• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:07
CET 19:07
KST 03:07
  • 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
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down14ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League65Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
No more SC2 streamers on team liquid? REPORT: StarCraft 2: Remastered In Development Evil Geniuses - shutting down How do you feel about the mass reverts in the 5.0.17 PTR? Daily SC2 Player Grid - feedback wanted
Tourneys
ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror Mutation # 546 Catch the Train
Brood War
General
Do we even care about balance? [Recap] 0-6 Defeat for Mong's Team BW General Discussion Rollback Netcode in Brood War Bot on ladder
Tourneys
[$1250] International ShieldBattery League [BSL23] RO24 Group C Small VOD Thread 2.0 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) 50,000-Word Terran Builds Memo 2026-10-22 Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Armies of Exigo - YesYes? General RTS Discussion Thread Dawn of War IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12317 users

[M]Small selection of bwm maps for you - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 3 Next All
A3iL3r0n
Profile Blog Joined October 2002
United States2196 Posts
August 09 2008 22:31 GMT
#21
Moon Tear II does look fucking awesome.
My psychiatrist says I have deep-seated Ragneuroses :(
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
August 09 2008 23:13 GMT
#22
About Moon Tear II: I thought it was well-established that a min-only nat was a bad idea?

About Sound Barrier 1.2: is there any way for workers to cross the buildings to scout the opponent? Assuming there isn't, I don't like how you won't be able to tell whether your opponent is rushing, teching, or FEing. Especially if they picked R.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 09 2008 23:21 GMT
#23
On August 10 2008 08:13 Bill307 wrote:
About Moon Tear II: I thought it was well-established that a min-only nat was a bad idea?

About Sound Barrier 1.2: is there any way for workers to cross the buildings to scout the opponent? Assuming there isn't, I don't like how you won't be able to tell whether your opponent is rushing, teching, or FEing. Especially if they picked R.

I dunno. Moon Tear II just tries something different.

For Sound Barrier, I know for a fact that protoss can use pylons to hop, and I also think but am not 100% sure that terran can use depots to hop, and I think they can also use a rax or something to push an scv over.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2008-08-09 23:30:35
August 09 2008 23:29 GMT
#24
Some other comments about Moon Tear II. First of all, I notice that the author obviously spent a lot of time making his map look nice, with details like temple walls that end in the water. And yet, he missed such basic gameplay things as making each main choke the same size (1's choke is *twice* as wide as 5's). There are also squares in the bridges where units can't walk: all you need to do is select a drone or something in SCMDraft and you can see that they're there. Makes me think that good looks was priority #1 in the making of that map, by far. In short, that map is in dire need of quality assurance.

As for the overall design... I'd have to play it before commenting. In particular, I'd look into PvT at the two top positions.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 10 2008 00:13 GMT
#25
He spent a lot of time on the map, he must've just been tired when working on the map. Like I said though, we are looking for stupid things like that in the maps, but Moon Tear II is not our top priority.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Testbug
Profile Joined July 2006
Peru20 Posts
Last Edited: 2008-08-10 04:49:54
August 10 2008 00:50 GMT
#26
Bill307 i'm so sad you just downloaded the map without visiting the site, i gues you had not time but moon tear is obviously an unfinished map, and all these bugs you mentioned (as unwalkable tiles at the three NW to SE bridges) were found already, i just uploaded the map as a "beta version" it'll be nice if you visit broodwarmaps.net

at least you really opened in your editor, and thanks for checking the bugs (but we DO know how to use scmDraft very well ) and we all know how to find unwalkable bridge tiles or unwalable jungle squares (the ones arround temple wall). This is just a new map using the same design of Moon Tear (a very old map i made a few years ago) so the design was already established.

I’ve already said the maps are not ready In the TSL2 maps thread, and I think I will only work on Voices and Spinel Valley because I don’t have too much time. Of course Moon Tear is just a “good looking but nothing else” now, and i know you have more knowledge than me if talking about map making (you have the staredit icon and i do not)
if you say the map won’t work, then I won’t finish it, i really trust your opinion.

It’ll be nice to read what do you think about Voices, Spinel valley and Korhal pride.
I’ll be working on Voices and spinel valley this weekend. And if some one tells me that moon tear has any future, I’ll do all the changes needed. (like moving the geyser from center to nat, enlarging the bridges, editing the raised jungle, etc.)
FragKrag
Profile Blog Joined September 2007
United States11567 Posts
Last Edited: 2008-08-10 01:18:29
August 10 2008 01:17 GMT
#27
Moon Tear is awesome. Great map design o.o

but you don't need to get all butthurt when he makes a bit of criticism.
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-08-10 05:34:21
August 10 2008 02:33 GMT
#28
Testbug, you seem way too offended when someone gives you constructive criticism... Moon Tear II is an excellent map, much better than its counterpart and predecessor. The thing I like the most is you sort of bring back the low economy style that we used to see, such as in Nostalgia. Bill307 - Nostalgia had the mineral only natural and it was an EXTREMELY balanced map, although yes, most of the time mineral only naturals are very hard to balance.

The mineral only nat allows 1 base play to be possible and we could see a final deviation from this overused, boring, monotonous macro style of fast expanding. Secondly, the nat and 3rd are both cliffable which will open up new opportunities for drops, 1 base terran, etc. On top of that, the 3rd is harder to defend due to the double bridges.

Now with the natural easy to defend, it's still much much better than before where you had the mineral only inside the base, one of the aspects of the map I found unappealing. Now you have changed it for the better. I'm not sure if the easily acquired 3rd will keep this map a macro map, but I feel since it's hard to defend and with the mineral only natural it should be an emphasis on low economy aggression (as this map will reward you for low economy style). In order to solidify the map as a low economy 'oldschool' map, you would probably want to reduce the number of minerals in the main from 9 to 8.

I believe putting this map as a low economy map would benefit the entire community - as known Starcraft has become a macro game due to the current set of maps - whereas oldschool maps like Nostalgia, where the games emphasized low eco, micro and agression, I think people found these types of games MUCH more exciting than the current boring macro games. The one problem I can see with making this low economy is that people will be unwilling to play it as almost EVERY map is macro oriented now, although I found playing other low economy maps (Nostalgia, Waiting to Panic by PsychoTemplar) much more entertaining, although you had to experiment by yourself since nowadays, most people only know how to play in a macro style.

When you address the issues that Bill307 listed, you're probably going to want to see how the 3rd plays into the game and how easy it is to defend - if it's hard to defend, great, that's what you want in a low economy map. However if you're aiming to make this a standard macro map (which I hope you're not) then please leave this version so I can play it with my friends, since this is pretty much the only map in the map pool Nightmarjoo listed that has the most emphasis on low economy play. Also be sure to check how long the rush distances are.

Don't stop editing this map, it's great and keep it up! You've got great aesthetics and it looks beautiful, once you fix some terraining issues that Bill307 talkled about, you can start testing the balance, etc. Since you have a 3 player map, I know from experience making it symmetrical is much harder than a 2 or 4 player map, and it looks like you've done a very nice job of that. As well, 3 player maps are the most fun in my opinion, much more fun than 4 player maps because 3 player maps often have features that 4 player maps don't have enough room to incorporate (and 3 player maps also are a nice balance between 2 player maps and 4 player maps). When I was making maps I was only making 3 player maps, but I had troubles making them symmetrical (although I still have a few concepts that I want to test out, one of them is low economy style too because, to be honest, I really miss low economy play). Once I get back to the States I'll be playing this quite often, as I find myself often bored of playing macro macro macro.

Edit: Reading the bwm.net comments.

So far I just realized you can tank the gas 3rd expansion without a drop just by moving behind the temple - you've got to fix this. It has to be drop only, or else tanks are wayyyy to strong on this map. I don't know if you can fix this though, or if it was intended? Possibly even lurkers can fire over some of the temple walls? This will need extensive testing and I don't know if you're going to want to keep this, it will be pretty hard to fix due to the vicinity of the minerals to the temple and bridges. As well, tanks on the cliffs at red's natural can fire upon the natural too easily. Someone mentioned that the cliffs aren't fully connected at some 3rd bases, which should be easily fixed.

As for the bridges being widened - you don't need this, if a Terran can contain you from both bridges you've obviously already done something wrong and pretty much already lost. The size right now is ideal. Since in early game you're probably going to take the mineral only natural first, the complaint that Terran can contain you too easily is unfounded. By the time you take the 3rd, you'll be out and running about on the map, and you're not going to be contained from both bridges unless you've done something seriously wrong. In that period of the game, having larger bridges will only open up more possibilites for enemies to harrass you or do run-by's into your main or natural. The bridges at the current size or okay, unless for some reason you take the gas first which would be hard enough to defend anyways (although possible, like if Terran walls of main choke and gets sufficient defenses, but fast expand to 3rd is unlikely even for Protoss). Basically I think the bridges are okay in their current state.

Okay, I noticed this myself but you've got to do something about the minerals being so close to the temples. Of course you're probably trying to allow lurkers to be able to hit, but this way you're making mutalisks veryyy veryyy over powered since there's not good turret placements. Looks like Blue Storm 1.0 or 1.1 where it was impossible to defend versus mutalisks.

Obviously you're going to fix the unbuildable/unwalkable tiles in the mains and bridges. There was a comment about moving the main minerals one step closer to the edge, I don't know if you want to do this, it should be about the same either way. The island to the left of red is kind of imbalanced - units coming out can't exit the left bridge if there's tanks on the island because they'll get slaughtered, effectively cutting off the left bridge from being a second route (and letting Terran only set up a contain at one side). The islands at blue and red seem like they can siege and shoot down the entire natural ramp, although I can't test that right now since I'm not in back from vacation yet.

And again about the islands - why are the minerals so far apart? Is there a specific intention/purpose to this? I just want to know

Last thing is I have a little pet peeve of minerals under the CC/Nexus/Hatchery. It makes it very hard to move workers, even when you click gas or minerals or anything, when workers spawn they get stuck. Although it's not a real big problem, it's just annoying if you're going to spawn as red (but you don't need to address it, that would cause some imbalances positionally).

You've created a masterpiece, please keep it up and pumping out more maps for the community - I find these maps don't get enough appreciation but Moon Tear II I've never been more impressed by a foreigner map (to the other maps and mapmakers, I've already seen the maps and listed my opinions but they still look great!).

Of course that's just my stupid opinion on your beautiful map, prestigious elder.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Testbug
Profile Joined July 2006
Peru20 Posts
August 10 2008 05:51 GMT
#29
i just wanted to stop working at Moon Tear because i haven finish Voices and Spinel Valley yet.
but whatever... here i go again:

Superiorwolf i don't think Nostalgia will be balanced if played TODAY, game has changed a lot and as Bill307 said, it is very established in our minds that minonly nats won't work. see TvZ @Hwarangdo, it has bridges like Nostalgia and Rush Hour but it's simply a zerg graveyard.
minonly nat is also said to help Z>P and P>T. you think Nostalgia is extremely balanced just because of old stats? then what's wrong with Hwarangdo?

i'm not offended, i really appreciate tat Bill307 commented my maps, and i'm very happy that you like one of my maps.

On August 10 2008 11:33 Superiorwolf wrote:
Now with the natural easy to defend, it's still much much better than before where you had the mineral only inside the base, one of the aspects of the map I found unappealing. Now you have changed it for the better. I'm not sure if the easily acquired 3rd will keep this map a macro map, but I feel since it's hard to defend and with the mineral only natural it should be an emphasis on low economy aggression (as this map will reward you for low economy style). In order to solidify the map as a low economy 'oldschool' map, you would probably want to reduce the number of minerals in the main from 9 to 8.

what? you mean, if i edit the nat and make it easy to defend? because the current nats are hard to defend (tankable from both temple wall AND raised jungle island) very wide choke, sunken colonies will have problems vs a lot of marines, and marines/zealots can just run pass them.

this map is suppose to be T>Z that's why i made the expos easy to muta harass, and with almost no space for turret placement. also lurker drop will be very strong. (tank drop is always the same strong) it was to help zerg that i added the bridges (like Rush Hour with chokeless nats, but lurkers are good at bridges)
On August 10 2008 11:33 Superiorwolf wrote:
Basically I think the bridges are okay in their current state.

every body told me to enlarge the bridges, but i always neglected. Bridges are good for Lurkers ZvT and defilers ZvT.

Also minonly nat is said to be P>T and a wide choke is P>T again! so the bridges tightness will help terran push a little. the bridges, and the tankable expos helps T>P so i added islands that helps P>T.

minonly nat is also Z>T (and if protoss decide to FE, zerg will just double expo and take the 2nd gass) that's why chokes are so wide to help zealots (1 base protoss) and here, islands also help the MU balance. protoss need islands PvZ, and it's not impossible to take 2 islands!

Zerg 3rd gass are the 12/4/8 Andromeda-like expos which have a small choke that can be very well defended with Lurkers ZvP and protoss can close it with pylons PvT (like blue storm 12/6 or longinus gas expos)

Nat-to-nat distances are as long as Tau Cross and 2nd gass-to-2nd gass distance are as long as Longinus minonly-to-minonly. and i don't know if this 3 base layout will result in a P>T like Andromeda. here the 2nd gass is closer to the oponent.

i want a [image loading] icon too
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-08-10 10:17:50
August 10 2008 10:16 GMT
#30
Superiorwolf i don't think Nostalgia will be balanced if played TODAY, game has changed a lot and as Bill307 said, it is very established in our minds that minonly nats won't work. see TvZ @Hwarangdo, it has bridges like Nostalgia and Rush Hour but it's simply a zerg graveyard.
minonly nat is also said to help Z>P and P>T. you think Nostalgia is extremely balanced just because of old stats? then what's wrong with Hwarangdo?

Of course Nostalgia would not be balanced if played in modern Starcraft - it's because are, in my stupidity, stuck on their macro style (which makes it imbalanced). Since these maps (nostalgia) reward aggression, this is why old school players like July, who know how to utilize one gas, overcome the 'imbalance' of the map which comes from people not knowing how to play on it. For example, July is 4-0 on Hwarangdo in televised games, and although only one of them was a ZvT, it was against Mind, who is a very competent player. Modern day Starcraft would be imbalanced on the map because of all the macro, macro, macro that we have - and aggression will be more favored over macro on these types of maps which is why Julyzerg is undefeated on Hwarangdo due to his experience. Therefore, if people play like they play on any other map, it will be imbalanced - but if people relearn low economy style, they will beat people who macro like any other game and it should turn out to be pretty balanced if both play low economy more aggression (note that when I say low economy, it's not true low economy but more the style that's not FE and then start macroing like a beast). And then you'll be able to balance it more as you get some large sample sizes of aggressive games.

If you're not offended, that's good I was under the impression that you took his comments a little bit too much at heart and was going to give up Moon Tear II, but I was wrong, fortunately. And I like more than just one of your maps XD.

what? you mean, if i edit the nat and make it easy to defend? because the current nats are hard to defend (tankable from both temple wall AND raised jungle island) very wide choke, sunken colonies will have problems vs a lot of marines, and marines/zealots can just run pass them.

this map is suppose to be T>Z that's why i made the expos easy to muta harass, and with almost no space for turret placement. also lurker drop will be very strong. (tank drop is always the same strong) it was to help zerg that i added the bridges (like Rush Hour with chokeless nats, but lurkers are good at bridges)

Sorry that was kind of confusing - I meant that the natural was easier to defend than the 3rd, so most people would not try and take the 3rd before natural of course (in an attempt to macro). The biggest reason that Terran could be considered strong versus Zerg on this map is because of all the drop opportunities that they have. Of course, with the 3rd they don't even need to drop! Otherwise it should be pretty balanced, lots of opportunities to flank and a fairly open center imo. That said, I think having it that hard to defend against mutalisk harrass is just too much - it's kind of forcing Zerg to go mutas and forcing Terran to go tanks to take advantage of the map which is something you don't want. Not hard counters or anything - it'll be too hard for Terran to defend versus mutas and too hard for Zerg to defend versus tanks supported with infantry (will never be able to hold 3rd, since they don't even need drops to siege it).

Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
August 10 2008 13:11 GMT
#31
I actually played sound barrier and it cliffs perfectly..
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
August 10 2008 13:54 GMT
#32
On August 10 2008 06:47 Chill wrote:
Wow these are awesome.


TSL2 plz? :/
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Carkling
Profile Blog Joined January 2008
Germany169 Posts
August 10 2008 14:18 GMT
#33
yes, plz
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
August 10 2008 15:23 GMT
#34
On August 10 2008 22:54 alffla wrote:
Show nested quote +
On August 10 2008 06:47 Chill wrote:
Wow these are awesome.


TSL2 plz? :/

I third the notion. You guys have been looking for maps, you got your ass-kicking maps.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
August 11 2008 00:42 GMT
#35
Don't you think that they'll at least to be tested extensively? -_-
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Testbug
Profile Joined July 2006
Peru20 Posts
August 12 2008 01:32 GMT
#36
Voices IV is ready to be tested.
i uploaded it as a "final version" but it can surely have issues.
RaGe
Profile Blog Joined July 2004
Belgium9951 Posts
August 15 2008 18:06 GMT
#37
the moon tear observer version doesnt let you choose race
Moderatorsometimes I get intimidated by the size of my right testicle
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 15 2008 21:40 GMT
#38
Weird, I must've not uploaded the copy on my computer. Sorry for the inconvenience, obs should be fine now.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-08-15 23:04:45
August 15 2008 23:01 GMT
#39
I really like korhal pride, not only does it look like a good well balanced 4 player map. But its one of the rare maps that makes use of the lower platform on space tileset.

Runner up would have to be Spinel valley (is it pronounced Spin-L?), I like it except for the stuff I said about in it's own thread previously.

Just curious, but do you guys have any korean speaking top members of the site? I know that most of the pro maps are either made in secret or from mapdori.com, but some of these top maps from bwmn are seriously worthy of some pro game usage.


btw, I'm SpoR (long time member of BMWN)

..and then I would, ya know, check em'. (Aka SpoR)
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 15 2008 23:31 GMT
#40
I dunno how it's pronounced, but I personally say "spine-oll".

We have no active korean members at the site, just some inactive guys from mapdori/intothemap who show off some of their new maps every now and then.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
FEL
19:00
ScienceCraft - Day 2
IndyStarCraft 683
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1574
IndyStarCraft 683
BRAT_OK 72
StarCraft: Brood War
Britney 12192
Shuttle 421
ProTech150
Dewaltoss 139
firebathero 124
Last 46
Hm[arnc] 28
Aegong 23
ToSsGirL 20
Dota 2
Gorgc10979
qojqva2332
Cr1tdota1489
League of Legends
JimRising 459
Heroes of the Storm
Liquid`Hasu1
Other Games
fl0m2395
Liquid`RaSZi2103
singsing1762
FrodaN1445
Beastyqt925
B2W.Neo894
Grubby890
olofmeister771
Mlord630
mouzStarbuck198
syndereN159
KnowMe159
XaKoH 130
Organizations
Other Games
gamesdonequick1381
StarCraft 2
angryscii 25
[ Show 19 non-featured ]
StarCraft 2
• Adnapsc2 13
• Reevou 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Airneanach50
• Azhi_Dahaki27
• ChaeLyn 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 3090
League of Legends
• Jankos3172
• Nemesis3013
• Scarra811
Other Games
• imaqtpie472
• Shiphtur380
Upcoming Events
Replay Cast
4h 53m
WardiTV Weekly
17h 53m
IntoTheTV X SOOP
1d 16h
ByuN vs Lambo
MaxPax vs Bunny
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
IntoTheTV X SOOP
3 days
SHIN vs GuMiho
Clem vs Classic
WardiTV Invitational
4 days
GSL
4 days
Epic.LAN
4 days
[ Show More ]
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Epic.LAN
5 days
Yamato Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
BSL Season 23
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
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.