• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:16
CEST 13:16
KST 20:16
  • 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
Team Liquid Map Contest #22 - The Finalists9[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy21
Community News
2026 GSL Season 1 Qualifiers6Maestros of the Game 2 announced22026 GSL Tour plans announced4Weekly Cups (April 6-12): herO doubles, "Villains" prevail0MaNa leaves Team Liquid18
StarCraft 2
General
Team Liquid Map Contest #22 - The Finalists 2026 GSL Tour plans announced Maestros of the Game 2 announced Weekly Cups (April 6-12): herO doubles, "Villains" prevail MaNa leaves Team Liquid
Tourneys
2026 GSL Season 1 Qualifiers Master Swan Open (Global Bronze-Master 2) SEL Doubles (SC Evo Bimonthly) Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV TLMC tournament - Presented by Monster Energy
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 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Data needed A cwal.gg Extension - Easily keep track of anyone [ASL21] Ro16 Preview Pt1: Fresh Flow
Tourneys
[ASL21] Ro16 Group B [ASL21] Ro16 Group A [ASL21] Ro24 Group F [Megathread] Daily Proleagues
Strategy
What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates Muta micro map competition
Other Games
General Games
Battle Aces/David Kim RTS Megathread Nintendo Switch Thread Stormgate/Frost Giant 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 Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece 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
Reappraising The Situation T…
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1944 users

Dustin Browder Interview - April 12 - Page 7

Forum Index > SC2 General
Post a Reply
Prev 1 5 6 7 8 9 14 Next All
bEsT[Alive]
Profile Joined July 2009
606 Posts
April 13 2010 00:09 GMT
#121
I think Dustin got way too much sun.

How the heck can this guy be at the helm is beyond me.
If you obey all the rules you miss all the fun - Katharine Hepburn
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 00:23 GMT
#122
On April 12 2010 14:55 Badred wrote:
I wonder if that interview was done before or after the change in research time for warp gates, as some of the strategies he's describing do seem to be a few patches old.


Well since he says "we're going to make some changes" I assume it had to be before.

This interview seems to be actually quite old, done around the start or middle of march. Interesting though that even then they had some concept of the fact that they wanted to nerf roaches/hydras. That also sort of explains the baneling buff that no one really asked for, as a way to make those more of a "core" unit.

Kind of hilarious to see him say that zerg had too many units at points in development, because right now they feel like they are short about 2 units.
Don't let me say this, but you're no worse than me; it's crazy.
Wintermute
Profile Joined March 2010
United States427 Posts
April 13 2010 00:33 GMT
#123
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.


It's a good thing for Blizzard that they don't take this short sighted view.
Don't let me say this, but you're no worse than me; it's crazy.
Falling
Profile Blog Joined June 2009
Canada11489 Posts
Last Edited: 2010-04-13 00:42:07
April 13 2010 00:36 GMT
#124
On April 13 2010 08:50 r-eye wrote:
I think some of them are to much "original" and "creative" while all we want is the ultimate balanced RTS...again.


Well, yes balanced in the end- that's what the beta has been about (and the alpha for that matter.) But if your starting point is 'balance' there is no room for creative units- something that everyone was complaining about with the triad of marauder, roach, immortal. They were too strong (balance) but they were also a bland unit on their own (creativity).

Balancing is easy- just have your corresponding/ mirrored units on either side- like pretty much any other RTS- Warcraft II- Elven Rangers vs Troll Beserkers- one has a slight range advantage in range, the other in damage and healing. But basically the same unit with different art. Age of Empires, you have exact same units on either side, but some tech paths are denied. What's hard is balancing un-mirrored units. So the starting point has to be creativity, not balance.

Their method of going in all directions, having 18 units for the zerg and then trimming it down is simply how the creative process works. The sky is the limit for new ideas, churn them out and see how they works. Once you have the ideas, you can start trimming out the bad ideas/ unworkable ideas. It's the same for pretty much any creative process from writing to art. Ideas first, then revision and editing.

I really don't have a problem with Browder's comments at all.


On April 13 2010 09:33 Wintermute wrote:
Show nested quote +
On April 12 2010 17:45 Caphe wrote:
A long interview but with very little information. I feel like I was reading a advertising article.
Really, Mr. Browder you should read TL. In a long run SC2 is all about competitive online play, so we really do not care much about how you teach people into this game, If someone want to get good at the game, they will find a way to learn it.


It's a good thing for Blizzard that they don't take this short sighted view.

Have agree with Wintermute, the entry point into the game should never be the chokepoint- only mastery. Why you would want to make learning the game a difficult endeavor is beyond me.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 13 2010 00:37 GMT
#125
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Lysis
Profile Joined October 2009
United States147 Posts
April 13 2010 00:52 GMT
#126
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
OreoBoi
Profile Blog Joined December 2008
Canada1639 Posts
April 13 2010 01:03 GMT
#127
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.
WaveMotion
Profile Blog Joined January 2010
United States147 Posts
April 13 2010 01:05 GMT
#128
sweet interview. even something about the map editor. sick.
In heaven, everything is fine.
Lysis
Profile Joined October 2009
United States147 Posts
April 13 2010 01:19 GMT
#129
On April 13 2010 10:03 OreoBoi wrote:
Show nested quote +
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.


I see your point on the Zergling/Ultralisk example, but the reason it's like that is because the metagame evolved in such a way that the ideal roles for the units was reversed. A bit of personal opinion but a race that's called the Zerg Swarm should be really good at just swarming the opponent with masses of units and not have to deal with intense micromanagement such as Mutalisk stacking or the hold-position Lurker trick.
SC2: Tavyr#340 -- Razer Mamba user -- Don't trust anyone who says Terran is imba.
phexac
Profile Joined March 2004
United States186 Posts
April 13 2010 01:27 GMT
#130
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


Just a correction - in BW it's the ultras that soak up the damage so that zerglings can get in and "really mess up the other guy."
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 01:32 GMT
#131
On April 13 2010 10:19 Lysis wrote:
Show nested quote +
On April 13 2010 10:03 OreoBoi wrote:
On April 13 2010 09:52 Lysis wrote:
I personally am indifferent to the SC2 design team's methods of, well, design. They do what they do and we test it so they can tweak it. Also each race still has their "roles" from SC1. Zerg is the attack-move with a giant mass race (Reason: A lot of SC1 was heavily influenced by Warhammer 40k and vice versa. Take the Zergling for example. It is exactly like the Tyranid player's Hormagaunt: soak damage via mass so the Carnifex (Ultralisk) can get in and really mess up the other guy) Terran can go either mobile or slow push (Like the Space Marines) and the Protoss have a few but powerful units that cost a lot (no exact correlation in 40k but it lies somewhere split between the Eldar and the Tau). I feel that the design team has gotten these roles pretty much down (I still have a problem with the Roach but that's due to gameplay and not from a design standpoint) and that now is the fine-tuning stage of the beta.

Probably the one thing that should be happening is people should cease complaining and start thinking about how to play the game optimally.


I see what you're saying, and I mostly agree with you except for one thing:

Your zerg view is completely wrong. Zerg in SC1 was never the attack-move race. There wasn't a real attack-move race in SC1. Some people will say it was protoss, but being good at protoss involved much more than 1a2a3a.
Also, your zergling and ultralisk example is completely wrong. The ultras tank damage for the cracklings, not the other way around. Cracklings do more damage than ultras since they can surround a lot better, but since they are weak, the ultras need to soak up damage.


I see your point on the Zergling/Ultralisk example, but the reason it's like that is because the metagame evolved in such a way that the ideal roles for the units was reversed. A bit of personal opinion but a race that's called the Zerg Swarm should be really good at just swarming the opponent with masses of units and not have to deal with intense micromanagement such as Mutalisk stacking or the hold-position Lurker trick.


So Zerg should be easier to play than the other races? Unit and army control should be an integral part to any race in Starcraft. It should be the same for Starcraft 2. That means good synergy between units should be established.
REEBUH!!!
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 01:55:51
April 13 2010 01:43 GMT
#132
On April 13 2010 09:36 Falling wrote:


I really don't have a problem with Browder's comments at all.


I would agree with you for the most part except his total nonsensical incoherent dialogue about protoss proxy gateways. I'm hoping he was just really nervous, Interviews can be pretty stressful.

Otherwise...

~_~

I think the issue is that blizzard made units that were originally cool, and then they were unworkable, and instead of scrapping them, they tried to balance them, gradually making them lose more and more of their identity.

See: thors, roaches, Mothership. These have been problematic because their role has been heavily changed while the developers still attempt to cling to their no longer valid flavor. While the units the that have been imo, relatively balanced and well liked have maintained a consistent role throughout the game. IE: Stalkers, Vikings, Banshees, Ravens, Ghosts, all of these units have been able to maintain their role.
Too Busy to Troll!
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 13 2010 01:56 GMT
#133
Depressing interview. This is what they get for getting Dustin Browder. The only logical conclusion to hiring him would be Command and Craft 2. Why couldn't Blizzard see this?
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 13 2010 01:59 GMT
#134
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Half
Profile Joined March 2010
United States2554 Posts
April 13 2010 01:59 GMT
#135
On April 13 2010 10:56 Crisium wrote:
Depressing interview. This is what they get for getting Dustin Browder. The only logical conclusion to hiring him would be Command and Craft 2. Why couldn't Blizzard see this?


Then why is this design philosophy the easily observable antithesis to the unit structure of LoTR Battle for middle earth? (Which he played a heavy role in designing, much moreso then he did in CC in which he played a less major role)

Too Busy to Troll!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
Last Edited: 2010-04-13 02:02:17
April 13 2010 02:02 GMT
#136
On April 13 2010 10:59 FrozenArbiter wrote:
Show nested quote +
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 13 2010 02:02 GMT
#137
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.
REEBUH!!!
aTnClouD
Profile Blog Joined May 2007
Italy2428 Posts
April 13 2010 02:08 GMT
#138
On April 13 2010 11:02 LunarC wrote:
Now don't rip on Dustin Browder. He's done a good job, considering that there was generally a lack of understanding in how Starcraft 1 was played at high levels. However, throughout the development period they should have had all of the design staff take a look at what made Starcraft 1 tick so that they could incorporate the basic designs and gameplay structure into Starcraft 2. And I'm talking about very general trends, not specifics. If the specifics aligned with the trends, then you could have a different game that functioned similarly to the original.

They just needed to hire great, smart players to balance the game. It just seems they don't understand much of what they are doing. The part where the pylon is the weak point of a proxy gate rush made me rofl so bad. Any above average player would target the gateways unless the probe is dead, which is very unlikely in the vast majority of these games.
http://i53.photobucket.com/albums/g64/hunter692007/kruemelmonsteryn0.gif
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 13 2010 02:10 GMT
#139
On April 13 2010 11:02 iG.ClouD wrote:
Show nested quote +
On April 13 2010 10:59 FrozenArbiter wrote:
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t

He said he builds Thors to counter marauder/banshee combo. Cool stuff :p

Well, to be fair, if he builds tanks with the thors it's not terrible I mean, it's the only alternative to building vikings >_<

It's annoyingly immobile, but if you manage to scrounge up the gas for some point defense drones it's pretty strong vs that combo~~
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-04-13 02:17:22
April 13 2010 02:11 GMT
#140
On April 13 2010 10:59 FrozenArbiter wrote:
Show nested quote +
On April 13 2010 09:37 iG.ClouD wrote:
This interview makes me think even more sc2 devs aren't just competent enough to balance this game. The latest patches were pretty self explainatory about that though. Last interview on that german site was even funnier, basically Dustin said he counters Marauders with Thors. Such a beautiful cluelessness

Really? That sounds almost crazy enough to be an error in translation O_O

Marauders are so tiltingly good vs Thors t.t


lol, its kinda disturbing, he said something along those lines, but not quite. He basically says he likes to use Thors in TvT to help kill banshees, vikings, and marauder, not that the thor counters banshees, vikings, and maruader.


http://www.gamestar.de/interviews/2313674/starcraft_2_p5.html

Yes. Or if you were mean you could call it the »super goliath«, because it's a very powerful anti-air weapon. I build it for a couple of reasons. I'm using it largely against other Terran players where its all-round nature helps me against marauders and banshees which are a pretty significant threat in Terran versus Terran games. I have also gotten some use out of the Thor against Zerg opponents who go for Roaches and Mutalisks. Because the Thor's powerful cannons can break a roach line and its anti-air-missiles can thrash a Mutalisk threat. But when I'm facing a lot of Zerglings or a lot of marines or a large force of zealots and immortals, I'm not feeling a lot of love for the Thor. Still, it's got a lot of uses. So if you have a lot of factory units and a lot of money, it's never a bad idea to build some Thors.


He isn't suggesting you use it as a counter. I mean, it isn't super eloquently worded, but It isn't zomg wtf is he talking about if you view it in correct context. He isn't even saying build thors if they get marauder and banshees, he saying Thors are pretty decent if they have marauders and banshees if you have "A lot of factory units and a lot of money"

I'd say thats fair.
Too Busy to Troll!
Prev 1 5 6 7 8 9 14 Next All
Please log in or register to reply.
Live Events Refresh
Kung Fu Cup
11:00
#5
RotterdaM174
TKL 51
SteadfastSC44
Rex42
Liquipedia
Replay Cast
09:00
KungFu Cup 2026 Week 4
CranKy Ducklings166
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 174
TKL 51
SteadfastSC 44
Rex 42
IndyStarCraft 1
StarCraft: Brood War
Britney 7078
Horang2 1588
Bisu 1255
Jaedong 945
firebathero 573
Zeus 347
Killer 249
actioN 210
Larva 199
Stork 194
[ Show more ]
Pusan 177
Mini 171
Soma 162
Light 135
Snow 135
PianO 131
ZerO 129
Last 119
hero 110
sorry 98
Hyuk 79
Soulkey 71
Rush 68
Hyun 46
Hm[arnc] 40
[sc1f]eonzerg 39
Sharp 37
Shinee 34
soO 32
Sacsri 27
Bale 25
NaDa 24
Free 18
Barracks 12
Terrorterran 8
HiyA 6
Movie 6
ajuk12(nOOB) 4
Dota 2
XaKoH 714
canceldota179
League of Legends
Reynor8
Counter-Strike
shoxiejesuss1137
x6flipin378
allub181
markeloff1
Other Games
singsing1526
B2W.Neo798
Pyrionflax245
DeMusliM141
Mew2King85
ZerO(Twitch)14
Organizations
Other Games
BasetradeTV1392
Counter-Strike
PGL175
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 28
• CranKy Ducklings SOOP12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade1131
• Jankos1101
Upcoming Events
Replay Cast
12h 44m
The PondCast
22h 44m
WardiTV Map Contest Tou…
23h 44m
CranKy Ducklings
1d 12h
Escore
1d 22h
WardiTV Map Contest Tou…
1d 23h
OSC
2 days
Korean StarCraft League
2 days
CranKy Ducklings
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
IPSL
3 days
WolFix vs nOmaD
dxtr13 vs Razz
BSL
3 days
Sparkling Tuna Cup
3 days
WardiTV Map Contest Tou…
3 days
Ladder Legends
4 days
BSL
4 days
IPSL
4 days
JDConan vs TBD
Aegong vs rasowy
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
Afreeca Starleague
4 days
Bisu vs Ample
Jaedong vs Flash
Monday Night Weeklies
5 days
RSL Revival
5 days
Afreeca Starleague
5 days
Barracks vs Leta
Royal vs Light
WardiTV Map Contest Tou…
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2026-04-13
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
IEM Rio 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
2026 GSL S1
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
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.