• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:59
CEST 11:59
KST 18:59
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL62Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event21Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Program: SC2 / XSplit / OBS Scene Switcher Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series WardiTV Mondays FEL Cracov 2025 (July 27) - $8000 live event Korean Starcraft League Week 77 Master Swan Open (Global Bronze-Master 2)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Flash Announces Hiatus From ASL Player “Jedi” cheat on CSL Practice Partners (Official) ASL20 Preliminary Maps SC uni coach streams logging into betting site
Tourneys
[BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
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 Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 717 users

[M] Dark Colossus

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-12-17 22:22:27
December 07 2010 14:15 GMT
#1
Dark Colossus

Version 1.0:
[image loading]
High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Changes:
- Slightly opened choke to the close expansion.
- Slightly increased size of ramp below the top left expo and above the bottom right expo.
- Moved large halo doodad.

Tournaments:
- PolaCup #1

Initial Comments:
Hey all. I've dabbled in mapping before during the beta, but after a few months of watching many pro games and playing Random on the ladder (1800 Diamond, btw), I feel I've got a rudimentary grasp of how certain races benefit from certain map features and how entertaining games come about based on map features. I decided to try my hand at designing a fairly large 2-player melee map.

Previous Versions:
Version 0.1: + Show Spoiler +
[image loading]

Analyzer Images:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Version 0.2: + Show Spoiler +
[image loading]
[image loading]

Map Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Changes:
- Widened ramps to the top left and bottom right expansions.
- Added Destructible Rocks on the paths that lead to the opponent's corner base.
- Terrain mostly finished.
- Doodads partially completed.

Version 0.35:+ Show Spoiler +

[image loading]

Changes:
- Refined high ground accessible through the natural.
- Destructible rocks blocking access to the top left and lower right expansions have been removed.
- Xelnaga watch tower has been relocated. It is also surrounded with LOS Blockers.
- Ramps to the low ground near the corner expansions have been extended.
- Small ledge jutting from the main near the ramp to the natural has been removed.

+ 0.05:
- Expanded size of main.
- Put 10 pairs of minerals with 1 mineral each in the long, narrow path.
- Considering removing the thin, narrow path entirely as it was originally a way to access the corner base directly from the main, but the corner expos are not as well-defended or crucial as they used to be.

Map Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Version 0.45: + Show Spoiler +
[image loading]

Changes:
- Removed backdoor path to the corner expansions.
- Increased size of the mains.
- Increased size of the "inner" ramps near the jagged terrain.
- Rebalanced positions.
- More doodad work.

0.05:
- Finished doodad work.
- Cleaned up map textures.

Map Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Version 0.5:+ Show Spoiler +
[image loading]

High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Changes:
- Major, major changes to map layout.
- Close third now has two gas and 6 mineral patches.
- Corner expansions are now on the 2nd cliff level instead of the 3rd.
- Small low ground area connecting to the corner expansions from the 2nd level is now reachable from the center.
- Center area opened up and LOS blockers removed.
- Small ramps connecting center to the high grounds outside of the corner expansions.
- LOS blockers cutting off the high grounds outside of the corner expansions from the expansions themselves.

Version 0.6: + Show Spoiler +
[image loading]

High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Album Link: here

Changes:
- Moved corner bases away from the push path and pushed the corners of the map out.
- Added Destructible Rocks on the wide ramp the the high ground.
- Narrowed various paths to create semi-chokes.
- Increased size of the natural choke.
- Added LOS blockers around the high yield bases.
- Doubled up LOS blockers near the corner bases and around the path to the corner bases.

Notes:
I paid special attention to the "defensive arc" required to hold the third base and realized that the needed army presence to hold the corner base was simply too spread out. Thus, the Destructible Rocks. Also, I narrowed various paths to semi-chokes, which makes either the close third or the corner third viable choices with similar required defensive arcs.

Holding both at the same time, however, is very difficult to do. If this becomes an issue I'll consider repositioning high ground locations or the bases entirely.
REEBUH!!!
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
Last Edited: 2010-12-07 14:23:21
December 07 2010 14:22 GMT
#2
A few notables.

I think the rich minerals are not really worth taking since it only provides three patches, While 8 patches yield more income and deplete less faster but still giving the same amount of income.

While the bottom and top pillars might look good and provide Spectator value, I don't think its realistic and fitting the map. But im not sure if you can walk there tough. (Being a space platform). Also your saying it favors harrassment for air, Does this mean terran Banshee will be quite powerfull?
However you can be free to disagree.
"Kinda like this thing but there’s something you should know, I just came to say hello."
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 14:26 GMT
#3
On December 07 2010 23:22 BuuGhost wrote:
A few notables.

I think the rich minerals are not really worth taking since it only provides three patches, While 8 patches yield more income and deplete less faster but still giving the same amount of income.

While the bottom and top pillars might look good and provide Spectator value, I don't think its realistic and fitting the map. But im not sure if you can walk there tough. (Being a space platform). Also your saying it favors harrassment for air, Does this mean terran Banshee will be quite powerfull?
However you can be free to disagree.

Thanks for the feedback

There are 6 patches at the rich mineral bases and the geysers are rich geysers. The pock-marked areas of the map are not pathable, as indicated in the map analyzer.

Also, all of the easily harassable areas are expansions only. The main and natural are not affected in any special way.
REEBUH!!!
Weken
Profile Joined November 2010
United Kingdom580 Posts
December 07 2010 18:04 GMT
#4
Good map, it seams quite an open map so mabye add a few more choaks/ destructable rocks so that zerg dont have to much of an advantage, also i dont think you should widen any of the ramps. i feel that the 3rd is vunrable becasue you need to be able to defend the chock at ur nat and the wide area next to the third. However there are a couple of small choaks so im not sure how it would play out, and if terran/toss would 2 base timing push much on it. Anyway i would really like to play on this map cos it seams quite a good map (and im zerg so i like those 2 paths to the opponents 3rd).
Polatrite
Profile Joined August 2010
United States135 Posts
Last Edited: 2010-12-07 19:00:40
December 07 2010 18:59 GMT
#5
The two thin paths to the satellite bases - are those covered by two destructible rocks each? If so, the first rock is behind a mineral patch (or so it appears) that presumably has a low quantity and needs to be mined before the rocks can be busted and headway can be made to get over to the satellite base. If all these things are true, keep in mind that this makes the rocks most easily busted by Terran as melee units (core DPS of Zerg and Protoss) are unable to hit the rocks early on.

I like the even ground chokes near the natural. While Kulas Ravine was a poor map overall, I feel that the even ground chokes provide a unique defensive feel to maps that allows for more creative strategies and more offensive play than ramp chokes.

I like the high ground next to these even ground chokes as it allows Terran to still utilize a defensive tank, but doesn't necessarily prevent well executed pushes. I'm curious - how many tiles of dead space in between the even ground choke and the neighboring high ground? It looks like somewhere around 6-7. You may want to shrink this just a little bit to allow some ranged units to hit tanks positioned too closely to the edge on the high ground if they have a spotting unit or a scan. I think this forces tanks to recess themselves slightly, still being able to hit the entirity of the choke area, but unable to fire into the mineral lines or too far into the Xel'Naga area - not firing into the mineral lines allows run-bys but also prevents tank splash from killing your own workers.

I think the watchtowers might provide just a little too much vision, heavily benefiting a Zerg player in the early game. The watchtower is highly favored to the defending player and provides complete ground vision of ALL useful attack paths. This essentially gives a Zerg player an absolutely risk-free scouting setup for only 25 minerals, as the Zerg doesn't need to put Overlords in any ranged-vulnerable positions to spot incoming attacks. I think this is by far the greatest imbalance on the map and would heavily urge you to adjust it - perhaps two way entry to the Xel'Naga, perhaps moving the watchtower to the low ground, or perhaps just rethinking the positioning of the Xel'Naga in general. If a Protoss or Terran player can send in 1-3 units to take the Xel'Naga immediately prior to an offensive push, that fixes the problem - however if the position is so indefensible for the aggressor (e.g. the push can't arrive in a remotely timely fashion to protect the 1-3 units) due to the only ramp facing the defender at +2 height from the attack terrain, it greatly reduces the ability to perform a successful early attack on Zerg - a necessity in the current metagame.

All in all I do like the map, once things settle down closer to the holidays I plan to begin hosting regular tournaments. If you were able to make some small corrections, I could definitely see this map having potential for our map pool if you're interested.
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
MindRush
Profile Joined April 2010
Romania916 Posts
December 07 2010 19:04 GMT
#6
seeing this map, banshees pop into my mind
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 19:16 GMT
#7
@ Polatrite: Thanks for looking at my map! You bring up an interesting point about the high ground. I'll implement some changes after testing tank range on the high ground against other ranged units. Also, you bring up a very true point about the Xelnaga watch towers. I'll include these adjustments in iteration 0.3. Oh, and it would be very cool if you'd consider my map to be included in your map pool
REEBUH!!!
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2010-12-07 20:12:30
December 07 2010 20:10 GMT
#8
not enough bases, this wont help zerg much at all on this map, and favors terran as they can lift off and take the gold with old expo. i fear this map is too camp freindley.

quick quetion what are seig tanks like on the Xel naga tower?
Live Fast Die Young :D
njAl
Profile Joined July 2010
Norway156 Posts
December 07 2010 20:25 GMT
#9
Quick question, the green stuff is the LOS blocker right? the green dots
=^.^=
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 20:55 GMT
#10
@njAI: Yes, the green lights are LOS blockers

@TibblesEvilCat: I have since adjusted the sizes of the high ground areas in the natural, relocated the Xelnaga watchtowers, and removed the Destructible Rocks. Zerg should be able to take a gas third much more easily now and Siege Tanks should be able to exert much less control over the possible attack routes. Also, said attack routes have been widened to allow more room for maneuvering. I'll see if I can fit more bases into the map, since it is rather short on expansions.
REEBUH!!!
BoomStevo
Profile Joined August 2010
United States332 Posts
December 07 2010 21:29 GMT
#11
The map is large with long rush distances which usually mean a macro game, yet there is only one viable expansion. The expo marked as the third in the analyzer images is mineral only and quite open, the gold is difficult to secure, and the other expansion is blocked by rocks. Taking a third seems difficult.

The main seems small. You could easily expand it's size into the dead area you made. And of course that area makes air attacks all the more effective. I guess that's what you wanted though. Also, the natural minerals don't have any space behind them to defend from air harass.

I'm not sure how much that long and narrow path to the main will be used. It seems difficult to access with 2 rocks and a mineral patch blocking it. Small sneak attack groups won't be able to easily take out the blockers and it's too long and narrow for large armies.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 21:48 GMT
#12
On December 08 2010 06:29 BoomStevo wrote:
The map is large with long rush distances which usually mean a macro game, yet there is only one viable expansion. The expo marked as the third in the analyzer images is mineral only and quite open, the gold is difficult to secure, and the other expansion is blocked by rocks. Taking a third seems difficult.

The main seems small. You could easily expand it's size into the dead area you made. And of course that area makes air attacks all the more effective. I guess that's what you wanted though. Also, the natural minerals don't have any space behind them to defend from air harass.

I'm not sure how much that long and narrow path to the main will be used. It seems difficult to access with 2 rocks and a mineral patch blocking it. Small sneak attack groups won't be able to easily take out the blockers and it's too long and narrow for large armies.

Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.
REEBUH!!!
BoomStevo
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-12-07 21:54:31
December 07 2010 21:53 GMT
#13
On December 08 2010 06:48 LunarC wrote:
Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.

Just noticed version 0.3 without the rocks right after I posted.

So my workers at my main will actively try to mine the patch that keeps my base safer? I would definitely want to keep my workers from mining it, and I don't want to be wasting APM to keep workers off that one patch.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 22:16 GMT
#14
On December 08 2010 06:53 BoomStevo wrote:
Show nested quote +
On December 08 2010 06:48 LunarC wrote:
Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.

Just noticed version 0.3 without the rocks right after I posted.

So my workers at my main will actively try to mine the patch that keeps my base safer? I would definitely want to keep my workers from mining it, and I don't want to be wasting APM to keep workers off that one patch.

I'll place the Destructible Rocks on the other side of the mineral patch to keep them from automatically mining it in the next iteration. Also, I have expanded the size of the main.
REEBUH!!!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-10 08:14:18
December 10 2010 08:05 GMT
#15
--- Nuked ---
undyinglight
Profile Joined December 2008
United States611 Posts
December 10 2010 09:22 GMT
#16
Wow man, this map is really good, I would like to see it in the GSL. I must say though Banshees do seem very powerful on this map. Perhaps make it so that Banshees can't just retreat over into space behind mineral lines. Other than that good job.
Rise Up!
Sirion
Profile Joined August 2010
131 Posts
December 10 2010 21:34 GMT
#17
Normally I do not comment on maps, but this one compels me to. I had seen an older version, and did not like it so much, but this one is really do like. It has some ..taste..flavor..flair.., a certain something which gives me the feeling that a game an this map might be interesting, and also, from an roll playing point of view, to be worth to fight over.

After poring over the high-res map for some 15 minutes I wanted to make comments which I notices Barrin did address already(and in a very constructive way), but I make them anyways:
- The two gold bases feel too close to eayh other from a gameplay point of view. line of sight blockers should fix that.
-the entry to the natural should open up more, so that an attacker can get a better arc.
-the third(base close to main) should be a bit less exposed in direction of the opponent. A CC, nexus or hatch there seriously restricts the movement of the defender in high food battles, so a somewhat smaller entrance balances things out
-the corner bases could be moved slightly more out of the way, so that they offer the opportunity for a hidden base. also that would open up the option to "expand far away" for a zerg player
-I somehow like the idea of a typical attack to arrive in front of the natural via the lowground middle, so that one can try to cut between natural and third. however not playing the map makes this a purely theoretical idea
-the green area in barrins post seems a bit odd to me as well. however a have mixed feelings with his suggestions. it could be that that issue resolves itself if the corresponding bases were farther away, as I suggested.

Oh, and do not take what I said as an educated opinion, as I am not experienced enough with sc2 map making.
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 10 2010 21:58 GMT
#18
I dont like how easy to defend the natural is. But i like the little loop mechanic around the middle area.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 11 2010 00:08 GMT
#19
Dark Colossus Version 0.6 posted.
OP updated.

Changes:
- Moved corner bases away from the push path and pushed the corners of the map out.
- Added Destructible Rocks on the wide ramp the the high ground.
- Narrowed various paths to create semi-chokes.
- Increased size of the natural choke.
- Added LOS blockers around the high yield bases.
- Doubled up LOS blockers near the corner bases and around the path to the corner bases.

Notes:
I paid special attention to the "defensive arc" required to hold the third base and realized that the needed army presence to hold the corner base was simply too spread out. Thus, the Destructible Rocks. Also, I narrowed various paths to semi-chokes, which makes either the close third or the corner third viable choices with similar required defensive arcs.

Holding both at the same time, however, is very difficult to do. If this becomes an issue I'll consider repositioning high ground locations or the bases entirely.
REEBUH!!!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 11 2010 00:41 GMT
#20
--- Nuked ---
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 377
Crank 145
MindelVK 30
Rex 6
StarCraft: Brood War
Sea 8791
Horang2 3481
Bisu 881
Hyuk 652
Leta 264
Jaedong 263
Soma 240
Rain 186
PianO 165
TY 147
[ Show more ]
ToSsGirL 143
Killer 130
EffOrt 124
ZerO 121
Shuttle 54
Rush 53
JulyZerg 44
zelot 24
Free 23
HiyA 22
Hyun 12
ajuk12(nOOB) 11
Sacsri 10
Movie 8
ivOry 4
Calm 0
Dota 2
XaKoH 755
XcaliburYe674
Fuzer 223
League of Legends
JimRising 667
Counter-Strike
Stewie2K1638
Heroes of the Storm
Khaldor278
Other Games
Happy566
crisheroes216
Pyrionflax215
ZerO(Twitch)18
Organizations
StarCraft 2
IntoTheiNu 1
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH327
• LUISG 33
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2306
League of Legends
• Lourlo1134
Upcoming Events
RSL Revival
1m
Clem vs Classic
SHIN vs Cure
Tasteless377
Crank 145
FEL
2h 1m
WardiTV European League
2h 1m
BSL: ProLeague
8h 1m
Dewalt vs Bonyth
Replay Cast
1d 14h
Sparkling Tuna Cup
2 days
WardiTV European League
2 days
The PondCast
3 days
Replay Cast
3 days
RSL Revival
4 days
[ Show More ]
Replay Cast
4 days
RSL Revival
5 days
FEL
5 days
RSL Revival
6 days
FEL
6 days
FEL
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
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
IEM Cologne 2025
FISSURE Playground #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 © 2025 TLnet. All Rights Reserved.