• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:54
CEST 13:54
KST 20:54
  • 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
[ASL21] Ro16 Preview Pt1: Fresh Flow5[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21ByuL: The Forgotten Master of ZvT30
Community News
MaNa leaves Team Liquid12$5,000 WardiTV TLMC tournament - Presented by Monster Energy5GSL CK: More events planned pending crowdfunding7Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage5
StarCraft 2
General
MaNa leaves Team Liquid Team Liquid Map Contest #22 - Presented by Monster Energy Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy RSL Revival: Season 5 - Qualifiers and Main Event GSL CK: More events planned pending crowdfunding Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 521 Memorable Boss The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power
Brood War
General
[ASL21] Ro16 Preview Pt1: Fresh Flow BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion JD's Ro24 review The Korean Terminology Thread
Tourneys
[ASL21] Ro16 Group A Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F
Strategy
Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Battle Aces/David Kim RTS Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread The China Politics Thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
lurker extra damage testi…
StaticNine
How Streamers Inspire Gamers…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2170 users

[M] (2) Coda

Forum Index > SC2 Maps & Custom Games
Post a Reply
Normal
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-03-24 18:33:36
February 25 2015 18:32 GMT
#1
Coda 1.0
138x144
Published on NA , EU
WCS SEASON 2 LADDER MAP



[image loading]


Didnt realise the map thread for Coda was missing. Oh well here you go.
This is actually one of my more standard maps , if not THE MOST standard. Many people said the map resembles Muspelheim by Jacky , while i can agree on the third layout , the map plays out almost entirely different. So shut up and enjoy the pretty pictures i guess , lol.


Analyzer
+ Show Spoiler +
[image loading]


Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Tileset
+ Show Spoiler +
-Korhal City Dirt Dark
-Korhal City Tiles Small
-Phaeton Rock rough
-Phaeton Rock Cracked
-Phaeton Dirt Light
-Phaeton Sand Dark
-Phaeton Dunes
-Phaeton Sand Light


Changelog
+ Show Spoiler +
nope , nope , nope
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
February 25 2015 18:37 GMT
#2
I love it. Grats.
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 25 2015 20:46 GMT
#3
Hm, maybe it seems standart in the starting-bases-layout department, but the overall flow is interesting, there are attack paths that are pretty "disconnected" (depending on rock state) - meaning that it takes a lot of time to get between them. That makes for a good backstab/runby opportunity, but if you play any slow composition (mech/SH), it can be really punishing (which may be seen as a good thing).

One thing: I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition) - while the map offers plenty routes for harass and flank, the actual fight may be hard to set up, there is no "treacherous" area the toss should be afraid to cross.
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
Charoisaur
Profile Joined August 2014
Germany16062 Posts
February 25 2015 21:55 GMT
#4
love this map.
Sadly it didn't make top 3 at TLMC but i still hope it gets its deserved ladder spot.
Many of the coolest moments in sc2 happen due to worker harassment
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 25 2015 21:56 GMT
#5
On February 26 2015 05:46 opisska wrote:
I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition


Looks like a good muta map to me, actually.
Cereal
opisska
Profile Blog Joined February 2011
Poland8852 Posts
February 26 2015 09:17 GMT
#6
On February 26 2015 06:56 InfCereal wrote:
Show nested quote +
On February 26 2015 05:46 opisska wrote:
I don't see many places where I would like to engage toss with roach/hydra (being not a SH map, this is the likely fighting composition


Looks like a good muta map to me, actually.


That's actually one thing I never know how to guess from these overviews (and I don't have access to SC2 at my laptop) - how far goes the "flyable" space from the mineral lines at the edge of the map?
"Jeez, that's far from ideal." - Serral, the king of mild trashtalk
TL+ Member
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 24 2015 18:33 GMT
#7
finally.
Author of Coda and Eastwatch.
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
March 24 2015 18:39 GMT
#8
Grats :D
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
March 24 2015 19:45 GMT
#9
Great news, congratulations!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 24 2015 20:13 GMT
#10
\ o /
Administrator~ Spirit will set you free ~
FlaShFTW
Profile Blog Joined February 2010
United States10361 Posts
March 24 2015 23:36 GMT
#11
amazing use of highground pods with bases on them. great usage of space and chokes. i cant find anything to criticize about this map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 25 2015 01:37 GMT
#12
Striking.

This is a great example of a simple idea executed flawlessly.

Really well done.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-03-25 03:46:57
March 25 2015 02:31 GMT
#13
[removed because reasons]

Congrats!
vibeo gane,
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 25 2015 13:29 GMT
#14
On March 25 2015 10:37 iGrok wrote:
Striking.

This is a great example of a simple idea executed flawlessly.

Really well done.

Yo iGrok im happy you're still here!
Author of Coda and Eastwatch.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
March 25 2015 18:40 GMT
#15
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Superouman
Profile Blog Joined August 2007
France2195 Posts
March 25 2015 20:44 GMT
#16
Did you think to change the width of the ramps as on my edited picture?

[image loading]

You can also enlarge some of the forward third as well if the ramp towards the middle is smaller

It would make army movements in the middle more dynamic.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Timetwister22
Profile Joined March 2011
United States538 Posts
March 25 2015 22:46 GMT
#17
On March 26 2015 05:44 Superouman wrote:
Did you think to change the width of the ramps as on my edited picture?

[image loading]

You can also enlarge some of the forward third as well if the ramp towards the middle is smaller

It would make army movements in the middle more dynamic.


It's kinda funny, as I suggested the exact same thing at one point.
Former ESV Mapmaker | @Timetwister22
SwedenTheKid
Profile Joined July 2014
567 Posts
March 25 2015 23:02 GMT
#18
I second the change^
Casual Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2015 02:14 GMT
#19
If you do that change, taking the forward 3rd as a 4th base is too easy and powerful. You have it as a staging area for attacks MUCH closer to all of their new bases, and the walk distance to cover your old 3base is the closest possible of the choices of 4th. With e.g. a terran wall at the 3rd this is like the easiest way to establish or retake a winning position. You can even build the CC in the main and fly it ezpz. It's important that the ramp to mid be large so that holding that pod is a full time job. Which is unfortunate because it just underscores the lack of any strategic forward positions on this map.
Comprehensive strategic intention: DNE
Fatam
Profile Joined June 2012
1986 Posts
March 26 2015 04:50 GMT
#20
I agree with super's changes. As-is the map has almost no major chokes; all the ramps/hallways have similar width.

Other than maybe the ramp going to the normal 3rd, you could take a fight almost anywhere on the map and the outcome would be no different.

The changes would liven things up a bit imo.
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
Timetwister22
Profile Joined March 2011
United States538 Posts
March 26 2015 05:04 GMT
#21
On March 26 2015 11:14 EatThePath wrote:
If you do that change, taking the forward 3rd as a 4th base is too easy and powerful. You have it as a staging area for attacks MUCH closer to all of their new bases, and the walk distance to cover your old 3base is the closest possible of the choices of 4th. With e.g. a terran wall at the 3rd this is like the easiest way to establish or retake a winning position. You can even build the CC in the main and fly it ezpz. It's important that the ramp to mid be large so that holding that pod is a full time job. Which is unfortunate because it just underscores the lack of any strategic forward positions on this map.


Your 'issue' with a 'too strong forward fourth' already exists on this map with the central pod fourths. Don't let the large diagonal rocks fool you into thinking they make the base harder to take, as a 3 base army will destroy them in seconds. Once the rocks are down, you are left with essentially the 'problem' you just described. You'd have a fourth that makes for a super close staging point that covers your third, and you can even build the CC at the third and float it to the fourth ezpz. Just saying, the current forward fourth is exactly what you just described.

What this change would do is create a choice in the fourth base, making for more dynamic play. Each fourth would be viable, and each one exposes or defends different paths. Thus, making the map less boring and stuff.

As a side note, I would not consider that base a 'forward third' either. Maybe that was just a misnomer you used to describe the base, but even with Super's idea, the base could not be a reliable third.
Former ESV Mapmaker | @Timetwister22
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 26 2015 05:10 GMT
#22
I was considering removing the rocks on the center highground, along with the changes superouman suggested. Would make even more interesting the attacker pathways. Do you agree?
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2015-03-26 05:25:10
March 26 2015 05:24 GMT
#23
Honestly it doesn't even matter, I doubt if it's possible to convince blizz to use a different map file at this point. The current version is almost certainly what's going to be played in every case.

But I do agree with Superouman/Timetwister's suggestions.
vibeo gane,
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
March 26 2015 05:34 GMT
#24
There is no chance of any changes being reflected in the ladder version.
Administrator~ Spirit will set you free ~
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
March 26 2015 06:24 GMT
#25
On March 26 2015 14:04 Timetwister22 wrote:
Show nested quote +
On March 26 2015 11:14 EatThePath wrote:
If you do that change, taking the forward 3rd as a 4th base is too easy and powerful. You have it as a staging area for attacks MUCH closer to all of their new bases, and the walk distance to cover your old 3base is the closest possible of the choices of 4th. With e.g. a terran wall at the 3rd this is like the easiest way to establish or retake a winning position. You can even build the CC in the main and fly it ezpz. It's important that the ramp to mid be large so that holding that pod is a full time job. Which is unfortunate because it just underscores the lack of any strategic forward positions on this map.


Your 'issue' with a 'too strong forward fourth' already exists on this map with the central pod fourths. Don't let the large diagonal rocks fool you into thinking they make the base harder to take, as a 3 base army will destroy them in seconds. Once the rocks are down, you are left with essentially the 'problem' you just described. You'd have a fourth that makes for a super close staging point that covers your third, and you can even build the CC at the third and float it to the fourth ezpz. Just saying, the current forward fourth is exactly what you just described.

It's not exactly the same at all, lol? And what's with the 'tude, bro?

What this change would do is create a choice in the fourth base, making for more dynamic play. Each fourth would be viable, and each one exposes or defends different paths. Thus, making the map less boring and stuff.

It could definitely use some changes so it's less boring, which is why I actually would rather see a version with your change. However, my observation was to point out that it leads to an imba map imo.

As a side note, I would not consider that base a 'forward third' either. Maybe that was just a misnomer you used to describe the base, but even with Super's idea, the base could not be a reliable third.

Well obv. Just a way of naming it.




To your actual point though, there is a world of difference between the two forward 4th locations. The game would have to be in an already lopsided state for the farther pod to be an "easy" 4th. Once there, it's good for attacking the enemy maincliff base and general center/XNT presence but it's strictly not as good as your own maincliff for attacking the other enemy expansion sites, due to distances. (This is immediately clear from the overview.) It also makes you more vulnerable by stringing you out instead of clumping you up. Moreover, the ground distance to guard your entrances is sooo much longer than if you're at the maincliff 4th.

I like choices of expos though and aggressive expanding and the map needs something to spice it up, so I'd rather have the change than not because I'm not a fan of the map anyway. It's an okay map and all, it's just a mildly improved Daybreak evolution with similar 5th base problems. Conventionally this is a bit anti zerg in a passive macro game but we have SH/spores now instead of BL/spines so mise.
Comprehensive strategic intention: DNE
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2015-04-02 16:21:25
April 02 2015 16:21 GMT
#26
Just to be clear about the main ramp bug , its an issue blizzard created and blizzard needs to fix it. I have no power there.
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
April 06 2015 19:24 GMT
#27
The space cliff transitions

[image loading]
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:35 GMT
#28
I have already noticed it. If you look at my version , I used a custom cliff which worked flawlessly.I cant believe how much the blizzard "mapmakers" have fucked up.
They're just incompetent , I have no faith in them anymore.
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-04-06 19:40:33
April 06 2015 19:37 GMT
#29
Maybe they are against the use of custom assets.

If they are, they can just place some Rock (Giant), variation 15 to hide the black squares
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:41 GMT
#30
Afaik Echo uses custom textures for the terrain , mine was just a changed cliff texture ( from grey to a orange tint ).
Author of Coda and Eastwatch.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2015-04-06 19:46:04
April 06 2015 19:43 GMT
#31
On April 07 2015 04:41 IeZaeL wrote:
Afaik Echo uses custom textures for the terrain , mine was just a changed cliff texture ( from grey to a orange tint ).

Are you refering to the golden Castanar small tiles? Uvantak told me these are official but hidden textures like nilfheim

I just realized you didn't use space cliffs in the first place. That means some blizz guy intentionally switched them. wat
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:49 GMT
#32
Are you sure ? I remember uvantak created the texture by himself. I might be wrong though.
Also the HotS version still has the orange cliff tint.
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 06 2015 19:49 GMT
#33
On April 07 2015 04:35 IeZaeL wrote:
I have already noticed it. If you look at my version , I used a custom cliff which worked flawlessly.I cant believe how much the blizzard "mapmakers" have fucked up.
They're just incompetent , I have no faith in them anymore.

Did you mail them about that ? Are we going to play Coda and Echo with blatant graphics issues ?
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 19:56 GMT
#34
they dont listen. my skype conversation with Psione is one-sided , lots of messages by me and zero by him.
Author of Coda and Eastwatch.
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 06 2015 20:00 GMT
#35
On April 07 2015 04:56 IeZaeL wrote:
they dont listen. my skype conversation with Psione is one-sided , lots of messages by me and zero by him.

That's really, really sad to hear. I hope those threads reach their eyes...
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 06 2015 20:02 GMT
#36
I'll tell you the truth. They wont reach their eyes.
Author of Coda and Eastwatch.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
April 06 2015 20:08 GMT
#37
At least the coda cliff problem is only in the LotV version and not the version that's going on ladder soon - hopefully it stays that way...
vibeo gane,
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
April 07 2015 06:13 GMT
#38
On April 07 2015 05:08 -NegativeZero- wrote:
At least the coda cliff problem is only in the LotV version and not the version that's going on ladder soon - hopefully it stays that way...

I wouldn't be so sure about that d:
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
[PkF] Wire
Profile Joined March 2013
France24238 Posts
April 11 2015 18:13 GMT
#39
What kind of twisted pleasure does a mapmaker feel when he creates a map with only 2 closer mineral patches ? You're STARVING on that map, just like on Expedition Lost or Vaani. Seriously, make maps with 3 closer patches at least.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 11 2015 19:56 GMT
#40
lol?
Author of Coda and Eastwatch.
SidianTheBard
Profile Joined October 2010
United States2475 Posts
April 11 2015 20:17 GMT
#41
The one thing you didn't steal from muspel that you should have.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
IeZaeL
Profile Joined July 2012
Italy991 Posts
April 27 2015 15:19 GMT
#42
Coda makes its debut to the WCS Challenger world with an amazing match - Snute vs Bly. Tune in NOW!
Author of Coda and Eastwatch.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
April 27 2015 15:28 GMT
#43
On April 12 2015 04:56 IeZaeL wrote:
lol?

#iezminerallines
"Not you."
brickrd
Profile Blog Joined March 2014
United States4894 Posts
June 17 2015 20:10 GMT
#44
coming in late with this, but i really wanted to say how much i adore the rocks on this map. almost every single time i play i find myself moving my army and wanting the rocks down at some point as well as having to strategically second guess the decision to open them, which imo is perfect rocks function
TL+ Member
[PkF] Wire
Profile Joined March 2013
France24238 Posts
June 17 2015 22:28 GMT
#45
On June 18 2015 05:10 brickrd wrote:
coming in late with this, but i really wanted to say how much i adore the rocks on this map. almost every single time i play i find myself moving my army and wanting the rocks down at some point as well as having to strategically second guess the decision to open them, which imo is perfect rocks function

I agree. And we should relish one of the last solid maps standing in this chaos of a map pool.
Normal
Please log in or register to reply.
Live Events Refresh
Wardi Open
11:00
#82
WardiTV464
OGKoka 329
Rex84
Liquipedia
Afreeca Starleague
10:00
Ro16 Group A
Soma vs YSC
Sharp vs sSak
Afreeca ASL 18391
StarCastTV_EN404
Liquipedia
Replay Cast
09:00
WardiTV Mondays #78
CranKy Ducklings106
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 306
Lowko302
SortOf 126
ProTech124
Rex 81
StarCraft: Brood War
Sea 24593
Calm 15939
Bisu 8286
Jaedong 4788
Horang2 2089
BeSt 1160
EffOrt 769
firebathero 549
Light 483
Zeus 405
[ Show more ]
Pusan 405
actioN 386
Stork 369
ZerO 360
Soulkey 259
Larva 239
Hyun 185
Mind 87
Killer 78
ToSsGirL 64
yabsab 42
Barracks 40
Nal_rA 34
soO 22
Sea.KH 22
Terrorterran 20
Movie 18
GoRush 18
Hm[arnc] 17
Sacsri 16
Bale 12
Noble 12
ajuk12(nOOB) 11
scan(afreeca) 10
SilentControl 9
IntoTheRainbow 7
Dota 2
febbydoto6
Counter-Strike
olofmeister3462
shoxiejesuss1108
zeus1024
byalli436
x6flipin343
markeloff133
Super Smash Bros
Mew2King47
Other Games
singsing1683
B2W.Neo793
crisheroes263
Pyrionflax138
QueenE72
Organizations
Other Games
BasetradeTV692
Counter-Strike
PGL467
StarCraft: Brood War
UltimateBattle 379
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 75
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1665
• Stunt749
Upcoming Events
Monday Night Weeklies
4h 6m
OSC
12h 6m
Afreeca Starleague
22h 6m
Snow vs PianO
hero vs Rain
WardiTV Map Contest Tou…
22h 6m
GSL
1d
PiGosaur Cup
1d 12h
CranKy Ducklings
1d 21h
Kung Fu Cup
2 days
Replay Cast
2 days
The PondCast
2 days
[ Show More ]
WardiTV Map Contest Tou…
2 days
Replay Cast
3 days
Escore
3 days
WardiTV Map Contest Tou…
3 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
WardiTV Map Contest Tou…
4 days
IPSL
5 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
5 days
Sparkling Tuna Cup
5 days
WardiTV Map Contest Tou…
5 days
Ladder Legends
6 days
BSL
6 days
IPSL
6 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
6 days
Replay Cast
6 days
Wardi Open
6 days
Afreeca Starleague
6 days
Bisu vs Ample
Jaedong vs Flash
Liquipedia Results

Completed

Escore Tournament S2: W2
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 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.