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Mapmaking notes #2

Blogs > depressed1
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depressed1
Profile Blog Joined May 2021
51 Posts
Last Edited: 2022-04-16 14:51:11
April 16 2022 12:36 GMT
#1
Boring part.

In this article, we will discuss map design problems and solutions in detail. This article contains thoughts on balance design and technical explanations to a variety of general Starcraft population by taking complex information and providing concise and logical background. Perhaps some of these words will cause you a smile, bewilderment, rage, nose bleed, and a strong desire to become an astronaut. If you show these things to pro players or commentators they will agree on this. I can guarantee you. I know what I'm talking about because I'm the guy in the chat.

GSL and map pool.

I'm going to start talking about GSL. Because right now they have decided to replace Curious Minds and Pride of Altaris with Golden Wall and Nautilus II. I have no clue why, but I don't like it (my problem). Map Roughneck was included at the start of season. In my opinion they have harmed the rest of the season thereby. Because these maps will be systematically vetoed until the last. Well, the whole point is that 4P maps are not viable. And Golden Wall in a modern state? I don't think so. During the TLMC15 were created and represented plenty of 4p maps like: Jacaranda, Bulwark, Tidehunter, Undercity, etc. A lot of labor and energy was put into creation and development. These guys tried very hard. But as a result none of these maps are going to be played. Maps will never be made into ladder or GSL. "It didn't make". A little bit of a sad beginning. I felt the reasons (taste of it on my tongue) of defeat firsthand. When I tried to create a 4p map. In the end, after the judgment at the community mapmaking contest CMC#02 I was depressed. And I just gave up on it. No options.

So just imagine that you have a document in your hands and it says what is the solution or the conditions for creating a 4p map. The rules are clear (in fact, there is no such thing). The first paragraph will be written as follows: "Provide the opportunity to all players regardless of the initial spawn location (cross spawn, horizontal or vertical spawn) to (fair) choose of the third base. The second paragraph will be even more ruthless: "The possibility of taking bases further than the third is undeniable and guaranteed with security at an equal distance from each other". It is going to blow your mind. Because the mapmaker should guarantee the possibility of safely expanding in a fair way. This means that for such maps we need to have at least 4x4=16 bases (it also happens that 4x5=20 bases). That is 8 (10) per player. This is already a lot. We have not talked about the number of bases here, but we will talk soon. And so there is the main base and the natural. Next, we need to expand and choose what is the third. Usually we have a "fork situation". Left and Right. For example, we have a TvZ match-up and players to spawn in horizontal positions. Zerg should take the linear third (to be further from the opponent). In turn, Terran can only take a triangular one. This means that after the third the player needs to move on. And then you are already climbing on the bases, which, in fact, are linear and triangular thirds. "And this is where the madness began!" Because it is not possible to ensure the safety and an equal expansion to anyone. Getting an acceptable distance from each other? It does not exist. I can only imagine the size of the map today.

Optimal number of bases in terms of effective gameplay.

"The more bases we have the more favorite it is to Zerg". "Glittering Ashes is a Zerg favorite map" is a common comment among pro players. 18 bases in total. Wide and open design. Can't agree more. But it doesn't mean we don't respect macro maps and try to push them back as much as possible. Every single mapmaker has his own definition on what we can call "effective gameplay". Let's check out another macro map Pride of Altaris with 40 sec rush distance (huge). But a distinctive feature of this map is the locations of gold mines. So the thing is that it doesn't work. Map is not effective. Let's talk about the gameplay. Gold location is in a safe position (relatively easy to defend). Very often it pushes players into decisions to play aggressively. And as a result the game ends quickly. This macro map is not working as it should be. You have 18 bases in total (18!) but most of the time 6 of them will never be used. The corners of the map are usually empty and dead. It turns out that we have a map that does not work so well. Hardwire is an opposite example. Because we have only 2 working levels and 16 bases in total. They are all close to each other. And since the map has more rectangular size, pro players are able to control the whole map. Which leads us to more sustainable and intensive gameplay.

Roughneck or let’s scatter the bases.

Let's move on. Roughneck. And there is something to talk about here! The map is very well-suited for Z-players. Thanks to layout and the specifics of base locations.
Small digression from topic.
In total, it is possible to distinguish three main ways (types) on how to scatter the bases on the map in standard, macro (generic) categories. I would also add the rush category but let's not... Well, that is not official but I did it because I want to explain in an easy way with a fair amount of examples. The first way is to develop the full circle (or closed loop). Berlingrad is a good example to examine the idea. The distance in between the bases is about the same (uniform shape). You can move clockwise or counterclockwise directions. In my the previous article (mapmaking notes #1) I have said many things to you and explained why Berlingrad is good and bad, and what we can expect from it with the current balance issues. The second way is an incomplete contour. Curious Minds and 2000 Atmosphere are excellent examples. With this approach (or disposition, layout) the map is divided in half. In general maps like that should always have equal opportunities for both sides to diversify gameplay. Let's take for example the situation from Hardwire (we'll talk more about it later). Sometimes it happens that by a twist Terran is squeezed hard on his third and in order to correct (diversify gameplay) the situation and somehow get back in game and out from pressure, he flies to the other side to take a linear third. This move allows you to strategically change the location and back on track. If it is not possible to do (at the stage of design levels) it would mean one-sided linear gameplay without variations to everyone. In general, one of the main rules in design is the search for alternative ways and opportunities to continue plays. The same approach (we can extend) is valid for army transitions and movements. One path or one base development strategy is a bad sign for the mapmaking process. If the map is clamped then nothing interesting will come of it. Therefore, very often everything deteriorates at the stage of creating the layout when ill-conceived paths ruin everything. And from the point of view of the attacker it is a straight path. Striking a balance in this regard is a difficult task for sure. Look at Glittering Ashes. The third approach is what I call "the Marras variation" Just like in chess or physics. You know, I think that we should give these things names more often after players or member communities. In general, in this approach, we have the frontal base. I think you all have a great time playing Deathaura, Lightshade, Nightshade and of course Romanticide.
[image loading]
Roughneck has a terrible base spread layout. Non-trivial and helps a lot Zerg. I would call this type, layer by layer or layering. You take the base. You heaped on the opponent. Move forward. You take two more bases and kick the Terran again while he tries to survive. You take three more, drink hot6 and deliver the finishing blow to Protoss in the forehead.
This map exposes two problems at once. At the level design there is such a thing as air space (or dead space). A good example of this problem is map Oblivion. So much empty space to fill up with decorations and it is unplayable (unfortunately). Because the corners are not so popular until heavy macro playstyle appears there. The map, by the way, was also made by Themusic. To eliminate unnecessary space, the mapmaker begins to develop the corners in the way to drive the bases into it. As far as possible. And this actually makes them harder to reach for Protoss and Terran. While Zerg, thanks to the creep spread and the speed, freely takes both diagonals and in fact may not be effective in losses up to 50%. As a result Zerg eats up the map. Such design can be considered as increasing the risk of being vetoed by T and P and unsatisfiable for them. This means there is a mistake in the choice, initially. If you leave empty space, you just take away from a map, well, about 15%. And actually, in this case, it was better to leave empty space, so it would help to normalize and balance the relationship of forces rather than fill in with a long distance operating base.
Themusic has the peculiarity of its latest maps, like Singularity and Nemesis (both RO16 TLMC16); they have the same style/understanding as Roughneck. The bases are pushed into the very corners so much so it is difficult to get them. And there are not many options for us. It's just an attempt to make a run non-stop for 20 seconds to nowhere. Because as soon as Protoss gets there he will be pushed back by Zerg. Imagine how immobile Terran and Protoss are when they need to run from one corner to another. A distance run with no prize. But it's not because someone is bad or these words were written to make fun of us. You know, to tower over someone. Oh no, hell no. I appreciate him and I do respect this man a lot. The fact is that now there is a strong stagnation. We are empty after so many attempts. Right now, I can say with all my confidence that the design of standard and macro categories has exhausted itself. We have on-hand the same things over years. Diagonal (rotational) symmetry has exhausted itself. Main base, natural base. Then comes "the fork"- triangle and linear third. And that is it. In addition to all these the strict discipline.
The mapmaker must ensure that there is no place for abuse for stalkers and siege tanks. The ramps and walkthrough should be designed enough to be walked through and not to die because of force fields. Not to die in a small room or be surrendered by bio army. Not to be demolished by high-templars that will unwind you in a tight spot. So that Terran will be able to split his bio units and create a classic concave in an arc. And Protoss will be able to defend his bases. And as result, a couple of details were changed and how strangely these details spoil everything. And here's Roughneck for you. The entire central part of the map is one level. You stretch the creep and slide right to the opponent. For the sake of fidelity, I threw a couple things. How to correct the situation in a current state of balance. And make the map more acceptable for all races. But seriously, what else can we offer? I mean, in design. All maps from TLMC16 were so close to each other that the winner is the one who has +0.3 points only. Last time (TLMC15) Agaton failed to make it to the final for the same reason. We all know Hardwire. It was supposed to be a money map, but because of the density it didn't make it. Roughneck scored with 3.33 out of 5 and 15th place (my map came with the same score of 3.33 and 17th place, so you can get an idea of ​​how dense it is).

The distance in between bases.

This is essential for design. The further they are located the more difficult it for T and P-players. Especially T-players. Usually the order of the first three bases (main, natural and the third) is necessary to achieve safeness and performance (timings, wall-off, controllability, build order etc.). But after that we are more free and able to be creative and productive to achieve varieties that have greater and more desirable gameplay functions. Like if you are playing Starcraft you can tell me the distance in between bases like one screen. I mean with hotkeys you usually shift between bases pretty quickly and you can see the natural point of placing bases. Usually mapmakers use hatcheries as bounds. The creep spread can always tell you what is good and what is not. This is a very typical approach. But I prefer the rule of "one screen". (for myself and only) I have another following rule to all my maps. 14 blues or 12 blues and 2 gold mines. If we are talking about horizontal layout with an elongated rectangular shape 16 blues or 12 blues and 4 gold mines. And as I said previously, only maps with a medium size shows results. So, to achieve a fair and equitable design I'm not using more than 14 bases in total.

Liberator.

When Liberator appeared it became immediately clear to me that mapmaking would not be easy in the future. I would even put it this way: the game designers were on the edge with the decision to give it or not give it to Terran. Terrans are already a positional race. They rely solely on the right positioning. But let's give them something else to piss everyone off. I think it was a hard decision. To me (and only me, because I can be not objective in my opinion), Liberator is a junk unit that doesn't have the right place in Starcraft design paradigm. I mean, we need something more relative to Valkyrie design rather than Siege Tank. Fun fact: Valkyries were present in the StarCraft II game engine. We were so close and so far away.
Do you remember The King Sejong Station or Ladder in 2016? We will never have anything like this again. Never. And all because the game designers decided to say hello and to introduce Liberators, Shield Batteries and Tempests. Tempest was turned into a racing car but now into something with 10 range. Oh yes, I forgot about Tectonic Destabilizers and +40 vs Buildings. Damn son, it tore my ass (sometimes). Although there was an attempt to modernize Thor but even we had an understanding before that sucked. Units are able to influence the design so much so it puts an end to what used to seem so cool and interesting.

I remember times when it was a headache because of maps abuse. And mapmakers had a "great time" (I'm pretty sure). Maps are still being screened out because of liberation zones. I would generally remove unit from the game. It creates unnecessary problems. We are constantly forced to waste time and resources going to siege and un siege units. On the other hand, it is not a symmetrical response (for sure). Because Protoss is able to be annoying as hell with warp prism zealots and DT's. And Zerg has a nydus worm and droplords. I remember CO-OP commander Mengsk. 2015 was the year for flying tanks. And now we have flying firing tanks... a flying tin can in the sky. Nice. Well, the design is such a thing that you can never understand what will happen until you try. My whole point is that mapmakers need to correctly measure the distance behind the mineral line. There must be enough space. It must be like you are still able to cannon rush but you can defend it, but liberators are able to harass your mineral line but there must be enough space to fight against and be efficient with right choice and good reaction. Wow. What a complex idea. Brought to you by David Kim aka Daaaavye. In addition to this, you need to regulate the air space in between bases. And especially the biggest one that is in between the triangle, fourth and the main.

Siege tanks.

Now, let's talk about the siege tank. If you are unable to keep it under control the map will be ruined. Siege tank points are crucial. They can be devastating. The first point that we (always) need to control is under the triangle third. Let's examine Hardwire.
[image loading]
You can see that the tank is able to reach only the supply depot and barracks and he doesn't block the whole ramp. Not ideal. Which means we have a relatively clear path but also we have a fair strategic point of pressure. Every single map has a unique correlation. But, overall the ramp must be clear. Fully blocked ramps are not welcome in design. Now we need to move on and check what is going on behind the linear third.
[image loading]
Ah, It looks like the tank is able to reach one vespene geyser and some infrastructure in the line. And it's okay. It is actually ok. Because this approach allows you to have a pressure but not on two geysers at the same time. So if you are in defense be careful do not place anything behind vespene geysers. Be like ByuN or Ryung (behind the mineral line and only). We also can see some decorations that were placed to move back the siege line. This is a common solution for such layouts. Sometimes a mapmaker is unable to see the whole picture and then he shares his demo in the discord. And we are all looking at it and usually (with clear eyes) we fix that. For example let's examine another map Moondance [TLMC#16] by Marras.
[image loading]
So what is happening here? She was unable to double check the tank spots (I layered tanks on an already improved version of the map). And as you can see both points have significant pressure. One is able to block the ramp. Two is able to harass the mineral line. But she was smart and shared it on the discord server. And eventually it was fixed. But how? To not ruin the layout mapmakers are usually placing some doodads. Quick solution.
[image loading]
Let's check out our good old buddy Overgrowth. Instant rejection. It shows that old maps need to be improved and brought to modern requirements.
Because of siege tanks mapmakers are not able to change the way maps look in the vast majority of cases. If you're doing a freestyle map it's even harder. You need more strength than ever to check every single place. Golden Wall as an example. And we must take this into account.

Protoss.
Well, now it's time to reveal my fears about... PROTOSS. I'll start with shield batteries and photon cannons. In general, this is the strongest fear that I ever experienced as a mapmaker. When a cannon rush happens on your map or a robotic facility is made under the natural...I'm ready to leave the planet. Oh, it's very difficult. I still remember two judges telling me two diametrically opposed things about cannon rushes. The First judge: “You have too much space behind the mineral line. This is the right place for proxies and cannons”. The second judge (after correction): “You have too little space behind the mineral line and this is a reason to be harassed (like crazy) by liberators and oracles”. I was depressed. After all, there is no escape from problems. I know a lot of people are asking to nerf cannon rushes. It seems like they reduced the probability of shield batteries (but this is a so-so decision, it will rather be an opportunity for zerg). It is easy to fix actually. Like a piece of cake. It is enough to increase the construction time of shield batteries and photon cannons outside the radius of the Nexus by 25%. And here's your solution. Because in this case, you can fight back with workers. Even if three pylons are placed (more on that later) behind your mineral line. You can even prohibit building them outside of the Nexus zone. But imagine the damage we could do to our community and the whole Starcraft paradigm. After all, there are those who build the entire experience of playing and inventing such things. We would never have known about Has or Nice. And PartingBigBoy would be simple PartingSoyBoy. Because this decision would lead to an outflow of the viewer's interest. And this is detrimental to the health of Starcraft. "That I am a cat to your asthma, and you are the smoke to my cancer" (Asthma by Million Dead). In general, such a misfortune is that if you nerf something, then it is more likely to end up in a trash can and is no longer to be used. This is the main problem of protoss. For them, to find a solution... It is simply impossible not to make a clown fiesta out of this. It turns out that Protoss is the most expressive and skillful race (indeed). Full of individuals and artists (well, there's no other way I can describe it).
And all because they are IMBA and at the bottom of the pit (they fall and can't get out), at the same time. And the whole problem is that if Protoss is able to deal enough damage in the first 5-6 minutes, then it kills the macro potential of the opponent. The opponent has no chance to do anything. And all why? Because Protoss has a large number of brushes and paints to draw such a map as he wants in the beginning but the only one brush how to finish it at the end. I mean carriers. But If he can't do it, then he will lose the game from basic stuff.
One way or another, the problem is to stay on and fall on the shoulder of the mapmaker. Who is obliged to do everything possible to reduce the number of such builds. Which in turn leads to another impoverishment of design. It seems like you want to do something else, something expressive, but it doesn’t work.
The shape of the main now looks like this because of cannons, blink stalkers (I will not talk about the nydus problem). When I did Aftermath (my TLMC map), that's what I was thinking at the time... I will make the main deeper. Because I was afraid of blink stalkers and void rays, cannons and of course shield batteries due to a horizontal layout. And In order to sort it all out and answer all of these pressing questions, I did a wide entrance to the natural. And added more air space to strain each other for impudence. It was an unpleasant feeling in the end, because not everyone liked it, but it was needed. But you have what you have. You need to accept it and move on. Because it's my responsibility.

The three pylons rule or why is the main looking like that.
[image loading]
So, if you don't know (for some reasons) every single map has a place where you can build three pylons and the cannon (like the name of the band, honestly). There is also such a place where you can build three pylons and isolate yourself behind the mineral line. And the problem is that it happens when a mapmaker is unable to check all the spots and to check how the mineral line is close to a cliff (or border) of the main area. It happens. And then, came then... Protoss is able to cannon rush you and you will be in a bad spot to defend it with workers. Here is an example on a demo map that was made by me. Feel the difference. Nothing is perfect. No one is good (except Artosis).

Terran.
What can you do if you want to help Terrans (without angering others)? Because our community consists of about 80% casuals and 20% hardcore members (by the recent reports and in-game time) reaction of the community will be largely based on a superficial understanding of what is going on. For example, a (long-awaited) patch was released (actually it was supposed to be a day or weekly fix in 2020) that upset the guys. In my opinion, this is not a patch at all. And it does not change anything for the current state of balance. Just another smoke screen to relieve the tension. Like making tweets and spreading gossip, cryptic words and symbols... but in reality not being able to update the mappool. Well, this patch caused a lot of controversy. Nerfs? Protoss is dead. Help me. So much for Protoss and so little to others. I mean, you can be sure that nothing really has been changed. The meta will be the same.
As an example - Dark Templar now have a 0.75s attack delay after blink. Basically nothing. You know, Harstem said that it was something serious. Yeah, he's always positive, he's a cool guy. But from a mapmaker point of view, it's poppycock. Because in a macro game, you will be unable to reach your base when 12 dark templars will knock off your wall on the main. They will come to destroy everything. Because you are unable to be in three places at the same time. Even if you have a 2 seconds delay, you still won’t have time to run and save your planetary fortress. Because the design of the maps is sometimes such that everything is spread out so widely that Terran will not be able to save the base in life. Terran is simply ready to accept and immediately fly over the new command center. In fact, now they are building two CCs side by side (TY generally prefers two PF's, but this is not economically justified, in fact, the potential goes from attack to defense).
It is obvious that Terran needs a change that will give them stability at the beginning. It's not at all about the fact that let's go and buff everything. Oh no. The most important and most necessary thing is to stabilize relationships. And only Cyclone is chosen for this terrible role. This is the only unit through which you can open for bio and mech against both Zerg and Protoss. I remember when they wanted to buff Vikings by giving them +5HP to solve the problem. Oh, yeah and reduce bunker's build time by 2 seconds. But for the most part, everyone thought that they had changed the supplier and now they are high. That was funny. Cyclone can figure everything out for us. It's just that now this is more important. In fact, we need to roll it back with adaptation.


*****
depressed_marauder (yt: DepressingStarcraft) done and gone.
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