• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:25
CEST 04:25
KST 11:25
  • 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
[ASL21] Ro8 Preview Pt2: Progenitors2Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22
Community News
RSL Revival: Season 5 - Qualifiers and Main Event10Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15
StarCraft 2
General
Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Why there arent any 256x256 pro maps? [ASL21] Ro8 Preview Pt2: Progenitors BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion
Tourneys
[ASL21] Ro8 Day 3 [ASL21] Ro8 Day 2 [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread Daigo vs Menard Best of 10 Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Movie Stars In Video Games: …
TrAiDoS
ramps on octagon
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1104 users

Counter-Strike: Global Offensive - Page 153

Forum Index > General Games
Post a Reply
Prev 1 151 152 153 154 155 1121 Next
Maedi
Profile Joined August 2009
United States477 Posts
August 23 2012 02:27 GMT
#3041
Addressing complaints of sounds: Yeah, it sucks, but honestly I don't have a problem with it anymore. I think after like 200 hours I'm used to it.
Although to be fair, my team-mates complain they couldn't tell where he was coming from, and it clear as day to me. I think it's a mixture of my being used to it, and my complete dropping of 1.6 and source so my mind does't get confused.

Looks like a cool post, Wolfwood, I'll read it later ^^ just got off work and gotta practice for match in 40 minutes!
Infernal_dream
Profile Joined September 2011
United States2359 Posts
August 23 2012 02:31 GMT
#3042
I can't really tell distance with sounds but I can easily tell the general direction/which hallway or entrance they are at.
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 23 2012 02:45 GMT
#3043
On August 23 2012 11:25 FinestHour wrote:
does anyone know if the crash problems with amd cpu are getting fixed/ look at? still havent been able to play once. would appreciate it if anyone has found a fix


you need to update your motherboard bios to latest version
starleague forever
zachMEISTER
Profile Joined December 2010
United States625 Posts
August 23 2012 03:18 GMT
#3044
On August 23 2012 11:23 xgtx wrote:
+ Show Spoiler +

On August 23 2012 09:43 wo1fwood wrote:
Show nested quote +
On August 23 2012 07:41 Hoon wrote:
On August 23 2012 07:37 xgtx wrote:
On August 23 2012 05:11 stratmatt wrote:
On August 23 2012 04:49 xgtx wrote:
are there any new news about the sound? its impossible to localize the footsteps.



Thats not really true. Directional sound works great, just not distance.


This can't be true. I and many other have the same "problem". I have an expensive soundcard and 5.1 sourround sound system, also expensive headset. And it's impossible in this game to localize where the footsteps come from. In every other game this works really well and easy, but in cs:go, impossible. It's like monosound.

It's not about how much you pay, it's how well you configure the audio settings.

I'm basically going to repost what I did on the cs:go forum, basically you have to configure sound to your setup to make it good (optimal setting), which makes directional sound ok, however in order for it to be great a number of tweaks are still needed. Someone mentioned that go uses sound that doesn't penetrate walls, but I don't agree with the statement based on everything that I've heard in game and how I know wave propagation behaves in the real world (sound in go does not behave that way).


CS:GO Sound: Propagation Tweaks Needed

So I've been playing the beta for a couple of weeks now and being somewhat less experienced of a CS player I shouldn't be commenting on balance, however there is one area that I have a lot of experience in that I feel has somewhat missed the mark in CS:GO, sound.

Sound pre-patch around the 10th or so was pretty awful and discerning a lot of locations or enemies, bomb locales, etc was very difficult. That being said with the recent updates sound has been improved quite substantially. I now can hear at least mostly where enemies are or track their location using audio cues, however I was still left with the feeling that a lot more could be done to improve the audio in the game and what I consider one of the larger, though more subtle problems left in CS:GO.


Sound Wave Propagation

Sound wave propagation behaves rather oddly in this game. The main offender is the nature of how each sound propagates when interacting with the environment. For this see Example 1:

[image loading]

In this example you have a T and a CT on Office, and you are trying to discern the location of each other, however its somewhat difficult to do so due to how sound propagates on the map (happens on all maps). The T is moving from side to side in order to check where the CT is going to enter and the CT is trying to figure out where the safest entrance is. Now say the T moves to location B. What happens aurally is that the CT cannot tell through audio cues whether the T has moved from the hostage room to the B location. In actuality the CT hears the T most likely at C and you can see why that could be problematic should he choose to enter through B. Overall what the CT hears is a linear movement that is propagated longitudinally from the T center point outward (see line c1a).

Now the above situation is how sound propagates, but in a very simplified fashion. What we currently do not have is wall or object material, density, or reflectivity affecting how the sound emanates from one place and is received at another. In terms of dB, due to the fact that sound traveling through the B location occupies more ambient space, is longer, and less direct than the A path, if the T moved to the B location from his starting point, to the CT should hear a subtle drop in dB and a more diffuse or muffled footstep cue. For the CT this small change immediately tells him that the T is not moving towards the A hall opening and may in fact be moving towards B or B1, or at the very least is near the far side wall in the hostage room. Now we can pick out movement much better.

Example Two:
[image loading]

The CT has the hostages, and T is trying to figure out where CT is trying to exit. Now because the distance from the CT to the T going down the back corridor is much longer than through the main entrance to the T spawn as well as having a substantially thicker wall (A) between them, footstep indications should be lessened overall if the CT were to move in that direction than if here were to come out of the T spawn main. This situation is slightly different from the last however as there is a large wall between the two players and the wave propagation has a significant travel distance to get from the CT to the T. What makes this different is that the overall audio cues should be greatly diminished, and much more polarized in how the sound gets to the T. For instance, should the CT decide to move down the back corridor, the T should begin to get cues almost exclusively from that direction due to wave travel distance and map/wall obstruction (assuming they are facing each other, the T would only be getting cues from his L channel, or very very minimally from his right).

What we currently get in both these situations however is a much more linear indicator of where movement is occurring, but determining distance, direction, and precise movements is extremely difficult due to the fact that the environment has very little impact on positional indicators. Because of that we hear closer to what those linear lines indicate.


Overall sound has been improved, but waves still do not propagate on maps in a natural fashion. They radiate longitudinally from the origin point (see circles) where only a rudimentary distance and position can be discerned. Environmental cues/considerations are almost nonexistent and is perhaps one of the most important ways to precisely determine movement, distance, and positional locations.



aha... and what kind of settings you are talking the whole time? you can only adjust headset,2.1, 4.1 and 5.1.... why do I always have to repeat myself....


Mess with these settings, and see how it affects the sounds you're hearing:

////////////////
//Sound

volume 0.5 // min. 0 max. 1 - Overall Game volume.
snd_musicvolume 0 // min. 0 max. 1 - Music Volume.
voice_scale 0.5 // min. 0 max. 1 - Voice of incoming Voice.
snd_mixahead 0.05 // def. 0.1 - Soundbuffer size/length.

windows_speaker_config 1 // def. -1=Automatic 1=Headset 4=StereoSpeakers 3=4Speakers 6=5.1 Surround

//TESTING:
snd_headphone_pan_exponent 1 // def. 1
snd_headphone_pan_radial_weight 1 // def. 1
snd_stereo_speaker_pan_exponent 1.5 // def. 1.5
snd_stereo_speaker_pan_radial_weight 0 // def. 0
snd_surround_speaker_pan_exponent 1.5 // def. 1.5
snd_surround_speaker_pan_radial_weight 0 // def. 0
psillypsybic!
Shelke14
Profile Blog Joined April 2010
Canada6655 Posts
August 23 2012 03:43 GMT
#3045
Any west coast servers people play on?
tofucake
Profile Blog Joined October 2009
Hyrule19210 Posts
August 23 2012 03:44 GMT
#3046
once again the Valve servers are all full and I'm being stuck on Luxemburg and SEA servers ....
Liquipediaasante sana squash banana
Shelke14
Profile Blog Joined April 2010
Canada6655 Posts
August 23 2012 03:49 GMT
#3047
anyone wanna scrim? or duo in this?
XenOmega
Profile Blog Joined December 2010
Canada2822 Posts
August 23 2012 03:57 GMT
#3048
After playing a little bit (I was super hyped), well I am a little bit bored... I don't know how to put it. I've played CS1.6 ALOT. Hundreds of hours. I scrimmed, I tried to be competitive...

so obviously, when I heard GO was coming out, I was super excited. I played a little bit... the magic isn't there anymore. I know its pretty much the same game, but I don't feel it anymore...

Guess I'm too old.
Kojak21
Profile Blog Joined January 2011
Canada1104 Posts
August 23 2012 03:57 GMT
#3049
im playing only deagle to get good with it :D
¯\_(☺)_/¯
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 23 2012 04:02 GMT
#3050
Thank God I'm not crazy, I thought my ears were going crazy because I couldn't tell crap with sound. I felt like people were constantly walking around me when there was no one in sight. Really needs to be corrected soon because this really screws with the whole game and not rewarding those who listen for steps.

I feel like the m3 (Nova in CS:GO) feels even more random compared to Source (for the worse). Sucks cuz I love the shotty from Source and I feel it's just much weaker in this game
Jaedong <3 HOOK'EM HORNS!
RagequitBM
Profile Joined November 2011
Canada2270 Posts
Last Edited: 2012-08-23 04:20:51
August 23 2012 04:20 GMT
#3051
Was the "Your Classic Competitive Elo:" always there in the top right of the scoreboard? If not, it looks like they might finally be gearing up to make it actual ranked matchmaking.

I don't mind the military ranks, but I hope they add a number to go with the rank.
Twitch.tv/Ragequitbm for all the fans
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 23 2012 04:25 GMT
#3052
mp9 so good
starleague forever
xgtx
Profile Joined February 2009
227 Posts
August 23 2012 04:27 GMT
#3053
On August 23 2012 12:18 zachMEISTER wrote:
Show nested quote +
On August 23 2012 11:23 xgtx wrote:
+ Show Spoiler +

On August 23 2012 09:43 wo1fwood wrote:
Show nested quote +
On August 23 2012 07:41 Hoon wrote:
On August 23 2012 07:37 xgtx wrote:
On August 23 2012 05:11 stratmatt wrote:
On August 23 2012 04:49 xgtx wrote:
are there any new news about the sound? its impossible to localize the footsteps.



Thats not really true. Directional sound works great, just not distance.


This can't be true. I and many other have the same "problem". I have an expensive soundcard and 5.1 sourround sound system, also expensive headset. And it's impossible in this game to localize where the footsteps come from. In every other game this works really well and easy, but in cs:go, impossible. It's like monosound.

It's not about how much you pay, it's how well you configure the audio settings.

I'm basically going to repost what I did on the cs:go forum, basically you have to configure sound to your setup to make it good (optimal setting), which makes directional sound ok, however in order for it to be great a number of tweaks are still needed. Someone mentioned that go uses sound that doesn't penetrate walls, but I don't agree with the statement based on everything that I've heard in game and how I know wave propagation behaves in the real world (sound in go does not behave that way).


CS:GO Sound: Propagation Tweaks Needed

So I've been playing the beta for a couple of weeks now and being somewhat less experienced of a CS player I shouldn't be commenting on balance, however there is one area that I have a lot of experience in that I feel has somewhat missed the mark in CS:GO, sound.

Sound pre-patch around the 10th or so was pretty awful and discerning a lot of locations or enemies, bomb locales, etc was very difficult. That being said with the recent updates sound has been improved quite substantially. I now can hear at least mostly where enemies are or track their location using audio cues, however I was still left with the feeling that a lot more could be done to improve the audio in the game and what I consider one of the larger, though more subtle problems left in CS:GO.


Sound Wave Propagation

Sound wave propagation behaves rather oddly in this game. The main offender is the nature of how each sound propagates when interacting with the environment. For this see Example 1:

[image loading]

In this example you have a T and a CT on Office, and you are trying to discern the location of each other, however its somewhat difficult to do so due to how sound propagates on the map (happens on all maps). The T is moving from side to side in order to check where the CT is going to enter and the CT is trying to figure out where the safest entrance is. Now say the T moves to location B. What happens aurally is that the CT cannot tell through audio cues whether the T has moved from the hostage room to the B location. In actuality the CT hears the T most likely at C and you can see why that could be problematic should he choose to enter through B. Overall what the CT hears is a linear movement that is propagated longitudinally from the T center point outward (see line c1a).

Now the above situation is how sound propagates, but in a very simplified fashion. What we currently do not have is wall or object material, density, or reflectivity affecting how the sound emanates from one place and is received at another. In terms of dB, due to the fact that sound traveling through the B location occupies more ambient space, is longer, and less direct than the A path, if the T moved to the B location from his starting point, to the CT should hear a subtle drop in dB and a more diffuse or muffled footstep cue. For the CT this small change immediately tells him that the T is not moving towards the A hall opening and may in fact be moving towards B or B1, or at the very least is near the far side wall in the hostage room. Now we can pick out movement much better.

Example Two:
[image loading]

The CT has the hostages, and T is trying to figure out where CT is trying to exit. Now because the distance from the CT to the T going down the back corridor is much longer than through the main entrance to the T spawn as well as having a substantially thicker wall (A) between them, footstep indications should be lessened overall if the CT were to move in that direction than if here were to come out of the T spawn main. This situation is slightly different from the last however as there is a large wall between the two players and the wave propagation has a significant travel distance to get from the CT to the T. What makes this different is that the overall audio cues should be greatly diminished, and much more polarized in how the sound gets to the T. For instance, should the CT decide to move down the back corridor, the T should begin to get cues almost exclusively from that direction due to wave travel distance and map/wall obstruction (assuming they are facing each other, the T would only be getting cues from his L channel, or very very minimally from his right).

What we currently get in both these situations however is a much more linear indicator of where movement is occurring, but determining distance, direction, and precise movements is extremely difficult due to the fact that the environment has very little impact on positional indicators. Because of that we hear closer to what those linear lines indicate.


Overall sound has been improved, but waves still do not propagate on maps in a natural fashion. They radiate longitudinally from the origin point (see circles) where only a rudimentary distance and position can be discerned. Environmental cues/considerations are almost nonexistent and is perhaps one of the most important ways to precisely determine movement, distance, and positional locations.



aha... and what kind of settings you are talking the whole time? you can only adjust headset,2.1, 4.1 and 5.1.... why do I always have to repeat myself....


Mess with these settings, and see how it affects the sounds you're hearing:

////////////////
//Sound

volume 0.5 // min. 0 max. 1 - Overall Game volume.
snd_musicvolume 0 // min. 0 max. 1 - Music Volume.
voice_scale 0.5 // min. 0 max. 1 - Voice of incoming Voice.
snd_mixahead 0.05 // def. 0.1 - Soundbuffer size/length.

windows_speaker_config 1 // def. -1=Automatic 1=Headset 4=StereoSpeakers 3=4Speakers 6=5.1 Surround

//TESTING:
snd_headphone_pan_exponent 1 // def. 1
snd_headphone_pan_radial_weight 1 // def. 1
snd_stereo_speaker_pan_exponent 1.5 // def. 1.5
snd_stereo_speaker_pan_radial_weight 0 // def. 0
snd_surround_speaker_pan_exponent 1.5 // def. 1.5
snd_surround_speaker_pan_radial_weight 0 // def. 0


useless, every cvar is sv_cheats 1 .............
Maedi
Profile Joined August 2009
United States477 Posts
August 23 2012 04:28 GMT
#3054
On August 23 2012 13:02 cHaNg-sTa wrote:
Thank God I'm not crazy, I thought my ears were going crazy because I couldn't tell crap with sound. I felt like people were constantly walking around me when there was no one in sight. Really needs to be corrected soon because this really screws with the whole game and not rewarding those who listen for steps.

I feel like the m3 (Nova in CS:GO) feels even more random compared to Source (for the worse). Sucks cuz I love the shotty from Source and I feel it's just much weaker in this game



Uhhh... lol. Shotguns are retarded in this game. Mag7 is broken. Sawed off is decent too if you're *actually* good with shotguns. Mag is just point and click, headshots at mid range dropping people.

Sidenote: We won our match, yay us.
Shelke14
Profile Blog Joined April 2010
Canada6655 Posts
August 23 2012 04:54 GMT
#3055
What are the ranks in this game? Im currently single bar silver..
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2012-08-23 05:12:31
August 23 2012 05:12 GMT
#3056
On August 23 2012 13:28 Maedi wrote:
Show nested quote +
On August 23 2012 13:02 cHaNg-sTa wrote:
Thank God I'm not crazy, I thought my ears were going crazy because I couldn't tell crap with sound. I felt like people were constantly walking around me when there was no one in sight. Really needs to be corrected soon because this really screws with the whole game and not rewarding those who listen for steps.

I feel like the m3 (Nova in CS:GO) feels even more random compared to Source (for the worse). Sucks cuz I love the shotty from Source and I feel it's just much weaker in this game



Uhhh... lol. Shotguns are retarded in this game. Mag7 is broken. Sawed off is decent too if you're *actually* good with shotguns. Mag is just point and click, headshots at mid range dropping people.

Sidenote: We won our match, yay us.


What about the sawed off requires skill? Not sarcastic here, I'm honestly curious. Usually what I do is go run down routes filled with small spaces and kill anyone who shows their face with a 1-hit KO body shot. That usually does the trick. The spread on that thing is pretty big and so is the damage falloff, as should be the case, but that leaves the question, where does the skill go?

By the way, complete noob here, so if this post made me look retarded, it's probably because I am.
"How are you?" "I am fine, because it is not normal to scream in pain."
Infernal_dream
Profile Joined September 2011
United States2359 Posts
August 23 2012 05:13 GMT
#3057
On August 23 2012 14:12 AnachronisticAnarchy wrote:
Show nested quote +
On August 23 2012 13:28 Maedi wrote:
On August 23 2012 13:02 cHaNg-sTa wrote:
Thank God I'm not crazy, I thought my ears were going crazy because I couldn't tell crap with sound. I felt like people were constantly walking around me when there was no one in sight. Really needs to be corrected soon because this really screws with the whole game and not rewarding those who listen for steps.

I feel like the m3 (Nova in CS:GO) feels even more random compared to Source (for the worse). Sucks cuz I love the shotty from Source and I feel it's just much weaker in this game



Uhhh... lol. Shotguns are retarded in this game. Mag7 is broken. Sawed off is decent too if you're *actually* good with shotguns. Mag is just point and click, headshots at mid range dropping people.

Sidenote: We won our match, yay us.


What about the sawed off requires skill? Not sarcastic here, I'm honestly curious. Usually what I do is go run down routes filled with small spaces and kill anyone who shows their face with a 1-hit KO body shot. That usually does the trick. The spread on that thing is pretty big and so is the damage falloff, as should be the case, but that leaves the question, where does the skill go?

By the way, complete noob here, so if this post made me look retarded, it's probably because I am.


Nope you're pretty much right when it comes to the sawed off. Sit in a doorway or extremely small corridor and blast the fuck out of anyone that walks by. I just don't use shotties a lot.
0neder
Profile Joined July 2009
United States3733 Posts
August 23 2012 05:26 GMT
#3058
To people still complaining about sound, I don't get it. I have no problems. Also, sound shouldn't be perfectly clear. People still don't know exactly what happened during the JFK assassination, remember? Acoustics are not always intuitive in real life, but in GO I have no problem with them.
Maedi
Profile Joined August 2009
United States477 Posts
August 23 2012 05:26 GMT
#3059
On August 23 2012 14:12 AnachronisticAnarchy wrote:
Show nested quote +
On August 23 2012 13:28 Maedi wrote:
On August 23 2012 13:02 cHaNg-sTa wrote:
Thank God I'm not crazy, I thought my ears were going crazy because I couldn't tell crap with sound. I felt like people were constantly walking around me when there was no one in sight. Really needs to be corrected soon because this really screws with the whole game and not rewarding those who listen for steps.

I feel like the m3 (Nova in CS:GO) feels even more random compared to Source (for the worse). Sucks cuz I love the shotty from Source and I feel it's just much weaker in this game



Uhhh... lol. Shotguns are retarded in this game. Mag7 is broken. Sawed off is decent too if you're *actually* good with shotguns. Mag is just point and click, headshots at mid range dropping people.

Sidenote: We won our match, yay us.


What about the sawed off requires skill? Not sarcastic here, I'm honestly curious. Usually what I do is go run down routes filled with small spaces and kill anyone who shows their face with a 1-hit KO body shot. That usually does the trick. The spread on that thing is pretty big and so is the damage falloff, as should be the case, but that leaves the question, where does the skill go?

By the way, complete noob here, so if this post made me look retarded, it's probably because I am.



I was moreso referring that you actaully have to "aim" it. Nothing particularly "skillful" about shotguns, but I meant moreso in the grand comparison to the beast known as the mag7.
AnomalySC2
Profile Joined August 2012
United States2073 Posts
August 23 2012 05:35 GMT
#3060
On August 23 2012 14:26 0neder wrote:
To people still complaining about sound, I don't get it. I have no problems. Also, sound shouldn't be perfectly clear. People still don't know exactly what happened during the JFK assassination, remember? Acoustics are not always intuitive in real life, but in GO I have no problem with them.


But CS GO isn't trying to be realistic, just a competitive fps and sound is very important in that scenario. The sound could use some work but I don't find it as bad as some say.
Prev 1 151 152 153 154 155 1121 Next
Please log in or register to reply.
Live Events Refresh
Patches Events
00:00
The 5.4k Patch Clash #17
CranKy Ducklings133
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 201
ProTech134
ViBE61
StarCraft: Brood War
GuemChi 6003
Artosis 734
Mind 98
910 55
Nal_rA 30
NaDa 21
Terrorterran 19
Dota 2
monkeys_forever681
NeuroSwarm47
League of Legends
Doublelift3630
JimRising 663
Counter-Strike
tarik_tv6183
taco 955
Super Smash Bros
C9.Mang01691
hungrybox1053
Mew2King61
amsayoshi43
Other Games
summit1g9700
Liquid`RaSZi1418
WinterStarcraft286
Maynarde140
Organizations
Other Games
gamesdonequick756
Dota 2
PGL Dota 2 - Main Stream51
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• EnkiAlexander 96
• CranKy Ducklings SOOP25
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Replay Cast
6h 35m
Afreeca Starleague
7h 35m
Jaedong vs Light
Wardi Open
8h 35m
Monday Night Weeklies
13h 35m
Replay Cast
21h 35m
Sparkling Tuna Cup
1d 7h
Afreeca Starleague
1d 7h
Snow vs Flash
WardiTV Invitational
1d 8h
SHIN vs Nicoract
Solar vs Nice
GSL
2 days
Classic vs Cure
Maru vs Rogue
GSL
3 days
SHIN vs Zoun
ByuN vs herO
[ Show More ]
OSC
3 days
OSC
3 days
Replay Cast
3 days
Escore
4 days
The PondCast
4 days
WardiTV Invitational
4 days
Zoun vs Ryung
Lambo vs ShoWTimE
Replay Cast
4 days
CranKy Ducklings
5 days
RSL Revival
5 days
SHIN vs Bunny
ByuN vs Shameless
WardiTV Invitational
5 days
Krystianer vs TriGGeR
Cure vs Rogue
BSL
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-05-02
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

YSL S3
Escore Tournament S2: W6
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 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.