• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:23
CEST 15:23
KST 22:23
  • 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
Maestros of the Game: Week 1/Play-in Preview10[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Maestros of the Game: Week 1/Play-in Preview Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Buy Oxycontin, Xanax, Adderall, Rivotril, Adipex, Pros React To: herO's Baffling Game
Tourneys
Is there English video for group selection for ASL [Megathread] Daily Proleagues Small VOD Thread 2.0 [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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
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 Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1388 users

[Map] Valkyrion - Page 4

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
September 03 2009 20:22 GMT
#61
On September 04 2009 04:27 neobowman wrote:
Show nested quote +
On September 04 2009 03:52 Chill wrote:
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.

And the highest ground on Blue Storm is a similar distance, except this map is flat, not running up two hills.
Moderator
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 03 2009 20:40 GMT
#62
On September 04 2009 05:22 Chill wrote:
Show nested quote +
On September 04 2009 04:27 neobowman wrote:
On September 04 2009 03:52 Chill wrote:
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.

And the highest ground on Blue Storm is a similar distance, except this map is flat, not running up two hills.

There are paths around the high ground in BS. Here it seems like you can put 1 tank in the middle of the choke and it could shoot at any unit trying to come accross the center.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
peidongyang
Profile Joined January 2009
Canada2084 Posts
September 03 2009 20:50 GMT
#63
This looks like an interesting TvT map
the throws never bothered me anyway
StarBrift
Profile Joined January 2008
Sweden1761 Posts
September 03 2009 21:12 GMT
#64
I gotta say after going over this map alot that it looks extremely balanced right now.

TvP -

The middle is not buildable which makes "camping is great" a moot argument and it's still tight enough for terran to be able to push down it. Recalls will probably be very effective but the relatively easily obtained 4 bases should counteract that quite well. The rush distance seems long so macro games will probably be favored. It looks to play out kinda like Bluestorm but without the ridges and with more room for creative expansions and creative attacks. Unlike Bluestorm it looks like the battles on this map would take place in a number of difference places and not just in the middle. Looks like Both Flash style and Fantasy style TvP might work here. With fantasy drop / vulture heavy play probably working great.

ZvT -

Since the rushing distance seem kinda far it might favor terran doing a 14 CC in the back of their base. But that expansion has mins up against the edge of the cliff so anti muta defenses wont be easy. A good way to counteract the easily available expansion up there. I could also see a lurker drop to the open area in the main or above the ramp to your mineral only to be strong aswell as a lurker bust on the temples in the back. More varying strats is more fun! 2 hatch muta will probably be very strong aswell since the expansions are faced towards the opponents base but the nats seem like they could be turreted up without too much trouble.

PvZ -
Looks to be a good map for FE toss. Alot like Medusa but with an easily defended third gas. Zerg also has an abundance of bases to take if he wants to play turtle style. Looks like everything from 5hat hydralurk to mutalurk could work on this map. Also looks like various protoss timing attacks and reaver harass could be effective. Speed shuttles running around this map would be a nightmare (in a good way).

I haven't even tried this map but this is what it looks like from analysing it. I really wish you somehow cuold get progamers to play on it as I think it would be alot of fun. It's not often a good 2 player map comes along that looks to be entertaining and balanced.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2009-09-03 21:38:20
September 03 2009 21:36 GMT
#65
My analysis because people seem intent on saying the map is good

PvT:
Camping is bad just because centre is unbuildable? Not the case at all. If you can hold the centre, you have half the map so the Terran can just concentrate all their forces there without fear of a flank. Goliaths can counter shuttles and just comsat or a science vessal later on for detection. Vultures will do enough blocking. Even if Terran doesn't hold centre, he can just take 4 easy bases and push out 200/200 3/3 and Protoss won't be able to stop it. Protoss can do nothing on this map if Terran plays well. Rushes are stopped because of long distance between bases and a 13 nex will improve the position temporarily but a Terran will be able to catch up just as quickly because it's so easy to get bases.

PvZ:
Same problem as PvT. Protoss can get many easy bases and Zerg has to counter with harass but if Protoss holds middle, it'll be easy to defend. Drops could be a problem but if Protoss keeps them in mind, then they won't be able to do too much. 4th gas for Zerg is very hard to obtain while 3rd gas for protoss is oh so easy to defend once you add cannons. Add reavers and templar too, and Zerg is toast.

TvZ:
Mech build. Hold middle. Zerg can do nothing. Air=Valkyries/Science Vessals, mine up middle and nothing will be able to get through that, the line of tanks and goliaths. I may be underestimating Zerg in this matchup a bit but I do believe it will be Terran favoured.

If some of the better players here can do some testing with the strategies I've outlined, it would be much appreciated.

Edit: If you want to know why it's so tight, there's wasted space all over the map. Water at the 12 and 6, the expos at 7 and 1 have far too much space, there is a big load of nothing right outside of the natural and the backdoor main path takes too much for too little. It would be better if directed towards the top and bottem of the map instead of the left and right.
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
September 03 2009 21:38 GMT
#66
On September 04 2009 05:40 Shikyo wrote:
Show nested quote +
On September 04 2009 05:22 Chill wrote:
On September 04 2009 04:27 neobowman wrote:
On September 04 2009 03:52 Chill wrote:
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.

And the highest ground on Blue Storm is a similar distance, except this map is flat, not running up two hills.

There are paths around the high ground in BS. Here it seems like you can put 1 tank in the middle of the choke and it could shoot at any unit trying to come accross the center.

Not sure about that lol, but I definitely widened the mid after updating the first version. Can't find any more means to make it wider :<
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 03 2009 21:41 GMT
#67
On September 04 2009 06:38 konadora wrote:
Show nested quote +
On September 04 2009 05:40 Shikyo wrote:
On September 04 2009 05:22 Chill wrote:
On September 04 2009 04:27 neobowman wrote:
On September 04 2009 03:52 Chill wrote:
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.

And the highest ground on Blue Storm is a similar distance, except this map is flat, not running up two hills.

There are paths around the high ground in BS. Here it seems like you can put 1 tank in the middle of the choke and it could shoot at any unit trying to come accross the center.

Not sure about that lol, but I definitely widened the mid after updating the first version. Can't find any more means to make it wider :<


I would say scrap this map and start anew. You can do much much better than this.
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
September 03 2009 21:41 GMT
#68
On September 04 2009 06:36 neobowman wrote:
My analysis because people seem intent on saying the map is good

PvT:
Camping is bad just because centre is unbuildable? Not the case at all. If you can hold the centre, you have half the map so the Terran can just concentrate all their forces there without fear of a flank. Goliaths can counter shuttles and just comsat or a science vessal later on for detection. Vultures will do enough blocking. Even if Terran doesn't hold centre, he can just take 4 easy bases and push out 200/200 3/3 and Protoss won't be able to stop it. Protoss can do nothing on this map if Terran plays well. Rushes are stopped because of long distance between bases and a 13 nex will improve the position temporarily but a Terran will be able to catch up just as quickly because it's so easy to get bases.

PvZ:
Same problem as PvT. Protoss can get many easy bases and Zerg has to counter with harass but if Protoss holds middle, it'll be easy to defend. Drops could be a problem but if Protoss keeps them in mind, then they won't be able to do too much. 4th gas for Zerg is very hard to obtain while 3rd gas for protoss is oh so easy to defend once you add cannons. Add reavers and templar too, and Zerg is toast.

TvZ:
Mech build. Hold middle. Zerg can do nothing. Air=Valkyries/Science Vessals, mine up middle and nothing will be able to get through that, the line of tanks and goliaths. I may be underestimating Zerg in this matchup a bit but I do believe it will be Terran favoured.

If some of the better players here can do some testing with the strategies I've outlined, it would be much appreciated.

Edit: If you want to know why it's so tight, there's wasted space all over the map. Water at the 12 and 6, the expos at 7 and 1 have far too much space, there is a big load of nothing right outside of the natural and the backdoor main path takes too much for too little. It would be better if directed towards the top and bottem of the map instead of the left and right.

Reading your comments, I think I have a rough idea on how to change the map design. Will probably upload an updated version in a couple of hours' time.
POGGERS
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
September 03 2009 21:50 GMT
#69
You're up so early kona...

In any case, neo's analysis on TvZ mech doesn't really apply unless the Zerg camps or something. I'd say Zerg has a good chance of holding Terran mech off considering the opponent's main is so easy to drop.

PvT is tricky because there's just too much stuff that Toss can do to delay Terran. Although I agree that it'll end up being harder for Toss late game.

PvZ will end up being a camper Zerg style into mass Ultralisks+drops everytime.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
SanguineToss
Profile Blog Joined August 2009
Canada815 Posts
September 03 2009 22:07 GMT
#70
Looks imba as fuckk for terran because of the ledges. Early tank drop= gg
Chill
Profile Blog Joined January 2005
Calgary25981 Posts
September 03 2009 22:10 GMT
#71
On September 04 2009 06:41 neobowman wrote:
Show nested quote +
On September 04 2009 06:38 konadora wrote:
On September 04 2009 05:40 Shikyo wrote:
On September 04 2009 05:22 Chill wrote:
On September 04 2009 04:27 neobowman wrote:
On September 04 2009 03:52 Chill wrote:
On September 04 2009 03:50 neobowman wrote:
On September 04 2009 03:43 Chill wrote:
On September 04 2009 03:35 neobowman wrote:
.... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one.

I like your optimism, LOL.

Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work.

To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map.

Great map in my opinion.


On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really.

Edit: I do praise Kona though for making the terrain show where to put buildings.

And the highest ground on Blue Storm is a similar distance, except this map is flat, not running up two hills.

There are paths around the high ground in BS. Here it seems like you can put 1 tank in the middle of the choke and it could shoot at any unit trying to come accross the center.

Not sure about that lol, but I definitely widened the mid after updating the first version. Can't find any more means to make it wider :<


I would say scrap this map and start anew. You can do much much better than this.


I would say this map is fine as is.
Moderator
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
September 04 2009 03:40 GMT
#72
Huge update to 3.0

please take a look!
POGGERS
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
September 04 2009 20:29 GMT
#73
HOLY SHIT I LOVE THIS MAP NOW

Excellent modifications, I can't wait to play this. At this point I have no further criticism until I get some playtime in.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 04 2009 20:43 GMT
#74
When I get back from downtown in a couple hours, I wouldn't mind trying it out again. Anyone up for it?
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
September 04 2009 20:56 GMT
#75
On September 05 2009 05:43 Grobyc wrote:
When I get back from downtown in a couple hours, I wouldn't mind trying it out again. Anyone up for it?

Sure. Although if iccup is still down I can only play over Hamachi. :/
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
September 04 2009 21:02 GMT
#76
3.0 is brilliant! Good job.
My psychiatrist says I have deep-seated Ragneuroses :(
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
September 05 2009 01:54 GMT
#77
anyone wanna play
POGGERS
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
September 05 2009 02:00 GMT
#78
It's improved but I'd still say it's not that good because the concept just doesn't work imo. Nightmarjoo gave up on the map a while ago.
Ozarugold
Profile Blog Joined February 2008
2716 Posts
September 05 2009 02:25 GMT
#79
3.0 looks mega sexy~
this is my quote.
konadora *
Profile Blog Joined February 2009
Singapore66201 Posts
September 05 2009 02:27 GMT
#80
On September 05 2009 11:00 neobowman wrote:
It's improved but I'd still say it's not that good because the concept just doesn't work imo. Nightmarjoo gave up on the map a while ago.

and your point is?
POGGERS
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 1064
IndyStarCraft 119
Rex 107
BRAT_OK 43
StarCraft: Brood War
Britney 43413
PianO 6208
Sea 5570
Rain 3594
Jaedong 1717
Bisu 1259
GuemChi 1201
Shuttle 619
Larva 420
Mini 348
[ Show more ]
BeSt 304
Light 298
actioN 281
Snow 250
EffOrt 204
Soulkey 201
Mong 198
Hyuk 197
ggaemo 191
Barracks 137
Hyun 93
ZerO 92
Mind 79
JYJ51
Sharp 38
ToSsGirL 38
TY 37
Pusan 33
Nal_rA 32
sSak 26
Noble 20
sorry 17
scan(afreeca) 17
HiyA 13
ajuk12(nOOB) 13
Sacsri 13
Free 11
Yoon 10
SilentControl 9
Bale 6
Movie 5
IntoTheRainbow 5
Terrorterran 2
Dota 2
The International42607
Gorgc10913
qojqva371
XaKoH 241
Fuzer 209
XcaliburYe104
febbydoto8
League of Legends
JimRising 249
Counter-Strike
zeus867
Stewie2K310
oskar182
edward78
Heroes of the Storm
Khaldor41
Other Games
singsing1504
hiko615
B2W.Neo527
crisheroes501
DeMusliM240
Happy154
Liquid`VortiX83
ArmadaUGS65
QueenE59
MindelVK30
ZerO(Twitch)16
Hui .5
Organizations
StarCraft: Brood War
UltimateBattle 1776
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2572
• Jankos1238
Upcoming Events
Maestros of the Game
3h 37m
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
5h 37m
Team Bonyth vs Team Dewalt
CranKy Ducklings
20h 37m
RSL Revival
20h 37m
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
1d
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
1d 3h
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
1d 4h
RSL Revival
1d 20h
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
2 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
2 days
Team Hawk vs Team Sziky
[ Show More ]
Sparkling Tuna Cup
2 days
Monday Night Weeklies
3 days
The PondCast
5 days
Online Event
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.