• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:55
CEST 01:55
KST 08:55
  • 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
Code S RO8 Preview: herO, Zoun, Bunny, Classic3Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3BGE Stara Zagora 2025: Info & Preview27Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL47
Community News
BGE Stara Zagora 2025 - Replay Pack2Weekly Cups (June 2-8): herO doubles down1[BSL20] ProLeague: Bracket Stage & Dates9GSL Ro4 and Finals moved to Sunday June 15th13Weekly Cups (May 27-June 1): ByuN goes back-to-back0
StarCraft 2
General
Code S RO8 Preview: herO, Zoun, Bunny, Classic Jim claims he and Firefly were involved in match-fixing The SCII GOAT: A statistical Evaluation DreamHack Dallas 2025 - Official Replay Pack BGE Stara Zagora 2025 - Replay Pack
Tourneys
[GSL 2025] Code S:Season 2 - RO8 - Group A RSL: Revival, a new crowdfunded tournament series SOOPer7s Showmatches 2025 Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond)
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance
Brood War
General
BGH auto balance -> http://bghmmr.eu/ BW General Discussion FlaSh Witnesses SCV Pull Off the Impossible vs Shu StarCraft & BroodWar Campaign Speedrun Quest Will foreigners ever be able to challenge Koreans?
Tourneys
[ASL19] Grand Finals [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET NA Team League 6/8/2025 [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Beyond All Reason Stormgate/Frost Giant Megathread Path of Exile What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Wizard Hilton Cybertech Crypto Recovery: Proven Re
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 Things Aren’t Peaceful in Palestine UK Politics Mega-thread Russo-Ukrainian War Thread Vape Nation Thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 26699 users

[M] Steppes of Bore - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 15 2011 16:06 GMT
#21
On July 16 2011 00:15 DerNebel wrote:
I won't say the map is too "chokey". Shakurah is chokey and fine. I believe your problem lies in how straightforward the desing is. The middle does have all these chokes, but the problem is the extremely small distance between them. This means that you are hyper-advocating a map split, since there really are no ground attack routes to go by that can't easily be reached and fortified by an alert defender. Draw some inspiration from shakurahs here, and add alternate attack routes, while keeping the center as an attractive spot to hold.

*Thinks really hard* Well, I could connect the two center high ground areas and rearrange some ramps, while removing the rocks leading into the third. This would also address issues of the watchtowers being useless.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-07-18 13:21:55
July 18 2011 13:21 GMT
#22
Version 3.1 is out!
+ Show Spoiler +
[image loading]

Only two changes:
The middle is more open.
The semi-island rocks could be passed through by smaller units (it was really weird O_o). No longer!
Edit: A third change: The smaller middle ramps have line of sight blockers at the top.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 18 2011 21:23 GMT
#23
Nobody has any criticism? It must be perfect! I'll send it to all of the tournaments!














Seriously, I know that there's something wrong. Just tell me . Be as brutally honest as you can.
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 18 2011 21:49 GMT
#24
tbh everything just looks super wrong.

For a start: chokes are way, way too tight. You can almost never place one width ramps/chokes on anything other than your main and even two width ramps are super narrow.
nat - nat looks very close.
Aesthetics are beyond horrible, can't tell if you tried or just go for layout first?
Looks like you can easily abuse reaper bunker rush on the nat with that cliff towards the middle. I personally wouldn't do that, cause I think it's very very strong on Tal'Darim already.

Can't really tell if the map is too small, kinda looks like it but then again as I said everything looks so wrong...

Don't take it personal please but you have to improve so much... good luck with that
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
AaronJ
Profile Joined January 2011
United States90 Posts
Last Edited: 2011-07-18 21:55:31
July 18 2011 21:52 GMT
#25
Could you have some map analyzer images. Those help alot. The gold also seems very easy for zergs to take if they have control of the middle (rocks maybe??). Also are the thirds siegable form the red places because that would be a major problem.
[image loading]
Violence is never an option, unless he started it.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 18 2011 22:15 GMT
#26
On July 19 2011 06:49 Ragoo wrote:
tbh everything just looks super wrong.

For a start: chokes are way, way too tight. You can almost never place one width ramps/chokes on anything other than your main and even two width ramps are super narrow.
nat - nat looks very close.
Aesthetics are beyond horrible, can't tell if you tried or just go for layout first?
Looks like you can easily abuse reaper bunker rush on the nat with that cliff towards the middle. I personally wouldn't do that, cause I think it's very very strong on Tal'Darim already.

Can't really tell if the map is too small, kinda looks like it but then again as I said everything looks so wrong...

Don't take it personal please but you have to improve so much... good luck with that

Which is better, THIS (1.0)
[image loading]

or THIS? (current version)
[image loading]
Tell me that the current version isn't way better. ^_^. Of course, there are a couple of things I'm going to add to the current version that were in 1.0.
I'm thinking of removing the rocks into the third and making the ramp/high ground area wider to help against the seigable third. It is currently very easy to completely own a zerg from that ledge.
The aesthetics are preliminary, meaning I'll try to make it prettier but it will turn out a complete disaster .
Moderatorshe/her
TL+ Member
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 18 2011 22:25 GMT
#27
Could you post size of the map and analyzer pics (nat-nat distance and summary is the only important thing I want to see).
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
AaronJ
Profile Joined January 2011
United States90 Posts
July 18 2011 22:43 GMT
#28
On July 19 2011 07:25 Ragoo wrote:
Could you post size of the map and analyzer pics (nat-nat distance and summary is the only important thing I want to see).

Haha so true.
Violence is never an option, unless he started it.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 19 2011 00:18 GMT
#29
On July 19 2011 07:25 Ragoo wrote:
Could you post size of the map and analyzer pics (nat-nat distance and summary is the only important thing I want to see).

I don't have the program
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 19 2011 00:22 GMT
#30
On July 19 2011 06:52 AaronJ wrote:
Could you have some map analyzer images. Those help alot. The gold also seems very easy for zergs to take if they have control of the middle (rocks maybe??). Also are the thirds siegable form the red places because that would be a major problem.
[image loading]

The third is siegable I believe, I'll be fixing that.
Rocks on the gold do seem like a reasonable option.
Moderatorshe/her
TL+ Member
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2011-07-19 03:43:12
July 19 2011 03:18 GMT
#31
Alright, I'll just begin with the suggestions.

The main is pretty nicely laid out. Good work on that. My only concern is that the ramp leading to the natural doesn't have much space to build to the side. This can really be a pain for Terran for add-ons and rallying units because there isn't enough space.

--- I would like to see the ramp moved slightly farther away from the map bounds.

The natural has a really awkward shape. with so much terrain sticking out, it makes very awkward building placement, with no good place to put an army. If you build next to the natural's CC, then units can't walk around very easily. If you build on the edges of the natural, you're completely vulnerable from the low ground, and units then move through the mineral line to get out. The really long piece of terrain jutting out is just a nuisance to deal with proxies, reapers/colossi, drops, and nydus.

--- Try to make the natural more rounded, like on Neo Enigma.

The ramp leading out of the natural is really far away, and doesn't allow for easy troop movement towards the gold. This is a problem because defending these expansions requires units too spread out too far. You can take the expansions in your corner, but this really doesn't leave many options for aggressive or defensive expanding.

--- I suggest altering the ramp to something like this.

The expansions in the corners are really too tightly packed. This is a problem because
      - The expansions cannot be split between the players
      - There is little army movement required to defend the expansions
      - Once you take one, the other(s) is free
Some maps have concepts that allow for close expansions, but rarely in 2 player maps. Try to focus on making each expansion really have a meaning in the map- which part of the map must you control, and how does it fit the concept?

--- I would adjust the 3rd and gold to something like this.

The center would still need something to block up how open it is. Right now, there's too much space to get surrounds and flanks. The high ground doesn't really add a choke, it just gives a bit of different in terrain (using vision to your advantage when retreating). I'm not really sure what should go here, but you should experiment with adding a high ground structure to the middle like this.

Hopefully this helps!

[edit] I also suggest removing the straight lines, they look pretty ugly and they are annoying to build next to.

Oh- If you want to do some aesthetics, you might try doing some aesthetics on BelShir (considered the easiest). Here is a bad map I made on BelShir (it doesn't look very good, but its not super difficult).
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-07-19 17:51:29
July 19 2011 17:50 GMT
#32
On July 19 2011 12:18 monitor wrote:
Alright, I'll just begin with the suggestions.

The main is pretty nicely laid out. Good work on that. My only concern is that the ramp leading to the natural doesn't have much space to build to the side. This can really be a pain for Terran for add-ons and rallying units because there isn't enough space.

--- I would like to see the ramp moved slightly farther away from the map bounds.

The natural has a really awkward shape. with so much terrain sticking out, it makes very awkward building placement, with no good place to put an army. If you build next to the natural's CC, then units can't walk around very easily. If you build on the edges of the natural, you're completely vulnerable from the low ground, and units then move through the mineral line to get out. The really long piece of terrain jutting out is just a nuisance to deal with proxies, reapers/colossi, drops, and nydus.

--- Try to make the natural more rounded, like on Neo Enigma.

The ramp leading out of the natural is really far away, and doesn't allow for easy troop movement towards the gold. This is a problem because defending these expansions requires units too spread out too far. You can take the expansions in your corner, but this really doesn't leave many options for aggressive or defensive expanding.

--- I suggest altering the ramp to something like this.

The expansions in the corners are really too tightly packed. This is a problem because
      - The expansions cannot be split between the players
      - There is little army movement required to defend the expansions
      - Once you take one, the other(s) is free
Some maps have concepts that allow for close expansions, but rarely in 2 player maps. Try to focus on making each expansion really have a meaning in the map- which part of the map must you control, and how does it fit the concept?

--- I would adjust the 3rd and gold to something like this.

The center would still need something to block up how open it is. Right now, there's too much space to get surrounds and flanks. The high ground doesn't really add a choke, it just gives a bit of different in terrain (using vision to your advantage when retreating). I'm not really sure what should go here, but you should experiment with adding a high ground structure to the middle like this.

Hopefully this helps!

[edit] I also suggest removing the straight lines, they look pretty ugly and they are annoying to build next to.

Oh- If you want to do some aesthetics, you might try doing some aesthetics on BelShir (considered the easiest). Here is a bad map I made on BelShir (it doesn't look very good, but its not super difficult).

Working on some of your suggestions and a few others that others have come up with.
I made a map on bel'shir. It was the worst looking map I've ever seen in the entire world of starcraft.
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-07-20 13:33:06
July 19 2011 18:01 GMT
#33
Steppes of Bore Version 4.0 has come out!
Changes: Third has been pushed back slightly, gold moved, natural completely redone. The ramp leading down into the third is wider, not blocked by rocks, that high ground area is wider, the gold has destructible debris blocking a command center/hatch/nexus.
Problems still lingering from before: The natural is massive. Every base but the main and natural (edit: and third) is siegable.
[image loading]
Moderatorshe/her
TL+ Member
monitor
Profile Blog Joined June 2010
United States2404 Posts
July 19 2011 18:03 GMT
#34
On July 20 2011 02:50 TehTemplar wrote:
Show nested quote +
On July 19 2011 12:18 monitor wrote:
Alright, I'll just begin with the suggestions.

The main is pretty nicely laid out. Good work on that. My only concern is that the ramp leading to the natural doesn't have much space to build to the side. This can really be a pain for Terran for add-ons and rallying units because there isn't enough space.

--- I would like to see the ramp moved slightly farther away from the map bounds.

The natural has a really awkward shape. with so much terrain sticking out, it makes very awkward building placement, with no good place to put an army. If you build next to the natural's CC, then units can't walk around very easily. If you build on the edges of the natural, you're completely vulnerable from the low ground, and units then move through the mineral line to get out. The really long piece of terrain jutting out is just a nuisance to deal with proxies, reapers/colossi, drops, and nydus.

--- Try to make the natural more rounded, like on Neo Enigma.

The ramp leading out of the natural is really far away, and doesn't allow for easy troop movement towards the gold. This is a problem because defending these expansions requires units too spread out too far. You can take the expansions in your corner, but this really doesn't leave many options for aggressive or defensive expanding.

--- I suggest altering the ramp to something like this.

The expansions in the corners are really too tightly packed. This is a problem because
      - The expansions cannot be split between the players
      - There is little army movement required to defend the expansions
      - Once you take one, the other(s) is free
Some maps have concepts that allow for close expansions, but rarely in 2 player maps. Try to focus on making each expansion really have a meaning in the map- which part of the map must you control, and how does it fit the concept?

--- I would adjust the 3rd and gold to something like this.

The center would still need something to block up how open it is. Right now, there's too much space to get surrounds and flanks. The high ground doesn't really add a choke, it just gives a bit of different in terrain (using vision to your advantage when retreating). I'm not really sure what should go here, but you should experiment with adding a high ground structure to the middle like this.

Hopefully this helps!

[edit] I also suggest removing the straight lines, they look pretty ugly and they are annoying to build next to.

Oh- If you want to do some aesthetics, you might try doing some aesthetics on BelShir (considered the easiest). Here is a bad map I made on BelShir (it doesn't look very good, but its not super difficult).

Working on some of your suggestions and a few others that others have come up with.
I made a map on bel'shir. It was the worst looking map I've ever seen in the entire world of starcraft.


Just want to make sure, you know the underlined words in my post are links to images?
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 19 2011 18:04 GMT
#35
On July 20 2011 03:03 monitor wrote:
Show nested quote +
On July 20 2011 02:50 TehTemplar wrote:
On July 19 2011 12:18 monitor wrote:
Alright, I'll just begin with the suggestions.

The main is pretty nicely laid out. Good work on that. My only concern is that the ramp leading to the natural doesn't have much space to build to the side. This can really be a pain for Terran for add-ons and rallying units because there isn't enough space.

--- I would like to see the ramp moved slightly farther away from the map bounds.

The natural has a really awkward shape. with so much terrain sticking out, it makes very awkward building placement, with no good place to put an army. If you build next to the natural's CC, then units can't walk around very easily. If you build on the edges of the natural, you're completely vulnerable from the low ground, and units then move through the mineral line to get out. The really long piece of terrain jutting out is just a nuisance to deal with proxies, reapers/colossi, drops, and nydus.

--- Try to make the natural more rounded, like on Neo Enigma.

The ramp leading out of the natural is really far away, and doesn't allow for easy troop movement towards the gold. This is a problem because defending these expansions requires units too spread out too far. You can take the expansions in your corner, but this really doesn't leave many options for aggressive or defensive expanding.

--- I suggest altering the ramp to something like this.

The expansions in the corners are really too tightly packed. This is a problem because
      - The expansions cannot be split between the players
      - There is little army movement required to defend the expansions
      - Once you take one, the other(s) is free
Some maps have concepts that allow for close expansions, but rarely in 2 player maps. Try to focus on making each expansion really have a meaning in the map- which part of the map must you control, and how does it fit the concept?

--- I would adjust the 3rd and gold to something like this.

The center would still need something to block up how open it is. Right now, there's too much space to get surrounds and flanks. The high ground doesn't really add a choke, it just gives a bit of different in terrain (using vision to your advantage when retreating). I'm not really sure what should go here, but you should experiment with adding a high ground structure to the middle like this.

Hopefully this helps!

[edit] I also suggest removing the straight lines, they look pretty ugly and they are annoying to build next to.

Oh- If you want to do some aesthetics, you might try doing some aesthetics on BelShir (considered the easiest). Here is a bad map I made on BelShir (it doesn't look very good, but its not super difficult).

Working on some of your suggestions and a few others that others have come up with.
I made a map on bel'shir. It was the worst looking map I've ever seen in the entire world of starcraft.


Just want to make sure, you know the underlined words in my post are links to images?

I'm not stupid
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
July 20 2011 13:31 GMT
#36
Ok, I did some tests in-game.
Main-to-main is about 162 (72 seconds with a marine, ~57 and 2/3 seconds with an SCV). The third is NOT siegable. 5 mineral patches and a geyser of the gold are siegable from that ledge, along with both geysers and 4 mineral fields of the fourth (blue).
Moderatorshe/her
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2011-08-27 02:28:05
August 27 2011 02:27 GMT
#37
Bump!
I made 3 changes:
Third has rocks on ramp leading into it.
The ramps in the middle are slightly smaller.
DOODADS! :O
I suck at doodads, so I just put a bunch of trees everywhere ^^.

EDIT: I'm a FOOL! I forgot to post the map, I was so excited
[image loading]
Moderatorshe/her
TL+ Member
Namrufus
Profile Blog Joined August 2011
United States396 Posts
Last Edited: 2011-08-27 04:19:19
August 27 2011 03:08 GMT
#38
I think the map is improved from the last version you posted.

If you want to make the natural smaller, I think that you should simply move the face of the natural toward the center of the map closer to the minerals and bring the expansions in the corner slightly closer to the nat.

If it were me, I would do something like this:
+ Show Spoiler +
[image loading]


You could also enlarge the main into the natural to reduce the size of the natural.

edit: also, for aesthetics, my suggestion is to replace that green xil rock texture in the main and nat with a brick texture from aiur or belshir, SC2 rock textures of that type just look really bad when used in large areas imo.

edit2:
I don't have the program

it looks like the newest versions of the analyzer are here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=162365
you should try it, it's really useful.
This is it... the alpaca lips.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 27 2011 09:56 GMT
#39
On August 27 2011 12:08 Namrufus wrote:
I think the map is improved from the last version you posted.

If you want to make the natural smaller, I think that you should simply move the face of the natural toward the center of the map closer to the minerals and bring the expansions in the corner slightly closer to the nat.

If it were me, I would do something like this:
+ Show Spoiler +
[image loading]


You could also enlarge the main into the natural to reduce the size of the natural.

edit: also, for aesthetics, my suggestion is to replace that green xil rock texture in the main and nat with a brick texture from aiur or belshir, SC2 rock textures of that type just look really bad when used in large areas imo.

edit2:
Show nested quote +
I don't have the program

it looks like the newest versions of the analyzer are here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=162365
you should try it, it's really useful.


Thanks!
Moderatorshe/her
TL+ Member
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
August 30 2011 13:09 GMT
#40
Hey, I took a spin on your map since you've been so since to bump my two map threads and here are my thoughts:

(I know this point isn't that important to you but...) To me the geometrical asthetic is more important than the actual textures/doodads and I think that your latest version is not too bad in that regard.

On to stuff you do care about:

~ Someone else mentioned changing the ramp out of the main. I got P on this playing random and I have to say it was tricky to figure out exactly where to place my buildings for the choke. I did wind up making a choke but it took my an extra pylon to fill the right gap. I didn't play around with it any more than a single game, but you might want to play around with it a bit and figure out optimal wall off arrangements for P/T and maybe use some Add Texture to the spots where these buildings should go to make it more intuitive for first time map users so this does not wind up turning them off. At least that's what I would do if I didn't want to change the shape of the choke for some reason.

~ Also, since this is supposed to be a remake of steppes (or at least based on it), which I assume you wanted to make a more friendly remake, I thought that the ramp out of the natural, was actually less friendly as far as holding a push is concerned. It seems much easier to just get in up the ramp since the path is so straightforward. There isn't as much wrap around and pathing getting stuck on the corner of the ramp/cliff the way there is on steppes if you just A-move. Also I think the lack of LOSB actually make it more friendly to the attacker since they never really have to worry what is in front of them before the ramp. This may be intended and I don't know if it is better or worse, but that is my impression.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
GSL
23:00
Replay Cast
Rogue vs GuMiho
Maru vs Solar
PiGStarcraft410
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft402
RuFF_SC2 104
CosmosSc2 75
EnDerr 26
StarCraft: Brood War
Britney 14109
Rain 1397
Artosis 751
Aegong 57
Dota 2
PGG 111
LuMiX1
Counter-Strike
Stewie2K1199
flusha471
Foxcn283
Coldzera 10
Super Smash Bros
hungrybox457
AZ_Axe158
Heroes of the Storm
Khaldor164
Other Games
summit1g12548
tarik_tv11429
Grubby2961
shahzam1713
ViBE221
Maynarde105
UpATreeSC98
Organizations
Dota 2
PGL Dota 2 - Main Stream7652
Other Games
gamesdonequick838
BasetradeTV114
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Berry_CruncH270
• davetesta42
• RyuSc2 41
• Hupsaiya 35
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 6
• blackmanpl 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift5780
• TFBlade1368
Counter-Strike
• Shiphtur304
Other Games
• imaqtpie937
Upcoming Events
Online Event
5m
CranKy Ducklings1
Replay Cast
2h 5m
GSL Code S
9h 35m
herO vs Zoun
Classic vs Bunny
The PondCast
10h 5m
Replay Cast
1d
WardiTV Invitational
1d 11h
OSC
1d 13h
Korean StarCraft League
2 days
SOOP
2 days
sOs vs Percival
CranKy Ducklings
2 days
[ Show More ]
WardiTV Invitational
2 days
Cheesadelphia
2 days
CSO Cup
2 days
GSL Code S
3 days
Sparkling Tuna Cup
3 days
Replay Cast
4 days
Wardi Open
4 days
Replay Cast
5 days
Replay Cast
5 days
RSL Revival
5 days
Cure vs Percival
ByuN vs Spirit
RSL Revival
6 days
herO vs sOs
Zoun vs Clem
Liquipedia Results

Completed

CSL Season 17: Qualifier 2
BGE Stara Zagora 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
2025 GSL S2
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
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
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.