• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 05:52
CET 11:52
KST 19:52
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1 Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread PC Games Sales Thread Path of Exile
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1492 users

[A] Starbow - Page 238

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 236 237 238 239 240 537 Next
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-04-05 08:31:41
April 05 2013 06:07 GMT
#4741
Excellent! I'll try this + Show Spoiler +
as soon as I get Heart of the Swarm
!

I like the idea (at least) of PFs only being able to use the strong defensive ability only so often, but perhaps give them a toned down version for other times? The cooldown ability could simply augment the existing (in this future?) basic weapon to deal splash damage and perhaps a larger amount of damage. Maybe the normal one could one-shot zerglings and the augmented one, like in WoL and HotS, could one-shot groups in an area, that simple sort of improvement.

Do the new Guardians still have around ~1.61 movement, 12 (it seems you changed it to 10) range and spawn broodlings on target death or do they function even more like plain Brood War guardians now? (I personally like the former concept the most)

How do you feel about income? I know you say you just changed the rate of income, but talking about proportions, even when expanding quite quickly, I feel like I have too much gas and not enough minerals as a zerg.

Also, I just noticed that in the WoL version at least, the Infested Creep ability doesn't show up on Overlords once researched, but it would be nice if it did.

Maybe it's fine again in HotS with speeds restored to normal rates, but I feel like Infestors, with a Fungal Growth that doesn't deal damage (which I like) probably should move just a bit faster again? That's just how it feels to me. Not even necessarily 2.5 but over the normal 2.25, I thought. Just my feeling based on using them with ling(or speed hydra)+lurker. It's fine for them to be nowhere near as fast but it feels hard to make use of their fungal or plague.

Banshees only have 4 range now. That's from something to do with playing against other terrans, or protoss? Is it too powerful in the early TvT game, as some people have stated previously, even if it's not much different from SC2 that way?

Oh, I was completely forgetting to mention it, but all the enemy SCVs are bright pink, apart from the blue lights from the boosters on their backs. Graphic glitch fixed in HotS patch?
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-05 09:39:38
April 05 2013 09:35 GMT
#4742
Additional explanations regarding the patch

@Terran

I wanted to achieve three things with Terran:
- Give them earlier map presence
- Make bio units more useful in all match ups.
- Make bio + mech combinations more useful in all match ups.

Reapers offer earlier map presence and harassment options. By giving them spider mines, bio suddenly got something extremely useful in every match up.
Hellions replaced Vultures since the splash attacks encourages enemy units to split up.
Hellbats is the new Firebat.
Since Medics can heal Hellbats, bio units, and use Matrix on any unit, I hope that mech + bio compositions will be more viable, which hopefully leads to more dynamic strategies, unit compositions, build orders etc for Terran. (Compared to only pure bio or pure mech)

@PF

The normal version of PF shuts down harassment so well in Starbow. I want to encourage harassment and smaller engagements. A PF would completely nullify that. Now when it has a timed attack, more dynamic scenarios may arise: the enemy can lure or bait the opponent to use the PF, Terran must decide when to use it etc.
As you point out, I don´t want the PF to be a worthless investment. So it must still give value for the money invested in it. Hopefully this can be archieved via balance. Currently, the PF has the same stats as in SC2.

@Guardians & Devourer

Guardians are cheaper, weaker and faster now, compared to the clumpsy Brood lords. Broodlings spawned by brood lords have always been so annoying, especially since it messes so hard with unit AI. Reavers vs lategame zerg armies keep shooting at the broodlings. I don´t like when the AI takes away control of players units. (Same thing with Carriers interceptors) I have tried different changes on the BL, to minimize the "annoying" parts of broodlings, but I never felt satisified. So I instead took a step backwards and decided to include the more simple Guardians, which basically functions as in SC1.

I had already turned Corruptors into Devourers - splash damage, high HP etc. This is mostly a replacement of the model, since the new Devourer model looks soooo good ^^

@Income


The income now is the same as in the last patch, just that I removed the ca 12% slowdown that was built into it. So players will generate faster income. Not sure how well it will work.
+ Show Spoiler +

I would prefer if bases were easier to grab, required fewer workers, gave less income, since that together would create a gameplay where both players becomes strecthed out early.. each one gets an "empire" across the map, and not just two-three heavily centralized areas where the income is gathered.. It would probably encourage harassment, attacks at multiple locations, make area control more important and so on.. But I do not know how to achieve this, and maybe it would change the game too much. But all of you have already heard this talk so much from me :p



@Short attack range of units

I still stay with the concept of having short attack range on units. This is mainly to make ranged units not as good when clumped up in deathballs. (Since not everyone can shoot over their comrades.) Most ranged units in the game have decreased range, so even the banshee. (I do consider to add a range upgrade to the banshee though, to make it even better as a harasser and combat unit, later in the game.)

@Pink SCV

O_o

Can you upload a screenshot?





I will get the patch uploaded later today, maybe 6-8 hours from now, when I get home.
Creator of Starbow
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-04-05 10:18:21
April 05 2013 10:11 GMT
#4743
I noticed that after being hit by tanks (but only sometimes??) lurkers can lock up and stop attacking and during this period, they have the status label "passive". Is this a new (for me, anyway) feature/change, a glitch or something accidentally applied to siege tanks when changing other settings? The 'Passive' label appeared for all remaining lurkers when this happening.
EDIT: Ahhh, I just noticed that ability, basically Hold Fire, you did put it in, only I didn't notice the button and obviously pressed the hotkey ('F" for me it seems, when trying to hit H for Hold or R for burrow, something like that).
Pink SCVs, Passive Lurkers and floating money in Starbow

I just realised though, that with marines having 45 hit points again (from 40) and Combat Shields available, Lurkers can no longer 2-shot marines no matter how many missile upgrades they get (once marines have Combat Shields). :"(

I agree about Broodlings from hits but I liked the Broodlings from deaths. Did you find people were using Brood Lords enough so that masses of broodlings were coming out of things? I can only really imagine seeing and experiencing more coming from buildings and even they didn't cause all that many broodlings to spawn considering how rare it was to be able to siege a base with enough Brood Lords for long enough so that many broodlings would pop out, let alone have that be useful (such as have the broodlings pop out of a nexus right as protoss forces arrived).

I agree about expansion and just wondered if going back to 8 minerals per return would be better than 7, but I'm just one person.
I agree about spreading out, but I found that trying to saturate all the bases with enough workers (which is a large number again now that they don't gather quite as quickly AND there are more minerals in the mains, or at least on Blue Storm) cost a lot of minerals with all the drones, macro hatcheries, queen here and there and I'm not sure if all zerg tech paths are appropriately gas heavy. I think I'd just make Swarm Guardians* cost more than 100 gas.
*one of the reasons it was good to have BLs/Guardians called Brood Lords rather than Guardians

Do you think maybe Hatcheries (and quite possibly Nexu§ and CCs) should cost 50 less minerals with this expansionist play? Maybe that would be too much, but it's just a thought.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-05 13:35:42
April 05 2013 13:31 GMT
#4744
@8 minerals

Well, that is the 12-15% increament I am talking about ^^ It is now 8 minerals per trip instead of 7.

@expansions mineral cost

I experimented with this some weeks ago:

- cheaper main bases by 100 minerals
- faster BT on workers so bases are saturated faster
- lower income from each base

I tried vs computer. I had to expand a lot to obtain a good income. So far so good.

The downsides:

- people are used to 400 and 300 mineral main bases since it is such a classic value in Starcraft.
- this effects many other parts of the races and would require a lot of rebalance


But maybe it is worth a try to see how it works with human players. Who knows.

The patch will be up in ca 3 hours from now
Creator of Starbow
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
Last Edited: 2013-04-05 13:38:41
April 05 2013 13:36 GMT
#4745
All right. Kabel, you think you to publish my maps with future patches? I can remove them, so you decide when to change my maps with the new. My maps were published in "unlocked" so that anyone can take advantage them. Give me an answer.

Even if they are not very present, I look at the forum on a daily basis.
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 05 2013 13:47 GMT
#4746
Send me your maps so I can publish them with the new patch!
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
April 05 2013 14:01 GMT
#4747
I thought of cheaper baseas as well. Would be interesting (once you have time) to just make a testmap with it and see how it works out.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-05 14:14:44
April 05 2013 14:10 GMT
#4748
I might aswell try it right now with the patch. It is such an easy change and if it does not work I can just revert it. I will probably need to get another patch up within the next few days anyway. (Since there is always something I have missed.)

I got curious now when I started to think about it again.

Two problems though:

- It is a change that will take long time before players get used to?
- What kind of negative side effects will this have?

If I go with this:

- cheaper main bases by 100 minerals
- faster BT on workers so bases are saturated faster
- lower income from each base
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-05 14:18:40
April 05 2013 14:17 GMT
#4749
Btw hatcheres shouldn't receive the same reduction as nexu's/CC' (rather make it in terms of percentages). And then you also need to reduce larva spawn on hatcheres efficiency to reduce sideeffect. Anyway, I guess I would have prefered just 50 mins cheaper cc/nexus and 25 minerals cheaper hatcheres, which will be rleatively less drastic, but make it a bit easier to take new bases.

Btw why couldn't you get nulifier to work
And does scourge not do aoe to nearby ground units?
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 05 2013 14:21 GMT
#4750
50 minerals reduction would barely make any difference?

Well, I could get the Nullifier to work. But I found no line up of spells that felt good enough.

Scourge works as normal. It might get AoE in the future, but atm I did not have time to solve it properly, since it caused some problems for me.
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-05 14:26:23
April 05 2013 14:22 GMT
#4751
On April 05 2013 23:21 Kabel wrote:
50 minerals reduction would barely make any difference?

Well, I could get the Nullifier to work. But I found no line up of spells that felt good enough.

Scourge works as normal. It might get AoE in the future, but atm I did not have time to solve it properly, since it caused some problems for me.


Yeh but in order to not really have any sideeffect the change must be relatively small (as zergs maybe will have too much larva).

What about the vertical line ability + trap thing. Why didn't it work?
Kabel
Profile Joined September 2009
Sweden1746 Posts
April 05 2013 14:27 GMT
#4752
Vertical-attack-line-ability destroyed mineral lines.

Trap ability had no good model and felt too much like spider mines.

Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
April 05 2013 14:33 GMT
#4753
On April 05 2013 23:27 Kabel wrote:
Vertical-attack-line-ability destroyed mineral lines.

Trap ability had no good model and felt too much like spider mines.



Regarding the vertical line attack. How much time did it take from the start of the attack to the attack ended? What did you experiment with?
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
April 05 2013 14:34 GMT
#4754
On April 05 2013 23:17 Hider wrote:
Btw hatcheres shouldn't receive the same reduction as nexu's/CC' (rather make it in terms of percentages). And then you also need to reduce larva spawn on hatcheres efficiency to reduce sideeffect. Anyway, I guess I would have prefered just 50 mins cheaper cc/nexus and 25 minerals cheaper hatcheres, which will be rleatively less drastic, but make it a bit easier to take new bases.

Oi, you can't give CCs and Nexu§~ a greater reduction in price than hatcheries! :Þ
Zerg need them for production of everything...well, at least to me that says they should get the same reduction, not less (if either get any).

Why would scourge get splash against ground? With banshees only having 4 range, they will be even closer to mineral lines when harassing and have even less hope of getting away from scourge. What makes people say scourge need to splash? (and why to ground? :S)
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
April 05 2013 14:49 GMT
#4755
On April 05 2013 23:10 Kabel wrote:
I might aswell try it right now with the patch. It is such an easy change and if it does not work I can just revert it. I will probably need to get another patch up within the next few days anyway. (Since there is always something I have missed.)

I got curious now when I started to think about it again.

Two problems though:

- It is a change that will take long time before players get used to?
- What kind of negative side effects will this have?

If I go with this:

- cheaper main bases by 100 minerals
- faster BT on workers so bases are saturated faster
- lower income from each base


Please only 50 min for nexus/cc and 25 for hatch as a start. I know it's not drastic, but it will have an impact. No need for the two others changes I think atm.
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
April 05 2013 14:54 GMT
#4756
On April 05 2013 23:34 Fuchsteufelswild wrote:
Show nested quote +
On April 05 2013 23:17 Hider wrote:
Btw hatcheres shouldn't receive the same reduction as nexu's/CC' (rather make it in terms of percentages). And then you also need to reduce larva spawn on hatcheres efficiency to reduce sideeffect. Anyway, I guess I would have prefered just 50 mins cheaper cc/nexus and 25 minerals cheaper hatcheres, which will be rleatively less drastic, but make it a bit easier to take new bases.

Oi, you can't give CCs and Nexu§~ a greater reduction in price than hatcheries! :Þ
Zerg need them for production of everything...well, at least to me that says they should get the same reduction, not less (if either get any).

Why would scourge get splash against ground? With banshees only having 4 range, they will be even closer to mineral lines when harassing and have even less hope of getting away from scourge. What makes people say scourge need to splash? (and why to ground? :S)


Its too easy too use irradiate vs zerg IMO.
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-05 14:58:38
April 05 2013 14:55 GMT
#4757
@Hider

I never created the ability. I am not skilled enough to do it. I usually ask XiA to create advanced abilities for Starbow. I did not want to bother him with a concept that only maybe would be used in the game. Instead I "experemented" with pen and paper. Looked at what kind of situations it would be useful in, what players potentially could use it to do. The concept of having a quite early game flying unit that can launch an AoE-attack inside the enemy players mineral line, even before Reavers are out, felt like a broken concept.

Now, of course there are ways to overcome this. But since I am so limited on time, I put it on the bottom of my "to-do-list" for the patch. I prioritized a lot of other things, since I rebuilt everything from scratch. I decided to get the patch up now, despite that everything is not complete. Otherwise we will have to wait even more weeks : /

@Scourge

Long ago I mentioned some potential changes to units that would encourage players to split their units, flank, and not move in deathballs. One idea was to remake Scourge to do splash damage. Another idea was to also make their splash damage affect ground units below an air unit that explodes! In this way, Scourge can punish Terran that clump Vessels + Marines into a blob. But this idea never got to life.


@Reduce main base cost

50 and 25 mineral reducution feels so obsolete. And it is such an ugly number on main bases: Nexus 350 minerals, CC 350 minerals, Hatchery 275 minerals. How would this small reduction improve the gameplay?
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
April 05 2013 14:56 GMT
#4758
Please only 50 min for nexus/cc and 25 for hatch as a start. I know it's not drastic, but it will have an impact. No need for the two others changes I think atm.


This. Lets just test this and see how it works out. I guess queens may need to a minimal spawn larva efficiency compensation in order for zerg players to not be better off building hatcheries rather than queens.
Hider
Profile Blog Joined May 2010
Denmark9407 Posts
Last Edited: 2013-04-05 15:38:46
April 05 2013 15:35 GMT
#4759
I think the Nullifier can work. But it obiviously requires a lot of tweaking and testing. To make it less efficient vs workers you could tweak stuff such as;

- Duration of attack animation.
- Slight setup time before attack begins.
- Put damage below 40 so it doesn't one shot workers.
- Make it a ground unit instead of air.
- Compensate any nerfs by reducing cooldown of the ability/bufifng HP of the nullifier etc.

I think the trap thing can work very different from spider mines. For instance my Trap suggestion would make it have a very different role than spider mines. Spider mines you typically have in front of your army in defensive positions in order to absorb damage/win time to protect your tanks.

My suggested trap differed in two ways; Large radius and you can activiate it anytime you want to. This makes it much more usefull to have out in the middle of the map rather than just in front of your army.
Im interested though, what were your reasoning for not choosing my trap idea? Which flaws did you see in it?
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-04-05 15:39:13
April 05 2013 15:36 GMT
#4760
One hour remaining to publish!

I fix the maps now!
Creator of Starbow
Prev 1 236 237 238 239 240 537 Next
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Master Swan Open #99
CranKy Ducklings54
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 35
ForJumy 25
MindelVK 19
StarCraft: Brood War
Calm 8856
Horang2 809
Jaedong 601
firebathero 601
Larva 501
Leta 424
Stork 282
EffOrt 176
Pusan 139
Last 128
[ Show more ]
Mong 111
ggaemo 57
ZerO 47
yabsab 39
Shinee 32
NotJumperer 20
Movie 17
zelot 12
SilentControl 9
Noble 6
Dota 2
XcaliburYe385
League of Legends
JimRising 450
Counter-Strike
zeus1145
edward164
Heroes of the Storm
Khaldor203
Other Games
summit1g5255
oskar167
Livibee153
XaKoH 123
Pyrionflax52
Trikslyr22
crisheroes7
ZerO(Twitch)6
Organizations
Other Games
gamesdonequick980
StarCraft 2
WardiTV41
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 26
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota287
League of Legends
• Jankos1951
• HappyZerGling216
Upcoming Events
WardiTV 2025
8m
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
TBD vs Clem
TaKeTV 55
Rex38
SC Evo League
1h 38m
Ladder Legends
8h 8m
BSL 21
9h 8m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
23h 8m
Ladder Legends
1d 6h
BSL 21
1d 9h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
1d 22h
Wardi Open
2 days
Monday Night Weeklies
2 days
[ Show More ]
WardiTV Invitational
4 days
Replay Cast
4 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.