• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:42
CET 13:42
KST 21:42
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada2SC: Evo Complete - Ranked Ladder OPEN ALPHA7StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 3-9): Clem Conquers in Canada Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
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 Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
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
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1883 users

Why doesn't Blizzard auto-save if player drops? - Page 10

Forum Index > Closed
Post a Reply
Prev 1 8 9 10 11 12 14 Next All
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 16:32:17
April 08 2012 16:28 GMT
#181
On April 09 2012 01:18 Jackle wrote:
Show nested quote +
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?

Saved game states are stupid.

A) strategies will be reformed during the interval of time because of the nature of sc2.
B) Certain strats will be hard countered and the game will severely favor the other player.
C) The flow of the game will be interupted severely. Lots of people dislike even pauses for a few seconds because of this reason.
D) This is an Esport, and because of the above reasons, ALL factors MUST be balanced across the board because peoples money is on the line.
Gajarell
Profile Joined November 2011
Germany29 Posts
Last Edited: 2012-04-08 16:32:26
April 08 2012 16:32 GMT
#182
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.
Un bon mot ne prouve rien. - Voltaire
MrEnzyme
Profile Joined September 2010
30 Posts
April 08 2012 16:43 GMT
#183
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

Show nested quote +
We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out
saltymango
Profile Joined June 2011
United States120 Posts
April 08 2012 16:43 GMT
#184
Isn't there all ready a save and load tool custom map? Why don't we try to bypass blizzard all together and just make a custom that saves automatically every 1 minute for every map in the map pool?
nebffa
Profile Blog Joined February 2009
Australia776 Posts
April 08 2012 16:45 GMT
#185
In my heart of hearts I feel that Blizzard got what they deserved. Having a disconnect at a critical point in the biggest match of the year so far? What were those jokers thinking not putting in an option for high-profile tournaments to use LAN? Blizzard only has themselves to blame and though it's unfortunate for all the fans, I hope that the embarrassment this has caused Blizzard leads them to look more closely at their poor decision making.
DreamChaser
Profile Blog Joined February 2011
1649 Posts
April 08 2012 16:47 GMT
#186
I had just assumed that it was to difficulkt to impletment, but if WC3 had it idk why SC2 doesn't
Plays against every MU with nexus first.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
April 08 2012 16:47 GMT
#187
I guess all we can hope for is that Blizz got some guilty feelings upon being there when it all happened, and are gonna look closer on this issue in the future. These kind of events really ruins the entire tournament.
urashimakt
Profile Joined October 2009
United States1591 Posts
April 08 2012 16:49 GMT
#188
On April 09 2012 01:43 MrEnzyme wrote:
Show nested quote +
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out

Seriously, that mod might seem like it is related to this situation, but it really isn't. People need to stop linking it.

And all players/observers in any game already have all the game state information. This is why map hacks work and why each client can generate their own replay file.
Who dat ninja?
willoc
Profile Joined February 2011
Canada1530 Posts
April 08 2012 16:50 GMT
#189
All tournament problems are because of "No LAN". Let's keep making these threads with extra hyperboles!
Be bold and mighty forces will come to your aid!
ravemir
Profile Joined April 2011
Portugal595 Posts
April 08 2012 16:50 GMT
#190
I agree...the LAN thing can be somewhat understandable, but why a CUSTOM game can't be saveable is beyond me. Maybe due to the possibility of people being able to forge replays?
"more gg, more skill"
StarcraftMan
Profile Blog Joined January 2010
Canada507 Posts
Last Edited: 2012-04-08 16:52:23
April 08 2012 16:52 GMT
#191
On April 09 2012 01:43 MrEnzyme wrote:
wrong
both players already have the full game state (this is why maphacks work). this is not a complicated feature to implement, people saying it is don't know what they are talking about. its also already been done in a mod http://www.teamliquid.net/forum/viewmessage.php?topic_id=297534

saying that we haven't completely figured out how to save a game in a multiplayer rts (lol) is obviously untrue. warcraft 3 had it, as people have embarrasingly pointed out


Agreed. In theory, both clients need to have the same game state or the game is out of sync. I'm not sure if the server is involved with syncing the game.

I agree with you that saving the game state should be trivial for Blizzard. It's the loading of the game file that may be more complex, especially with observers joining, etc. I guess only Blizzard would know the answer to this.
Jackle
Profile Joined January 2010
Canada859 Posts
April 08 2012 16:52 GMT
#192
On April 09 2012 01:28 axellerate wrote:
Show nested quote +
On April 09 2012 01:18 Jackle wrote:
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?


I said that because we should stop wasting our efforts on something that will never be implemented. The second they implement LAN is the second their game will be pirated for multiplayer. People think Blizzard cares about the community way more than they actually do.
You called down the thunder, now reap the whirlwind.
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 16:55:53
April 08 2012 16:53 GMT
#193
On April 09 2012 01:52 Jackle wrote:
Show nested quote +
On April 09 2012 01:28 axellerate wrote:
On April 09 2012 01:18 Jackle wrote:
On April 09 2012 01:09 axellerate wrote:
This isn't a solution with a game like starcraft 2. The issue is that many strategies revolved around your oppenent having no idea what your doing, like cloaked banshees. If the guy sees your banshees, and the game drops. Well, now your oppenent has an upper hand when the game is continued back from the previous saved point. I'm pretty sure you guys understand what I mean here.

Such information with builds like cloaked banshees, dts, all ins or whatever would mean that they're effectively soiled.


Save points are just a back-up plan for massive server failures. A reconnection feature is the more important one, one that many of Blizzards competiting RTS games have already implemented. Heroes of Newerth, Dota2, and League all have reconnection features. Pausing when someone disconnects, and letting them reconnect to miss maybe a few seconds of game-time. So many people were dismissing the reconnect feature during the beta, "Oh we don't need reconnect, if someone disconnects in SC2 the game is already over." Well that's why you use it in combination with that nifty feature called pause, which referees can do once a player is lagging out.

As a community we must stop pushing for LAN, something Blizzard will never implement in a million years. We should rather push for something many of Blizzards competiting games have already implemented, reconnection feature.



"As a community we must stop pushing for LAN"

No, no, no a million times no.

How about as a paying and supporting customer? They're who they are because of us, not them. Is it too much to ask for a needed feature?


I said that because we should stop wasting our efforts on something that will never be implemented. The second they implement LAN is the second their game will be pirated for multiplayer. People think Blizzard cares about the community way more than they actually do.


As a programmer, I can tell you that the game has already been cracked. So that point is false. And yea, its sickening how bad blizzards PR is and how they lack supporting a community which is so strong when it comes to supporting them.

Unfortunately, I am no longer part of that community. SC2 WOL was my last blizzard game. I even cancelled my D3 preorder.
willoc
Profile Joined February 2011
Canada1530 Posts
April 08 2012 16:53 GMT
#194
On April 08 2012 19:17 StarcraftMan wrote:
Show nested quote +
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.


I don't think it's very hard for Blizzard to implement. I'm a programmer and all they have to do is a data dump to a file when the person drops out (they don't even have to save the map until a person drops out). Then they would need to tweak the code to allow the map to be reloaded with all parties in the lobby. It's easy to do for them - they could probably even add this functionality in the next patch.


Hey! I'm not going to bother looking at the source to see how they implemented game states and make statements about how easy it is to fix. Programming are easy!
Be bold and mighty forces will come to your aid!
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
April 08 2012 16:54 GMT
#195
On April 09 2012 01:32 Gajarell wrote:
Yeah if you have a third-party-guy, posessing the full-game-state, it's easier.

Still determining the exact point of the disc is non-trivial, a player could start to lag (emergency-save-now/at which point?), beeing unable to communicate his commands and drop a few seconds after. At the point of the drop the game could already be decided and the save-game would be useless. You could save multiple states, lag(1), lag(2), disc(3). But you would have to decide which one to use.

I'm not saying there is no way to make this work, its just a non-trivial-problem, so let's work on our patience.

Show nested quote +
We have multiplayer saving in RTS games 13 years ago. It worked simply: Player A drops. Player B or a spectator hits the save button. A new game lobby is hosted, player B chooses to load from save. The save game file is transferred to player A in the same way that maps are downloaded. The game resumes.


You can hack over lunch, but it's just so easy to break.


But we are trying to solve a problem for major tournaments where there will always be observers in games, and optionally referees in games. Also, I think we can trust professional players not to pull the cable out when they are losing at a live event.

As for saving multiple states: Have checkpoints every x seconds where both players report in. The game restarts from the last available checkpoint where both players reported in. You might get a second or two of rollback but it a lot better than a regame.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-04-08 17:02:24
April 08 2012 16:55 GMT
#196
On April 08 2012 19:17 Chargelot wrote:
Show nested quote +
On April 08 2012 19:16 solidbebe wrote:
On April 08 2012 19:15 ki11z0ne wrote:
they care... if they didnt they would not have a balancing team... idk people need top widen there perspective a lil.... its understandable why their is no LAN on sc2, and its fine with me

Why is it understandable?

Because the day you incorporate LAN is the day I can steal StarCraft online, and play it without a battle.net account.

It's already possible to play Starcraft 2 on LAN/P2P — it's just an illegitimate/crack method.

On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.
edit: not surprisingly, this has already been said

Hacking would only be an issue for unsupervised matches, and non-trusted-players, which essentially makes it a complete non-issue. No-one wants to have the system mandatory for ladder or anything; it would just be a really useful feature for friends who were playing, or even 2 people having a grudge match, but most importantly supervised matches such as in tournaments.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
urashimakt
Profile Joined October 2009
United States1591 Posts
April 08 2012 16:58 GMT
#197
On April 09 2012 01:55 Xapti wrote:
Show nested quote +
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.
Who dat ninja?
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
April 08 2012 17:00 GMT
#198
On April 09 2012 01:58 urashimakt wrote:
Show nested quote +
On April 09 2012 01:55 Xapti wrote:
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.


I guarantee that incorporating this into SC2 would take far less work than the 'Arcade' feature that is being added in patch 1.5.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
April 08 2012 17:00 GMT
#199
These issues crop up all the time hopefully blizzard will listen eventually.
axellerate
Profile Joined October 2010
Canada179 Posts
Last Edited: 2012-04-08 17:02:11
April 08 2012 17:01 GMT
#200
On April 09 2012 02:00 hzflank wrote:
Show nested quote +
On April 09 2012 01:58 urashimakt wrote:
On April 09 2012 01:55 Xapti wrote:
On April 08 2012 19:14 tomatriedes wrote:
Completely agree with this, though I'm not a programmer so I don't know how difficult it would be to implement.

The multiplayer save/load feature was already there from Brood War, so it should/would be very easy to implement.

Whether or not Brood War had the feature has no bearing on how much work it'd take them to incorporate it into SC2, just fyi.


I guarantee that incorporating this into SC2 would take far less work than the 'Arcade' feature that is being added in patch 1.5.


Yea lol. It wouldn't be that hard at all. Blizzard is pretty lazy if you ask me. One dude could have implemented every single feature we wanted (shared replays, LAN, Clan tags etc...) in about 3 months tops.

A whole team of experienced programmers like the ones at blizzard could have put everything in over the span of 3 weeks at most.
Prev 1 8 9 10 11 12 14 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group B
WardiTV682
TKL 279
Rex110
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 279
RotterdaM 234
Lowko207
SortOf 125
Rex 110
StarCraft: Brood War
Calm 6256
Hyuk 2587
Soma 508
Stork 414
ZerO 343
Pusan 227
Rush 130
Barracks 126
hero 118
Killer 95
[ Show more ]
sSak 84
Sharp 73
Sea.KH 49
ToSsGirL 42
Noble 42
Aegong 40
Backho 39
zelot 37
Free 33
Icarus 26
Movie 21
Shine 18
Sexy 16
Terrorterran 14
sas.Sziky 1
Dota 2
Dendi583
XaKoH 452
XcaliburYe189
BananaSlamJamma2
Counter-Strike
olofmeister1886
byalli545
edward19
Other Games
B2W.Neo1129
crisheroes289
DeMusliM287
Pyrionflax216
Sick211
ZerO(Twitch)4
Organizations
StarCraft: Brood War
lovetv 13
StarCraft 2
IntoTheiNu 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Adnapsc2 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota241
Upcoming Events
OSC
3h 18m
Replay Cast
10h 18m
Replay Cast
20h 18m
Kung Fu Cup
23h 18m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 10h
The PondCast
1d 21h
RSL Revival
1d 21h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 23h
WardiTV Korean Royale
1d 23h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
BSL 21
4 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
5 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
Wardi Open
5 days
Monday Night Weeklies
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
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
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
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 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.