• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:15
CET 13:15
KST 21:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!44$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Where's CardinalAllin/Jukado the mapmaker? [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
The Games Industry And ATVI US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1135 users

[M] (2) Astro Field

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-11 19:09:51
July 06 2011 08:07 GMT
#1
Astro Field 0.10

(Published on NA atm)


[image loading]


Poll: How would you rate balance on this map?

8-10 (pretty good! I think you're about done) (17)
 
68%

4-7 (Decent, may need a few changes) (7)
 
28%

1-3 (poor, favors one race over another majorly) (1)
 
4%

25 total votes

Your vote: How would you rate balance on this map?

(Vote): 1-3 (poor, favors one race over another majorly)
(Vote): 4-7 (Decent, may need a few changes)
(Vote): 8-10 (pretty good! I think you're about done)



Introduction:

After finishing TPW Antiga Prime, I felt inspired to expand more on the texture sets and see what different types of worlds I can focus on, and so this time I tried to go beyond the sky's limit and what this puny world offers, and created my first space map --- Astro Field (don't get 'astro' confused with 'asteroid'). Hopefully this makes a good run ^^

Screenshots: (updated to version 0.10)
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Analyzer: (updated to version 0.10)
+ Show Spoiler +

[image loading]

[image loading]

[image loading]


Map Details:
- 2 players
- 12 bases (2 gold)
- 153 x 128
- Avernus textures with Braxis Dark Plates and Braxis Metal Destroyed Plates
- 2 XWT's to cover the flanks (including golds), while the middle high ground is wide open and out of vision.
- There is a small high ground tower at a potential 3rd. This allows any race to utilize it to their defensive advantage, whether it be scouting or putting some kind of siege unit on there. 2 siege tanks can sit on it, so it's very small.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 06 2011 09:14 GMT
#2
Its strangely light for a spaceplatformmap ... could be just me
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 06 2011 16:28 GMT
#3
It's darker in the game ^^
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 06 2011 20:59 GMT
#4
Map updated to 0.2.

I added a small gap with radar fillers at the natural open ground. The problem was that once Terran and Protoss go on 4 base, the open natural is generally wide open and is very difficult to defend on 4-base. Some players including myself felt it needed to be limited slightly.

Lighting was fixed, and lights were added around the map.

Some doodads were worked on.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
July 06 2011 22:48 GMT
#5
The few games I got to play on this map were really enjoyable. Has alot of options for different playstyles and feels korean-esque in the layout and map size. Nice job so far~
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 07 2011 07:57 GMT
#6
Map updated to 0.3.

Changes:

1) Changed the pink textures in the main bases to green.

2) Worked on some aesthetics (corners of the maps)

3) Added additional lights

4) Pathing and lighting fixed

Enjoy!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2011 10:44 GMT
#7
Did you think about removing/blocking these ramps to make it easier to take a third + Show Spoiler +
[image loading]
?

I had other things to say about how I think the choice of a third is trivial cause you'd always go for the tower or that I don't like the gold being a gold etc but I had to realize that it's all very well thought out. I like this map very very much!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
Archvil3
Profile Joined September 2010
Denmark989 Posts
July 07 2011 11:01 GMT
#8
I think I agree with Ragoo about removing those ramps, it is one path too many and it will promote more macro without them.
Let thy speech be better than silence, or be silent.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
July 07 2011 11:23 GMT
#9
Another great looking map, I love the positions of the 3rd and 4th bases.
The aesthetics also are very nice.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-07 18:21:59
July 07 2011 15:45 GMT
#10
Post deleted --- updates are below.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 07 2011 16:18 GMT
#11
I am working on some smaller changes, such as aesthetic shadows, and reverting the main-base textures back to avernus panels.

I am also waiting to investigate ragoo's idea concerning the middle ramps.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-07 18:24:39
July 07 2011 18:21 GMT
#12
Map updated to 0.6

-Overview only is updated in the OP.

Changes:

1) Fog reduced from 0.06 to 0.01

2) Aesthetics were overhauled and added in various places

3) Lighting and pathing fixed

4) The middle ramp to each natural was removed. This made it too open for T/P players to expand past the natural into the mid-late game, which favored zerg heavily. Players now have the option to expand either way and still maintain a solid defense.

5) Re-verted the main-base textures from green to pink panels again.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2011 18:38 GMT
#13
Very nice changes, I love your map C:
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-08 08:09:41
July 08 2011 08:05 GMT
#14
After a Master TvP match, I was told (by the protoss player) that it is a very terran-favored map and that protoss and zerg would have a lot of trouble.

He has suggested that I implement 1 or more of the ideas presented:

1) Add a 3rd XWT in the center (I addressed that it would be praising terran if I did this)

2) Remove the siege tower by the 3rds (or 4ths). He addressed that tanks can abuse it, while I noted that colossi can camp up there as well ^^

3) Get rid of air space in the corners (this would require me to not only shrink the map, but move the terrain closer to the center, throwing off everything including rush distance timings). Air space is not a problem simply because any drops made on your 2-4 bases will have a hard time escaping due to an extremely low amount of air space around those bases.

What do others feel about this? Do any of these changes seem good or should I keep it the way it is? This is the only high level player who has really gave such a extreme comment, while others find it very fun. I have seen protoss and zerg win just as much as terran on this map.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Archvil3
Profile Joined September 2010
Denmark989 Posts
Last Edited: 2011-07-08 08:26:38
July 08 2011 08:26 GMT
#15
There are a lot of people that have to come a point where they think every feature that is usefull to a terran makes the map imbalanced. I highly disagree that this map in particular should be terran favored.

Metalopolis is a map with similair terran features; sieging up at the XWT's not only grants perfect vision, it's chokey and at the same time it controls the gold expansions. On top of it there are just 2 paths through the middle so you effectively shut down one of them with just a few siege tanks. But Metalopolis is not considered a terran map(unless you hit it on the ladder and get close spawns) despite all the terran features; because quite simply put a few features does not decide the balance of a map. You really gotta put it into perspective and look at the map as a whole and given the expansion flow, the openess and the amount of paths that lets you dodge siege lines there is no way I can find the map to be terran favored. At least not as a zerg player, dunno about TvP, but I cant imagine that the mentioned features would be game breaking in any way.
Let thy speech be better than silence, or be silent.
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 08 2011 10:33 GMT
#16
Right now I don't see any obvious imbalances or problems. I think unless players repeatedly tell you about the same problem or one of the best mappers like Superouman, monitor or the GSL guys come in here and tell you xy just can not work, you shouldn't change anything.

One player alone is mostly too biased and not experienced enough in mapmaking to give you an educated and objective view about the map, not even most pros imho.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
dezi
Profile Blog Joined April 2010
Germany1536 Posts
July 08 2011 11:07 GMT
#17
Lately played a Toss that did absolutely amazing Prism Harass - so shrink the air space because it favors Toss ... see to what this leads? I think the map is fine as it is right now. Just playtest it some more (and if you're unsatisfied with sth urself > change it).
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-08 15:38:17
July 08 2011 15:37 GMT
#18
No no, I understand it is one player's input. It was about a 20-minute game and he couldn't hold off every terran attack. He was on 4-base, terran was on 6-base. He had observers watching every medivac and every army movement, so he knew where the terran army was at all times. It is a bit ridiculous to think that he would call it terran-favored when perhaps he didn't play correctly. I am presenting what he told me because they are some legitimate changes within reasoning, that is why I am asking everybody. All the other terran, protoss, and zerg players like the map, and as of right now i'm not changing anything unless the majority thinks I should.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 08 2011 21:22 GMT
#19
Map updated to 0.8.

Overview updated (previous version overview below it in spoiler)

0.8 CHANGES:

1) Lighting and pathing worked on

2) The center ramp was narrowed down a little to help protoss with force fields

3) The textures were polished on the platforms and dirt

4) There was a bug that air units were flying through certain doodads. This was fixed and tested.

5) There are Nexus/CC/Hatch placement doodads on man-made platforms only, to give a better sense of where to lay your expo.

6) New aesthetics added in front of the naturals.

screenshots won't be up for a while.

IronMan.714 on US.battle.net if you want to try this.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
WniO
Profile Blog Joined April 2010
United States2706 Posts
July 08 2011 21:42 GMT
#20
nice soft texturing, cool style, but try and bring more contrast (especially for the rock/dirt area)
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-09 22:30:20
July 09 2011 22:09 GMT
#21
On July 09 2011 06:42 WniO wrote:
nice soft texturing, cool style, but try and bring more contrast (especially for the rock/dirt area)


Could you tell me how to make the contrast different for dirt?

Also guys just a heads up I will be updating the analyzer and aesthetic pics either tomorrow or monday ^^

Poll added on front page too.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
July 09 2011 22:31 GMT
#22
This map is amazing. Its like a "fixed" and better version of Discord IV.
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 09 2011 22:37 GMT
#23
Wow, it actually does look similar to Discord IV lol. I made this map not knowing if there was any other like it already ... Guess I lucked out
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 11 2011 18:56 GMT
#24
Astro Field 0.10 is now released on NA.

~~The overview, screenshots, and analyzer pics are now updated to the current version!~~

Changes

- Textures polished

- Aesthetics polished

- A small opening was added near the XWT's to make it slightly less open, allowing for Terran and Protoss the ability to forcefield, wall-off, and to avoid getting surrounded wholly.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
July 12 2011 03:34 GMT
#25
Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 12 2011 05:50 GMT
#26
On July 12 2011 12:34 FoxyMayhem wrote:
Tested this vs a masters offracing. Ton of fun, well balanced, even before the changes. Hope this gets some MotM cred.


I plan to submit it next month if possible
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-07-12 07:48:45
July 12 2011 07:46 GMT
#27
Wow this is pretty reminiscent of your other two maps combined.

Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)

On the other hand i think the middle needs to be changed up. There no reason for units to normally go up on the highland in the center and i don't think the path natural gets units to go there. ONly during big battle would you want to grab it by which time it takes too long to setup or get intro position.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 12 2011 07:51 GMT
#28
On July 12 2011 16:46 hobbidude wrote:
Wow this is pretty reminiscent of your other two maps combined.

Heres an idea completely out of left wing. What if you can the fourth (bottem left base next to the analyzers thirds) was on the next cliff up with wide ramps to the third and middle and maybe change it to be the gold; then have what is currently the gold (change to normal mins) on the highest cliff with just a wide ramp down to the fourth i was just talking about. Just a wild idea that might have no merit at all. (id do a bmp rough drawing to explain if you want)


draw please
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
Last Edited: 2011-07-12 08:13:38
July 12 2011 08:02 GMT
#29
Here

[image loading]

Again this was just a quite brainstorm and may not be fesiable at all. Theres a few things you'd ahve to check like mineral seiging from the the highground to your opponents optional third. The other things would be to make the third (ie top and bottom middle bases) to be safer but lack the ability to expand in the natural direction of the gold if your know what i mean.

Thinking further what if you used this layout and made it into one of those map with two different types of spawn locations.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2011-07-13 06:42:04
July 13 2011 06:40 GMT
#30
Well, I could at least save a separate copy of the map and try it I suppose... I don't see it working well especially since you want to block off the corner expansions entirely.

I am also considering putting a 3rd XWT in the center to give it more meaning. Since it's a larger map for 1v1, I don't see what the problem would be having 3 towers ^^ Any input on this idea?
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
hobbidude
Profile Joined December 2010
Canada171 Posts
July 13 2011 10:06 GMT
#31
Unless the center towers radius was wide enough to see the movement paths its not really worth going to the center to capture over the others tower. I don't know what others think but the center highground is really rather useless. Id rather see something like a xelnaga caverns sized space hole in the center with some interesting doodads to make it look like a space station.
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
July 13 2011 10:10 GMT
#32
If you need this on EU lemme know, got a few slots left and not mapping for a long time I think
KCCO!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
July 14 2011 06:13 GMT
#33
@hobbidude: I updated it to 0.11 and put one tower in the center and removed the other two. The center tower makes the high ground more significant (i think), and does cover the outer edges around it where a-moving scouts/armies will be seen.

@ihasaKAROT: I will finish the map first, then we'll see.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Normal
Please log in or register to reply.
Live Events Refresh
WardiTV Korean Royale
12:00
Group Stage 1 - Group A
WardiTV223
Rex39
LiquipediaDiscussion
Sparkling Tuna Cup
10:00
Weekly #112
Solar vs KrystianerLIVE!
TBD vs SKillous
CranKy Ducklings179
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 71
Rex 39
MindelVK 31
StarCraft: Brood War
firebathero 7214
Sea 4796
GuemChi 672
actioN 593
Pusan 481
Barracks 281
Hyun 238
Soma 178
Last 178
Larva 153
[ Show more ]
hero 116
PianO 103
Backho 86
Sharp 51
ToSsGirL 51
NaDa 23
Noble 12
HiyA 11
scan(afreeca) 8
Dota 2
Gorgc7350
singsing1971
XcaliburYe141
League of Legends
JimRising 998
Counter-Strike
zeus563
x6flipin409
edward71
Heroes of the Storm
Khaldor199
Other Games
B2W.Neo763
Pyrionflax340
Happy277
XaKoH 104
goatrope34
Organizations
StarCraft: Brood War
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Adnapsc2 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2961
• WagamamaTV448
• lizZardDota260
League of Legends
• Jankos3609
• Lourlo906
Upcoming Events
LAN Event
2h 45m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
5h 45m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
7h 45m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
OSC
10h 45m
OSC
20h 45m
Wardi Open
23h 45m
Replay Cast
1d 10h
WardiTV Korean Royale
1d 23h
Replay Cast
2 days
Kung Fu Cup
2 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
3 days
RSL Revival
3 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
RSL Revival
4 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
4 days
CranKy Ducklings
5 days
RSL Revival
5 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
5 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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