• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:53
CET 06:53
KST 14:53
  • 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
Dark completes military service, returns to SC28[BSL23] RO16 Group Stage19Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Greetings.. Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top?
Tourneys
Dark returns! GSL CK #7 4v4 Team Battle (Nov 19) Sea Duckling Open (Global, Bronze-Diamond) soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BW General Discussion List of top players active on ShieldBattery HELPls! The old replay video w full HD resolution Recommended BW Settings for Mouse and Video Starcraft:Brood War Discord Servers
Tourneys
Bisu's Team vs Shuttle's Team 2026-11-14 2v2v2v2 Tournament Stage 1: Community Poll [BSL23] Ro16 Group C - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Pluto's TvP 5Marine 2Medic Push Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Free Space RTS Game, optimised f. Phone/Tablet etc List of Game Threads The PlayStation 5
Dota 2
Can Game Data Analytics Help Players Improvements
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 Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Dating: How's your luck?
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [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
The Automated Ban List Recent Gifted Posts
Blogs
VCT 2027 America Kickoff LAT…
anakin.
The time I organised my…
AssyrianKing
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: 13540 users

[M] (2) Fotra Këpuka

Forum Index > SC2 Maps & Custom Games
Post a Reply
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2012-12-23 04:00:40
December 22 2012 19:05 GMT
#1
[image loading]
The smells of the Swamp

Servers [NA] [HotS]




Info about the map:
Xel'nagas: 0
Number of bases per player: 5
Size of the map:162x108


Well, this is my very first map thread and i hope i don't fuck something up, this is the fastest map i have ever made, and it's mostly to test the viability of lowground main bases and encourage other mapmakers to play with them.

One of the problems that we have had since almost always as mapmakers is that we are not allowed to play with the hight of the main bases, since if we dare to play with it the map becomes instabroken in PvP and since the only strategy that can be developed in the match up in these conditions is the 4gate, this is one of the main problems of maps like Tal'darim altar with his flat main base in level 2, the same as his natural.

What i'm trying to present here it's an alternative to NEEDING to have a high ground main base and that way allowing for a more diverse pool of maps that can be considered balanced.

To accomplish this i have come with this idea that if a low ground main base is sorrounded by LoS blockers except in the ramp, then the only place that the 4gate can be done is in the ramp of the main, and since one can no longer warp-in units in ramps then the 4gate can be beaten by other defensive or more economic builds.

Now days the 4gate isn't as prominent in PvP as it used to be, but his ghost continues to haunt the map design hoping that the map don't become a 4gate shitfest as tal'darim is, what i would like more than just have lots of feedback on the map is that you guys experiment more with this concept, since it could really help to add a wider variety to the maps now days.


Changelog:
+ Show Spoiler +

§ Reduced the size of the farther away ramps leading to the third base
§ Added a round of doodads at the external side of the wall of the main base, not pylons don't get enough area to warp in units inside of the main.
§ Added a small place of highground in the plateaus.
§ Rotated the third bases -90º or 90º clockwise (wherever you prefer) as lorestarcraft "suggested" and Antares said.
§ Moved the ground of the third base a bit closer to the natural, i moved the ramp leading to the third from the natural too
[I'm scared of this last change since siege tanks can now hit both geisers in the natural...]



New Overview
+ Show Spoiler +

[image loading]


70º Overview
+ Show Spoiler +

[image loading]


Shiny 56º Overview (as it would look on your player camera)
+ Show Spoiler +

[image loading]


Miscelaneous:
+ Show Spoiler +
New Third base
[image loading]

Natural:
[image loading]

The new highground:
[image loading]

+ Show Spoiler +

[image loading]

[image loading]

[image loading]



Old version:
+ Show Spoiler +

Overview:
+ Show Spoiler +
[image loading]


70º View:
+ Show Spoiler +
[image loading]


Images of the Main-Natural section:
+ Show Spoiler +

//EDIT// Since many guys have posted about this i did this edit, there's more than just LoS Bloquers there, since i know that in this case one can pass a LoS Blockers and get sight of the lowground, because of that i added pathing blockers before hand, so the units can't pass the LoS blockers and therebefore can't get vision of the low ground main.

[image loading]

[image loading]

[image loading]

[image loading]

The next three images are from testing in HotS
[image loading]

[image loading]

[image loading]

The next album of screenshots are from testing in WoL
http://imgur.com/a/FfpyE#0



Miscelaneous:
+ Show Spoiler +
[image loading]

[image loading]



i hope you guys think about it, give me some feedback about your idea of this layout could work and try your own lowground main base maps!

I have played/observed several games in this map on HotS and WoL and it has worked like a charm, the 4gate continues to be a viable strategy, but is not dominant in PvP, and the LoS blockers for what i have seen didn't affected the other match ups (the lack of xel'nagas affected more than the lack of a highground main base).

Yeah, english is a hard languaje.
+ Show Spoiler +
nah just kidding, i haven't practiced it enough i hope i didn't break too many laws with my grammar
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
December 22 2012 19:33 GMT
#2
It's a very interesting idea and it could no doubt be applied well on future maps, but it isn't even actually necessary on this one since you only used 2 cliff levels. I look forward to seeing a map that uses the low main but raised 1 level, so the natural is at the highest cliff level and the rest of the terrain can progress downward from there.

Other than that, the 3rd looks rather difficult for P since to access it you need to walk through that completely open high-ground area.
vibeo gane,
Quakecomm
Profile Joined April 2012
United States344 Posts
December 22 2012 19:38 GMT
#3
Wow, it's so cool to see something new for once! Great work!

gorkey island is the only good map
Fatam
Profile Joined June 2012
1986 Posts
December 22 2012 19:40 GMT
#4
Optional 3rds is always a nice feature. Pathable water in the middle is cute.
(by the way, 56 degrees is the isometric view as you see it in-game, not 70)
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
NewEyes
Profile Joined March 2012
Germany113 Posts
December 22 2012 20:47 GMT
#5
I like the idea but i fear this is not goint to work out in pvp.

My idea would be to make the Main some sort of semi-island that you can only reach via the ramp, meaning that everywhere where you can possibly warpin from the highground should be dead space. Right now i fear that it's way to easy so get vision to the lowground. (If i place a dtalker right outside of vision of the main, can it see the lowground? I m from EU so unfortunatly i cant test it) But if lowground warpin just isnt possible because of lack of space i could see this working.

I'd also recommend to make the 3rd a little easier to defend, maybe put it on a Highground instead of a lowground?
Drake Merrwin
Profile Joined July 2012
Canada130 Posts
December 22 2012 21:51 GMT
#6
100th + birthday post. Mega post. lolers.

I love you for making the main a low ground. I hate you for making the third to hard. This mistake is too common. =(

IDK if you can warp/blink in from behind the wall between the main and horizontal third. That's important for PvP in both HotS.

Another thing is that your anti 4 gate might not work. I know that you can sit your unit as close to the edge of the cliff and it can see past the LOS blockers. You would have to add blockers to the edge of the cliff. Invis blockers would look nicer.

Cheers!
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2012-12-22 22:15:09
December 22 2012 22:09 GMT
#7
On December 23 2012 05:47 NewEyes wrote:
I like the idea but i fear this is not goint to work out in pvp.

My idea would be to make the Main some sort of semi-island that you can only reach via the ramp, meaning that everywhere where you can possibly warpin from the highground should be dead space. Right now i fear that it's way to easy so get vision to the lowground. (If i place a dtalker right outside of vision of the main, can it see the lowground? I m from EU so unfortunatly i cant test it) But if lowground warpin just isnt possible because of lack of space i could see this working.

I'd also recommend to make the 3rd a little easier to defend, maybe put it on a Highground instead of a lowground?

What you said it's something that worries me since i did the map, because as you said it's almost deadspace, especialy in the early game and right below the cliff, but otherwise it works really well, or as you say making the main a semi-island but i would add a bridge to allow reaper/blinkstalker harass and i think that would work really well too.
The lowground main can only be seen if one places a unit near the ramp, and even if you do you won't get enough space to warp in units.

@NegativeZero Yeah, in the test games it didn't proved to be a horrid 3rd base, but in some moments it seemed like that, if in the next test games the third looks difficult for P i will change it without a doubt to a highground and easier to hold one.
In in the 2 levels thing, at the start the map was bigger and the expansion layout was different, but for me it seemed to be too big for a 2 player map so i reduced the map but when i did that i removed the 3 cliff levels, and since the idea of the map was mostly to test if it was posible to do a map with a lowground main i kept the lowground main anyways even if i could have done a highground main.

@Fatam, thanks fatam i didn't know which was the slope of the players camera, so i put 70º and that seemed close enough, and yeah, since i wanted to do a swamp map it needed the water, even if the swamp theme didn't turn as good as expected


i almost get sniped by you @Drake, thanks for the post, happy 100! and in you birthday!
In the LoS Blockers i already placed the pathing blockers so passing them isn't a problem, and i agree it would be nicer to have placed invisible sight blockers instead of those gigantic bushes, but i didn't wanted to confuse the players even more (WTF why can't i see pass this cliff? stupid mapmaker and his fucking bugs!!, etc), since this is an experimental map after all i don't see it like such a big problem, what i really want to see is what will the other mapmakers do with this idea, and how they will make it work (it this idea proves to work at the end)

And the idea of the wall is to allow to some degree the warp ins/blink stalkers attacks in the main base, just like it would happen in a normal main base, i have done a couple and it didn't proved to be broken (the biggest problem as i said it's the lack of xel'nagas, that really fuck up the players and their usual scouting)

@Quakecomm thanks alot man, it means alot to me!

srry if i went apeshit with my grammar, i will fix the most i can!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
December 22 2012 23:08 GMT
#8
Two Issues:
I'm not a mapmaker, but I'm afraid the low ground main base can be a target for, say, 2 (it might be 3 buildings, cant tell) barracks stuck together in between the main and a natural. That might just be instant GG for the zerg. If you make it harder for a terran to wall off the entrance, I think it should be ok.

And as all maps go, the third base is too hard to take for a protoss player. I haven't played HOTS yet, maybe it's easier to take a 3rd in HOTS because of the mothership core :\

But I really like the middle.
$O$ | soO
lorestarcraft
Profile Joined April 2011
United States1049 Posts
December 22 2012 23:35 GMT
#9
The third is impossible, you need to make the ground distance closer or drops and such will be too punishing.
SC2 Mapmaker
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 23 2012 00:25 GMT
#10
@iMrising I think it would be really funny to see a terran block a zerg that way, but it just isn't possible since the zerg's creep cover the base of the ramp, but if the terran covers the top of the ramp it may be a different story, i will need to re-check that.

And in part in HotS it is easier, because of the MsC as you say and that extremely long range cannon that you can attach to you nexus. But in WoL.... Yeah, now i'm trying to see how hard is to take the third as toss against a roach attack, it's hard yes, but it's not THAT hard. (For now, i have tested it with high diamond players, i need to see if i can manage to get master level players to play on the map, it shouldn't be too hard, since i know quite a few)

@lorestarcraft can you upload a picture of the modifications you suggest? i'm thinking to mean to turn around the minerals of the 3rd -90º and put it closer to the natural, but idk how to make it in such a way that the siege tanks don't shell the mineral line or the geysers, so a picture would be helpfull.

Thanks alot for your comments guys, the 3rd is under heavy scrutiny.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 23 2012 00:37 GMT
#11
The third is comparable to many currently used maps; it's fine.

The LosB doesn't actually block sight unless the attacker is lazy/has poor control. If you walk to the very edge of the cliff, a unit can still see down onto the low ground. As far as I know there's no way to effectively cliff-edge LosB. However, since I last tested this, they came out with the "cliff level" adjustment option in the doodad properties box. This might allow you to place LosB on the low ground side of the cliff but set its cliff level to match the upper cliff. No idea if this works though.

Instead of using different cliff levels you might as well use same cliff level and a high ground wall, like some BW maps have. Then you just have to design your main/natural choke properly so it's not too easy/too hard to wall.
Comprehensive strategic intention: DNE
Antares777
Profile Joined June 2010
United States1971 Posts
December 23 2012 01:23 GMT
#12
Personally, I dislike low ground mains like this, but I'll try to help out the idea if I can. You will need to have a lowered Supply Depot somewhere at the top of the ramp so that you cannot be contained in your main by buildings. A Bunker with Marines in it would be kind of deadly. With a high ground main, units in your base can attack things on the low ground without being harmed (unless the enemy has sight into your base). On Fotra Kepuka, you do not have that luxury and would be forced to engage any units directly. A Supply Depot somewhat in the middle of the top of the ramp would be best to deter strategies involving hostile Photon Cannons and Bunkers.

The boundary between the fourths and mains is going to be an easy spot for proxy Pylons and warp-ins, along with Blink Stalkers. Blink Stalkers aren't so bad because once they blink into the main they will have a difficult time getting out, so it balances out. Warp-ins could be problematic. You could create a gap between the mains and fourths wide enough so that Pylon range does not connect both sections with some space management.

While the thirds on this map are comparable to current competitive maps, I am also a bit concerned that they are a bit too difficult. I think that if the minerals and gas are rotated 90 degrees clockwise, you could push that whole segment of land closer to the natural and move the ramp closer to the natural too. In my opinion, this would make the third slightly easier to expand to and keep.

The other entrance to the thirds strikes me as odd. It seems like an alternate/harassment route for sneaking into the third, but the ramp that goes from that area to the middle of the map is huge. I think it should be made much smaller, by at least two ramp sizes in my opinion. This will make that entrance more enticing for smaller armies and not deathballs, which would promote harassment/sneak attacks into the third. The deathball would want to take the main plateau anyway, so the large ramp size is rather unnecessary.

I think some sort of obstruction is needed in the main plateaus, where those doodads are. Those areas are too open because they are areas that the defending player would want to place their army once they have three bases, and forcing a defending Protoss player to defend from that open location would make the thirds even more difficult to adequately keep for a Protoss. Terran as well, to some extent. I think a little high ground spot would be best because during the early to mid game Overlords can sit there unperturbed and scout.

In general the map seems a bit open. I'd scrape some bits of land off here and there, but otherwise, this map is pretty solid. Good luck making the low ground main balanced! Even if it doesn't work out, you can just raise the mains and it'll be fine.
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
December 23 2012 03:57 GMT
#13
Well, that's really top notch feedback right there thanks alot Antares, you put many of my concerns about the map since the very beggining, the problem with having a lowground main and the opponent having the highground advantaje something really hard to deal with, i will add a supply depot there that's for sure, (i'll add it tomorrow)

i'm really tired so i will skip most of what Antares said, but no after saying that it seems that he found the way to place himself on my mind.

Changelog:
+ Show Spoiler +

§Reduced the size of the farther away ramps leading to the third base
§Added a round of doodads at the external side of the wall of the main base, not pylons don't get enough area to warp in units inside of the main.
§Added a small place of highground in the plateaus.
§Rotated the third bases -90º or 90º clockwise (wherever you prefer) as lorestarcraft "suggested" and Antares said.
§Moved the ground of the third base a bit closer to the natural, i moved the ramp leading to the third from the natural too
[I'm scared of this last change since siege tanks can now hit both geisers in the natural...]



New Overview
+ Show Spoiler +

[image loading]


70º Overview
+ Show Spoiler +

[image loading]


Shiny 56º Overview (as it would look on your player camera)
+ Show Spoiler +

[image loading]



Miscelaneous:
+ Show Spoiler +
New Third base
[image loading]

Natural:
[image loading]

The new highground:
[image loading]

+ Show Spoiler +

[image loading]

[image loading]

[image loading]


The map is already published, i only need to put the supply depot/flat rock, i will do it ~tomorrow night.

Really thanks for your feedback guys, btw in the last 2 tests games (PvZ) at master level the third base actually proved to be really freaking hard to hold, i hope these changes makes the third hold-able. ^^
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
NewEyes
Profile Joined March 2012
Germany113 Posts
December 23 2012 11:42 GMT
#14
Did you accidentally post the wrong pictures? Cause i see no difference between new and old version...
Btw i just realised this is on Hots as well so if you are still looking for master players to play on this map just tell me ( I'm Toss)
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
December 23 2012 21:54 GMT
#15
On December 23 2012 20:42 NewEyes wrote:
Did you accidentally post the wrong pictures? Cause i see no difference between new and old version...
Btw i just realised this is on Hots as well so if you are still looking for master players to play on this map just tell me ( I'm Toss)

The third has been rotated and the map has been made wider.
11/5/14 CATACLYSM | The South West's worst Falco main
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2012-12-23 23:23:51
December 23 2012 23:22 GMT
#16
On December 23 2012 20:42 NewEyes wrote:
Did you accidentally post the wrong pictures? Cause i see no difference between new and old version...
Btw i just realised this is on Hots as well so if you are still looking for master players to play on this map just tell me ( I'm Toss)

Open both tabs and switch between them, saying anyithing else would be a waste of time, since switching the tabs with the images will say more than i with my poor english can. btw there's a changelog in the OP anyways.

Thanks! i will pm you in the case i need to do more high level testing with a more variety of players and styles (be sure that i will in the next days ;D)

//EDIT//
Forgot about putting the links to the both images:

New version:
http://i.imgur.com/wKMlr.jpg

Old one:
http://i.imgur.com/KSL7y.jpg
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
09:00
FSL s12 week2: POG vs PTB
Liquipedia
OSC
08:30
Masters Cup #151: Playoffs
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
davetesta33
Liquipedia
The PiG Daily
07:00
Best Games of SC
Clem vs MaxPax
herO vs Solar
SHIN vs MaxPax
herO vs SHIN
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 222
ProTech71
StarCraft: Brood War
sSak 87
League of Legends
JimRising 660
Other Games
summit1g11054
ToD405
WinterStarcraft343
C9.Mang0270
NeuroSwarm123
ViBE60
trigger5
Organizations
Other Games
BasetradeTV131
[ Show 10 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2105
Other Games
• Shiphtur351
Upcoming Events
CranKy Ducklings
4h 8m
WardiTV Invitational
6h 8m
ByuN vs SHIN
MaxPax vs Solar
Clem vs TBD
herO vs TBD
Lambo vs TBD
Rogue vs TBD
IPSL
11h 8m
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
14h 8m
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
1d 4h
WardiTV Invitational
1d 6h
IPSL
1d 11h
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
1d 14h
Artosis vs Dewalt
Ret vs Tech
SOOP
2 days
WardiTV Weekly
2 days
[ Show More ]
Monday Night Weeklies
3 days
PiGosaur Cup
3 days
The PondCast
4 days
GSL
5 days
Replay Cast
5 days
KCM Race Survival
6 days
Liquipedia Results

Completed

Proleague 2026-11-12
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
Underdog Cup 2026 Div 2-3
BLAST Rivals Fall 2026
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

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
IEM Kraków 2027
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.