• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:15
CET 17:15
KST 01:15
  • 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 (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR?
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
The End Of An Era Rollback Netcode in Brood War How SKT1 S-Tiers Felt To Be Swept By Flash BW General Discussion Top Players of October 2026 (EBPD Rankings)
Tourneys
2v2v2v2 Tournament Stage 1: Community Poll [Megathread] Daily Proleagues [$1250] International ShieldBattery League New Worlds Star League
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 Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
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 Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
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: 11458 users

Work In Progress Melee Maps - Page 83

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 81 82 83 84 85 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 04 2013 09:37 GMT
#1641
I think the danger of blink stalkers is overplayed, it's a scoutable all in or a defendable pressure, and it's an exciting thing to watch at least half the time it actually happens. Any map that allows some kind of eco blink play is great imo.

Regarding the map, lez, I think it's unnecessarily too big, you could easily shrink by 10-20%. Why not make the middle bases gold with the geysers under the center cliff and minerals walling or semi-walling? Or keep the orientation and use 4hym1hyg bases. I like the collapse rocks on the way to the 3rd, I think that's a great mechanic. The 3rd is absurdly open, which is probably fine given the current rush distance but not fine if you decrease map size which I think you should a bit. I would suggest extending the impassable terrain at the corner of the wide ramp further in towards that base to make more of two hallways: one from the wide ramp, and one coming from the corner 4th. I would also recommend more of a hallway en route from the natural, or maybe some hole / doodads occupying space there because that's also absurdly open and a deathtrap for protoss. While it has potential for good fights, 90+% of the time it's just incentive for protoss to turtle that much harder and a reasonable forcefieldable location is somewhat counterintuitively more open-ended for the types of fights players can have there. Alternatively, if you want to preserve the huge open areas, you should provide tight chokepoints at the entrances to that area so good positioning to head off attackers can still control the space at the chokepoints.
Comprehensive strategic intention: DNE
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
November 05 2013 16:01 GMT
#1642
not as much of a map, but I'm working on this.
[image loading]
what would the effect of bases like this be?
"Not you."
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
November 05 2013 19:54 GMT
#1643
Hello TL, my first post

I've been working on this map. It can be found on custom games with the name "Five Levels of Fun". It failed on other regions, I will try again later. Its non standard features are:
1- rich geyser at main base (blocked by a mineral patch). May reduce the resources at that patch just to grab the gas faster.
2- only one gas at natural to compensate the rich one at main.
3- a little experiment on simulating more than 3 levels of terrain. One is higher ground for the rich geyser at main, the other is an even lower ground for the 12 oclock expo. (hence the name) . Both simulate high ground vision and blocking path

+ Show Spoiler +

[image loading]
[image loading]
[image loading]


It's playable but I didn't like the size of the bases when testing and the overall layout seems weird, the closest map would be Newkirk but I'm not sure if it's a good layout to follow... probably won't finish. Has anyone an opinion? What about the extra terrain? A mega turtle map could end up looking like this O.o
+ Show Spoiler +

[image loading]

PS. all spikes are cosmetical.
I look like someone's uncle after a hard life
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2013-11-06 13:21:43
November 06 2013 13:20 GMT
#1644
Hey, so I thought I'd mix it up a little and make something more experimental this time:

[M] (2) Frozen Islands
[image loading]

+ Show Spoiler +
[image loading]

The concept:
Since you cannot take a third very quickly and the middle is easily sealed off (only one attack path!), you should be encouraged to find other ways to attack or expand. Nydus the rich island, fly a CC to the Island 3rd or try to control the skies to prevent your opponent from doing just that.
Or maybe your techbased ground style (Mech, Robo, Swarmhosts) does not need to do take the third as quickly and will still try to bruteforce its way through a wall of bunkers/spines/tanks/mines/canons to victory.


Things to test/work on:
- evaluate/make gold island impossible to blink on
- evaluate/make main base unblinkable from the 3rd
- everything else
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 06 2013 16:47 GMT
#1645
On November 06 2013 22:20 Big J wrote:
Since you cannot take a third very quickly and the middle is easily sealed off (only one attack path!), you should be encouraged to find other ways to attack or expand. Nydus the rich island, fly a CC to the Island 3rd or try to control the skies to prevent your opponent from doing just that.
Or maybe your techbased ground style (Mech, Robo, Swarmhosts) does not need to do take the third as quickly and will still try to bruteforce its way through a wall of bunkers/spines/tanks/mines/canons to victory.


Or two-base all-in every game?
starleague forever
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2013-11-06 17:08:05
November 06 2013 17:05 GMT
#1646
Yep, it's going to be only 2base all ins if the zerg tries to take a 3rd. I see no way for Zerg to play vs Protoss here if Protoss opens SG so it has map control and denies possible 3rd, only options for zerg would be to kill the rocked 3rd or build a macro hatch and there and then buildings a 4th hatchery closer. Zerg can't really fight an air war with Protoss unless on more bases.

I would say open up the natural, make early aggression much stronger and therefore make it so that when you can get a 3rd you have many units, which will mean the rocks are not that important as they are in the current nat design.

EDIT: @ConCentrate405, are these extra cliffs working like normal ones? Looks like a cool idea if they do.
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2013 17:48 GMT
#1647
On November 07 2013 01:47 a176 wrote:
Show nested quote +
On November 06 2013 22:20 Big J wrote:
Since you cannot take a third very quickly and the middle is easily sealed off (only one attack path!), you should be encouraged to find other ways to attack or expand. Nydus the rich island, fly a CC to the Island 3rd or try to control the skies to prevent your opponent from doing just that.
Or maybe your techbased ground style (Mech, Robo, Swarmhosts) does not need to do take the third as quickly and will still try to bruteforce its way through a wall of bunkers/spines/tanks/mines/canons to victory.


Or two-base all-in every game?


There is no 2base rush that cannot be stopped from 2bases or 2bases while building a third. And the "only one path" setup makes this even easier, since you can blindly spine up if anything cheesy is going on.

On November 07 2013 02:05 moskonia wrote:
Yep, it's going to be only 2base all ins if the zerg tries to take a 3rd. I see no way for Zerg to play vs Protoss here if Protoss opens SG so it has map control and denies possible 3rd, only options for zerg would be to kill the rocked 3rd or build a macro hatch and there and then buildings a 4th hatchery closer. Zerg can't really fight an air war with Protoss unless on more bases.

I would say open up the natural, make early aggression much stronger and therefore make it so that when you can get a 3rd you have many units, which will mean the rocks are not that important as they are in the current nat design.


If I make it possible to take a fast third, matches on this map will just devolve into standard 3base clustering. The whole setup makes no sense without the rocked third, as it would just be a very bad macro map with only one attack path.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 06 2013 18:06 GMT
#1648
@meavis: A base like that will disincentivize expanding to other bases because you can keep getting nearly constant income for almost twice the normal duration of a standard base. But, it would require extra workers to do so, so maybe this isn't that bad. If you wanted to "all in" off of that base, you wouldn't be making extra workers so you couldn't utilize it properly. If you wanted to overproduce workers to make use of the distant gold patches, you'd have a lot of supply left over not doing anything unless you expanded. With gold patches though, it's already a good base for partially saturating --> ramping up production. So I would make sure this is a vulnerable location on the map. Imagine terran putting a PF 4th there and doubling scvs on the gold patches while exclusively muling the blue patches.

@Concentrate: Sort of normal looking map, I like the choice of 3rds. The 4th base in the corner is too easy, and it's protected by the 3rd you'd take first anyway. (or vice versa). The extra gas main / 1 gas nat is kind of random, I think it'd be stronger as a standard 2gas nat and an extra gas at main or nat to create a high gas metagame. Otherwise it's just a wrench in things that sort of balances overall, seemingly pointless. The "additional cliff levels" it really just sight blockers with an aesthetic illusion. This is not a bad thing but again, seemingly pointless. Not that I'm trying to bash your ideas, just giving honest critique. I think the base at 12 should have a wider opening, and why not put a base at 6 as well? The space there is sort of unused. I do like how early game you cross the map at the highground pass and then later you start using the other lowground pass as a natural progression.

@BigJ: No matter how you slice it this map is bad for zerg because there is a much higher burden on them to deal with a) rocks on their 3rd base, b) island bases. I won't really comment on the concept because it's just theorycrafting and I don't think it'd be a successful map concept. But I will point out that the extra ramps in the middle with rocks are weird because you can still just defend the single path at the middle if the rocks are down. I would do this to provide alternate paths and also incentivize the islands since it makes the ground 3rds more vulnerable:

[image loading]
Comprehensive strategic intention: DNE
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 06 2013 18:38 GMT
#1649
On November 07 2013 02:48 Big J wrote:
Show nested quote +
On November 07 2013 01:47 a176 wrote:
On November 06 2013 22:20 Big J wrote:
Since you cannot take a third very quickly and the middle is easily sealed off (only one attack path!), you should be encouraged to find other ways to attack or expand. Nydus the rich island, fly a CC to the Island 3rd or try to control the skies to prevent your opponent from doing just that.
Or maybe your techbased ground style (Mech, Robo, Swarmhosts) does not need to do take the third as quickly and will still try to bruteforce its way through a wall of bunkers/spines/tanks/mines/canons to victory.


Or two-base all-in every game?


There is no 2base rush that cannot be stopped from 2bases or 2bases while building a third. And the "only one path" setup makes this even easier, since you can blindly spine up if anything cheesy is going on.

Show nested quote +
On November 07 2013 02:05 moskonia wrote:
Yep, it's going to be only 2base all ins if the zerg tries to take a 3rd. I see no way for Zerg to play vs Protoss here if Protoss opens SG so it has map control and denies possible 3rd, only options for zerg would be to kill the rocked 3rd or build a macro hatch and there and then buildings a 4th hatchery closer. Zerg can't really fight an air war with Protoss unless on more bases.

I would say open up the natural, make early aggression much stronger and therefore make it so that when you can get a 3rd you have many units, which will mean the rocks are not that important as they are in the current nat design.


If I make it possible to take a fast third, matches on this map will just devolve into standard 3base clustering. The whole setup makes no sense without the rocked third, as it would just be a very bad macro map with only one attack path.


you dont give players an option here. the rock'd third forces zerg players to make an early army to kill it. instead of wasting that time killing the rocks and trying to setup a base there, and combined with a smaller rush distance, zergs are far more likely to just attack into the enemy.
starleague forever
Big J
Profile Joined March 2011
Austria16289 Posts
November 06 2013 19:38 GMT
#1650
No matter how you slice it this map is bad for zerg because there is a much higher burden on them to deal with a) rocks on their 3rd base, b) island bases. I won't really comment on the concept because it's just theorycrafting and I don't think it'd be a successful map concept. But I will point out that the extra ramps in the middle with rocks are weird because you can still just defend the single path at the middle if the rocks are down. I would do this to provide alternate paths and also incentivize the islands since it makes the ground 3rds more vulnerable.


If there are multiple paths allins become much stronger since you cannot use statics then. So then I don't think the rocks can stay. The point is that I don't want multiple paths all over the map and force a normal scenario in which you are busy holding the 3bases you built early.
It's theorycrafting, yeah. Point is, if mapmakers don't theorycraft, maps can't be innovative.


On November 07 2013 03:38 a176 wrote:
Show nested quote +
On November 07 2013 02:48 Big J wrote:
On November 07 2013 01:47 a176 wrote:
On November 06 2013 22:20 Big J wrote:
Since you cannot take a third very quickly and the middle is easily sealed off (only one attack path!), you should be encouraged to find other ways to attack or expand. Nydus the rich island, fly a CC to the Island 3rd or try to control the skies to prevent your opponent from doing just that.
Or maybe your techbased ground style (Mech, Robo, Swarmhosts) does not need to do take the third as quickly and will still try to bruteforce its way through a wall of bunkers/spines/tanks/mines/canons to victory.


Or two-base all-in every game?


There is no 2base rush that cannot be stopped from 2bases or 2bases while building a third. And the "only one path" setup makes this even easier, since you can blindly spine up if anything cheesy is going on.

On November 07 2013 02:05 moskonia wrote:
Yep, it's going to be only 2base all ins if the zerg tries to take a 3rd. I see no way for Zerg to play vs Protoss here if Protoss opens SG so it has map control and denies possible 3rd, only options for zerg would be to kill the rocked 3rd or build a macro hatch and there and then buildings a 4th hatchery closer. Zerg can't really fight an air war with Protoss unless on more bases.

I would say open up the natural, make early aggression much stronger and therefore make it so that when you can get a 3rd you have many units, which will mean the rocks are not that important as they are in the current nat design.


If I make it possible to take a fast third, matches on this map will just devolve into standard 3base clustering. The whole setup makes no sense without the rocked third, as it would just be a very bad macro map with only one attack path.


you dont give players an option here. the rock'd third forces zerg players to make an early army to kill it. instead of wasting that time killing the rocks and trying to setup a base there, and combined with a smaller rush distance, zergs are far more likely to just attack into the enemy.


Or an early nyuds/drop upgrade to take an island base (or two) while putting on pressure. Hm, what if I remove the rocks but change the mineral setup? Like to 5mineral/1gas?


And just not to be mistaken, I really appreciate your feedback guys. Thing is that I don't want to make a standard map here to begin with, so pushing certain concepts into the map that I explicitly want to have removed is not what I'm looking for, that's why I defend them. Even if they probably make for a shit map.
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
November 06 2013 20:03 GMT
#1651
@moskonia, they work like double cliffs no matter how high/low they are, so colossi and reapers need to use a ramp. But they do have the essential high ground vision mechanic.
[image loading]
@EatThePath, thx, I'm remaking some things you said. As for the aesthetic illusion part, it will have to be an illusion anyway, but if you manage to make it work like a real cliff would, blocking pathing and vision (only) on the lower side, it becomes a real cliff, situational I agree, but doable on a melee map.

My issue with the overall mapmaking is that we can barely have an open natural at low ground, and the main must be higher than it, so we are already using 2 cliffs. Today the game is played at the one height that is left, with one eventual high/low ground that must be levelled way before it reaches the natural. If this fake cliff works reasonably well we may see an extra element for positional play, attack and counterattack.
I look like someone's uncle after a hard life
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-11-06 21:13:29
November 06 2013 21:12 GMT
#1652
@BigJ: absolutely, no worries. I'm all for spirited discussion. ^^

@concentrate: yeah, the trick is getting one-sided vision blocking, which isn't directly supported in the editor and you have to do a lot of complex machinations to create properly, if it's even possible in a smooth playable implementation.

how are those doodads only blocking vision from one direction?
Comprehensive strategic intention: DNE
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 06 2013 22:03 GMT
#1653
On November 06 2013 01:01 19Meavis93 wrote:
not as much of a map, but I'm working on this.
+ Show Spoiler +
[image loading]

what would the effect of bases like this be?


Have you tested this out at all? I am curious. I have a feeling that worker AI won't be smart enough to start going after the distant patches once the initial gold patches mine out. The setup intrigues me however because a design like that could in theory provide diminishing returns, in a way that is similar to BW depleted geysers.
~ ~ <°)))><~ ~ ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 06 2013 22:18 GMT
#1654
On November 07 2013 07:03 TheFish7 wrote:
Show nested quote +
On November 06 2013 01:01 19Meavis93 wrote:
not as much of a map, but I'm working on this.
+ Show Spoiler +
[image loading]

what would the effect of bases like this be?


Have you tested this out at all? I am curious. I have a feeling that worker AI won't be smart enough to start going after the distant patches once the initial gold patches mine out. The setup intrigues me however because a design like that could in theory provide diminishing returns, in a way that is similar to BW depleted geysers.

The AI should, patches have to be something like more than 8 or 9 squares away before they are "invisible" to the workers looking for nearby patches.
Comprehensive strategic intention: DNE
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
November 06 2013 22:41 GMT
#1655
@EatThePath, to give vision I'm using a series of Xel'naga Towers like units on the high ground. Each Tower has sight range of 9 that is the used for most units (for now, tanks will suffer since its range is 11). You have to place several rows of towers because the unit will be sight blocked until it reaches the tower, so making it switch between various towers is needed for a smooth sight during their travel. And if two players are at the same distance for a tower, only one will have the vision, so make sure that every unit will be activating one. For every 1x1 square of cliff you need at least 9 units/doodads, so frame drop is something to consider.

There are others changes in the tower like acquisition and release range, footprint, properties and maybe more stuff that I'm not sure about. Most of what I do on the editor is by trial and error.

You also need sight and pathing blockers for the whole edge of the cliff, except for the ramps that should have only sight blockers. Ah, before I forget it again, put some building blockers especialy at the base of the ramp because a building will mess up the cliff modelling.
Tomorrow I will make a thread for future reference and better discussion, but there's not much to add that I know.
I look like someone's uncle after a hard life
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 07 2013 00:10 GMT
#1656
iGrok explained the infinite cliff level thing in this thread from a couple years ago. I've always wondered why more people didn't try it - probably because it's time consuming, which is completely understandable, but I don't even remember seeing 1 map which used it.
vibeo gane,
Syphon8
Profile Joined July 2010
Canada298 Posts
November 07 2013 01:25 GMT
#1657
Akilon RE: less airspace, more insanity.

[image loading]
',:/
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 07 2013 02:22 GMT
#1658
On November 07 2013 09:10 -NegativeZero- wrote:
iGrok explained the infinite cliff level thing in this thread from a couple years ago. I've always wondered why more people didn't try it - probably because it's time consuming, which is completely understandable, but I don't even remember seeing 1 map which used it.

Yeah, I thought the ultimate conclusion was that it wasn't worth it (height levels is just vision which is mostly irrelevant later in the game) and causes a performance hit.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
November 07 2013 02:24 GMT
#1659
[image loading]

Result of a brainstorm tonight on open naturals and forward defendability at narrow areas. And tries to have spread out bases... after the first three and a half.
Comprehensive strategic intention: DNE
ConCentrate405
Profile Joined November 2013
Brazil71 Posts
November 07 2013 12:59 GMT
#1660
Sad to know that it was already been tested... even sadder that it didn't work...

On the brightside, having a lava map on the pool for RedBull/TLMC is a tell that maybe now some triggers and regions are acceptable on melee maps, as long as you don't make some crazy arcade stuff and only emulate the basic game mechanics.
Hmmm horizons are expanding... time for a slightly different aproach on my map.
I look like someone's uncle after a hard life
Prev 1 81 82 83 84 85 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 1805
MindelVK 36
BRAT_OK 18
StarCraft: Brood War
Calm 4306
Shuttle 1182
Horang2 621
Stork 398
Soulkey 238
Rush 200
Mind 110
Hyun 109
ProTech89
Yoon 82
[ Show more ]
Dewaltoss 76
Zeus 70
Pusan 41
Rock 21
soO 17
Bishop 13
JYJ 13
scan(afreeca) 13
yabsab 12
Sacsri 10
Hm[arnc] 10
910 10
ajuk12(nOOB) 9
Noble 8
Dota 2
qojqva2823
syndereN364
Heroes of the Storm
Trikslyr48
Other Games
singsing2024
Liquid`RaSZi1275
B2W.Neo1242
hiko860
Beastyqt435
Mlord415
XaKoH 310
mouzStarbuck241
Liquid`VortiX162
TKL 108
ArmadaUGS88
ROOTIllusion7
Organizations
Counter-Strike
PGL218
StarCraft: Brood War
lovetv 7
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• FirePhoenix7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV621
League of Legends
• TFBlade847
• Nemesis209
Other Games
• Shiphtur438
Upcoming Events
3D!Clan Event
15m
Nicoract vs GgMaChine
3DClanTV 0
Replay Cast
6h 45m
The PondCast
17h 45m
KCM Race Survival
17h 45m
OSC
21h 45m
IntoTheTV X SOOP
2 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
3 days
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
3 days
IntoTheTV X SOOP
3 days
IPSL
4 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
[ Show More ]
Replay Cast
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
WardiTV Invitational
5 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
6 days
Liquipedia Results

Completed

Proleague 2026-11-03
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
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

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
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.