• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:32
CEST 02:32
KST 09:32
  • 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
BGE Stara Zagora 2025: Info & Preview26Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
[BSL20] ProLeague: Bracket Stage & Dates8GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3
StarCraft 2
General
The SCII GOAT: A statistical Evaluation BGE Stara Zagora 2025: Info & Preview Magnus Carlsen and Fabi review Clem's chess game. Jim claims he and Firefly were involved in match-fixing GSL Ro4 and Finals moved to Sunday June 15th
Tourneys
Bellum Gens Elite: Stara Zagora 2025 Master Swan Open (Global Bronze-Master 2) $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 Cheeseadelphia 2025 - Open Bracket LAN!
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
Will foreigners ever be able to challenge Koreans? [BSL20] ProLeague: Bracket Stage & Dates BGH auto balance -> http://bghmmr.eu/ BW General Discussion I made an ASL quiz
Tourneys
[ASL19] Grand Finals [Megathread] Daily Proleagues [BSL20] ProLeague Bracket Stage - Day 2 [BSL20] ProLeague Bracket Stage - Day 1
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
What do you want from future RTS games? Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Cognitive styles x game perf…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8097 users

GameHeart Project, Update 1

Blogs > GameHeart
Post a Reply
1 2 3 Next All
GameHeart
Profile Blog Joined February 2012
286 Posts
Last Edited: 2013-10-07 14:37:42
October 07 2013 12:13 GMT
#1
[image loading]


Introduction -

Hello everyone! I am starting this blog as a way to keep you guys updated on the progress of the GameHeart Redesigned project, and also to get your ideas on how GameHeart can be improved.

Before going into what I am working on specifically I want to talk about the structure of the project and GameHeart itself for the future. When I announced this project the plan was to remake GameHeart in a way that it uses real observers to spectate games as opposed to players that have no units. While this provides immense advantages it also comes with some drawbacks which I did outline in the IndieGoGo project page. So what does this mean for GameHeart? For the time being it means I will be maintaining two versions of GameHeart. The older version, which uses players that have no units to spectate can be found in the arcade as “GHClassic.” The newer version, which uses real observers to spectate will be found as “GHLight” once it becomes available. I have hope that someday Blizzard may make a change that will allow us to get the best of both worlds in a single map, but for now we have to work with what we’ve got!

During this project I will not only create the new version of GameHeart, but I will also overhaul the older version. They will use the same structure so that mod files are interchangeable between them, that way when I want to add new logos I only have to update a single mod file and both versions of GameHeart will be update automatically. Lucky for me, Blizzard recently added a lot of functionality to mod files and the editor to make this possible.

Really quickly I want to go over the primary differences between these two different versions of GameHeart. I hope tournaments will find that either one suits their needs. I created this comparison chart to help.

[image loading]


It is important to remember that this chart is only to describe the differences between the two different versions of GameHeart. Both versions will have features like team/league logos, production icons, stronger team colors and upgrade notifications.


What I am working on now -

Logos mod

So the first step in this process will be to construct a mod file which manages the nearly 250 logos for teams and tournaments that are currently in GameHeart which will function in both versions. However, I also want to make this mod file a general resource for mod and map makers. So if for example IcculusLizard were to decide he wanted to add team logos to Peepmode, or if Payne wants to add logos to Star Strikers they could do so without having to create and maintain a database of logos when I have already done so. I am not sure what other custom games are out there that can make good use of team and tournament logos, but I will also make the system that displays the logos on the map a separate mod as well so if they just want to use that and don’t need the team and league logos they can do so without adding any unnecessary extra filesize to their maps.

Because I have formatted most of these logos already (you can view the list here) I can focus primarily on the actual functionality of the system. Something that has been a problem with logos in the past is their level of transparency. The logos are actually a special type of 3D model inside of the map that seem unaffected by the usual methods you would use to control their transparency. While I cannot make any promises on this front something I will be doing during this part of the project is exploring a lot of new options for trying to gain more dynamic control over the transparency of logos as they display on the map. What that hopefully means, is allowing tournaments to decide for themselves how transparent they want the logos on the maps to be.

I also want to refine how map makers/tournaments can select not only where to put the logos on their maps but also to determine their rotation to make them look as good as possible as quickly as possible.


STC mod

I am also running tests on the Stronger Team Colors mod system which will allow STC to only display for observers and leave players unaffected. Hopefully this will encourage tournaments to seriously consider using STC as I feel it dramatically improves the readability of the game on web streams, particularly the ZvZ matchup. This functionality is only possible because of the amazing work of ‘Renee2islga’ on his GAx3 mod which adds many functions to the editor which are not necessarily natively supported. Renee is a regular on SC2mapster and the Battle.net forums and is constantly producing new content that helps all SC2 modders.

Unfortunately because of the nature of the work around Renee uses to add this functionality to the editor it does not really work with observers naturally. This adds a little complication to the STC mod part of the project but we will still be able to make it work.

Okay so that is it for the custom map portion of the project for this blog. The next thing I want to talk about is interface files.


Interface files

After speaking to my partner Ahli who is primarily responsible for coding the interface files we will be releasing, we have decided to try to release one every two weeks for the next two months. That means four new high quality interface files in total by the end of the project. They will range in style and function, but they will all be usable whether you choose to use the new GameHeart or normal custom games for spectating.

My personal goal for GameHeart has always to make an interface that is as unobtrusive as possible. It is becoming quite popular to add as much information as you possibly can to an interface, but that has never actually been my goal. While the amount of information available in the GameHeart interface has increased over time, I have always tried to temper that by having it only visible temporarily or constraining the information to singular contained spaces so it does not make the interface feel too complex. Or at least that has been my hope.

At times in the past I have had many complaints about my decision to move the resource numbers to the bottom of the screen. I have been very resistant to calls to move them back to the top right, and those of you who hold that hope will be disappointed with this first interface we release. I am still firmly of the belief that the number one priority for these interfaces must be to contain the UI information to one area as much as possible to allow the game to shine and to ‘breathe’ in a way. I want to free the top of the screen from UI elements so the game feels more open and less claustrophobic. Do you remember the first time you watched a football game on a high definition TV? My goal with GameHeart has been to create that feeling with Starcraft.

With that in mind I have taken all UI information including the production tab and contained it in the bottom left of the screen alongside the minimap. I have given the numbers a solid background to make them easier to read. The unit selection panel is simplified, though we have found in testing that many things about the unit selection panel are unchangeable. Perhaps we just do not have enough knowledge yet of how the interface files function, but the unit selection panel appears to be a blizzard locked feature which greatly limits what we can do with it.

So that means keep in mind the following image is a mock-up and not a screenshot. The final interface absolutely will look different, but this image represents my general goal for the interface. Clicking on the image should bring up a larger version.

[image loading]


So within two weeks we hope to make this interface file available to tournaments so they can start using in their broadcasts immediately. I have already shown it to several casters, observers and organizations and have received mostly positive feedback. I know it is not perfect for everyone, but by the end of this project I hope at least one of the four interfaces we release will fit your needs. So if you are not happy with this one do not worry we will get something you like out there.

For those of you unfamiliar with Ahli, he is a stellar custom map maker who has helped me with my project on countless occasions. His expertise with the interface files is a huge boon to the GameHeart project.


What I want from you -

Alright so we have talked about the structure of the project and what both myself and Ahli are working on at the moment. But I also want to crowd source some ideas a bit with this blog, and hopefully you guys are willing to humor me.

Let's talk about UIs

There is a great article a friend linked me to once about UI design in games. You can read it here. It talks about the different types of UI elements you see in games and how they work. Even if you don’t read the article it is worth visiting the link to see the small chart at the bottom that describes the four different types of UI elements.

In Starcraft we use a lot of non-diegetic interface elements to display information to the viewer. While these are great for feeding you information, they tend to be very obstructive and take up a lot of valuable screen real estate. In GameHeart I try to make use of spatial interface elements (like the team/tournaments logos on the maps, or the icons that appear above buildings showing you what they are producing) to limit the need for these non-diegetic elements.

One way I think we can improve Starcraft spectating is by studying other sports to see how they use these spatial elements to help viewers understand what is going on. An obvious example is the first down line in American football. But the big sports like basketball and football are quite self explanatory. They are easy for a new viewer to sit down and watch because they for the most part immediately understand what is happening. Those guys are trying to kick the ball into that goal, or those guys are trying to put the ball through that hoop. These are simple concepts, and while the games themselves are deep they are easy to jump into as a viewer.

Starcraft is not so simple. So we need to look at more complex sports that are constantly trying to make their sport more accessible to the uninitiated. By adopting this strategy perhaps we can boost viewership of Starcraft as an eSport and inspire growth and sponsorship. One example of a complex sport that is doing a fantastic job of using these types of elements to improve the viewing experience, particularly for new viewers, is sailing. The America’s Cup has taken huge strides in making their sport easy to understand. They recently posted a video about this system, and you can check it out here:

[unsupported embed:
]

With this in mind, if you have any ideas on spatial interface elements we can add to GameHeart that will make improve the spectating experience particularly for new view please let me know! What do expert players see that a new player might not that we can show them using custom maps?

The unit selection window

The production icons over buildings were added because in the original version of GameHeart I removed the unit selection panel entirely, which prevented the observer from seeing what a building was producing. Eventually when GomTV was considering using GameHeart for the GSTL they requested that I add the unit selection panel back in, because it was too dramatic a change for them. It is now my goal to go back and try to completely eliminate the need for the unit selection window. To do this we need to consider all of the information we get from it, determine what is ‘necessary’ and what can be discarded for spectating.

No matter how trivial a piece of information is, there will always be people who feel like it is very important. Unfortunately it really is impossible to push the spectating experience of SC2 forward without rustling a few feathers. But I want to start a discussion about this topic in particular anyways. So I am going to make a list of information we get from the unit selection window which is not available already elsewhere.

-The name of a unit. (We really don’t need this)
-Precise unit hitpoints, shield and energy information.
-Unit upgrade levels (GameHeart maps and interface files provide this elsewhere already)
-Unit rank
-Unit kills
-Unit properties (robotic, biological etc)
-Unit cargo (what is inside a medivac or a bunker)
-Unit production (GameHeart maps eliminate this need)
-Unit buffs
-Unit abilities (like blink, this is normally in the command panel but most modern spectator UIs group it with the selection panel. These are actually also visible in the upgrades tab of the leader panel but do not give unit specific information)

Am I missing anything?

So what of this list can we eliminate entirely, and what can we replace with spatial or diegetic UI elements? So for example if we look at unit abilities, we know that many units have visual indications that they possess an upgrade or ability. Banelings roll when they get their speed upgrade instead of walk. Zerglings get wings. Marines get shields etc. These are actually diegetic elements but I am open to spatial elements as well. One idea might be to add visual indications for all abilities in the game that not only show that a unit has an ability, but also that they have enough energy or it is off cooldown so they can use it. So maybe if stalkers have blink upgrade their feet glow. If we can come up with ideas like this for every ability and make them work then we can eliminate the need for the ability icons entirely for spectators.

Another idea might be to have a number appear above a units head when it drops below 20 hitpoints so you can see how close it was when it barely got away. Eliminating the need for precise HP numbers.

I want to hear your ideas so I can steal them! The more information we can put into the game as diegetic or spatial UI elements, the more compact we can make the non-diegetic elements we use which will dramatically improve the spectating experience overall.


About this blog -

So this was the first blog for the GameHeart project. If you have any comments or critiques on how it is organized, or ideas for things you would like me to talk about or cover in future blogs please let me know. Is there too much information? Too little? How in depth do you want me to go into about the work on each part of GameHeart? Also if anyone knows how to fix youtube embeds so they fill the width of the blog let me know.

Frequency wise I am considering either 1 or 2 week intervals between posts.

Anyways, thank you for your time and please share with me your ideas. Lets get a real discussion going about how we can improve starcraft 2 spectating!

-Ryan

****
Gameheart
Nagas
Profile Joined July 2012
Lithuania19 Posts
October 07 2013 12:38 GMT
#2
I hope more tournaments will use your tool. When I saw team logos on the map I did not knew that it was gamehearth feature, I think its cool. I think this thing will stick with sc2 for a very long time.
Quote
Aleteh
Profile Joined December 2011
Denmark166 Posts
October 07 2013 12:43 GMT
#3
Fantastic read Can't wait to see the update in a few weeks!
The Tyrant
Lorch
Profile Joined June 2011
Germany3674 Posts
October 07 2013 12:55 GMT
#4
First of all: Sick write up, thats what you do after a kickstarter!

I will say this again and it's the same thing I said when I first heard about gameheart: Every sc2 tournament should use this, at least every one besides wcs (as they seem to be keen on doing their own ui)! I love this UI, kinda sad we didn't get to 18k to have custom player intros, but still I can't wait for newer versions, gonna check out ghlight now!
Ender985
Profile Blog Joined August 2010
Spain910 Posts
Last Edited: 2013-10-07 13:37:03
October 07 2013 13:06 GMT
#5
Hey! Great job with the ui, I'm a big fan!

Now for a small feature request: Could you please add a small icon on top of a building/morphing/warping struture, in a simmilar way as units being produced have now? That would greatly help spot if what is warping is a pylon or a Dark Shrine with just a quick glance, which I think would be very useful and for a relatively small visual cost.

And to answer your request, I don't think adding 'visual effects' to units that are not originally part of the game (example provided was making stalkers feet glow with available blink) would be a good idea, since you'd be adding 'game-like' elements that are not really part of the game. I think what you have now, which is showing a blink icon when a stalker is selected, making it colored when blink is available (ie a mechanic that is exactly the one already present in the game) makes a lot of sense. Granted, that does not allow you to completely remove the selected unit pannel, but honestly I don't think that would be such a good idea. It is a good idea maybe to try and minimize it, only showing the most relevant info, but I don't think you should remove it completely. Being able to show how many hitpoints that hatchery had left is also a really cool feature that, albeit conditional, I feel should not be removed either. The other elements of the UI I think can be deleted without too much problem.

Good job, and keep it up!
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
October 07 2013 13:17 GMT
#6
On October 07 2013 22:06 Ender985 wrote:
Hey! Great job with the ui, I'm a big fan!

Now for a small feature request: Could you please add a small icon on top of a building/morphing/warping struture, in a simmilar way as units being produced have now? That would greatly help spot if what is warping is a pylon or a Dark Shrine with just a quick glance, which I think would be very useful and for a relatively small visual cost.

Good job, and keep it up!


Im not a fan of adding icons to the game, as it makes the UI look too busy. An alternative could be to superimpose a transparent model of the finished building that is only visible to the observers.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
TemujinGK
Profile Blog Joined March 2011
United States483 Posts
October 07 2013 14:09 GMT
#7
Hey, everything looks great, thanks for the update. I would say in the mock up it's pretty important to have the game clock. I know this is just a preview, but just something to consider in the future.
"Pikachu and Protoss are both yellow, Coincidence?" ~apexMorroW
FrodaN
Profile Blog Joined October 2010
754 Posts
October 07 2013 14:14 GMT
#8
Damn, nice job
dirtydurb82
Profile Joined December 2012
United States178 Posts
October 07 2013 14:27 GMT
#9
I would like to see more Diegetic styles (In-game, In-narrative). These add so much to your character development and just the overall emotional investment to the game. I wish you lots of luck.
"The only way to grow E-Sports is to tell the truth." -Richard Lewis
AsaZZang
Profile Joined June 2013
Germany30 Posts
October 07 2013 14:33 GMT
#10
holy *** this is amazing keep up the good work !
iLoVeLiquidHerO <3
GameHeart
Profile Blog Joined February 2012
286 Posts
October 07 2013 14:50 GMT
#11
On October 07 2013 22:17 iHirO wrote:
Show nested quote +
On October 07 2013 22:06 Ender985 wrote:
Hey! Great job with the ui, I'm a big fan!

Now for a small feature request: Could you please add a small icon on top of a building/morphing/warping struture, in a simmilar way as units being produced have now? That would greatly help spot if what is warping is a pylon or a Dark Shrine with just a quick glance, which I think would be very useful and for a relatively small visual cost.

Good job, and keep it up!


Im not a fan of adding icons to the game, as it makes the UI look too busy. An alternative could be to superimpose a transparent model of the finished building that is only visible to the observers.


Have definitely considered both solutions before. I can't remember what got in the way of implementing it but I will look into it again. I know Ahli created a map that used the 'ghost structures' that you see when you are trying to figure out where to place a building to do something similar before so maybe I can mooch some of that off of him.
Gameheart
Kylo55
Profile Joined April 2012
Poland64 Posts
October 07 2013 15:08 GMT
#12
The UI is great. I assume that the production is switching with units/structures/resources lost etc.
About unit window selection i have slightly different opinion. I agree that its pointless to select a single stalker, or to select buildings because of the icons that GH provides. On the other hand i think that it is very useful when observer select all zerglings/stalkers/marines on the screen and i can quickly count them when i see like 2.5 row in unit window selection. I can see the difference between a group of 4 and of 8 stalkers. But the difference between 12 and 20 zerglings is not that big, as they run around. I know that you can see how many units are in units tab, but not always all of zerglings are in the same place.
Maybe its just my thing, because you can see how many units are there, but i like to know EXACTLY how many units are there.
ETisME
Profile Blog Joined April 2011
12350 Posts
October 07 2013 15:24 GMT
#13
I love how much effort you are putting into this and certainly happy that I donated to you
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Nerv3
Profile Joined March 2011
Germany36 Posts
October 07 2013 15:40 GMT
#14
I don't know how well it would work but an idea would be that you see the units moving direction on the minimap, sort of like in league of legends, you see an arrow where the units are moving to.

Maybe only show the arrow if there are at least 5 units in a ball moving towards that location.
You could make the arrow bigger the more units are involved.

So basically waypoints which are viewable on the minimap, but smarter that it doesnt get too clustered.

Could be that the minimap is just too small and it doesn't work though.
More gg more skill :)
HerbMon
Profile Blog Joined June 2009
United States460 Posts
October 07 2013 15:58 GMT
#15
you're bringing the future to esports viewing my friend :D.
How we will win in the period ahead.
green2000
Profile Joined October 2009
Peru79 Posts
October 07 2013 16:01 GMT
#16
I have an idea for uni upgrades, what if you change the heal image of the unit if it had some upgrade, for example if a baneling have speed the image change to a baneling ball or a stalker, the image change to a biger stalker or something that can be graphicaly reference to a blink stalker
Fenix all the way!
devius26
Profile Joined October 2011
Sweden15 Posts
Last Edited: 2013-10-09 09:33:06
October 07 2013 16:01 GMT
#17
I don't think you need to add permanent effects to all units when they get their specific upgrades, I feel like that could end up making them look wonky. Perhaps you should instead make a very obvious notifier for when an upgrade is unlocked. Like if a player just finished researching blink the blink sound would be heard and the blink icon would flash by the player's bar at the bottom.
I mean, usually you don't forget whether someone has upgraded or not. When you click a unit to see if they have the upgrade it's because you don't know if you caught it finishing or not. By making an upgrade very apparent when researched I think that need would be eliminated.

As for cooldowns you could perhaps use the countdown circle thing that Widow Mines had in the HotS beta.

Lastly. As a huge fan of kill counts (I love my hero immortals), it would be fun if you could add a toggle to show units killed as a number floating above each unit's head. To notify casters of a high kill count unit, you could make a skull flash over it briefly for every 5 or 10 kills it gets.

Oh and one more thing. I know this goes completely against the idea of diegetic UI elements but perhaps you should consider the ability for observers to pull up unit cards on the screen, filled with even more information than the unit selection screen. It would be bad to have in the middle of the action but perhaps it could be good when discussing each player's unit capabilities during downtime, educating new viewers or analysing a replay. I made a quick mockup to somewhat show what I mean. http://i.imgur.com/HhbEJ9z.png (Some notes. The stats would change along with upgrades as indicated with the green colour and the background colour of the card would correspond with the player colour.)


My suggestions might in fact be stupid and worthless but nevertheless I'm greatly looking forward to the end result of the project. I hope more tournaments pick up Gameheart in the future. Best of luck!
RiSkysc2
Profile Joined September 2011
696 Posts
October 07 2013 16:04 GMT
#18
The more information you take away from the UI / game, the less casters have to talk about. In my opinion, as quite a "hardcore" player and viewer, i definitely disagree with the stripping away of any information from the UI.
dvorakftw
Profile Blog Joined November 2011
681 Posts
October 07 2013 16:14 GMT
#19
On October 07 2013 21:13 GameHeart wrote:
I am also running tests on the Stronger Team Colors mod system which will allow STC to only display for observers and leave players unaffected. Hopefully this will encourage tournaments to seriously consider using STC as I feel it dramatically improves the readability of the game on web streams, particularly the ZvZ matchup.

I love the concept of STC but in practice the times I saw it used it was comedicly overdone. Dial it back 4 or 5 notches and it would be much more likely to become common.
dvorakftw
Profile Blog Joined November 2011
681 Posts
October 07 2013 16:21 GMT
#20
On October 08 2013 01:04 RiSkysc2 wrote:
The more information you take away from the UI / game, the less casters have to talk about. In my opinion, as quite a "hardcore" player and viewer, i definitely disagree with the stripping away of any information from the UI.

In an ideal situation they will be able to bring it up in some form when needed.

Also the casters will talk about what they want to talk about without concern with what is and isn't on the screen. I often notice observers pointing out things that the casters ignore.

Even things like minerals, gas, and supply could be removed for at least 80% of the game and nothing important would be lost as long as they pop up at the right moments, before and after fights for example.
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Showmatches
Liquipedia
BSL: ProLeague
18:00
Bracket Stage: Day 1
StRyKeR vs MadiNho
Cross vs UltrA
TT1 vs JDConan
Bonyth vs Sziky
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 173
PiGStarcraft25
StarCraft: Brood War
Britney 21926
soO 47
Icarus 2
Dota 2
NeuroSwarm85
League of Legends
Grubby2616
Dendi1453
JimRising 800
Counter-Strike
Stewie2K239
Super Smash Bros
C9.Mang06534
Heroes of the Storm
Khaldor182
Other Games
summit1g7184
ViBE162
shahzam82
KnowMe62
UpATreeSC26
Organizations
Dota 2
PGL Dota 2 - Secondary Stream5687
Other Games
gamesdonequick573
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Berry_CruncH225
• Hupsaiya 92
• musti20045 33
• davetesta32
• HeavenSC 15
• gosughost_ 8
• Kozan
• Migwel
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler80
League of Legends
• Doublelift4331
Other Games
• imaqtpie2219
Upcoming Events
SOOP Global
2h 28m
Creator vs Rogue
Cure vs Classic
SOOP
8h 28m
Classic vs GuMiho
Sparkling Tuna Cup
9h 28m
AllThingsProtoss
10h 28m
Fire Grow Cup
14h 28m
BSL: ProLeague
17h 28m
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
23h 28m
Replay Cast
1d 23h
Replay Cast
2 days
WardiTV Invitational
2 days
[ Show More ]
WardiTV Invitational
2 days
GSL Code S
3 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
3 days
GSL Code S
4 days
herO vs TBD
Classic vs TBD
The PondCast
4 days
Replay Cast
4 days
GSL Code S
5 days
WardiTV Invitational
5 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
WardiTV Invitational
6 days
Cheesadelphia
6 days
Cheesadelphia
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.