• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:19
CET 14:19
KST 22:19
  • 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
No more SC2 streamers on team liquid? [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win
Tourneys
SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20)
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
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ sOs joins Best's team, Newcatsle University Rollback Netcode in Brood War SC4ALL: II Venue Change Announcement! [Megathread] Daily Funny Videos
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
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
Stratus: Battle for the sky now on steam Early acc Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!?
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 Dating: How's your luck? Trading/Investing Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-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: 7305 users

(2)Ice Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 12 2014 08:10 GMT
#1
[image loading]



Hello, I am here for the first time to upload.

I can't speak English well, please understand.
take care of a lot of advice

use to translate.google.com T T..


Map Size : 128 x 136


IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 12 2014 08:12 GMT
#2
Add to, I'll try to understand your comment.
IeZaeL
Profile Joined July 2012
Italy991 Posts
August 12 2014 08:36 GMT
#3
Thats amazing , really.

Some changes i would like to do :
+ Show Spoiler +
[image loading]

Yellow : Los blockers ( visual blockers)
Red: larger path/ramp
green: add rocks
Author of Coda and Eastwatch.
IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 12 2014 09:16 GMT
#4
Thank you your advice

Red: larger path/ramp <- i think 6 gas to very difficult. so i use to rock. If remove the rock, entrance is wider
Yellow : Los blockers ( visual blockers) , Green: add rocks <- I’ll think about it
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 13 2014 03:05 GMT
#5
Immediately upon seeing the overview, I noticed it seemed rather familiar in structure. Some obvious variation in terrain and flipped 90 degrees, naturally, but very uncanny nonetheless.

That said, I think this map uses space and sets up pathing better (i.e. the map flows better).
Twitter: @iamcaustic
FlaShFTW
Profile Blog Joined February 2010
United States10627 Posts
Last Edited: 2014-08-13 09:35:44
August 13 2014 09:35 GMT
#6
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
algue
Profile Joined July 2011
France1436 Posts
August 13 2014 11:53 GMT
#7
@Flashftw : Have you ever thought about selling your amazing drawings ?

Btw the 3rd can be tricky to hold but the 4th is really easy to get.
rly ?
IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 13 2014 12:15 GMT
#8
@algue : i know, but i want to choice the 3rd.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 13 2014 16:54 GMT
#9
On August 13 2014 18:35 FlaShFTW wrote:
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.

I completely disagree with this assessment. Your suggestions boil down to being able to take 3 bases freely with no defensive investment, which I find ridiculous, as well as more heavily perpetrate the snowball effect of losing a base = losing the game. The design of the map already makes the bases fairly easy to take with little more than a bit of smart sim-city, while the bit of distance allows a player to actually be able to choose to abandon a third/fourth in favour of falling back to a better defensive position.

I know I you consider yourself an authority on third bases, but to be honest your analysis is still stuck in early 2011, suggesting an over-reaction to the old situation where Protoss needed thirds to be incredibly close to their nats in order to reliably take them.
Twitter: @iamcaustic
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 13 2014 17:45 GMT
#10
Agreed with caustic, I think the thirds are good as is.

Check your mineral lines, some of them look inefficient (mains, CCW thirds, golds).
vibeo gane,
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-08-14 01:26:06
August 13 2014 18:20 GMT
#11
I like the current positions for 3rds, but the 3rd bases closer to the edge of the map seem more preferable since you can park your army at the halfway point between natural and 3rd and have an easier time defending, and the ground path seems farther from enemy base. I think only terrans will go for the other base as a 3rd, though that's fine. Also, as another guy said, mineral patches look a bit janky.
IRoha
Profile Joined July 2012
Korea (South)81 Posts
August 14 2014 03:22 GMT
#12
-NegativeZero- // Check your mineral lines, some of them look inefficient (mains, CCW thirds, golds) < thanks,

next time, make efficient mineral line.( I didn't know until you tell )
FlaShFTW
Profile Blog Joined February 2010
United States10627 Posts
August 16 2014 08:57 GMT
#13
On August 14 2014 01:54 iamcaustic wrote:
Show nested quote +
On August 13 2014 18:35 FlaShFTW wrote:
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.

I completely disagree with this assessment. Your suggestions boil down to being able to take 3 bases freely with no defensive investment, which I find ridiculous, as well as more heavily perpetrate the snowball effect of losing a base = losing the game. The design of the map already makes the bases fairly easy to take with little more than a bit of smart sim-city, while the bit of distance allows a player to actually be able to choose to abandon a third/fourth in favour of falling back to a better defensive position.

I know I you consider yourself an authority on third bases, but to be honest your analysis is still stuck in early 2011, suggesting an over-reaction to the old situation where Protoss needed thirds to be incredibly close to their nats in order to reliably take them.

my analysis on thirds goes as follows: how many chokes lead to it, how big are said chokes, and how far is it from the natural. the distance is fine here, and the sizes of the chokes are ok as well, however the chokes are far too many as well as a gapping hole between natural and 3rd. take a look at overgrowth. you have one giant hole to the natural, much like this map, but you only have 1 choke to defend. this map requires you to defend 2 chokes.

you then might argue that merry-go-round would be a crapping third to my estimations, but it isnt. as how im describing the act of combining 2 chokes into 1 on this map, taking a 3rd on merrygoround is the same, just reversed between natural and third.

does simcitying help? yes, but then your buildings are still vulnerable, especially to a 3 pronged attack on this map. run units down the middle to distract while you sent 2 smaller contingencies to break down the simcity and push to the base. my 3rd analysis implies that the players will be smart in attacking them at multiple angles at the optimal way, not just bumrushing through trying to break a simcity.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 16 2014 17:36 GMT
#14
On August 16 2014 17:57 FlaShFTW wrote:
Show nested quote +
On August 14 2014 01:54 iamcaustic wrote:
On August 13 2014 18:35 FlaShFTW wrote:
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.

I completely disagree with this assessment. Your suggestions boil down to being able to take 3 bases freely with no defensive investment, which I find ridiculous, as well as more heavily perpetrate the snowball effect of losing a base = losing the game. The design of the map already makes the bases fairly easy to take with little more than a bit of smart sim-city, while the bit of distance allows a player to actually be able to choose to abandon a third/fourth in favour of falling back to a better defensive position.

I know I you consider yourself an authority on third bases, but to be honest your analysis is still stuck in early 2011, suggesting an over-reaction to the old situation where Protoss needed thirds to be incredibly close to their nats in order to reliably take them.

my analysis on thirds goes as follows: how many chokes lead to it, how big are said chokes, and how far is it from the natural. the distance is fine here, and the sizes of the chokes are ok as well, however the chokes are far too many as well as a gapping hole between natural and 3rd. take a look at overgrowth. you have one giant hole to the natural, much like this map, but you only have 1 choke to defend. this map requires you to defend 2 chokes.

you then might argue that merry-go-round would be a crapping third to my estimations, but it isnt. as how im describing the act of combining 2 chokes into 1 on this map, taking a 3rd on merrygoround is the same, just reversed between natural and third.

does simcitying help? yes, but then your buildings are still vulnerable, especially to a 3 pronged attack on this map. run units down the middle to distract while you sent 2 smaller contingencies to break down the simcity and push to the base. my 3rd analysis implies that the players will be smart in attacking them at multiple angles at the optimal way, not just bumrushing through trying to break a simcity.

First paragraph: throwaway; different maps have different ways of securing resources. There isn't some singular, golden rule like there was in WoL, due to the increased flexibility in game design.

Second paragraph: Merry-Go-Round's thirds are, arguably, "worse" than this map, as you also have the high ground to deal with as a defender (this plays out quite a bit in positional TvT), while on this map the defender gets the high ground. That's a big deal.

Third paragraph: this whole theoretical scenario about a 3-pronged attack on the third is silly on a number of counts. First, if your opponent is setting up such a gigantic, coordinated attack and you don't know about it/aren't prepared, you made a massive mistake. Second, if you are prepared, then sim city to block off one or more entrances into the third is ideal, as it makes it much easier for you to shave down their army while 1/3rd of it is killing buildings to join the battle; it'd be a stupid decision on the attacker's part unless they're already way ahead (again, your mistake). Third, any attacker would be better off hitting different locations in a multi-pronged attack, which means you're more likely looking at hitting the main and third or something along those lines; splitting the army in such a manner makes the number of paths into the third moot.

TL;DR: bum rushing a defended sim city from 3 angles(especially considering the design of this map) is incredibly stupid unless you're already way ahead.
Twitter: @iamcaustic
FlaShFTW
Profile Blog Joined February 2010
United States10627 Posts
August 17 2014 08:26 GMT
#15
On August 17 2014 02:36 iamcaustic wrote:
Show nested quote +
On August 16 2014 17:57 FlaShFTW wrote:
On August 14 2014 01:54 iamcaustic wrote:
On August 13 2014 18:35 FlaShFTW wrote:
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.

I completely disagree with this assessment. Your suggestions boil down to being able to take 3 bases freely with no defensive investment, which I find ridiculous, as well as more heavily perpetrate the snowball effect of losing a base = losing the game. The design of the map already makes the bases fairly easy to take with little more than a bit of smart sim-city, while the bit of distance allows a player to actually be able to choose to abandon a third/fourth in favour of falling back to a better defensive position.

I know I you consider yourself an authority on third bases, but to be honest your analysis is still stuck in early 2011, suggesting an over-reaction to the old situation where Protoss needed thirds to be incredibly close to their nats in order to reliably take them.

my analysis on thirds goes as follows: how many chokes lead to it, how big are said chokes, and how far is it from the natural. the distance is fine here, and the sizes of the chokes are ok as well, however the chokes are far too many as well as a gapping hole between natural and 3rd. take a look at overgrowth. you have one giant hole to the natural, much like this map, but you only have 1 choke to defend. this map requires you to defend 2 chokes.

you then might argue that merry-go-round would be a crapping third to my estimations, but it isnt. as how im describing the act of combining 2 chokes into 1 on this map, taking a 3rd on merrygoround is the same, just reversed between natural and third.

does simcitying help? yes, but then your buildings are still vulnerable, especially to a 3 pronged attack on this map. run units down the middle to distract while you sent 2 smaller contingencies to break down the simcity and push to the base. my 3rd analysis implies that the players will be smart in attacking them at multiple angles at the optimal way, not just bumrushing through trying to break a simcity.

First paragraph: throwaway; different maps have different ways of securing resources. There isn't some singular, golden rule like there was in WoL, due to the increased flexibility in game design.

Second paragraph: Merry-Go-Round's thirds are, arguably, "worse" than this map, as you also have the high ground to deal with as a defender (this plays out quite a bit in positional TvT), while on this map the defender gets the high ground. That's a big deal.

Third paragraph: this whole theoretical scenario about a 3-pronged attack on the third is silly on a number of counts. First, if your opponent is setting up such a gigantic, coordinated attack and you don't know about it/aren't prepared, you made a massive mistake. Second, if you are prepared, then sim city to block off one or more entrances into the third is ideal, as it makes it much easier for you to shave down their army while 1/3rd of it is killing buildings to join the battle; it'd be a stupid decision on the attacker's part unless they're already way ahead (again, your mistake). Third, any attacker would be better off hitting different locations in a multi-pronged attack, which means you're more likely looking at hitting the main and third or something along those lines; splitting the army in such a manner makes the number of paths into the third moot.

TL;DR: bum rushing a defended sim city from 3 angles(especially considering the design of this map) is incredibly stupid unless you're already way ahead.

if you lose highground on merry-go-round, imo you're playing it wrong. you should be scouting that area so that they dont take that highground.

back to simcities, you need to consider that it also hinders defending. while they're shooting your buildings, you need to somehow move your army closer to them through buildings. essentially, if you're not building long range units you're going to be screwed. which is why personally i dont like simcities but can understand why people use them.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
August 17 2014 17:33 GMT
#16
On August 17 2014 17:26 FlaShFTW wrote:
Show nested quote +
On August 17 2014 02:36 iamcaustic wrote:
On August 16 2014 17:57 FlaShFTW wrote:
On August 14 2014 01:54 iamcaustic wrote:
On August 13 2014 18:35 FlaShFTW wrote:
time for another FlaShFTW's take on the third because i'm a little bitch when it comes to these.

the 3rd is difficult. i would much prefer if the ramps leading into the 3rds had rocks on them. it would be easier to hold that way and, well if they break down the rocks, gl.

another change which would take a while and you might not like, is (im using the bottom base as the example) push the natural more to the 6 , push the current 3rd more to the 5, then take that 8 and bring it down with the main. here's my really shitty picture drawing of it.

[image loading]

as you can see, if you turn the 8 oclcok base into your 3rd, you now only have to defend 2 chokes because the ramp that leads into the base will effectively just join with the other path and make one choke instead of 2 to hold. contemplate it a bit.

I completely disagree with this assessment. Your suggestions boil down to being able to take 3 bases freely with no defensive investment, which I find ridiculous, as well as more heavily perpetrate the snowball effect of losing a base = losing the game. The design of the map already makes the bases fairly easy to take with little more than a bit of smart sim-city, while the bit of distance allows a player to actually be able to choose to abandon a third/fourth in favour of falling back to a better defensive position.

I know I you consider yourself an authority on third bases, but to be honest your analysis is still stuck in early 2011, suggesting an over-reaction to the old situation where Protoss needed thirds to be incredibly close to their nats in order to reliably take them.

my analysis on thirds goes as follows: how many chokes lead to it, how big are said chokes, and how far is it from the natural. the distance is fine here, and the sizes of the chokes are ok as well, however the chokes are far too many as well as a gapping hole between natural and 3rd. take a look at overgrowth. you have one giant hole to the natural, much like this map, but you only have 1 choke to defend. this map requires you to defend 2 chokes.

you then might argue that merry-go-round would be a crapping third to my estimations, but it isnt. as how im describing the act of combining 2 chokes into 1 on this map, taking a 3rd on merrygoround is the same, just reversed between natural and third.

does simcitying help? yes, but then your buildings are still vulnerable, especially to a 3 pronged attack on this map. run units down the middle to distract while you sent 2 smaller contingencies to break down the simcity and push to the base. my 3rd analysis implies that the players will be smart in attacking them at multiple angles at the optimal way, not just bumrushing through trying to break a simcity.

First paragraph: throwaway; different maps have different ways of securing resources. There isn't some singular, golden rule like there was in WoL, due to the increased flexibility in game design.

Second paragraph: Merry-Go-Round's thirds are, arguably, "worse" than this map, as you also have the high ground to deal with as a defender (this plays out quite a bit in positional TvT), while on this map the defender gets the high ground. That's a big deal.

Third paragraph: this whole theoretical scenario about a 3-pronged attack on the third is silly on a number of counts. First, if your opponent is setting up such a gigantic, coordinated attack and you don't know about it/aren't prepared, you made a massive mistake. Second, if you are prepared, then sim city to block off one or more entrances into the third is ideal, as it makes it much easier for you to shave down their army while 1/3rd of it is killing buildings to join the battle; it'd be a stupid decision on the attacker's part unless they're already way ahead (again, your mistake). Third, any attacker would be better off hitting different locations in a multi-pronged attack, which means you're more likely looking at hitting the main and third or something along those lines; splitting the army in such a manner makes the number of paths into the third moot.

TL;DR: bum rushing a defended sim city from 3 angles(especially considering the design of this map) is incredibly stupid unless you're already way ahead.

if you lose highground on merry-go-round, imo you're playing it wrong. you should be scouting that area so that they dont take that highground.

back to simcities, you need to consider that it also hinders defending. while they're shooting your buildings, you need to somehow move your army closer to them through buildings. essentially, if you're not building long range units you're going to be screwed. which is why personally i dont like simcities but can understand why people use them.

Really, you made an argument about an attacker establishing a full-on 3 angle attack on a third base with a map design like this, but think someone managing to acquire a singular high ground location is too much? Do you watch/play StarCraft? o_O

You also grossly misunderstand the purpose of sim cities. They're designed to be a blockade; at a third base, it is the expectation that you will lose those buildings in a dedicated attack. You know what you don't lose? The base itself. You get the warning that you're being attacked, and the structures delay the attacker long enough to allow you into a better position when they break through.

There's no reason to attack through your own sim city, especially with a map design like this. I highly recommend watching 2010/2011 GSL VODs, as sim city was much more prevalent due to its necessity to take naturals and thirds reliably. You'll get a much better understanding how to correctly utilize the concept.
Twitter: @iamcaustic
algue
Profile Joined July 2011
France1436 Posts
August 17 2014 17:50 GMT
#17
The rush distance may be a bit short no ?
rly ?
Please log in or register to reply.
Live Events Refresh
IntoTheTV X SOOP
20:00
Premier - Quarterfinals
Clem vs MaxPax
herO vs Rogue
IntoTheiNu 975
CranKy Ducklings SOOP113
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
EnDerr 37
Codebar 34
ByuN (SOOP) 25
Rex 23
StarCraft: Brood War
Britney 43563
Calm 4981
Rain 1876
Horang2 779
Mini 690
BeSt 623
FanTaSy 509
Hyun 203
ggaemo 199
actioN 186
[ Show more ]
Last 125
Stork 106
Pusan 74
White-Ra 59
sSak 56
Leta 56
hero 53
Creator 41
Movie 26
Yoon 26
sOs 26
Aegong 24
Free 23
Bale 22
soO 22
scan(afreeca) 21
Classic 19
Sacsri 19
zelot 19
ajuk12(nOOB) 17
yabsab 11
Rock 9
Icarus 6
Dota 2
Dendi1132
XcaliburYe228
monkeys_forever73
Other Games
B2W.Neo1066
Lowko526
Fuzer 240
Mew2King88
NeuroSwarm52
Railgan21
Organizations
Other Games
ComeBackTV 247
Counter-Strike
PGL152
[ Show 13 non-featured ]
StarCraft 2
• Dystopia_ 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• ChaeLyn 8
• Michael_bg 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• WagamamaTV293
Upcoming Events
IPSL
3h 41m
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
5h 41m
IntoTheTV X SOOP
21h 41m
IPSL
1d 3h
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
1d 9h
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
3 days
The PondCast
4 days
[ Show More ]
KCM Race Survival
4 days
WardiTV Invitational
4 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

Proleague 2026-11-05
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

Upcoming

Sector 951
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.