• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:59
CEST 17:59
KST 00:59
  • 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 Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
Quality of life changes in BW that you will like ? [BSL22] Non-Korean Championship from 13 to 28 June BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser The Korean Terminology Thread
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
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 Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
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 Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
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
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6565 users

[M] (2) ESV Bloody Ridge AE - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
Last Edited: 2012-07-30 18:11:32
July 30 2012 18:02 GMT
#21
On July 31 2012 01:06 Ragoo wrote:
Show nested quote +
On July 31 2012 00:36 Monochromatic wrote:
With the tumor where it is this map would be horribly imba for zerg. Creep takes too long to recede and it forces a scan, or much worse, a robo bay, to take your third. Maps shouldn't force you to get a certain tech to expand.

Also, can you get some analyzer pics up? I really can't make out the layout in the center. And if those are XNW on the center islands, I'd suggest removing them.


Really, a scan or a robo/canon is too much to handle to take a third now?


Didn't think of cannons, would they detect it from off the creep?

Basically, the problem is that T and P need to do something that would hurt them while Z has no problem at all. Forcing a robo is bad because it kills certain strategies, as in every one without a fast robo that involves you taking a third.

EDIT: Creep spreads in a range of 10, cannons detect in range 11. So I think a cannon will work. Still though, you are forcing a cannon to be made, then you wait a while for creep to recede, then build the nexus. That is 25 => 40 => 85 (Assuming creep recede speed is the same as creep spread speed.) => 100 seconds. In total, 250 seconds, over 4 minutes to build a base there. Z doesn't have to wait at all, T has to wait 185 seconds and use a scan. As you can see, this is an incredibly Z favored way of blocking buildings.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 30 2012 18:27 GMT
#22
While I don't exactly agree that the creep tumor is necessarily bad for T/P(a cannon/turret would work fine, and is usually useful on 2 bases anyway), if it does turn out to be a problem, consider a neutral nydus worm behind the mineral line instead.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 18:39 GMT
#23
On July 31 2012 03:27 NewSunshine wrote:
While I don't exactly agree that the creep tumor is necessarily bad for T/P(a cannon/turret would work fine, and is usually useful on 2 bases anyway), if it does turn out to be a problem, consider a neutral nydus worm behind the mineral line instead.


No, then you could kill it and warp in to the main. I could just make the tumor visible if that was a viable solution, but unfortunately it won't work.

What you guys aren't considering is that there is an inbase expansion which changes the whole dynamic of the match ups because its essentially a free base. Protoss/Terran aren't going to be doing the same FE builds that they do on any map we've got today. So saying "it forces a robo or scan" and "Zerg op because easier third" isn't a fair logic because the first two bases are totally different and are a little better for P/T than the current metagame standard.
https://liquipedia.net/starcraft2/Monitor
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2012-07-30 19:18:30
July 30 2012 19:17 GMT
#24
blink stalker observer warp prism 2base cheeses seem pretty impossible to deal with on this map as zerg. its even worse than metropolis im afraid :/
you should conciser widening the ramp to the nat and also the choke to exit the main base and add destructible debris over them so early game isnt changed at same time 1 forcefield wont screw zerg over completely if zerg has destroyed his rocks
Progamerpls no copy pasterino
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 19:32 GMT
#25
On July 31 2012 04:17 MorroW wrote:
blink stalker observer warp prism 2base cheeses seem pretty impossible to deal with on this map as zerg. its even worse than metropolis im afraid :/
you should conciser widening the ramp to the nat and also the choke to exit the main base and add destructible debris over them so early game isnt changed at same time 1 forcefield wont screw zerg over completely if zerg has destroyed his rocks


Hmm yeah I do agree that it could be annoying. I don't think it'll be impossible, but it could prove to be a little bit too powerful. I like the 1x ramp but if the FF drops become too powerful then I'll be glad to widen the ramp. Widening the main choke is a great idea that I didn't really think about, but I'm concerned that you won't be able to get vision over the whole thing from the highground. I'd like to keep it like this, but if test games show that its too small then a wider choke with rocks is a great solution.
https://liquipedia.net/starcraft2/Monitor
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 30 2012 19:45 GMT
#26
Hm, with a lot of criticism revolving around the creep tumour at the third, what if the map were adjusted to more closely reflect the original, in that the third be pushed a little further up and some sort of pathing gap be placed to deny warp ins. Would have the added benefit of denying early high-ground siege tank shenanigans, which the creep tumour offers no solution for.

The more I think about it, the more I can imagine it in TvT: proxy factory madness. Plus, proxy starport on the island high ground. Oh God. Things worth considering, monitor.
Twitter: @iamcaustic
Monochromatic
Profile Blog Joined March 2012
United States998 Posts
Last Edited: 2012-07-30 20:40:59
July 30 2012 20:38 GMT
#27
On July 31 2012 03:39 monitor wrote:
Show nested quote +
On July 31 2012 03:27 NewSunshine wrote:
While I don't exactly agree that the creep tumor is necessarily bad for T/P(a cannon/turret would work fine, and is usually useful on 2 bases anyway), if it does turn out to be a problem, consider a neutral nydus worm behind the mineral line instead.


No, then you could kill it and warp in to the main. I could just make the tumor visible if that was a viable solution, but unfortunately it won't work.

What you guys aren't considering is that there is an inbase expansion which changes the whole dynamic of the match ups because its essentially a free base. Protoss/Terran aren't going to be doing the same FE builds that they do on any map we've got today. So saying "it forces a robo or scan" and "Zerg op because easier third" isn't a fair logic because the first two bases are totally different and are a little better for P/T than the current metagame standard.


I fail to see how the in base expansion would change anything in PvZ. ZvT I'm not as worried about on this map, as a 3 OC opening can just scan and float in.

In PvZ, I see a FFE to cover the main entrance and then taking your nat -which would be the one in your base. To me the matchup would play out fairly standard, with a 2 base all in coming from protoss. That said, I think that your map is forcing the protoss to 2 base all in because the toss cannot take his third quickly.

Thinking about it, a blink stalker all in would do really well vs zerg, as they can blink in from that high ground to the main, without an obs. I'm picturing a group of stalkers walking into the third, pull the roaches there, then blinking into the main, making the roaches walk all the way around, then the stalkers can just walk into the nat and blink out.

EDIT: See that morrow has the same concern. Probably should read the rest of the thread before replying.

Overall though, I just feel like having a neutral creep tumor makes it impossible to take an early third if you aren't zerg.
MC: "Guys I need your support! iam poor make me nerd baller" __________________________________________RIP Violet
NewSunshine
Profile Joined July 2011
United States5938 Posts
July 30 2012 20:51 GMT
#28
I have another potential tweak idea. Try reworking the position of the 3rd, so that a cannon placed at the main choke detects the creep tumor.

If it is a problem that might be something to consider. I don't see the 3rd being that bad though, so I can't really say, just an idea if you decide to cave Moni
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 30 2012 22:43 GMT
#29
On July 31 2012 04:45 stormfoxSC wrote:
Hm, with a lot of criticism revolving around the creep tumour at the third, what if the map were adjusted to more closely reflect the original, in that the third be pushed a little further up and some sort of pathing gap be placed to deny warp ins. Would have the added benefit of denying early high-ground siege tank shenanigans, which the creep tumour offers no solution for.

The more I think about it, the more I can imagine it in TvT: proxy factory madness. Plus, proxy starport on the island high ground. Oh God. Things worth considering, monitor.


I could, but I like it the way it is right now.

On July 31 2012 05:38 Monochromatic wrote:
Show nested quote +
On July 31 2012 03:39 monitor wrote:
On July 31 2012 03:27 NewSunshine wrote:
While I don't exactly agree that the creep tumor is necessarily bad for T/P(a cannon/turret would work fine, and is usually useful on 2 bases anyway), if it does turn out to be a problem, consider a neutral nydus worm behind the mineral line instead.


No, then you could kill it and warp in to the main. I could just make the tumor visible if that was a viable solution, but unfortunately it won't work.

What you guys aren't considering is that there is an inbase expansion which changes the whole dynamic of the match ups because its essentially a free base. Protoss/Terran aren't going to be doing the same FE builds that they do on any map we've got today. So saying "it forces a robo or scan" and "Zerg op because easier third" isn't a fair logic because the first two bases are totally different and are a little better for P/T than the current metagame standard.


I fail to see how the in base expansion would change anything in PvZ. ZvT I'm not as worried about on this map, as a 3 OC opening can just scan and float in.

In PvZ, I see a FFE to cover the main entrance and then taking your nat -which would be the one in your base. To me the matchup would play out fairly standard, with a 2 base all in coming from protoss. That said, I think that your map is forcing the protoss to 2 base all in because the toss cannot take his third quickly.

Thinking about it, a blink stalker all in would do really well vs zerg, as they can blink in from that high ground to the main, without an obs. I'm picturing a group of stalkers walking into the third, pull the roaches there, then blinking into the main, making the roaches walk all the way around, then the stalkers can just walk into the nat and blink out.

EDIT: See that morrow has the same concern. Probably should read the rest of the thread before replying.

Overall though, I just feel like having a neutral creep tumor makes it impossible to take an early third if you aren't zerg.


The blink stalker thing is the same on every map if you have an observer, so I don't think its going to be map breaking. Also, the inbase does affect PvZ because Protoss is a little safer teching and can also abuse warp prisms more than most maps. Getting a robo for an obs or building a cannon isn't too much to ask I hope. An "early third" isn't possible without detection, but this will just play a little differently than other maps. You can build a cannon in the main and kill the tumor early if you're willing to spend 150 to get the third super early.


On July 31 2012 05:51 NewSunshine wrote:
I have another potential tweak idea. Try reworking the position of the 3rd, so that a cannon placed at the main choke detects the creep tumor.

If it is a problem that might be something to consider. I don't see the 3rd being that bad though, so I can't really say, just an idea if you decide to cave Moni


I could, but I don't pan on caving quite yet. I'll make a decision after I've seen more high level games.
https://liquipedia.net/starcraft2/Monitor
Hypemeup
Profile Joined February 2011
Sweden2783 Posts
Last Edited: 2012-08-07 11:30:13
August 07 2012 11:29 GMT
#30
I really dislike that creep tumor, forcing protosses down Robo/Denying 1 mule or focing an extra 100/150 minerals from the other 2 races to take a third makes no sense to me. Is there no other way of making pylons there not work? It just seems like it will be a zerg map by default.
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 07 2012 16:06 GMT
#31
On August 07 2012 20:29 Hypemeup wrote:
I really dislike that creep tumor, forcing protosses down Robo/Denying 1 mule or focing an extra 100/150 minerals from the other 2 races to take a third makes no sense to me. Is there no other way of making pylons there not work? It just seems like it will be a zerg map by default.


I don't think forcing an obs or scan makes it a zerg map especially when you consider that there are cliffs at the fourth and inbase expansions. However, yes there is another solution, and that is using the painted creep around the edge (but not where the Nexus/CC would go). The problem is that prevents building anything there forever, and Zerg can always build a spinecrawler and poke the opponents main.
https://liquipedia.net/starcraft2/Monitor
Syphon8
Profile Joined July 2010
Canada298 Posts
August 07 2012 16:43 GMT
#32
On August 08 2012 01:06 monitor wrote:
Show nested quote +
On August 07 2012 20:29 Hypemeup wrote:
I really dislike that creep tumor, forcing protosses down Robo/Denying 1 mule or focing an extra 100/150 minerals from the other 2 races to take a third makes no sense to me. Is there no other way of making pylons there not work? It just seems like it will be a zerg map by default.


I don't think forcing an obs or scan makes it a zerg map especially when you consider that there are cliffs at the fourth and inbase expansions. However, yes there is another solution, and that is using the painted creep around the edge (but not where the Nexus/CC would go). The problem is that prevents building anything there forever, and Zerg can always build a spinecrawler and poke the opponents main.


You could technically paint it in such a pattern that Zerg can't make spinecrawlers either.
',:/
Hypemeup
Profile Joined February 2011
Sweden2783 Posts
Last Edited: 2012-08-07 17:06:12
August 07 2012 16:51 GMT
#33
On August 08 2012 01:06 monitor wrote:
Show nested quote +
On August 07 2012 20:29 Hypemeup wrote:
I really dislike that creep tumor, forcing protosses down Robo/Denying 1 mule or focing an extra 100/150 minerals from the other 2 races to take a third makes no sense to me. Is there no other way of making pylons there not work? It just seems like it will be a zerg map by default.


I don't think forcing an obs or scan makes it a zerg map especially when you consider that there are cliffs at the fourth and inbase expansions. However, yes there is another solution, and that is using the painted creep around the edge (but not where the Nexus/CC would go). The problem is that prevents building anything there forever, and Zerg can always build a spinecrawler and poke the opponents main.


I still think that would be prefered over making 2 races pay more & delay their expos. And with the tumor zerg can build a spine there anyways.

I dont know if making it unbuildable permanently along that edge is a big deal anyways. Buildings that would normally be placed there are turrets/cannons? I dont see people wanting to protect drops comming from inside their main anyways. Protoss players sometimes put gateways around their third but honestly I dont think that would matter, they can scatter gateways all over the place and be fine.

Other then that I really dig the look of the map, but I cant find it on EU to play on.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2012-08-07 17:25:29
August 07 2012 17:23 GMT
#34
On August 08 2012 01:51 Hypemeup wrote:
Show nested quote +
On August 08 2012 01:06 monitor wrote:
On August 07 2012 20:29 Hypemeup wrote:
I really dislike that creep tumor, forcing protosses down Robo/Denying 1 mule or focing an extra 100/150 minerals from the other 2 races to take a third makes no sense to me. Is there no other way of making pylons there not work? It just seems like it will be a zerg map by default.


I don't think forcing an obs or scan makes it a zerg map especially when you consider that there are cliffs at the fourth and inbase expansions. However, yes there is another solution, and that is using the painted creep around the edge (but not where the Nexus/CC would go). The problem is that prevents building anything there forever, and Zerg can always build a spinecrawler and poke the opponents main.


I still think that would be prefered over making 2 races pay more & delay their expos. And with the tumor zerg can build a spine there anyways.

I dont know if making it unbuildable permanently along that edge is a big deal anyways. Buildings that would normally be placed there are turrets/cannons? I dont see people wanting to protect drops comming from inside their main anyways. Protoss players sometimes put gateways around their third but honestly I dont think that would matter, they can scatter gateways all over the place and be fine.

Other then that I really dig the look of the map, but I cant find it on EU to play on.


Yes the tumor allows zergs to build spines, but not if the Protoss/Terran kills it off early-ish. I like the idea of painting the creep so there isn't enough space to build a spine though.

[edit] Hmm should be up on EU in Arcade, but I'll check again. Sorry!

I still think that would be prefered over making 2 races pay more & delay their expos


I don't mean to call you out, but you're neglecting the map design. If I took Cloud Kingdom and put a creep tumor near the third, then yes it would have the effect of making it more in favor of Zerg. But this map isn't the same as any map that is currently in the metagame, and balance is nowhere near as precise since there hasn't been an abundance of professional testing. You have take into account that maybe this isn't a 50% balance map in all match ups and major some features hurt Zerg, like the inbase. For example

-Protoss is much safer than a map like Antiga or Ohana because there's only a 1-FF wide choke entering the two bases.
-Protoss can abuse warp prisms much easier because there is a 1x ramp leading into the natural
-Terran drops are more effective than some maps because the ground distance between the third and the main is much longer than air (easy to pick up and move the drop).
-Terran can take the island expansions more "easily" than Zerg, given that they can defend mutas/infestors/overlord drops
https://liquipedia.net/starcraft2/Monitor
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
August 07 2012 19:08 GMT
#35
On July 31 2012 07:43 monitor wrote:
The blink stalker thing is the same on every map if you have an observer, so I don't think its going to be map breaking. Also, the inbase does affect PvZ because Protoss is a little safer teching and can also abuse warp prisms more than most maps. Getting a robo for an obs or building a cannon isn't too much to ask I hope. An "early third" isn't possible without detection, but this will just play a little differently than other maps. You can build a cannon in the main and kill the tumor early if you're willing to spend 150 to get the third super early.


Honestly I think not having to get an obs out to assist with the 4 gate + blink timing is going to make it really super hard to hold off in both PvP and PvZ. Without having to get that obs its going to make that timing hit sooo much faster, since you dont need to get a robo bay out at all to do it.

The creep tumor seems like a nice solution, but hasn't anyone seen Spanishiwa's spine crawler rush against a FFE opponent? I've seen him use it on cloud kingdom to kill the off the main protoss buildings before warp gate was finished. The catch to his strategy was that you needed to get a super fast lair to poop creep so you could put up the tumors and crawlers.

The difference is that on this map, to pull off those strats, you don't need to get the early tech buildings which would nornally slow down the pushes. These strats have been used successfully against pros even with the hindrance of needing lar tech/robo. I'm not saying its map breaking, but the metagame on this map would be totally different from what we've been seeing lately, and I don't think pros or even folks on ladder would like to have to deal with all that. The bottom line is that I don't see any map working with high ground overlooking the main base that is accessible to ground units without drastically messing up the meta game.
~ ~ <°)))><~ ~ ~
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
August 07 2012 19:30 GMT
#36
Messing up the metagame is the point :D More of the same = boring!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 07 2012 21:41 GMT
#37
On August 08 2012 04:30 prodiG wrote:
Messing up the metagame is the point :D More of the same = boring!


I agree, except I don't want to completely ruin forge FEs. I hope it doesn't do that!

--

I am going to be on Doa's show Cartographer today talking about Bloody Ridge, check it out in about 20 minutes (3:00pm PST) at http://www.twitch.tv/ignproleague.
https://liquipedia.net/starcraft2/Monitor
swedishfished
Profile Joined June 2012
United States2 Posts
August 07 2012 22:56 GMT
#38
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 07 2012 23:01 GMT
#39
On August 08 2012 07:56 swedishfished wrote:
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third


Thats actually not a bad idea. I tried the painted creep- Gfire pointed out that it doesn't work well because it never goes away and it doesn't follow the same rules the normal creep does. I also tried building blockers, but then too much of the expansion is unbuildable (same as the creep though, I suppose). Supply depots would prevent Z from building spine crawlers, allow the third to be taken early, and give building room if players killed them.
https://liquipedia.net/starcraft2/Monitor
Diamond
Profile Blog Joined May 2009
United States10796 Posts
August 07 2012 23:01 GMT
#40
On August 08 2012 07:56 swedishfished wrote:
I think there should just be a TON of neutral supply depots where the creep tumor is to stop pylons so you can warp in because the creep tumor makes it imba for zerg and condemns protoss and zerg to all in as it is difficult to play macro when you can not get a third


I don't get how getting ONE observer will make you have to all in. I think Starcraft players are too reliant on 3 free bases these days.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
15:55
FSL TeamLeague wk 2 PTB vs POG
Liquipedia
uThermal 2v2 Circuit
15:00
Season Finals: Group Stage 2
RotterdaM696
TaKeTV 329
SteadfastSC196
IndyStarCraft 153
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1858
uThermal 1324
RotterdaM 696
mouzHeroMarine 278
SteadfastSC 196
IndyStarCraft 153
LamboSC2 37
BRAT_OK 35
Classic 24
sc2solar 15
SpiritSC2 11
StarCraft: Brood War
Britney 34848
EffOrt 1390
Shuttle 1254
BeSt 235
Leta 137
hero 119
Mind 105
ggaemo 66
Hyun 65
910 55
[ Show more ]
Barracks 47
Pusan 45
Movie 33
Rock 27
Terrorterran 23
GoRush 22
Sacsri 18
IntoTheRainbow 17
soO 16
ajuk12(nOOB) 14
NaDa 11
Dota 2
Dendi1962
syndereN496
LuMiX1
Counter-Strike
fl0m7848
Other Games
gofns34194
tarik_tv8445
singsing2748
Grubby1182
B2W.Neo694
Mlord598
crisheroes267
Hui .210
SHIN 172
XaKoH 138
DeMusliM136
ArmadaUGS104
Mew2King54
KnowMe28
Trikslyr10
Organizations
Other Games
EGCTV863
BasetradeTV191
StarCraft 2
angryscii 17
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• Shameless 27
• iHatsuTV 12
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix10
• Michael_bg 10
• HerbMon 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2968
Other Games
• WagamamaTV558
• Shiphtur140
Upcoming Events
BSL22 NKC (BSL vs China)
3h 1m
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
18h 1m
uThermal 2v2 Circuit
23h 1m
BSL22 NKC (BSL vs China)
1d 3h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
1d 19h
OSC
2 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
5 days
OSC
5 days
[ Show More ]
CranKy Ducklings
5 days
Liquipedia Results

Completed

Acropolis #4 - GSB
2026 GSL S2
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
uThermal 2v2 2026 Main Event
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

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 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.