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[M] Baskerville mele map thread

Forum Index > SC2 Maps & Custom Games
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baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-23 19:07:56
December 11 2010 03:02 GMT
#1
Current wip:
+ Show Spoiler +

sc3 modmelee
muzic to get in the mood+ Show Spoiler +
http://www.youtube.com/watch?v=owvqfzPjBag . l.

Concept:+ Show Spoiler +
make every single unit i envisioned, evolve into a new melee standard featuring (for the 3 races): sc1/sc2 revamped + original units

My goal is that every build order "routine" remain "similar" to the "cancan" of melee type play, but that you wanna make every unit BECAUSE THEY ARE AWESOME OP UNITS (possibly make you use a hero to boot), giving a good time (20 min game time max for max ffa) is what's aimed at here!

Map u can play on right now: Maelstrom Temple, constantly updated on eu!
+ Show Spoiler +
multiplayer/creategame/type Maelstrom Temple and then scroll down, thank u for playing my map!

Development and changelog:+ Show Spoiler +

Development log:
changes and additions on terrans, zee and toss are being implemented daily

stix addon near from finished being implemented, z and t add ons are pending

still no original models yet, need help! (have no time)
Changelog:
+ Show Spoiler +

Change to terrans
# --------------------------------------------------------------------------------------------------------
Siege tanks:
200 from an original 150 hp and resource 200/200 from 150/125 gas
size doubled (a bit less)
In siege mode:
armor 3/1, scanner tweak (30 at the start/100max energy)
rockets attack air attack against air units
--------------------------------------------------------------------------------------------------------
Bunker :
size 3/1 / cost: 150/120
--------------------------------------------------------------------------------------------------------
Battlecruiser :
size 2/1 / cost doubled! changed to hyperion yamato cannon, upped armor, added a second weapon and Odin+Ghost nuclear strike (with arm magazine on the side) and (still a wip) / should end up carrying units (load/unload/8 only 6 for now)
# --------------------------------------------------------------------------------------------------------
Addition to the terrans
traded Dominion Marauder for Marauder (Barracks with addon)
added medic (Barracks base)/ Goliath (Machine shop base)/ Wraith (Stargate base with research to get cloak) Science Vessel (Stargate with addon and fusion core)


# --------------------------------------------------------------------------------------------------------
Add on to terrans
Stix units

Bigblue = the elite ai worker unit (converts into buildings)
Shadowmaster = master caster
Shadow= "mechanical scourge" that attack air and ground (damages everyone)
Legion= stix cowboy infiltration unit
Mecha= bigblue gone arsenal
Stix Knights= endgame units
Destroyer= sith knight interceptors'

Stix Heroes + Show Spoiler +
(no revival): Nemo (ground) / 666(air) / Chaos Bringer (ship) not implemented yet! (trigger happy)

# --------------------------------------------------------------------------------------------------------
Change to zerg
--------------------------------------------------------------------------------------------------------
Queen: more everything: 600/200 mana 100/30 for start / cost : 90/150 / less regeneration when burrowed, added fungal growth ability when burrowed
--------------------------------------------------------------------------------------------------------
Hydralisk morph to lurker available through lurker den on tier 1
--------------------------------------------------------------------------------------------------------

# --------------------------------------------------------------------------------------------------------
Addition to Zerg
Scourge at half price
# --------------------------------------------------------------------------------------------------------
Add on to zerg
first one: the Daemon, a veteran mutalisk
# --------------------------------------------------------------------------------------------------------
Change to protoss
--------------------------------------------------------------------------------------------------------
Mothership directly accessible, with more energy and the wander behavior (making it ...wander)
--------------------------------------------------------------------------------------------------------
none yet
# --------------------------------------------------------------------------------------------------------
Addition to protoss
]Scout reinstated in Stargate
# --------------------------------------------------------------------------------------------------------
Add on to protoss
none yet


glhf + Show Spoiler +
and pm me, if u like / wish to help out or even participate

-------------------------------------------------------------------------------------------------------------------------------------off topic:+ Show Spoiler +
best heist film ever bestSouthAmericangangstamovie classiczikmob
-----------------------------------------------------------------------------------------------------------------------------
Previous maps on second post + Show Spoiler +
(with gameplay/previous responses on bottom of post)
Current responses on my post on page 4
-------------------------------------------------------------------------------------------------------------------------------
Galaxy rant:+ Show Spoiler +

___________________________________________________________________________
Start / options going with it
Player properties (map ->pl propt) needs to be set (example: 1v1 requires 2 USER)
Game variants and team settings need to be done in conjunction with your NEW custom dependencies in order to implement pre determined game custom settings.
You need to unlock the default setting and configure every setting accordingly (even if you wish to change just one of them from melee default).

mod or map:

choose mod for configuring something you will end up "linking" as a dependency to 1 map (or multiple maps), like setting up all your "new" units or a custom "gameplay". It is good to classify and test stuff to know if your mod will function with any "default" maps

choose map when designing a map (you can still import settings from prior maps into new ones)
____________________________________________________________________________
Dialog box
There is a dialog box that will appear whenever you are making a status change to your map. It will always display why your map was labeled as custom or other... it appears automatically whenever the status changes. You can also check it in Map Status. Anything might make your map a custom map, that does not foreclose it's ability to be used as a melee map. The greatest example being where to spawn in different locations, it will be a pre set game that will still allow all melee specific in game data to remain functional.
____________________________________________________________________________
About textures
Work the map the way you like it ... gameplay layout blablabla…
Save this sketch version.
Save as a second version, get wild and try out crazy coloring.. while “schematically” coloring stuff to get terrain structures in sync with each other and according to your taste ..
You can replace the textures one tileset at a time, with another. So, in a sense you can mix and match tilesets from different "base" (group of texture regrouped under a single heading) style (and just testing them all out is long as my ... euh.. well it's long). Beware of not doing this right, it wrecks galaxies + Show Spoiler +
(pm me if you get into a jam on this issue, i got out, so.. so will you...)

Just save and then close your galaxy+ Show Spoiler +
(this is always fun to type )
, reopening the map should resolve any display bugs like the miimap not displaying your "changes".
When the map looks awful because you took no care in the precise coloring ( details, order in textures or what not), bin map.

Re open the sketch version.
Resave as to test some more, while trying to color "more into the lines"
(get flashback of your first coloring books).

Rinse and repeat until you feel that you've found the mix for each type of terrain high or low ground, edges ramps unpathable and whatever else you could have thought of... area around mains, xelnaga watch tower areas or any other shite...
In short, don't be afraid to "save as" whenever you get to an interesting stage (just remember to bin all useless versions when you're done).

Finally , resave as for the final version, get your textures in order before anything and then start coloring ..
Remember you can turn the map to color otherwise unreachable sections and all that, start with large brushes and finish with details, … always trying to get all the textures to blend into one another to your advantage.
iGrok mentioned that you can draw the layout with textures before changing the layout (according to said drawing), I find that this is an excellent advice, but due note that usually it’s “easier” to get a final perfect version by building textures and layout from top to bottom (since galaxy will bug frequently while you’re using it to correct manute details (simply save close and relaunch galaxy whenever said overwhelming bugs bug you)
____________________________________________________________________________
blizz grand theft map
Click the "use for all locals" setting when publishing a map originally from blizz
____________________________________________________________________________
Fog
Playing with Black or Grey mask to configure fog gameplay
Map -> Options -> Unexplored Areas -> set your fog data

_____________________________________________________________________________
Showcasing
Edit your map on low graphics settings and showcase pictures on high, ultra just slows thing down with no recognizable improvements, while most player never change their settings (not even to watch replays most of them) from low, since that's the only way to play online and not be called out for lag... This is set in the preference menu, the "test document" function being the one displayed in galaxy. Set to "game settings" or high or whatever your preference goes since it cannot effect the actual way other players will play the map (still "drawing" in low is a must since that's what players favour).

___________________________________________________________________________
Dependencies
file->dependencies
At the start of your new map you have to decide what you wish, among this data are the dependencies, by default it's melee type of access, add or choose "campaign" if you wish to access extra units or other objects... the most sought after usually...
Furthermore this is where you will add your new custom data that you wish to implement in your map for "prior to game start" and also ingame effects...
or a place where
you will suppress prior dependency in order to regain melee status (you must not "harbor" another one "overwriting" the dependency you wish to act as template).The campaign dependency while it grants units and other specific additional content, will have (for instance) a different tech tree... )

_____________________________________________________________________________
Order
The order in which you develop your mod matters because the editor will self duplicate objects needlessly and it will confuse you needlessly from the start, plus mass deleting is an usual "no no" when it comes to avoiding future bugs.
For a unit for instance, you'd start with it's actor coupled with it's model, then create the unit. (you'll probably do it every which way until you get the hang of it however sometimes stuff requires to be done simultaneously and it's very easy to overlook a dependency or an attachment).

___________________________________________________________________________
Units
This with the ability is by far the longest thing to showcase (mapmaker's interests and potential wise) so bear with me...

In galaxy, you cannot change a unit per say, you will duplicate it.
Choose wisely the "base" of your new unit since some of it's characteristics will remain unalterable (it helps in predefining your unit anyway).
Extensively configure it right after "cloning" (even ticking all the original "traits" when duplicating can still bug or simply not give it all the right settings), double check every setting while the original is still right over it in the listing + Show Spoiler +
(when you'll have renamed it it will be a pain to move from the original to your new version (believe me you don't need the grief right off the bat))
and
...finally replace it in the tech tree in the original's stead for it to appear in game (and this can require different or several modifications of several different object types).
For example, if you want to turn a critter on your map to an invisible critter, copy it (check thoroughly) rename it, give it the "permanently cloaked" ability and replace the actual critter on the map with yours (setting it to the in build (last) hostile player controller (on the unit in the map)).+ Show Spoiler +
(no one's thought of it yet apparently, but i think it's funny if the corridor is blocked by a huge cloaked hostile brutalisk+ Show Spoiler +
makes me smile and sigh for the good ole w1 maps' days with the wizard and his merlin extra pointy hat
Your invisible zealot, to be more on topic, will have to be implemented in your "new" gateway and "new" warpgate instead of the original zealot for your unit to be accessible in game.. i hope you get the picture. (which unit is trained or warped in those 2 is just a setting in a list in either the "train" or "warp" ability the gateway and warp gate respectively have, so in this case there are no new version of gateway and warp gate per say, you just changed the data of the ability they possess).

Original units, like many things from galaxy, require changes over objects' linked with multiple inter dependencies, which is a sh..load of work to master.

Most "simple"units have their own actor, model, behaviors... Simple? Yes, for understanding how things have been implemented by blizz, and therefore what you can in turn play with...
Any cool new unit should be original and will have taken o so many hours days or months to create because of this. Check sc2bw for tl's premiere mod with NEW sc2 ingame models from sc1 (not present originally in the editor), therefore NEW units (of course they are not new to everyone).

Not all units have their own model (model is "shared" and might have an unrelated name (again hard is the path to enlightenment)).

A unit can "carry" several actors through "behavior" or even without, with varying degrees of success. The dark templar have two models (one or the other), but one can also produce a "double" simultaneous actor (both are displayed simultaneously ingame with varying results).

The same unit can be "spawned in an array of different sizes (max scale and minimum scale in the unit's actor data).

As in all prior blizz editors, the units have less in build (unalterable or not) features and "potential" than the heroes.

---
i'll be back for more on the unit front, right after i plant drones and pylons, need to macro.

___________________________________________________________________________
Ability
This is everyone's favourite, cause it's quick and painless!
Well not really quick. All abilities are nicely showcased... Duplicate and change it, then give the ability (in the unit's data) to your unit.
However (and it's still easy+ Show Spoiler +
but the roast is getting overcooked already
) each ability calls upon a new dependency in a cascading style... and although most are easily recognizable easy to find and duplicate and reassign objects... you have to mind not to forget any of those secondary and third "ability derived objects" in your duplicating, reassigning and finally (ze best part) toying with the data (more damage, less array, more delay...) endlessly. You are starting to smell something tediously long and "easy to forget" type of love hate relationship + Show Spoiler +
(but it's just the roast turning into ash)
It is very long (and surprisingly easy) to implement/develop complex original new abilities, and implementing them (unto your unit) is quite easy once you get the hang of it.
Abilities encompass more than you'd think: attack spells but also stuff like creep growth, turning drones into buildings, training units and return gold or collect it... it's definitely "where it's at" for units!

Implementing abilities require to create a button, for in game use.
Just deploy the same tactic as done for the units, duplicating the original button for learning and discipline purpose, check, rename, find your own rarely used graphic to showcase your "new" ability and then make it replace the button in the second ability line in the unit data, so as to properly configure the unit's menu (unit menu ingame)! How cool is that?
Do use the "editor only" prefix or suffix to never loose sight of what when and where, since the search function's reliability is truncated by objects being in several folders.

Also, in order to use an ability that has in build (often melee recognizable) dependency, you must account for it (ie to get the friggin hunter seeker you gotta change the dependency otherwise you'll need to research it, having build the tech lab on a starport ingame. Simply access the ability, duplicate it, duplicate the proper linked dependencies and change what needs to happen (ie nothing (instead of "have the ability researched in starpor"t) for it to be "available") reassign your new dependency to your ability (ie your new one which sets it as available from the start).

Of course this is first step, abilities should be dependent on buildings, timings and such (delaying dts is a good thing (doing it "à la blizz" sucks though)) a real fun part of the player's strategy depends on how well you've thought it through (again blizz ladder showcases a melee type sensible "arborescence" or tech tree, that should always be relied on, dare i say it: emulated.

There are two lines that need be used (in the proper order) so that your ability will work.
First line : the ability your unit needs to have (it displays all abilities currently in the galaxy you own)
and then the second line: the unit's menu, is where you implement the buttons
+ Show Spoiler +
and boy, with that much space to implement (with the sub menus), who needs items special separate window?...no..please blizz let us keep the items separate window please ..it's crucial.

Do it in that order and your ability button conjunction (liaison/link) will work (the button list will display your new ability on the top of it's menu...just select it (and configure "extra" traits of the ability in this "new" menu according to your previous implementing done in the "first" menu.

Many abilities will cost mana/energy, you need to equip said unit with this detail... or at least take it into accunt.
Favour "copying" the stats of pre existing units ; the great examples are: the high templar or even more the carrier (even though it's technically a weapon, the interceptor's most important stats are 1/max carrier hangar count (behavior or ability?!?both) 2/build time/cost (an ability defined "object"), + Show Spoiler +
don't get me started on the lurker
.

So in a sense, the ability defines the unit much more than the actor (both work in conjunction or in opposition.
You get the idea, melee units need stealth or speed or something suited to the fact that they are melee + Show Spoiler +
and for this melee means "attack in close range or upon connection to target it is attacking as opposed to ranged units that attack or cast from a distance
. Like huge tanking damage and slow to protect the aoe ranged casters ... blizz has done a great job on this "balancing front" (f..k no lan for the foreseeable future though) and therefore using them as references will permit you to understand how to "measure" the ability (spawning level and regen time are key, but so is cost (in game time as well as resources)), everything is doable, not everything CAN work, even if implemented (again do not sacrifice a map, sacrifice a "saved as" in order to test quirky untested implementation, ready to take a step back with galaxy on the previous version where you'd re implement "back to default"what you just tried to change, in order to salvage it's no bug efficiency.

---
of course this is also a bare dusting for this one two...
___________________________________________________________________________
behaviors ...my behavior has been repeatedly said to "disturb the chi cultivated on tl"

___________________________________________________________________________
Behaviors
These encompass the finer things. And therefore deserve respect.
From the time it takes to spread creep to the ability to wander off "out of your control" (that's so cool for a unit!), the behavior is applied to units or even actors... + Show Spoiler +
brrrr starting to fee a deep chill like han waiting for the patrol to spot him and luke

The most famous is the ability to speed up (reactorchronocreeping would be a nice way to put it). The reactor changes the abilities the barracks have, chrono on p buildings too, creep increases all zerg ground units and allows z building placement / creation ingame / taking damage when not bathed in creep...).
+ Show Spoiler +
Ever heard of that "oh not so smart ling in the pack? Well blizz probably implemented it from the start, they just call it a behavior is all

So if you wish to remain within the safe confines of the melee type of mod, you must tread carefully, since changing behaviors usually means that you'll radically change the game (and that's fine, but you have to accept that fact, plus you'll need that much more testing and populating issues for your mod)...
The melee carcan allows you to keep the blizz ai for computers (real helpful in pre testing your map for one) while still ADDING to the behaviors. Creating units with amazing potential is rarely good with vanilla type ai's for cp use only... and most importantly most people want to play with other players, which is the soul of rts anywho...

___________________________________________________________________________
Lighting
+ Show Spoiler +
For the moment I've just started to "break" this with "weird" implementation, so i guess I'll stick to the "casual" use and come back when I'm done, if I haven't been banned by then
.
Just paste light emitters according to your texture layout.
Like textures, there are two "strata":
the general (the one defining "general" lighting regrouping a bunch each time (based on the ladder maps sort of) but with lot's of "identical" light emitters AND specific ones you cannot find in other "groups")
and
each individual light emitter (or other).. these act as doodads or just as virtual (no "unit" but a dotlike light source...)
These light emitters can be played with when placed on your map... (if you want a bunch of the same variation of one of the Light object, just (for instance) make it's scale bigger and then copy and paste until your done... you don't need to change it in the editor, saves time).

___________________________________________________________________________
Bugs ...I like to help fixing them and seeing invested people happy.

___________________________________________________________________________
Testing
Always use the insane level for cp testing of your map.

Before implementing a proper energy count, time of research or cost or whatever... test that the ability works with low cost/research time first. You do not need the grief.


___________________________________________________________________________
Areas
These are what I'd like to master properly
+ Show Spoiler +
hope I get to see a melee globe type map... from anyone.


___________________________________________________________________________
Triggers
trigger me softly
___________________________________________________________________________
Saving the galaxy
Note that you should always try to publish your map (if you change "important" settings) because otherwise it might be reduced to offline only play (this limits the play of your map to a 1 player downloaded map) and this after countless changes and hours of passionate work, which might amount to anything usable (chalking it up to experience is not what it's cracked up to be in that moment).
Try your change on an easy default "empty" map (and stomach), if it gets published, you can go on spending months on the proper map/mod.

Certain implementing experiments change your editor, galaxy in many ways (types) does not have a general reset to default, because in some (many some would say) cases you are changing the software you are using. You will have a "changed" galaxy onward (until reinstall), so be careful what you wish for.
___________________________________________________________________________
if you have a question, wish to help by correcting this rant, it'd be my pleasure
to help if I can, just pm me
___________________________________________________________________________
Questions:[image loading]
+ Show Spoiler +
1/ should tl implement a random decal/avatar?

[image loading]



+ Show Spoiler +
I feel all around random players have earned it+ Show Spoiler +
, we of course have the most fun, but we are not represented on tl+ Show Spoiler +
, i switch every thursday?, ...gimme gimme gimme + Show Spoiler +
gimme a rope and h..g me...song)
i'd select it even with no "evolution" chain available

2/ How do you get real bridges? Is it playable with special no attack areas, that allow teleportation of units under the tunnel? (void type of ability) (+ Show Spoiler +
i know that'd be cheating, but all is fair in love and war
)?

Answers: + Show Spoiler +
the name of my next map: + Show Spoiler +
"tl bot"+ Show Spoiler +
this beastie boy rules all + Show Spoiler +
, ..well ...all of tl
http://www.teamliquid.net/mirror/smilies/random-big.gif
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-22 13:23:09
December 11 2010 03:03 GMT
#2
Last map published is first showcased
___---___---___---___---___---___---___---___---___---___---___---___---___---___---___---___---

Gameplay and Previous responses on the end of the post
___---___---___---___---___---___---___---___---___---___---___---___---___---___---___---___---
______________________________________________________________ _______________
+ Show Spoiler +
[image loading]

[image loading]

extra:+ Show Spoiler +
[image loading]

+ Show Spoiler +
extra:
[image loading]

extra:+ Show Spoiler +
[image loading]

extra:

link and published on eu.Oh..yes!+ Show Spoiler +
if he asks me, + Show Spoiler +
i'll change the name at once
______________________________________________________________ _______________
Ra's Zenith
[image loading]

extra:+ Show Spoiler +
[image loading]
link and published on eu
______________________________________________________________ _______________
[image loading]

link
______________________________________________________________ _______________
Frag Limbo
[image loading]

link
and published on eu
______________________________________________________________ _______________
Maelstrom Temple
is now a mod wip
if u wish to play it for regular melee: search for "Maelstrom Temple original" on bnet (eu)
[image loading]

regularly updated/published on eu
______________________________________________________________ _______________
Tenebra
[image loading]
link
______________________________________________________________ _______________
Blood Stream
[image loading]

link
______________________________________________________________ _______________
A Tale of Two Cities
[image loading]

link
______________________________________________________________ _______________
Clockwork Green
[image loading]

link
and published on eu
______________________________________________________________ _______________
Sandbox
[image loading] link
______________________________________________________________ _______________
Magma Madness
[image loading]

link
______________________________________________________________ _______________
Ash Temple
[image loading]

link
and published on eu
______________________________________________________________ _______________
Cinder Tears
[image loading]

link and published on eu
______________________________________________________________ _______________
Bishop to King 8
[image loading]

link
______________________________________________________________ _______________
Aiur Sapphire Gardens
[image loading]

link
______________________________________________________________ _______________
Victorian Checkmate 2
[image loading]
link
______________________________________________________________ _______________
Morning Napalm
[image loading]

link and published on eu
______________________________________________________________ _______________
Knight to King 5 (2°)
[image loading]

link and published on eu
______________________________________________________________ _______________
Demonoid Whisper
[image loading]

link and published on eu
______________________________________________________________ _______________
Dead Star
[image loading]

link and published on eu
______________________________________________________________ _______________
Hades’ Locker
[image loading]

link
______________________________________________________________ _______________
Victorian Checkmate.
[image loading]
link
______________________________________________________________ _______________

______________________________________________________________ _______________
gameplay:
+ Show Spoiler +
My idea of mapmaking, as hard as it seems to understand apparently, is that the map dictates the plays...
Agreed...? If yes then read on, otherwise ignore, thank you for your time
+ Show Spoiler +

In my case, I dislike turtles or 200 one A attacks...
I feel a difficult main is where the game should be at...
I love the idea that you should spend 10/20 minutes on each tech "tier" ...
I could go on and on... but you get my point. This said, and yes mapmakers do "their" thing, I produce maps for that type of play...is that not obvious?

I never declared this is better, or this is balanced or anything of a sort (please, check it for yourself)

... my idea is that it's interesting and produces a very "back and forth", graze the edge type of play" + Show Spoiler +

favouring 3/6 minute mark attack harass
followed by timing pushes,
backs and forth
(with the one winning a bit getting the "possibility" of teching or "fast" expanding)

until someone cracks under pressure (attack or counter)
+ Show Spoiler +

this is my preference, i love playing random... and boy does pressure save my ass more than macro + Show Spoiler +
(and i know u got to have macro and micro and strategy + Show Spoiler +
and your fingers out of my soup



... that's all.

POSSIBLY Ra's Zenith, Maelstrom and Ash "temples" could be considered all of the aforementioned, since after all they are "grand theft blizz" maps + Show Spoiler +

respectively
Ra's Zenith=Zenith base with lot's of changes
Maelstrom=Lost Temple base with loads of features and significant changes
Ash =Metalopolis base with few features and changes
, with only "further" implementation from my array of wishes for 1v1 play, that do not seem to exist in any maps yet.

____________________________________________________________________________

____________________________________________________________________________


+ Show Spoiler +
and so the spoiler cascade continues:
+ Show Spoiler +

tl original ban:+ Show Spoiler +

TL.net Bot TL.net. November 11 2010 07:52. Posts 18 Profile #
baskerville was just temp banned for 30 days by Manifesto7.

That account was created on 2010-04-15 19:32:26 and had 147 posts.

Reason: Your presence is a disturbance to the chi we cultivate on TeamLiquid. Your impossible lack of manners means this is a permanent ban, not a temporary ban.

note: + Show Spoiler +
this was a month long ban


and on
+ Show Spoiler +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=95875&currentpage=178


Previous responses:
+ Show Spoiler +

Responses:
____________________________________________________________________________

@ GenesisX: please, you tell me... I honestly would like more players to test them to find out.
____________________________________________________________________________

@LunarC: Thank you for commenting. I'm sorry I disagree with certain of your notions that seem to cramp the potential array of game plays, game styles... etc
I like the idea of a difficult main, and despise the notion that an easy nat and third are the only way people should play this game, mappers should make their maps with that in mind blablabla.
As for the "noway these maps are balanced", it's a catchy way of saying what you feel, not what you know, thanks again.
____________________________________________________________________________

@iGrok: thank you for your comment
"For the most part, you use ~3 different terrains, and they basically serve to highlight where the cliffs/paths are"
I've hardly scratched the surface of the editor's capabilities, I'm doing it one strata at a time (check out Hadès Locker for my doodad debut), I've yet to dabble with lighting mmmm good times ahead..., all my "good" maps will get all the overalls one strata at a time.
"(although the random blank squares need to be filled in)"
that' only the preview picture, ingame the map displays no such graphic "bump"
Edit: ouuuu had not checked everywhere... I'll have to fix it.

____________________________________________________________________________

@LunarC: I feel that creating new maps is exactly that: doing NEW things. Thanks again for your input, if I may, I'll just say that artists are at their best when (after conceptualizing pondering researching and what not for a while) they throw all their assumptions out the window and get to work. (well is it really work?.. no, but I do think it gets people as tense as work does).
____________________________________________________________________________

@blubbdavid: thanks, I've missed this custom maps thread too, hope I get to stay more then the 3/4 days I got last time.
____________________________________________________________________________

@Johanaz: Thank you for your insightful post ...I actually have very little time to devote to mapping and yes, for now, I paint the maps and I'm still on the fence about cliffs ...
"Please fix the jagged edges on those space station maps": I'm sure all my cliffs need reworking technically or graphically.
Yes there are ways to get what you want perfect (rotational texture copy being one), but I' am reviewing textures and not done with them yet (mostly the way the graphics engine layers them with one another). I intend to visit and revisit each aspect of the editor so that each epiphany gets translated to ALL of my maps...
I'm sure the spontaneity and creativity surges are whimpered down by such concepts as:
"maps should be only be discussed/played/tested if they stand a chance of one day be balanced" "symmetry is the ideal" "only diamond players should post about the game or maps"
"players must know every map they play by heart"...
I do love the editor and hope to share many a dry wit with all you mappers and players who actually post on map threads.
"analyzer pics, in-game screenshots of main, natural and so on." are all forthcoming.
However I'm trying to produce a build order video for my favorites, so...
if you want / have the time, feel free to upload any of those here, like I said I'm on several horses and noone's driving the coach.
____________________________________________________________________________

@Koagel: thanks for the support, I'm a pig head who'll always do what he wants, but it's always nice to hear nice things about one's passion.
____________________________________________________________________________

@Ragoo "I really like Dead Star for 6 player FFA tho, will play try it next LAN"
thanks, I'd love to see replays, just not too sure how the "only mains and no expo" plays out.
____________________________________________________________________________

@funcmode: don't get me in trouble yet, I'll do it myself. Oh and thanks for posting.
____________________________________________________________________________

@Antares777 : "Could you add more information about each one of your maps?"
I'd rather not clutter (I think 3 pictures per map will be my max), I'll be looking into (yet another haystack to pick) the Galaxy analyzer (boy is this the best editor ever), furthermore my own data pictures are forthcoming...
I'd still like your take on more precisely what type of information you'd like, cause I'm the worst chatterbox, you'd have to read pages if I didn't restrain myself.. however, you are right, I'll edit "first thoughts on gameplay" for each one i consider interesting enough to detail.
"I have no idea what is going on at Victorian Checkmate.", neither do I, it's too weird too complicated too green.. however if anyone's got anything out of it: "job done"
Notice I did go on to Victorian Checkmate 2... I'll revizit 1 after I get this build order video online and I'm satisfied with how the concept has evolved with extra editor mileage !
"The 9 o'clock and 3 o'clock bases on Ash Temple have ramps that are not oriented symmetrically". Like I said earlier, so many people base their mapmaking on this that I'd rather not compete with them yet. On the daffyduck side of things, I feel the symmetry helps too much the player ingame, I like the idea of a map you'll "feel" not one you'll "know" and therefore might steer clear of symmetry concept for long. (I did start with my Knight and Bishop maps, the transformation is pending my satisfaction with said functionality)
"The map itself seems very choked up even if the rocks were absent"
Yeah, it's Metal, since then I've seen other takes on one of blizz's most interesting 4 base map... and my version felt disappointing... as for it's playability with z in mind (or "first thoughts on gameplay") this version I'd update as: favored for mirror match ups.
"I do not like Dead Star period... the lack of expansions...Fast expanding would be annihilated ...... This would force harassment plays or teching/bunkering down."
No worries mate,
For 1v1 it's a concept map, scarce resource and I would have said it favoured:
6 pools mass marine rushing or mass zealot rush...no? (mass zealot rush .. ahhhh the first ai attack in sc1, souvenir souvenir)
For teams or ffa, it should be a buttload of re playable VERY short fun matches...only fun in ffa if you do multiple matches and get pass the 5 minute mark in one out of three games...
I'll admit I had ffa in mind, still I think it's a valid concept for 1v1.
Oh and I only make max size maps...conceited I know, however the lag is the only real drawback.
thank you for posting with verve.
____________________________________________________________________________

@Serejai : I'm in the process of finishing my "tour" of the texturing part of the editor and will be doing overhaul of my maps once I get past the lighting factor. I have barely started doodads on Hadès Locker, but I'm not in ahurry for that either, but you are right I'll have to get to it.
"I'll try to play them a bit over the holidays and give you some balance feedback."
That would be very much appreciated, thank you.
"PS - What's with the weird black spots in your images and the lack of terrain around the borders of your map? Image capture issues?"
guess I forgot to go back to "lock to game view" or something, I 'll try and fix it, hope it didnt ruin your viewing.
Edit: just realized I forgot to say I prefer the empty look for the out of bounds exterior because it helps me get the sizes of the bounds, but it's not at all based on aesthetics or other, it will probably change in half of my maps once I get the knack for the geometry invoved in the edges.
____________________________________________________________________________

@G_Wen: Dead Star is meant to be a one base rush type map, or a fun mass ffa. That is its concept and it engenders drawbacks. (op on it mentions "no expos only main")
I have not "finished" any of my maps, as far as I'm concerned maps should be played more then discussed. As for your aggressive approach, I see no need for it. My maps are ... what they are...they do not deter or hinder anything for anyone.
I've yet to finish my tour of the editor, so try to view them (if you must) as works in progress. Graphics and mostly gameplay seem infinite on this sweet editor, I fail to see the need for hindering myself with preconceived ideas while I'm still savoring the discovery of the editor. I would understand if I was boosting that this X map is done and "balanced"... which I haven't to date... playable glitch free original, that's the terms I'd be using.
____________________________________________________________________________

@Barrin: both Dead Star and Magma Madness are based on concepts for max ffa (needs filling up all the spawning slots and (once again) needs to be played knowing there are NO EXPO, you must expo on corpses mmmmmsweet)...furthermore, both might produce interesting 1v1 play... Magma Madness, which you are referencing, is my BGH work in progress.
The order of presentation of my maps has always been the order of their production.
____________________________________________________________________________

@DNB: thanks for watching them, sorry... I guess pointing out that they are works in progress doesn't help does it?

____________________________________________________________________________

@ Slivered Skin "Have you considered reworking some of your older maps?"
Yes, I'm actively doing it also, the maps are sketches into good maps into finished maps and I'll be sick not to be able to tamper tinker with them anymore... as of now, I've done Victorian Checkmate 2° and I'll be steering back towards the original impulses (vc1) in a 3°... cause I know I'm not there yet...
My view of showcasing them too early is not only philosophical but comes out of pure selfishness: get feedback to improve layouts and gameplay but mostly have untested concepts in use real time.
____________________________________________________________________________


good night and have fun
http://www.teamliquid.net/mirror/smilies/random-big.gif
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
December 11 2010 03:05 GMT
#3
Are these balanced for competitive play?
133 221 333 123 111
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-12-11 07:57:31
December 11 2010 03:23 GMT
#4
There is no way these maps are balanced...

Some suggestions:
- Do not break convention too much. Resources at bases should be placed normally. This is essential for competitive play.

- Keep it simple. Too many paths, too many options, and too many things to exploit only serve to clutter a map.

- Distances and positioning are key. Pay very close attention to these concepts when placing bases and creating open/tight areas.

- Watch high level games. This is essential to hypothesizing what kind of playstyle your map will encourage.

- Play until you get to a high level. Experiencing the game firsthand gives you a sense of how you would play your map as each race option.

- Spend a lot of time on one map, not short amounts of time on lots of maps. This is extremely important.

- Pay attention to how an army would have to be positioned to defend expansions. Do not make this distance too large or too small. If it's too large, it'll be too hard to defend. If it's too small, it'll be too easy to defend.

- If the main is too hard to defend, the game will not progress beyond one-base aggressive play.

- Symmetry. Terrain should be more or less symmetrical. This is for aesthetic and balance purposes.
REEBUH!!!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 11 2010 04:32 GMT
#5
Welcome back baskerville!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
iGrok
Profile Blog Joined October 2010
United States5142 Posts
Last Edited: 2010-12-11 08:18:07
December 11 2010 05:52 GMT
#6
I'm just going to comment on the artistic style (or somewhat lack thereof).

When I first looked at your maps, I hated them. Artistically, they were terrible when compared to others that were coming out. I couldn't actually focus on the gameplay on "Victorian checkmate", for example, because I was too drawn in by the aesthetics.

But when I started to look at them from a BW standpoint, things kind of changed. I actually get somewhat nostalgic. For the most part, you use ~3 different terrains, and they basically serve to highlight where the cliffs/paths are. Its so simple that it (usually) works. I don't mind seeing this style from someone (although the random blank squares need to be filled in).


And welcome back xD
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 11 2010 06:36 GMT
#7
--- Nuked ---
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50107 Posts
Last Edited: 2010-12-11 08:02:15
December 11 2010 07:58 GMT
#8
welcome back baskerville :D.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-12-11 08:21:42
December 11 2010 08:21 GMT
#9
I was actually speaking about how most maps are designed so that additional expansions are "tiered" in how difficult they are to defend. I definitely don't think that having an easy third or nat is the only way to go.

That being said, it's nice to think outside the box and be experimental. BUT as an example, Starcraft Brood War is a game that has pretty much been figured out. As many very credible people have said, the maps have a lot to do with game balance. Professional Brood War is balanced through how maps are designed.

Though you can choose to think outside the box and do things no one else has ever done before, be warned that Starcraft 2 shares the same sort of balance that Brood War was found to possess.

Also, it seems that your maps are huge. That is not good for capturing the "essence" of a strategy when playing the map because of so much superfluous space. Also, it makes it hard for players to analyze the map.

If your goal is to focus on "openness", balance it out with expansions around the edges of the map (like on BW map Outsider).
If your goal is fast access to a third base, balance it with vulnerabilities elsewhere.
If you dislike the convention of an easy natural and an easy third with an open main, balance it out with having more resources at the starting location and giving players other places from which to defend their main.

Also, don't get too experimental with how your resources are placed. Nobody likes having to play the way you have forced them into playing by placing the resources in strange configurations. It doesn't look nice and there is not much tactical value; at least in the way you explored that idea.

I hate having to put a cap on your experimentation, but there's no way you'll get recognized unless you follow certain conventions OR you reasonably balance innovations with conventions.
REEBUH!!!
baskerville
Profile Blog Joined April 2010
541 Posts
December 11 2010 15:21 GMT
#10
updated op
http://www.teamliquid.net/mirror/smilies/random-big.gif
blubbdavid
Profile Blog Joined February 2010
Switzerland2412 Posts
Last Edited: 2010-12-11 15:33:35
December 11 2010 15:30 GMT
#11
fuck, I missed ya.

Welcome back

And Sapphire Garden looks interesting, u have improved
What do you desire? Money? Glory? Power? Revenge? Or something that surpasses all other? Whatever you desire - that is here. Tower of God ¦¦Nutella, drink of the Gods
Johanaz
Profile Joined September 2010
Denmark363 Posts
December 11 2010 15:34 GMT
#12
Please fix the jagged edges on those space station maps. Just pick same level terrain brush, like size 2 and re-brush near edges. it´ll clean right up.
(I´ve encountered that same issue on my space maps).

Correct me if I´m wrong but I would guess that you haven´t figured out how to copy-paste terrain and textures yet. That allows you to really put a lot more effort into designing bases with more attention to detail, and then paste-rotate/mirror to other spawn locations.

Also, I´d like so see a more in-depth presentation of each map; analyzer pics, in-game screenshots of main, natural and so on.

If you need any help with the above, feel free to ask. Plenty of helpful and skilled people here ;-)
TPW Map Maker - theplanetaryworkshop.com
Koagel
Profile Joined October 2010
Austria167 Posts
December 11 2010 16:18 GMT
#13
Ahoy Baskerville, I hope you don't get yourself banned this time, as your style of mapping serves as an inspiration to us all.
Welcome back lad.
Ragoo
Profile Joined March 2010
Germany2773 Posts
Last Edited: 2010-12-12 18:46:13
December 11 2010 17:28 GMT
#14
These maps have a hilariously horrible look, are you serious?^^

I really like Dead Star for 6 player FFA tho, will try it next LAN
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
funcmode
Profile Joined June 2010
Australia720 Posts
December 11 2010 17:48 GMT
#15
iCCup move over, baskerville is here.
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
Antares777
Profile Joined June 2010
United States1971 Posts
December 11 2010 22:15 GMT
#16
I haven't seen SCII maps anything like this before, so I'm going to try to refrain from posting too much about them without really understanding them. Could you add more information about each one of your maps? I'm particularly interested in their map size and where the mains are located (for some of them), although an SCII analyzer image would be great. I'm having a hard time distinguishing cliffs from... well, not cliffs.

I'm seeing some maps that use cardinal oriented ramps, which mess up Terran wall-ins. A general rule would be to have ramps that lead to mains diagonal.

The 9 o'clock and 3 o'clock bases on Ash Temple have ramps that are not oriented symmetrically. The map itself seems very choked up even if the rocks were absent. Zerg seems like it would have a really hard time dealing with this against Terran and Protoss.

I do not like Dead Star period. I do not see any map flow to it or RvR or anything that good maps usually have present because of the lack of expansions. In a 1v1 situation, scouting would take too long. Fast expanding would be annihilated because you already have a high yield expansion with a higher than standard mineral count. This would force harassment plays or teching/bunkering down. Going around the side ring is extremely risky and I do not think it would be worth it. For harassment purposes... I don't know, but I still do not think it would be worth it.

I have no idea what is going on at Victorian Checkmate.
Serejai
Profile Blog Joined September 2010
6007 Posts
Last Edited: 2010-12-11 22:40:47
December 11 2010 22:38 GMT
#17
I'm not going to comment on balance or anything because that's a really stupid thing to do without actually playing the maps. I will, however, comment on the artistic aspect.

From an artistic standpoint, the maps are pretty bland and rough around the edges. If I had to guess, you probably spent about 30 minutes per map on terraining, painting, and doodads combined. I can't speak for other maps, but I tend to spend close to 20 hours per map adjusting those aspects of it. I'm sure that's well over the norm, but I guess my point here is that the effort you put into it is a bit under the amount most people do. I'd recommend going back and basically tweaking the visuals of each map a bit.

Doodads would help immensely in giving your maps a more inviting feel (just don't overuse them). Painting would help keep the maps uniform and blended so the landscape doesn't detract from the gamplay (for example, I wouldn't be able to play your first map because I'd constantly stare at the square lines running through it. Simply blending the textures would work wonders there to make a more natural looking path). Lastly, terraining isn't quite as important, but it's insanely quick and easy to get a base down for it. Just use the roughening tool to add subtle bumps in certain areas of the map so it doesn't feel flat. You don't even have to worry about the more advanced terrain features.

If you have any questions or don't have a clue what I'm talking about and want to see one of my maps for comparison, just PM me and I'd be glad to show you a before/after image on my current map with the above mentioned changes.

Otherwise, I'll try to play them a bit over the holidays and give you some balance feedback.

PS - What's with the weird black spots in your images and the lack of terrain around the borders of your map? Image capture issues?
I HAVE 5 TOAST POINTS
G_Wen
Profile Joined September 2009
Canada525 Posts
December 12 2010 00:40 GMT
#18
On December 12 2010 02:48 funcmode wrote:
iCCup move over, baskerville is here.

Announcing new member of iCCup: Baskerville. Baskerville will now take over as head of the iCCup map making team.

But seriously take a look at dead star:
[image loading]
You can not take an expansion because of how impossibly difficult it would be to defend. This just encourages one base play.

Please put some more effort in decorating your maps they need a lot of work.

Also many of your maps are flawed because of a symmetry. Hades locker as a longer path to the "third" for one side than the other.
ESV Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
December 12 2010 17:06 GMT
#19
On December 12 2010 09:40 G_Wen wrote:
Show nested quote +
On December 12 2010 02:48 funcmode wrote:
iCCup move over, baskerville is here.

Announcing new member of iCCup: Baskerville. Baskerville will now take over as head of the iCCup map making team.

ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2010-12-17 16:32:52
December 12 2010 19:09 GMT
#20
added map in op: Magma Madness
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