• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:50
CEST 20:50
KST 03:50
  • 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
Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris48Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Production Quality - Maestros of the Game Vs RSL 2 Heaven's Balance Suggestions (roast me) Maestros of the Game: Week 1/Play-in Preview Team Liquid Map Contest #21 - Presented by Monster Energy Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
RSL: Revival, a new crowdfunded tournament series Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion BW General Discussion Pros React To: herO's Baffling Game BSL Polish World Championship 2025 20-21 September
Tourneys
[Megathread] Daily Proleagues Is there English video for group selection for ASL Small VOD Thread 2.0 [ASL20] Ro24 Group F
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1212 users

Cities: Skylines - Page 4

Forum Index > General Games
Post a Reply
Prev 1 2 3 4 5 6 16 17 18 Next All
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-13 22:42:43
March 13 2015 22:24 GMT
#61
If you are super into the realistic simulation (or German ) I agree this game is probably not the best, at least without mods. It's absurdly "easy" and it's basically impossible to not have a well working city. Things aren't really dependent on each other or effect each other in ways you'd expect. Hell I didn't even realize police stations existed in the game because crime is, as far as I can tell, not programmed into the game. That being said, I don't have a massive city, but that's been the case so far for the past 20+ hours so I'm assuming.

I personally don't care about it. The illusion it gives of a living city is fantastic and I usually just want to create the prettiest city, not the most efficient. And let's face it it's not like there are any better sim games out there...

I can't wait till people mod it more so I can make it look more like New York or Chicago architecturally. Right now every city looks like Helsinki or something.

BTW for the person that wondered if there was a more medieval or historical game like this, have you played Anno 1404? It's not really exactly in the vein of a sim city type game, but it sure is good.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 13 2015 22:42 GMT
#62
Anno 1404 is actually the closest game to the old Tilted Mill style games (I think it is even better than the futuristic one). Tropico is not bad either. However they don't have the same feel as the old style City Builder Games I think. I'm not sure but I think the main issue I have are that the newer games feel more sandboxy in that the cities you build have less character.

Basically, the problem I see is that your cities all end up looking/optimizing the same way because the games tend towards favoring generalist cities. This reduces re-playability for me. Once I get the optimal city, then that's really it. It isn't like say Pharoah where you are founding a gem colony to produce luxury goods while getting constantly raided by barbarians. Or in SimCity 4 where you create a small city next to a big city to provide services to the big city.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
11cc
Profile Joined May 2008
Finland561 Posts
March 13 2015 22:43 GMT
#63
Of course the simulation will never be perfect, but if "parks create negative commercial demand" as LaNague said is true, it's a legitimate and unnecessary issue that should be patched as with any similar stupidities.

I've really had a great time with this game so far, very addictive. First city builder I've played in a long time.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 22:49 GMT
#64
On March 14 2015 07:43 11cc wrote:
Of course the simulation will never be perfect, but if "parks create negative commercial demand" as LaNague said is true, it's a legitimate and unnecessary issue that should be patched as with any similar stupidities.

I've really had a great time with this game so far, very addictive. First city builder I've played in a long time.

Oh I agree, The park one sounds like something that deserves a fix but as I said initially I don't know what sort of volume is needed for a noticeable effect.
The services leveling is also a very lazy way of doing it and while you have to actively exploit it, its something that should probably not have been in the game in the first place.
The worker issue is a little more complicated. I would like there to be some penalty, like production decrease if your commute is to long (with a suitable notification) but the 65k people on the road limit makes that hard to enforce, hence why it is not in the game.
It ignores such insignificant forces as time, entropy, and death
hugman
Profile Joined June 2009
Sweden4644 Posts
March 13 2015 23:09 GMT
#65
On March 13 2015 05:05 Gorsameth wrote:
Show nested quote +
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-03-13 23:17:23
March 13 2015 23:15 GMT
#66
i have been banned from the cities discussion for my "negativity" when all i did was point out to people with city issues which bug affected them.

My respect for this developer is nearing about zero.



For the workers, my proposition was to add negative impact to the workers who are actually late/dont arrive, this completely avoids issues with the 65k cap.

We all can just wait and look what the patches bring and if the devs are willing to fix any simulation issues.



Btw i am pretty sure the sample city had negative balannce because it used no tayxes for the sake of building up faster.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?



65k is the number of people out of buildings at a time, not sure what the average percentage of people outside of buildings is, but there is a cap where it gets easier.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 13 2015 23:38 GMT
#67
On March 14 2015 08:09 hugman wrote:
Show nested quote +
On March 13 2015 05:05 Gorsameth wrote:
On March 13 2015 04:53 LaNague wrote:
On March 13 2015 00:36 Chro wrote:
On March 12 2015 06:07 LaNague wrote:
i found several crippling flaws in the simulation, read and you will possibly destroy your enjoyment of the game
This game isnt that great yet.

+ Show Spoiler +


If workers cant find a path to work or get stuck in traffic for too long, it will not affect anything.
To test it, i made industril zones disconnected from residental and the workers will just stay home, but will still work there until they die.

This kills any incentive you have to keep commute times reasonable or even possible.



Buildings upgrade simply based on the number of service buidlings in the area, it can be 5 useless hospitals in a row, or 5 schools to upgrade an industrial area.
I have the suspicion they did this because upgrading based on landvalue/education and services would mean everyone always has max upgrades because the game is weay too easy.


Bus stations attract people even if they cant handle the load, combine with my first flaw and you can empty all the streets by trapping workers in bus stations, it has no consequence that they never reach work again.




Good news is that anything involving FREIGHT works flawlessly from what i can tell.
So its a design decision to have the people simulation being all fluff and no substance.
So they either have to add the possibility to add consequences for bad city management or fix it themselves.



Overall, the game is very easy even without abusing the simulation, i hope substance will get added because the whole traffic management is a pretty good base for a game.


Unsure why this is a big deal, it reminds me of people complaining in skyrim that you can do an infinite loop of making potions to make your enchanting better so you can make better alchemy enchantments on armor and just get insane +% with potions and gear.

Its only an issue if you, as a player, exploit it. If you worry about traffic just as much and keep on fixing it so it works correctly then its a non-issue. Its not like you can 'win' at this game anyways. You're only cheating to make your city better for.... no idea. So you feel like you beat the game or something?





commute times have zero effect, thats what this results into when you dont intentionally exploit.
Which is weak for a game that claims to simulate individual people.

a dev explained it on the forum.Linky

Basically there is a hard limit of 65k people on the road at any time for performance reasons. This means they cannot guarantee that every citizen will go to their workplace on a regular basis. Hence why there is no real penalty to not having a home/work connection.



Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?

Yes, at some point you will hit the 65k cap consistently and after that relative traffic will reduce.
Note tho that the 65k is no just your population. Its the population that is actively on the move, Those inside their homes/work/commerce are not counted for this cap.
It ignores such insignificant forces as time, entropy, and death
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2015-03-14 04:31:59
March 14 2015 04:29 GMT
#68
Seriously just play the game, I think this is the only place on the web where the discussion about the game is negative.
The game is amazing, the simulation is working great and is logic, which is more than can be said of everything since simcity 4000 (well anno serie is good too but it's not the same). Most of the people I know restarted their cities half a dozen times because they failed and went bankrupt.

There is so much things to do and it works so well that focusing on dumb points is dumb. Parks reducing demand will be fixed (and already is from mods), separating industry and the rest works but is far from optimal, there already are tons of awesome mods and maps. Have you tried to reach the 65k cap ? Because it'll take you like 50 hours or something, I haven't still seen a city with more than 600k population and it doesn't reach the cap. And necessitate a LOT of hours.

Being negative about this game has to be a conscious effort "oh well everyone is unanimous so I'll be hype and say the game sux even tho it's the best city builder ever". A hiptser nerd as Tasteless would say xD
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
March 14 2015 04:46 GMT
#69
Seems like another forgettable game that's not for me then.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
DannyJ
Profile Joined March 2010
United States5110 Posts
Last Edited: 2015-03-14 05:20:13
March 14 2015 05:16 GMT
#70
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 14 2015 12:26 GMT
#71
On March 14 2015 13:46 Antisocialmunky wrote:
Seems like another forgettable game that's not for me then.

your loss, really.
Gorsameth
Profile Joined April 2010
Netherlands21741 Posts
March 14 2015 12:53 GMT
#72
On March 14 2015 14:16 DannyJ wrote:
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...

How do you do it for the metro? I figured out buses but I never discovered how to select a subway line.
It ignores such insignificant forces as time, entropy, and death
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 14 2015 13:21 GMT
#73
On March 14 2015 21:53 Gorsameth wrote:
Show nested quote +
On March 14 2015 14:16 DannyJ wrote:
Thank god I realized you could change the colors of individual mass transit lines. My brother and I just had fun for hours doing nothing but putting optimal bus and subway lines in my city. They mass transit view is now basically just my default view i like it so much. There's something so satisfying about seeing those little colorful people getting on and off those little colorful buses...

How do you do it for the metro? I figured out buses but I never discovered how to select a subway line.

Go to the transport info view. You can click on any line now and change its properties. The building mode has to be closed obviously.
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
March 14 2015 13:32 GMT
#74
Good thing is that its supported by Mods and hopefully hardcore fans will be able to fix these things incase the developer doesnt.
WriterFollow me @TL_Chexx
ragz_gt
Profile Blog Joined April 2012
9172 Posts
March 14 2015 16:19 GMT
#75
On March 14 2015 07:42 Antisocialmunky wrote:
Anno 1404 is actually the closest game to the old Tilted Mill style games (I think it is even better than the futuristic one). Tropico is not bad either. However they don't have the same feel as the old style City Builder Games I think. I'm not sure but I think the main issue I have are that the newer games feel more sandboxy in that the cities you build have less character.

Basically, the problem I see is that your cities all end up looking/optimizing the same way because the games tend towards favoring generalist cities. This reduces re-playability for me. Once I get the optimal city, then that's really it. It isn't like say Pharoah where you are founding a gem colony to produce luxury goods while getting constantly raided by barbarians. Or in SimCity 4 where you create a small city next to a big city to provide services to the big city.


Kinda agree with anno, though it would be much better without the awkward battle... (especially land battle)
I'm not an otaku, I'm a specialist.
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2015-03-14 17:38:13
March 14 2015 17:25 GMT
#76
seriously we didnt ask for much all these years did we?? I am having such a great time building my city haha. I am not even good at city building games (takes ages to figure out stuffs etc) but this is all i ask for, no bug no shitty designs etc etc.

20k population city aye mayor of the year
[image loading]
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
Last Edited: 2015-03-14 18:05:30
March 14 2015 18:04 GMT
#77
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?
(╯°□°)╯︵ ┻━┻
Lysteria
Profile Blog Joined November 2008
France2280 Posts
March 14 2015 18:13 GMT
#78
On March 15 2015 02:25 BurningSera wrote:
[image loading]

I'm not gonna lie, that's one beautiful city you got there.
Don_Julio
Profile Blog Joined June 2010
2220 Posts
March 14 2015 19:56 GMT
#79
There's a mod that disables the despawning of cars btw: http://steamcommunity.com/sharedfiles/filedetails/?id=407335588

On March 15 2015 03:04 ticklishmusic wrote:
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?

Public transport. Pedestrian paths. As few intersections as possible. Go from small to medium to large roads. Don't connect your small ones to the big traffic backbones. This might help as well if your cars pile up in a single lane all the time: http://i.imgur.com/F8eKjp5.jpg

I haven't played around with policies much other than the ones that raise land value. Money isn't a problem after a certain point at normal difficulty and traffic manages itself if you make use of a smart road layout.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
March 14 2015 23:14 GMT
#80
On March 14 2015 08:15 LaNague wrote:
i have been banned from the cities discussion for my "negativity" when all i did was point out to people with city issues which bug affected them.

My respect for this developer is nearing about zero.



For the workers, my proposition was to add negative impact to the workers who are actually late/dont arrive, this completely avoids issues with the 65k cap.

We all can just wait and look what the patches bring and if the devs are willing to fix any simulation issues.



Btw i am pretty sure the sample city had negative balannce because it used no tayxes for the sake of building up faster.



Show nested quote +
Doesn't that mean traffic will automatically become better in a huge city, since when you hit 65k and keep growing traffic density will always go down?



65k is the number of people out of buildings at a time, not sure what the average percentage of people outside of buildings is, but there is a cap where it gets easier.
Oh wow, they banned you? Right after asking to elaborate? That's just disgusting behaviour. Not to mention that the developers seem totally disinterested in fixing this issue, which is basically half the gameplay of every simcity style game ever.
______________________
On March 15 2015 04:56 Don_Julio wrote:
There's a mod that disables the despawning of cars btw: http://steamcommunity.com/sharedfiles/filedetails/?id=407335588

Show nested quote +
On March 15 2015 03:04 ticklishmusic wrote:
Having a lot of fun, gotten 2 cities to 100k then kinda stalled out.

What are some good ways to avoid traffic? I've been trying doing districts with one big outer one way road connected to main roads which has helped some. These dead bodies keep piling up no matter what I do it seems.

What are some good ways to get nice looking curved roads (like parallel ones and stuff).

Any point in setting zoning regulations? Anyone play around with taxes?

Public transport. Pedestrian paths. As few intersections as possible. Go from small to medium to large roads. Don't connect your small ones to the big traffic backbones. This might help as well if your cars pile up in a single lane all the time: http://i.imgur.com/F8eKjp5.jpg

I haven't played around with policies much other than the ones that raise land value. Money isn't a problem after a certain point at normal difficulty and traffic manages itself if you make use of a smart road layout.
That's just totally anti-intuitive and illogical that you have to artifically create bottlenecks to remove traffic jams.
Prev 1 2 3 4 5 6 16 17 18 Next All
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
17:00
Group Stage - Group B
Serral vs ZounLIVE!
Ryung vs ByuN
ComeBackTV 1042
SteadfastSC742
IndyStarCraft 212
BRAT_OK 105
Rex104
EnkiAlexander 67
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 742
IndyStarCraft 212
BRAT_OK 105
Rex 104
ProTech101
JuggernautJason52
MindelVK 26
Livibee 25
StarCraft: Brood War
Britney 29978
Mong 203
Dewaltoss 95
Bonyth 71
Hyun 58
Backho 32
sSak 26
scan(afreeca) 17
Sacsri 16
IntoTheRainbow 14
Dota 2
The International38261
Gorgc14506
qojqva1200
Fuzer 266
Counter-Strike
fl0m3874
olofmeister1580
Heroes of the Storm
Liquid`Hasu155
Khaldor123
Other Games
FrodaN1892
Grubby1311
Sick245
JimRising 197
Hui .188
ToD154
C9.Mang0145
Trikslyr135
SortOf126
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• musti20045 23
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• FirePhoenix11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV319
League of Legends
• Nemesis4061
• TFBlade566
Other Games
• imaqtpie729
• Shiphtur203
Upcoming Events
BSL Team Wars
11m
Team Bonyth vs Team Dewalt
CranKy Ducklings
15h 11m
RSL Revival
15h 11m
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
19h 11m
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
22h 11m
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
23h 11m
OSC
1d 3h
RSL Revival
1d 15h
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
1d 22h
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
2 days
Team Hawk vs Team Sziky
[ Show More ]
Sparkling Tuna Cup
2 days
Monday Night Weeklies
2 days
The PondCast
5 days
Online Event
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
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.