• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:19
CEST 12:19
KST 19:19
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)6Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
Pros React To: ASL S21 Finals BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light vespene.gg — BW replays in browser
Tourneys
Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST [ASL21] Grand Finals [Megathread] Daily Proleagues
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread ZeroSpace Megathread Path of Exile Stormgate/Frost Giant Megathread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2718 users

BW General Discussion - Page 487

Forum Index > BW General
Post a Reply
Prev 1 485 486 487 488 489 509 Next
Jealous
Profile Blog Joined December 2011
10323 Posts
July 24 2025 19:37 GMT
#9721
On July 25 2025 02:57 Ze'ev wrote:
I was thinking of organising a tourny for fun but ive been out of the scene for like ten years: are there still any community casters around/what are their names? I just want to send a feeler out to see if anyone would be interested in casting the tourny at all because I would prefer not to do it myself haha

Some of the CPL casters might be willing to help out. You can find them in the CPL Discord, I'm guessing.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Ze'ev
Profile Joined May 2025
159 Posts
July 24 2025 20:49 GMT
#9722
Thanks!
prosatan
Profile Joined September 2009
Romania8896 Posts
July 25 2025 11:20 GMT
#9723
A funny moment with Shin

https://www.youtube.com/shorts/nRLCiFkNckk
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
thezanursic
Profile Blog Joined July 2011
5500 Posts
July 25 2025 11:54 GMT
#9724
Any idea generally when the next ASL is happening.

I'm going to Japan in September to walk to the Kumano Kodo, I am considering stopping by in Korea before or after my hiking trip, would be awesome to see some BW in person at least once in my life.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
prosatan
Profile Joined September 2009
Romania8896 Posts
July 25 2025 12:26 GMT
#9725
On July 25 2025 20:54 thezanursic wrote:
Any idea generally when the next ASL is happening.

I'm going to Japan in September to walk to the Kumano Kodo, I am considering stopping by in Korea before or after my hiking trip, would be awesome to see some BW in person at least once in my life.


According to liquipedia , on 15 august !!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Ze'ev
Profile Joined May 2025
159 Posts
July 26 2025 21:19 GMT
#9726
Do people still use challonge to organise tournaments or is that out of date?
goody153
Profile Blog Joined April 2013
44280 Posts
July 26 2025 23:57 GMT
#9727


lmao
this is a quote
WGT-Baal
Profile Blog Joined June 2008
France3486 Posts
Last Edited: 2025-07-27 00:44:57
July 27 2025 00:44 GMT
#9728
On July 27 2025 06:19 Ze'ev wrote:
Do people still use challonge to organise tournaments or is that out of date?


They do yes.
It s somewhat normal to have the chats and coordination on discord and the results/bracket on challonge (in particular for 1v1 tournaments).
Team leagues typically have their own pages/drives/grids
Horang2 fan
prosatan
Profile Joined September 2009
Romania8896 Posts
July 27 2025 05:18 GMT
#9729
On July 27 2025 08:57 goody153 wrote:
https://www.youtube.com/watch?v=0Ned17pA13o

lmao

i know this moment
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
goody153
Profile Blog Joined April 2013
44280 Posts
Last Edited: 2025-07-28 14:13:42
July 28 2025 14:13 GMT
#9730



OH LORDY HOW DID IT GET TO THAT

that's such a snow moment lmao
this is a quote
Ze'ev
Profile Joined May 2025
159 Posts
Last Edited: 2025-07-28 16:12:51
July 28 2025 16:04 GMT
#9731
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.
mtcn77
Profile Joined September 2013
Turkey715 Posts
July 28 2025 18:30 GMT
#9732
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

It is a symptom of tunnel vision. These players don't play these games, then make the stupidest macro decisions in tournament. It is the same reason snow lost all respect for his asl credibility on troy. These players just don't play varied map pools and literally fail at basics. It is also why 76 produced the most memorable games in ASL 15.
The fact they voted for this is the most hilarious part. A map as big as troy is never going to favour pvz, but I'm talking on deaf ears. They sideswipe 100% win rate in small maps blindsiding the zerg with early zealot pressure and pick closed large maps like they help stopping zerg mobility. It is stupidity in practice.
Turrican
CuteSmallHydra
Profile Joined May 2003
Canada120 Posts
July 28 2025 18:47 GMT
#9733
Anyone know what map this is that Effort is playing? I randomly tuned in and it's some UMS. He's playing T and building ghosts which apparently start with higher hp and shoot as fast or faster than marines. Some other things I noticed are DT's can cast maelstorm and the zerg can build infested kerrigans somehow? No clue what the other changes, if any, have been made.

[image loading]


aka fOr)Darko
Jealous
Profile Blog Joined December 2011
10323 Posts
Last Edited: 2025-07-28 19:07:53
July 28 2025 18:55 GMT
#9734
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

Honestly feels like you haven't developed the idea beyond the "what if..." phase, disregarding the obvious consequences of such a change, but I'll humor the premise in case you honestly don't see the issue.

I guess first and foremost, ladder is by definition competitive, and having imbalanced oddball maps in a competitive ladder would undercut the whole competitive aspect thereof. If there are maps where one race is favored over another by a significant margin, that makes the ladder inherently unfair. It creates an uneven playing field.

If your friends have no interest in improving/competing at BW, then ladder really isn't the place for them. Custom lobbies exist, and are the perfect avenue for hosting imbalanced maps.

Let's explore why this idea is bad by looking at the immediate consequences. Introducing silly maps specifically for lower ranked players makes an already overwhelming learning experience even more demanding. Instead of learning standard build orders for standard maps, shitty players who can barely process what is happening will be tasked with grappling with an even more varied and imbalanced map pool. Then, if they manage to find some niche approach to these imbalanced maps, that knowledge immediately becomes useless once they graduate to the "real" maps and they get beaten back down into shitter tier on ladder. In other games this is called "bronze hell" or something like that; you can't escape, and changing the competitive landscape in this juncture makes it even more difficult to overcome.

The imbalances of the maps themselves will also result in an imbalanced racial distribution of players who make it that far. For example, let's say we have Lost Temple, an island map, the short rush distance map, and Hunters in the map pool. Terran players would ban the short rush distance map, making it a ZvZ graveyard, while keeping standard maps + LT/islands. Any Zerg that matches against Terran on these maps will have a bad time. So, more Terrans will be graduating to the "real" maps while Zergs continue to play Rock Paper Scissors on short rush distance map and losing to Terran everywhere else.

So, I guess what you would have to do is have an equal amount of imbalanced maps for each race? 2 Zerg maps, 2 Protoss maps, 2 Terran maps, etc. But then, people will just ban the maps that are not favorable for their race, right? And mirror matches will abound. Most people do not enjoy mirror matches as much as the other matchups. I don't think forcing more of them would make more people stick around.

There are plenty of other issues - such as Blizzard being slow to make any changes and having low interest in BW in general, thus making any change a risk - but these alone are enough to highlight why this is a dumb idea.

TLDR: The competitive ladder needs to cater to the people who actually want to play a competitive ladder, not noob tourists who already have an outlet in unrated lobby games.

ETA: One should think of standard maps as a blank canvas more than a restriction IMO. Imbalanced maps actually constrain your build choices far more than standard ones do. There are far more options on FS than on an island map, for example.

On July 29 2025 03:30 mtcn77 wrote:
Show nested quote +
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

It is a symptom of tunnel vision. These players don't play these games, then make the stupidest macro decisions in tournament. It is the same reason snow lost all respect for his asl credibility on troy. These players just don't play varied map pools and literally fail at basics. It is also why 76 produced the most memorable games in ASL 15.
The fact they voted for this is the most hilarious part. A map as big as troy is never going to favour pvz, but I'm talking on deaf ears. They sideswipe 100% win rate in small maps blindsiding the zerg with early zealot pressure and pick closed large maps like they help stopping zerg mobility. It is stupidity in practice.

Gotta love the perennial pattern of random D rank keyboard warrior scrubs saying that progamers don't know what they are doing and "fail at basics". If you're so smart and know better than they do, why don't we see you competing in ASL or at least in BSL? Oh wait, it's because you are shit at the game and see it through the same shitty lens. Dunning-Kruger effect on display in full swing.

"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
mtcn77
Profile Joined September 2013
Turkey715 Posts
Last Edited: 2025-07-28 21:51:56
July 28 2025 20:16 GMT
#9735
On July 29 2025 03:55 Jealous wrote:
Show nested quote +
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

Honestly feels like you haven't developed the idea beyond the "what if..." phase, disregarding the obvious consequences of such a change, but I'll humor the premise in case you honestly don't see the issue.

I guess first and foremost, ladder is by definition competitive, and having imbalanced oddball maps in a competitive ladder would undercut the whole competitive aspect thereof. If there are maps where one race is favored over another by a significant margin, that makes the ladder inherently unfair. It creates an uneven playing field.

If your friends have no interest in improving/competing at BW, then ladder really isn't the place for them. Custom lobbies exist, and are the perfect avenue for hosting imbalanced maps.

Let's explore why this idea is bad by looking at the immediate consequences. Introducing silly maps specifically for lower ranked players makes an already overwhelming learning experience even more demanding. Instead of learning standard build orders for standard maps, shitty players who can barely process what is happening will be tasked with grappling with an even more varied and imbalanced map pool. Then, if they manage to find some niche approach to these imbalanced maps, that knowledge immediately becomes useless once they graduate to the "real" maps and they get beaten back down into shitter tier on ladder. In other games this is called "bronze hell" or something like that; you can't escape, and changing the competitive landscape in this juncture makes it even more difficult to overcome.

The imbalances of the maps themselves will also result in an imbalanced racial distribution of players who make it that far. For example, let's say we have Lost Temple, an island map, the short rush distance map, and Hunters in the map pool. Terran players would ban the short rush distance map, making it a ZvZ graveyard, while keeping standard maps + LT/islands. Any Zerg that matches against Terran on these maps will have a bad time. So, more Terrans will be graduating to the "real" maps while Zergs continue to play Rock Paper Scissors on short rush distance map and losing to Terran everywhere else.

So, I guess what you would have to do is have an equal amount of imbalanced maps for each race? 2 Zerg maps, 2 Protoss maps, 2 Terran maps, etc. But then, people will just ban the maps that are not favorable for their race, right? And mirror matches will abound. Most people do not enjoy mirror matches as much as the other matchups. I don't think forcing more of them would make more people stick around.

There are plenty of other issues - such as Blizzard being slow to make any changes and having low interest in BW in general, thus making any change a risk - but these alone are enough to highlight why this is a dumb idea.

TLDR: The competitive ladder needs to cater to the people who actually want to play a competitive ladder, not noob tourists who already have an outlet in unrated lobby games.

ETA: One should think of standard maps as a blank canvas more than a restriction IMO. Imbalanced maps actually constrain your build choices far more than standard ones do. There are far more options on FS than on an island map, for example.

Show nested quote +
On July 29 2025 03:30 mtcn77 wrote:
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

It is a symptom of tunnel vision. These players don't play these games, then make the stupidest macro decisions in tournament. It is the same reason snow lost all respect for his asl credibility on troy. These players just don't play varied map pools and literally fail at basics. It is also why 76 produced the most memorable games in ASL 15.
The fact they voted for this is the most hilarious part. A map as big as troy is never going to favour pvz, but I'm talking on deaf ears. They sideswipe 100% win rate in small maps blindsiding the zerg with early zealot pressure and pick closed large maps like they help stopping zerg mobility. It is stupidity in practice.

Gotta love the perennial pattern of random D rank keyboard warrior scrubs saying that progamers don't know what they are doing and "fail at basics". If you're so smart and know better than they do, why don't we see you competing in ASL or at least in BSL? Oh wait, it's because you are shit at the game and see it through the same shitty lens. Dunning-Kruger effect on display in full swing.


I'm 40. Also, red herrings are common among TROLLs on this website, one more doesn't make any difference. I'm okay with dropping one or two depending on the matchup - different maps have different win rates remember, or are you painting them with the same broad strokes shifting the blame and claiming I said it?
Stupidity is not practicing and being a laughing stock.
PS: I'm thinking you are a snow fan. Grow up - Mini and Bisu have won ASLs. Both can deal with small maps and aren't afraid of them, increasing their winning chances.
PS: I didn't want to say it, but punks like yourself know Flash is some terran god don't know terrans were the biggest whiners who complained zerg can rush two dozen hydras and they cannot defend with two tanks and ten marines in the mean time. That is how zerg got nerfed and you see flash beat jaedong eventhough he didn't need tanks or marines to do so, he was the vulture revolutionary. So in the end, whiners got an undeserved domination and they KEEP whining.
Turrican
GTR
Profile Blog Joined September 2004
51602 Posts
July 28 2025 21:50 GMT
#9736
On July 29 2025 03:47 CuteSmallHydra wrote:
Anyone know what map this is that Effort is playing? I randomly tuned in and it's some UMS. He's playing T and building ghosts which apparently start with higher hp and shoot as fast or faster than marines. Some other things I noticed are DT's can cast maelstorm and the zerg can build infested kerrigans somehow? No clue what the other changes, if any, have been made.

[image loading]




랜덤 능력 크래프트 or "random ability craft"

popular korean ums map where units have random abilities
Commentator
IsabellaWhite
Profile Joined July 2025
Turkey1 Post
July 30 2025 22:16 GMT
#9737
--- Nuked ---
RJBTVYOUTUBE
Profile Joined December 2023
Netherlands1247 Posts
July 31 2025 12:30 GMT
#9738
On July 29 2025 05:16 mtcn77 wrote:
Show nested quote +
On July 29 2025 03:55 Jealous wrote:
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

Honestly feels like you haven't developed the idea beyond the "what if..." phase, disregarding the obvious consequences of such a change, but I'll humor the premise in case you honestly don't see the issue.

I guess first and foremost, ladder is by definition competitive, and having imbalanced oddball maps in a competitive ladder would undercut the whole competitive aspect thereof. If there are maps where one race is favored over another by a significant margin, that makes the ladder inherently unfair. It creates an uneven playing field.

If your friends have no interest in improving/competing at BW, then ladder really isn't the place for them. Custom lobbies exist, and are the perfect avenue for hosting imbalanced maps.

Let's explore why this idea is bad by looking at the immediate consequences. Introducing silly maps specifically for lower ranked players makes an already overwhelming learning experience even more demanding. Instead of learning standard build orders for standard maps, shitty players who can barely process what is happening will be tasked with grappling with an even more varied and imbalanced map pool. Then, if they manage to find some niche approach to these imbalanced maps, that knowledge immediately becomes useless once they graduate to the "real" maps and they get beaten back down into shitter tier on ladder. In other games this is called "bronze hell" or something like that; you can't escape, and changing the competitive landscape in this juncture makes it even more difficult to overcome.

The imbalances of the maps themselves will also result in an imbalanced racial distribution of players who make it that far. For example, let's say we have Lost Temple, an island map, the short rush distance map, and Hunters in the map pool. Terran players would ban the short rush distance map, making it a ZvZ graveyard, while keeping standard maps + LT/islands. Any Zerg that matches against Terran on these maps will have a bad time. So, more Terrans will be graduating to the "real" maps while Zergs continue to play Rock Paper Scissors on short rush distance map and losing to Terran everywhere else.

So, I guess what you would have to do is have an equal amount of imbalanced maps for each race? 2 Zerg maps, 2 Protoss maps, 2 Terran maps, etc. But then, people will just ban the maps that are not favorable for their race, right? And mirror matches will abound. Most people do not enjoy mirror matches as much as the other matchups. I don't think forcing more of them would make more people stick around.

There are plenty of other issues - such as Blizzard being slow to make any changes and having low interest in BW in general, thus making any change a risk - but these alone are enough to highlight why this is a dumb idea.

TLDR: The competitive ladder needs to cater to the people who actually want to play a competitive ladder, not noob tourists who already have an outlet in unrated lobby games.

ETA: One should think of standard maps as a blank canvas more than a restriction IMO. Imbalanced maps actually constrain your build choices far more than standard ones do. There are far more options on FS than on an island map, for example.

On July 29 2025 03:30 mtcn77 wrote:
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

It is a symptom of tunnel vision. These players don't play these games, then make the stupidest macro decisions in tournament. It is the same reason snow lost all respect for his asl credibility on troy. These players just don't play varied map pools and literally fail at basics. It is also why 76 produced the most memorable games in ASL 15.
The fact they voted for this is the most hilarious part. A map as big as troy is never going to favour pvz, but I'm talking on deaf ears. They sideswipe 100% win rate in small maps blindsiding the zerg with early zealot pressure and pick closed large maps like they help stopping zerg mobility. It is stupidity in practice.

Gotta love the perennial pattern of random D rank keyboard warrior scrubs saying that progamers don't know what they are doing and "fail at basics". If you're so smart and know better than they do, why don't we see you competing in ASL or at least in BSL? Oh wait, it's because you are shit at the game and see it through the same shitty lens. Dunning-Kruger effect on display in full swing.


I'm 40. Also, red herrings are common among TROLLs on this website, one more doesn't make any difference. I'm okay with dropping one or two depending on the matchup - different maps have different win rates remember, or are you painting them with the same broad strokes shifting the blame and claiming I said it?
Stupidity is not practicing and being a laughing stock.
PS: I'm thinking you are a snow fan. Grow up - Mini and Bisu have won ASLs. Both can deal with small maps and aren't afraid of them, increasing their winning chances.
PS: I didn't want to say it, but punks like yourself know Flash is some terran god don't know terrans were the biggest whiners who complained zerg can rush two dozen hydras and they cannot defend with two tanks and ten marines in the mean time. That is how zerg got nerfed and you see flash beat jaedong eventhough he didn't need tanks or marines to do so, he was the vulture revolutionary. So in the end, whiners got an undeserved domination and they KEEP whining.

Bisu has in fact not won an ASL.
JDON MY SOUL!
mtcn77
Profile Joined September 2013
Turkey715 Posts
July 31 2025 17:46 GMT
#9739
On July 31 2025 21:30 RJBTVYOUTUBE wrote:
Show nested quote +
On July 29 2025 05:16 mtcn77 wrote:
On July 29 2025 03:55 Jealous wrote:
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

Honestly feels like you haven't developed the idea beyond the "what if..." phase, disregarding the obvious consequences of such a change, but I'll humor the premise in case you honestly don't see the issue.

I guess first and foremost, ladder is by definition competitive, and having imbalanced oddball maps in a competitive ladder would undercut the whole competitive aspect thereof. If there are maps where one race is favored over another by a significant margin, that makes the ladder inherently unfair. It creates an uneven playing field.

If your friends have no interest in improving/competing at BW, then ladder really isn't the place for them. Custom lobbies exist, and are the perfect avenue for hosting imbalanced maps.

Let's explore why this idea is bad by looking at the immediate consequences. Introducing silly maps specifically for lower ranked players makes an already overwhelming learning experience even more demanding. Instead of learning standard build orders for standard maps, shitty players who can barely process what is happening will be tasked with grappling with an even more varied and imbalanced map pool. Then, if they manage to find some niche approach to these imbalanced maps, that knowledge immediately becomes useless once they graduate to the "real" maps and they get beaten back down into shitter tier on ladder. In other games this is called "bronze hell" or something like that; you can't escape, and changing the competitive landscape in this juncture makes it even more difficult to overcome.

The imbalances of the maps themselves will also result in an imbalanced racial distribution of players who make it that far. For example, let's say we have Lost Temple, an island map, the short rush distance map, and Hunters in the map pool. Terran players would ban the short rush distance map, making it a ZvZ graveyard, while keeping standard maps + LT/islands. Any Zerg that matches against Terran on these maps will have a bad time. So, more Terrans will be graduating to the "real" maps while Zergs continue to play Rock Paper Scissors on short rush distance map and losing to Terran everywhere else.

So, I guess what you would have to do is have an equal amount of imbalanced maps for each race? 2 Zerg maps, 2 Protoss maps, 2 Terran maps, etc. But then, people will just ban the maps that are not favorable for their race, right? And mirror matches will abound. Most people do not enjoy mirror matches as much as the other matchups. I don't think forcing more of them would make more people stick around.

There are plenty of other issues - such as Blizzard being slow to make any changes and having low interest in BW in general, thus making any change a risk - but these alone are enough to highlight why this is a dumb idea.

TLDR: The competitive ladder needs to cater to the people who actually want to play a competitive ladder, not noob tourists who already have an outlet in unrated lobby games.

ETA: One should think of standard maps as a blank canvas more than a restriction IMO. Imbalanced maps actually constrain your build choices far more than standard ones do. There are far more options on FS than on an island map, for example.

On July 29 2025 03:30 mtcn77 wrote:
On July 29 2025 01:04 Ze'ev wrote:
Is there some technical reason why maps on ladder arent tied to skill? The maps we use are a reflection of balance but balance isnt an essentialist feature of maps, its dependent on skill and knowledge. All the maps are land maps with lots of money and fairly long rush distances, no cliffs. Its a rather constrained pool compared to what could be played in the early 2000's or even the mid 2000's or even the late 2000's. And while obviously I cant dispute any claim about balance for Flash, or even top Amateurs like Eonzerg, I honestly dont understand why D and E rank players arent given a broader map pool. One of the barriers to entry for broodwar is just the sameness of the maps. To compare it to chess: we had the romantic era, and now we have huge line memorisation. If you are really into chess the fact that Magnus Carlson goes for some obscure line on a common opening is exciting. But the average player doesnt understand the subtlety of that and doesnt care. They can choose freely to play however they'd like. Broodwar is unlike chess in that the map determines the amplitude of the game itself. Why are so many lines cut out of the game for like 90 or less APM players? I had three friends in real life who grew up with me playing Starcraft (were in our early thirties now) and compared to me they're dogshit at the game; they have careers, wives, kids. They arent intending on getting better but they still enjoy melee games. They want to ladder. But the ladder for them (again, the subtlety is lost on bad players) is just the same type of map endlessly repeated.

Is there some technical reason why the bottom of the ladder doesnt have more map diversity? I dont understand the intricate mechanics of these kind of things so maybe its silly, but to me it seems like you could have 5-6 maps on the bottom of the pool and if your playing someone past the cut off where these maps are used (as you are ranking up) you would simply be defaulted back to Fighting spirit/and a couple other maps that all players would share in common. Is there just not enough players for this to be viable? I just feel that the average person who picks up chess likely wants to play in a romantic swashbuckling way not 40 lines memorised, and the average broodwar player wants island maps, semi island maps, rushy maps, cliffs, and just the full diversity of broodwar. But instead they get maps designed for the balance of a small minority of people.

It is a symptom of tunnel vision. These players don't play these games, then make the stupidest macro decisions in tournament. It is the same reason snow lost all respect for his asl credibility on troy. These players just don't play varied map pools and literally fail at basics. It is also why 76 produced the most memorable games in ASL 15.
The fact they voted for this is the most hilarious part. A map as big as troy is never going to favour pvz, but I'm talking on deaf ears. They sideswipe 100% win rate in small maps blindsiding the zerg with early zealot pressure and pick closed large maps like they help stopping zerg mobility. It is stupidity in practice.

Gotta love the perennial pattern of random D rank keyboard warrior scrubs saying that progamers don't know what they are doing and "fail at basics". If you're so smart and know better than they do, why don't we see you competing in ASL or at least in BSL? Oh wait, it's because you are shit at the game and see it through the same shitty lens. Dunning-Kruger effect on display in full swing.


I'm 40. Also, red herrings are common among TROLLs on this website, one more doesn't make any difference. I'm okay with dropping one or two depending on the matchup - different maps have different win rates remember, or are you painting them with the same broad strokes shifting the blame and claiming I said it?
Stupidity is not practicing and being a laughing stock.
PS: I'm thinking you are a snow fan. Grow up - Mini and Bisu have won ASLs. Both can deal with small maps and aren't afraid of them, increasing their winning chances.
PS: I didn't want to say it, but punks like yourself know Flash is some terran god don't know terrans were the biggest whiners who complained zerg can rush two dozen hydras and they cannot defend with two tanks and ten marines in the mean time. That is how zerg got nerfed and you see flash beat jaedong eventhough he didn't need tanks or marines to do so, he was the vulture revolutionary. So in the end, whiners got an undeserved domination and they KEEP whining.

Bisu has in fact not won an ASL.

I think there are at least a few people considering MSLs higher up than ASL. Quote; "More players trained in the Kespa days".
Turrican
Ideas
Profile Blog Joined April 2008
United States8171 Posts
July 31 2025 19:46 GMT
#9740
Seems like a boring argument you guys are having but OBVIOUSLY it was way more competitive during the kespa days. The Ro16 for ASL is like 90% the same every season, compared to like < 50% for MSL/OSL season to season.
Free Palestine
Prev 1 485 486 487 488 489 509 Next
Please log in or register to reply.
Live Events Refresh
GSL
09:30
2026 Season 2: Ro8 Group B
Maru vs SHINLIVE!
Zoun vs Rogue
Ryung 376
IntoTheiNu 282
CranKy Ducklings SOOP36
Rex19
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 376
Rex 19
StarCraft: Brood War
Calm 2444
Hyuk 761
Jaedong 293
BeSt 227
Pusan 192
ToSsGirL 178
Mini 153
Leta 134
Soulkey 122
ZerO 87
[ Show more ]
EffOrt 75
Rush 57
ggaemo 54
scan(afreeca) 53
Shinee 50
Aegong 50
Mind 46
hero 29
soO 27
Last 27
Free 23
Nal_rA 22
JYJ 20
910 19
Sharp 16
Terrorterran 13
Bale 11
JulyZerg 9
Movie 8
zelot 6
Dota 2
Gorgc3850
XcaliburYe115
canceldota24
Counter-Strike
olofmeister1741
shoxiejesuss885
byalli808
allub112
kRYSTAL_60
x6flipin5
Other Games
summit1g9116
ceh9548
B2W.Neo345
Mew2King178
Organizations
Other Games
gamesdonequick530
StarCraft: Brood War
Kim Chul Min (afreeca) 500
Counter-Strike
PGL269
StarCraft: Brood War
lovetv 20
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• iHatsuTV 11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis1635
• Jankos1225
Upcoming Events
WardiTV Spring Champion…
1h 41m
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
8h 41m
Cham vs Percival
ShoWTimE vs Lambo
Krystianer vs sebesdes
Cure vs Babymarine
SKillous vs Arrogfire
Gerald vs MindelVK
goblin vs TBD
Jumy vs HonMonO
Replay Cast
13h 41m
Maestros of the Game
1d 2h
Replay Cast
1d 13h
RSL Revival
1d 20h
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
2 days
IPSL
2 days
ZZZero vs WorsT
Julia vs eOnzErG
BSL
2 days
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
2 days
[ Show More ]
RSL Revival
2 days
Maestros of the Game
3 days
IPSL
3 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
Sparkling Tuna Cup
4 days
WardiTV Spring Champion…
5 days
Maestros of the Game
5 days
The PondCast
5 days
Maestros of the Game
6 days
Replay Cast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
YSL S3
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 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.