• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:00
CET 22:00
KST 06:00
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4
StarCraft 2
General
Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions Where's CardinalAllin/Jukado the mapmaker?
Tourneys
[ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group A - Saturday 21:00 CET [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1710 users

A plea for mapmakers - Page 3

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 4 Next All
Gfire
Profile Joined March 2011
United States1699 Posts
January 27 2013 21:08 GMT
#41
Treadmills would be pretty sick, too.
all's fair in love and melodies
JackReacher
Profile Joined September 2012
United States197 Posts
Last Edited: 2013-01-27 21:32:08
January 27 2013 21:26 GMT
#42
On January 25 2013 20:00 [F_]aths wrote:
Dawn of War never made it successfully into big esports. You cannot just copy something to make a different thing better.

Bullshit. It did as much as any other pre-SC2 non-Blizzard RTS did. It was in WCG 2 years running, which back in the pre-esports days, was a BIG FUCKING DEAL for a non-Blizz title. DoW was a great game and had a lot of good players competing, most of whom were BW players.

On January 27 2013 06:38 Gfire wrote:
I think waygates would let you do something like bridges, or even way more. However, I think it wouldn't have the visual and pathing issues. It could be a bit hard to wrap your brain around, though, which for pro players I think is fine but it might be confusing for spectators. Would need testing.

By waygates I mean a pair of gates on the map, where units sent to one gate would teleport to the other.

I also want something that would give a passive advantage (like economy advantage,) to players who hold it but unlike a base can be passed back and forth instantly and it will always be beneficial to hold it even for the shortest amount of time. With the right placement and the proper number balance you could really encourage a lot more action.

These two things I like but... I'm not sure if it doesn't feel enough like Starcraft anymore with them. For custom maps, though, worth a try.

I would LOVE to see Xel'Naga watchtowers provide a slow but steady trickly of minerals or gas to whichever player controls the area. It would really promote getting small numbers of units out on the map early instead of just expanding or even double expanding off of zero units, and would give lots of small skirmishes between small numbers of units to watch in the early game that actually carried importance. C&C3 and DoW had similar things, and it was crucial to get your first few units out on the map and contest certain things to get a slight economic advantage, which made a slight difference down the road, and encouraged players to get units early even if going econ and skirmish/contest the areas, or at least not let the other player take them all and leverage a decent econ advantage. I'm not suggesting a hold-victory-points-for-money type system like Dawn of War, of course, but giving a small stream of minerals for holding something sort of like a watchtower (maybe the equivalent of 3 or so mining drones?) while it is held by a player, just to get players to not totally turtle up early.
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 27 2013 22:12 GMT
#43
On January 28 2013 03:15 The_Frozen_Inferno wrote:
I don't have the beta client / editor, so I'm making a couple assumptions about what already exists in the HotS editor. I'm assuming that blinding cloud works like most other abilities like it. As usual, there is also more than one way to do it:

The viper has an ability that creates a 'persistent effect' that will periodically 'search area' and 'apply behaviour' to all viable targets. These kinds of abilities usually last for like 0.5 a second but the periodic search is equal to that duration and would re-apply the behaviour as long as the unit is in the AoE. (that's why when you leave, the unit is instantly restored, since the applied behaviour wears off).

A model actor is then probably connected to the persistent effect's creation/destruction to make it pretty.

So, all you have to do is create a new behaviour: buff with infinite duration. Its periodic effect will be set to fire off blinding cloud's 'search area' effect. You just need to match the period stats with that of the original 'create persistent' effect.

Stick this new behaviour on the unselectable unit you make by adding it to the 'Behavior: Behaviors - Behavior' field (the same field that the immortal's hardened shield is on, for reference).

Then you need to fiddle with model actors to make sure everything looks pretty. The simplest way is to duplicate the blinding cloud model actor, and change its events to:

Unit birth. cloud unit
= create
Unit death. cloud unit
= destroy
Actor creation
= AnimPlay. (whatever asset name is normally played for blinding cloud)
Actor creation
= SetTintColor. (If you want to give it a visual indicator that it's a non-standard blinding cloud)

-> Now that I think about it, you could also just change the Unit Model to the blinding cloud model. But that method has a few other disadvantages and is marginally more complex to set up. Though both methods should work.
I tried that, the only thing is that I can't seem to place the unit I made and the icon also doesn't look normal but like a green zealot or something when I make the new unit, any suggestions? The rest seems to work.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 27 2013 22:39 GMT
#44
On January 28 2013 07:12 SiskosGoatee wrote:
Show nested quote +
On January 28 2013 03:15 The_Frozen_Inferno wrote:
I don't have the beta client / editor, so I'm making a couple assumptions about what already exists in the HotS editor. I'm assuming that blinding cloud works like most other abilities like it. As usual, there is also more than one way to do it:

The viper has an ability that creates a 'persistent effect' that will periodically 'search area' and 'apply behaviour' to all viable targets. These kinds of abilities usually last for like 0.5 a second but the periodic search is equal to that duration and would re-apply the behaviour as long as the unit is in the AoE. (that's why when you leave, the unit is instantly restored, since the applied behaviour wears off).

A model actor is then probably connected to the persistent effect's creation/destruction to make it pretty.

So, all you have to do is create a new behaviour: buff with infinite duration. Its periodic effect will be set to fire off blinding cloud's 'search area' effect. You just need to match the period stats with that of the original 'create persistent' effect.

Stick this new behaviour on the unselectable unit you make by adding it to the 'Behavior: Behaviors - Behavior' field (the same field that the immortal's hardened shield is on, for reference).

Then you need to fiddle with model actors to make sure everything looks pretty. The simplest way is to duplicate the blinding cloud model actor, and change its events to:

Unit birth. cloud unit
= create
Unit death. cloud unit
= destroy
Actor creation
= AnimPlay. (whatever asset name is normally played for blinding cloud)
Actor creation
= SetTintColor. (If you want to give it a visual indicator that it's a non-standard blinding cloud)

-> Now that I think about it, you could also just change the Unit Model to the blinding cloud model. But that method has a few other disadvantages and is marginally more complex to set up. Though both methods should work.
I tried that, the only thing is that I can't seem to place the unit I made and the icon also doesn't look normal but like a green zealot or something when I make the new unit, any suggestions? The rest seems to work.

Did you save, close, and reopen? Otherwise your units won't show up in the list.
Comprehensive strategic intention: DNE
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
Last Edited: 2013-01-27 22:45:52
January 27 2013 22:40 GMT
#45
On January 28 2013 05:21 Big J wrote:
Elevators and doors that open/close periodically. Same for bridges that appear and disappear.

Also moving platforms. Like imagine the metropolis islands floating in between the main bases.
You build a Nydus, connect it with the island. Once it docks with the opponents main, all your army goes through the docking choke point

I've tried to do that, but the tough part is making sure units behave correctly when they are at the edge of terrain, especially when it changes. Like a closing door, does it kill things? Or push them aside? I couldn't figure out how to make it work properly. But that was when I was a total editor noob, maybe I should try again. I had so many cool map ideas for it!

[edit] oops I meant to edit not double post, sry =\
Comprehensive strategic intention: DNE
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
January 27 2013 22:48 GMT
#46
I have a plea as a meching terran player.

Is there a chance map makers can look into either better shaped or larger mains? Some maps are so damn small for factory units to either move around or get out of the base so oftentimes it's very easy to get things stuck. Running out of space for production is a problem for Terran in general, but due to the inability to put buildings close to each other mech has such a big problem.

I hate Ohana for many reasons, and cloud kingdom, but both of them have the big issue of the main being horrible to try and build up properly.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
January 27 2013 22:48 GMT
#47
In the WoL editor at least, there is a buggy way to 'break' your unit if your actor, unit and their respective editor IDs don't link up properly. Then it won't show up in the units layer for place.

I haven't figured out how to fix that once I break it. Saving and restarting doesn't always fix it either. Or maybe it does now. I'm not sure. Usually I always end up duplicating an existing unit + actor (not messing with their ID - only editor names) and go from there. That's usually a safe way to do it.

Can you spawn the unit manually in the tester?

Open the chat window in the test document and enter 'createunit ________' where ___ is the name of your unit. If it doesn't spawn there or turns into the white orb model, it's likely broken.

****

Can you really make moving terrain in the editor? I thought at most you could make dynamic water effects, which are purely aesthetics.
In Bizarro World, I ladder more than I make custom maps
crbox
Profile Joined August 2010
Canada1180 Posts
Last Edited: 2013-01-27 23:09:20
January 27 2013 23:08 GMT
#48
Changing high ground mechanics would NOT make deathball type play less viable.
It would however force, as you wrote above, more positional play. I'd like to see some maps where there are different mechanics for high ground to low ground attacks/spells
Gfire
Profile Joined March 2011
United States1699 Posts
January 27 2013 23:19 GMT
#49
In my recent experience you can alter the id of something and it will still link up for most things, but I'm not sure if that includes actors. I think it does, though. Either way, you can alter the linked ID on the actor quite easily.

But the easiest way to make new units is with the duplicate feature (not copy+paste,) so you can duplicate the actors as well without any problems.

I think duplicating force field and then changing the actor model and behaviors would probably be the easiest way to make neutral spells.

As far as moving terrain goes... You can't make moving cliffs, but there might be a way to dynamically change which area is pathable, and use units for the platform underneath, and also move the units standing on it along as well... But it could get pretty complicated.
all's fair in love and melodies
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 27 2013 23:41 GMT
#50
[image loading]

It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-01-27 23:53:44
January 27 2013 23:53 GMT
#51
On January 28 2013 08:41 SiskosGoatee wrote:
+ Show Spoiler +
[image loading]


It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.


hmm really short rush distance + no disadvantage to melee? wouldn't that make early ling aggression OP? Or am I missing something.
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
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 27 2013 23:59 GMT
#52
On January 28 2013 08:53 Fatam wrote:
Show nested quote +
On January 28 2013 08:41 SiskosGoatee wrote:
+ Show Spoiler +
[image loading]


It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.


hmm really short rush distance + no disadvantage to melee? wouldn't that make early ling aggression OP? Or am I missing something.
Something has to balance out the fact that Zerg is at a pretty big disadvantage at this very chocked map with a short rush distance?

It's also this very desired Zerg themed map that people like to see, infested space platform specifically.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
January 28 2013 00:07 GMT
#53
On January 28 2013 08:41 SiskosGoatee wrote:
[image loading]

It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.


That's pretty cool. I have been following this thread ever since my reply because it was in my Subscribed Threads. It's great to see that this has actually worked out. I'm looking forward to the map. I guess zealot aggression would be quite good on it.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 28 2013 00:17 GMT
#54
On January 28 2013 09:07 JOJOsc2news wrote:
Show nested quote +
On January 28 2013 08:41 SiskosGoatee wrote:
[image loading]

It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.


That's pretty cool. I have been following this thread ever since my reply because it was in my Subscribed Threads. It's great to see that this has actually worked out. I'm looking forward to the map. I guess zealot aggression would be quite good on it.
Yeah, well, it's also pretty darn choked so I hoped to balance the chokes out with the clouds.

[image loading]

It's another 2-in-1 map. It's cross only, one of the spawns has a very short rush distance. I'm also thinking about adding neutral creep at some points maybe for balance reasons?
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
Last Edited: 2013-01-28 00:22:21
January 28 2013 00:21 GMT
#55
On January 28 2013 09:17 SiskosGoatee wrote:
Show nested quote +
On January 28 2013 09:07 JOJOsc2news wrote:
On January 28 2013 08:41 SiskosGoatee wrote:
+ Show Spoiler +
[image loading]


It works by the way. I am working on a map now with ridiculously short rush distance, the catch is that the key choke on the natural as well as some other parts of it have blinding clouds.


That's pretty cool. I have been following this thread ever since my reply because it was in my Subscribed Threads. It's great to see that this has actually worked out. I'm looking forward to the map. I guess zealot aggression would be quite good on it.
Yeah, well, it's also pretty darn choked so I hoped to balance the chokes out with the clouds.

[image loading]

It's another 2-in-1 map. It's cross only, one of the spawns has a very short rush distance. I'm also thinking about adding neutral creep at some points maybe for balance reasons?


Oh cool a picture!

As for the creep... I am really not a fan of neutral creep but since this is a Zerg themed map it would make sense (especially with the blinding clouds around etc.) Where would you put it?

Edit: spoilered picture
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Gfire
Profile Joined March 2011
United States1699 Posts
January 28 2013 00:26 GMT
#56
I don't think creep is necessary... The map's already too big and complicated. But the use of the blinding cloud and the different spawn points is nice and interesting.

Reminds me a bit of crossfire.

I'm not sure about the double entrance nat, though... it seems like the blinding cloud isn't very effective since the other entrance is so much more appealing already.
all's fair in love and melodies
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
January 28 2013 00:27 GMT
#57
Not sure where, I would make it if balance requires it honestly, thus far I don't really see a reason yet to make it, but maybe if it turns out it''s massively T favoured I'll add it to some spots.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
JOJOsc2news
Profile Blog Joined March 2011
3000 Posts
Last Edited: 2013-01-28 00:31:12
January 28 2013 00:29 GMT
#58
On January 28 2013 09:26 Gfire wrote:
I don't think creep is necessary... The map's already too big and complicated. But the use of the blinding cloud and the different spawn points is nice and interesting.

Reminds me a bit of crossfire.

I'm not sure about the double entrance nat, though... it seems like the blinding cloud isn't very effective since the other entrance is so much more appealing already.


Thought so too.
Having no way on ground into someones base/natural without passing a blinding cloud right in front of it on the other hand is quite tricky too.
✉ Tweets @sc2channel ⌦ Blog: http://www.teamliquid.net/blog/JOJO ⌫ "Arbiterssss... build more arbiterssss." Click 'Profile' for awesome shiro art!
Gfire
Profile Joined March 2011
United States1699 Posts
January 28 2013 00:33 GMT
#59
I do think neutral creep tumors is better than neutral creep, but both are a bit icky to me. I was kinda feeling like it would be good to go with a reasonably standard map apart from the blinding clouds. I think one of the reasons that neutral spells weren't used much in BW is because they were tried in combination with a lot of other crazy stuff.

After thinking about it for a minute I don't have such a problem with the use of the blinding cloud on that entrance to the nat... It seems okay to me. Maybe the other ramp is too wide, though? Not really on-topic though.
all's fair in love and melodies
SiskosGoatee
Profile Blog Joined May 2012
Albania1482 Posts
Last Edited: 2013-01-28 00:33:25
January 28 2013 00:33 GMT
#60
On January 28 2013 09:26 Gfire wrote:
I don't think creep is necessary... The map's already too big and complicated. But the use of the blinding cloud and the different spawn points is nice and interesting.

Reminds me a bit of crossfire.
Every map I make rips of crossfire to some degree honestly. Making a balanced version of Crossfire is sort of an obsession for me. Spefically to encorporate 'that part' of crossfire.

I'm not sure about the double entrance nat, though... it seems like the blinding cloud isn't very effective since the other entrance is so much more appealing already.
I concur, that's why I did this:

[image loading]

You basically have two defence points a bit further apart, the rocks also now mean you probably want to break them down shortly after taking that fourth.
WCS Apartheid cometh, all hail the casual audience, death to merit and hard work.
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
OSC
16:00
Masters Cup #150: Group A
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 231
IndyStarCraft 175
JuggernautJason172
ProTech71
StarCraft: Brood War
Calm 2492
Shuttle 619
firebathero 160
Dota 2
Dendi1211
Counter-Strike
byalli1428
pashabiceps899
Foxcn91
Heroes of the Storm
Liquid`Hasu438
Other Games
summit1g7141
Grubby4135
Beastyqt650
fl0m513
DeMusliM359
Fuzer 214
Skadoodle141
C9.Mang064
Organizations
StarCraft 2
angryscii 14
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Adnapsc2 22
• Dystopia_ 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV643
League of Legends
• imaqtpie2646
• TFBlade1208
Other Games
• Shiphtur268
Upcoming Events
Replay Cast
2h
Replay Cast
12h
OSC
14h 30m
Kung Fu Cup
15h
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
1d 2h
The PondCast
1d 13h
RSL Revival
1d 13h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 15h
WardiTV Korean Royale
1d 15h
PiGosaur Monday
2 days
[ Show More ]
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.