• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:12
CEST 18:12
KST 01:12
  • 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: Voting3[ASL20] Ro4 Preview: Descent6Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Weekly Cups (Oct 6-12): Four star herO65.0.15 Patch Balance Hotfix (2025-10-8)71Weekly Cups (Sept 29-Oct 5): MaxPax triples up3PartinG joins SteamerZone, returns to SC2 competition325.0.15 Balance Patch Notes (Live version)119
StarCraft 2
General
5.0.15 Patch Balance Hotfix (2025-10-8) The New Patch Killed Mech! TL.net Map Contest #21: Voting Weekly Cups (Oct 6-12): Four star herO PartinG joins SteamerZone, returns to SC2 competition
Tourneys
Master Swan Open (Global Bronze-Master 2) Tenacious Turtle Tussle WardiTV Mondays SC2's Safe House 2 - October 18 & 19 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
External Content
Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers Mutation # 492 Get Out More
Brood War
General
BSL Season 21 BGH Auto Balance -> http://bghmmr.eu/ Brood War web app to calculate unit interactions Whose hotkey signature is this? Any rep analyzer that shows resources situation?
Tourneys
[ASL20] Semifinal B [ASL20] Semifinal A [Megathread] Daily Proleagues [ASL20] Ro8 Day 4
Strategy
Current Meta BW - ajfirecracker Strategy & Training Siegecraft - a new perspective TvZ Theorycraft - Improving on State of the Art
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Dawn of War IV Path of Exile
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
SPIRED by.ASL Mafia {211640} TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Men's Fashion Thread Sex and weight loss
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion 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 Recent Gifted Posts
Blogs
Inbreeding: Why Do We Do It…
Peanutsc
From Tilt to Ragequit:The Ps…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1175 users

[G] TheStaircase - An Alternative Improvement Method - Pag…

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 15 16 17 18 19 78 Next
JDub
Profile Joined December 2010
United States976 Posts
December 05 2012 21:54 GMT
#321
On December 06 2012 06:37 Coldlogic wrote:
New build.

Generate more creep for Zerg players at beginning of game. Should effectively be full creep size from Hatchery.
Added destructible recreation.
Added map revealers for duration of menu display. This allows for reset of mini map when you start a new game.

You are unstoppable right now.
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 05 2012 22:03 GMT
#322
Chill out people, we just want to learn how to be a better player that's all, usually we like to see how others do things so we can do as they do specially when we are in front of something new, say like the first time you learn how to swim or how to drive a car, you might try the first time with nobody to show you how not to sink into the water and you're going to be hanging to the edge of the pool for a long time till you get how to do it right, but if somebody shows you and explains you step by step how to swim properly you'll be like Nemo in no time, so i personally think that watching how you perform on The Staircase and explain everything from there i belive that's going to cover all there is to know about it, the psycollogy behind it, i don't know just show us how would you play it so we can do the same and learn how to be better at SC2 with The Staircase

PS
Qube is right about the SQ, i got my account there now that i saw it on the vids but i don't know anything about it, can you explain how that works a little bit more please specially how much SQ points do i need to be in a certain league i belive that's the one thing i would ask about the SQ

Keep up the good work
Train Hard, Beat them Harder
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 05 2012 22:04 GMT
#323
On December 06 2012 06:37 Coldlogic wrote:
New build.

Generate more creep for Zerg players at beginning of game. Should effectively be full creep size from Hatchery.
Added destructible recreation.
Added map revealers for duration of menu display. This allows for reset of mini map when you start a new game.


Thanks for the Update on the minimap
Train Hard, Beat them Harder
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 05 2012 22:11 GMT
#324
Oh i almost forgot, on the Terran lvl 11 i guess the tooltip says "HellBat" and the Hellbat is just a Campaing unit (or a BroodWar unit), i don't know what's the new unit there, can u please fix that ?
Train Hard, Beat them Harder
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 05 2012 22:15 GMT
#325
On December 06 2012 07:11 Danagor wrote:
Oh i almost forgot, on the Terran lvl 11 i guess the tooltip says "HellBat" and the Hellbat is just a Campaing unit (or a BroodWar unit), i don't know what's the new unit there, can u please fix that ?

Widow Mine?! o.O that's a HS terran unit i should skip that one for now, that's great tho, staircase works for the expantion too
Train Hard, Beat them Harder
Coldlogic
Profile Joined December 2008
United States116 Posts
December 05 2012 22:29 GMT
#326
On December 06 2012 07:11 Danagor wrote:
Oh i almost forgot, on the Terran lvl 11 i guess the tooltip says "HellBat" and the Hellbat is just a Campaing unit (or a BroodWar unit), i don't know what's the new unit there, can u please fix that ?


Yea, sorry, right now TheStaircase is set up with HotS units. You could notice viper in zerg, widow mine in terran, and oracle in protoss, etc. I've kept them in because having them there doesn't effect being able to play, and in all seriousness, the map will probably see light during HotS.
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 06 2012 00:13 GMT
#327
On the terran lvl 15 it says Vikings, but when i played they were not eneabled, my guess is that neither did the AI unlocked the unit for that specific lvl
Train Hard, Beat them Harder
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 06 2012 00:15 GMT
#328
On December 06 2012 07:29 Coldlogic wrote:
Show nested quote +
On December 06 2012 07:11 Danagor wrote:
Oh i almost forgot, on the Terran lvl 11 i guess the tooltip says "HellBat" and the Hellbat is just a Campaing unit (or a BroodWar unit), i don't know what's the new unit there, can u please fix that ?


Yea, sorry, right now TheStaircase is set up with HotS units. You could notice viper in zerg, widow mine in terran, and oracle in protoss, etc. I've kept them in because having them there doesn't effect being able to play, and in all seriousness, the map will probably see light during HotS.


Awesome that's cool and good thinking ahead of time... (joke) umm i wonder if the dev. plays SC 2? (joke)
Train Hard, Beat them Harder
Coldlogic
Profile Joined December 2008
United States116 Posts
December 06 2012 02:28 GMT
#329
On December 06 2012 09:13 Danagor wrote:
On the terran lvl 15 it says Vikings, but when i played they were not eneabled, my guess is that neither did the AI unlocked the unit for that specific lvl


New build up.

Fixed bug that would stop allowing and disallowing tech too early.
esToDo
Profile Joined July 2012
United States14 Posts
Last Edited: 2012-12-06 07:02:45
December 06 2012 06:59 GMT
#330
Personally, I figured out how to use thestaircase pretty easily with whatever information was provided. I haven't at all touched the custom map, I just ladder and record my SQ and all of that. It's not that hard, really. If you have questions, of course you should ask, but I don't think there's anything wrong with the presentation. It's not like step by step explanations but it's all there.

@Danagor: The SQ is just a number you use to track how fast you use your resources on average per game. When you have a high number in "average unspent resources" in relation to the "resource collection rate", it means that you are keeping your money low throughout the game.
Nepherius
Profile Joined March 2012
5 Posts
December 06 2012 08:04 GMT
#331
I've got a question for Coldlogic. It would be amazing if you could see your SQ after a round in TheStaircase.

Have you considered trying to get your map to calculate it or is that too difficult / impossible to do?

I have very little knowledge about programming and no knowledge whatsoever about the map editor, so the following could be horribly wrong.

I'm thinking that if you could write a function to look at someone's minerals every 5 seconds, store the information away and average it at the end of the game, then you'd be able to get the average unspent minerals of a player. Then another function could look at the number of ressources mined by a player (in a x range around a hatch / nexus / cc, count how many minerals and gas are remaining and substract that to what the mineral patches and geyser had at the start of the game), and average the mining rate. And then a third function could process those two variables to calculate the SQ.

Is that even feasible?
Coldlogic
Profile Joined December 2008
United States116 Posts
December 06 2012 12:57 GMT
#332
On December 06 2012 17:04 Nepherius wrote:
I've got a question for Coldlogic. It would be amazing if you could see your SQ after a round in TheStaircase.

Have you considered trying to get your map to calculate it or is that too difficult / impossible to do?

I have very little knowledge about programming and no knowledge whatsoever about the map editor, so the following could be horribly wrong.

I'm thinking that if you could write a function to look at someone's minerals every 5 seconds, store the information away and average it at the end of the game, then you'd be able to get the average unspent minerals of a player. Then another function could look at the number of ressources mined by a player (in a x range around a hatch / nexus / cc, count how many minerals and gas are remaining and substract that to what the mineral patches and geyser had at the start of the game), and average the mining rate. And then a third function could process those two variables to calculate the SQ.

Is that even feasible?


I actually have looked very deeply into it. It is something that will take a lot of time though. You are close to what I am thinking about doing, the problem is that I have memory constraints to deal with on the map (doing too much stuff can cause the game to lag).

My initial thought was to just get the resource collection rate and average unspent from the spectator interface, but obviously that is for the entire game, so the numbers would be horribly skewed by the 2nd round. That is when I realized I had to calculate it myself.

So every so often I will need to sample the unspent resources and save that data. The fear around memory constraints comes in here. Say I do it every 5 seconds. That is 12 times per minute. Now, the longest game I have ever played has been around an hour probably. That is a maximum of 720 sampling states I need to make. And that is on a per player basis, so just for a 1v1 map, 1440 sampling states. I have to declare this memory at the start of the game, so I will have an array sitting around that has 1440 integers worth of memory.

Resource collection rate, I AM PRAYING, could just be calculated by dividing the amount of resources collected by the duration of the round. If not, something similar to avg unspent would have to be done by sampling the amount of resources and then calculating the changes between them.

Ok, now those are the two big numbers needed to calculate SQ. Here is the third giant problem: there is no mathematical function for calculating the natural log of a value in the editor. Not really a HUGE problem, but definitely a problem. I would then have to calculate the Taylor series or an Infinite series and traverse a certain number of steps to determine the natural log by hand (via computer ). Then use that value to calculate SQ.

You can imagine my concern with allocating so much memory, half the time the memory wouldn't even be used. I also considered limiting SQ to be 30 minutes or something, to cut the allocation space in half. There are a bunch of factors to consider and JaKaTaK and myself are currently discussing what to do with it.
JDub
Profile Joined December 2010
United States976 Posts
December 06 2012 16:06 GMT
#333
On December 06 2012 21:57 Coldlogic wrote:
Show nested quote +
On December 06 2012 17:04 Nepherius wrote:
I've got a question for Coldlogic. It would be amazing if you could see your SQ after a round in TheStaircase.

Have you considered trying to get your map to calculate it or is that too difficult / impossible to do?

I have very little knowledge about programming and no knowledge whatsoever about the map editor, so the following could be horribly wrong.

I'm thinking that if you could write a function to look at someone's minerals every 5 seconds, store the information away and average it at the end of the game, then you'd be able to get the average unspent minerals of a player. Then another function could look at the number of ressources mined by a player (in a x range around a hatch / nexus / cc, count how many minerals and gas are remaining and substract that to what the mineral patches and geyser had at the start of the game), and average the mining rate. And then a third function could process those two variables to calculate the SQ.

Is that even feasible?


I actually have looked very deeply into it. It is something that will take a lot of time though. You are close to what I am thinking about doing, the problem is that I have memory constraints to deal with on the map (doing too much stuff can cause the game to lag).

My initial thought was to just get the resource collection rate and average unspent from the spectator interface, but obviously that is for the entire game, so the numbers would be horribly skewed by the 2nd round. That is when I realized I had to calculate it myself.

So every so often I will need to sample the unspent resources and save that data. The fear around memory constraints comes in here. Say I do it every 5 seconds. That is 12 times per minute. Now, the longest game I have ever played has been around an hour probably. That is a maximum of 720 sampling states I need to make. And that is on a per player basis, so just for a 1v1 map, 1440 sampling states. I have to declare this memory at the start of the game, so I will have an array sitting around that has 1440 integers worth of memory.

Resource collection rate, I AM PRAYING, could just be calculated by dividing the amount of resources collected by the duration of the round. If not, something similar to avg unspent would have to be done by sampling the amount of resources and then calculating the changes between them.

Ok, now those are the two big numbers needed to calculate SQ. Here is the third giant problem: there is no mathematical function for calculating the natural log of a value in the editor. Not really a HUGE problem, but definitely a problem. I would then have to calculate the Taylor series or an Infinite series and traverse a certain number of steps to determine the natural log by hand (via computer ). Then use that value to calculate SQ.

You can imagine my concern with allocating so much memory, half the time the memory wouldn't even be used. I also considered limiting SQ to be 30 minutes or something, to cut the allocation space in half. There are a bunch of factors to consider and JaKaTaK and myself are currently discussing what to do with it.

1440 integers is roughly 6KB of memory, which seems like basically nothing in terms of anything you'd worry about affecting performance. I mean, SC2 is already using about 30,000x that amount of memory at any given point in time, right? I'm not sure how that is an issue, you could be storing an array of 1 million integers and you should still be fine.

That said, the natural log issue does seem a bit troublesome.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
December 06 2012 16:53 GMT
#334
Keep in mind. We are currently looking for a new SQ. If we can find a way to have and average unspent resources and resource collection rate (but not necessarily the same one as SQ) we can have tons of players from different leagues test the map and collect data for what a platinum player plays at and what a diamond player plays at etc etc (of course this test map would be different as we would want to test full games and not staircase games.
Commentatorhttps://www.youtube.com/JaKaTaKtv
SirPsychoMantis
Profile Joined December 2011
United States180 Posts
December 06 2012 17:02 GMT
#335
On December 06 2012 21:57 Coldlogic wrote:
Show nested quote +
On December 06 2012 17:04 Nepherius wrote:
I've got a question for Coldlogic. It would be amazing if you could see your SQ after a round in TheStaircase.

Have you considered trying to get your map to calculate it or is that too difficult / impossible to do?

I have very little knowledge about programming and no knowledge whatsoever about the map editor, so the following could be horribly wrong.

I'm thinking that if you could write a function to look at someone's minerals every 5 seconds, store the information away and average it at the end of the game, then you'd be able to get the average unspent minerals of a player. Then another function could look at the number of ressources mined by a player (in a x range around a hatch / nexus / cc, count how many minerals and gas are remaining and substract that to what the mineral patches and geyser had at the start of the game), and average the mining rate. And then a third function could process those two variables to calculate the SQ.

Is that even feasible?


I actually have looked very deeply into it. It is something that will take a lot of time though. You are close to what I am thinking about doing, the problem is that I have memory constraints to deal with on the map (doing too much stuff can cause the game to lag).

My initial thought was to just get the resource collection rate and average unspent from the spectator interface, but obviously that is for the entire game, so the numbers would be horribly skewed by the 2nd round. That is when I realized I had to calculate it myself.

So every so often I will need to sample the unspent resources and save that data. The fear around memory constraints comes in here. Say I do it every 5 seconds. That is 12 times per minute. Now, the longest game I have ever played has been around an hour probably. That is a maximum of 720 sampling states I need to make. And that is on a per player basis, so just for a 1v1 map, 1440 sampling states. I have to declare this memory at the start of the game, so I will have an array sitting around that has 1440 integers worth of memory.

Resource collection rate, I AM PRAYING, could just be calculated by dividing the amount of resources collected by the duration of the round. If not, something similar to avg unspent would have to be done by sampling the amount of resources and then calculating the changes between them.

Ok, now those are the two big numbers needed to calculate SQ. Here is the third giant problem: there is no mathematical function for calculating the natural log of a value in the editor. Not really a HUGE problem, but definitely a problem. I would then have to calculate the Taylor series or an Infinite series and traverse a certain number of steps to determine the natural log by hand (via computer ). Then use that value to calculate SQ.

You can imagine my concern with allocating so much memory, half the time the memory wouldn't even be used. I also considered limiting SQ to be 30 minutes or something, to cut the allocation space in half. There are a bunch of factors to consider and JaKaTaK and myself are currently discussing what to do with it.


Can't you do a running average rather than saving every data point? Store how many you have collected then every tick average that into the running number?
Zerg #1
Fiziks
Profile Joined December 2010
United States59 Posts
December 06 2012 18:17 GMT
#336
Interesting method! I like how you tied it in to the RSA Animate video. Thanks for sharing that.
JDub
Profile Joined December 2010
United States976 Posts
December 06 2012 18:20 GMT
#337
According to a guy in this thread I created the BNET forums, http://us.battle.net/sc2/en/forum/topic/7320822525, there is a log2I function which calculates the base-2 log of a number. Using this, you can easily calculate the natural log by doing log2I(x) / log2I(e), or log2I(x) / 1.442695.

Would this work for calculating the SQ?
Danagor
Profile Joined May 2012
Venezuela15 Posts
December 07 2012 00:03 GMT
#338
On December 06 2012 15:59 eS_ToDo wrote:
Personally, I figured out how to use thestaircase pretty easily with whatever information was provided. I haven't at all touched the custom map, I just ladder and record my SQ and all of that. It's not that hard, really. If you have questions, of course you should ask, but I don't think there's anything wrong with the presentation. It's not like step by step explanations but it's all there.

@Danagor: The SQ is just a number you use to track how fast you use your resources on average per game. When you have a high number in "average unspent resources" in relation to the "resource collection rate", it means that you are keeping your money low throughout the game.


Thank you
Train Hard, Beat them Harder
Coldlogic
Profile Joined December 2008
United States116 Posts
Last Edited: 2012-12-07 21:40:48
December 07 2012 21:09 GMT
#339
On December 07 2012 03:20 JDub wrote:
According to a guy in this thread I created the BNET forums, http://us.battle.net/sc2/en/forum/topic/7320822525, there is a log2I function which calculates the base-2 log of a number. Using this, you can easily calculate the natural log by doing log2I(x) / log2I(e), or log2I(x) / 1.442695.

Would this work for calculating the SQ?


This would work, the problem now becomes replicating average unspent and collection rate. If my data does not compute exactly to what a normal game would, then the numbers would be skewed, and thus useless.
Antylamon
Profile Joined March 2011
United States1981 Posts
Last Edited: 2012-12-07 23:02:58
December 07 2012 22:22 GMT
#340
EDIT:
On December 07 2012 02:02 SirPsychoMantis wrote:
Show nested quote +
On December 06 2012 21:57 Coldlogic wrote:
On December 06 2012 17:04 Nepherius wrote:
I've got a question for Coldlogic. It would be amazing if you could see your SQ after a round in TheStaircase.

Have you considered trying to get your map to calculate it or is that too difficult / impossible to do?

I have very little knowledge about programming and no knowledge whatsoever about the map editor, so the following could be horribly wrong.

I'm thinking that if you could write a function to look at someone's minerals every 5 seconds, store the information away and average it at the end of the game, then you'd be able to get the average unspent minerals of a player. Then another function could look at the number of ressources mined by a player (in a x range around a hatch / nexus / cc, count how many minerals and gas are remaining and substract that to what the mineral patches and geyser had at the start of the game), and average the mining rate. And then a third function could process those two variables to calculate the SQ.

Is that even feasible?


I actually have looked very deeply into it. It is something that will take a lot of time though. You are close to what I am thinking about doing, the problem is that I have memory constraints to deal with on the map (doing too much stuff can cause the game to lag).

My initial thought was to just get the resource collection rate and average unspent from the spectator interface, but obviously that is for the entire game, so the numbers would be horribly skewed by the 2nd round. That is when I realized I had to calculate it myself.

So every so often I will need to sample the unspent resources and save that data. The fear around memory constraints comes in here. Say I do it every 5 seconds. That is 12 times per minute. Now, the longest game I have ever played has been around an hour probably. That is a maximum of 720 sampling states I need to make. And that is on a per player basis, so just for a 1v1 map, 1440 sampling states. I have to declare this memory at the start of the game, so I will have an array sitting around that has 1440 integers worth of memory.

Resource collection rate, I AM PRAYING, could just be calculated by dividing the amount of resources collected by the duration of the round. If not, something similar to avg unspent would have to be done by sampling the amount of resources and then calculating the changes between them.

Ok, now those are the two big numbers needed to calculate SQ. Here is the third giant problem: there is no mathematical function for calculating the natural log of a value in the editor. Not really a HUGE problem, but definitely a problem. I would then have to calculate the Taylor series or an Infinite series and traverse a certain number of steps to determine the natural log by hand (via computer ). Then use that value to calculate SQ.

You can imagine my concern with allocating so much memory, half the time the memory wouldn't even be used. I also considered limiting SQ to be 30 minutes or something, to cut the allocation space in half. There are a bunch of factors to consider and JaKaTaK and myself are currently discussing what to do with it.


Can't you do a running average rather than saving every data point? Store how many you have collected then every tick average that into the running number?


He already said what I have to say.

Although @PsychoMantis you don't have to store the amount of numbers recorded, you just have to add the average to the current unspent resources then divide by two. Otherwise you'd quickly end up with numbers which round down to zero.
+ Show Spoiler +
In case you still don't see the problem, this would be your first handful of results with a constant 100 income:

100
(100+100)/2=100
(100+100)/3=33.33
(33.33+100)/4=33.33
(33.33+100)/5=26.67
(26.67+100)/6=21.11
etc.


It seems to be what Blizz does as well, considering how quickly statistics like income, APM, etc. update.
Prev 1 15 16 17 18 19 78 Next
Please log in or register to reply.
Live Events Refresh
OSC
14:00
OSC Elite Rising Star #16
WardiTV907
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 334
mouzHeroMarine 28
MindelVK 10
StarCraft: Brood War
Calm 9481
BeSt 3328
Rain 2503
Bisu 2223
EffOrt 1338
Larva 488
Mini 442
Stork 420
firebathero 342
Light 338
[ Show more ]
actioN 338
Hyuk 316
ZerO 243
Hyun 141
Barracks 110
Backho 89
Sea.KH 73
hero 71
Rush 71
PianO 70
Sharp 65
Mong 64
ggaemo 59
JYJ32
zelot 29
Aegong 23
Killer 19
scan(afreeca) 16
sorry 15
Shine 14
ivOry 13
HiyA 10
Hm[arnc] 10
Terrorterran 8
NaDa 6
Dota 2
Gorgc9388
qojqva3113
Dendi1243
syndereN354
Fuzer 162
League of Legends
Trikslyr47
Counter-Strike
fl0m731
ScreaM720
ceh9378
Other Games
FrodaN779
Beastyqt417
B2W.Neo386
Lowko339
DeMusliM274
Skadoodle239
Hui .218
ToD142
Liquid`VortiX129
FunKaTv 37
ZerO(Twitch)16
trigger3
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• poizon28 23
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Reevou 0
• Migwel
StarCraft: Brood War
• HerbMon 20
• Michael_bg 13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1939
• Noizen43
League of Legends
• TFBlade667
Other Games
• Shiphtur213
Upcoming Events
OSC
1h 48m
MaxPax vs Gerald
Solar vs Krystianer
PAPI vs Lemon
Ryung vs Moja
Nice vs NightPhoenix
Cham vs TBD
MaNa vs TriGGeR
PiGosaur Monday
7h 48m
OSC
1d 6h
The PondCast
1d 17h
OSC
1d 19h
Wardi Open
2 days
CranKy Ducklings
3 days
Safe House 2
4 days
Sparkling Tuna Cup
4 days
Safe House 2
5 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
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.