• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:36
CET 14:36
KST 22:36
  • 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] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw?
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea How much money terran looses from gas steal? mca64Launcher - New Version with StarCraft: Remast
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion 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
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
Cricket [SPORT] 2024 - 2026 Football Thread Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1667 users

custom map : Hades' Locker - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
baskerville
Profile Blog Joined April 2010
541 Posts
November 09 2010 10:32 GMT
#21
On November 09 2010 07:31 darklordjac wrote:
Wait so a hard natural and very skinny. Basically zergs expos are very hard to get and terrans siege tanks will own everything on the ground


whatabout the north gold expos
not to your taste?
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
November 09 2010 11:06 GMT
#22
On November 09 2010 08:25 Omigawa wrote:
There needs to be more open space in the middle, as it is right now I don't think Zerg could get a surround unless they came from different directions. It looks Terran can hit 3 different paths if they siege behind the destructible rocks just south of the main. Stalkers could also probably blink between paths. It doesn't seem particularly balanced. And I don't think you can just throw down a blanket statement like "you should never let Terran get too many siege tanks". Even in high level competition, like Jinro vs Painuser from MLG Dallas, both of them had 10+ siege tanks for the majority of the game. Sometimes it's inevitable.

I think you should at the very least open up the middle of the map, do away with some of the destructible rocks, and widen the paths. I think five Xel'Naga Towers are slightly excessive as well.

Cool concept though, I just don't see it being balanced/ready for competitive play any time soon.


sorry, just realized

you have not tested this map...?
the pathways are not cramped (for surrounds), just the drawing of the path makes it feel like that
of course if u only move with maxed out armies it will be a whole other story...
http://www.teamliquid.net/mirror/smilies/random-big.gif
ezdez
Profile Joined September 2010
Australia28 Posts
November 09 2010 13:03 GMT
#23
I think that people are being unnecessarily harsh in criticizing your map whilst you are also not taking on board the critique given to you. This is very typical of TL. Whilst balance does seem to be a word thrown around, you must also give thought to the definition which you apply yourself. This is also typical of TL.

You mention that the term balanced is used by sheep, and that it is their narrow-mindedness and inability to see different strategies. I propose then what your belief of balance is on your map regarding the points given by other posters:

1) No space to surround - you do mention that the paths are not as narrow as people think and you are correct; but they are also not as wide as you think. It doesn't take a maxed out army to make it hard to micro your units around. Try taking 10 stalkers or 10 roaches down a path, and see if you can effectively concave them. (Perhaps this is a point missed because of lower levels not understanding the effectiveness of some units having concave).

Further more, try this for yourself: 20 zerglings against 5 hellions on your map. Attack-move both forces down a choke. How many zerglings survived? Now try this: have 10 zerglings attack from the north, and 10 zerglings attack from the south. How many survived this time? Some units (mainly melee) benefit more from surrounds and hence become unbalanced when one race does not have units that require surrounds, and so this map is more effective for that race.

You mentioned that your aim was to force trench warfare - force people to use multiple attack routes. Take for example you are defending the left position. The enemy has taken the middle two rocks and attacking you from your west entrance. You spot this with the many zTowers. How do you move your units, all the way around so that you can come up behind the enemy to get a good surround to defend yourself? You can't. Simple as that, and so people complain about balance.

2) Blink distance of paths - You seem to value strategy, which is good and "trench warfare" forces this in real world situations. For Starcraft though, this favors one race mechanic over the other. Reapers, Colossi and Stalkers can traverse cliffs - allowing them to take advantage of terrain. The trenches which you have created unfortunately is not a terrain type all 3 of these units can take advantage of; reducing the effectiveness of Reapers and Colossi as harassment units. When one unit has a large advantage over the other, is this not unbalanced?

This is effectively the same as having multiple cliffs - allowing for cliff traversing units to harass, whilst the race without cliff traversing units cannot. Which brings me to the next point.

Your argument may be that Protoss players can make Stalkers instead of Colossi, or Zerg can make Mutalisks instead. If your map naturally forces towards one unit composition, does that not then make it a 2 dimensional map which becomes boring real quick? Does that also not mean imbalance when a race MUST use a particular unit.

Closing
Sorry for the rant, but I see this so much in TL. People (children) shouldn't be throwing your rank in your face to tell you that you can't make a map. It's not right. Having said that, a low ranked player who watches some high level replays can tell how the units interact with each other. Perhaps try to take away from the comments their real meaning: "I like the option to rush (or I like the opponent to have the option to rush so I can defend and out macro), and the 100 health rocks whilst taking only 5 seconds to destroy - may lead to my rush failing as it can mean the difference between having no defense for 5 seconds and having a full round of production defending the base".

Keep in mind too, there are better deterrents to rushing other than destructible rocks.
baskerville
Profile Blog Joined April 2010
541 Posts
November 09 2010 14:09 GMT
#24
thank you
i like when people give insightful comments and i do agree that this map is not perfect at all for all matchups strategies units race skill...
i like thorough concepts in maps and i wish people would test it to actualy fix the bugs and battle the preconceived notions most players have about any map by watching a minimap view

as for the rush, REALLY ... try it before saying it deters/slows anything

on a side note, i don't understand...
"there are better deterrents to rushing other than destructible rocks"
i feel a misconception: ...
i think this map is good for rushing "to go fucking kill him (tm d9)"
i've referenced my first 3 maps as tributes to bloodbath from warcraft 1
and i love rushing (not particularly with zerg but hey, i've done it...)


i'm trying to further blizz maps concepts, not copy them
in my mind you start opening the low hp rock blocks in the first 3 minutes,
it's point is only to slow down the first scout...
and you get the added value of slowing down with temporary chokes when retreating or such
a bit of the single player feeling if u must know how i feel about it

choosing random does force the "normal" players to go out and scout me, so i guess i'm biased

thank you for the "shouldn't be throwing your rank in your face"
i don't even agree with his analysis:
you only have to love ze game, even not practicing would be fine by me, just loving the game...

and i repeat: i've cracked ze nugget since tides of darkness, eagerly awaiting the dark archon back in scbw ... i'm the man...
as for sc2, i didn't get beta but i got it right at launch so i'm as knowledgeable as the next player out there... and i make maps so... i'm past ridicule or trollbites

also:
"whilst you are also not taking on board the critique given to you"
wait wait wait, i'm taking it all in... working on publishing 3rd with 2 nats in the main, still tribute to bloodbath, but more bridge to bridge oriented, a 4 player map for all those 2v2 s (4real)
i love the idea of 4 mains, but it reduces the space for funsies

"concave"
sorry i cannot play more, but ...hush hush... i get by only with said skill (the better concave), and a bit of the upgrade and macro helps too...

the map favors drops nydus warp ins cliffing blink forcefields towers crawlers...
(i admit i'm not as good with the cracklings, but its not intentionnal)

my goal is to see variety played on my maps not to bottle it down to 2/3 per race

and no i do not prefer terran and yes i do think blizz favors them, just like they will favor z next, and finally toss

"The trenches which you have created unfortunately is not a terrain type all 3 of these units can take advantage of"
i respectfully disagree, i think the rocks do not hinder a very stratified map, the cliff walking ability will be awesomely vital (especially for scouting defense and attack) in both victorian checkmate and hades' locker, my first two downloadable published (on tl) maps

not so much in my third

"imbalance when a race MUST use a particular unit"
i agree
i hope it's not the case in my maps, i feel you have to ponder 10 minutes on tier 1 and then if both players are still up and running you need to tech and macro
to each his own

foreclosing:
i'm not a tl wizz poster, i still remember you had to have 500 post to be eligible for beta keys ...
didn't care much for that attitude

have a nice day, hope you try my maps out and post comments
gogogo








http://www.teamliquid.net/mirror/smilies/random-big.gif
PlaGuE_R
Profile Blog Joined February 2010
France1151 Posts
November 09 2010 15:22 GMT
#25
this map seems like it would be fun as a tower defense map. As it is, it just feels too gimmicky and impossible to win agaisnt Terran who just mass tanks. Sorry i give this a thumbs down, better luck next time
TLO FIGHTING | me all in, he drone drone drone, me win - SK.MC | JINROLLED! | KraToss for the win
GrapeD
Profile Blog Joined August 2010
Canada679 Posts
November 09 2010 16:15 GMT
#26
Okay I like the concept of the map but I think that it would be incredibly imbalanced. Siege tanks would own this map like an auto win and blink stalkers could just walk into the mains. I think that if you put some terrain differentials in to give defenders better cover it might be a little more balanced. Also if you're making a map and ask for critique don't argue about the mechanics of the game with the people critiquing you, its just bad.
Some people hurt people. I defenestrate those people.
-{Cake}-
Profile Joined October 2010
United States217 Posts
Last Edited: 2010-11-09 17:37:40
November 09 2010 17:26 GMT
#27
On November 09 2010 18:56 baskerville wrote:
Show nested quote +
On November 09 2010 12:49 -{Cake}- wrote:
On November 09 2010 10:25 baskerville wrote:
On November 09 2010 09:03 -{Cake}- wrote:
... it is almost impossible to rush


why?
not because of the rocks?
(they are 100hp, a decent unit will pass any blob in less than a minute)
and have fun


... having to frantically micro ...

you're kidding right?

ze rocks are 100 hp
takes one roach/zealot/marine to open ze chokes up

ever heard of queuing ("control") attacks?
once the high hp rocks are identified, just queue the attacks on every low hp in the right order...

nah u had to be kidding

"frantically", .. that's hilarious that is



Quotes out of context are always good for backing up your posts *eyeroll*

Of course it is 0 micro at all to kill the rocks, the point was, you said to kill the rocks if you want to rush,...I said the time you spend doing that weakens rushes because the defender has more time for his defender's advantage to kick in. I gave an example about warpgates saying 10-15 seconds is the difference between some frantic micro to hold off a rush and a comfortable, easy hold

What did you honestly expect when you posted a map? People to tell you that everything is absolutely perfect? You seemed like you wanted constructive criticism, you got it, now you aren't happy with it? That doesn't make any sense...

Overall, I was saying rush strategies are weakened, I personally hate rushes, and love long macro games, but diversity is necessary for creative strategic high level play, meaning, the option should remain viable..., and a big map, with long ground distances and no natural, cuts down on options
baskerville
Profile Blog Joined April 2010
541 Posts
November 09 2010 18:25 GMT
#28
the low hp rocks favors both type of strategies
you can micro back and forth at rapidly disappearing chokes
http://www.teamliquid.net/mirror/smilies/random-big.gif
Omigawa
Profile Blog Joined August 2010
United States1556 Posts
Last Edited: 2010-11-10 02:57:50
November 10 2010 02:54 GMT
#29
On November 09 2010 18:48 baskerville wrote:
Show nested quote +
On November 09 2010 17:23 flowandebb wrote:
As a zerg player, this map makes me weep.

May I ask what league you ARE in baskerville? I'm in gold league myself but even I can recognise imbalance on a map when I see it.


Oh yes ...you may ask


lol


if u want to test someone, u do not ask what color of hair or the count of his teeth ...

u just pm that person with your game id, he'll respond by giving you his game id...
and then at the convenient time, play said custom map (one of mine, them being the subject of contention and all...)
i'll even take zerg every time...

it's not ze size zat matters, it's what you do with it


ps:
i'm far from thinking that any of my maps are perfect, or even "balanced" (whatever that means) ... however, i feel that players have a ravishingly narrow understanding of the fact that their opinion (while as honorable as anybody else s) is but a lazy afterthought .. until they actually play the map ...

then again i'm not diamond so i should sell my sc2 cd, i'm unworthy of having any fun with it


creepers jeepers


I think you're getting offended over nothing. People are just simply stating that this map is imbalanced and wouldn't work for competitive 1v1 play. Some people may have gotten a little bit personal, especially about your rank, but that's to be expected. And it does matter for the most part. Instead of telling people that their opinions don't matter until they play the map, maybe you should be more open minded and take some of what people are saying into consideration. There is a reason why no other competitive map ever made doesn't look like the one you made, and it's not because the map makers were inferior to you in skill or creativity. Maybe you didn't make the map to be used for competitive play. That is completely fine, but you should state that in the OP so you could avoid some of the criticisms you are receiving.
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-11-10 03:05:02
November 10 2010 02:58 GMT
#30
to Omigawa
? i can't be offended, i shovel poup every 8 hours, so i read and awnser

i was just stating that i can handle pissing contests anyday (that is if my kid 'll let me)

i like mapmaking and am prolific
stay tuned for "Knight to king five"

i'll deliver the goods (probably my 13th map will hit a corde)
http://www.teamliquid.net/mirror/smilies/random-big.gif
Omigawa
Profile Blog Joined August 2010
United States1556 Posts
November 10 2010 03:09 GMT
#31
On November 10 2010 11:58 baskerville wrote:
to Omigawa
? i can't be offended, i shovel poup every 8 hours, so i read and awnser

i was just stating that i can handle pissing contests anyday (that is if my kid 'll let me)

i like mapmaking and am prolific
stay tuned for "Knight to king five"

i'll deliver the goods (probably my 13th map will hit a corde)


Good luck, fwiw I'm just a bronzie
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 09:59 GMT
#32
On November 10 2010 12:09 Omigawa wrote:

Good luck, fwiw I'm just a bronzie


"fwiw", i don't get that, i'm old, bladder control is my thing

" just a bronzie", at least you love the game? that's what matters
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 10:28 GMT
#33
On November 10 2010 02:26 -{Cake}- wrote: I personally hate rushes, and love long macro games, but diversity is necessary for creative strategic high level play, meaning, the option should remain viable..., and a big map, with long ground distances and no natural, cuts down on options


try Demonoid Whisper map ("easiest" 3 base ever)
http://www.teamliquid.net/mirror/smilies/random-big.gif
cocosoft
Profile Joined May 2010
Sweden1068 Posts
November 10 2010 11:54 GMT
#34
On November 09 2010 07:54 baskerville wrote:
Show nested quote +
On November 09 2010 07:31 darklordjac wrote:
Wait so a hard natural and very skinny. Basically zergs expos are very hard to get and terrans siege tanks will own everything on the ground

you should never let terran get too many tanks

wtf? haha
¯\_(ツ)_/¯
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 14:08 GMT
#35
On November 10 2010 20:54 cocosoft wrote:
Show nested quote +
On November 09 2010 07:54 baskerville wrote:
On November 09 2010 07:31 darklordjac wrote:
Wait so a hard natural and very skinny. Basically zergs expos are very hard to get and terrans siege tanks will own everything on the ground

you should never let terran get too many tanks

wtf? haha


what ze fu.k ????
http://www.teamliquid.net/mirror/smilies/random-big.gif
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 10 2010 15:01 GMT
#36
--- Nuked ---
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 15:07 GMT
#37
lol
http://www.teamliquid.net/mirror/smilies/random-big.gif
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
November 10 2010 15:09 GMT
#38
i guess the lack of open space on this map will make it basically impossible to win for zerg.
mutalisks are an option, but as soon as the opponent has some decent AA the game is over for the zerg.

t >>> p >> z ... the huge area of effect damage dealers of terran and protoss (storm) will kill any zerg attempts on the ground.
http://twitter.com/jhNz
baskerville
Profile Blog Joined April 2010
541 Posts
November 10 2010 15:15 GMT
#39
On November 11 2010 00:09 jhNz wrote:


t >>> p >> z ... the huge area of effect damage dealers of terran and protoss (storm) will kill any zerg attempts on the ground.


thank you
zat was well typed

have you considered that in the early game t and p cannot wall off in their main...?
http://www.teamliquid.net/mirror/smilies/random-big.gif
LeoTheLion
Profile Blog Joined July 2006
China958 Posts
Last Edited: 2010-11-10 15:20:51
November 10 2010 15:20 GMT
#40
On November 11 2010 00:15 baskerville wrote:
Show nested quote +
On November 11 2010 00:09 jhNz wrote:


t >>> p >> z ... the huge area of effect damage dealers of terran and protoss (storm) will kill any zerg attempts on the ground.


thank you
zat was well typed

have you considered that in the early game t and p cannot wall off in their main...?


have you co nsidered that there are 100 hp destructible rocks in the way... ? so it will take time for zergling to get to base?

also have you considered that terran can completely wall off one choke just with barracks... ? and that protoss can do the same with gateways and cyber... ? or even block one choke off with three pylons... ?

also have you considered that it is hard for zerg to get an expansion... ? and one base terran and protoss usually does very well against one base zerg.... ?
Communism is not love. Communism is a hammer which we use to crush the enemy. -Chairman Mao
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
OSC
12:00
King of the Hill #242
Liquipedia
WardiTV Team League
12:00
Group A
BASILISK vs Team Liquid
WardiTV612
TKL 162
IndyStarCraft 117
Rex104
3DClanTV 48
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 180
SortOf 137
ProTech126
IndyStarCraft 111
Rex 104
StarCraft: Brood War
Britney 37603
Sea 2888
Bisu 2139
EffOrt 789
Mini 767
BeSt 640
Calm 606
firebathero 390
Snow 289
Rush 286
[ Show more ]
Last 180
Larva 172
ggaemo 170
Soma 154
Soulkey 128
ZerO 99
Backho 99
Pusan 69
hero 58
Sea.KH 54
Sharp 48
sSak 48
ToSsGirL 45
[sc1f]eonzerg 45
HiyA 40
Free 34
Shinee 33
Barracks 33
sorry 25
Bale 22
Hm[arnc] 21
zelot 21
soO 20
GoRush 15
Terrorterran 12
Shine 12
SilentControl 9
Rock 9
eros_byul 0
Dota 2
Gorgc4533
BananaSlamJamma353
XcaliburYe210
Counter-Strike
olofmeister1561
x6flipin491
kennyS445
markeloff149
edward105
Other Games
singsing1973
B2W.Neo487
hiko477
crisheroes275
Lowko254
Fuzer 167
Hui .118
KnowMe105
Sick99
Mew2King69
ZerO(Twitch)18
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• Berry_CruncH319
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade611
Upcoming Events
OSC
4h 25m
Replay Cast
10h 25m
WardiTV Team League
22h 25m
Big Brain Bouts
1d 3h
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
1d 20h
Cure vs Zoun
herO vs Rogue
WardiTV Team League
1d 22h
Platinum Heroes Events
2 days
BSL
2 days
RSL Revival
2 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
2 days
[ Show More ]
BSL
3 days
Replay Cast
3 days
Replay Cast
3 days
Afreeca Starleague
3 days
Light vs Calm
Royal vs Mind
Wardi Open
3 days
Monday Night Weeklies
4 days
OSC
4 days
Sparkling Tuna Cup
4 days
Afreeca Starleague
4 days
Rush vs PianO
Flash vs Speed
Replay Cast
5 days
Afreeca Starleague
5 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-25
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.