• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:57
CET 14:57
KST 22:57
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down20ISSL (IntoTheTV x SOOP SC2 League): Premier6Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League92
StarCraft 2
General
Weekly Cups (October 19-25): Clem triples first in 5.0.17 No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR? Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development
Tourneys
ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) RSL 2026 Offline Finals LCQ Sign-Ups Sparkling Tuna Cup - Weekly Open Tournament 2026 KungFu Cup Announcement
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Rollback Netcode in Brood War BW General Discussion SCHNAIL now supports Remastered [Megathread] Daily Funny Videos SC4ALL II Brood War Complete Invited Player Lineup
Tourneys
[Megathread] Daily Proleagues [Women's StarCraft] MonstarZ vs BA 2026-10-30 Star Con San Diego 2026 Small VOD Thread 2.0
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread R I P Patrick Stewart Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9231 users

[A] Starbow - Page 292

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 290 291 292 293 294 537 Next
Kabel
Profile Joined September 2009
Sweden1746 Posts
Last Edited: 2013-06-06 13:53:10
June 06 2013 12:18 GMT
#5821
@Hider

Characteristics of a fun/awesome game.
1) A very action- and multitaskpacked game... (which implies that there is also action early in the game).
2) A game where different types of strategies for each race are viable (players can opt between offensive and defensive strategies)
3) A dynamic matchup where both races have viable options to pressure/attack/harass the opponent. It shouldn't just be a one-way thing.


Yeah. I agree. I can add these as well:

4) Back-and-forth excitement. it must be possible for players who are behind to get back into the game.
5) The importance of many small victories. One big battle should rarely be enough to decide the game.

There is of course a lot more to say. Both small and big things. And a lot of ways to incorporate this into the game.



So how do we create such a matchup:

(Hiders suggest a lot of stuff over a couple of posts)


Yes, Harassment should be cost efficent and doable for all three races preferably at all stages in the game.
I can agree on the Lurker, Baneling, Vessel balance and gameplay changes. The next patch adds a bit different context.
Zerg economy might need a small buff yes, for a couple of reasons. (Both balance and gameplay.) Increase inject spawn rate from 50 to 60% might be a first step. (Only a matter of 1-2 seconds.)

I agree to some degree with your "clock" parable. In smaller terms it is important, especially if it can go back and forth over a game, but I think it is a problem when it becomes too dominant in entire match-ups.

I just wanted to highlight the importance of not thinking about unit-changes/designs isolated. Instead, we need to change the approach to a more top-down approach.

1) What kind of game dynamic to we want for each matchup.
2) Which type of units can accomplish that.
3) Discuss/analyze specific unit designs proposals.


Not sure if you aimed this at me, or to everyone generally. Of course it is important. O_o

I do not make a change in the game WITHOUT considering how it will affect:
the gameplay
the dynamics
the races
the potential usage,
the interactions
the theme
even the feeling of the game.
a lot of other stuff.

Design should NOT be isolated. ("Wow what a cool spell idea I have! Lets just add it!")
Design is suppose to lay the foundation for a good gameplay.


So far Starbow has quite a good gameplay.
And the coming design changes in the next patch will aim to improve this further.
(But the entire game will of course not be perfect all of a sudden.)


Again this was a long post, but I think an understanding of this subject is extremely important if we want to develop an awesome game. We can't just cross fingers and hope that everything will turn out awesome.


Absolutely. There is a lot more to understand. But do you really get the impression that I just cross my fingers and hope that everyting will turn out good? : - /

You often bring valid perspectives into the game Hider. But it is often hard to get a grasp of your points due to your many huge monster posts. Please try to be more accurate with your writing. (Applies to me too ^^.)
Creator of Starbow
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 06 2013 12:18 GMT
#5822
I think you wish for something that is both good and doable.

One way to achieve this is to make larva spawn faster (and then queens will make them spawn even faster) and then rebalance all zerg units. The great question is: Will Kabel try this? This is a HUGE amount of work that may pan out to very little if we are unlucky (there are factors that we cannot know of yet.) And as always, when you change the dynamic of one match-up it will affect the other.

I agree though. One race should always have the incentive to put pressure on the other one by default. In TvP, terran must pressure the protoss, or he will "take the map", In PvZ the roles are reversed (or should be). In TvZ terran must "stop" zerg from becoming too big or he has no chance. The dynamic part of it all is when a player switches roles and tries to be aggressive with a defensive race. (How Jaedong used to surprise his opponents).

In the other hand, I feel it is currently so in Starbow. Maybe not enough though (like you say. It's not all wrong, but it might be more clearly defined).
aka KanBan85. Working on Starbow.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2013-06-06 16:44:01
June 06 2013 16:30 GMT
#5823
You often bring valid perspectives into the game Hider. But it is often hard to get a grasp of your points due to your many huge monster posts. Please try to be more accurate with your writing. (Applies to me too ^^.)


Well I think that it almost always will require more of the reader when you try to bring a more scientific approach into game design. I think the only real way I could have made it significantly easier to grasp would have been to write an even longer post or splitting it up into smaller parts. However, that would probably not be an efficient way to maintain the interest of the reader.


Yes, Harassment should be cost efficent and doable for all three races preferably at all stages in the game.
I can agree on the Lurker, Baneling, Vessel balance and gameplay changes. The next patch adds a bit different context.
Zerg economy might need a small buff yes, for a couple of reasons. (Both balance and gameplay.) Increase inject spawn rate from 50 to 60% might be a first step. (Only a matter of 1-2 seconds.)


Actually, my point was a bit more nuanced. I see two different approaches to promote action in a matchup. Either they can be combined or just one of them can be adopted.

Approach 1: Overbuff harass units so that harassing is almost always cost effective (the current version of the banshee is probably the only real example of a unit which fits into this approach).

Approach 2: Give at least one player A) the proper incentive and B) the tools to efficiently harass/army trade

The key takeaway from the latter approach is that the tools needed for the one player doesn't neccesarily imply that he can trade cost effectively. For instance if the player has a significantly better eco then he is still likely to take a slightly cost ineffective trade (you can see my most recent post for a more indepht discussion of the various tools).

Approach 2 is IMO a much more simple and easy-to-balance approach than relying on approach 1, thus I recommend that we focus on implementing that approach better into Starbow.



I agree to some degree with your "clock" parable. In smaller terms it is important, especially if it can go back and forth over a game, but I think it is a problem when it becomes too dominant in entire match-ups.


What happens if A) Neither player has a clock running against them and B) Neither play can harass/army trade cost effectively
My answer to the above question is that you will see a stalemale-type of game (assuming players play optimally).

Too some extent you correct in arguing that the clock doesn't have to be very strong (even if we apply Approach 2); It just needs to be strong enough to outweight the disadvantage of taking a potential cost ineffective trade.
Actually we can put up a simple calculation showing how a rational players determines what to do based upon the cost ineffectiveness of a trade and his incentive.

Value of a trade for Player X= Strenght of incentive (or clock running against player X) - Cost ineffectiveness of the trade.

If value of trade > 0 = Efficient trade.
If value of trade is below 0 = Inefficient trade.

I think that if we relate the above formula to Starbow, then one would come to the conclusion that we actually need to create a very strong "clock effect", due to defenders advantage. If the effect of defenders advantage was slightly reduced by changing the probability of missing an attack when fighting downhill to 30% from 50% for instance, then the "clock effect" wouldn't have to be so strong in order for a trade to be efficient.
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 06 2013 17:41 GMT
#5824

What happens if A) Neither player has a clock running against them and B) Neither play can harass/army trade cost effectively
My answer to the above question is that you will see a stalemale-type of game (assuming players play optimally).


Yes.
Players will do what is best to do in order to win the game.
So the right incentives must be enhanced even more, so the game becomes more exciting and fun to play/watch.
As usual.

I never said I disagreed with you on this.
I just said that the same "clock", which you call it, should not be too dominant in entire match-ups.
At least not to the degree where games in that match-up become played in the same way, game after game.
(Which you did not propose either.)

Well I think that it almost always will require more of the reader when you try to bring a more scientific approach into game design.


Not sure what you mean with the "scientific approach to game design" that you claim to bring.

My assumption: The design of the game should be based on rationality and facts, where the facts are based on proper research and understanding of the gameplay and player mechanisms, which contributes the most to create an entertaining game, according to a set number of criteria.


What is the current "approach" to game design then?
- Non-scientific?
- Arbitrary?
- Based on feelings?

-_-
Creator of Starbow
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2013-06-06 18:58:55
June 06 2013 18:15 GMT
#5825
On June 07 2013 02:41 Kabel wrote:
Show nested quote +

What happens if A) Neither player has a clock running against them and B) Neither play can harass/army trade cost effectively
My answer to the above question is that you will see a stalemale-type of game (assuming players play optimally).


Yes.
Players will do what is best to do in order to win the game.
So the right incentives must be enhanced even more, so the game becomes more exciting and fun to play/watch.
As usual.

I never said I disagreed with you on this.
I just said that the same "clock", which you call it, should not be too dominant in entire match-ups.
At least not to the degree where games in that match-up become played in the same way, game after game.
(Which you did not propose either.)

Show nested quote +
Well I think that it almost always will require more of the reader when you try to bring a more scientific approach into game design.


Not sure what you mean with the "scientific approach to game design" that you claim to bring.

My assumption: The design of the game should be based on rationality and facts, where the facts are based on proper research and understanding of the gameplay and player mechanisms, which contributes the most to create an entertaining game, according to a set number of criteria.


What is the current "approach" to game design then?
- Non-scientific?
- Arbitrary?
- Based on feelings?

-_-


The reason why I call this a a more scientific approach is that I analyze the various factors which determine the decision making of player x, and how various other variables interacts with each other.
Normally I think players look at this in a much more isolated POV. For instance, the below kind of argument is something I often see in discussions forums;
Zerg needs a buff. Let's buff unit X.

In this Starbow thread the discussion usually has a somewhat higher level (but still not "scientific"), and this kind of argument is more typical (it is especially something which I could say as well so I am no "saint" in that regard)

Terran needs a buff vs zerg, and as I like multitasking, I suggest that that we reduce the cost of dropships

The latter type of argument has a higher standard than the former type of argument as it combines reflections upon design and balance into one suggestion. However, it is still a very simplistic approach as the argument ignores the below factors;
- How it will impact the "clock"-dynamic against various zerg unit composiitons.
- How it will impact the "value of trade" calculation
- Whether it will create a dynamic game (for instance a too strong dropship buff could result in zergs never being able to leave their base which would be undynamic).

So my point is that we need to look at even more factors than what we previously have done. Typically, when we suggest changes to a unit we look at it primariy from a "unit-design"-POV. However, I believe we should change our priorities and focus more on it from a "matchup-POV" .
Instead of starting with the units first (bottom up approach), we should start by analyzing the matchup dynamic (top down approach). For instance let's start by figuring out how we want zerg to work vs terran. Which type of playstyles should be viable and how should the terran player respond? Should we adopt approach 1 or approach 2?

The reason why I call it a more scietnfiic approach is that it forces the gamedesigner- and testers/suggesters to asses "all" of the relevant factors rather than just half of them. I see my post just as an initial contribution to the more scientific approach, and there are probably factors I have have forgot/not thought of, but which are also relevant in an assesment.

I think of scientific as something which involes research, and as I believe that analyzing how these factors impacts game deisions and how they interact with each other hasn't really been discussed/talked out beforehand, I actually consider this to be "research".

Yeah. I agree. I can add these as well:

4) Back-and-forth excitement. it must be possible for players who are behind to get back into the game.
5) The importance of many small victories. One big battle should rarely be enough to decide the game.


Yeh these are good points, though I would argue that they very much overlap with each other. A game is much more likely to be back-and-forth if one battle doesn't determine the outcome.
One interesting thing I have noticed after having observed pro Sc2 games for roughly 3 years is that the game has actually become much more "small-victory"-oriented over time. My theory is that players have learned to control their units in a much more consistent manner, which means that they don't just die to one storm/EMP anymore.

On the other hand, I think the game shouldn't just be "small victory-oriented" for pro players, but also for casual players. To accomplish the latter a defenders advantage is needed, but the exact strenght of that advantage should be determined upon how it increases the cost ineffectiveness of the attacking player which impacts the "value of trade"-calculation.

So I think the job as a gamedesigner is very very complicated as one need to asses so many variables which interacts with each other.
Fen1kz
Profile Joined July 2010
Russian Federation216 Posts
June 06 2013 21:50 GMT
#5826
Kabel, could you post a date when ur all-new awesome patch will be released? i'd like to check it
Kabel
Profile Joined September 2009
Sweden1746 Posts
June 07 2013 07:58 GMT
#5827
I do not dare to say a date yet.
Maybe a week from now. (Which is optimistic.)

Most stuff in the game will be very familiar.

The larger changes include:
>>>+ Show Spoiler +

Bio
Ghost
Viking/Banshee
BC

Nullifier
Protoss air

Zerg casters.
Devourer

Plus some other smaller modifications.
<<<

This patch will NOT make the game perfect all of a sudden.
But it will aim to complete the basic design of the races.
All the changes are aimed to contribute to a more dynamic and interesting gameplay. (According to my criteria at least.)

Further patches will surely be needed where focus lies on balance and other smaller modifications, so the gameplay and game dynamics becomes even better.

This patch will just be a step towards that direction ^^
Creator of Starbow
saddaromma
Profile Joined April 2013
1129 Posts
June 07 2013 11:45 GMT
#5828
just a tip: I'd recommend lowering tech (or price) for AoE spells in order to discourage massing low-tier units.

Imo, thats one of the most overlooked design problems in SC2.
SmileZerg
Profile Joined March 2012
United States543 Posts
June 07 2013 22:51 GMT
#5829
On June 07 2013 20:45 saddaromma wrote:
just a tip: I'd recommend lowering tech (or price) for AoE spells in order to discourage massing low-tier units.

Imo, thats one of the most overlooked design problems in SC2.

That's not even close to one of the big design problems with SC2. Massing low-tier units should be perfectly viable with the right support. Upgrades like Adrenal Glands and Zealot Speed exist specifically to allow basic units to scale well into the late-game. We also have much more prevalent and powerful AoE already - buffed Siege Tanks, Reavers, Lurkers, Plague, AoE Feedback, Spider Mines, etc. etc.
"Show me your teeth."
Ritos753
Profile Joined May 2011
United States26 Posts
June 08 2013 02:17 GMT
#5830
On June 08 2013 07:51 SmileZerg wrote:
Show nested quote +
On June 07 2013 20:45 saddaromma wrote:
just a tip: I'd recommend lowering tech (or price) for AoE spells in order to discourage massing low-tier units.

Imo, thats one of the most overlooked design problems in SC2.

That's not even close to one of the big design problems with SC2. Massing low-tier units should be perfectly viable with the right support. Upgrades like Adrenal Glands and Zealot Speed exist specifically to allow basic units to scale well into the late-game. We also have much more prevalent and powerful AoE already - buffed Siege Tanks, Reavers, Lurkers, Plague, AoE Feedback, Spider Mines, etc. etc.


I agree with you completely while I generally lurk, I feel that BW had a awesome balance between a few high tech units and a bit of buffer , massed low tech units, a sizable amount of mid tier units , however I feel that lower tiered units needed a bigger role outside of the early game.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-06-08 06:32:09
June 08 2013 06:31 GMT
#5831
I've got some casting time today. Anyone got any good matches? Send rep to isaksen85@gmail.com or use drop.sc

I know... casting "old" games before a new patch, but I don't have much time so got to use it when I've got it.

Also... Do you really feel that marines, zerglings and zealots are not used outside of early game??? I am confused....
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 08 2013 10:00 GMT
#5832
New cast is up! From the tournament. I'll cast the rest of the series as well...

aka KanBan85. Working on Starbow.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2013-06-09 18:02:22
June 09 2013 17:17 GMT
#5833
Playing HotS, I really miss photon cannons having 100/100 shields/life, taking 50 seconds to complete, workers attacking with effectively 1.25 cooldown and zerglings with 0.45 (all BW stats, some put into SC2 numbers though).

Instead there are 150/150 Monster Cannons which complete in 40 seconds (meaning they gain 87.5% more life per second when building in SC2), workers with 1.5 seconds cooldowns and zerglings with 0.696 second cooldowns.

Yes, I'm bad at dealing with cannon rushes and don't want to torture myself by spending a lot time practising against them; that would be like dedicating a lot of your free time to becoming better at not grimacing during electroshock torture to the testicles. Not worth it for me, personally.
I remember how cool it seemed when Nal_rA would pull them off sometimes in professional games, back when they weren't so strong.
...
Hey, I think I'll check out the latest Starbow! •°*”˜˜”*°•.¸☆ ★ ☆¸.•°*”˜˜”*°•.¸☆
^_^"

EDIT: I'm watching that VOD now, but just FYI,
http://en.wikipedia.org/wiki/Hard_gay

EDIT: Wow, what? Photon Cannons basically ARE SC2 cannons? T_T 6 range though, I see. :S
Guardians firing every 3 instead of 1.6875. o_O There are some general 15-20% attack speed nerfs but that one is a 77.7% increase in attack delay! They're not Brood Lords, right? They don't fire broodlings, because you wanted to avoid that, yes?
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!
saddaromma
Profile Joined April 2013
1129 Posts
Last Edited: 2013-06-09 17:52:43
June 09 2013 17:52 GMT
#5834
anyone up to play some?

I'm in starbow channel.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 09 2013 19:16 GMT
#5835


EDIT: Wow, what? Photon Cannons basically ARE SC2 cannons? T_T 6 range though, I see. :S
Guardians firing every 3 instead of 1.6875. o_O There are some general 15-20% attack speed nerfs but that one is a 77.7% increase in attack delay! They're not Brood Lords, right? They don't fire broodlings, because you wanted to avoid that, yes?


Check out all stats here: www.starbow.wikia.com

Guardians do not fire broodlings.
aka KanBan85. Working on Starbow.
Danko__
Profile Joined January 2012
Poland429 Posts
June 10 2013 17:36 GMT
#5836
Playing HotS, I really miss photon cannons having 100/100 shields/life, taking 50 seconds to complete, workers attacking with effectively 1.25 cooldown and zerglings with 0.45 (all BW stats, some put into SC2 numbers though).

Instead there are 150/150 Monster Cannons which complete in 40 seconds (meaning they gain 87.5% more life per second when building in SC2), workers with 1.5 seconds cooldowns and zerglings with 0.696 second cooldowns.


I dont think bw 50 seconds are sc2 50 seconds (more like ~42) if i remember well. But yeah, its probably harder to defend cannon rush in sc2 than in bw. In starbow its probably somewhere in middle.

Starbow wikis values are correct? I was not aware mutas bounce was buffed so much.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 10 2013 18:00 GMT
#5837
The stats are right.

This is one of the reasons we started the wikia, so we can discuss the actually numbers without having to open a test map.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
Last Edited: 2013-06-10 20:27:48
June 10 2013 20:26 GMT
#5838
Game 2:

aka KanBan85. Working on Starbow.
JohnnyZerg
Profile Joined July 2012
Italy378 Posts
June 12 2013 21:21 GMT
#5839
Hello kabel, It takes a lot time for the patch?
Azelja
Profile Joined May 2011
Japan762 Posts
June 12 2013 21:58 GMT
#5840
On June 13 2013 06:21 JohnnyZerg wrote:
Hello kabel, It takes a lot time for the patch?


Let me quote that for you:

On June 07 2013 16:58 Kabel wrote:
I do not dare to say a date yet.
Maybe a week from now. (Which is optimistic.)


Aaaaand there you go.
Prev 1 290 291 292 293 294 537 Next
Please log in or register to reply.
Live Events Refresh
Epic.LAN
22:00
Epic.LAN 49 Group Stage
Liquipedia
GSL
21:00
GSL CK 6
IntoTheiNu 911
SHIN 117
CranKy Ducklings SOOP81
Maru 72
Zoun (SOOP) 58
herO (SOOP) 45
Solar (SOOP)39
ByuN (SOOP) 29
Rex26
Rogue 25
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko504
LamboSC2 199
SHIN 117
MaxPax 116
Maru 72
Zoun (SOOP) 58
herO (SOOP) 45
Solar (SOOP) 39
ByuN (SOOP) 29
Rex 26
Rogue 25
StarCraft: Brood War
firebathero 2009
Jaedong 1688
Horang2 956
EffOrt 554
Soma 477
Light 458
BeSt 426
FanTaSy 353
Snow 264
Mini 218
[ Show more ]
ggaemo 212
actioN 205
Hyuk 148
ZerO 141
Rush 135
Mind 122
hero 68
Hyun 62
Barracks 61
Yoon 54
Classic 49
Mong 43
sSak 31
ToSsGirL 29
HiyA 29
Aegong 25
910 23
Shinee 22
soO 20
Terrorterran 20
ajuk12(nOOB) 16
Bishop 15
JYJ 14
Sharp 14
Rock 12
zelot 12
Noble 10
Icarus 5
Creator 1
Dota 2
Gorgc14632
qojqva456
syndereN286
Fuzer 144
League of Legends
Reynor78
Counter-Strike
olofmeister1628
kRYSTAL_182
Other Games
singsing1706
B2W.Neo1094
hiko929
Mlord449
crisheroes255
DeMusliM209
ArmadaUGS136
Liquid`VortiX36
QueenE25
ZerO(Twitch)11
Organizations
Counter-Strike
PGL45066
StarCraft: Brood War
lovetv 6
[ Show 10 non-featured ]
StarCraft 2
• StrangeGG 45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Big Brain Bouts
3h 3m
OSC
8h 3m
Replay Cast
9h 3m
Sparkling Tuna Cup
20h 3m
WardiTV Invitational
22h 3m
Epic.LAN
23h 3m
IPSL
1d 2h
eOnzErG vs McRibbed
LancerX vs StRyKeR
AI Arena Tournament
1d 4h
OSC
2 days
Yamato Cup
2 days
[ Show More ]
IPSL
2 days
Artosis vs RiceHat
Kyrie vs Sony
Map Test Tournament
2 days
WardiTV Weekly
2 days
Ultimate Battle
2 days
Rush vs BeSt
Replay Cast
3 days
Rogue vs Classic
Patches Events
3 days
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Liquipedia Results

Completed

Proleague 2026-10-28
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 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.