• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:22
CEST 01:22
KST 08:22
  • 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
ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8
Community News
MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon265.0.16 Hotfix (June 30) - Balance + Bug Fixes29Weekly Cups (June 22-28): Zergs thrive in new patch2[TLMC] Summer 2026 Ladder Map Rotation05.0.16 patch for SC2 goes live (8 worker start)99
StarCraft 2
General
5.0.16 Hotfix (June 30) - Balance + Bug Fixes MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon HomeStory Cup In Early July 5.0.16 patch for SC2 goes live (8 worker start) Is the larve respawn broken?
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League RSL Revival: Season 6 - Qualifiers and Main Event Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! INu's Battles#17 <BO.9>
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery Mutation # 530 One For All
Brood War
General
BW General Discussion Starcraft vs Retro Category on Twitch ASL 22 Proposed Map Pool First season(s) of tastosis gomtv gsl vods? Best thing happen to StarCraft since Remastered?
Tourneys
The Casual Games of the Week Thread [Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] GosuLeague Casts - Tue & Thu 22:00 CEST
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV ZeroSpace at Steam NextFest - Last free demo Path of Exile
Dota 2
Looking for a Dota Mentor 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
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Men's Fashion Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion McBoner: A hockey love story Cricket [SPORT]
World Cup 2022
Tech Support
How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Listen To The Coaches!
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4488 users

[M] (2) TPW Elder Roots

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-29 22:57:46
January 02 2012 17:31 GMT
#1
[image loading]
TPW Elder Roots v.1.3
Made by Icetoad and re-textured by Mereel
Published on : NA/EU
Map bounds: 144x134
Map Overview:[image loading]
Introduction:
+ Show Spoiler +
It's been a while since I haven't made a map, since Althea, in which there was I find a concept flaw in it. So for the pass couple of month, I was trying to make a map with a good concept. It took a while and while I was searching for a good layout I stumble upon a BW map called Eros Route. Easily we can see that porting it 1:1 would play terrible in sc2, so I decided to try to take the key concept of the map that could be taken and use it. In the first version of the map it resemble a lot the BW version, but it changed a lot since now. Why did I like this concept? Well I really liked how the pathing of the map played out, going to the nat was in a ''S'' form and how if you want to go the fastest way possible you had to take a choky path and you could get easily ambush. If you wanted to be more safe you had to go on the high ground, but you had a longer way to reach the opponent. This was really the key concept I liked about this BW map. Sadly, with comment and play testing I had to make the 2 high ground connect.


Angled View:+ Show Spoiler +
[image loading]


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

(Note: in the analyzer image the tower sees less because the range of the tower are of 20 not 22)
Specific Area of the map:
+ Show Spoiler +
Main:[image loading]
Natural:[image loading]
Third:[image loading]
Forth:[image loading]
Fifth:[image loading]
Middle:[image loading]


Aesthetic details:
+ Show Spoiler +
Texture used:
+ Show Spoiler +
Aiur small brick
Korhal grass
Korhal dirt
Port Zion dirt
Port Zion grass
Aiur Rock
Tarsonis Rubble
Cliffs used:
Aiur Manmade Cliff
Haven Organic Cliffs

Bel'shir lighting


Change log:
0.9
-Making it official public on TL.
v1.0
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)
I hope you go play the map and like it. Please share any worries about possible Imbalance.
1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag.
1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
Map Maker of Nimbus
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 18:57 GMT
#2
im glad to see some maps with spawns in the middle. theres alot of potential in this map, i like alot.

criticisms;
remove all the LOS blockers
im a little concerned about the middle area, the chokes are a bit on the small side, and the higher cliff protrudes just a tad too close to the enemy base for me. you could probably move them over a bit (maybe 3 ~ 4 squares) without totally messing with the overall look of the map and giving the defending player a bit more room to manoeuvre.
starleague forever
Mereel
Profile Joined February 2010
Germany895 Posts
January 02 2012 19:44 GMT
#3
that is an awesome map. really got that bw feeling i think. the only thing i dont like all that much is the texturing work, but thats just a personal opinion, everyone has their own style.
things i would change:
- remove the little highground in the natural choke, make it 3gateway blockable with rocks on the side

TPW Mapmaking Team
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2012-01-02 20:57:50
January 02 2012 20:48 GMT
#4
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/
A lesson without pain is meaningless for nothing can be gained without giving something in return.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 21:11 GMT
#5
On January 03 2012 05:48 hoby2000 wrote:
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/


normally the nat would be positioned so that you can do FFE for protoss. but he added an 'overlord pod', that piece of raised terrain that overlords can hover over for vision. it also acts as a choke for the FE buildings. for zerg in particular, creep tumors need to be spread towards the ramp anyways, so when the creep starts getting on the lower terrain, you can place buildings there to wall off in the same manner.

its a good observation, but this is just a different style of map. zergs cant be as passive in defense on this map, yes just like abyssal, but that isn't a bad thing
starleague forever
FlaShFTW
Profile Blog Joined February 2010
United States10498 Posts
January 02 2012 21:34 GMT
#6
I like this map, though it leans towards 5 base splits...

however i like the base layout and locations. look to see this in GSL soon.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Icetoad
Profile Joined May 2010
Canada262 Posts
January 02 2012 21:41 GMT
#7
@a176
Why should I remove the LOSB? I find it adds a bit of game play attention to your unit and makes ambush stronger. Also concerning the high ground thing, I'm trying to see if I should do that change. Only more testing will show if I should.
Also about the natural you well explained the ramp thing. Right now to fully wall-off you need 1 forge+1gateway.
@Mereel
I think you dislike the texture of the highground? Because this is also the area I dislike and I want to work on it.
Map Maker of Nimbus
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 02 2012 22:12 GMT
#8
i dont really see the need for them on the map. the paths are pretty narrow as is, and you have those raised terrain(s) scattered around the map, so vision is already reduced in that manner. they are just extra and unneeded punishment for both attacker and defender
starleague forever
RumbleBadger
Profile Joined July 2011
322 Posts
January 02 2012 22:16 GMT
#9
I really like a lot about this map. It's just really neat. The more I look at it I just get this little fuzzy feeling inside.

Some things I especially like:
A lot of the cliff and ramp and layout work is just brilliant. It's new and vogue and exciting, but still great proportions. As examples: the forked ramp in front of the third is really cool, and the parallel high ground and low ground in front of the fifth. The plateaus with the fourths on them and the central spine of high ground is well designed in general, and aesthetically appealing.
The aesthetics in general are beautiful imo, very simple in some spots but just stunning. Then again I'm a sucker for omni lights... but even the texturing seems very well done. Just dandy.

Although, I don't think the watchtowers are really necessary. The gameplay works fine with them as they are, but I think they could probably be removed... up to you.

Overall, a really, really cool map.
Games before dames.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-01-02 23:43:14
January 02 2012 23:41 GMT
#10
--- Nuked ---
Icetoad
Profile Joined May 2010
Canada262 Posts
January 03 2012 15:38 GMT
#11
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.

@RumbleBadger
The tower were something I had a hard time deciding where to put it because I feel that the map would work without tower, but the map has to much attack path to not have towers.

@Barrin
Barrin we can't always make fun maps and I was aiming this time for a solid map.

Change log v. 0.10:
-Changed lighting to Bel'shir, I had many people complaining about Igrok lighting of Poizone.
-Reduced the LoSB number and nah acts more like aesthetic vegetation.
-Removed the Highest High ground on the ovi spot where you can FFE. Also changed a bit the doodad near it.
-The high ground hook on top of the open space of the nat is reduced. (Changed suggested by a176)

Most of the image should be updated.
Map Maker of Nimbus
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
January 03 2012 15:43 GMT
#12
Nice work sir , cool concept (not sure if its new, havent been around much ) , middle spawns ftw!

Path leading up and down from spawns might be a little too long without anything there...
KCCO!
FoxyMayhem
Profile Blog Joined April 2011
624 Posts
January 03 2012 19:16 GMT
#13
I'm really curious to see how this layout plays out, it looks awesome.
Icetoad
Profile Joined May 2010
Canada262 Posts
January 03 2012 19:23 GMT
#14
@ihasaKAROT
Well the path I find is okay and the problem is that I could never add a base in the middle, since it would be so close.

@FoxyMayhem
Well you can go test it and see how it will play out :D
Map Maker of Nimbus
hoby2000
Profile Blog Joined April 2010
United States918 Posts
January 03 2012 20:07 GMT
#15
On January 03 2012 06:11 a176 wrote:
Show nested quote +
On January 03 2012 05:48 hoby2000 wrote:
I'm not really a map maker, but a lot of advice I see given is the ramp from main to natural. I would love to be corrected here, but shouldn't the ramp face the natural instead of looking past it? Here's a picture of what I mean: WARNING: These are not EXACT corrections, but more me just trying to explain an idea. I'm not sure where the ramp would go exactly, this is just placement advice relative to the natural.

+ Show Spoiler +
[image loading]


So you could do your ramp either way in my opinion, but I could be wrong. The arrow to the left is leading straight to the natural as you see - this has a small disadvantage to the arrow on the right because the ramp is still a little open to intrusion, where as the arrow on the right faces it away from any incoming attacks, giving you small time boost before they can get to your ramp.

I think this is also to help the player get their natural more easily by either blocking off, or being more easily able to defend both the ramp and the natural. I feel like your setup is a lot like Abyssal Caverns (among other blizzard maps) where you're forced at an early point in the game as zerg to defend either the natural or the ramp.

Like I said, I could be wrong here and I'm just asking based off my experience on playing other maps and reading other map maker's comments.


Other than that though, I like it quite a bit. Someone mentioned above how awesome the spawns are in the middle, and I didn't even realize that other maps didn't do that! haha.


EDIT: I'm not sure if I explained myself well enough, so I hope you understand.


EDIT #2: Also, I realize that you would probably have to do some adjustments to the main and the choke leading to the natural, but I'm not a map maker so I have no idea what you would do to fix that if you were to change the ramp. Sorry! :/


normally the nat would be positioned so that you can do FFE for protoss. but he added an 'overlord pod', that piece of raised terrain that overlords can hover over for vision. it also acts as a choke for the FE buildings. for zerg in particular, creep tumors need to be spread towards the ramp anyways, so when the creep starts getting on the lower terrain, you can place buildings there to wall off in the same manner.

its a good observation, but this is just a different style of map. zergs cant be as passive in defense on this map, yes just like abyssal, but that isn't a bad thing



Ahh, I see. So my suggestion was because I'm a bad player - haha. I don't usually have creep spread to my natural by then so I was thinking only from MY point of view, but I could see that if a good zerg player was on this map, they would be able to block off quickly. I still question whether or not they would have enough time from when the first tumor was down to be able to spread fast enough to block off the ramp, but I will do some tests because I can only theorize so much.

Thanks for the response! I appreciate it.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
ZealotKiller
Profile Joined September 2010
Canada161 Posts
January 03 2012 22:50 GMT
#16
Thanks for changing the lighting! I don't know why, but it felt kinda scary to me. (No disrespect to Igrok, it was really original, but I guess I simply wasn't used to it)
I just like liking things.
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 04 2012 00:56 GMT
#17
On January 04 2012 00:38 Icetoad wrote:
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.


theres some doodads you can use, i believe its called jungle brush, underbrush, jungle plants, or something of that sort.
starleague forever
Icetoad
Profile Joined May 2010
Canada262 Posts
January 04 2012 01:22 GMT
#18
On January 04 2012 09:56 a176 wrote:
Show nested quote +
On January 04 2012 00:38 Icetoad wrote:
@a176
I will remove some LoSB, but I want to keep some random scattered around the map that way giving it a bit more vegetation in term of aesthetic.


theres some doodads you can use, i believe its called jungle brush, underbrush, jungle plants, or something of that sort.

What I meant by vegetation was vegetation in the middle of the map that wouldn't affect pathing and that would look a bit like long grass in a plain.
Map Maker of Nimbus
Icetoad
Profile Joined May 2010
Canada262 Posts
January 15 2012 16:46 GMT
#19
Change log:
1.1
- Added path restriction on reaper path where there was some imbalance because Terran could drop tank on the high ground that way sieging a part of the main.
- Added the TPW tag.
Map Maker of Nimbus
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 15 2012 17:05 GMT
#20
Taking 5 bases looks really easy and could lead to split map scenarios.
ModeratorI am still alive, somehow
TL+ Member
sVnteen
Profile Joined January 2011
Germany2238 Posts
January 15 2012 17:28 GMT
#21
i think this map is pretty cool but your middle high ground is a bit too thin imo

i think that if you position tanks at the high ground right where the main is closest to it you can pretty much push the third with siege and drop the main at the same time soo easily while denying a 4th and the zerg would have to attack up a ramp into a pretty choked area
MY LIFE STARTS NOW ♥
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-15 17:51:27
January 15 2012 17:39 GMT
#22
On January 16 2012 02:28 sVnteen wrote:
i think this map is pretty cool but your middle high ground is a bit too thin imo

i think that if you position tanks at the high ground right where the main is closest to it you can pretty much push the third with siege and drop the main at the same time soo easily while denying a 4th and the zerg would have to attack up a ramp into a pretty choked area

I will address this complaint, I had already made a bit bigger for the high ground.So I will enlarge this section again, but not to much because the low ground becomes more choky. And I will see if this has a huge impact, because in the testing it was very easy to ambush the army with all the attack path.

Side note: The map should be now on EU.
Map Maker of Nimbus
ZealotKiller
Profile Joined September 2010
Canada161 Posts
January 15 2012 18:35 GMT
#23
Nice to see the map has the official TPW nametag to it. Guessing this means you have officially merged MCL to TPW? Good move, since the more mapmakers in a team, the more you can learn from each other!

Still like the map a lot!
I just like liking things.
Icetoad
Profile Joined May 2010
Canada262 Posts
January 29 2012 23:02 GMT
#24
Since the map was a bit hard to see from the overview, but yet good looking in-game, we decided that having a cleaner look would be better. So Mereel jumped on the occasion and made this map very good looking. I also did a bit of work on the texture. The map shouldn't have anymore problem that could be fixed.
Change log
1.3
- Changed the Natural layout, choke is 3 3x3 building
- Main was slightly reshape
- Layout was slightly changed
- Map completely re-textured and dooaded by Mereel (some small change of my part)
Map Maker of Nimbus
Zolek
Profile Joined September 2011
United States86 Posts
January 30 2012 01:47 GMT
#25
I realize the main has a lot of air exposure but the amount of ground behind the minerals in the mains seems excessive to me. Also can siege tanks hit the natural minerals from the 3rd? Looks close.
WniO
Profile Blog Joined April 2010
United States2706 Posts
January 30 2012 02:01 GMT
#26
ooh i like this nice job guys
Icetoad
Profile Joined May 2010
Canada262 Posts
Last Edited: 2012-01-30 02:33:33
January 30 2012 02:33 GMT
#27
On January 30 2012 10:47 Zolek wrote:
I realize the main has a lot of air exposure but the amount of ground behind the minerals in the mains seems excessive to me. Also can siege tanks hit the natural minerals from the 3rd? Looks close.

I think having a bit of ground behind makes it easier to build defense like turret and navigate to defend for muta harass for example. A tank can only siege 1-2 mineral and I think it's fine.

On January 30 2012 11:01 WniO wrote:
ooh i like this nice job guys

Thank you, if you are online we can test it
Map Maker of Nimbus
SmashHammer
Profile Joined January 2011
United States148 Posts
January 30 2012 21:08 GMT
#28
Sweet looking map! I really like the configuration of the middle. The only concern I have is how close the fifth bases are to the opponents main. But since fifths should be hard to hold anyways I think it adds more flavor to the map's gameplay.
TPW Mapping - theplanetaryworkshop.com
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 10h 39m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE178
ProTech76
StarCraft: Brood War
Rain 1674
Artosis 450
NaDa 33
Bale 7
Counter-Strike
summit1g8476
Super Smash Bros
hungrybox320
PPMD50
Other Games
Grubby4062
C9.Mang0414
Day[9].tv256
UpATreeSC78
Mew2King34
JuggernautJason15
Organizations
Other Games
BasetradeTV230
Dota 2
PGL Dota 2 - Main Stream187
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• musti20045 55
• Hupsaiya 19
• Adnapsc2 11
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki8
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21216
Other Games
• imaqtpie976
• Shiphtur399
• Day9tv256
Upcoming Events
The PondCast
10h 39m
HomeStory Cup
11h 39m
Replay Cast
1d
HomeStory Cup
1d 11h
Replay Cast
2 days
HomeStory Cup
2 days
OSC
2 days
Sparkling Tuna Cup
3 days
WardiTV Weekly
4 days
The PondCast
5 days
[ Show More ]
Replay Cast
6 days
CrankTV Team League
6 days
Liquipedia Results

Completed

YSL S3
Douyu Cup 2026
Murky Cup 2026

Ongoing

IPSL Spring 2026
Acropolis #4
CSL Season 21: Qualifier 2
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026

Upcoming

Escore Tournament S3: W1
CSL 2026 Summer (S21)
Escore Tournament S3: W2
ASL Season 22:Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Eternal Conflict S2 E1
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.