• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:53
CEST 12:53
KST 19:53
  • 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
Team 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 Preview7[ASL21] Finals Preview: Two Legacies21
Community News
Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0
StarCraft 2
General
Daily SC2 Player Grid - feedback wanted TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026) - RO8 Preview Updates to The Core/Core Lite for v5.0.16? RSL: S6 Finals played at BlizzCon 2026
Tourneys
GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
BW General Discussion vespene.gg — BW replays in browser Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread ZeroSpace Megathread Beyond All Reason Total War: Warhammer 40K 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
Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks Trading/Investing Thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8882 users

[M] (2) ESV Guardian

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 20:25:46
January 04 2012 23:56 GMT
#1
[image loading]

ESV.TV The home of the Korean Weekly!


ESV Guardian

V 0.6
Published on NA
By TImetwister22

[image loading]


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


Main-Main: 42sec
Nat-Nat: 32sec
Playable: 133x146

Aesthetics
+ Show Spoiler +
Bel'Shir Grass Light
Bel'Shir Grass Dark
Bel'Shir Brush
Bel'Shir Dirt Dark
Tarsonis Dirt
Bel'Shir Bricks Small

Bel'Shir Organic Cliffs


Aesthetic Pictures
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


Features
-No Xel'naga watch tower.
-Backdoor into natural.
-Attacking the back door is a serious commitment, as doing so will put you far out of
position.
-Three third options
-Space Shark in middle! Yay!

Concept
I wanted to so something similar to Scorching Dawn but with a slightly different approach. Like Scorching Dawn, this map lacks a Xel'naga watch tower, promoting the emphasis of scouting and allowing sneakier tactics. However, unlike Scorching Dawn players have a choice of three thirds, and its easier to maintain map awareness.

About the Thirds
-Low ground third is the closest and furthest from opponent, however the ramp leading to it is blocked by rocks. It's 2 creep tumors away from natural.
-Central third is close and has no rocks blocking it, yet it's closer to your opponent. It's 1.5 creep tumors away from natural.
-Third along the main is fairly far from opponent, isn't block by rocks, but also slightly further from your natural than the other twol. It's 2.5 creep tumors away from natural.

Change Log
-Decreased size of main by a bit, was a little too large before.
-Brought base along the main slightly closer to the main and natural.
-Changed the cliffs and doodads behind the natural mineral line a bit to help FFE and allow prevention of lings from running around the cannon.

As always, feedback is more than welcome


Previous Versions
V 0.5
+ Show Spoiler +
[image loading]


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


Main-Main: 42sec
Nat-Nat: 32sec
Playable: 133x146

Aesthetics
+ Show Spoiler +
Bel'Shir Grass Light
Bel'Shir Grass Dark
Bel'Shir Brush
Bel'Shir Dirt Dark
Tarsonis Dirt
Bel'Shir Bricks Small

Bel'Shir Organic Cliffs

Former ESV Mapmaker | @Timetwister22
Antares777
Profile Joined June 2010
United States1971 Posts
Last Edited: 2012-01-05 00:35:36
January 05 2012 00:08 GMT
#2
I find this map extremely similar to Xel'naga Caverns. The major differences are by the natural choke and the third (fifth expansion on XC). I understand that it is a very balanced layout that is easy to work with, but I feel like I've seen it a lot, possibly too many times. The aesthetics are beautiful though!

EDIT: I'll give a more detailed analysis when I'm done with my physics homework.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
January 05 2012 00:08 GMT
#3
holy balls thats a lot of airspace and exposed minlines!
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
monitor
Profile Blog Joined June 2010
United States2409 Posts
January 05 2012 00:10 GMT
#4
On January 05 2012 09:08 sob3k wrote:
holy balls thats a lot of airspace and exposed minlines!


I'm pretty sure the image taken includes the whole map, and the actual bounds that you see in-game are much small; there isn't as much airspace as the picture shows.
https://liquipedia.net/starcraft2/Monitor
Timetwister22
Profile Joined March 2011
United States538 Posts
January 05 2012 00:12 GMT
#5
On January 05 2012 09:10 monitor wrote:
Show nested quote +
On January 05 2012 09:08 sob3k wrote:
holy balls thats a lot of airspace and exposed minlines!


I'm pretty sure the image taken includes the whole map, and the actual bounds that you see in-game are much small; there isn't as much airspace as the picture shows.


Indeed, just wanted to show the pretty border art.
Former ESV Mapmaker | @Timetwister22
wrl
Profile Joined April 2011
United States209 Posts
Last Edited: 2012-01-05 00:31:55
January 05 2012 00:23 GMT
#6
I feel like the concept of multiple options for a third has taken too much of a front seat in your map. Essentially the ONLY thing interesting about your map is that you have to pick where to put your third. That isn't inherently a fault, but the issue is that none of them feel like very good choices, you either have to break rocks, expand directly towards your opponent, or choose a far expansion.

Besides that I think it could really benefit from more aesthetic distinction between levels (currently all 3 levels look identical).
It's funny; I dream a lot, but I'm not a very good sleeper.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 05 2012 00:30 GMT
#7
I find it similar to a blend of Xel' Naga Caverns and Arid Plateau. I see 4 bases that hover around a punctuated center, and the same sort of 3rd layout as Caverns. I did spot the key difference though, being there's no immediately available backdoor to the natural expansion. I do particularly like how every expansion beyond the natural is a possible third, though. That aspect of it looks really carefully planned and is seriously cool. I like it, although I could easily see a pathway behind the 3rd into the natural, just like XNC. Like, maybe, extending from the 3rd just above the south main, behind the upper low ground 3rd, and into the upper natural, maybe putting a ramp into the low 3rd. Not necessary, just another potentiality I see in this map. Looks very good as it is though.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
a176
Profile Blog Joined August 2009
Canada6688 Posts
January 05 2012 00:41 GMT
#8
I think its just a bit too similar to XNC.
starleague forever
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 09:06:42
January 05 2012 01:01 GMT
#9
Yes, the mineral layout is like XNC, but it plays quite differently. Keep in mind there are only so many ways you can have a mineral layout. Its really how you go from base to base and the middle layout that makes a map unique and different. By all means, the middle and base to base interaction is much different here than on XNC, so expect different gameplay as well.
Former ESV Mapmaker | @Timetwister22
Icetoad
Profile Joined May 2010
Canada262 Posts
January 05 2012 01:30 GMT
#10
A very nice map. The map looks solid, but I think they are some flaw in the layout.
1. Doing a FFE is kinda hard because how the mineral placement is, you can easily run by the mineral and feels very easy to manoeuvre around the canon that will be place by the Protoss. So you should make the mineral placement less easy to go behind it.
2. Right now Zerg as a huge problem if they want to take an early third. I would suggest to bring the expo with the rock blocking the ramp a bit closer, but not to close. Second suggestion would be remove the rock and replace them with gold mineral(so a mineral block, but it becomes a bit like a destination remix).
3. The map right now doesn't feel very technical, reason why? Well most of the choke are around the same openness, try varying the openness of your choke. The middle feels very open.
I hope it helps make this even better than now.
Map Maker of Nimbus
Ragoo
Profile Joined March 2010
Germany2773 Posts
January 05 2012 01:37 GMT
#11
Okay let me say that I rly like the way you did this backdoor with the path leading into it being very long and ending far out in the middle. The way it's designed it will rly promote mobile armies and harassment, cos it's so easy to get caught out of position when attacking and defending the base.

Some problems I see:
First of all remove rocks and add mineral blocks, like for example Destination. Right now I can't see any way Zerg can comfortably take an early third and defend it against the most simple pressure builds. Seems like a single voidray would shut down any early third attempt. So yeah mineral block would work out way better for Zerg, maybe with gold minerals like Grebliv did it

Secondly I think it's too easy to lock Zerg down on 4 bases while having 4 bases yourself. When you get four bases as T/P thats probably the middle base and backdoor and you cover both of those from the middle ramp leading in the backdoor, and then you are rly close to Zerg's only fifth option. I would personally like it if you stretched the middle out a bit more and added a half base into the backdoor, similar to Destination (wait wtf, I just realized this is super similar to Destination.

One other concern I have is the lack of really contested middle bases (unlike Destination) and thus a map split scenario. I don't see much space for a base like that unless you stretch it out by a lot. Just pointing that out as something that imo could turn out a serious flaw.

Last but not least I find the variety in choke sizes to be very boring. You could do a lot more extreme size differences or some bridges like... Destination.

So to summarize, make everything more like Destination and this map will be very good!
Picture related:
+ Show Spoiler +
[image loading]

Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2012-01-05 01:54:56
January 05 2012 01:43 GMT
#12
On January 05 2012 09:23 wrl wrote:
I feel like the concept of multiple options for a third has taken too much of a front seat in your map. Essentially the ONLY thing interesting about your map is that you have to pick where to put your third. That isn't inherently a fault, but the issue is that none of them feel like very good choices, you either have to break rocks, expand directly towards your opponent, or choose a far expansion.


I agree here. Once a player has established a 3rd, there's only one strategic decision left, which is what base will be the 4th, which won't be much of a choice generally. If this map had one more base to add more shape to the late game progression, it would instantly be twice as good, imo. It currently lacks the strategic depth that would give it more longevity beyond a month or two of competitive play to "solve" it.

The placement of routes, open space, and long alternate paths in this no-tower design is well executed. It helps enlarge the map which would otherwise be kind of ho-hum in today's terms due to its size and base layout. Again, if the map size was slightly increased and another base added, the return on depth, size, and possibilities would be greater than just the % increase in dimensions / bases.

Regarding mineral block, I think zerg is fine taking the lefthand 3rd. But mineral block would be a fine substitute. However, it's a really bad idea to use a small number of mineral patches when it's simple to just use more. Terran mules let them attack through the back door like it's not there if you only have 2 patches, and gold is irrelevant. I don't think the mining time / resource return is a relevant part of the equation. The function of the mineral door style is to create a block that the defender can open at their choosing, and it should be prohibitively difficult for the attacker to open it.

Assuming this is what you want, I strongly recommend a series of small denomination patches, possibly stacked directly atop each other, although I don't think that's necesssary in most cases. This most closely mirrors the BW equivalent (rewarding the use of multiple workers -- mules are mitigated as much as possible) and stacking is unnecessary. Unstacked clearly communicates the state of the door.

+ Show Spoiler [example image] +
.
[image loading]
Comprehensive strategic intention: DNE
erazerr
Profile Joined March 2011
Australia86 Posts
January 05 2012 03:11 GMT
#13
this map looks amazing! I like this layout, although similar to XNC, you've made it better with an easier to take natural base.
RumbleBadger
Profile Joined July 2011
322 Posts
January 05 2012 05:32 GMT
#14
While I don't think this map is as polished/innovative/exciting as Scorching Dawn, it's still a very solid map.

Personally, the only thing that I think could be done to improve the map for me (as in, in my opinion as a zerg player and map-maker) would be to rotate the natural slightly and fine a way to make the natural still FFEable while not having the rocks on the ramp to the third. While not necessary, it would help encourage beyond two-base play. As it stands, the map is playable, but none of the thirds are particularly attractive.

One lies much closer to the opponent, one is very far away, and one has rocks stopping you from effectively taking it quickly as zerg. Since that third is the most easily defensible for zerg, the rocks become especially annoying.

For the far third, to defend both the third and the natural, a player has to move nearly as far as their opponent to defend both openings. For the central third, while the defender doesn't have to move very far compared to the attacker, the possibility of counterattacks from many angles makes the base less attractive. The counter-clockwise third then seems the most attractive defensively, but the rocks need to be opened up. That's kind of a more in depth reasoning behind why I would like the rocks gone, even if it messes up the defensive capabilities of that base slightly (only slightly).

However.

One thing I really like about this map is how the options for thirds affect gameplay. The choice of third can suit gameplay very well. For example, a zerg going ling/infestor vs. terran would be week to drops. But if they take the far third, their main becomes very defended from drops because of the bases on all non-map-edge sides. That's just one example, but I could see how the option of thirds affects gameplay a tad more than people realize.

In the end, thank you for making this map. Not only because it's a very cool map, but it forced me to think very critically about a lot of aspects of map making. It's really spurred my creativity I think, and not many maps do that. Good luck on future map endeavors.
Games before dames.
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 07:32:53
January 05 2012 07:30 GMT
#15
I'm actually kind of surprised about the serious disliking of the rocks. Sure they make the low ground third harder for zerg to take early on, but aside the rocks that third has zerg written all over it. Only 2 creep tumors away, far away from enemy, super safe, and it's wide open. Where I certainly love all the feedback, here is what I'm thinking...

In a PvZ or TvZ scenario, removing the rocks all together would make denying an early zerg third very difficult if not impossible. The rocks are mostly there so zerg can't take a super safe early third. If you're going to take an early third, there must be risk. I don't feel being able to take a super early and super safe third would be too balanced. So, if you want a super safe third, break the rocks. If you want an early third, take the one along the main. Its three creep tumors away, and is further from the enemy, just not super safe. Chances are however if you're looking to take an early third, the Protoss or Terran is doing something where they won't be able to do much to punish it anyway, such as FFE.

Replacing the rocks with a mineral block pretty much ruins the potential of the backdoor being used for aggression. It is already super risky to take down those rocks and use the backdoor for aggression, I don't want it to be nearly impossible. If I were to put mineral blocks there however, this is what I think would happen, once more referring to PvZ and TvZ since I think these match ups would have the most impact. Protoss and terran take the forward third, then the fourth along the main. By securing those two bases their natural and main is nearly untouchable with the exception of mutas and drops. Thus, forcing Zerg into two strategies, which isn't something I really want. With rocks instead of mineral block, Zerg can still use their quick ground units to bust down the rocks and put aggression on the natural. Thus, giving Protoss and Terran something else to worry about.

For now, I'll keep the rocks and see how test games play out with Zerg. However, adding another base is a consideration, and something I will keep in mind during test games. I may post a rough layout with an extra base and see how it plays. Once again, thanks for all the feedback and more is always welcome!
Former ESV Mapmaker | @Timetwister22
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 05 2012 07:37 GMT
#16
I agree about the zerg 3rd and the role of those rocks against 4 base security.
Comprehensive strategic intention: DNE
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
January 05 2012 08:39 GMT
#17
Is this supposed to be a Xel Naga Caverns clone? It's a beautiful map, but the layout has already been done...
Timetwister22
Profile Joined March 2011
United States538 Posts
Last Edited: 2012-01-05 09:06:29
January 05 2012 09:05 GMT
#18
On January 05 2012 17:39 ClysmiC wrote:
Is this supposed to be a Xel Naga Caverns clone? It's a beautiful map, but the layout has already been done...

Read my previous post...

On January 05 2012 10:01 Timetwister22 wrote:
Yes, the mineral layout is like XNC, but it plays quite differently. Keep in mind there are only so many ways you can have a mineral layout. Its really how you go from base to base and the middle layout that makes a map unique and different. By all means, the middle and base to base interaction is much different here than on XNC, so expect different gameplay as well.

Former ESV Mapmaker | @Timetwister22
AdrianHealey
Profile Joined January 2011
Belgium480 Posts
Last Edited: 2012-01-05 18:46:12
January 05 2012 18:42 GMT
#19
I'm absolutely in love with this maps lay out.

But I do agree; put a sixth ase somewhere. I would recommend it next to what would sort of be the fifth now, even more to the outside than the current fifth.

Preferably 2 base that can be reasonably taken by both sides. All the bases now are reasonably uncontested.
I love.
ArcticRaven
Profile Joined August 2011
France1406 Posts
January 05 2012 18:48 GMT
#20
I hate the thirds. Like, completely and utterly, because none of them are really holdable as zerg vs a lot of things toss and terran can throw, like against stargate play, marine tank play, and mostly every strong 2-base push.
[Govie] Wierd shit, on a 6 game AP winning streak with KOTL in the trench. I searched gandalf quotes and spammed them all game long, trenchwarfare247, whateva it takes!
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
KungFu Cup 2026 Week 11
CranKy Ducklings174
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 98
Rex 31
Ryung 27
TKL 23
SteadfastSC 1
Railgan 0
StarCraft: Brood War
Britney 28685
Sea 3303
Horang2 747
Shuttle 596
BeSt 490
Soulkey 484
Leta 372
Mini 233
ToSsGirL 133
Killer 126
[ Show more ]
EffOrt 124
Last 111
Zeus 106
hero 102
Mong 100
Aegong 77
sorry 66
JYJ 64
Sharp 46
Backho 41
Snow 24
Free 23
ggaemo 21
[sc1f]eonzerg 18
ajuk12(nOOB) 14
Noble 13
Sacsri 11
soO 8
Dota 2
XaKoH 640
XcaliburYe44
Counter-Strike
olofmeister2152
Super Smash Bros
Mew2King108
Other Games
Lowko316
crisheroes265
Happy192
Pyrionflax152
Organizations
Dota 2
PGL Dota 2 - Secondary Stream3320
StarCraft: Brood War
lovetv 11
StarCraft 2
WardiTV3
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP34
• LUISG 32
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 9
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1861
Upcoming Events
Kung Fu Cup
7m
RotterdaM98
IntoTheiNu 84
Rex31
TKL 23
SteadfastSC1
The PondCast
23h 7m
WardiTV Spring Champion…
1d
OSC
1d 2h
OSC
1d 13h
CranKy Ducklings
1d 23h
WardiTV Spring Champion…
2 days
WardiTV Spring Champion…
3 days
GSL
3 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
3 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
[ Show More ]
Replay Cast
3 days
WardiTV Spring Champion…
4 days
GSL
4 days
Patches Events
4 days
BSL22 NKC (BSL vs China)
4 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
4 days
WardiTV Weekly
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Proleague 2026-06-16
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
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
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
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
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.