• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:29
CET 19:29
KST 03:29
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
$5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2) Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
PC Games Sales Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile General RTS Discussion 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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1902 users

Simple Questions, Simple Answers - Page 133

Forum Index > Brood War Strategy
Post a Reply
Prev 1 131 132 133 134 135 484 Next
Terranist
Profile Blog Joined March 2009
United States2496 Posts
Last Edited: 2013-04-04 01:24:45
April 04 2013 01:24 GMT
#2641
oops wrong thread
The Show of a Lifetime
traceurling
Profile Joined December 2012
United States1240 Posts
April 04 2013 01:28 GMT
#2642
On April 04 2013 10:11 BroodKingEXE wrote:
Show nested quote +
On April 04 2013 09:13 traceurling wrote:
On April 04 2013 05:35 thezanursic wrote:
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.

More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense.

It's like Hive ZvZs, I like seeing them every once in a while but definitely not 20% of the time...it can be cool to see players show their skills at endurance and playing the waiting game, just not too frequently
"Appreciate the things you have before they become the things you had."
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
April 04 2013 03:20 GMT
#2643
On April 04 2013 10:28 traceurling wrote:
Show nested quote +
On April 04 2013 10:11 BroodKingEXE wrote:
On April 04 2013 09:13 traceurling wrote:
On April 04 2013 05:35 thezanursic wrote:
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.

More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense.

It's like Hive ZvZs, I like seeing them every once in a while but definitely not 20% of the time...it can be cool to see players show their skills at endurance and playing the waiting game, just not too frequently

Well ZvZ isn't what was thinking of. I was thinking of the implications of mech terran at defending. It'd would be ridiculous to be able to defend 6 bases pretty easily.
Playing Protoss = Opponent owned
traceurling
Profile Joined December 2012
United States1240 Posts
Last Edited: 2013-04-04 05:57:13
April 04 2013 03:53 GMT
#2644
On April 04 2013 12:20 BroodKingEXE wrote:
Show nested quote +
On April 04 2013 10:28 traceurling wrote:
On April 04 2013 10:11 BroodKingEXE wrote:
On April 04 2013 09:13 traceurling wrote:
On April 04 2013 05:35 thezanursic wrote:
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.

More macro oriented games due to harder to find spawns. Naturals are generally easier to defend as thirds. Quite frankly, no one enjoys watching a game where players pick at each other's defense.

It's like Hive ZvZs, I like seeing them every once in a while but definitely not 20% of the time...it can be cool to see players show their skills at endurance and playing the waiting game, just not too frequently

Well ZvZ isn't what was thinking of. I was thinking of the implications of mech terran at defending. It'd would be ridiculous to be able to defend 6 bases pretty easily.

I was making a comparison
But eh...depends on map layout of course...if Terran forces get too divided defending three or four bases...all depends on how the mapmaker makes the map...

When going 12 Pool into 2 Hatch Muta, is it possible to do speedling harass without delaying your mutas?
"Appreciate the things you have before they become the things you had."
thezanursic
Profile Blog Joined July 2011
5497 Posts
April 04 2013 08:46 GMT
#2645
On April 04 2013 09:13 traceurling wrote:
Show nested quote +
On April 04 2013 05:35 thezanursic wrote:
On April 04 2013 05:14 Sayle wrote:
On April 04 2013 04:58 thezanursic wrote:
On April 03 2013 18:08 Sayle wrote:
What's the point of a 5 player map though, the game dynamic would be almost the same as a 4 player map except that there's more randomness in scouting your opponent's spawn.

Edit: For 1v1 at least.

If the same was said for any other map feature. BW would have gotten stale years ago. I am pretty sure that a resonably balanced 5,6 player 1v1 map is within the limits of possibility and if so I just don't see why it wasn't attempted. I mean yes, it doesnt add that much to the game, but it's still worth a try.


My point is that if you consider what makes 2, 3, and 4-player maps unique from each other, there is actually quite a lot that has big impacts on gameplay, but the difference between a 5-player map and 4-player map is minimal. The only real difference is that you can't split the map perfectly, but adding a central base like FS does solves that problem much more neatly. Especially when you consider how difficult it must be to create a balanced 5 or 6 player map with equal rush distances between bases, that's probably why nobody has bothered with it.

Having said that, there is no strict rule saying you must have equal distances between spawns. Gaia, for example, even now shows up in motw occasionally and gets played. I can't imagine that kind of thing would be too popular among players with the current metagame though.

I understand the above, but it kind of seems like KESPA has tried almost everything over the BWs professional life span, but 5 or 6 spawn 1v1 maps just weren't one of those.

So for the current metagame you're gonna new essentially a main and a natural, so take spawn locations and multiply by two. That leaves you with 10 based for a 5 player map, and 12 for a 6 player maps. In terms of space, mains require quite a but of space, so pretending the other mains are just thirds doesn't quite workout out cz now you don't have room for a third because not enough room analog you risk having too much money on a map. Sorry I had a more well thought out answer but my browser crashed and I didn't want to retype all of it.


Maybe Main + Nat + 1 mineral only = 15 bases now that's a lot, but experimentation never hurts.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
April 04 2013 09:22 GMT
#2646
On April 04 2013 07:00 BroodKingEXE wrote:
What is the ideal spot to drop a reaver? I try to get it in the back of a mineral line, but it feels as if I could get more damage.


I'm going to show you a cool trick.

To maximize the damage caused by scarabs, you always want them to path directly into the unit you're attacking. If the unit you're attacking is separated by minerals or is running away, the scarabs will not do very much damage. If you drop directly into the mineral line, it can be a lot more effective than dropping behind the mineral lines.

Note! Dropping behind the mineral lines is great for many other types of drops, such as high templar, marines, lurkers, etc., but the way scarabs work give them a uniqueness that can be a pain in the ass.

Now, here is a concept that you can play around with: if your opponent has decent reaction time, he/she will see the reaver and go "Oh, I don't want to lose all my workers, so I will pull them away." and maynard them to another mineral field. If you anticipate this, it can potentially yield way more damage for your drop. The idea is to basically drop your reaver in the retreat path of the workers so they will have no choice but to DIE.

Here,
[image loading]

Ignore that enormous splash of blood for a moment. That's not important right now. The important thing is that the reaver is at the bottom of the mineral field, so if the drones want to escape, they have to go south towards the ramp, or clump up near the extractor. If they do either of these, it means you will kill a lot of drones.


Another example of this would be to fly over the natural (maybe drop a zealot into the minerals), but drop the reaver at the top of the ramp.

[image loading]

Even if the drones don't go up the ramp, you still are able to deny small reinforcements coming up the ramp, and on top of that, you can fly to the main base' mineral field to drop there. If the zerg pulls their drones from the natural AND loses a lot at their main, then they will lose a lot of potential harvesting time.

Here is a chart of how to shoot your scarabs at things:
+ Show Spoiler +

[image loading]

Targets moving towards the scarab shot will get hit.

Targets moving sideways might get away like the cowards they are.

Targets moving away from the shot will almost certainly live to work against Aiur.




"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
BisuDagger
Profile Blog Joined October 2009
Bisutopia19299 Posts
Last Edited: 2013-04-04 14:29:18
April 04 2013 13:25 GMT
#2647
edit: NVM answered elsewhere.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
traceurling
Profile Joined December 2012
United States1240 Posts
April 04 2013 17:20 GMT
#2648
Two questions about Python;
1.) How does Terran deal vs a 2 Hatch Muta
2.) Bisu and liquipedia both say that 2 Gate is strong on this map; what makes 2 Gate a solid opening for this map?
"Appreciate the things you have before they become the things you had."
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
Last Edited: 2013-04-04 18:25:17
April 04 2013 18:24 GMT
#2649
On April 05 2013 02:20 traceurling wrote:2.) Bisu and liquipedia both say that 2 Gate is strong on this map; what makes 2 Gate a solid opening for this map?

posabilty of close spawns and wide natrual
The harder it becomes, the more you should focus on the basics.
thezanursic
Profile Blog Joined July 2011
5497 Posts
Last Edited: 2013-04-04 20:59:21
April 04 2013 20:58 GMT
#2650
On April 04 2013 18:22 ninazerg wrote:
Show nested quote +
On April 04 2013 07:00 BroodKingEXE wrote:
What is the ideal spot to drop a reaver? I try to get it in the back of a mineral line, but it feels as if I could get more damage.


I'm going to show you a cool trick.

To maximize the damage caused by scarabs, you always want them to path directly into the unit you're attacking. If the unit you're attacking is separated by minerals or is running away, the scarabs will not do very much damage. If you drop directly into the mineral line, it can be a lot more effective than dropping behind the mineral lines.

Note! Dropping behind the mineral lines is great for many other types of drops, such as high templar, marines, lurkers, etc., but the way scarabs work give them a uniqueness that can be a pain in the ass.

Now, here is a concept that you can play around with: if your opponent has decent reaction time, he/she will see the reaver and go "Oh, I don't want to lose all my workers, so I will pull them away." and maynard them to another mineral field. If you anticipate this, it can potentially yield way more damage for your drop. The idea is to basically drop your reaver in the retreat path of the workers so they will have no choice but to DIE.

Here,
[image loading]

Ignore that enormous splash of blood for a moment. That's not important right now. The important thing is that the reaver is at the bottom of the mineral field, so if the drones want to escape, they have to go south towards the ramp, or clump up near the extractor. If they do either of these, it means you will kill a lot of drones.


Another example of this would be to fly over the natural (maybe drop a zealot into the minerals), but drop the reaver at the top of the ramp.

[image loading]

Even if the drones don't go up the ramp, you still are able to deny small reinforcements coming up the ramp, and on top of that, you can fly to the main base' mineral field to drop there. If the zerg pulls their drones from the natural AND loses a lot at their main, then they will lose a lot of potential harvesting time.

Here is a chart of how to shoot your scarabs at things:
+ Show Spoiler +

[image loading]

Targets moving towards the scarab shot will get hit.

Targets moving sideways might get away like the cowards they are.

Targets moving away from the shot will almost certainly live to work against Aiur.






I always wondered why people don't do this more often. I am also curious if it's worth it moving the reaver and delaying so that the reaver shoots just as the workers are transfering through him or will most people see what you are doing and react?
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Dead9
Profile Blog Joined February 2008
United States4725 Posts
April 04 2013 21:04 GMT
#2651
usually people run the drones in the opposite direction instead of trying to transfer
it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
April 05 2013 02:39 GMT
#2652
On April 05 2013 06:04 Dead9 wrote:
usually people run the drones in the opposite direction instead of trying to transfer
it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling


Usually, they stack them on the closest geyser to pull the them away, but I notice that a lot of Terrans will only transfer them. Zergs, on the other hand, can just burrow if they know a reaver is coming.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
thezanursic
Profile Blog Joined July 2011
5497 Posts
April 05 2013 05:23 GMT
#2653
On April 05 2013 06:04 Dead9 wrote:
usually people run the drones in the opposite direction instead of trying to transfer
it's still a good place to drop tho since the drones will bug out a little when they try to run without drilling

If they don't transfer to a near by mineral/gas their workers will bug out anyway and the scarab will most likely hit.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
puppykiller
Profile Blog Joined August 2009
United States3137 Posts
April 05 2013 07:49 GMT
#2654
Close position spawns on python is hard vs fast muta builds. I don't know man I guess it favors zerg. I'm not sure if there is some special way to deal with it. You could build a bunker at your nat in a place that blocks mutas. The natural of python is easier to defend than the natural of FS.
Why would I play sctoo when I can play BW?
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
April 05 2013 18:21 GMT
#2655
Does anyone know where wLauncher stores the StarCraft.exe path or how it launches it?
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
BroodKingEXE
Profile Blog Joined November 2011
United States829 Posts
Last Edited: 2013-04-05 22:59:13
April 05 2013 22:58 GMT
#2656
Is there a korean equivalent of TL.net (in terms of strategy)?
Playing Protoss = Opponent owned
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
April 05 2013 23:17 GMT
#2657
On April 06 2013 07:58 BroodKingEXE wrote:
Is there a korean equivalent of TL.net (in terms of strategy)?


They literally just walk up to another Korean and say "Hey, I'm having a really hard time defending against 2 fact openings, what should I do?" and the other Korean is like "Practice better unit control" BECAUSE THAT'S WHAT THEY ALWAYS FUCKING SAY NO MATTER WHAT.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
April 05 2013 23:23 GMT
#2658
On April 06 2013 03:21 quirinus wrote:
Does anyone know where wLauncher stores the StarCraft.exe path or how it launches it?


This tab handles all the gateways, exes, etc.
[image loading]

Click the 찾 기 button to search for the starcraft.exe

I hope that helps, if not, I'm stumped.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
April 06 2013 19:45 GMT
#2659
On April 06 2013 07:58 BroodKingEXE wrote:
Is there a korean equivalent of TL.net (in terms of strategy)?

i don't really think so, there might be like vods with compertary shared on sites like neaver and cafe daum thou.
The harder it becomes, the more you should focus on the basics.
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
April 06 2013 20:39 GMT
#2660
On April 07 2013 04:45 sabas123 wrote:
Show nested quote +
On April 06 2013 07:58 BroodKingEXE wrote:
Is there a korean equivalent of TL.net (in terms of strategy)?

i don't really think so, there might be like vods with compertary shared on sites like neaver and cafe daum thou.

I've talked to a Korean caster/BJ about it and other than the fishbattle.net forum, there doesn't appear to be any more forums left. I believe playxp used to have a Starcraft 1 section but it's all sc2, LoL, and D3 now. He said people just use afreeca and fish to communicate for the most part.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
Prev 1 131 132 133 134 135 484 Next
Please log in or register to reply.
Live Events Refresh
Big Brain Bouts
17:00
#102
YoungYakov vs JumyLIVE!
TriGGeR vs Spirit
RotterdaM703
IndyStarCraft 295
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 703
Lowko465
IndyStarCraft 295
SteadfastSC 140
mouzStarbuck 61
BRAT_OK 51
ProTech40
MindelVK 28
DivinesiaTV 17
StarCraft: Brood War
Britney 17606
Rain 1978
Bisu 1869
Shuttle 347
Larva 184
Mini 110
firebathero 108
Dewaltoss 104
BeSt 91
Hyun 87
[ Show more ]
Mind 85
Zeus 65
Killer 62
Aegong 51
ggaemo 45
JYJ 42
Mong 28
910 26
sorry 20
GoRush 15
soO 15
ajuk12(nOOB) 14
Shinee 14
SilentControl 13
JulyZerg 12
Sacsri 12
Dota 2
Gorgc6122
singsing3724
qojqva3020
LuMiX0
Counter-Strike
fl0m295
byalli179
Foxcn118
Other Games
FrodaN1126
KnowMe101
C9.Mang089
Trikslyr57
Chillindude33
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota245
League of Legends
• Nemesis3658
• TFBlade307
Other Games
• imaqtpie586
• Shiphtur112
• tFFMrPink 17
Upcoming Events
The PiG Daily
2h 31m
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
CranKy Ducklings
15h 31m
WardiTV 2025
16h 31m
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
18h 1m
Ladder Legends
1d
BSL 21
1d 1h
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 15h
Ladder Legends
1d 22h
BSL 21
2 days
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.