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I'll Make Your Micro Map

Blogs > old times sake
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old times sake
Profile Blog Joined November 2009
165 Posts
Last Edited: 2010-01-09 07:01:36
January 05 2010 01:09 GMT
#1
Hi! :-)

I feel like making a micro map. Describe what you want and I'll try to make it (the more detail, the sooner it starts--you design it, i'll make it). If there's an existing map that you want to use for an example, try to link it, and say what you want different from it/same from it.

I can probably make comps do pretty good micro against you, more than you expect, or I can make player vs player if you want. Just give me your ideas, and I'll make them and post them here, if they don't require a ridiculous amount of work (even then you have a chance).

While you're at it, any UMS maps you would like to see made that involve melee skills or non-modified BW units (i.e. TMA), if you have enough ideas to make a new map, list it here, and I'll make 'em one by one.

Suggestions so far/responses/questions pending (I'll put everything here and then work on something--status of any of it below):

Good ideas, but I need specifics because coming up with them on my own would be time consuming. I'll try to make the maps easy to edit so you can balance them yourself if you'd like.

1. Established bases/various win condition maps: (mid/lategame macro type):
+ Show Spoiler +
On January 05 2010 10:13 Rainbow wrote:
Try making a player vs player where you just need to macro hard and then go battle. Kind of like a melee game, except the game resets to the mid-game whenever the battle is over. There could be town halls and production buildings, and harass just like a normal match-up. :D

Would be helpful if you could show me a couple replays of model midgames you'd like it to emulate, or tell me how many buildings.

-Could each player simply start with a certain amount of buildings/supplies/workers but no minerals to mine but instead gets resources/time equivalent to whatever economy, and the goal is to destroy a certain amt of eachothers' buildings, or should one be the attacker, one the defender? otherwise it lends itself to defense too much. or do they both teleport to an arena to fight at a set time? or a random, unknown time?

-currently making this. got pvz almost ready for testing, waiting for a few people to answer me back on some details, then i have to start bugging them for the remaining matchups: tvz, tvp--and eventually, maybe mirrors.

On January 05 2010 10:49 caldo149 wrote:
Try to make a Recall defense map for Terran where you need to try to stop a recall while pushing out. If you don't stop it then you need to decide to continue to push or defend it. Try to have it Recall in different places each time you play. Have the map give rewards for EMP-ing Arbiters or killing them before the Recall. This would be great to improve minimap attention.

Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)

-Besides the EMP thing and the uncertainty of what the bases should be, this could be started right away.

update: talked more in thread, seems unlikely i will make this at this time, unless what i understand about what he wants changes from now. i would like to offer, as a consellation, perhaps we could have a 1v1 situation set up (human vs human) where the protoss player has a recall ready to go and the terran is making a decent push. to get this fair, we need a replay to model it after.


2. Pick your units and fight
+ Show Spoiler +
On January 05 2010 10:47 Trozz wrote:
A map idea:
You pick what you want to use,
and pick what you fight.

Use civs and beacons.
Have a reset option too.
Just a suggestion.

This would be hard to balance, but I could do it. This sounds surprisingly straightforward, but I haven't seen it done (recently). Micro tournament has a custom mode but it's probably not balanced, just lets people do whatever. I think the problem would be that unless perfectly balanced it would be more about choosing the right units than microing. Still, this I could make in some format. Let me see what others have to say about this and other ideas before starting it.

-This could be started right away, but early versions will probably be more about abusing which unit choices are best/guessing what units your opponent will do. How do you propose we address this? Should they not see what opponents they choose? Or see, but not be sure which person they'll go up against? Or take turns choosing units with their opponent, couple civs at a time?

-Also, should players be restricted to only using 1 race's units? And can we leave out some units (the more units, more work/balancing will be harder)?

**-realized he may have meant pick what you fight, i.e. comps units vs yours. If so, please reply and I can do this.

awaiting replies before pursuing this one further.
midgame pvz started. can adapt to pvt tvz zvz pvp tvt as details are provided (currently trying to ask around).

3. A new micro tourney
+ Show Spoiler +

On January 05 2010 10:15 TeH_Mentalist wrote:
How about try to make something similar to Micro tourney thing. Up to 8 players battle it out head to head in scripted scenarios. You are given a bunch of units, and you gain points for winning against the other person and u battle it out in a box

This already exists, so what do you want done differently? What levels do you want?

On January 05 2010 10:18 Xeofreestyler wrote:
How about working further on just ' a box ' and actually making different interesting terrains?

Okay, so a micro tourney but various terrain battlegrounds. Maybe certain areas from certain maps? You guys choose them, what kind of battles and I could do it.

-This cannot be started yet.
awaiting replies before pursuing this one further.
not going to make without more info

4. Micro fights (possible to combine with other ideas if you want) of the large variety
+ Show Spoiler +

On January 05 2010 10:32 ilovezil wrote:
I've always wanted a map where you can practice legitimate large army/mixed composition micros that may potentially show up in real games, like DA/archon/templar/goons/zeals vs filers/lings/hydras/ultras.

Problem is, I wouldn't know how a UMS map would live up to properly simulate a legitimate situation where these would occur. I guess you'd need to somehow implement a macro situation, with mixed terrain battleground according to recent maps, plus somehow learn the right amount of units to mix into a large late-game army composition. If you could somehow make this kind of map, it'd be awesome!

Yeah, this would be great, but I need specifics. Unit counts or replays. You design it (little more detail), I'll make it.

-This might fit in with the mid-game type map that I'm making, but be a "late game" version of it. It's not exactly what you said in the first paragraph, but it is more like the second paragraph ("macro situation"). This is basically Megalisk's suggestion (minus the "choice" thing, which is more like idea #2):

On January 05 2010 10:18 Megalisk wrote:
A player vs. Player micro map of late game ZvT.

I want a better method of practicing defiler micro, maybe make it so that players can choose the units which their army will include.

Some replays of what situations you're talking about, or specific unit counts, would be great. Otherwise I don't know if what I would make would really be useful.
On January 05 2010 15:26 ShinyGerbil wrote:
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D


-This cannot be started yet. This can be extremely simple to execute, just give me a replay and tell me what time you want to be the scenario played from. It can be achieved with save games true, but having a standard go around and get tweaked to perfection would really be nice. Just give me a rep and tell me what at what time the game should start.

Yeah this can be a late game version of the mid-game thing I'm currently working on (#1). Perhaps #1 will give people who want this something, and after I complete that, I can work on more of a balanced lategame version or implement a lategame option.
probably start this (lategame) after midgame thing is settled.

5. strong FD simulator for the first push
+ Show Spoiler +
On January 05 2010 13:54 coltrane wrote:
I want a strong FD simulator for the first push.

This is, you start leaving your base with 6 marines and one tank, and you get 1 slow vulture with mines at time from here. You encounter 1 goon, then 2 more in the way. At time you reach protoss base he has either 5 ranged goons, 3 goons and 2 dts or 3 goons and a reaver in a shuttle. You should have the remaining units and the constantly added vultures.

The thing is you could reset the map to the begining.

Could you make both? single and multiplayer? And with obs should be great.


By single player you mean a comp controls the protoss? What do the first goons do? Attack or run away or what? This sounds very cool, although if you mean a comp then I think the reaver-shuttle will be tricky/the rest would be pretty easy. The timing would only be true-to-game if it was based on replays though.

I could probably start working on this as soon as there is time. Giving a replay with the timing would start it sooner, though. This is the second or third thing I'll make, I guess.
I started making this, but need more info to get the timing right, and then I'll have to work on making the comp micro decently (reavers will be hard).

6. preset bases multitasking map
+ Show Spoiler +
On January 05 2010 14:00 imBLIND wrote:
Forced multitasking melee map. Take a normal melee map, say python.
Either allow players to play normally and make their own base or preset up a mid game base and allow them to play from there.
Every time a unit or a structure completes, force the screen back to the last action completed regardless of what else they're doing. This will get players used to switching screens a lot and eventually they'll get the timing of units/buildings. The player will have to learn to go back before the screen switches so they don't get caught off guard by a switch during intense micro.

It'll be useful to some degree for most players, and the most useful for the spammers that just happen to suck even though they're really fast. It's gonna be a pain in the butt for anyone that uses hotkeys to make units though...

Maybe you could put other fun handicaps in too, like 1 person starting with 3 miners instead of four, population limits, tech limits, resource limits, etc etc.

I kno this isn't exactly a micro map..but all the other micro maps are pretty generic and i had no other ideas =p

-For preset bases, I need something to work with like replays etc. This is somewhat being offerred with project #1 (mid-game setups) or project #4 (late-game setups), which are kind of in-the-queue.
-Maps can't tell when a unit or structure completes. Can't do this.
-Handicaps and starting with a set midgame are cool and compatible with other ideas though. Good features to include on many of these ideas. Could offer options like this eventually in the other projects i.e. #1, #4. Further feedback needed on whether you want something different than what is planned for those.
handicaps will be put into the maps above, but other than that this isn't being made unless i get more details. i think the midgame and lategame maps will satisfy this mostly.

7. dropship hero: episode scourge
+ Show Spoiler +

On January 05 2010 14:22 ella_guru wrote:
_Micro Map_


Dropship has 4 vultures , or Tank

On the ground there is
Zealots ( for Vultures)
Reaver (Tank)

Scourge are chasing your dropship. This can be turned on or off.

Seems pretty simple, but would be lots of fun for me, and those imitating Fanta/Boxer.

You might need to slow down scourge speed, if possible? Anything that keeps you from slowing the dropship too much.

This I can do. I could have the scourge be slowed by devourer spores or maybe ensnare (not sure, never tried to make a comp ensnare something but I will look it up.) Other than that, can't adjust scourge speed. Will this be okay?

This is in the queue I guess. I'll do this sometime.
This is in the queue.

8. muta micro gone wild
+ Show Spoiler +

On January 05 2010 14:34 Waffles wrote:
how about a muta micro map where enemy units dont have vision of your units so they dont keep shooting the same muta over and over again which makes muta micro unrealistic.

If you mean comp mutas then I'm not sure vision is the way to achieve this, but it can be done. What you (or I) would do is alternate attack with "send all units on random suicide missions" at a good precise timing, mixing in move as well. I think it's possible to make ridiculously hard comp hydras, goons, zealots, mutas, at least. however, sometimes they get frozen like goons do.
In the queue.

9. encyclopedia splitannica
+ Show Spoiler +

split map. we all know how to split probes but what about splitting irradiates to multiple defilers/ultras? zealots to tanks? scourge to stacked mutas?

are the targets mixed in with non-targets? sci's start at a set distance, must kill all defilers/ultras to win, scis only get one shot from a set distance or what? This can be done but the scenerio has to be spelled out more. For instance, zealots vs tanks could be done, just make a level where the tanks all have 1 hp but they must die before a set time or the zealot guy loses. Scourge to stack mutas again, make the mutas injured and see how many you can kill with your scourge. Are these acceptable levels to you? Similar with irradiate, a time limit would force them to get it at one split, with the distance being the difficulty, but if you want other units mixed in then it's going to be more challenging. Let me know.

I'm kind of waiting on more discussion before putting this in the queue, because maybe people don't really want this as much as the other stuff, compared to how much design work it would be to get it right.
Kind of going to skip this one unless I get more specific requests from multiple people. I could do it, but I'd put it last.

10. early game scenarios
+ Show Spoiler +

On January 05 2010 15:52 CharlieMurphy wrote:
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.

I can make this right away if you show me a model rep of what situation(s) you want.

This can be incredibly fun. I would like to make this. It's in the queue, but I need people to pinpoint specific timings from specific replays that they'd like to see, otherwise I have to wait for my sources to get to this, and that won't be until after #1 and #4 are done.
I want to make this, but need more information to do it.

11. rig custom levels for player1 in micro tournament
+ Show Spoiler +
On January 05 2010 20:08 GeneralStan wrote:
I would like a small simple mod to an existing map.

Start with the standard Micro Tournament (Marwins version 10.5v3 is the map I'm working with).

Change the custom mode so instead of cycling through the players to get a turn, the first player always chooses the micro combination. Rather than a bunch of retards throwing units on the squares, you get somebody creating carefully considered matchups each round (somebody like me

i'll get that map and see how the triggers look.
update: I looked at the triggers. So far I've only found a way to do it that would ruin the game if red leaves. Going to look more at the triggers next time I take a stab at making maps here.

Unsuccessful so far, but while I was brushing my teeth I figured out a way. Gonna take another stab at it.
I should have finished this by now. Any time now, gonna be finished.


Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
Rainbow
Profile Blog Joined December 2008
United States249 Posts
January 05 2010 01:13 GMT
#2
Try making a player vs player where you just need to macro hard and then go battle. Kind of like a melee game, except the game resets to the mid-game whenever the battle is over. There could be town halls and production buildings, and harass just like a normal match-up. :D
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
January 05 2010 01:14 GMT
#3
Go for it. I've been rather lazy and unmotivated do complete ones on my list.

Not to say I've stopped, but yeah...
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
TeH_Mentalist
Profile Blog Joined December 2009
Korea (South)244 Posts
January 05 2010 01:15 GMT
#4
How about try to make something similar to Micro tourney thing. Up to 8 players battle it out head to head in scripted scenarios. You are given a bunch of units, and you gain points for winning against the other person and u battle it out in a box
Megalisk
Profile Blog Joined October 2008
United States6095 Posts
January 05 2010 01:18 GMT
#5
A player vs. Player micro map of late game ZvT.

I want a better method of practicing defiler micro, maybe make it so that players can choose the units which their army will include.
Tear stained american saints and dirty guitar dreams across a universe of desert and blue sky , gas station coffee love letters and two dollar pistol kisses from thirty five dollar hotel room stationary .
Xeofreestyler
Profile Blog Joined June 2005
Belgium6771 Posts
January 05 2010 01:18 GMT
#6
How about working further on just ' a box ' and actually making different interesting terrains?
Graphics
ilovezil
Profile Blog Joined August 2006
United States4143 Posts
January 05 2010 01:32 GMT
#7
I've always wanted a map where you can practice legitimate large army/mixed composition micros that may potentially show up in real games, like DA/archon/templar/goons/zeals vs filers/lings/hydras/ultras.

Problem is, I wouldn't know how a UMS map would live up to properly simulate a legitimate situation where these would occur. I guess you'd need to somehow implement a macro situation, with mixed terrain battleground according to recent maps, plus somehow learn the right amount of units to mix into a large late-game army composition. If you could somehow make this kind of map, it'd be awesome!
Slugbreath
Profile Blog Joined July 2009
Sweden201 Posts
January 05 2010 01:36 GMT
#8
On January 05 2010 10:15 TeH_Mentalist wrote:
How about try to make something similar to Micro tourney thing. Up to 8 players battle it out head to head in scripted scenarios. You are given a bunch of units, and you gain points for winning against the other person and u battle it out in a box


Do you mean something along the lines of this?:
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
January 05 2010 01:47 GMT
#9
A map idea:
You pick what you want to use,
and pick what you fight.

Use civs and beacons.
Have a reset option too.
Just a suggestion.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
caldo149
Profile Blog Joined April 2009
United States469 Posts
January 05 2010 01:49 GMT
#10
Try to make a Recall defense map for Terran where you need to try to stop a recall while pushing out. If you don't stop it then you need to decide to continue to push or defend it. Try to have it Recall in different places each time you play. Have the map give rewards for EMP-ing Arbiters or killing them before the Recall. This would be great to improve minimap attention.
Hellions are my homeboys
asianskill
Profile Blog Joined August 2009
United States289 Posts
January 05 2010 02:03 GMT
#11
On January 05 2010 10:47 Trozz wrote:
A map idea:
You pick what you want to use,
and pick what you fight.

Use civs and beacons.
Have a reset option too.
Just a suggestion.


They have this in micro tournament already.
herrro
da_head
Profile Blog Joined November 2008
Canada3350 Posts
January 05 2010 02:40 GMT
#12
On January 05 2010 10:13 Rainbow wrote:
Try making a player vs player where you just need to macro hard and then go battle. Kind of like a melee game, except the game resets to the mid-game whenever the battle is over. There could be town halls and production buildings, and harass just like a normal match-up. :D

check out sc tournament prime.
When they see MC Probe, all the ladies disrobe.
old times sake
Profile Blog Joined November 2009
165 Posts
January 05 2010 02:53 GMT
#13
On January 05 2010 11:40 da_head wrote:
Show nested quote +
On January 05 2010 10:13 Rainbow wrote:
Try making a player vs player where you just need to macro hard and then go battle. Kind of like a melee game, except the game resets to the mid-game whenever the battle is over. There could be town halls and production buildings, and harass just like a normal match-up. :D

check out sc tournament prime.

What is weird about SC tournament prime is that they change how much workers cost, and (sometimes) allow more than 3 levels of upgrades, so it becomes more about figuring out optimal build orders for the new weird economy and, after that, making an army that can defeat the armies you go up against--micro is a very distant third I think in that map, don't you think?
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
nicoaldo
Profile Joined March 2009
Argentina939 Posts
January 05 2010 04:25 GMT
#14
Civilian vs Critter
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
January 05 2010 04:37 GMT
#15
On January 05 2010 11:53 old times sake wrote:
Show nested quote +
On January 05 2010 11:40 da_head wrote:
On January 05 2010 10:13 Rainbow wrote:
Try making a player vs player where you just need to macro hard and then go battle. Kind of like a melee game, except the game resets to the mid-game whenever the battle is over. There could be town halls and production buildings, and harass just like a normal match-up. :D

check out sc tournament prime.

What is weird about SC tournament prime is that they change how much workers cost, and (sometimes) allow more than 3 levels of upgrades, so it becomes more about figuring out optimal build orders for the new weird economy and, after that, making an army that can defeat the armies you go up against--micro is a very distant third I think in that map, don't you think?

+1
"come korea next time... FXO house... 10 korean, 10 korean"
coltrane
Profile Blog Joined June 2008
Chile988 Posts
January 05 2010 04:54 GMT
#16
I want a strong FD simulator for the first push.

This is, you start leaving your base with 6 marines and one tank, and you get 1 slow vulture with mines at time from here. You encounter 1 goon, then 2 more in the way. At time you reach protoss base he has either 5 ranged goons, 3 goons and 2 dts or 3 goons and a reaver in a shuttle. You should have the remaining units and the constantly added vultures.

The thing is you could reset the map to the begining.

Could you make both? single and multiplayer? And with obs should be great.
Jävla skit
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2010-01-05 05:01:17
January 05 2010 05:00 GMT
#17
Forced multitasking melee map. Take a normal melee map, say python.
Either allow players to play normally and make their own base or preset up a mid game base and allow them to play from there.
Every time a unit or a structure completes, force the screen back to the last action completed regardless of what else they're doing. This will get players used to switching screens a lot and eventually they'll get the timing of units/buildings. The player will have to learn to go back before the screen switches so they don't get caught off guard by a switch during intense micro.

It'll be useful to some degree for most players, and the most useful for the spammers that just happen to suck even though they're really fast. It's gonna be a pain in the butt for anyone that uses hotkeys to make units though...

Maybe you could put other fun handicaps in too, like 1 person starting with 3 miners instead of four, population limits, tech limits, resource limits, etc etc.

I kno this isn't exactly a micro map..but all the other micro maps are pretty generic and i had no other ideas =p
im deaf
ella_guru
Profile Blog Joined August 2009
Canada1741 Posts
Last Edited: 2010-01-05 05:25:42
January 05 2010 05:22 GMT
#18
_Micro Map_


Dropship has 4 vultures , or Tank

On the ground there is
Zealots ( for Vultures)
Reaver (Tank)

Scourge are chasing your dropship. This can be turned on or off.

Seems pretty simple, but would be lots of fun for me, and those imitating Fanta/Boxer.

You might need to slow down scourge speed, if possible? Anything that keeps you from slowing the dropship too much.
Each day gets better : )
Waffles
Profile Blog Joined July 2009
Romania605 Posts
January 05 2010 05:34 GMT
#19
how about a muta micro map where enemy units dont have vision of your units so they dont keep shooting the same muta over and over again which makes muta micro unrealistic.


split map. we all know how to split probes but what about splitting irradiates to multiple defilers/ultras? zealots to tanks? scourge to stacked mutas?
ShinyGerbil
Profile Blog Joined June 2008
Canada519 Posts
January 05 2010 06:26 GMT
#20
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D
[s]savior[/s] jaedong fighting! // member of LighT eSports
Xeofreestyler
Profile Blog Joined June 2005
Belgium6771 Posts
January 05 2010 06:43 GMT
#21
^maybe start that off with some finger warming exercises first though
Graphics
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-01-05 06:52:53
January 05 2010 06:52 GMT
#22
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.
..and then I would, ya know, check em'. (Aka SpoR)
thopol
Profile Blog Joined May 2008
Japan4560 Posts
Last Edited: 2010-01-05 07:18:21
January 05 2010 07:16 GMT
#23
On January 05 2010 15:52 CharlieMurphy wrote:
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.

This is really brilliant. I second this idea.

I'm really not sure how it would be implemented but it would be a phenomenal asset.

EDIT: I don't want to discount how sweet many of the other ideas here are though. I'd be happy to see most of this stuff.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
January 05 2010 08:00 GMT
#24
On January 05 2010 15:26 ShinyGerbil wrote:
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D


If you wanna play like that just ask anyone for games without cheese and just standard play. works fine
Lim Yo Hwan forever!
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
January 05 2010 11:08 GMT
#25
I would like a small simple mod to an existing map.

Start with the standard Micro Tournament (Marwins version 10.5v3 is the map I'm working with).

Change the custom mode so instead of cycling through the players to get a turn, the first player always chooses the micro combination. Rather than a bunch of retards throwing units on the squares, you get somebody creating carefully considered matchups each round (somebody like me
¯\_(ツ)_/¯
coltrane
Profile Blog Joined June 2008
Chile988 Posts
January 05 2010 17:06 GMT
#26
On January 05 2010 17:00 Zoler wrote:
Show nested quote +
On January 05 2010 15:26 ShinyGerbil wrote:
I've been thinking about Megalisk's idea for a long time now, and I think it can be extended to other matchups as well. Basically, every single game you get to practice your split, but how many games (especially on the cheese-fest known as iCCup) get to the 20 minute mark with no significant advantage on either side, leading to a game-deciding late game? For people who want to practice this, the map could be set up as the most standard openings for both sides and assuming they both played equally well.

e.g. ZvT, zerg has 3 bases, hive tech, +1 carapace, and a smallish lurker-ling defiler army. terran has 2 bases, 4 tanks, 2 vessels, a handful of m&m and +2 upgrades. or something like that. Basically, the intensity begins from the start, as opposed to 15 minutes into the game :D


If you wanna play like that just ask anyone for games without cheese and just standard play. works fine

If you do it with a friend you could play and save the game, then play it several times.
Jävla skit
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-01-05 19:01:49
January 05 2010 19:01 GMT
#27
On January 05 2010 16:16 thopol wrote:
Show nested quote +
On January 05 2010 15:52 CharlieMurphy wrote:
I've always wanted a micro map that dealt with the critical timing moments for certain strategy counters.

So like; 5pool vs those first warping canons and probes, zergling runby on FE vs first probes/zeal/canons, hydra range and break vs protoss FE (canon/zeal/probes), terran MnM/tank/vessel vs ling lurker/sunken while defiler and swarm is on its way, First Medics and stim run by vs morphing sunken- ling/drone, etc. etc.

This is really brilliant. I second this idea.

I'm really not sure how it would be implemented but it would be a phenomenal asset.

EDIT: I don't want to discount how sweet many of the other ideas here are though. I'd be happy to see most of this stuff.


There is this old micro map on LT for terran that had a pretty cool selection interface.

Basically you start bot/right and have a seiged tank with the screen centered. around the tank is a few pylons each with words on the screen over them. You shoot a pylon for TvP, TvZ, TvT. Then more pylons and words popped up with Vult vs goon, vult vs ramp, tank drop, etc.
..and then I would, ya know, check em'. (Aka SpoR)
caldo149
Profile Blog Joined April 2009
United States469 Posts
January 06 2010 06:05 GMT
#28
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.
Hellions are my homeboys
old times sake
Profile Blog Joined November 2009
165 Posts
Last Edited: 2010-01-06 07:12:56
January 06 2010 07:10 GMT
#29
On January 06 2010 15:05 caldo149 wrote:
Show nested quote +
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
caldo149
Profile Blog Joined April 2009
United States469 Posts
January 06 2010 08:20 GMT
#30
On January 06 2010 16:10 old times sake wrote:
Show nested quote +
On January 06 2010 15:05 caldo149 wrote:
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.


For an AI Protoss, I was just thinking that the Arbiter would attempt to recall in a specific location. If you could make it choose between a couple locations, (each time you play it picks a different one) that would be ideal. Recall at T's Factories or Recall at T's 3rd base for example. The AI Protoss army would just be really big, i guess it might have to have units spawn a little bit faster than normal, macro to compensate for bad micro. Just have units ready to fight the Terran's push, nothing fancy.

If it's too impossible to make the AI work then just make it so a human player controls the Protoss.

Overall I think the way it should work is that there's a timer at the start and the Terran has to destroy a Nexus before the timer runs out. Timer runs out means Protoss wins. Stopping a Recall adds more time. Recalls should happen periodically by the AI, or it would be up to the human Protoss player to decide when to recall or stasis or whatever. A successful recall sets the timer to a specific lower value, and then if the Recall is defended (all Toss units in base destroyed) then the clock resets to the original starting time.
Hellions are my homeboys
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
Last Edited: 2010-01-06 08:27:55
January 06 2010 08:27 GMT
#31
Valkyrie micro vs Muta/Scourge
Reaver micro vs stuff

how about Forge FE Defense?
Nada's body is South Korea's greatest weapon.
old times sake
Profile Blog Joined November 2009
165 Posts
January 06 2010 09:12 GMT
#32
On January 06 2010 17:20 caldo149 wrote:
Show nested quote +
On January 06 2010 16:10 old times sake wrote:
On January 06 2010 15:05 caldo149 wrote:
old times sake wrote:
Some of this can't be done. Triggers can't tell if you pull off an EMP. If the toss gets units into the base, or the arb dies, both of these can be detected. What base do you have in mind, and what are they pushing against? Are you talking about the toss and terran both starting with established bases (whiich reset) and the goal of the toss is to get X units inside the T base, the goal of the terran is to reach the protoss base without this occuring and/or kill the arbiter(s)? If so, show me what base/buildings you want (a rep, an illustration, a vod, etc.)
I think Fighting Spirit would be a good map to do this on if you can, otherwise make up one similar if you have to. The bases should be established already and the map resets. Terran with 3 bases and Toss with 4 bases. The Terran wants to reach a Protss base, either 3rd, 4th, or natural. Terran wins once a Nexus is destroyed. The AI Protoss will have units to stall the push and will try to recall into the base. Once the recall happens, a timer is set and if the Terran doesn't clear the Protoss units from his base or doesn't destroy a nexus before the timer runs out, Terran loses and the scenario resets.

Try making the Arbiter a hallucination and have it move into the Terran base. When it reaches a location have the map just spawn the units including a real Arbiter to replace the fake one for the cloaking effect. If that can't work, Use the hero Arbiter with adjusted stats so it has 1HP and the rest in shield (still adds up to same total as real Arbiter) so the Arbiter is easy to kill after an EMP, and the trigger can just be the death of an Arbiter. Stopping a recall should give a benefit but i'm not sure what...
The player should start out with a sizable force but still has to macro as normal with 8 factories. Toss should be creating units as well to reinforce at the normal rate of construction.

You mean an AI computer trying to stall the push and recall inside the Terran's base? That's going to be near impossible. I thought you meant a human protoss player. Even if you could systematically describe what the Arbiter/toss push units should do, SC's trigger system is really too limited to execute things like that because we lack things like -targetting a specific unit, -identifying units based on their relative location to other units or their hp or the fact that they are being shot -a "move in a straight line away from this other unit" type command. etc. I can make units fight but making an Arbiter find a good place to recall through a kind of trial and error, or making toss push try to stall the other player, would be almost impossible. Unless you mean human players or some much simpler behavior then this is out.

edit: If you just mean the Arbiter runs to 1 specific point, then okay. That's a good idea using EMP/hallucination. Triggers can't detect hallucinations but hallucinations can still rescue units so I could make the beacon rescuable (and if the T player rescues it by mistake then it becomes rescuable again and again). But a single beacon is still complicated unless you want the Arb to just run straight to it no matter what and the toss units all attack forward.


For an AI Protoss, I was just thinking that the Arbiter would attempt to recall in a specific location. If you could make it choose between a couple locations, (each time you play it picks a different one) that would be ideal. Recall at T's Factories or Recall at T's 3rd base for example. The AI Protoss army would just be really big, i guess it might have to have units spawn a little bit faster than normal, macro to compensate for bad micro. Just have units ready to fight the Terran's push, nothing fancy.

If it's too impossible to make the AI work then just make it so a human player controls the Protoss.

Overall I think the way it should work is that there's a timer at the start and the Terran has to destroy a Nexus before the timer runs out. Timer runs out means Protoss wins. Stopping a Recall adds more time. Recalls should happen periodically by the AI, or it would be up to the human Protoss player to decide when to recall or stasis or whatever. A successful recall sets the timer to a specific lower value, and then if the Recall is defended (all Toss units in base destroyed) then the clock resets to the original starting time.


If it's a comp it's just going to be an unrealistic amount of units attacking you and an arbiter running straight into your base, from what I understand. I don't think this is what anyone would want. If you want human players starting out with bases I'd rather see a replay for the base layouts. I can make this but it won't have good building placements and one side will probably win easy until you edit it. Is this okay?
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
old times sake
Profile Blog Joined November 2009
165 Posts
January 07 2010 07:33 GMT
#33
I've updated the OP so it's easier to find what's up with the suggested projects so far. Let me know if you like it. Thanks for all the suggestions guys. I'm looking forward to making your maps.
Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
ella_guru
Profile Blog Joined August 2009
Canada1741 Posts
January 08 2010 14:12 GMT
#34
Thanks a lot for the work you are about to do!

Oh, and for Dropship Hero, your solution sounds dandy.
Each day gets better : )
thopol
Profile Blog Joined May 2008
Japan4560 Posts
January 08 2010 20:16 GMT
#35
Ambitious project man. Thanks for the effort.
old times sake
Profile Blog Joined November 2009
165 Posts
January 09 2010 06:51 GMT
#36
Okay. If you want me to finish any maps I'm going to need a little more information.

1.

For instance, I started to make a map that starts you at midgame, on destination. Right now only PvZ is set up, thanks to someone who told me to copy the situation from a replay (with some tweaks). Every time I've played it though, the Protoss won easy. It starts out like this:

Toss has his natural, 2 photons at it, decent simcity. a stargate in his main, and 2 zealots. 1 gate. 2 assimilators

Zerg has his nat, a third with a few drones at it, lair finished, and 6 lings waiting outside toss's main. 1 extractor so far.

So in addition to double-checking this, I also have no details on what to do for the other matchups. Ditto for a late-game version of this map, or an early game version for that matter. With some reps, u can tell me "copy 0:56 from this rep", and then it will be a situation in a micro map.


2.

I started making the FD simulator thing. Problem is I have no replays to really judge things like: on desti, say your 6 rines and 1 tank are moving up. at what point in the map should they run into the first goon? halfway? a little less? a little more? etc. at what point do they run into the next 2 goons? how far across the map before your first vult pops out? I need this kind of info before I can make it.

So those are the two things I've started to work on, but for me to research details like these myself it will take me a lot longer than it would to just make the map.

Lol it's so funny watching the level of posting deteriorate so rapidly when supporters of this decision are confronted with such nefarious things as REASONS. --fanatacist
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