• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:22
CEST 21:22
KST 04:22
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)41ZeroSpace at Steam NextFest - Last free demo23Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611
StarCraft 2
General
5.0.16 patch for SC2 goes live (8 worker start) ?Bug in new patch Daily SC2 Player Grid - feedback wanted SC2 Planner - The StarCraft II Build Planner [TLMC] Summer 2026 Ladder Map Rotation
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Sparkling Tuna Cup - Weekly Open Tournament GSL CK #4 20-21th June Douyu Cup 2026: $20,000 Legends Event (June 26-28) Master Swan Open (Global Bronze-Master 2)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 531 Experimental Artillery Mutation # 530 One For All Mutation # 529 Opportunities Unleashed
Brood War
General
Fact based Zerg Upgrade Tier List BGH Auto Balance -> http://bghmmr.eu/ STARCRAFT MOVIE - Last Night at the Command center BW General Discussion Battle cruiser feet vs Carrier fleet
Tourneys
[BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST [Megathread] Daily Proleagues CSLAN 4 is Coming! Small VOD Thread 2.0
Strategy
Why doesn't anyone use restoration? Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds
Other Games
General Games
Stormgate/Frost Giant Megathread Rogue Command ZeroSpace at Steam NextFest - Last free demo Beyond All Reason Nintendo Switch Thread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 14202 users

[Q] 1st supply placement - Page 2

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 3 Next All
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
Last Edited: 2008-01-05 00:10:17
January 05 2008 00:09 GMT
#21
On January 05 2008 08:55 Zherak wrote:
Show nested quote +
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............

But up until that point (3~ worker per patch), it makes a huge difference because it's passively speeding up your mineral collection.

[edit] I hate it when I don't quote and it goes to the next page. [/edit]
I live in perpetual fear of terrorists and studio gangsters
jngngshk321
Profile Joined April 2003
Korea (South)457 Posts
January 05 2008 00:09 GMT
#22
On January 05 2008 08:55 Zherak wrote:
Show nested quote +
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............

5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 05 2008 00:11 GMT
#23
On January 05 2008 09:09 jngngshk321 wrote:
Show nested quote +
On January 05 2008 08:55 Zherak wrote:
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............


Why? He was confused about something, and implied that he needed clarification.
I live in perpetual fear of terrorists and studio gangsters
xmShake
Profile Blog Joined February 2007
United States1100 Posts
January 05 2008 01:46 GMT
#24
Its to correct scv mining pathing.

If you put the supply depot one matrix to the left, the scv would spawn to the right of the supply depot, as units spawn at the most southeast spawn like chill said, but would not spawn to the left of the depot if moved one matrix to the left, since that space is being occupied by a depot.
(The initial spawning point does not go beyond the buildings borders)
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
Last Edited: 2008-01-05 03:05:46
January 05 2008 03:02 GMT
#25
On luna at 12 they put it to the left of the cc to correct the mining path and on python 1.2 on 9 if you dont manually control your scv it goes all the way to the back like it got manner pyloned or something so a depot fixes that. And on some other maps like i guess zodiac has the same problem. Saw in the recent msl group games mind puts his depot to the bottom right of his cc at 11 o clock. I guess its the same as putting depots or a pool in the path of your gas so you can put 3 instead of 4 sometimes on some spots on luna.

And i guess it makes a big difference cause i remember commentators mentioning that sometimes in mirror matchups you notice people with the same build order one having more scvs or a faster rax/fact.


ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 05 2008 04:21 GMT
#26
A lot of Protoss players do this as well, the bottom mineral of 3 Longinus, 7 Rush Hour 3, and some others (I forget, there's actually quite a lot) all need Pylons there to make Probes mine faster or else they move in a weird \_ shape instead of a normal \ shape or w/e
^-^
zobz
Profile Joined November 2005
Canada2175 Posts
January 05 2008 06:57 GMT
#27
On January 05 2008 07:09 Chill wrote:
Show nested quote +
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?
You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant.
Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark.

It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it.
"That's not gonna be good for business." "That's not gonna be good for anybody."
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 05 2008 07:13 GMT
#28
On January 05 2008 15:57 zobz wrote:
Show nested quote +
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?
You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant.
Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark.

It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it.

You completely misunderstood his post.
I live in perpetual fear of terrorists and studio gangsters
TheFoReveRwaR
Profile Blog Joined May 2006
United States10657 Posts
January 05 2008 07:17 GMT
#29
On January 05 2008 08:14 Hypnosis wrote:
for that depot think of a barracks right below it, it would stop a zealot rush in its tracks because a marine can fit but a zealot cant. it also makes the scvs return faster to mine once done building the depot. it is a number of pro things, small as they are, that make these people better than YOU.

This is the reason, at this location it isnt possible to make the depot spawn the scv closer to the mins so its definitely not that.
Being healthy, it has been said, really consists of having the same disease as everybody else.
zobz
Profile Joined November 2005
Canada2175 Posts
Last Edited: 2008-01-05 07:37:52
January 05 2008 07:37 GMT
#30
On January 05 2008 16:13 5HITCOMBO wrote:
Show nested quote +
On January 05 2008 15:57 zobz wrote:
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?
You're still saying 3 pixels which is a large exageration. Half a command centre's width is a little bit more than that, and as i said when it effects every scv after your 9th it's got to be fairly significant.
Every scv after your 9th implies that it is obviously well before saturation, and that though it requires manual attention in order to make any difference at all, i.e you have to tell the scv to mine while it's still moving off its rallypoint, this is not especially hard in the first 5 minutes of the game, and i'm sure progamers get the occassional one right throughout the game and somewhat consistantly well after the 5 minute mark.

It also doesn't matter how small a difference it makes as long as it makes any difference at all unless you can think of a better place to put it.

You completely misunderstood his post.
I'll take you word for it.
"That's not gonna be good for business." "That's not gonna be good for anybody."
Play
Profile Blog Joined November 2007
Australia608 Posts
January 05 2008 07:54 GMT
#31
i tried this on python 1.3 3 o'clock but instead of supply i build a barracks, and the scv popped out at least 3 pixels closer to the minerals!!!! it was pretty much gg...
jmascis
naventus
Profile Blog Joined February 2004
United States1338 Posts
January 05 2008 09:35 GMT
#32
I hate to ask for this, but could someone post the picture of the barracks with supply at that configuration? I've seen the old building placement thread, but there's no picture for this supply position.

I see a lot of T players not doing that anti zealot arrangement and just pulling SCVs instead to fight zeals. Why would you not do that arrangement in all cases (maybe they are just used to using SCVs?)?
hmm.
kpcrew
Profile Blog Joined December 2007
Korea (South)1071 Posts
January 05 2008 16:29 GMT
#33
i usually put my first supply at my gas so that it mines more efficiently
Clan Lzuruha
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
January 05 2008 16:52 GMT
#34
it's 10000000000000% to fix the mining path, 1st pool/depot/pylon placement in progaming is 100000000000000000% for the purpose of better mining, nothing else.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
January 05 2008 18:07 GMT
#35
1. fix gas route ( i dont see much of an improvement though)
2. fix min route (very big one, esp on maps with fucked up pathing like luna and some versions of python)
3. Make scv pop closer to minerals (Ex: the minerals are to your right, and the scv naturally pops to the bottom left of the CC, so they place a depot to make it pop out on the bottom right. placing in the SS of OP does not affect scv pop.)
im deaf
zobz
Profile Joined November 2005
Canada2175 Posts
January 05 2008 21:38 GMT
#36
[image loading]
You're right, this is alot more than 3 pixels but not that significant repeated probably about 10 times. Would add up to i guess like a little under 5 seconds mining time. I would guess the time to walk to the edge of your base to build the depot and back to be at most not much more than double that, though.
"That's not gonna be good for business." "That's not gonna be good for anybody."
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
January 05 2008 21:45 GMT
#37
On January 05 2008 18:35 naventus wrote:
I hate to ask for this, but could someone post the picture of the barracks with supply at that configuration? I've seen the old building placement thread, but there's no picture for this supply position.

I see a lot of T players not doing that anti zealot arrangement and just pulling SCVs instead to fight zeals. Why would you not do that arrangement in all cases (maybe they are just used to using SCVs?)?


Probably cause they don't know about it, it's too troublesome in their mind, or their confident in their marine + scv micro.
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
January 05 2008 22:45 GMT
#38
On January 05 2008 09:09 jngngshk321 wrote:
Show nested quote +
On January 05 2008 08:55 Zherak wrote:
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............



Well... his statement is actually true.

"If your mineral field is saturated, no amount of SD-correction will help your mining......"

But very rarely would you have that many scvs mining off of one base and if you do you're probably in a very bad position anyway. To be totally saturated you need about 3 scv per patch and that's a ton.

ForAdun
Profile Joined August 2007
Germany986 Posts
January 06 2008 01:34 GMT
#39
Oops, I think this needs clarification.
At the end of this post I'll post download links to some example images (right now I can't find a better image sharing system).

The depot is built on the bottom left of the cc. This is not to correct mining routes neither does it have a noticeable impact on the income.
Afaik the first player to introduce this was Hwasin. It is an improvement for his defense vs zealot rush. It is an alternate "wall-in". Let me explain.
The depot is the first step, the reason he builds it there is that the barracks can be placed right next to it (bottom left, be careful to place it correctly because other positionings don't work afaik from my own testings), creating the effect of a wall-in. Why so complicated? Because if done correctly marines can walk through but zealots cannot.
By doing so marines can dodge the 1st zealot easily. Of course as soon as the 2nd zealot arrives you've got to kill one of them if you haven't done it yet but some protoss players are still confused and won't be able to pressure real hard. The effect is big enough to legitimate the (hardly noticeable) inconveniences because it allows you to protect your factory (advise: build it close to the "wall-in") from early zealot-pressure until it finishes (normally before the 2nd zealot arrives). (hint: if the zealot attempts to attack the scv at the factory which it should, just send the scv back to mining as soon as the zealot comes close to it and replace it without losing a second. In that time the zealot may get damaged heavily and you can even stay relaxed). In addition you're able to save more marines with ease for the incoming zealots.
Then how I would do it: factory done, hide your marines inside of your economy and outsmart the invaders with some scv's as soon as they enter your little death zone. Build a vulture at the same time, abuse the patrol-command and after smoke clears up you should have a tiny advantage, especially if p has 2 off-gates instead of just 1.

Now I'll post the images. They show two different alternative wall-ins. Map is Python, the first wall-in is for 12 and 3, the second wall-in is for 6 and 9.

First wall-in:
Step 1: http://www.elnoy.org/elnoyhost/download.php?file=194alternate wall-in A-1.pcx
Step 2: http://www.elnoy.org/elnoyhost/download.php?file=273alternate wall-in A-2.pcx

Second wall-in:
Step 1: http://www.elnoy.org/elnoyhost/download.php?file=964alternate wall-in B-1.pcx
Step 2: http://www.elnoy.org/elnoyhost/download.php?file=29alternate wall-in B-2.pcx

Good luck & have fun outplaying rushing noobs, I hope you enjoyed reading
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
January 06 2008 03:58 GMT
#40
On January 06 2008 07:45 Jonoman92 wrote:
Show nested quote +
On January 05 2008 09:09 jngngshk321 wrote:
On January 05 2008 08:55 Zherak wrote:
On January 05 2008 07:09 Chill wrote:
On January 05 2008 06:35 zobz wrote:
I don't see how it makes sense to say it's pointless to make your scv pop out "a few pixels" closer to the minerals but pointful to correct the mining route of one or two scvs by probably a fairly slight incriment. I think depending on which side of your cc the minerals are on the supply makes your scv pop out like in the middle of the cc rather than at the opposite side of the minerals, which is fairly significant when it effects every scv you make after 9. Alot of their scvs probably won't get sent to mine right away anyway but at their level i think alot of them are.


Because mining is passive and continuous throughout the entire game, so it can add up to a difference. Getting your workers to the first mineral patch 3 pixels quicker when they are saturated anyways makes no difference.

Do you see now?


If your mineral field is saturated, no amount of SD-correction will help your mining...............



Well... his statement is actually true.

"If your mineral field is saturated, no amount of SD-correction will help your mining......"

But very rarely would you have that many scvs mining off of one base and if you do you're probably in a very bad position anyway. To be totally saturated you need about 3 scv per patch and that's a ton.


Saturated is a rate of mineral harvesting, not a number of SCVs per patch. Correcting the path allows you to reach this state faster with less SCVs.
I live in perpetual fear of terrorists and studio gangsters
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 499
UpATreeSC 176
JuggernautJason82
ProTech57
MindelVK 43
RushiSC 23
StarCraft: Brood War
Mini 1483
EffOrt 634
Jaedong 532
Shuttle 453
firebathero 292
actioN 143
Dewaltoss 129
hero 73
Hyun 44
sorry 19
[ Show more ]
GoRush 10
Dota 2
qojqva1235
XaKoH 515
Counter-Strike
pashabiceps2580
fl0m2163
Other Games
Grubby3393
FrodaN1521
Harstem677
Beastyqt571
C9.Mang0219
Sick186
shahzam136
Trikslyr61
Organizations
Dota 2
PGL Dota 2 - Main Stream8548
Other Games
BasetradeTV175
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 17 non-featured ]
StarCraft 2
• StrangeGG 85
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 25
• FirePhoenix9
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis1962
• TFBlade738
Other Games
• imaqtpie1018
• Shiphtur247
Upcoming Events
The PondCast
14h 38m
Douyu Cup 2020
1d 9h
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
OSC
1d 20h
Douyu Cup 2020
2 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
3 days
Maestros of the Game
3 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
3 days
Douyu Cup 2020
4 days
BSL22 NKC (BSL vs China)
4 days
Online Event
4 days
[ Show More ]
RSL Revival
5 days
RSL Revival
5 days
WardiTV Weekly
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
WardiTV Spring 2026
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E1
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.