• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:14
CET 11:14
KST 19:14
  • 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
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump0Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
StarCraft2.fi 15th Anniversary Cup Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Foreign Brood War Data analysis on 70 million replays MBCGame Torrents
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile ZeroSpace Megathread The Perfect Game
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 Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread US Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1106 users

The Warp Gate Mechanism

Blogs > Caphe
Post a Reply
1 2 Next All
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
April 26 2011 03:33 GMT
#1
I rarely write blog 'cos I am a lazy person, but some thing really bugs the hell out of me since the release of SC2. Its the Warp Gate from Protoss, please note that this is not a QQ or whining thread cos I've play SC:BW for too long and I've developed a sense of never QQ about balance unless its game breaker like the 150 minerals Spawning pool back in the late 90s of the last century.

Well, as I said, WG bugs the hell out of me, not because its something so gamebreaking, but the ways it affect the balance out of all races in SC2.

The reason SC:BW is so successful because of its vast quantity of new maps coming out every Proleague, MSL/OSL season. One fact that makes maps produce more exciting games is the distances between bases, even a 5 secs more walking to get to your opponent's base makes a huge difference. Its the matter of win or loss in many situation.

2 weeks after SC2 was release. I was watching a Chinese gaming program from PLU, and "Dashi" one of the most respected guy in the Chinese scene(think chinese Day9) was telling people that Protoss will get nerf and nerf patch after patch because of the warp gate mechanism.

He said the warp gate is a cool idea but it makes balancing Protoss impossible. No race should have the ability to put units anywhere on the map, that pretty much negate the effect of distance which is one of the most important aspect in a strategy game.Come to think of it, his words came true time after time. Protoss will get nerf again, please mark my words.

Solution:
What I think could work to solve the warp-gate while still keeping its in game is make the Warpgate can only warp units to a Warp-prism, see the name? Yeah thats what it does. Warp-prism is greatly under use rightnow despite the fact that 2-3 months ago, some Protoss starts to use it, but it really never catches up even untill now after 10 months after the release of WoL.

By this change, and some build time change from Gateway, we can all see what we miss from SC:BW again. 10 Gateway produce units to a rally point, marching toward the terran turtle over and over again, I prefer this not the sneaky I win because I can hide a pylon somewhere.

Damn, I just want to rant, and I've done it :D.



**
Terran
Darclite
Profile Joined January 2011
United States1021 Posts
Last Edited: 2011-04-26 03:47:44
April 26 2011 03:46 GMT
#2
I preferred BW as a game and suppose it was more balanced, but gateway units are pretty weak as fighters in sc2 (i.e. what will a warped in sentry be capable of), and by the time warp gate is finished researching every race has enough to kill the units that are warped in one cycle. And any smart player will check for proxy pylons, and even if they are far enough away not to get scouted, you won't save that much time with them unless the warp in is close, so the advantage is gone.

And also, medivacs vs. dropships kinda makes drops insanely good for terran compared to sc1, so warp prisms don't really edge them out. And additionally, regarding "putting units anywhere on the map," notice Boxer's style of making a forward barracks to pressure, and then if it doesn't work or becomes less useful, he'll fly it home.

Can't really comment for zerg because their tier 1 is so strange compared to SC1.

Not a qq or anything, just think that the warp gate mechanic sounds more imbalanced in theory than in practice.
They're fools. You should eat them.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 26 2011 03:47 GMT
#3
It is an idea. The other proposal was to make larger cooldown over larger distance. but still, the mechanic is so entrenched I don't see it changing.
Poo
Profile Blog Joined August 2010
Canada536 Posts
April 26 2011 03:50 GMT
#4
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.

Try hard or don't try at all.
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 26 2011 04:06 GMT
#5
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.



That's a pretty awesome idea.
starleague forever
Joementum
Profile Blog Joined October 2010
787 Posts
Last Edited: 2011-04-26 04:12:31
April 26 2011 04:11 GMT
#6
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.


Protoss players had a good time without Warp-Gates in SC: BW. Why would they start dying fast without WG now? It would take a while to adjust, but it wouldn't be impossible. Another thing that's annoying with WGs is the fact that a Protoss can keep pace with Zerg production with enough WGs. It's kind of ridiculous that a late-game Toss can drop down 16 gates, build 16 units, Chrono and then warp-in again to have a full army that can take on what the Zerg just created. It kind of ruins the whole Zerg swarm mechanic, but whatever.
A marine walks into a bar and asks, "Wheres the counter?"
TheGreatWhiteHope_
Profile Blog Joined August 2010
United States335 Posts
April 26 2011 04:12 GMT
#7
How about you don't let the Protoss put forward pylons everywhere?
MyRealityQ
Profile Joined March 2011
England39 Posts
Last Edited: 2011-04-26 04:14:52
April 26 2011 04:13 GMT
#8
I do quite like ure idea, altho i think it puts too much emphasis on one unit, the warp prison, and would make it way too important in every match up. I agree that rampant warp ins takes away a lot of what an RTS is about by bypassing terrain and walk distances. A solution i prefer tho is to make every warp in cost resources, perhaps 10 gas or something.

That way warp gates would be used in specific circumstances e.g. timing attack or for warping zealots to nearby expansion for harass. It would also mean though that it was more cost efficient to turn warp gates back into gateways or vice versa at varying points in the game (making a cool macro mechanic) since needlessly throwing away 10 gas or w/e would be unnecessary and add up for pro players. It would also make 4 gates worse, saving pvp maybe. Personally a think it solves lots of problems ^^.
Chill
Profile Blog Joined January 2005
Calgary25989 Posts
April 26 2011 04:13 GMT
#9
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


I really like this solution.
Moderator
Comeh
Profile Blog Joined July 2008
United States18919 Posts
April 26 2011 04:16 GMT
#10
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


While this does address the early - game shenanigans of warpgate, it doesn't deal with the common complaint regarding the ability to just warp in units where ever you want with your high warpgate count in the late game. I'm not sure how valid this complaint is (i'm not convinced), but its something to consider.

I wouldn't mind seeing the upgradable pylon though - there should be at least some sort of cost involved with using warpgates that just doesn't exist in this current form.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
Highways
Profile Joined July 2005
Australia6105 Posts
Last Edited: 2011-04-26 04:21:03
April 26 2011 04:18 GMT
#11
My suggestion is:
- If a pylon is within 10 radius of a nexus, it can warp in normally
- If it isn't uints warp-in 2-3 times slower.
- Warp prism will allow normal warp-in times.

This means warp prisms are actually useful now, and u can still easily warp-in quick units for defence.
#1 Terran hater
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 26 2011 04:30 GMT
#12
On April 26 2011 13:13 Chill wrote:
Show nested quote +
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


I really like this solution.

Yeah, pretty good. You could even keep the cost low, but time high.
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
April 26 2011 04:31 GMT
#13
On April 26 2011 12:50 Stealthypoo wrote:
A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonies back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.

!
As someone who thinks the current incarnation of warp gates are a terrible design, this is the first suggestion I have read that is even palatable and it is great
brood war for life, brood war forever
askTeivospy
Profile Blog Joined March 2011
1525 Posts
April 26 2011 04:35 GMT
#14
with any of these solutions they should add UI to the point where you actually can warp in which allows you to warp in whatever unit you want at the location automatically and power down your gateways for the cooldown time. It would be dumb IMO to have to spend 20 seconds transforming all your gateways back and forth otherwise
hihihi
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
April 26 2011 04:56 GMT
#15
On April 26 2011 13:13 Chill wrote:
Show nested quote +
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


I really like this solution.


I'm thinking of a dark pylon type of building?
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
April 26 2011 05:16 GMT
#16
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


Wow, such a simple solution... but sounds really good! You should post this on the bnet forums.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 26 2011 05:36 GMT
#17
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.


You, sir, are a genius and a gentleman.

There have been many proposed solutions to the Warpgate problem, but I do agree with everyone else: this solution could be the best of all.

Although I don't expect Blizzard to be implementing such a major change via a patch, perhaps they may consider it for the expansion pack. Frozen Throne had quite a few fundamental changes to WC3, so I expect most of the major fixes to fundamental issues to come from HotS.
ㅇㅅㅌㅅ
Kaonis
Profile Blog Joined November 2010
United States243 Posts
April 26 2011 05:54 GMT
#18
On April 26 2011 12:50 Stealthypoo wrote:
I see what you're saying - but, it's not viable considering how the tech tree works and how late you'd actually get the warp-prism. You'd die - fast.

A simpler idea, on the same perspective - is to create some sort of 'warp-in pylon' that can be constructed by the Protoss army. That way the mechanic stays in the game - this'll ensure whatever 'balance' that is in the game - isn't severely effected. An idea would be to make Pylons act like spore colonys back in SCBW where you have a pylon which has the ability (For some set price) to 'upgrade' into your supposed 'Warp-In Pylon". I think by creating an additional cost, plus a longer delay - would help solve some of the timing crisis involved with the warp in timing attacks (ex. early 4gs, etc) and increase the risks of cheese/all-ins.



I don't really think this would be as good a solution as people think it would be. But now that I think about it some more, maybe it is.

Really, there's nothing that could stop a toss from simply putting down the pylon earlier and cutting probes for a bit to get the resources to upgrade the pylon, but it could delay the 4WG and give more time to scout it.

I don't really know, warp-in is a really cool mechanic but it seems to be centered around abuse. You HAVE to sit there and manually place units, so all it does is make macro more of a hassle if you aren't using it for some sneaky reason.

Off the top of my head maybe take out WG research and put twilight council/archive tech level upgrade for zealots (just one type of unit or something) that would let them be warped in at a pylon. It could still use the Warpgate hotkey we have now, and it would solve quite a few of the issues. Maybe.
Nevermind.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 26 2011 07:52 GMT
#19
I agree with sentiments in OP, and also agree with "upgrade to warp-in pylon" - lots of people proposed that in beta and previously, but meh, 100 mineral continuous arbiter recall is still in the game... lol

But yah, when you have something that completely negates travel distance it is bound to create huge underlying problems in the game.

There's a reason arbiter recall was so powerful in brood war lategame, and in SC2 every pylon affords you that mobility and immediacy of army transfer. It's not so bad early game, but then when you hit late game with 30 gateways it essentially is even better than arbiters ever were

But i don't think they can change too much now obviously, although it is blizzard so they might be willing to change things more than people give them credit for !

I honestly think if gateways built as fast as warpgates do now, and warpgates were nerfed, protoss would be just as fine as they are now. They'd just have to learn to walk everywhere like T and Z and brood war players do ^_^ it reminds me of pre-khadayarin nerf, SC2 protoss were massively whining saying "omg we never can use templars again," and brood war protosses were like, "lol, this is how templar always were, no biggie man."
Sup
Mikilatov
Profile Blog Joined May 2008
United States3897 Posts
April 26 2011 08:27 GMT
#20
I kinda like Stealthypoo's solution, but an alternative could be to just put a range on waygates. A rather large range, but a range nonetheless. Alternatively this range could emit from all Nexuses, and any gate could warp within a large range of any Nexus. Another option could be to only allow warp-ins in pylon power that is connected to the waygate. Of course warp prisms would be excempt from these rules.

I'd suggest even lowering warp prism costs a decent amount as well, so it'd be viable to set up staging areas with them rather than using forward pylons. It seems kinda lame that forward pylons are a 'better' option than a warp prism, when the warp prism exists for that very purpose. (And is much cooler, really.)
♥ I used to lasso the shit out of your tournaments =( ♥ | Much is my hero. | zizi yO~ | Be Nice, TL.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 46m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 235
StarCraft: Brood War
Sea 4854
Sharp 1159
firebathero 766
GuemChi 705
ZerO 554
Larva 481
Stork 467
Hyuk 263
PianO 223
JYJ164
[ Show more ]
EffOrt 144
910 115
Leta 114
Soma 97
Pusan 94
Mini 84
Dewaltoss 80
Killer 73
Sacsri 66
Shine 59
Rush 55
JulyZerg 50
Backho 44
Shinee 34
ToSsGirL 34
yabsab 33
Movie 27
Mind 20
NaDa 18
Light 18
sorry 17
ajuk12(nOOB) 13
Bale 13
zelot 12
Dota 2
NeuroSwarm86
XcaliburYe55
League of Legends
JimRising 497
C9.Mang0238
Reynor76
Counter-Strike
olofmeister1430
shoxiejesuss712
Super Smash Bros
Westballz34
Other Games
summit1g9936
Fuzer 189
crisheroes14
ZerO(Twitch)6
Organizations
Other Games
gamesdonequick574
BasetradeTV165
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota240
League of Legends
• Jankos1718
• Lourlo1152
Upcoming Events
WardiTV 2025
1h 46m
StarCraft2.fi
5h 46m
PiGosaur Monday
14h 46m
StarCraft2.fi
1d 6h
Tenacious Turtle Tussle
1d 13h
The PondCast
1d 23h
WardiTV 2025
2 days
StarCraft2.fi
2 days
WardiTV 2025
3 days
StarCraft2.fi
3 days
[ Show More ]
RSL Revival
3 days
IPSL
4 days
Sziky vs JDConan
RSL Revival
4 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
5 days
IPSL
5 days
Tarson vs DragOn
Wardi Open
6 days
Monday Night Weeklies
6 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
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.