• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:12
CET 13:12
KST 21:12
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket7Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA12
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Data analysis on 70 million replays soO on: FanTaSy's Potential Return to StarCraft [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
Small VOD Thread 2.0 [BSL21] GosuLeague T1 Ro16 - Tue & Thu 22:00 CET [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET
Strategy
Current Meta How to stay on top of macro? PvZ map balance Simple Questions, Simple Answers
Other Games
General Games
Path of Exile [Game] Osu! Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Nintendo Switch Thread
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
Dyadica Evangelium — Chapt…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2000 users

BW General Discussion - Page 487

Forum Index > BW General
Post a Reply
Prev 1 485 486 487 488 489 501 Next
Jealous
Profile Blog Joined December 2011
10232 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
137 Posts
July 24 2025 20:49 GMT
#9722
Thanks!
prosatan
Profile Joined September 2009
Romania8495 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
5497 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
Romania8495 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
137 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
44231 Posts
July 26 2025 23:57 GMT
#9727


lmao
this is a quote
WGT-Baal
Profile Blog Joined June 2008
France3414 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
Romania8495 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
44231 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
137 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
Turkey629 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
10232 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
Turkey629 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
51500 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
Netherlands1033 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
Turkey629 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 States8144 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 1 485 486 487 488 489 501 Next
Please log in or register to reply.
Live Events Refresh
Next event in 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1231
Tasteless 944
IndyStarCraft 141
Rex 105
Lowko83
StarCraft: Brood War
Britney 57246
Rain 3337
Sea 2000
Shuttle 791
BeSt 435
EffOrt 313
Mini 290
Soulkey 258
Killer 242
Last 238
[ Show more ]
Light 200
Soma 197
Snow 187
Pusan 143
Hyun 108
ZerO 99
Rush 80
hero 60
Aegong 58
Backho 55
Barracks 53
ToSsGirL 52
Sea.KH 43
Mind 36
soO 34
Movie 31
sorry 30
zelot 25
Icarus 22
scan(afreeca) 22
Shine 21
Noble 18
HiyA 18
Sexy 12
Terrorterran 12
ivOry 6
Dota 2
Gorgc2886
singsing1869
XcaliburYe216
BananaSlamJamma158
Dendi105
Counter-Strike
olofmeister1637
zeus851
shoxiejesuss655
x6flipin574
byalli180
Heroes of the Storm
Trikslyr29
Other Games
B2W.Neo1234
crisheroes424
Fuzer 263
Mew2King73
ArmadaUGS49
nookyyy 13
Organizations
Dota 2
PGL Dota 2 - Main Stream11966
StarCraft: Brood War
UltimateBattle 842
StarCraft 2
ComeBackTV 462
CranKy Ducklings83
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• 3DClanTV 56
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1919
League of Legends
• Jankos1329
• Stunt861
Upcoming Events
OSC
48m
BSL: GosuLeague
8h 48m
RSL Revival
19h 18m
Zoun vs Classic
SHIN vs TriGGeR
herO vs Reynor
Maru vs MaxPax
WardiTV Korean Royale
23h 48m
Replay Cast
1d 10h
RSL Revival
1d 19h
WardiTV Korean Royale
1d 23h
IPSL
2 days
Julia vs Artosis
JDConan vs DragOn
BSL 21
2 days
TerrOr vs Aeternum
HBO vs Kyrie
RSL Revival
2 days
[ Show More ]
Wardi Open
3 days
IPSL
3 days
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
3 days
StRyKeR vs Artosis
OyAji vs KameZerg
Replay Cast
3 days
Monday Night Weeklies
4 days
Replay Cast
4 days
Wardi Open
4 days
Replay Cast
5 days
Wardi Open
5 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-16
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.