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Work In Progress Melee Maps - Page 110

Forum Index > SC2 Maps & Custom Games
Post a Reply
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Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
And G
Profile Joined May 2012
Germany491 Posts
April 04 2014 14:15 GMT
#2181
It's difficult to tell from the picture, but it looks like creep from a hatchery at the base closest to the ramp at the NW/SE starting positions would prevent walling that ramp off; you might want to check that. Also, some of the mains and naturals are awfully close to low ground.

Overall, I like the idea of a 2-in-1 2v2 map, it seems like the sort of thing Blizzard is looking for.
not a community mapmaker
TheoMikkelsen
Profile Joined June 2013
Denmark196 Posts
Last Edited: 2014-04-05 15:29:03
April 05 2014 15:10 GMT
#2182
Map Name: "Center of Meditation"

Terrain and decoration inspired by bel´shir vestige as it is the most beautiful in the game.

How this map differs from other maps:

- A relatively big center that allows for multiple attack routes.
- Narrow, abusive areas that does not help forcefields in allin situations but rather in later stages or harass situations.
- A "semi-pocket" 3rd that requires rocks taken down but otherwise is safe from early attacks.

Full bound: 160x176
Playable: 160x173

What are your thoughts?

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


Not sure if I am allowed to release since it is inspired a lot from bel´shir terrain, but it has otherwise been an interesting 3-4 hours of my time.

Feel free to comment it.
Any sufficiently cheesy build is indistinguishable in skill
Big J
Profile Joined March 2011
Austria16289 Posts
April 05 2014 22:25 GMT
#2183
On April 04 2014 03:58 And G wrote:
It's horribly outdated though. I think it would be great if we had a single compilation of map design rules with explanations and exceptions; e.g. like this:
  • The main needs to be separated by a single narrow (one forcefield wide) diagonal ramp from the rest of the map.
    • Exception: If the distance between main ramps is longer than xy seconds, the ramp may be two forcefields wide.
    • Exception: The main ramp can be wider than one forcefield if the rest is initially blocked by rocks and there is an in-base natural.
    • Exception: There can be an additional backdoor entrance blocked by rocks if x and y applies.

  • The entrance to the main needs to be in range of the natural Nexus cannon.
    • Exception: ...
    • Exception: ...

  • ...

I mean, with everyone having internalized all the rules by now, I think we sometimes forget why these rules exist in the first place and under which circumstances we can ignore them. New map makers ignore them all the time because they don't know them (see Erotes' map), and then the rules are drilled into them and they end up producing the same kind of maps everyone makes. That's also why I don't like to tell aspiring map makers stuff like "put your main on the high ground with a single narrow ramp" because I think it's important that you first understand why whis is a good idea.


That sounds quite bad to be honest. Like both the points you list sound more than discussable. I see no situation in which you'd need to have a backdoor expansion when having a rockblocked doublewide ramp to the main. If you expand forward, your main defensive focus will be under that ramp regardless of its size.
Or the thing with the natural nexus canon protecting the main ramp... why? I mean, sure the main ramp should usually not be superexposed, but why does it have to be in range of the PO? Cant it just be all the way behind the natural?
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
April 05 2014 23:16 GMT
#2184
Instead of writen rules that will never be unanimous and may change acording to metagame or patch, maybe a archive with simple images of the latests maps, no textures just layout and terrain outlines, diagrams and analysis info nad replays/vods could work better to show new mapmakers what we have and what is considered standard. From this he can start copying the current layouts until he gains enough experience to do his own work. Was what I did. Lots of shakuras plateau into lots of daybreaks.
I look like someone's uncle after a hard life
And G
Profile Joined May 2012
Germany491 Posts
Last Edited: 2014-04-06 10:57:48
April 06 2014 10:57 GMT
#2185
On April 06 2014 07:25 Big J wrote:
I see no situation in which you'd need to have a backdoor expansion when having a rockblocked doublewide ramp to the main. If you expand forward, your main defensive focus will be under that ramp regardless of its size.

Yes, but if you expand forward there's usually no point in there being a blocked wider ramp since as you said, the ramp isn't your line of defense then. What you say about the Nexus cannon is true of course; the main point is that the main ramp should be "protected" by the natural Nexus. And of coursse there are exceptions to that rule (like an in-base natural, obviously).

Those examples weren't meant as absolute rules, but as guideluines for people who don't yet understand all the intricacies of map design. Of course there is no rule that is 100% true in all circumstances, that's not the point. But a new map designer doesn't want to spend hours reading analysis and watching replays, he wants a simple checklist whether his created map passes a basic sanity check. If you look at your map and think "rule X doesn't apply here because Y" then that's fine, but it's important to be aware of rule X first, and to know why that rule exists.

Narrow ramp to main base? Check.
Space behind mineral lines? Check.
Main and natural mineral lines out of low-ground siege range? Check.
etc.
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 12:38 GMT
#2186
On April 06 2014 19:57 And G wrote:
Show nested quote +
On April 06 2014 07:25 Big J wrote:
I see no situation in which you'd need to have a backdoor expansion when having a rockblocked doublewide ramp to the main. If you expand forward, your main defensive focus will be under that ramp regardless of its size.

Yes, but if you expand forward there's usually no point in there being a blocked wider ramp since as you said, the ramp isn't your line of defense then. What you say about the Nexus cannon is true of course; the main point is that the main ramp should be "protected" by the natural Nexus. And of coursse there are exceptions to that rule (like an in-base natural, obviously).

Those examples weren't meant as absolute rules, but as guideluines for people who don't yet understand all the intricacies of map design. Of course there is no rule that is 100% true in all circumstances, that's not the point. But a new map designer doesn't want to spend hours reading analysis and watching replays, he wants a simple checklist whether his created map passes a basic sanity check. If you look at your map and think "rule X doesn't apply here because Y" then that's fine, but it's important to be aware of rule X first, and to know why that rule exists.

Narrow ramp to main base? Check.
Space behind mineral lines? Check.
Main and natural mineral lines out of low-ground siege range? Check.
etc.


Well, I like doublewide/halfblocked ramps to the main, because the defender can destroy them once he has his front established and gets more room to maneuver later on. Singlewide chokes are often annoying for the defender to deal with, e.g. when chasing mutalisks. Obviously it's a weak point for them, but making a doublewide ramp that behaves like a singlewide one isn't interesting to begin with.

In general, I think you are way too specific to the point that a new mapmaker loses the fun very fast. I think it is better to just tell them, that they should go through current and previous ladder maps and look at their setups.
Again, to use one of your examples:
Main and natural mineral lines out of low-ground siege range? Check.

This has never been experienced in the modern metagame. Even when it was possible (Tel'darim Altar), it wasn't broken. I don't see why you even would want to discourage this. Obviously, if a person has no idea about what his map features could lead to his maps will be bad. But his maps will be bad, regardless of how big of a list of "to-do features" you give him. And I think, before someone takes the time to go through a list, he/she will rather just spend less time of thinking about what he/she is doing.
And G
Profile Joined May 2012
Germany491 Posts
April 06 2014 13:16 GMT
#2187
On April 06 2014 21:38 Big J wrote:
I think it is better to just tell them, that they should go through current and previous ladder maps and look at their setups.

I see two major problems with this:
  • New mapmakers usually make maps because they want to do different (a.k.a. "innovative") stuff compared to typical ladder maps. Ideally, you'd give them the tools/knowledge to do this rather than trying to stifle their ideas by telling them to copy proven layouts. If you give them a checklist, and their map violates a rule, then they can specifically try to fix this problem or even decide to ignore it. What's important is that they realize that this might potentially break the map. What they choose to do with that knowledge is up to them.
  • To learn something from looking at existing setups you already need to have a decent understanding of mapmaking first. For example, there's a "rule" that the gasses at the natural shouldn't be too hard for Overlords to scout. This can take many forms; typically you'll see two geysers on the same side, Overlord hiding spots, or dead space behind the geysers. However, if you've never heard of that rule before, you won't even realize that the geysers are placed very deliberately on most maps. Telling a new mapmaker to keep Zerg scouting in mind when placing geysers is much better than telling him to look at existing base setups.
(If you're going to argue about gas geyser placement, just ask yourself which map is likely the better one: a map by someone who deliberately made natural geysers impossible to scout, or a map by someone who made them impossible to scout because he didn't consider Overlord scouting at all?)
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 14:35 GMT
#2188
On April 06 2014 22:16 And G wrote:
Show nested quote +
On April 06 2014 21:38 Big J wrote:
I think it is better to just tell them, that they should go through current and previous ladder maps and look at their setups.

I see two major problems with this:
  • New mapmakers usually make maps because they want to do different (a.k.a. "innovative") stuff compared to typical ladder maps. Ideally, you'd give them the tools/knowledge to do this rather than trying to stifle their ideas by telling them to copy proven layouts. If you give them a checklist, and their map violates a rule, then they can specifically try to fix this problem or even decide to ignore it. What's important is that they realize that this might potentially break the map. What they choose to do with that knowledge is up to them.
  • To learn something from looking at existing setups you already need to have a decent understanding of mapmaking first. For example, there's a "rule" that the gasses at the natural shouldn't be too hard for Overlords to scout. This can take many forms; typically you'll see two geysers on the same side, Overlord hiding spots, or dead space behind the geysers. However, if you've never heard of that rule before, you won't even realize that the geysers are placed very deliberately on most maps. Telling a new mapmaker to keep Zerg scouting in mind when placing geysers is much better than telling him to look at existing base setups.
(If you're going to argue about gas geyser placement, just ask yourself which map is likely the better one: a map by someone who deliberately made natural geysers impossible to scout, or a map by someone who made them impossible to scout because he didn't consider Overlord scouting at all?)


I really agree with your intentions. But at least for me it sounds like I would rather be intimidated if I got a huge list of stuff in hand that my map should consider. Especially such softer rules like the ones with the geyser get broken a lot are probably not necessary to consider for a new mapmaker.
Regardless, I guess such a list would still be helpful to have at hand.
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 17:21 GMT
#2189
Rotational Caverns of Xel'Naga for 4players
+ Show Spoiler +
without gold bases

[image loading]


Two third options, so regardless of your spawn position, there should be an acquirable third base. And regardless of your choice, you have a 4th nearby to expand away from your opponent. So in terms of spawns, all should be playable.

The wacky thing is of course the second easily wallable entrance to the natural. Any input on this?
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 06 2014 17:37 GMT
#2190
layout is somewhat nice but you need to fix the sizes of certain areas, there is little to no room in the nat and low 3rd
"Not you."
And G
Profile Joined May 2012
Germany491 Posts
April 06 2014 18:35 GMT
#2191
I like the idea but I think it's really not suited for rotational symmetry. If you could somehow make this work with axial symmetry by stretching the map horizontally this would be a really cool design though.
not a community mapmaker
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 19:31 GMT
#2192
On April 07 2014 02:37 19Meavis93 wrote:
layout is somewhat nice but you need to fix the sizes of certain areas, there is little to no room in the nat and low 3rd

True that, I will see what I can do!

On April 07 2014 03:35 And G wrote:
I like the idea but I think it's really not suited for rotational symmetry. If you could somehow make this work with axial symmetry by stretching the map horizontally this would be a really cool design though.


What do you mean by "this"? The second entrance to the natural? Because I think I will drop it regardless, since the more I think about it, the more I believe it is
- either broken against Protoss in PvZ, because it is too hard to wall
- or broken against Zerg, because sentry/Immortal (or other sentry based rushes)
Coppermantis
Profile Joined June 2012
United States845 Posts
April 06 2014 19:50 GMT
#2193
On April 06 2014 21:38 Big J wrote:
Obviously, if a person has no idea about what his map features could lead to his maps will be bad. But his maps will be bad, regardless of how big of a list of "to-do features" you give him. And I think, before someone takes the time to go through a list, he/she will rather just spend less time of thinking about what he/she is doing.



This is definitely true (Heck, I'll use myself as an example here :V). I think that a guide of the most basic features, like how to lay out mineral lines, why ramps need to be diagonal, main/natural layout, and so on with an expanation of why they need to be like that would help the most beginner mappers, though. Maybe if you want to get into more advanced stuff, then put up a bunch of overviews of maps that most people consider good and explain why they're good, and any shortcomings they might have. Same could be done with some bad maps.
And G
Profile Joined May 2012
Germany491 Posts
April 06 2014 20:40 GMT
#2194
On April 07 2014 04:31 Big J wrote:
What do you mean by "this"? The second entrance to the natural? Because I think I will drop it regardless, since the more I think about it, the more I believe it is
- either broken against Protoss in PvZ, because it is too hard to wall
- or broken against Zerg, because sentry/Immortal (or other sentry based rushes)

By "this" I mean the whole main/nat/third layout. I don't think it's broken in PvZ as long as you can wall the second entrance with three (or even two) pylons, and you could make it easier to defend for Zerg by enlarging the area between the natural base and the narrow entrance so a Protoss player could camp on the narrow pathway with sentries, but to get damage done he'd still need to walk into more open space at the base. This would also require rearranging the mineral line so it's closer to the main base.

The reason why I think it's bad in a rotational 4 player map is that the player spawning counterclockwise will always keep his units between his own and his opponent's natural regardless of which approach he actually takes, while the player spawning clockwise would have his units way out of position when attacking via the narrow pathway.
not a community mapmaker
skdeimos
Profile Joined May 2013
Canada155 Posts
Last Edited: 2014-04-06 21:15:16
April 06 2014 21:15 GMT
#2195
On April 07 2014 05:40 And G wrote:
Show nested quote +
On April 07 2014 04:31 Big J wrote:
What do you mean by "this"? The second entrance to the natural? Because I think I will drop it regardless, since the more I think about it, the more I believe it is
- either broken against Protoss in PvZ, because it is too hard to wall
- or broken against Zerg, because sentry/Immortal (or other sentry based rushes)

By "this" I mean the whole main/nat/third layout. I don't think it's broken in PvZ as long as you can wall the second entrance with three (or even two) pylons, and you could make it easier to defend for Zerg by enlarging the area between the natural base and the narrow entrance so a Protoss player could camp on the narrow pathway with sentries, but to get damage done he'd still need to walk into more open space at the base. This would also require rearranging the mineral line so it's closer to the main base.

The reason why I think it's bad in a rotational 4 player map is that the player spawning counterclockwise will always keep his units between his own and his opponent's natural regardless of which approach he actually takes, while the player spawning clockwise would have his units way out of position when attacking via the narrow pathway.


I agree with this. One of the key aspects of a backdoor entrance is the difference in rush distance if you want to attack through it, compared to the standard rush distance to attack the natural. The CCW player can attack either entrance with basically the same rush distance, which means he can retreat to his own natural from his opponent's backdoor easily. The CW player, though, has to go much farther to hit his opponents backdoor, which means it's easier to catch his army out of position. I just don't think layouts like this can work in small 4p maps.
Big J
Profile Joined March 2011
Austria16289 Posts
April 06 2014 21:30 GMT
#2196
On April 07 2014 05:40 And G wrote:
Show nested quote +
On April 07 2014 04:31 Big J wrote:
What do you mean by "this"? The second entrance to the natural? Because I think I will drop it regardless, since the more I think about it, the more I believe it is
- either broken against Protoss in PvZ, because it is too hard to wall
- or broken against Zerg, because sentry/Immortal (or other sentry based rushes)

By "this" I mean the whole main/nat/third layout. I don't think it's broken in PvZ as long as you can wall the second entrance with three (or even two) pylons, and you could make it easier to defend for Zerg by enlarging the area between the natural base and the narrow entrance so a Protoss player could camp on the narrow pathway with sentries, but to get damage done he'd still need to walk into more open space at the base. This would also require rearranging the mineral line so it's closer to the main base.

The reason why I think it's bad in a rotational 4 player map is that the player spawning counterclockwise will always keep his units between his own and his opponent's natural regardless of which approach he actually takes, while the player spawning clockwise would have his units way out of position when attacking via the narrow pathway.


True, true and part of the reason why i cut that pathway out. Still believe I wont be able to make it work against sentry/immortal. The problem is that that rush can push very far into the open with FFs. The way to stop it is by cathcing it far enough from the base that a single set of FFs cannot push to the base. You need roughly the length of the Daybreak-3rd-base-corridor plus a wider arc (since unlike on daybreak you cannot sandwich here) to be able to engage it early enough.
So the natural would become huge and amy wallable chokepoint for Protoss would be far away and hard to guard.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
April 07 2014 04:32 GMT
#2197
On April 07 2014 02:21 Big J wrote:
Rotational Caverns of Xel'Naga for 4players
+ Show Spoiler +
without gold bases

[image loading]


Two third options, so regardless of your spawn position, there should be an acquirable third base. And regardless of your choice, you have a 4th nearby to expand away from your opponent. So in terms of spawns, all should be playable.

The wacky thing is of course the second easily wallable entrance to the natural. Any input on this?

The middle on this is so cool, I want to steal it but I have nothing to put it on.
Comprehensive strategic intention: DNE
Big J
Profile Joined March 2011
Austria16289 Posts
April 07 2014 07:58 GMT
#2198
On April 07 2014 13:32 EatThePath wrote:
The middle on this is so cool, I want to steal it but I have nothing to put it on.


haha, thanks

So this is an updated version:
[image loading]
[image loading]
skdeimos
Profile Joined May 2013
Canada155 Posts
April 07 2014 08:56 GMT
#2199
Nat entrance should be wider to accommodate for no longer having a backdoor. 10 squares is the standard these days, I believe.
Big J
Profile Joined March 2011
Austria16289 Posts
April 07 2014 09:24 GMT
#2200
On April 07 2014 17:56 skdeimos wrote:
Nat entrance should be wider to accommodate for no longer having a backdoor. 10 squares is the standard these days, I believe.


Already did, it's 9squares currently. I like 9 (blocked the 10th intentionally), because it allows for the 2 setups (as shown; tiny but maybe still identifyable):
- 3 big buildings for a full wall (top left, bottom right in the picture)
- 2big and 1small building for a wall with entrance (bottom left, top right in the picture)

Since the choke is out of initial creep reach now, having a full wall with 3buildings is good for ZvZ.
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