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Blizzard DotA - Page 7

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Bosu
Profile Blog Joined June 2008
United States3247 Posts
November 08 2010 19:58 GMT
#121
I think these customs are more of a tech demo then anything. There are a lot of popular customs currently that are just not very deep or polished. These will show how amazing customs can be if people put in extra work.
#1 Kwanro Fan
Pewt
Profile Joined June 2010
Canada201 Posts
November 08 2010 20:14 GMT
#122
On October 29 2010 23:52 Judicator wrote:
Show nested quote +
On October 29 2010 23:43 Aegis Runestone wrote:
Did you know Valve is trying to trademark DoTA?

Yeah... I think this could be bad for the WC3 DoTA. Blizzard's obviously going to try to stop Valve, but... I dunno who will win. Both companies have a good stake in the issue (DoTA was originally made with the WC3 Editor, yet Valve has Icefrog), so it could go either way in my opinion.


Nobody likes the War3 DotA technical limitations, if anything, that's the one thing holding back DotA. The shitty netcode of B.net, the shitty trigger limitations of the map editor (hello triggered heals) along with the overall pretty crummy interface. Everyone will jump from War3 DotA to Valve DotA the minute it gets released, except some of the Asians, they'll most likely look for ways to pirate the shit.
While netcode could be an issue on bnet, what are you specifically referring to with "the shitty trigger limitations of the map editor (hello triggered heals)"? Obviously the editor has limitations, but in my experience the things that people claim as "limitations" are usually just those people not knowing how to do them.

(Some obvious ones, such as keyboard/mouse detection, aside)
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 08 2010 21:56 GMT
#123
On November 09 2010 05:14 Pewt wrote:
Show nested quote +
On October 29 2010 23:52 Judicator wrote:
On October 29 2010 23:43 Aegis Runestone wrote:
Did you know Valve is trying to trademark DoTA?

Yeah... I think this could be bad for the WC3 DoTA. Blizzard's obviously going to try to stop Valve, but... I dunno who will win. Both companies have a good stake in the issue (DoTA was originally made with the WC3 Editor, yet Valve has Icefrog), so it could go either way in my opinion.


Nobody likes the War3 DotA technical limitations, if anything, that's the one thing holding back DotA. The shitty netcode of B.net, the shitty trigger limitations of the map editor (hello triggered heals) along with the overall pretty crummy interface. Everyone will jump from War3 DotA to Valve DotA the minute it gets released, except some of the Asians, they'll most likely look for ways to pirate the shit.
While netcode could be an issue on bnet, what are you specifically referring to with "the shitty trigger limitations of the map editor (hello triggered heals)"? Obviously the editor has limitations, but in my experience the things that people claim as "limitations" are usually just those people not knowing how to do them.

(Some obvious ones, such as keyboard/mouse detection, aside)


Let's use the example I gave, Triggered Heals. Instead of true invulnerability (which in itself creates issues), heroes have triggered heals to simulate invulnerability. Meaning instead of taking no damage from a X damaging event, you heal for X damage and then the X damage. Net result is 0 damage, so it's all good right? No. X can't be greater than your total HP and X can't put you over your max HP. That means you can't have pseudo-invulnerability at full HP, and you can't survive a skill that deals more damage than you have HP. Another side effect is that if X equals your current HP exactly, you will die and the triggered heals will not occur. Then there are fucked up interactions depending on the source of the X damage.

The triggered heals bullshit mostly comes out of the hardcoded concepts of invulnerability. The limitations comes from the hardcoded concepts already in the War3 engine and having to code around those "rules".

That's just triggered heals, there are MASSIVE issues with the RNG, specifically Blizzard's take on it. Hi CM's old ultimate, any bash-based or critical strike-based skill.

It doesn't matter much for stuff like ORPGs and what not, but when it comes to games like DotA, you have to break open the book and figure out how abilities interact. A lot of top players still don't understand how skills interact.
Get it by your hands...
ZappaSC
Profile Joined May 2010
Denmark215 Posts
November 08 2010 22:08 GMT
#124
On November 09 2010 06:56 Judicator wrote:
Show nested quote +
On November 09 2010 05:14 Pewt wrote:
On October 29 2010 23:52 Judicator wrote:
On October 29 2010 23:43 Aegis Runestone wrote:
Did you know Valve is trying to trademark DoTA?

Yeah... I think this could be bad for the WC3 DoTA. Blizzard's obviously going to try to stop Valve, but... I dunno who will win. Both companies have a good stake in the issue (DoTA was originally made with the WC3 Editor, yet Valve has Icefrog), so it could go either way in my opinion.


Nobody likes the War3 DotA technical limitations, if anything, that's the one thing holding back DotA. The shitty netcode of B.net, the shitty trigger limitations of the map editor (hello triggered heals) along with the overall pretty crummy interface. Everyone will jump from War3 DotA to Valve DotA the minute it gets released, except some of the Asians, they'll most likely look for ways to pirate the shit.
While netcode could be an issue on bnet, what are you specifically referring to with "the shitty trigger limitations of the map editor (hello triggered heals)"? Obviously the editor has limitations, but in my experience the things that people claim as "limitations" are usually just those people not knowing how to do them.

(Some obvious ones, such as keyboard/mouse detection, aside)


Let's use the example I gave, Triggered Heals. Instead of true invulnerability (which in itself creates issues), heroes have triggered heals to simulate invulnerability. Meaning instead of taking no damage from a X damaging event, you heal for X damage and then the X damage. Net result is 0 damage, so it's all good right? No. X can't be greater than your total HP and X can't put you over your max HP. That means you can't have pseudo-invulnerability at full HP, and you can't survive a skill that deals more damage than you have HP. Another side effect is that if X equals your current HP exactly, you will die and the triggered heals will not occur. Then there are fucked up interactions depending on the source of the X damage.

The triggered heals bullshit mostly comes out of the hardcoded concepts of invulnerability. The limitations comes from the hardcoded concepts already in the War3 engine and having to code around those "rules".

That's just triggered heals, there are MASSIVE issues with the RNG, specifically Blizzard's take on it. Hi CM's old ultimate, any bash-based or critical strike-based skill.

It doesn't matter much for stuff like ORPGs and what not, but when it comes to games like DotA, you have to break open the book and figure out how abilities interact. A lot of top players still don't understand how skills interact.


How about infinite armor?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 08 2010 22:16 GMT
#125
On November 09 2010 07:08 Razz wrote:
Show nested quote +
On November 09 2010 06:56 Judicator wrote:
On November 09 2010 05:14 Pewt wrote:
On October 29 2010 23:52 Judicator wrote:
On October 29 2010 23:43 Aegis Runestone wrote:
Did you know Valve is trying to trademark DoTA?

Yeah... I think this could be bad for the WC3 DoTA. Blizzard's obviously going to try to stop Valve, but... I dunno who will win. Both companies have a good stake in the issue (DoTA was originally made with the WC3 Editor, yet Valve has Icefrog), so it could go either way in my opinion.


Nobody likes the War3 DotA technical limitations, if anything, that's the one thing holding back DotA. The shitty netcode of B.net, the shitty trigger limitations of the map editor (hello triggered heals) along with the overall pretty crummy interface. Everyone will jump from War3 DotA to Valve DotA the minute it gets released, except some of the Asians, they'll most likely look for ways to pirate the shit.
While netcode could be an issue on bnet, what are you specifically referring to with "the shitty trigger limitations of the map editor (hello triggered heals)"? Obviously the editor has limitations, but in my experience the things that people claim as "limitations" are usually just those people not knowing how to do them.

(Some obvious ones, such as keyboard/mouse detection, aside)


Let's use the example I gave, Triggered Heals. Instead of true invulnerability (which in itself creates issues), heroes have triggered heals to simulate invulnerability. Meaning instead of taking no damage from a X damaging event, you heal for X damage and then the X damage. Net result is 0 damage, so it's all good right? No. X can't be greater than your total HP and X can't put you over your max HP. That means you can't have pseudo-invulnerability at full HP, and you can't survive a skill that deals more damage than you have HP. Another side effect is that if X equals your current HP exactly, you will die and the triggered heals will not occur. Then there are fucked up interactions depending on the source of the X damage.

The triggered heals bullshit mostly comes out of the hardcoded concepts of invulnerability. The limitations comes from the hardcoded concepts already in the War3 engine and having to code around those "rules".

That's just triggered heals, there are MASSIVE issues with the RNG, specifically Blizzard's take on it. Hi CM's old ultimate, any bash-based or critical strike-based skill.

It doesn't matter much for stuff like ORPGs and what not, but when it comes to games like DotA, you have to break open the book and figure out how abilities interact. A lot of top players still don't understand how skills interact.


How about infinite armor?


That's hardly a problem, the only issue it creates is with Kunkka's Tidebringer and the only time that ever comes up is Guardian Angel. Cleave itself is hardcoded to ignore armor.
Get it by your hands...
Pewt
Profile Joined June 2010
Canada201 Posts
Last Edited: 2010-11-09 04:57:11
November 09 2010 04:54 GMT
#126
Easy to get around. Use a dummy ability based on the Amulet of Vitality (or whatever it's called) item's ability to temporarily increase the hero's life. Yes, it's annoying, but easy to do. This was solved years ago. (You can also just code most/all damage from scratch, which has become more popular in the last year or two. It's actually way less of a hassle than it sounds since good/interesting abilities tend to be triggered regardless)

Edit: And if I recall correctly the RNG is weighted, which is a good thing (to avoid extremely long chains of criticals etc).
zbedlam
Profile Joined October 2010
Australia549 Posts
November 09 2010 05:05 GMT
#127
On November 09 2010 04:58 Bosu wrote:
I think these customs are more of a tech demo then anything. There are a lot of popular customs currently that are just not very deep or polished. These will show how amazing customs can be if people put in extra work.


The sc2 map editor has a lot of potential, pity its severely hampered by sc2's custom game system. There is no way anyone could play a fps or fighting game or anything innovative like that with 200ms+. Most people wouldn't even want to play dota 2.0 with that kind of ping.

If blizz replaced bnet 0.2's CG system with wc3's then I could see sc2 custom game scene going places other than nexus wars and tower defense.
Pewt
Profile Joined June 2010
Canada201 Posts
November 09 2010 05:06 GMT
#128
People mostly played that kind of thing in Warcraft too and they plagued the map list just as much if not more; the difference is that the occasional no-name game would push its way in. I love that maps are now grouped under one heading (maybe a selector for modes to appease all the people complaining about not being able to put -AREM in their title or whatever?) but the popularity sort is quite annoying.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 09 2010 18:53 GMT
#129
On November 09 2010 13:54 Pewt wrote:
Easy to get around. Use a dummy ability based on the Amulet of Vitality (or whatever it's called) item's ability to temporarily increase the hero's life. Yes, it's annoying, but easy to do. This was solved years ago. (You can also just code most/all damage from scratch, which has become more popular in the last year or two. It's actually way less of a hassle than it sounds since good/interesting abilities tend to be triggered regardless)

Edit: And if I recall correctly the RNG is weighted, which is a good thing (to avoid extremely long chains of criticals etc).


You're kidding right?

Don't comment if you don't grasp basic EHP concepts. If you increase the HP based on incoming damage, you open it up to shennigans with armor increasing and decreasing during the duration (which like it or not does happen).

RNG weighted is good? So that's why they recoded Ogre Magi's ultimate...yeah.
Get it by your hands...
JoFu
Profile Joined May 2010
United States25 Posts
November 09 2010 19:18 GMT
#130
Icefrog's employed because of DotA. I'm sorry, but if you're going to bitch about someone coming up with a new genre of game then other people duplicating it, that's really really REALLY dumb. I mean, I'm not trying to be rude, but that's just how video game evolution works. Everyone's copying someone in some respect. It's not like Doom gets royalties from everyone who makes an FPS. It's not like...who ever started RTS gets royalties for that. How is this an injustice to Icefrog? Plus, I hear hear he's really messing thing up over at Valve. Read this http://icefrogtruth.blogspot.com/.
wut
Goshawk.
Profile Blog Joined June 2008
United Kingdom5338 Posts
Last Edited: 2010-11-09 19:28:38
November 09 2010 19:28 GMT
#131
JoFu please inform yourself before posting that link for the 10000th time. It's been confirmed false and is stupid.
Pewt
Profile Joined June 2010
Canada201 Posts
November 09 2010 19:42 GMT
#132
On November 10 2010 03:53 Judicator wrote:
Show nested quote +
On November 09 2010 13:54 Pewt wrote:
Easy to get around. Use a dummy ability based on the Amulet of Vitality (or whatever it's called) item's ability to temporarily increase the hero's life. Yes, it's annoying, but easy to do. This was solved years ago. (You can also just code most/all damage from scratch, which has become more popular in the last year or two. It's actually way less of a hassle than it sounds since good/interesting abilities tend to be triggered regardless)

Edit: And if I recall correctly the RNG is weighted, which is a good thing (to avoid extremely long chains of criticals etc).


You're kidding right?

Don't comment if you don't grasp basic EHP concepts. If you increase the HP based on incoming damage, you open it up to shennigans with armor increasing and decreasing during the duration (which like it or not does happen).
Not an issue in practice, largely because unless the armour modification is tied to the damage itself it won't occur while your code is executing (that is, between the pre-damage trigger and the post-damage timer). Have you actually implemented these systems or just heard about them?

Also, as I mentioned, you can code the map's items and spells with these corner cases in mind from the very start and thus have damage systems not need to reduce damage so much as only deal it after factoring in reductions.

--

About the RNG, what was the issue with the Ogre Magi's ultimate (I take it it was that multicast passive? Haven't played DotA in ages)?
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 09 2010 19:50 GMT
#133
On November 10 2010 04:42 Pewt wrote:
Show nested quote +
On November 10 2010 03:53 Judicator wrote:
On November 09 2010 13:54 Pewt wrote:
Easy to get around. Use a dummy ability based on the Amulet of Vitality (or whatever it's called) item's ability to temporarily increase the hero's life. Yes, it's annoying, but easy to do. This was solved years ago. (You can also just code most/all damage from scratch, which has become more popular in the last year or two. It's actually way less of a hassle than it sounds since good/interesting abilities tend to be triggered regardless)

Edit: And if I recall correctly the RNG is weighted, which is a good thing (to avoid extremely long chains of criticals etc).


You're kidding right?

Don't comment if you don't grasp basic EHP concepts. If you increase the HP based on incoming damage, you open it up to shennigans with armor increasing and decreasing during the duration (which like it or not does happen).
Not an issue in practice, largely because unless the armour modification is tied to the damage itself it won't occur while your code is executing (that is, between the pre-damage trigger and the post-damage timer). Have you actually implemented these systems or just heard about them?

Also, as I mentioned, you can code the map's items and spells with these corner cases in mind from the very start and thus have damage systems not need to reduce damage so much as only deal it after factoring in reductions.

--

About the RNG, what was the issue with the Ogre Magi's ultimate (I take it it was that multicast passive? Haven't played DotA in ages)?


No it doesn't, the mechanics sections at PlayDota.com have looked at this before. In practice it won't work because basically weird shit was happening in specific incidences namely with armor values. This was brought up before and the general consensus was no thanks. I will say that I am deferring to those with more knowledge of this than I do, but I trust them on it.

It was the multicast passive, it consistently got extremely streaky, same with CM's old ultimate. There were models on both before dota-allstars.com went down, but the RNG sucked for that reason.
Get it by your hands...
Pewt
Profile Joined June 2010
Canada201 Posts
November 09 2010 20:08 GMT
#134
Strange that the RNG got streaky--if it is properly weighted it should specifically prevent streaking (hence the point of weighting it). Did it actually get streaky or did people only notice the streaks (and thus remove the possibility of causing them at all)? After all, true randomness is often streaky.

As for the damage discussion, I don't trust the DotA people since I've seen them say stuff that I know is false (such as not being able to have orb effects stack thanks to engine limitations; sure, you have to code them manually, but that's a valid way of circumventing the problem). More importantly, I've implemented the overall damage handling systems myself and I could make and give you a demo map if you are interested which addresses the specific issue we are discussing and accounts for unit attacks, items, and spells.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
November 09 2010 22:22 GMT
#135
On November 10 2010 05:08 Pewt wrote:
Strange that the RNG got streaky--if it is properly weighted it should specifically prevent streaking (hence the point of weighting it). Did it actually get streaky or did people only notice the streaks (and thus remove the possibility of causing them at all)? After all, true randomness is often streaky.

As for the damage discussion, I don't trust the DotA people since I've seen them say stuff that I know is false (such as not being able to have orb effects stack thanks to engine limitations; sure, you have to code them manually, but that's a valid way of circumventing the problem). More importantly, I've implemented the overall damage handling systems myself and I could make and give you a demo map if you are interested which addresses the specific issue we are discussing and accounts for unit attacks, items, and spells.


You could code them to circumvent but there's a very good reason why we don't. I know the work around that you are talking about with vitality, but again, in specific cases with some hero's skills it created issues in rare (but enough) occasions. Then again, this was during the pre-patch versions so my info could be outdated.

As for Magi's ultimate, it doesn't matter if true randomness or the fake RNG was streaky, it got to the point where playing Magi was a complete crapshoot high % of Multicast or low % of Multicast, I don't remember the exact numbers but it was basically varied between the two extreme categories and very rarely in the middle. It got enough complaints where Icefrog did go ahead and recode the RNG in a very roundabout way.

Also, I am not saying Icefrog is a good coder, there's been a few times where his coding got him in trouble, most recently the infinite loop between Centaur's Double Edge and an active Blade Mail.
Get it by your hands...
Pewt
Profile Joined June 2010
Canada201 Posts
November 09 2010 22:53 GMT
#136
Ah, alright, if it was stuck on the extremes that would make sense. It's just that people have very weird misconceptions about true randomness and will often expect things like, say, flipping 6 heads in a row to be much less likely than they actually are (although a weighted RNG should reduce streaks, so if it was that common then there's something wrong). As I said, I haven't played DotA in ages.

But yeah, you can definitely make triggered damage prevention (and anything else in DotA from the last time I saw it, and probably still) work perfectly fine with no problematic edge cases. You need to be fairly experienced with (v)Jass and the editor in general but it's certainly doable. I think many people would be surprised how much you can achieve with the editor when you're sufficiently bored (like myself and many other experienced (v)Jassers were/are).
zzaaxxsscd
Profile Blog Joined September 2010
United States626 Posts
Last Edited: 2010-11-21 17:43:51
November 21 2010 17:43 GMT
#137
screenshot from Korean blizzcon, looks pretty badass

+ Show Spoiler +
[image loading]


source: http://www.playxp.com/sc2/news/view.php?article_id=2353657
undyinglight
Profile Joined December 2008
United States611 Posts
November 21 2010 17:46 GMT
#138
Blizzard is going to do amazing with this map, I can't wait. Raynor looks fun to play as with lined shot.
Rise Up!
lepape
Profile Joined November 2005
Canada557 Posts
November 21 2010 17:55 GMT
#139
Wait, Emperor Raynor?

Well that spoils the expansion campaings.
GrazerRinge
Profile Blog Joined May 2010
999 Posts
November 21 2010 18:29 GMT
#140
why doesnt blizzard just emerge D3 and sc2...its slowly getting retarded...
"Successful people don't talk much. They listen and take action."
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