• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:54
CEST 14:54
KST 21:54
  • 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
Classic wins Code S Season 2 (2025)12Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
Properties for Rent in Cairo The SCII GOAT: A statistical Evaluation TL Team Map Contest #5: Presented by Monster Energy Classic wins Code S Season 2 (2025) Weekly Cups (June 9-15): herO doubles on GSL week
Tourneys
EWC 2025 Regional Qualifiers (May 28-June 1) Sparkling Tuna Cup - Weekly Open Tournament SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion bonjwa.tv: my AI project that translates BW videos StarCraft & BroodWar Campaign Speedrun Quest ASL20 Preliminary Maps
Tourneys
[BSL20] ProLeague Bracket Stage - LB Round 4 & 5 [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Beyond All Reason What do you want from future RTS games?
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Pro Gamers Cope with Str…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 34971 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 States10126 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 States2141 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 States10126 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 States10126 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
Sparkling Tuna Cup
10:00
Weekly #95
ByuN vs GeraldLIVE!
TBD vs Creator
CranKy Ducklings394
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .264
DenverSC2 72
ProTech59
Creator 34
trigger 12
StarCraft: Brood War
Britney 54933
Calm 11296
Rain 5416
firebathero 4176
BeSt 1696
Horang2 1427
EffOrt 381
Last 295
Mini 242
PianO 196
[ Show more ]
Hyun 131
Leta 130
ZerO 100
Barracks 51
JulyZerg 48
Shinee 44
SilentControl 12
scan(afreeca) 12
ivOry 3
Dota 2
Gorgc4157
qojqva1562
XcaliburYe344
Counter-Strike
x6flipin412
allub31
Super Smash Bros
C9.Mang0267
Mew2King86
Heroes of the Storm
Khaldor323
Other Games
singsing2138
B2W.Neo1431
Dendi1002
DeMusliM696
crisheroes337
RotterdaM250
ZerO(Twitch)20
ArmadaUGS14
Organizations
Dota 2
PGL Dota 2 - Main Stream16271
PGL Dota 2 - Secondary Stream6553
Other Games
gamesdonequick549
StarCraft: Brood War
CasterMuse 28
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis7914
• Stunt401
Upcoming Events
Road to EWC
1h 6m
Lemon vs HeRoMaRinE
Astrea vs GuMiho
goblin vs TBD
Ryung vs TBD
BSL: ProLeague
5h 6m
UltrA vs Sziky
Dewalt vs MadiNho
Replay Cast
1d 21h
Replay Cast
3 days
The PondCast
3 days
Replay Cast
4 days
BSL: ProLeague
6 days
SOOP
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

NPSL Lushan
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.