• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:08
CEST 22:08
KST 05:08
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611SC4ALL II announced - $10,000 prize pool, Dec 5-64
StarCraft 2
General
GSTL Returns in 2026! SC4ALL: II Talent Announcement! Balance hotfix patch 5.0.16b (July 16) Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 RSL Revival: Season 6 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II ASL22 General Discussion [Personal Project Share] Terran Defense v0.60 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6 KCM Race Survival 2026 Season 3
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Anyone here play Quakeworld back in the day? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread The Letting Off Steam Thread Iain M Banks Says He Has Cancer And Months To Live Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3435 users

Tandem StarCraft - Page 17

Forum Index > BW General
Post a Reply
Prev 1 15 16 17 18 19 Next All
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 03:15:46
February 18 2010 03:11 GMT
#321
you can fix the map triggers like i outlined on SEN or you could just have some incentive to move into the middle of the map.

For example,

extra resources for controlling middle (add a turtle-checker and only implement this when it is detected a player is turtling)

or perhaps an area that will allow you to transfer your units to the other side in case your partner needs it
-> if you own most of the map, and you control the 'area' and the other player is turtling, you can send your units to the other players side and effectively 2 vs 1 the other player.

if you have absolute control of the center for 20 minutes you win automatically
by absolute i mean at most 0 enemy units enters the radius of the center
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 18 2010 03:41 GMT
#322
On February 18 2010 11:40 Excel Excel wrote:
Show nested quote +
On February 18 2010 02:34 Chill wrote:
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.



But...

Show nested quote +
Chill wrote:I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do.


This establishes that your enemy is Protoss.

You: T
Enemy: P
Ally: Z/T
Enemy Ally: T/Z

You kill a P unit. It transfers to your ally. Your enemy's ally kills that P unit, and it transfers right back to your enemy. It should have been impossible for you to obtain protoss units in any way.


Yeah that was what I was thinking... Even if there were only one Terran in the game...

You: T
Enemy: P
Ally: Z
Enemy Ally: P

They kill a probe, you build a DA, you MC the enemy's drone that was transferred from your ally. You would have had to tech up for both Protoss and Zerg. If they let you do this, they deserved to get buttfucked like that.
TL+ Member
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
February 18 2010 03:59 GMT
#323
On February 18 2010 11:40 Excel Excel wrote:
Show nested quote +
On February 18 2010 02:34 Chill wrote:
On February 17 2010 15:36 frogmelter wrote:
Wait you got all 3 races and over 200 pop for Terran?

Yes, there were 2 Terrans (myself being one), a Zerg, and a Protoss in the game. I got units from all of them.



But...

Show nested quote +
Chill wrote:I pushed to my fourth and then I didn't move all game. I spent all my money on Turrets. After I was ready, I just pushed out and raped. Since intrigue's main was Protoss, there was nothing he could do.


This establishes that your enemy is Protoss.

You: T
Enemy: P
Ally: Z/T
Enemy Ally: T/Z

You kill a P unit. It transfers to your ally. Your enemy's ally kills that P unit, and it transfers right back to your enemy. It should have been impossible for you to obtain protoss units in any way.

I guess I remember wrong.
Moderator
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-18 08:07:01
February 18 2010 08:05 GMT
#324
I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.
LEGEND!! LEGEND!!
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
Last Edited: 2010-02-18 09:24:35
February 18 2010 09:13 GMT
#325
Brainstorming possible solution to immortal units recirculating forever. I didn't run across a suggestion like this but it may be here. If so, sorry

units transfer once

Your opponent makes a zealot. You kill it. Your ally gets it. Then if your ally loses it, your opponent doesn't get it. It goes away. Your opponent only gets units made originally by your ally. You only get units originally made by your teammate's opponent. Units you make never come back to you after you lose them.

Hurting your opponent still helps your ally: he gets units. But only if they were made by your opponent. If you kill a unit your ally lost it is now gone. I think I'm just restating this over and over

How to do it? Units that get transferred are hero units, and hero units don't transfer? Is there a way to edit what spells heros have?

******

this way, units are not forever. Resources will have to be used to replace them as they go away, perhaps making people need the resources more. It will also mean resources will eventually run out. There is a possible endgame of no more resources and dwindling units, which might help put a cap on max game length., Combined with building destruction giving your ally resources, it might mitigate turtling a little. Mostly just about taking units out of circulation though
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 10:13:42
February 18 2010 09:47 GMT
#326
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage, not because of the lack of mixed units, but because of supply. If B = protoss, and they can only get an influx of protoss units which take up supply limits, players A and C can get ahead simply because they don't have to accommodate for two player's worth of supply (and in the current method, the units cannot die so eventually there will be a point where theyll be maxed with protoss units but the other player will be maxed with his own race plus have the extras from his partners winnings)

In all honesty the hero system works best because they dont take supply and they only transfer once.


I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.


probably the worst idea ever

But whatever. Most of the fun of this game is from the fact that it is a team-based game, but it borders on the familiarity of 1v1. It's something you can play with your prac partners and friends and at the end of the day, balance isn't going to be all that important.
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 18 2010 11:26 GMT
#327
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-18 15:41:07
February 18 2010 15:39 GMT
#328
Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.
LEGEND!! LEGEND!!
Ideas
Profile Blog Joined April 2008
United States8174 Posts
February 18 2010 17:47 GMT
#329
sorry I didnt read all of the thread but is the way that multi-race 2v2 works is it would be like a TZ team vs a TZ team and its a zvt on each side, so if I kill a medic it will go to my teammate etc?
Free Palestine
KameZerg
Profile Blog Joined May 2007
Sweden1772 Posts
February 18 2010 17:59 GMT
#330
I love teamliquid tandem?
asdasdasdasdasd123123123
Falling
Profile Blog Joined June 2009
Canada11593 Posts
Last Edited: 2010-02-18 18:10:54
February 18 2010 18:07 GMT
#331
On February 18 2010 17:05 Chef wrote:
I just though of a possible though iffy solution.

What if unit deaths only count at certain locations? That is, expansions, or at least chokes to expansions, do not follow the rules of Tandem SC. But units lost in the middle where wars are raged and units have to move DO. That would mean you could attack an expo without fear of screwing over your ally. The only draw back is that peon harassment won't give your ally workers, and likewise, defending peon harassment (such as reaver drop) won't give your ally the reaver (which makes it a bit more of an attractive strat).

I think this is the first solution I've been able to see that actually solves the turtling issue without breaking the fun of Tandem. Plus is makes getting rid of excess workers possible.


I suppose, but I wonder how often are there battles in the middle? All the ones I played, I essentially camped out in front of their expansion, expanded myself, before pushing in. Maybe it's because of the sort of players my friends are, but most of the battles seem to be at the choke. It would certainly make pushing up easier (a ling defiler push is not very cost effective right now), but would there be much Tandem switching?

The idea of holding multiple points before being able to transfer units to your ally would certainly put the impetus on being more aggressive- the 2v1 danger would be a big motivator. I wonder if it would change the game dynamics too much by creating more point to hold... unless the areas to hold were also x number of expansions in the middle. In this way you would be fighting over expansions as in a normal Starcraft game, only the stakes are raised. (Of course if you're both fighting over expansions, chances are you won't be able to spare units for a 2v1 tranfer.)
Moderator5000 of our finest Taliban warriors have been released! Rise up my brothers. Mashalla! al-Donald ibn-Frederick al-Masih allows it.
Oracle
Profile Blog Joined May 2007
Canada411 Posts
Last Edited: 2010-02-18 19:59:57
February 18 2010 19:04 GMT
#332
On February 18 2010 20:26 Excel Excel wrote:
Show nested quote +
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.


Maybe the teams are equal but it becomes significantly harder for B raced players to win their 1 vs 1... do i really have to explain myself?

Maybe its counter-intuitive for you, sort of like a monty-hall problem.

Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.


As for your concerns with hero units, is it really all because of upgrades? Because in all honesty thats really not a problem in my opinion. Who wants marines without stim/range, or lings without speed, defilers without consume, or hydras without range/speed?

And if you're under the assumption that hero units grant normal units their upgrades - they don't.

Nonetheless, it wouldn't be a problem anyways, since it would really only help players who have an opponent on the other side the same race as them, at which point they're at a racial disadvantage, and most likely have their upgrades already anyways.

And your idea is bad because it rewards macro based players more than aggressive harass-oriented players.
In addition, suppose a battle takes place where one players units are in the location and the other players units aren't. I'm gonna go on a limb and assume you can draw your own conclusion from this. (And people WILL exploit this)

oberon
Profile Joined May 2009
United States1320 Posts
February 18 2010 20:43 GMT
#333
On February 19 2010 04:04 Koltz wrote:
Show nested quote +
On February 18 2010 20:26 Excel Excel wrote:
On February 18 2010 18:47 Koltz wrote:
Suppose there are two teams T1 and T2
if A, B, C denotes races, and the teams are composed of these races:


T1: A B
T2 : B C

Then players of race B are at a huge disadvantage.


Then each team has one disadvantaged player. Can't see what's wrong here.


Maybe the teams are equal but it becomes significantly harder for B raced players to win their 1 vs 1... do i really have to explain myself?

Maybe its counter-intuitive for you, sort of like a monty-hall problem.

Show nested quote +
Harsh considering you're the one who's brought up an idea suggested so many times, I've given up on explaining why it doesn't work lol. I'd like to know why you think my idea is so bad. Like what gameplay elements do you envision being made unfun because of it? If it's gaining/losing units from attacking/defending expos, well that's kind of the exact problem we're trying to solve and I think it does a nice job of that.


As for your concerns with hero units, is it really all because of upgrades? Because in all honesty thats really not a problem in my opinion. Who wants marines without stim/range, or lings without speed, defilers without consume, or hydras without range/speed?

And if you're under the assumption that hero units grant normal units their upgrades - they don't.

Nonetheless, it wouldn't be a problem anyways, since it would really only help players who have an opponent on the other side the same race as them, at which point they're at a racial disadvantage, and most likely have their upgrades already anyways.

And your idea is bad because it rewards macro based players more than aggressive harass-oriented players.
In addition, suppose a battle takes place where one players units are in the location and the other players units aren't. I'm gonna go on a limb and assume you can draw your own conclusion from this. (And people WILL exploit this)



The main problem is that not all units have heroes. Specifically important: there are no hero workers. Additionally, upgrades are kinda an issue early on. If you 4 pool and kill 2 marines, your partner shouldn't get two beefy hero 'rines.

--oberon
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
February 18 2010 20:59 GMT
#334
wow O_O fresh idea
i like this
cw)minsean(ru
3FFA
Profile Blog Joined February 2010
United States3931 Posts
February 18 2010 21:15 GMT
#335
and the guy who can't even try this out is ignored-.-
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
oberon
Profile Joined May 2009
United States1320 Posts
February 18 2010 21:39 GMT
#336
On February 19 2010 06:15 3FFA wrote:
and the guy who can't even try this out is ignored-.-


Download the Destination version (just because that's the one I made/tested, so I know it works).

Find your SC folder. In that, find the Maps folder. In that, find the Broodwar folder.

Put the map there.

Make sure its name ends in .scx.

Now, open starcraft, go on bnet, create a UMS game, and in your map list you should see it.

--oberon
frogmelter
Profile Blog Joined April 2009
United States971 Posts
February 18 2010 22:08 GMT
#337
On February 18 2010 18:13 MamiyaOtaru wrote:
Brainstorming possible solution to immortal units recirculating forever. I didn't run across a suggestion like this but it may be here. If so, sorry

units transfer once

Your opponent makes a zealot. You kill it. Your ally gets it. Then if your ally loses it, your opponent doesn't get it. It goes away. Your opponent only gets units made originally by your ally. You only get units originally made by your teammate's opponent. Units you make never come back to you after you lose them.

Hurting your opponent still helps your ally: he gets units. But only if they were made by your opponent. If you kill a unit your ally lost it is now gone. I think I'm just restating this over and over

How to do it? Units that get transferred are hero units, and hero units don't transfer? Is there a way to edit what spells heros have?

******

this way, units are not forever. Resources will have to be used to replace them as they go away, perhaps making people need the resources more. It will also mean resources will eventually run out. There is a possible endgame of no more resources and dwindling units, which might help put a cap on max game length., Combined with building destruction giving your ally resources, it might mitigate turtling a little. Mostly just about taking units out of circulation though


The hero method won't work. Some units don't have heroes. Heroes will have some upgrades already. Some heroes attack faster [Zeratul attacks a crapton faster]

There is a way to do it but it would be very time consuming
TL+ Member
pheer
Profile Blog Joined July 2004
5401 Posts
February 18 2010 23:04 GMT
#338
Okay so how about this idea, using holding cells.

[image loading]


Imagine P3 and P4 are on a team (I have not actually played the game yet, so assume it's TTvBB). Also assume it's PPvPP for simplicity.

1. P3 loses one zealot.
2. A zealot is spawned in P4's holding cell, as well as on P4's civilian.
3. P4 now loses one zealot. We are never sure if this zealot was the original, we just know he lost a zealot.
4. [important] the game now checks if P4 was "gifted" a zealot by looking for 1 zealot in P4's holding cell. If a zealot is found, it is killed in the holding cell. Nothing is gifted back. If a zealot is NOT found, a zealot is spawned in P3's holding cell, as well as on P3's civilian.

So to build a scenario, let's say P1 loses 2 zealots. That means P2 gets 2 zealots and P2 now has 2 zealots in his cell.
Then let's say P2 loses one of the zealots. One zealot is removed from P2's cell. Now let's say P2 loses two more zealots resulting in -1 net zealots. The remaining zealot in P2's holding cell is removed. But now when the triggers check for the other zealot, nothing is found. So now P1 is given a zealot, and P1's holding cell has 1 zealot.


Some flaws with this...

1. The holding cells must be big enough to hold (maximum) 600 large units. But that is an extreme case where you have 200 ultras, 200 tanks, and 200 reavers, which can't really happen anyway...

2. The triggers could misfire if hypertriggers are not used, because the physical holding cells are constantly being checked and changed.

Some benefits...

1. This should solve the "huge army" problem because each unit type can only be traded back and forth once.

2. The middle area is no-man's land anyway, so putting the cells there is OK

I have not yet wrapped my head around what happens when all 4 players are simultaneously killing and receiving units. I want you guys to figure that part out =]

Moderator
Excel Excel
Profile Blog Joined February 2010
142 Posts
February 18 2010 23:33 GMT
#339
OMG, I already gave a solution that allows transfer only once WITHOUT USING HEROES, and it was ignored.

Simply put: for every unit transferred to P2, add 1 to P2's death count for the corresponding hero and give a regular unit. Next time he loses that unit, decrement both the hero and regular death counts and do not transfer.

For units without heroes just use the death counts of Alan Turret/Duke Turret/Jump Gate/Khaydarin Crystal Formation/Psi Disrupter/Power Generator/Cerebrate/Ion Cannon/Overmind/whatever.
"SCREW OBSERVERS MUST HAVE MOAR ARBITERS!!!11one1" - Famous last words
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2010-02-19 00:26:16
February 19 2010 00:13 GMT
#340
EDIT: OOOohhhh... I feel dumb. I get it now. Each hero can have their own deathcount, that you modify to keep track of everything (which means no physical units lag up the game trying to keep track). Sorry excel excel. That makes sense. Someone implement this immediately lol. If you're doing it, post here so we don't have overlap of horrible, horrible grinding work (might be easier if you know how to use text trigger editors, but I don't T.T).
LEGEND!! LEGEND!!
Prev 1 15 16 17 18 19 Next All
Please log in or register to reply.
Live Events Refresh
OSC
20:00
Mid Season Playoffs
SteadfastSC0
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 598
UpATreeSC 102
ProTech90
EmSc Tv 30
StarCraft: Brood War
Britney 14872
Larva 267
Dewaltoss 138
Dota 2
qojqva4752
Counter-Strike
fl0m2749
Heroes of the Storm
Liquid`Hasu379
Other Games
Grubby1885
B2W.Neo482
C9.Mang0213
ArmadaUGS143
Organizations
StarCraft 2
EmSc Tv 30
EmSc2Tv 30
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 74
• Reevou 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 46
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• imaqtpie2824
• Scarra1014
• TFBlade811
• Shiphtur589
Upcoming Events
Replay Cast
3h 52m
Escore
13h 52m
PiG Sty Festival
15h 52m
ByuN vs HeRoMaRinE
ShoWTimE vs Zoun
Big Brain Bouts
19h 52m
Nicoract vs Neeb
TriGGeR vs ShoWTimE
CranKy Ducklings
1d 13h
PiG Sty Festival
1d 15h
herO vs Krystianer
Solar vs Cure
IPSL
1d 19h
Sparkling Tuna Cup
2 days
PiG Sty Festival
2 days
Maru vs Shameless
Reynor vs TriGGeR
IPSL
2 days
[ Show More ]
OSC
3 days
Afreeca Starleague
3 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
3 days
The Patches Monday
3 days
Afreeca Starleague
4 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5 days
The PondCast
6 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-08-12
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
RSL Revival: Season 6
PiG Sty Festival 8.0
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W7
CSLAN 4
ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
META DYMY #4
PGL Masters Bucharest 2026
Thunderpick World Champ.
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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 © 2026 TLnet. All Rights Reserved.