LEvels): On any hero death, restores you to full HP.

Spawn Boss Tree:
- Upgrades Knights HP every tier + Free call on every tier unlock.
- Temple Knight (Goliath): Base HP 485/3500. Max HP 3500. Base Attack 120. Feeds 15gold 15exp.
- Can be Upgraded as a team.
- As the Game goes on Temple Knights appear more frequently. Start appearing at Goblins.
- Tier 1 (2 Levels): Summons spawn boss for free
- Tier 2 (4 Levels): 1 Level for capping outposts and Destroying all Enemy Warps
- Tier 3 (8 Levels): 2 demon bombers every 4 waves
- Tier 4 (11 Levels): Summon Temple Knight Warp Gate death
- Tier 5 (16 Levels): Temple Knight immune from removal Spells
- Tier 6 (21 Levels): Summons 2 Temple Knights on Temple Knight Call

Warp Gate Restore:
- A player must use 3 levels -- but restores all warpgates for teams.


Temple Siege R - New Heroes:

Incarnate:
Duran/Ghost 3600HP 40+5
L1: Creates 3 Phantasms/Hallus based on his current HP
L2: Makes His Phantasms Real for 70+5 a shot.
L2B: With No Illusions -- will swap places with the nearest enemy hero in range
L3: Slows enemies in an AoE for a couple of seconds.
L4: Blocks the next enemy spell cast and creates an infested and illusions at their positon. Global.

Fleet Admiral:
Siege Tank 6500 HP 60+7 4 Armor
L1: Summons SCV that can build the following: Bunkers, Refineries, Turrets for a gas cost.
L2: Summons 3 sieged tanks, 2 hallucinated, 1 Real for 5 shots. Good distance and blocks chokes.
L3: Summons 2 wraiths that follow admiral around, can summon up to 6. Repeated cast reset the Cooldown
L4: Summons A Battle Cruiser that can stun on entry, has yamato and does heavy damage. Can summon up to two crusiers.

Temple Lord Machina:
Fenix Dragoon 5500 Shields 500 HP 45+6
L1: Summons temple builder -- has unique buildings only psions can build for unique effects:
Templar Archives: 25M +60G: Blocks the next spell cast by enemy.
Observatory: 50M + 120G: Heals the temple buildings
Robotics Bay: 80M + 120G: Destroys all assims on the map allies+enemy. Except for Offshore.
L2: Nether Vortex: Summons a portal that mana stuns and does damage via scouts
L3: Time Flux: Summons an arbiter 500sh+1HP+0dmg. Recall 100NRG and Stasis 250NRG (Stasis Research: 250M + 300G)
L3b: Paladin Protocol: Able to summon 1 Temple paladins for 80 and restore their shields for 40.
L4: Hyper Dimension Rift: Summons all allies, pets, allies pets to your current location. 3 second delay.


Illithid:
Drone 3400HP 65B.Atk 3B.Armor
L1: Summons a cpu spawn to push the wave. The spawn grows more powerful later the game goes on.
L2: Can steal enemies pets and use them as your own + Overlord as a passive ability for deteciton.
L3: Leechs mana from surrounding heroes and gives it Illithid + Acid Spray Passive: a guardian follows doing damage.
L4: Summons Sunkens that do 200dmg along the sides and front of the map + Spines: Lurker passively follows you and does damage
*Use your barracks to switch between Passive abilties.

Temple Siege R Useful Videos and Showcase:

https://www.youtube.com/watch?v=xUdVWMWoHV8&feature=youtu.be

https://www.youtube.com/watch?v=NqTIjoNKfzQ

Post has been edited 35 time(s), last time on Yesterday, 10:39 pm by Broflamingo.



None.

Sep 17 2019, 3:03 am ClansAreForGays Post #2



How many people still play TS?




Jan 18 2020, 8:42 am Broflamingo Post #3



Temple Siege Reloaded Hero Strategy Overview And Guide

Warrior:
Difficulty: *
Capping: ***
Damage: ***
Farm: ***
Durability: *****
Potential: ***
Mobility: ***
Endgame: ***
Support: ***
Vs. Spawn: *****
Verstile strong mid-tier pick. Noob friendly hero and is easy to pick up and play. One of the best stunners, fast, decent DPS, scales hard on armor. Mana warrior WRECKS temple defenses and a greater intiator and defender. Great candidate for simming, very strong vs DPS heroes (Mech, Mutant, Archer) and scales heavy with shields and armor. All around Hero. Has a few weaknesses -- Stunners, Heavy map controllers, and Combo casters (DM LM for example). Can also be utterly useless against summoned units endgame. Good Vs. Spawn boss. great staller -- can keep the cap phase open for a very long time. Mana warrior is very powerful and can be unkillable played correctly -- base defenses mean nothing vs mana warrior. He is prone to being coutnered by very powerful heroes i.e: Medic, Assassin, Assault, and Volt.


---

Mech:
Difficulty: ***
Capping: *
Damage: *****
Farm: **
Durability: ***
Potential: ****
Mobility: *****
Endgame: ****
Support: *
Vs. Spawn: ***
Mid-high tier. Still very strong and flexible hero. Mech is still in my top 3 bans. Good first pick in draft, Heavy DPS, splash farm, multiple modes, versitile damage types, and still a fucking headache to play against. Mana mech has comeback due to the final tier perk of the mana tree can sweep teams and heal on playerkill. Very Strong map control. Mech mode now has Base 2 armor with HP Buff, L1 damage has been buffed. Bike Mode is nerfed a bit with 50 minerals for speed and 0 armor. Tank mode +10 armor makes him a beast and tank mode viable as a mode. L4 still deletes people off the map. Scales extremely well with HP -- terrible candidate for assiming and still has problems vs mass spawn. Not the best vs spawn boss. Weak capper. Poor performance if he doesn't have minerals but still EXTREMELY strong endgame. Avoid assassin, warrior, and powerops as they counter you decently. Medic and Incarnate ruin combos and transforms.

---

SpecOps:
Difficulty: **
Capping: ****
Damage: ***
Farm: *****
Durability: **
Potential: **
Mobility: **
Endgame: ***
Support: ****
Vs. Spawn: *****
High Tier overall pick. Good first pick in draft, Double farm, great auto attack, excellent capper. Good Map reconaisance, sets the tone for games. L4 fast-tracks him to godly minerals and upgrades. PowerOps still goes hard in the paint. Great candidate for assiming + building. L2 can still set up hilarious kills or make the difference between between life and death with defense Matrix. Sniper rifle will still dirt nap enemies and buy him space -- at full mana he can becomes extremely annoying to kill.
Still has some glaring weaknesses: Overall poor map control, stunners absolutely wreck him (DM, Assault, Volt, Warrior) has no direct DPS outside of sniper and overall loses to out right Direct DPS (Mech, Archer, Mutant, Incarnate), still overall weak to buildings outside of PowerOps, has a hard time closing out games strictly by himself, weak to armor. Still strong a contender due to powerful early and mid game and decent endgame. Extreme endgame situations he loses relevance.

----

Assault:
Difficulty: ***
Capping: ****
Damage: **
Farm: ****
Durability: ***
Potential: ***
Mobility: ****
Endgame: ***
Support: ****
Vs. Spawn: ****
Assault is in weird place right now. Still great farm, still great stuns, still godly spawn control via spells and web. Great assim candidate, very versatile builds (Powersault is Very annoying), some of the best map control, one of the best re-cappers in the game. However he does have some glaring weaknesses -- Weak to spawn boss, no direct DPS, Weak to buildings, Bread-and-butter stun combo been nerfed, overall low DPS, bomber gets crushed easier than ever now. That being said he still severely punishes sloppy draft picks. Still a top play maker, Can Temple sieging cakewalk with web, spawn clearing, spawn support via web. With Nuke coming back he will be high tier as he can clear outposts by himself. Countered by very viable heroes: Archer, Mech, Volt, Admiral for starters. For now Strong Midtier.

---

Incarnate:
Difficulty: *****
Capping: **
Damage: *****
Farm: ***
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: *
Vs. Spawn: ***
Combo heavy hero -- his potential is as high as the player using him. Incarnate can be hard to gauge. His capping potential is strictly average, and is slow in speed, not the best map control, weak to spawn boss and mass spawn, weak to buildings, poor farm. There are some tricks to boost farm with his L1 which bumps it up a little bit. Incarnate set-up potential is through the roof, can slow enemy heroes + swap them, has great overall DPS, and the longer the game goes on the more lethal he becomes. He can be decent vs spawn because illusions can stall them and cast L2 if u really want to. Darkest Reality -- his L4 can be a gamebreaker. That being said he is an absolute lategame monster with full spells and mana -- any early kills on him will accelerate him to godtier. I will place incarnate overall low to low-mid - low because he is tricky, and really a skill based hero, as he is not a pick, play and forget hero.

---

Fleet Admiral:
Difficulty: ***
Capping: *****
Damage: ****
Farm: **
Durability: *****
Potential: ***
Mobility: *
Endgame: ****
Support: ****
Vs. Spawn: ***
Much improved from his origins as General. Admiral has highest base HP in game, one of the best openers in the game, great range, Highest base armor, has strong L1 with build capabilities. Has great fortifications abilities via detection, bunkers, self-heal and can build armored assim with no minerals, also good with high armor. Excellent siege monster via L2 and Siege mode + has the highest potential DPS in the game and a stun. However he is very slow, has poor map control, and very poor crowd control and not the best laner or farmer and for maximum damage he is mana hungry. The longer the game goes on, he can becomes unapproachable DPS monster as the L2, L3, L4 combo would even overwhlem transforms in sheer DPS. I would place him mid to low.

---

Medic:
Difficulty: ***
Capping: *****
Damage: **
Farm: *
Durability: **
Potential: *****
Mobility: *
Endgame: *****
Support: ****
Vs. Spawn: *
One of the strongest openers in game, good auto-attacks, has disable, strong laner, restore, strong tempo control. However she has some severe weaknesses -- mass spawn, buildings, spawn boss, Poor map control, not the best farmer, weak to stuns. Medic however shuts down some VERY powerful heroes (assassin, LM, Mech, warrior) and turns them into glorified Creeps. In that same vein she allows for some unorthodox combos (i.e Medic, General, LM is probably broken beyond belief Ata certain point you cannot touch them) Interestingly enough she is a decent sieging hero because 1) FH and armor alllows her to tank hits and spawn + boss can wreck cannons and she can be healed by spirits 2) once she is in your base she can disable you and becomes very annoying 3) She can extend sieges forever with L3 and L4 with teamates. Hard to gauge I would put her lower mid tier but still alot of potential to shutout heroes and team compostions.

---

Summoner:
Difficulty: *****
Capping: *
Damage: *****
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ****
Support: ***
Vs. Spawn: ***
High tier despite the nerfs and still worth a ban. Much harder to hero to play overall -- the herp derp factor from G3f is gone, so he requires some actual thought. Summoner not banned on a last pick can be unimaginably powerful. Punishes sloppy draft picks badly. He is able to deploy some gamebreaking abilities: dark swarm + spawn boss can be absolutely broken, . Once he is inside your base the your temple cannons and defenses are swiss cheese with swarm+boss even w/ swarm at 130 NRG. Spawn boss also keeps his freefarm in check. With Ling speed at 75 and attack speed at 50, it is considerably a slower start, while summoner armor is higher his HP has been significantly reduced, Dark Swarm is 130, great staller but still overall shit tier capper. His L4 are 800HP 15 Base armor and 50atk, make excellent brusiers and can absolutely crush certain damage types. However there are still certain heroes who will make his life difficult to impossible: SpecOps, Illithid, Admiral, LM, Mech, Mutant etc. However as the game goes on, he just gets more and more powerful to the point of being unstoppable.

---
Volt:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: ***
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Here is a hot take for you: Volt is Strong mid-high tier. Has splash, has kill combo, huge stunner, has transform, mana drain, unsafe to lane with for the most part. Versatile builds. One of the best defenders in the game, also one of the best assaulters in the game. Though he does have some GLARING weaknesses -- very poor map control, very weak first pick in draft, weak vs mass assim, mostly weak to summons, needs to spend resources to be decent vs. Mass spawn. Him being in a defensive lane will probably shut out the opposing hero. Letting volt go unchecked is a receipe for disaster but he will also elicit some powerful counters: DM, Mech, Archer, Summoner also even admiral come to mind.

---

Assassin:
Difficulty: ***
Capping: *
Damage: *****
Farm: *
Durability: *
Potential: *****
Mobility: ****
Endgame: *****
Support: **
Vs. Spawn: ***
Assassin is in a weird spot, but definitely High Tier. There is more detection in the game so he can be shut out even easier, and on top of that you have some big lane bullies, shit tier capper at worst strictly mediocre capper at best. However he has the highest base melee damage in the game, his L3 is even more powerful because of spawn boss, L3 ignores all temple cannons which is HUGE. Can absolutely wreck off-shore assims early, gates and captures play an even more important role now which makes him a solid pick. Not mention if he is fed enough he can literally take all 3 lives at your temple within seconds with L3 + L4. Still a lategame monster, l4 still wrecks face, L4 more super value since HP Builds are more popular, and even against his counters/soft-counters if you catch them slipping its an automatic life. Assassin is a hero that left unchecked he can become an unmitigated headache and untameable threat. He does have some heavy counters: Medic, Incarnate, Mutant, general.

---

Archer:
Difficulty: ***
Capping: *****
Damage: ****
Farm: ***
Durability: ***
Potential: **
Mobility: *
Endgame: ****
Support: *
Vs. Spawn: *****
High-Tier, there I said it Strong first pick, Strong farm capabilties, Counters spawn boss like a champ, insane damage on L3, L4, did I mention he is an absolute boss at capping, good map control, great base assaulter. Absolutely wrecks bases when pumped, has many versatile builds, counters some pretty powerful heroes. However he does have some serious weaknesses: He can feed like fuck, can be bullied out of the lane, has some pretty popular coutners (warrior, Assassin, summoner). Very reliant on assims to perform at an optimal level, split upgrades, comps need minerals to upgrade. He is also hard countered countered by popular picks: SpecOps, Assassin, Summoner.

---

Dark Mage:
Difficulty: ***
Capping: *****
Damage: ***
Farm: *
Durability: **
Potential: ****
Mobility: *
Endgame: *****
Support: **
Vs. Spawn: **
Ah, Dark Mage, I very see her rarely but she is probably the best counter pick hero played right. High tier for sure. One of the best cappers in game, has ensnare and storm, mana tree perks buff her crazy, tempo breaker, has cloak. Can perma cloak Via L4, mana drain, mael. Why is she not picked more often? She has the capacity to feed like fuck, shitty against buildings, weak vs mass assims, medicore farm, no direct damage spells, needs time to setup. However once she gets going its going to be painful time. Very oppressive hero if she has a lead. Shuts down MANY strong heroes. She is weak to: Summoner, Assault, Archer Comps, Mech, Machina.

---

Temple Lord Machina:
Difficulty: *****
Capping: ****
Damage: **
Farm: *
Durability: *
Potential: *****
Mobility: *
Endgame: *****
Support: ****
Vs. Spawn: **
Low tier, but with heavy caveats. Decent opener, mobile hero, has the most spells in game, global effects, has pets, can cloak, has stasis, mana stunner, global assim destruction, great support, probe on spell. That being said he needs so much time to setup but he can become the best hero in the game as he simply has so many tools at his disposal. Weak overall farm potential, mostly shields, weak lane presence, mostly weak to mass spawn, weak to spawn boss. Mid to lategame is where he can become so oppressive and can make so many plays and save his team, L3 can save him from sticky situations and cast stasis. L4 Paladins can start to pressure crazy depending on ups and mana levels. A hero limited to the player that wields him, best to start off as support then become late-game juggernaut.

---

Mutant:
Difficulty: ***
Capping: *
Damage: ****
Farm: ****
Durability: *
Potential: ****
Mobility: ****
Endgame: *****
Support: *
Vs. Spawn: *****
Hard to say -- I have not seen Mutant played very much recently. I would place him High Mid-tier. Great staller, fastest hero in game, has an execute, has a transform, can see at night 24/7, excellent farm mechanism, suprisingly flexible builds, L4 is insanely strong, wrecks bases. He does have weaknesses tho -- weak lane presence, can be bullied, low HP, needs time to farm and set-up. However, he is a hero who can snowball out of control off 1 or 2 kills early. Also with assim support he can be unstoppable -- literally soloing bases and outposts by himself in seconds. Mana Mutant is back because once he reaches the final mana tier he gets healed on any Player kill. A hero not to be underestimated and his L1 alone mid to late game makes it nigh impossible to go out at night -- depending on his team you will not be able to go out: Period. He does have some serious coutners however: Warrior, DM, Assault, Incarnate.

---

Light Mage:
Difficulty: ***
Capping: *
Damage: *****
Farm: ****
Durability: *
Potential: ****
Mobility: *
Endgame: *****
Support: ***
Vs. Spawn: *****
Low-Midtier to Low. Though do not let the ranking fool you - it is becase of his slow start that places him at that tier ranking: shitty capper, weak to mass assim, no escape mechanism, poor map control, shitty auto-attack, VERY poor first pick, pitiful start at laning phase. The upside is huge: Huge Damage, One of the best farm mechanisms in the game, god tier temple defender, extremely high damage, almost unkillable, absolutely destroys pets, god tier farm, psionic storm, hallucinations, great vs. Spawn. Very strong vs melee heroes., can absolutely be punishing vs ranged with L2 spam. One of the few heroes who can literally walk into your base and destroy it with no problem. Somewhat relies on his team to not be idiots and die to early -- but once he makes it to mid game he will start wrecking face and no outpost will be safe. He does have some hard counters: Incarnate, Medic, Assassin.

---

Illithid:
Difficulty: ***
Capping: **
Damage: ***
Farm: *****
Durability: *
Potential: *****
Mobility: *
Endgame: ***
Support: ***
Vs. Spawn: ***
Illithid is hard to guage I want to say low to high, hear me out. Simple hero but Has differing potential levels and difficulty with his unconvential spells. Can absolutely wreck face with his passive abilities, great farm mechanism, great base auto-attack, decent speed, can push like a boss, great global L4 to control space and punish sloppy play, and can steal pets. Has a very strong early and mid-game but can falls off late game pretty steeply. Depending on the pets he steals with L2 can become a monster, imagine stealing arb with stasis or even Dark Orb, he pet steal ability can keep him relevant late game. L3 ensures he can keep up the shenanigans with L1 and L4. If he bullies you out of the lane, your outpost or base will be punished with L1. Worth mentioning hes a soft counter to summoner which helps alot. However in he has no crowd control, absolute trash in head up fights, weak to stuns, no inherent escape mechanism, and is weak to high armor. Very unconvential hero. Weak to: DM, Warrior, Volt, Assault.

Post has been edited 5 time(s), last time on Yesterday, 11:28 pm by Broflamingo.



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[02:36 pm]
RdeRenato -- xd
[2020-1-19. : 12:17 am]
Doodan -- :sadwalk:
[2020-1-18. : 7:56 pm]
Wing Zero -- Dying outside is also an option
[2020-1-18. : 1:00 pm]
Moose -- Doodan
Doodan shouted: How will you survive at SEN if you don't play SEN Survivor??? http://www.staredit.net/topic/17954/
joke's on you, I'm already dead inside
[2020-1-18. : 8:41 am]
KrayZee -- Doodan
Doodan shouted: How will you survive at SEN if you don't play SEN Survivor??? http://www.staredit.net/topic/17954/
You don't!
[2020-1-18. : 3:35 am]
Doodan -- How will you survive at SEN if you don't play SEN Survivor??? http://www.staredit.net/topic/17954/
[2020-1-18. : 12:02 am]
lil-Inferno -- ya
[2020-1-17. : 10:07 pm]
jjf28 -- gambling's more an addiction than recreation
[2020-1-17. : 8:30 pm]
Roy -- I'd argue recreation isn't strictly a waste of time.
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RdeRenato -- xd
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