• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:31
CEST 05:31
KST 12:31
  • 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
[ASL20] Ro16 Preview Pt2: Turbulence1Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7
Community News
WardiTV TL Team Map Contest #5 Tournaments0SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3Weekly Cups (August 25-31): Clem's Last Straw?39
StarCraft 2
General
Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time Team Liquid Map Contest #21 - Presented by Monster Energy Classic Games #3: Rogue vs Serral at BlizzCon What happened to Singapore/Brazil servers?
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series WardiTV TL Team Map Contest #5 Tournaments Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
ASL20 General Discussion [ASL20] Ro16 Preview Pt2: Turbulence Pros React To: SoulKey's 5-Peat Challenge BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion
Tourneys
[ASL20] Ro16 Group C [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL [ASL20] Ro16 Group B
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Nintendo Switch Thread Path of Exile General RTS Discussion Thread
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1275 users

Incentives to move out on the Map

Forum Index > SC2 General
Post a Reply
1 2 3 4 Next All
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-05 11:52:33
May 04 2010 06:47 GMT
#1
Hi@all.

One thing that is kinda missing in SC2 is a good reason for your Units to move out on the Map and not only camp in your base until your ready to attack. With much greater mobilitiy of all the races, it's even harder to move out on the Map, because you're taking quite a risk by doing so. All the more reason that the game rewards you for taking that risk, which SC2 simply doesn't do atm.
One big incentive to move out on the Map in SCBW was the highground-advantage: You could secure an advantageous position on the Map to partially contain the enemy and/or control key-positions on the Map. With no real highground-advantage and Blizzard saying their happy with that, my Idea was just to look at other possible incentives to move out on the Map, because I just think it's boring when the players are best served just turtelling in their bases and only moving out to attack or secure an additional expansion.

Terrain with some sort of DMG-Reduction/Armor-Bonus/Miss-Percentage for the Enemy:
This is basically a staple in so many RTS-Games and could be easily implemented in SC2. Instead of the Highground giving you some sort of defensive Bonus, why not create a Terrain, like high grass or sth, that would serve that purpose? One thing Blizzard likes about their highground-system in SC2 is, that it's so clear and easy to understand - either you see, or you don't see; nothing random and the Bonus is very clear. With different Terrains clearly indicating that it's in some way harder to shoot at the enemy within and maybe a not randomized system (+Armor or DMG-Reduction by a certain percentage) this system would be fairly easy to understand IMHO.

Mines:
One major reason to move out on the Map in all the MU's involving Vultures has been clearing out Mines, so besides Mines being awesome, they'd even make the game much more interesting to play and watch!

Map-Architecture:
The Mappool is just so biased towards rush-based strategies, with backdoor-rocks you can destroy, overall kinda small Maps etc.
With bigger Maps with some positions that will be advantageous for you to hold, you could give the players a reason to move out on the Map. I'm thinking about small bridges like on Destination where you could contain the enemy without totally commiting to an attack, highground in front of the enemy's base that would at least give you the small highground-advantage SC2 has atm in the early-game and just Maps that are less favouring rushes and cheesey play.

More Xel-Naga-Towers on harder to reach Locations:
- I'm thinking about Locations that are maybe easy to get to from one players base and therefore easy to defend, but for the opposing player to get to them, he'd have to maybe destroy rocks and therefore need to move an Army there. Like a far out reaching small highground-patch you can access from your main/nat with a tower that gives you a lot of vision, but with another entrance that is easier to access for the enemy but blocked by rocks.
- Another possibility could be More Xel-Naga-Towers on small highground-areas, so you have to fly your Unit up there with a dropship or sth. or get sth up there that can jump over cliffs. Maybe also with rocks blocking a ramp so you can also kill the scouting Unit by moving an Army there and kicking the rock.

Neutral Static-defense on Key-positions:
Maybe some kind of neutral Bunkers or Cannons you gain control over when standing there with your Units.

Ressource-Generators powered by the number of Units standing there:
Some sort of a Position you have to hold with your Units that will produce a certain amount of ressources for you without having to build a structure and/or sending workers there. Just depending on how large the food-count of your Army standing next to it is with enemy Units being distracted from your food-count when they stand near it.

Any1 have some other intersting Idea's?
https://soundcloud.com/thesamplethief
lightning2k3
Profile Joined April 2010
United States24 Posts
May 04 2010 06:56 GMT
#2
Well, as a zerg player, a good reason for me to move my units out is to maintain map control and deny expansions. Maybe its different if your playing terran, but as zerg you are always running your lings around scouting and what not.
wolfe
Profile Joined March 2010
United States761 Posts
May 04 2010 06:59 GMT
#3
How about high ground advantage so winning isn't always whoever has the biggest army? Also better maps will always be nice. Like you said I have trouble pushing out when people can raid me so easily so I just sit tight on my natural and really theres not much reason to move out.
Swift as the wind, felt before noticed.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
May 04 2010 07:00 GMT
#4
what about scout towers?
what about mineral patches that give more money?
what about having buildable terrain on the map so people can proxy?

how about winning the game? i don't think thats a reason to move out yet is it?

You might wanna play more games if you haven't already.
im deaf
jtype
Profile Blog Joined April 2009
England2167 Posts
May 04 2010 07:02 GMT
#5
Woah, easy there dude. You don't need to be so condescending.
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 04 2010 07:08 GMT
#6
Scouting, Watch Towers, Gold Expands, Harrassment, Expo Denial, and General Map Control are all perfectly fine reasons to move out from your natural.
"I made you a zergling, but I eated it." - Defiler
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
May 04 2010 07:08 GMT
#7
On May 04 2010 16:02 jtype wrote:
Woah, easy there dude. You don't need to be so condescending.

It's ok he's blind

lol jk.
On topic, well I do think there's more reason for Zerg to move out in order to expand their creep and such, but there's a big difference between terrans and protoss in sc1 and sc2 the tension between spider mines and map control was a big reason for moving out in sc1
Long live BroodWar!
PH
Profile Blog Joined June 2008
United States6173 Posts
May 04 2010 07:11 GMT
#8
There's plenty of incentive to move out of your base and onto the map. Having map control is very important.
Hello
Williowa
Profile Joined April 2010
129 Posts
May 04 2010 07:15 GMT
#9
I agree with this one. Unless you're ready to make a move on your opponent's base, it doesn't make sense to move out on the map.

And as clear cut as the high ground advantage seems, it never seems to play out well in the game, whether it's melee units or medivacs, the advantage is lost extremely quickly.

Also map control is never controlling key points with the advantage they give you, map control is kept by having a bigger army than your opponent and sitting at the exit of the natural or the bottom of the ramp with it. (or air units but that's not what we're talking about)
It's A Zergling Lester
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-04 07:30:28
May 04 2010 07:28 GMT
#10
On May 04 2010 16:00 imBLIND wrote:
what about scout towers?
what about mineral patches that give more money?
what about having buildable terrain on the map so people can proxy?

how about winning the game? i don't think thats a reason to move out yet is it?

You might wanna play more games if you haven't already.


1) Scout towers are maybe important to hold with your army in certain MU's (TvT for example), but mostly, you just send 1 Unit there and that's about it.
2) Additional Expansion are something I've named in the Post, but expanding just isn't enough, because it's still better to just Mass up and do a timing-attack in most MU's. Besides, it's not really better if you're turtelling on three bases than on 2 - it's just boring!
3) Not everyone is depending on cheesey strats like proxying to win. ^^'

Btw. I've played nearly 800 Games and am high Platin right now and athough a good fainboy'ism
is not that bad, it's not always best to be all defensive when someone tries to give constructive
criticism...

@lightning2k3 :

I think Zerg is a bit different from the other Races concerning moving out on the Map, just because they are so fast. It's really easy to gain Mapcontrol with Zerg at certain stages of the Game and it's always good to have some Speedlings out on the Map to surround enemy Units, counterattack or stuff like that.
In addition to that, So many Units have the ability to totally "trap" your Units, like Speedling-Surrounds, Marauders that pin your army down, Force-fields that keep you from retreating, Fungal Growth and so on, that it's nearly impossible to move out on the Map if you're not ready to engage your enemy in a straight-up-battle.
But if you imagine a slow-moving Terran Army with Tanks, Thors etc. or a standard-protoss army - what's the incentive here to move out? It's so easy to get surrounded by Speedlings, Counterattacked etc. and there is no real advantage in moving out, so it's easy to understand no Terran/Protoss-players really does it.
https://soundcloud.com/thesamplethief
lightning2k3
Profile Joined April 2010
United States24 Posts
Last Edited: 2010-05-04 07:31:22
May 04 2010 07:30 GMT
#11
@williowa
thats not true at all. Even if he has a bigger army, if i can scout that he is pushing out and i backstab with lings, hes forced to pull back and defend, or lose his base. Things like that are only possible if you have map control and good scouting info.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 04 2010 07:33 GMT
#12
On May 04 2010 16:30 lightning2k3 wrote:
@williowa
thats not true at all. Even if he has a bigger army, if i can scout that he is pushing out and i backstab with lings, hes forced to pull back and defend, or lose his base. Things like that are only possible if you have map control and good scouting info.


And that's exactly why T/P doesn't like to go out on the Map against Zerg, or even the other races for that matter. ^^'

But as said above, Zerg are a bit differrent concerning this Issue than the other races. I guess with a fast army, creep-tumors, the need to have more expansions than other races etc. Zerg has a good amount of incentives to move out on the Map, but more couldn't hurt I guess...
https://soundcloud.com/thesamplethief
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 04 2010 07:38 GMT
#13
I think its absolutely essential for zerg to have forces around the map. Speedling flanking does incredible damage against all three races, and is the only way to counter forcefield (using ground units).
starleague forever
mOnion
Profile Blog Joined August 2009
United States5657 Posts
Last Edited: 2010-05-04 07:41:29
May 04 2010 07:41 GMT
#14
On May 04 2010 15:47 kickinhead wrote:
One big incentive to move out on the Map in SCBW was the highground-advantage:


right. cuz whenever I decided to push out on python, medusa, desti, fighting spirit, gods garden, outsider, athena, othello, andromeda, colloseum, I was always like SWEET now I have the high ground.

T_T

high ground advantage and positioning is the reason you stay home in BW, not push out. your rant is well meaning but misguided and inaccurate.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-04 07:50:18
May 04 2010 07:48 GMT
#15
On May 04 2010 16:41 mOnion wrote:
Show nested quote +
On May 04 2010 15:47 kickinhead wrote:
One big incentive to move out on the Map in SCBW was the highground-advantage:


right. cuz whenever I decided to push out on python, medusa, desti, fighting spirit, gods garden, outsider, athena, othello, andromeda, colloseum, I was always like SWEET now I have the high ground.

T_T

high ground advantage and positioning is the reason you stay home in BW, not push out. your rant is well meaning but misguided and inaccurate.


Your Logic is flawed, because if you move out on the Map and get pwned by the opponent
who has moved out and secured a good position, the enemy has already moved out and got into
a good position, which clearly gave him an advantage. And If you talk about moving out to attack to enemy, you've missed the point - I'm talking about moving out with a hand full of Units or even your whole army, but not to attack the enemy, but just to secure a good position and gain Mapcontrol.

Think about Maps like Blue Storm, Heartbreak ridge, Katrina, Longinus, Matchpoint, Moonglaive,
Sin Chupun Ryeong etc. where it was just a big advantage to hold the highground between you and your enemy to control the Map while having a positional advantage.

Besides, it's not just about highground and of course it doesn't apply to every situation of the game, but I guess you won't argue with me that SC2 needs something to motivate players to move out on the Map more. So instead of whining and undermining my arguments, a constructive Idea would be the better way to go?...
https://soundcloud.com/thesamplethief
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
May 04 2010 07:52 GMT
#16
On May 04 2010 16:15 Williowa wrote:
I agree with this one. Unless you're ready to make a move on your opponent's base, it doesn't make sense to move out on the map.

And as clear cut as the high ground advantage seems, it never seems to play out well in the game, whether it's melee units or medivacs, the advantage is lost extremely quickly.

Also map control is never controlling key points with the advantage they give you, map control is kept by having a bigger army than your opponent and sitting at the exit of the natural or the bottom of the ramp with it. (or air units but that's not what we're talking about)


lol, no
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
hacpee
Profile Joined November 2007
United States752 Posts
May 04 2010 08:02 GMT
#17
Moving out is pretty much pointless because of
1) Marauders
2) Force Field

If you end up meeting a bigger army, you can get a big portion of your army chopped up retreating.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
May 04 2010 08:09 GMT
#18
On May 04 2010 16:48 kickinhead wrote:
Show nested quote +
On May 04 2010 16:41 mOnion wrote:
On May 04 2010 15:47 kickinhead wrote:
One big incentive to move out on the Map in SCBW was the highground-advantage:


right. cuz whenever I decided to push out on python, medusa, desti, fighting spirit, gods garden, outsider, athena, othello, andromeda, colloseum, I was always like SWEET now I have the high ground.

T_T

high ground advantage and positioning is the reason you stay home in BW, not push out. your rant is well meaning but misguided and inaccurate.


Your Logic is flawed, because if you move out on the Map and get pwned by the opponent
who has moved out and secured a good position, the enemy has already moved out and got into
a good position, which clearly gave him an advantage. And If you talk about moving out to attack to enemy, you've missed the point - I'm talking about moving out with a hand full of Units or even your whole army, but not to attack the enemy, but just to secure a good position and gain Mapcontrol.

Think about Maps like Blue Storm, Heartbreak ridge, Katrina, Longinus, Matchpoint, Moonglaive,
Sin Chupun Ryeong etc. where it was just a big advantage to hold the highground between you and your enemy to control the Map while having a positional advantage.

Besides, it's not just about highground and of course it doesn't apply to every situation of the game, but I guess you won't argue with me that SC2 needs something to motivate players to move out on the Map more. So instead of whining and undermining my arguments, a constructive Idea would be the better way to go?...


well if that's what you meant then why didnt you say so. no need to hide your ideas and bait people.

who's whining? your point seems strange. players move out on the map already in order to take key watch towers and expand and creep. good players know this and do it already. players at low platinum and below merely turtle in base because they cant handle the multitasking of moving their army and macroing (which is minimal, especially in this game)

☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 04 2010 08:56 GMT
#19
The thing is, hiding in your base and macroing can be just effective as moving around the map and macroing with the benefit of increased security around the base. If you want to see map control in action, watch more SCBW TvT. It's basically a fight that revolves around map control.
REEBUH!!!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-04 09:26:27
May 04 2010 09:19 GMT
#20
On May 04 2010 17:09 mOnion wrote:
Show nested quote +
On May 04 2010 16:48 kickinhead wrote:
On May 04 2010 16:41 mOnion wrote:
On May 04 2010 15:47 kickinhead wrote:
One big incentive to move out on the Map in SCBW was the highground-advantage:


right. cuz whenever I decided to push out on python, medusa, desti, fighting spirit, gods garden, outsider, athena, othello, andromeda, colloseum, I was always like SWEET now I have the high ground.

T_T

high ground advantage and positioning is the reason you stay home in BW, not push out. your rant is well meaning but misguided and inaccurate.


Your Logic is flawed, because if you move out on the Map and get pwned by the opponent
who has moved out and secured a good position, the enemy has already moved out and got into
a good position, which clearly gave him an advantage. And If you talk about moving out to attack to enemy, you've missed the point - I'm talking about moving out with a hand full of Units or even your whole army, but not to attack the enemy, but just to secure a good position and gain Mapcontrol.

Think about Maps like Blue Storm, Heartbreak ridge, Katrina, Longinus, Matchpoint, Moonglaive,
Sin Chupun Ryeong etc. where it was just a big advantage to hold the highground between you and your enemy to control the Map while having a positional advantage.

Besides, it's not just about highground and of course it doesn't apply to every situation of the game, but I guess you won't argue with me that SC2 needs something to motivate players to move out on the Map more. So instead of whining and undermining my arguments, a constructive Idea would be the better way to go?...


well if that's what you meant then why didnt you say so. no need to hide your ideas and bait people.

who's whining? your point seems strange. players move out on the map already in order to take key watch towers and expand and creep. good players know this and do it already. players at low platinum and below merely turtle in base because they cant handle the multitasking of moving their army and macroing (which is minimal, especially in this game)



Maybe I didn't say it clearly enough, but I surely had no intention of hiding my intentions and baiting ppl.

To be totally clear: with moving out on the Map I mean stuff like that in SCBW:

1) Slight Containments with a few Dragoons, Lurkers, Tanks etc.
2) getting a few Dragoons out on the Map to kill Mines and snipe scouting Workers, incoming Dropships/Overlords/Shuttles etc.
3) Positioning Units to Counterattack.
4) Getting up a Tankline/Lurkers/Dragoons on a highground between your and your opponents base.
5) Moving out with a small "Guerilla-Force" to test out the opponents defenses while not fully commiting to an attack.

Now for the reasons why I think those Tactics aren't that viable or even possible in SC2:

1) First of all, the Map-Architecture often features way's to move out of your base other than through just one entrance, which makes a containment basically uneffective (distructable rocks on BS, Kulas, Incineration Zone, Steppes of War or DO with 2 ways to go out on the Map from your Natural).
Other Maps are just too open at your Natural, like Metalopolis. In addition to that, there is the much higher mobility of the races that don't depend on "just walking over the Map", like Warp-In's, Nydus-Worms, Dropships/Shuttles/Overlords, Moving while burrowed, hopping over cliffs, Flying Units etc.
2) Of course, you can't get out on the Map to kill mines because there are no Mines in SC2. Also, it's just so hard to move out with little Groups of Units, because if you encounter the main-Army of your opponent, it's very hard to retreat without suffering "terrible, terrible Damage" - Marauders pin your whole Army down, Speedlings surround you in no time, Force-Fields cut off your escape-route or Fungal Growth pwns you etc.
3) For certain Races/Unitcombinations, this is still a viable strat, but for others, you suffer the same problems as the ones mentioned above.
4) While on some Maps it's still good to secure certain positions (like on Kulas, where I often position my Army at one of the Towers or on Metalopolis, where I position myself at the highground out of the enemys base), on most maps, there is just not any highground at good positions between you and your enemys base, additionally, there is no real highground-advantage anyways.
5) Same Problem as described in "2)" and "3)"...

And for players moving out in SC2:
Of course there are Situations where it's good to do that and very good players know the timings where they can safely move out to try to contain the enemy, scout for expansions and snipe them, kick some creep-tumors or other stuff, but I think that is more the exception than the rule, because even in Zotac-Finals and other tournaments, you basically always see Protoss/T only moving out when they do their timing-attack or when they do more or less cheesey stuff with drops/reaper-harrass...

But I'd really like ppl to think of this thread as something Blizzard might actually read and consider the Ideas gathered here, I'll even write the ones I consider as good in the OP, of course while mentioning the person that came up with it, so plz post Ideas here and don't get lost in descussing misunderstandings or hypothesizing about intentions etc.
https://soundcloud.com/thesamplethief
1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 6h 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 197
RuFF_SC2 132
Nina 88
ProTech55
StarCraft: Brood War
actioN 982
JulyZerg 408
sSak 81
Noble 70
NaDa 24
ajuk12(nOOB) 16
SilentControl 8
Icarus 7
Dota 2
monkeys_forever747
LuMiX1
League of Legends
JimRising 721
Counter-Strike
Stewie2K575
semphis_29
Super Smash Bros
hungrybox628
C9.Mang0299
Other Games
shahzam691
WinterStarcraft449
Maynarde136
ViBE39
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH174
• Sammyuel 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1015
• Lourlo744
Other Games
• Scarra1328
• Shiphtur206
Upcoming Events
Afreeca Starleague
6h 29m
Snow vs Sharp
Jaedong vs Mini
Wardi Open
7h 29m
OSC
20h 29m
Sparkling Tuna Cup
1d 6h
Afreeca Starleague
1d 6h
Light vs Speed
Larva vs Soma
PiGosaur Monday
1d 20h
LiuLi Cup
2 days
RSL Revival
3 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
3 days
RSL Revival
4 days
Zoun vs Classic
[ Show More ]
Korean StarCraft League
4 days
RSL Revival
5 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
6 days
Online Event
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
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
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
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.