• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:54
CEST 00:54
KST 07:54
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Official StarCraft website teases new content ahead of BlizzCon?81Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6
StarCraft 2
General
Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game SC4ALL: II Winner Will Earn a Spot at HSC 30! Weekly Cups (August 24-30): Patches' balance mod takes over Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? ASL22 General Discussion Gypsy to Korea [Personal Project Share] Terran Defense v0.60
Tourneys
Brood War in Budapest ! WORTEX 2026 BW Finals KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Odyssey Mineral Stack Saturation Replay Review Process - What do you do? Game Theory for Starcraft Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Dreaming of BW patches (mod…
c3rberUs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6660 users

[MOD] Yet Another Build Order Tester (YABOT) - Page 15

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 13 14 15 16 17 43 Next All
vlovsky
Profile Joined June 2010
United States21 Posts
June 29 2010 13:45 GMT
#281
On June 29 2010 22:14 mikx wrote:

It would be great if there would be a way to show which structures/units get build how an when by the computer - and maybe some kind of setting to define how close the computer comes to a perfect build (hardly any human would be perfect every time). Maybe even a way to go above 100% precision for the AI, so that the computer finishes stuff earlier than do-able and we could see how much "breathing room" for mistakes our own builds have.



AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?
ganil
Profile Joined August 2009
253 Posts
June 29 2010 13:56 GMT
#282
A few bugs (or I think so)

I made my own build, saved it on a custom slot, and then I played against... but the IA didn't do my build :/.

When playing vs a zerg build, the zerg didn't place his hatch at nat (wich was weird)

If you avec some kind of wall, IA unit just... suicide. A retreat should be possible for them.
vlovsky
Profile Joined June 2010
United States21 Posts
June 29 2010 14:12 GMT
#283
On June 29 2010 22:56 ganil wrote:
A few bugs (or I think so)

I made my own build, saved it on a custom slot, and then I played against... but the IA didn't do my build :/.

When playing vs a zerg build, the zerg didn't place his hatch at nat (wich was weird)

If you avec some kind of wall, IA unit just... suicide. A retreat should be possible for them.


Could you please post your build string?
mikx
Profile Joined June 2010
United States16 Posts
June 29 2010 14:26 GMT
#284
On June 29 2010 22:45 vlovsky wrote:
AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?


I am not sure how much of the build order get's actually done by the AI and how much is scripted actions. So what i mean is: Is the AI really building drones and buildings, using up money/gas and producing attack wave units in the required buildings? Would the AI need to wait to have enough money to do something? Are is YABOT basically spawning units "out of thin air" in the time defined by the build order and runs for an attack?

If YABOT really builds stuff it would be awesome if we could enable/disble the vision of the AI, just as turning on the view of both players in a replay. This way you could easily see how far the computer is.

In case of scripting seeing the AI executing the build-order in a list (just like seeing your progress against your build) would be cool.

In terms of "precision" it might be enough to just delay the actions of the AI. So if the precision is 90% things happen 10% later as defined in the build order. It would basically be a convinient way to delay the attack waves of any given build by a certain percentage instead of manually changing the waves. So if you want to learn countering a certain rush you can try against a "weaker" opponent first and than go up in timing. Like a handicap level for the AI.


ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-06-29 15:16:50
June 29 2010 14:39 GMT
#285
On June 29 2010 23:12 vlovsky wrote:
Show nested quote +
On June 29 2010 22:56 ganil wrote:
A few bugs (or I think so)

I made my own build, saved it on a custom slot, and then I played against... but the IA didn't do my build :/.

When playing vs a zerg build, the zerg didn't place his hatch at nat (wich was weird)

If you avec some kind of wall, IA unit just... suicide. A retreat should be possible for them.


Could you please post your build string?


edit : I tried to do a zerg build but at a point, the IA stopped to copy me and did nothing anymore :/.
edit²

zerg one here (I think)

<Value string="018 Recorded Build | 11 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 10 100 0 55 1 1 31 0 | 13 225 0 110 1 0 41 0 | 15 80 0 134 1 0 35 0 | 16 265 0 167 1 0 35 0 | 15 315 0 176 1 1 32 0 | 17 195 4 179 1 1 31 0 | 18 160 24 191 1 1 35 0 | 20 145 48 228 1 2 3 0 | 22 175 72 261 1 3 42 0 | 22 195 80 263 1 1 31 0 | 28 240 260 309 1 0 43 0 | 27 135 100 319 1 1 31 0 | 35 175 284 366 1 1 31 0 | 35 600 452 410 1 1 30 0 | 45 325 24 430 1 0 36 0 "/>

terran n°1 (?)
<Value string="018 Recorded Build | 3 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 10 120 0 61 1 0 15 0 | 12 165 0 100 1 0 1 0 | 14 125 0 131 1 0 12 0 | 15 50 0 160 1 2 0 0 | 15 75 24 177 1 1 5 0 | 16 125 24 178 1 0 15 0 | 19 235 100 217 1 0 5 0 | 23 260 84 260 1 0 12 0 | 23 245 88 263 1 0 15 0 | 24 225 53 282 1 0 17 0 | 24 375 103 282 1 0 5 0 | 25 235 35 298 1 0 15 0 | 27 235 71 308 1 1 3 0 | 32 335 191 338 1 1 10 0 | 37 115 6 348 1 3 13 0 "/>

PS: I have no idea why it's crossed on my broweser :p



vlovsky
Profile Joined June 2010
United States21 Posts
June 29 2010 15:34 GMT
#286
On June 29 2010 23:26 mikx wrote:
Show nested quote +
On June 29 2010 22:45 vlovsky wrote:
AI build order comments are possible and with minor tweaks can be done as early as next release. Perfection is another story. Hard to measure. Currently the AI is limited to 200 APM, but programming it to "make" mistakes with preset build order will not be trivial. Especially, considering that those mistakes should not break the core element of the said opening build. One fairly quick solution is to have APM randomly fluctuating withing specified limits. How about that?


If YABOT really builds stuff it would be awesome if we could enable/disble the vision of the AI, just as turning on the view of both players in a replay. This way you could easily see how far the computer is.

.....

In terms of "precision" it might be enough to just delay the actions of the AI. So if the precision is 90% things happen 10% later as defined in the build order. It would basically be a convinient way to delay the attack waves of any given build by a certain percentage instead of manually changing the waves. So if you want to learn countering a certain rush you can try against a "weaker" opponent first and than go up in timing. Like a handicap level for the AI.




AI really builds stuff and produces units according to the build orders, spending resources and waiting for them. One caveat, old BO strings do no contain appropriate number of units, they contain only one of each type that ever built in the corresponding BO. So, waves are really constructed from spawn units. When BO's count parameter modified to build appropriate number of units AI will pick it up from there and waves could use those for attacking.

There is a cheat vision command, but it would take a team decision to publicize it. This encourages scouting. Is it useful to have separate mode where you could verify/clarify Build Orders done by AI?
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-06-29 15:37:37
June 29 2010 15:37 GMT
#287
How does the string works ?
Because it's weird to see the IA to start doing a good build and then... not doing anything anymore.
vlovsky
Profile Joined June 2010
United States21 Posts
June 29 2010 15:37 GMT
#288
On June 29 2010 23:39 ganil wrote:
Show nested quote +
On June 29 2010 23:12 vlovsky wrote:
On June 29 2010 22:56 ganil wrote:
A few bugs (or I think so)

I made my own build, saved it on a custom slot, and then I played against... but the IA didn't do my build :/.

When playing vs a zerg build, the zerg didn't place his hatch at nat (wich was weird)

If you avec some kind of wall, IA unit just... suicide. A retreat should be possible for them.


Could you please post your build string?


edit : I tried to do a zerg build but at a point, the IA stopped to copy me and did nothing anymore :/.
edit²

zerg one here (I think)

<Value string="018 Recorded Build | 11 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 10 100 0 55 1 1 31 0 | 13 225 0 110 1 0 41 0 | 15 80 0 134 1 0 35 0 | 16 265 0 167 1 0 35 0 | 15 315 0 176 1 1 32 0 | 17 195 4 179 1 1 31 0 | 18 160 24 191 1 1 35 0 | 20 145 48 228 1 2 3 0 | 22 175 72 261 1 3 42 0 | 22 195 80 263 1 1 31 0 | 28 240 260 309 1 0 43 0 | 27 135 100 319 1 1 31 0 | 35 175 284 366 1 1 31 0 | 35 600 452 410 1 1 30 0 | 45 325 24 430 1 0 36 0 "/>

terran n°1 (?)
<Value string="018 Recorded Build | 3 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 10 120 0 61 1 0 15 0 | 12 165 0 100 1 0 1 0 | 14 125 0 131 1 0 12 0 | 15 50 0 160 1 2 0 0 | 15 75 24 177 1 1 5 0 | 16 125 24 178 1 0 15 0 | 19 235 100 217 1 0 5 0 | 23 260 84 260 1 0 12 0 | 23 245 88 263 1 0 15 0 | 24 225 53 282 1 0 17 0 | 24 375 103 282 1 0 5 0 | 25 235 35 298 1 0 15 0 | 27 235 71 308 1 1 3 0 | 32 335 191 338 1 1 10 0 | 37 115 6 348 1 3 13 0 "/>

PS: I have no idea why it's crossed on my broweser :p





We are aware of the problems with Zerg mutation interrupting build order. Next release should contain a fix for this. Expansion is not supported yet.
vlovsky
Profile Joined June 2010
United States21 Posts
Last Edited: 2010-06-29 15:41:55
June 29 2010 15:41 GMT
#289
On June 30 2010 00:37 ganil wrote:
How does the string works ?
Because it's weird to see the IA to start doing a good build and then... not doing anything anymore.


BOs are usually interrupted because of the imperfections/lack of knowledge in the code. Please, post the BO string that does it persistently and I should be able see what's the problem and fix it.
mikx
Profile Joined June 2010
United States16 Posts
June 29 2010 15:55 GMT
#290
On June 30 2010 00:34 vlovsky wrote:
AI really builds stuff and produces units according to the build orders, spending resources and waiting for them. (...) So, waves are really constructed from spawn units. When BO's count parameter modified to build appropriate number of units AI will pick it up from there and waves could use those for attacking.


Wow, that's pretty cool. So we could potentially train to harass and stuff one day!? Can't wait

On June 30 2010 00:34 vlovsky wrote:
Is it useful to have separate mode where you could verify/clarify Build Orders done by AI?


Personally i would consider that very useful to just to get a feeling for things. I agree always having it on would kill your scouting skills, but seeing what's going on would help me to get a better understand of timing in general (e.g. "on average around when i have X marines, protoss has Y zealots", etc)
ganil
Profile Joined August 2009
253 Posts
June 29 2010 16:09 GMT
#291
Ok, I'll try some stuff and post it when it doesn't work.
simples
Profile Joined April 2010
United Kingdom54 Posts
June 29 2010 16:17 GMT
#292
Doing three gate robo I always lose to the mech opening. But, can beat the tank push.

Are you meant to do four gate against mech opening?

Its annoying. I'm probably going to try four gating. I'm such a noob.

Also, what about a pheonix build? there are no pheonix build, yet thats the only thing I know that beats terran siege tank play.

P.S. Oh yeah, what level is the push? as on the ladder I never have such strong pushes. But, thats because I'm in low leagues.

P.P.S. Anyway, just like to thank you for making this as its great.
ganil
Profile Joined August 2009
253 Posts
June 29 2010 16:32 GMT
#293
It's supposed to keep pumping marine (but it doesn't) and it should have way more army :/
Buggy terran build
<Value string="018 Recorded Build | 3 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 9 105 0 50 1 0 15 0 | 11 160 0 94 1 0 1 0 | 12 85 0 112 1 0 12 0 | 14 45 8 154 1 2 0 0 | 14 55 16 157 1 1 5 0 | 15 110 44 172 1 0 15 0 | 16 235 112 207 1 0 5 0 | 17 130 48 226 1 0 12 0 | 19 235 112 259 1 0 5 0 | 20 135 40 268 1 1 3 0 | 24 145 120 291 1 0 15 0 | 25 170 185 302 1 0 17 0 | 27 240 240 322 1 0 17 0 | 29 205 226 331 1 1 10 0 | 32 150 125 338 1 0 15 0 "/>
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2010-06-29 17:30:09
June 29 2010 17:07 GMT
#294
On June 29 2010 22:14 mikx wrote:

I also noticed that the Bio/EMP waves feel unrealistically hard/early. I am not sure if the build times are possible in theory, but i have never been under such Terran pressure as a Protoss in a real game. However, maybe this is just because i never ran into someone playing that specific build so spot on.


I played against and yes, the BIO/EMP push is unrealistic. If you scout with your probe, you'll notice that the attack come once the T buildt his 2nd rax + ghost acadamy. I mean right after. Some units spawn from nowhere.

EDIT:
Also, if you loose against the push, the unit you lost againt aren't gone after -b and restart. They won't attack you but if they're in your base while the IA push come, they'll start attacking you aswell.
They'll attack you if you -p too.
vlovsky
Profile Joined June 2010
United States21 Posts
Last Edited: 2010-06-29 17:34:18
June 29 2010 17:26 GMT
#295
On June 30 2010 01:32 ganil wrote:
It's supposed to keep pumping marine (but it doesn't) and it should have way more army :/
Buggy terran build
<Value string="018 Recorded Build | 3 | Author Name | This build order was recorded from your freestyle play. [w] 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 | 0 0 -1 0 0 0 0 0 0 [/w] 9 105 0 50 1 0 15 0 | 11 160 0 94 1 0 1 0 | 12 85 0 112 1 0 12 0 | 14 45 8 154 1 2 0 0 | 14 55 16 157 1 1 5 0 | 15 110 44 172 1 0 15 0 | 16 235 112 207 1 0 5 0 | 17 130 48 226 1 0 12 0 | 19 235 112 259 1 0 5 0 | 20 135 40 268 1 1 3 0 | 24 145 120 291 1 0 15 0 | 25 170 185 302 1 0 17 0 | 27 240 240 322 1 0 17 0 | 29 205 226 331 1 1 10 0 | 32 150 125 338 1 0 15 0 "/>


That's what I said, currently BO strings are limited. They only specify food count. Unit count has a placeholder there, but it always 1 and hence AI builds only one unit of each type.

On another hand, "Pumping" is a vague statement. Not in general, but when it comes to AI decisions. First of all food count includes workers and other units. Second, usually BOs don't contain "train worker" commands explicitly (although it might). Given those conditions, it is easy for me to decide to train workers when there are no other unit types present. However, when other units are available for training, food count becomes ambiguous without actual unit count and/or build priority. Don't want to go into much details, just want to mention that it's going to get some fresh improvements that will allow entirely fair BOs.
groovewindow
Profile Joined June 2010
United States2 Posts
June 29 2010 17:34 GMT
#296
Wow. Looks like I'm a couple versions behind. Look forward to trying out the latest. Happy to see ongoing work on this useful tool
ganil
Profile Joined August 2009
253 Posts
June 29 2010 17:36 GMT
#297
I edited my post above.

It's a very good map tbh, I wish you somehow manage to "fix" the AI in a next version. It would be the best map ever \o/. Playing against yourself is very good to try some stuff.
vlovsky
Profile Joined June 2010
United States21 Posts
June 29 2010 18:03 GMT
#298
On June 30 2010 02:36 ganil wrote:
I edited my post above.

It's a very good map tbh, I wish you somehow manage to "fix" the AI in a next version. It would be the best map ever \o/. Playing against yourself is very good to try some stuff.


Thanks dude. Don't worry it's coming.
reapsen
Profile Blog Joined May 2010
Germany559 Posts
June 29 2010 18:09 GMT
#299
On June 29 2010 22:11 vlovsky wrote:
Show nested quote +
On June 29 2010 15:31 reapsen wrote:
First of all: This thing is awesome and very helpful.. thanks to all creators.

@random UI: This can easily be adjusted. If you want to have a certain race UI you can go to Map->Player Properties in the Editor and then select the UI of the race you want for Player #1 (User). Save the map and run it. Easy is possible.

@Bug: I experienced a bug, when i was attacked by a wave and typed in -r. The attacking wave units still remained on the map. They didn't attack or move but they were not cleared off.


This will render map unusable.


Works totally fine for me :-)
xorpwnz
Profile Joined May 2010
United States185 Posts
Last Edited: 2010-06-29 19:00:36
June 29 2010 18:23 GMT
#300
On June 29 2010 23:39 ganil wrote:
PS: I have no idea why it's crossed on my broweser :p

For that, just put the [ code] [ /code] tag around your build orders. The [ s] and [ /s] is bbcode for strike-through

As vlovsky has been saying, this AI system is the first pass and it is meant to start by providing a way for you to learn what the computer build order is, and then try to respond accordingly knowing what attack waves will be coming. Attack waves are indeed being spawned in no matter what at the specified times. There is a team of people currently working on optimizing the attack waves to make it "feel" like the real thing. For example, if the computer *should* be capable of making 6 zerglings for a push, the attack wave may send 10 to get the right difficulty. For this reason also, some attacks may actually come before the proper tech is finished. This will get better with time, so stick with us

As for the cheat command, let's publish it here, but not on the first post. That way you'll at least have to do some searching to find it. :p

-c.cheat.givemeopponentsvision
-c.cheat.looseopponentsvision
Prev 1 13 14 15 16 17 43 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 11h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Liquid`TLO 171
JuggernautJason118
StarCraft: Brood War
Hyuk 232
White-Ra 191
Horang2 170
NaDa 21
Dota 2
syndereN530
NeuroSwarm117
LuMiX1
League of Legends
Doublelift4893
JimRising 515
Counter-Strike
minikerr44
Heroes of the Storm
Khaldor236
Other Games
gofns26269
summit1g8312
fl0m1119
PiGStarcraft382
KnowMe178
XaKoH 156
Trikslyr50
Mew2King48
ViBE32
Nina22
Organizations
Other Games
gamesdonequick1753
BasetradeTV91
angryscii17
[ Show 14 non-featured ]
StarCraft 2
• RyuSc2 46
• musti20045 23
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Azhi_Dahaki32
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21848
Other Games
• imaqtpie1056
• Shiphtur157
Upcoming Events
Sparkling Tuna Cup
11h 6m
OSC
13h 6m
Shopify Rebellion Sundays
16h 6m
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
17h 6m
OSC
1d 1h
Afreeca Starleague
1d 11h
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
1d 12h
Monday Night Weeklies
1d 17h
Afreeca Starleague
2 days
Leta vs ggaemo
Jaedong vs Queen
GSL
2 days
[ Show More ]
PiGosaur Cup
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
The PondCast
4 days
KCM Race Survival
4 days
Escore
5 days
IntoTheTV X SOOP
5 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
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.