• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:51
CEST 04:51
KST 11:51
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou17Weekly Cups (Oct 13-19): Clem Goes for Four2BSL Team A vs Koreans - Sat-Sun 16:00 CET7Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)81
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 13-19): Clem Goes for Four Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (March 17-23): Clem Bounces Back
Tourneys
Tenacious Turtle Tussle RSL Season 3 Qualifier Links and Dates $1,200 WardiTV October (Oct 21st-31st) SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
SnOw's Awful Building Placements vs barracks BSL Team A vs Koreans - Sat-Sun 16:00 CET Is there anyway to get a private coach? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[Megathread] Daily Proleagues 300$ 3D!Community Brood War Super Cup #4 [ASL20] Semifinal B Azhi's Colosseum - Anonymous Tournament
Strategy
BW - ajfirecracker Strategy & Training Current Meta Roaring Currents ASL final [I] Funny Protoss Builds/Strategies
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Series you have seen recently... [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Sabrina was soooo lame on S…
Peanutsc
Our Last Hope in th…
KrillinFromwales
Certified Crazy
Hildegard
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1708 users

[Map] (4) Enigma by prodiG - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 5 6 Next All
Ongweldt
Profile Joined August 2010
Sweden54 Posts
September 10 2010 10:01 GMT
#41
Looks a bit like Fighting Spirit, very detailed and neat, probably not a single misplaced doodad. But I just got one minor problem, the middle area. I'm not a fan of the dual rich expansion. And... I can't help myself but 'the four cliffs' in the middle looks like something men got between their legs. There, now I've said it lol.
I aim to misbehave - www.dazonic.com
tofucake
Profile Blog Joined October 2009
Hyrule19144 Posts
September 10 2010 10:11 GMT
#42
On September 10 2010 06:04 Acritter wrote:
I love the windmill pattern. It allows a player to expand away from the opponent no matter the positions, unlike Metalopolis.

Yeah, it's totally not a swastika.
Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19144 Posts
Last Edited: 2010-09-10 10:12:13
September 10 2010 10:11 GMT
#43
On September 10 2010 11:07 NiTrOuS wrote:
It looks a bit like zodiac, with the 3rd positioned there. Zodiac's center was open though....

Honestly...I don't see it. I still think it looks more like Gaia or FS than anything else.
Liquipediaasante sana squash banana
tofucake
Profile Blog Joined October 2009
Hyrule19144 Posts
September 10 2010 10:17 GMT
#44
On September 10 2010 14:54 prodiG wrote:
Show nested quote +
On September 10 2010 13:44 kickinhead wrote:
wooow - I love this Map!

I want it in the ladder-mappool NOW!

maybe make the entrance to the main a little smaller?... For Z, It's really not as safe as the one on, let's say LT (if it wasn't for the cliff), cuz it's kinda hard to def with spine crawlers...

the ramp is the same size as the blizz maps o_o

it looks bigger because that cliff's ramp has a large bezel on the sides ^^

I think he meant "nat". Anyway, it does seem a little open, but with 1 tumor you can move your Spines far enough forward to protect the entire entrance.

Also, what's with those triangles? They weren't on beta 0.1/0.2 :|
Liquipediaasante sana squash banana
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 10 2010 18:27 GMT
#45
On September 10 2010 19:17 tofucake wrote:
Show nested quote +
On September 10 2010 14:54 prodiG wrote:
On September 10 2010 13:44 kickinhead wrote:
wooow - I love this Map!

I want it in the ladder-mappool NOW!

maybe make the entrance to the main a little smaller?... For Z, It's really not as safe as the one on, let's say LT (if it wasn't for the cliff), cuz it's kinda hard to def with spine crawlers...

the ramp is the same size as the blizz maps o_o

it looks bigger because that cliff's ramp has a large bezel on the sides ^^

I think he meant "nat". Anyway, it does seem a little open, but with 1 tumor you can move your Spines far enough forward to protect the entire entrance.

Also, what's with those triangles? They weren't on beta 0.1/0.2 :|

I felt like the center was a little too open and lacking so I added it and decided I liked it :p
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
September 10 2010 18:44 GMT
#46
By the way prodiG did Blizzard get back to you about your job as level designer or something? I think it was you, you posted in a blog about you becoming the lead map designer or something.

Did they get back to you?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 10 2010 19:07 GMT
#47
On September 11 2010 03:44 WarChimp wrote:
By the way prodiG did Blizzard get back to you about your job as level designer or something? I think it was you, you posted in a blog about you becoming the lead map designer or something.

Did they get back to you?

i got turned down for lead level designer and level designer (understandably, both are jobs you need degrees or something for) but i'm waiting on associate level designer
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
tofucake
Profile Blog Joined October 2009
Hyrule19144 Posts
September 10 2010 21:56 GMT
#48
I remember someone in an interview saying that the way to get hired by Blizzard was to spam applications (not all at once, but if you get rejected apply again and again and again etc).
Liquipediaasante sana squash banana
Antares777
Profile Joined June 2010
United States1971 Posts
September 10 2010 22:57 GMT
#49
@prodiG
If Blizzard hired you, do you think the map pool would be better (sorry that u didn't get the job )?
Niji87
Profile Joined September 2008
United States112 Posts
Last Edited: 2010-09-11 22:23:27
September 11 2010 11:47 GMT
#50
On September 09 2010 17:46 danson wrote:A) the middle expo is ridiculous. It is pretty much an instant win to whoever can take it, and thus if a player gains any sort of map or positional control, they have almost no chance to lose, and the defending player has no chance for a comeback (in high level play). This applies to every map with double expos, especially double GOLD expos.


Nah, it only has 750 per patch. This means it's the equivalent of a standard gold expo on regular Blizzard maps. You get the same overall income as you would from Lost Temple gold, in other words. The difference is that it takes more workers to set up quickly, 24 instead of 12, and you get a hightened income for a brief amount of time. The higher cost of setting it up, the Xel'Naga towers watching it, and the multiple attack angles on it make it just fine. The aggressor has the advantage at this expansion.

One of the parts I really like about it is that the minerals aren't pushed up against the cliff edges, which means you can kill workers/gas without worrying about a PF shooting you. Especially with all those angles you can get on them. You don't always have to kill the PF, yah? Sidestepping is a great tactic. As for the doubters, the center is actually pretty open. I fit an entire 200/200 T army in a single exit lane inside and behind the line of sight blockers for that center gold pretty easy. There were still 3 other exit lanes that were completely undefended. Haha. The map screenshot just makes it look small, probably because the map itself is pretty large.

The real benefit of the gold center expansion isn't the gold. It's the gas. I'd still rather expand to a safer blue for the long term minerals, especially considering that blue expansions all have 30% more overall minerals than standard golds, and this gold is efffectively a standard gold. Also, the standard blues are more defendable and linear. The gas, on the other hand, is godly. Four geysers is just so crazy! I suggest halving how much gas is in each of those geysers so it follows the same concept as the gold minerals. 10,000 gas at one expo is just silly, though. I would fight for that expo in every game I could to get that gas.

Just an FYI, the middle gold gives you an income tab rating of 1350 minerals with 2 workers on each gold patch and 475 gas rating with 3 workers in each gas. With 2 workers on each patch the gold dries up in approximately 8 in-game minutes of mining. The gas just wins. No MULE's were used, btw.

I think there may be too many minerals overall at the gold. Having such a high income, even for just five minutes is pretty beneficial for a timing push. Also, I wouldn't be surprised to see people who take the gold use it for setting up safer blue expansions rapidly once they learn that the gold dries up very fast. I would really like to see the total minerals in each patch go down to about 500. That means there's an overall mineral total of 6,000 there, compared to the regular 12,000 at a blue base.

-------------------------

There are, of course, a few potential issues. Terran MULE's are still godly and can heavily take advantage of that middle expo. Saving up MULE's just for that expo makes so much sense that I'd probably smack a Terran that didn't. There was only one map issue I was able to find. The left bottom wall guarding the gold has a spot where you can siege a tank and it can shoot into the mineral line. Every other side only allows the tank to reach halfway into the actual mineral patch, which means it can't target SCV's properly. Except for on the bottom left. If I find anything else wrong with it or questionable I'll post about it.

Anyway, PF's don't have the range to fight any form of harassment play in the center, thankfully. The distance from the main/natural to the center is big enough that players can really maneuver around. Defending the middle on this map feels like it'll be significantly more difficult than usual. This is definitely one of the most open maps I've played on. Devotion is the only other one that really feels as open to me. That screenshot really doesn't do justice to the size of the map. I suggest everyone at least test it vs Very Easy AI to feel the map out.

It's very easy to simply expand around the edges and just push into their natural that way. Guarding all those side expansions isn't easy if you have to protect the center, too. There are too many attack paths into the center. A 200/200 army can't cover the natural expo's, the side expo's blocked by rocks, and the center at the same time efficiently. Even if you defend the ground paths effectively and super turtle, every single bases mineral line is easily harassable by air. With the upcoming siege tank damage nerf, it's going to be one hell of a crazy map.

This is easily the best map I've seen and my new favorite SC2 map of all time.

Great map prodiG!



EDIT: I also feel I should mention that I highly approve of the destructable rock placement on this map. The gold needs it. There's no question about that. That kind of income in early game would be ludicrous. The rocks blocking the ramp by the natural are also very good. They keep the natural safe early, but allow for the aggressor to open another attack path later in the game. The lack of rocks blocking any expansions other than the gold is wonderful.
I am not very good at playing StarCraft.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 11 2010 12:42 GMT
#51
On September 11 2010 04:07 prodiG wrote:
Show nested quote +
On September 11 2010 03:44 WarChimp wrote:
By the way prodiG did Blizzard get back to you about your job as level designer or something? I think it was you, you posted in a blog about you becoming the lead map designer or something.

Did they get back to you?

i got turned down for lead level designer and level designer (understandably, both are jobs you need degrees or something for) but i'm waiting on associate level designer



Wow, I wish you best of luck, I really hope they involve sm1 from the community into the map-making process!
https://soundcloud.com/thesamplethief
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
September 11 2010 13:49 GMT
#52
Middle expo is pretty ridiculous. Not only would a player with map control dominate the crap out of the game, but if two players with even map control were playing, it would be damn near impossible to defend it. (think tanks/stalkers) on those ridges. Other than that, looks stellar to me.
"losers always whine about their best, Winners go home and fuck the prom queen"
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
September 11 2010 15:35 GMT
#53
Awesome map Mr. josh, I enjoyed smashing that kid I was playing on it while we were all OBSing it the other night lol built stargates around the middle and spammed carriers. Cracks me up everytime.
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
September 11 2010 16:55 GMT
#54
Looks like one of the better maps out there. Well done. Good to see some macro oriented maps, those make for the best matches.
Blah.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
September 11 2010 20:34 GMT
#55
--- Nuked ---
thOr6136
Profile Blog Joined July 2009
Slovenia1775 Posts
September 11 2010 21:36 GMT
#56
Can s1 upload it on EU, or i am just too blind to find it there?
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
September 11 2010 22:09 GMT
#57
Wow this map is so good... I like it better than lost temple... which is saying a lot! Good job! :D
133 221 333 123 111
Antares777
Profile Joined June 2010
United States1971 Posts
September 11 2010 22:18 GMT
#58
On September 11 2010 22:49 Darpa wrote:
Middle expo is pretty ridiculous. Not only would a player with map control dominate the crap out of the game, but if two players with even map control were playing, it would be damn near impossible to defend it. (think tanks/stalkers) on those ridges. Other than that, looks stellar to me.


It would be easy to defend vs. Zerg. Think about it. What would Zerg drop on those ledges that you would be afraid of?
Niji87
Profile Joined September 2008
United States112 Posts
Last Edited: 2010-09-11 22:26:04
September 11 2010 22:18 GMT
#59
Tested it a bit more and it's possible to safely proxy Gateway behind the 3rd's minerals on the left and right sides of the map but not at the top and bottom sides.

What I mean by safely is that you can place the Pylon behind the center of the mineral line and then a Gateway at each end to seal it off. That's one of the few spots I could find where you could hide a Gateway and a scouting probe might miss it, most of the other spots that are closer are much easier to check. The Gateways are tucked far enough back from the scouting probes normal line of sight that it won't see them unless it purposefully checks.

Anyway, I suggest either shrinking the space behind the minerals on the left and right side to prevent hidden proxy gates/barracks (3x3 buildings) or increasing the space behind the minerals on the top and bottom so that it's even for all spawns.

It's your move Batman!
I am not very good at playing StarCraft.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 11 2010 22:56 GMT
#60
+ Show Spoiler [Niji87's Post] +

On September 11 2010 20:47 Niji87 wrote:
Show nested quote +
On September 09 2010 17:46 danson wrote:A) the middle expo is ridiculous. It is pretty much an instant win to whoever can take it, and thus if a player gains any sort of map or positional control, they have almost no chance to lose, and the defending player has no chance for a comeback (in high level play). This applies to every map with double expos, especially double GOLD expos.


Nah, it only has 750 per patch. This means it's the equivalent of a standard gold expo on regular Blizzard maps. You get the same overall income as you would from Lost Temple gold, in other words. The difference is that it takes more workers to set up quickly, 24 instead of 12, and you get a hightened income for a brief amount of time. The higher cost of setting it up, the Xel'Naga towers watching it, and the multiple attack angles on it make it just fine. The aggressor has the advantage at this expansion.

One of the parts I really like about it is that the minerals aren't pushed up against the cliff edges, which means you can kill workers/gas without worrying about a PF shooting you. Especially with all those angles you can get on them. You don't always have to kill the PF, yah? Sidestepping is a great tactic. As for the doubters, the center is actually pretty open. I fit an entire 200/200 T army in a single exit lane inside and behind the line of sight blockers for that center gold pretty easy. There were still 3 other exit lanes that were completely undefended. Haha. The map screenshot just makes it look small, probably because the map itself is pretty large.

The real benefit of the gold center expansion isn't the gold. It's the gas. I'd still rather expand to a safer blue for the long term minerals, especially considering that blue expansions all have 30% more overall minerals than standard golds, and this gold is efffectively a standard gold. Also, the standard blues are more defendable and linear. The gas, on the other hand, is godly. Four geysers is just so crazy! I suggest halving how much gas is in each of those geysers so it follows the same concept as the gold minerals. 10,000 gas at one expo is just silly, though. I would fight for that expo in every game I could to get that gas.

Just an FYI, the middle gold gives you an income tab rating of 1350 minerals with 2 workers on each gold patch and 475 gas rating with 3 workers in each gas. With 2 workers on each patch the gold dries up in approximately 8 in-game minutes of mining. The gas just wins. No MULE's were used, btw.

I think there may be too many minerals overall at the gold. Having such a high income, even for just five minutes is pretty beneficial for a timing push. Also, I wouldn't be surprised to see people who take the gold use it for setting up safer blue expansions rapidly once they learn that the gold dries up very fast. I would really like to see the total minerals in each patch go down to about 500. That means there's an overall mineral total of 6,000 there, compared to the regular 12,000 at a blue base.

-------------------------

There are, of course, a few potential issues. Terran MULE's are still godly and can heavily take advantage of that middle expo. Saving up MULE's just for that expo makes so much sense that I'd probably smack a Terran that didn't. There was only one map issue I was able to find. The left bottom wall guarding the gold has a spot where you can siege a tank and it can shoot into the mineral line. Every other side only allows the tank to reach halfway into the actual mineral patch, which means it can't target SCV's properly. Except for on the bottom left. If I find anything else wrong with it or questionable I'll post about it.

Anyway, PF's don't have the range to fight any form of harassment play in the center, thankfully. The distance from the main/natural to the center is big enough that players can really maneuver around. Defending the middle on this map feels like it'll be significantly more difficult than usual. This is definitely one of the most open maps I've played on. Devotion is the only other one that really feels as open to me. That screenshot really doesn't do justice to the size of the map. I suggest everyone at least test it vs Very Easy AI to feel the map out.

It's very easy to simply expand around the edges and just push into their natural that way. Guarding all those side expansions isn't easy if you have to protect the center, too. There are too many attack paths into the center. A 200/200 army can't cover the natural expo's, the side expo's blocked by rocks, and the center at the same time efficiently. Even if you defend the ground paths effectively and super turtle, every single bases mineral line is easily harassable by air. With the upcoming siege tank damage nerf, it's going to be one hell of a crazy map.

This is easily the best map I've seen and my new favorite SC2 map of all time.

Great map prodiG!



EDIT: I also feel I should mention that I highly approve of the destructable rock placement on this map. The gold needs it. There's no question about that. That kind of income in early game would be ludicrous. The rocks blocking the ramp by the natural are also very good. They keep the natural safe early, but allow for the aggressor to open another attack path later in the game. The lack of rocks blocking any expansions other than the gold is wonderful.


Finally someone who understands the center 8)
I have been considering dropping it to 500 minerals/patch and 1250 gas/geyser but I'm waiting for some more feedback and testing to make a concrete decision as opposed to a purely theoretical one.

On September 11 2010 07:57 Antares777 wrote:
@prodiG
If Blizzard hired you, do you think the map pool would be better (sorry that u didn't get the job )?

If I was hired I would be pushing very hard to have the mapmaking team work closely with the Blizzard eSports team to try and create the best and most interesting map pool possible.


+ Show Spoiler [Niji87's awesome progamer testin…] +

On September 12 2010 07:18 Niji87 wrote:
Tested it a bit more and it's possible to safely proxy Gateway behind the 3rd's minerals on the left and right sides of the map but not at the top and bottom sides.

What I mean by safely is that you can place the Pylon behind the center of the mineral line and then a Gateway at each end to seal it off. That's one of the few spots I could find where you could hide a Gateway and a scouting probe might miss it, most of the other spots that are closer are much easier to check. The Gateways are tucked far enough back from the scouting probes normal line of sight that it won't see them unless it purposefully checks.

Anyway, I suggest either shrinking the space behind the minerals on the left and right side to prevent hidden proxy gates/barracks (3x3 buildings) or increasing the space behind the minerals on the top and bottom so that it's even for all spawns.

It's your move Batman!


This is an interesting imbalance... I think I'll open it up on both sides
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
23:00
Biweekly #34
LiquipediaDiscussion
OSC
16:00
Masters Cup #150 Qual 1-2
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 128
ProTech108
NeuroSwarm 108
StarCraft: Brood War
Artosis 714
Noble 13
Purpose 9
Icarus 7
KwarK 7
Dota 2
monkeys_forever699
LuMiX1
League of Legends
JimRising 828
Super Smash Bros
hungrybox735
Other Games
summit1g9301
C9.Mang0272
PiGStarcraft239
WinterStarcraft207
Maynarde121
ViBE121
Trikslyr57
Organizations
Other Games
gamesdonequick1209
Counter-Strike
PGL107
Other Games
BasetradeTV95
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 69
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki8
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Doublelift4864
Upcoming Events
The PondCast
7h 9m
OSC
9h 9m
WardiTV Invitational
1d 8h
Online Event
1d 13h
RSL Revival
1d 23h
RSL Revival
2 days
WardiTV Invitational
2 days
Afreeca Starleague
3 days
Snow vs Soma
Sparkling Tuna Cup
3 days
WardiTV Invitational
3 days
[ Show More ]
CrankTV Team League
3 days
RSL Revival
3 days
Wardi Open
4 days
CrankTV Team League
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
Replay Cast
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.