• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 04:35
CET 10:35
KST 18:35
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
[BSL21] Ro.16 Group Stage (C->B->A->D)1Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win2RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14
StarCraft 2
General
Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Data analysis on 70 million replays 2v2 maps which are SC2 style with teams together? [BSL21] Ro.16 Group Stage (C->B->A->D) soO on: FanTaSy's Potential Return to StarCraft What happened to TvZ on Retro?
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET Small VOD Thread 2.0
Strategy
Game Theory for Starcraft How to stay on top of macro? Current Meta PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Clair Obscur - Expedition 33 Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2006 users

Balancing in RTS games

Blogs > Djin)ftw(
Post a Reply
Djin)ftw(
Profile Blog Joined November 2008
Germany3357 Posts
Last Edited: 2010-03-15 16:16:02
March 15 2010 12:19 GMT
#1
Hio,

can anybody explain to me how it is done? I just thought about Brood War and how it is done there:

There are three different races and if you start a game you always get the same for each race: 4 worker, 1 main building

Costs: 600(xD) minerals for each race
(hatch lord 4 drones; nexus 4 probes; cc 4 scvs)

That's pretty simple, but from here on I have a dozen questions:
1. The overlord f.e. provides supply. Unlike toss or terra where u build pylons/depots you immediately get a (non mining) unit with which you can scout. I didn't play BW in 98/99, but I think in the beginning that was quite an advantage for zerg because scouting in general wasn't that good?
So, how does balancing the overlord work? First you decide that there is this unit and then you just fix its speed/range of vision/upgrades?
2. Then, is there a perfect overlord? One that is maximized regarding the balancing aspect? (ceteris paribus obv)
3. In general, you could change the starting parameters. Not so much the number of scvs or probes but f.e. the mining speed. So instead of 4 drones with the same mining time as probes/scvs zerg gets 3 drones which mine a bit faster. Obv this would not only affect the early phase of the game, but the whole game as well. That seems extremely complicated to balance, so I assume if you design a game with different races some aspects have to be the same for every race?
4. Or not? Would BW still be that balanced if the mining time for drones is de-/increased? Does that only change some timings which could be patched?
5. Are there certain abilities each player has to have in order to make a RTS game good? Like, the ability (of each race) to take land units and drop them anywhere on the map.
6. If so, what about supply limits? Are they inherent in good RTS games?

Puh I have a lot more questions, but maybe they will be answered with the first (f.e. is it possible to prove that a game including different races is as balanced as possible (by simulating or w/e)).

Sry for my bad english, thx for help (links, explanations...)

**
"jk CLG best mindgames using the baron to counterthrow" - boesthius
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2010-03-15 12:42:26
March 15 2010 12:39 GMT
#2
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot. Patch what seems to be broken, play test more and repeat.

Getting something balanced and fun at the end relies a lot on luck. If the fundamental ideas are bad then you'll never reach this (i.e. pretty much all modern RTS so far).

Also I think a lot of SCBW's balance comes from the simple fact that mechanics are so important that it doesn't matter if one race is stronger in theory, since humans can never consistently play that well. It also explains why it's so hard to keep modern RTS balanced and fun.

So basically I don't think you can really achieve a balanced game without giving both players the exact same things, but you can add other elements into the game which mean the better player will still win most of the time.
No I'm never serious.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
March 15 2010 12:43 GMT
#3
StarCraft was a 'lucky punch'.

In SC2 they're trying to emulate as much of the good stuff they made by accident in the original, while also changing stuff slightly so that the game isn't the same.

Also, having 3 completely different races means the game is virtually impossible to balance at all points of a match, so you find the good timing windows(where balance is good), and make maps that will make sure gameplay is based on to those.
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
Last Edited: 2010-03-15 12:51:50
March 15 2010 12:46 GMT
#4
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot.



On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.

Game design and balance is taken very seriously and a lot of time, effort, thought, and calculations are put into making it happen. People get paid SPECIFICALLY to do these jobs, and it's not easy. Trust me, they take it very seriously and don't just 'guess', nor did they 12 years ago.

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2010-03-15 13:03:44
March 15 2010 13:03 GMT
#5
On March 15 2010 21:46 Mikilatov wrote:


Show nested quote +
On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.



Actually, that's a pretty big YES. I'm sure that back in '99-2000 the developers did their best to balance the game, but the level and style of play achieved today was virtually unimaginable back then, and so were the maps, the concept of macro was ages behind what it is today, etc etc.

So even though Blizzard did their best, and the first patches fixed obvious flaws, BW is really so neatly balanced today because it was a fucking huge shot in the dark, and because of the Korean map designers and of progamers who spent countless hours solving what at certain points in time seemed imbalances.
minus_human
Profile Blog Joined November 2006
4784 Posts
March 15 2010 13:08 GMT
#6
On March 15 2010 21:39 Nytefish wrote:


Also I think a lot of SCBW's balance comes from the simple fact that mechanics are so important that it doesn't matter if one race is stronger in theory, since humans can never consistently play that well. It also explains why it's so hard to keep modern RTS balanced and fun.





I agree with this, this is (obviously) one of the reasons why BW has such a high skill ceiling and why it is so complex, the many strategies are composed of different tactics which in turn have key mechanical aspects required, certain micro/control tricks that are imperative to the success of said strategies.

Theoretical understanding has its value but it is coupled and dependent on mechanical prowess, which tunes down seemingly imbalanced theoretical concepts and assures that the most prepared/fastest player has a good chance to come on top of most situations.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
March 15 2010 13:16 GMT
#7
I dont think the developers at blizzard ever imagined that 1 marine > 1 lurker when they made the game
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
March 15 2010 13:35 GMT
#8
On March 15 2010 22:16 Pulimuli wrote:
I dont think the developers at blizzard ever imagined that 1 marine > 1 lurker when they made the game

Really? Micro tricks sound like the first thing people would figure out. It's extremely obvious that you can dodge lurker spines (the sort of thing you notice during the campaign), and that if you care enough, you can do it over and over.

It reminded me of every ranged unit from Age of Empires.
My strategy is to fork people.
Djin)ftw(
Profile Blog Joined November 2008
Germany3357 Posts
Last Edited: 2010-03-15 14:01:17
March 15 2010 13:58 GMT
#9
On March 15 2010 21:46 Mikilatov wrote:

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.


Could you please go a bit more into detail here?

On March 15 2010 22:08 minus_human wrote:
Show nested quote +
On March 15 2010 21:39 Nytefish wrote:


Also I think a lot of SCBW's balance comes from the simple fact that mechanics are so important that it doesn't matter if one race is stronger in theory, since humans can never consistently play that well. It also explains why it's so hard to keep modern RTS balanced and fun.





I agree with this, this is (obviously) one of the reasons why BW has such a high skill ceiling and why it is so complex, the many strategies are composed of different tactics which in turn have key mechanical aspects required, certain micro/control tricks that are imperative to the success of said strategies.

Theoretical understanding has its value but it is coupled and dependent on mechanical prowess, which tunes down seemingly imbalanced theoretical concepts and assures that the most prepared/fastest player has a good chance to come on top of most situations.


Hm. So if you design a race which is perfectly balanced in theory but is very hard to handle would you say the game is balanced (giving the better player the possibility to win) or not?
F.e. auto-healing of medics or terran in general. I think (and I'm not alone with this I guess) terran is the hardest race to play. Is BW balanced then? You would say "yes, you just have to be faster" I assume. What if auto-healing is disabled? More/less/unaltered balance?

Imho the mechanical aspect of the game is one that has nothing to do with balance in general. (If you look at chess, afaik the human being doesn't have a chance against modern computer power, getting a draw at best. I guess that will also be the case for RTS games soon: ( f.e. http://www.teamliquid.net/forum/viewmessage.php?topic_id=106560 )

I'd define balance as this: if two players of the exact same skill level play with two different races against each other, the chance of winning for each of them will be 50% in the long run. Since they have both the same mechanics, they don't matter. IMHO map design (number of chokes/ramps/high grounds, open fields..) is just a parameter like any other
"jk CLG best mindgames using the baron to counterthrow" - boesthius
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
March 15 2010 14:46 GMT
#10
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot. Patch what seems to be broken, play test more and repeat.



Sorry but i have to disagree.
If you give a look to the Twitter session with SC2 developer you will see that they explain how it works:
" We crunch numbers as well as play internally. In many cases in the beta we are shipping patches with only a few days of testing. That is not something we will be able to do once we launch the game, but in beta we can still be a little more aggresive with our patches."
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
March 15 2010 14:47 GMT
#11
On March 15 2010 21:46 Mikilatov wrote:
Show nested quote +
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot.



Show nested quote +
On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.

Game design and balance is taken very seriously and a lot of time, effort, thought, and calculations are put into making it happen. People get paid SPECIFICALLY to do these jobs, and it's not easy. Trust me, they take it very seriously and don't just 'guess', nor did they 12 years ago.

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.

I'm sure they invested a lot of time into balancing, that was not my point.

My point is that their balancing was pretty much useless coz the balance turned out to work out a whole different way than they intended. Just take a glance at BroodWar strategy section.
+ Show Spoiler +
Zealots are countered by firebats and bunkers


Oh and also, don't ever use "No and no." when commenting on someone's opinion when you follow it up with your own opinion.(as opposed to facts/numbers) It's a clear indicator of closed minded, narcissistic people, and you draw the same reaction from the person you're responding to.
ZpuX
Profile Blog Joined December 2002
Sweden1230 Posts
March 15 2010 16:02 GMT
#12
I think that's 600 minerals ^_^
Really, play for fun!
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2010-03-15 16:31:12
March 15 2010 16:09 GMT
#13
On March 15 2010 23:46 LuDwig- wrote:
Show nested quote +
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot. Patch what seems to be broken, play test more and repeat.



Sorry but i have to disagree.
If you give a look to the Twitter session with SC2 developer you will see that they explain how it works:
" We crunch numbers as well as play internally. In many cases in the beta we are shipping patches with only a few days of testing. That is not something we will be able to do once we launch the game, but in beta we can still be a little more aggresive with our patches."


Well okay, they frequently use numbers for an initial guess of what to change, but the real balancing comes from play testing, always. It depends on your definition of balancing, but I wouldn't call simply deciding on a change the most vital part of the process.

edit: actually it makes more sense to call the whole design process balancing, I guess what I really meant was "it's not the most important part".

On March 15 2010 21:46 Mikilatov wrote:
Show nested quote +
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot.



Show nested quote +
On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.

Game design and balance is taken very seriously and a lot of time, effort, thought, and calculations are put into making it happen. People get paid SPECIFICALLY to do these jobs, and it's not easy. Trust me, they take it very seriously and don't just 'guess', nor did they 12 years ago.

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.


You can make logical guesses based on facts and information, obviously I didn't mean you just throw random numbers out there.
No I'm never serious.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
March 15 2010 16:24 GMT
#14
For the original question about balancing Zerg... Zerg is balanced by limited larva (used for overlords, workers, every building, and fighting units, and their fighting units are reliably either larva or gas intensive), and by the high cost and build time for new hatcheries to produce new larva.

It's more complicated than that, of course, but that's ~why they get to be so efficient in other ways. (Crazy-good speedlings, supply depots that scout and detect, super easy unit composition switches.)
My strategy is to fork people.
Cambium
Profile Blog Joined June 2004
United States16368 Posts
March 15 2010 16:46 GMT
#15
On March 15 2010 23:47 niteReloaded wrote:
Show nested quote +
On March 15 2010 21:46 Mikilatov wrote:
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot.



On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.

Game design and balance is taken very seriously and a lot of time, effort, thought, and calculations are put into making it happen. People get paid SPECIFICALLY to do these jobs, and it's not easy. Trust me, they take it very seriously and don't just 'guess', nor did they 12 years ago.

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.

I'm sure they invested a lot of time into balancing, that was not my point.

My point is that their balancing was pretty much useless coz the balance turned out to work out a whole different way than they intended. Just take a glance at BroodWar strategy section.
+ Show Spoiler +
Zealots are countered by firebats and bunkers


Oh and also, don't ever use "No and no." when commenting on someone's opinion when you follow it up with your own opinion.(as opposed to facts/numbers) It's a clear indicator of closed minded, narcissistic people, and you draw the same reaction from the person you're responding to.


Totally agree with this. The game being played today is drastically different from what the designers and developers envisioned.

However, the later patches obviously contributed towards the fine balance. Also, even SC isn't exactly "balanced". There is an additional variable to the game -- custom maps. As we've observed in the past, the maps can offset the inherent imbalances of the game, and favour any race of the designers' choosing.
When you want something, all the universe conspires in helping you to achieve it.
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
March 15 2010 17:31 GMT
#16
On March 15 2010 21:19 Djin)ftw( wrote:
Hio,

can anybody explain to me how it is done? I just thought about Brood War and how it is done there:

There are three different races and if you start a game you always get the same for each race: 4 worker, 1 main building

Costs: 600(xD) minerals for each race
(hatch lord 4 drones; nexus 4 probes; cc 4 scvs)

That's pretty simple, but from here on I have a dozen questions:
1. The overlord f.e. provides supply. Unlike toss or terra where u build pylons/depots you immediately get a (non mining) unit with which you can scout. I didn't play BW in 98/99, but I think in the beginning that was quite an advantage for zerg because scouting in general wasn't that good?
So, how does balancing the overlord work? First you decide that there is this unit and then you just fix its speed/range of vision/upgrades?
2. Then, is there a perfect overlord? One that is maximized regarding the balancing aspect? (ceteris paribus obv)
3. In general, you could change the starting parameters. Not so much the number of scvs or probes but f.e. the mining speed. So instead of 4 drones with the same mining time as probes/scvs zerg gets 3 drones which mine a bit faster. Obv this would not only affect the early phase of the game, but the whole game as well. That seems extremely complicated to balance, so I assume if you design a game with different races some aspects have to be the same for every race?
4. Or not? Would BW still be that balanced if the mining time for drones is de-/increased? Does that only change some timings which could be patched?
5. Are there certain abilities each player has to have in order to make a RTS game good? Like, the ability (of each race) to take land units and drop them anywhere on the map.
6. If so, what about supply limits? Are they inherent in good RTS games?

Puh I have a lot more questions, but maybe they will be answered with the first (f.e. is it possible to prove that a game including different races is as balanced as possible (by simulating or w/e)).

Sry for my bad english, thx for help (links, explanations...)


A lot of your questions center around considering a single aspect of the game to balance. However, this does not work in practice. Each unit is not individually examined and balanced.

The thing you actually want to balance is a matchup. There is some work you can do by just looking at a race, but the game is not balanced unless the matchups are balanced.

A great example of looking too closely with the microscope is your examination of the overlord. All of your questions are valid concerns. However, it turns out that having an initial overlord does not cause imbalance in the matchups (except in some cases for maps where there is extremely short air distance, and extremely long ground distance).

There is a huge amount of mathematical analysis you can do with any RTS, no matter how simple. And I'd bet a fair amount that someone at Blizzard has done every bit of it. But balancing a matchup is not something that humans are capable of doing 'on paper'. Theorycrafting and so on is a good tool to use, but often there are subtleties that people miss on paper which occur in the game.

The best way to balance a matchup is using the following scheme:

In XvY does X or Y almost always win?
If so, at what point does X or Y almost always win?
What are the timings (for both X and Y) that cause this to happen?

Identify those timings -> come up with a possible solution. Start back at the beginning.

There are other concerns too like having matchups degenerate into a rush towards a very specific tech that determines the winner of the game. You can use almost the same analysis and try to fix those timings as well.

-----
Another thing to mention is that you don't create a game by first creating a mathematical system. Game designers generally take concepts and ideas and try to turn them into something enjoyable to do. So balance was not a consideration when Overlords were first invented. It was just a cool idea. Balancing a system needs to come after the crucial elements of the system are already in place. Otherwise, you'll just end up balancing your system into a hole or making a game that is not fun to play.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-16 00:12:08
March 16 2010 00:11 GMT
#17
I like to think of BW in the same was as the Earth. One very lucky creation that had all the right elements to it and it just formed/evolved into near-perfection.
..and then I would, ya know, check em'. (Aka SpoR)
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
Last Edited: 2010-03-16 06:15:56
March 16 2010 05:59 GMT
#18
On March 15 2010 23:47 niteReloaded wrote:
Show nested quote +
On March 15 2010 21:46 Mikilatov wrote:
On March 15 2010 21:39 Nytefish wrote:
Balancing is almost never done by looking at numbers. They just guess at what might work then play test a lot.



On March 15 2010 21:43 niteReloaded wrote:
StarCraft was a 'lucky punch'.



No and no.

Game design and balance is taken very seriously and a lot of time, effort, thought, and calculations are put into making it happen. People get paid SPECIFICALLY to do these jobs, and it's not easy. Trust me, they take it very seriously and don't just 'guess', nor did they 12 years ago.

And to the OP, there's a LOT that goes into it, and it's really as complicated as it seems! Basically a lot of numbercrunching, theorizing, rehashing, and testing.

I'm sure they invested a lot of time into balancing, that was not my point.

My point is that their balancing was pretty much useless coz the balance turned out to work out a whole different way than they intended. Just take a glance at BroodWar strategy section.
+ Show Spoiler +
Zealots are countered by firebats and bunkers


Oh and also, don't ever use "No and no." when commenting on someone's opinion when you follow it up with your own opinion.(as opposed to facts/numbers) It's a clear indicator of closed minded, narcissistic people, and you draw the same reaction from the person you're responding to.


The 'no and no' was in reference to the fact that there were two posts. I wasn't trying to be a dick, I just disagreed with both of them.

And what you're referring to is a game design concept called 'emergence'. It happens when multiple elements of a game's design, although seperate, are combined to create something new, or used in a way other than originally intended. Often times this is intentional, but also oftentimes not. An example would be offensive cannons.

The game wasn't an accident. They carefully made it and continued to put care into it post release (patches) and it was simply one of the most well-balanced RTS games out there. The same was true with WC3 and will be true with SC2. It's not like they're getting lucky each time they make an RTS while no other companies are. It's because of the work/effort they put into it.
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
Please log in or register to reply.
Live Events Refresh
Next event in 2h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 179
StarCraft: Brood War
Calm 3806
Larva 477
BeSt 385
PianO 293
Killer 207
ZerO 163
Leta 83
Rush 60
soO 50
ToSsGirL 48
[ Show more ]
Pusan 46
Sacsri 42
sorry 37
Backho 10
Sharp 10
Bale 8
Hm[arnc] 6
League of Legends
JimRising 627
Trikslyr27
Counter-Strike
olofmeister1051
shoxiejesuss530
Other Games
summit1g9738
ceh9541
Happy372
Fuzer 130
Mew2King122
NeuroSwarm56
QueenE37
crisheroes28
Dewaltoss19
NotJumperer11
ZerO(Twitch)6
Organizations
Other Games
gamesdonequick664
Dota 2
PGL Dota 2 - Main Stream370
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH222
• LUISG 24
• Adnapsc2 8
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• iopq 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos968
• Stunt543
• HappyZerGling147
Upcoming Events
Wardi Open
2h 25m
PiGosaur Cup
15h 25m
Replay Cast
23h 25m
Wardi Open
1d 2h
OSC
1d 3h
Tenacious Turtle Tussle
1d 14h
The PondCast
2 days
Replay Cast
2 days
OSC
3 days
LAN Event
3 days
[ Show More ]
Replay Cast
3 days
Replay Cast
3 days
WardiTV Korean Royale
4 days
Sparkling Tuna Cup
5 days
WardiTV Korean Royale
5 days
Replay Cast
5 days
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

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

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.