• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:40
CEST 10:40
KST 17:40
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall12HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Weekly Cups (July 7-13): Classic continues to roll0Team TLMC #5 - Submission extension1Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7Weekly Cups (June 30 - July 6): Classic Doubles7
StarCraft 2
General
Weekly Cups (July 7-13): Classic continues to roll TL Team Map Contest #5: Presented by Monster Energy Team TLMC #5 - Submission extension RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings
Tourneys
RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament FEL Cracov 2025 (July 27) - $8000 live event
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
BW General Discussion Flash Announces Hiatus From ASL A cwal.gg Extension - Easily keep track of anyone [Guide] MyStarcraft [ASL19] Finals Recap: Standing Tall
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Things Aren’t Peaceful in Palestine The Accidental Video Game Porn Archive
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Men Take Risks, Women Win Ga…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 512 users

[M] (2)Flying Squirrel

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-06-23 01:11:27
June 16 2010 19:29 GMT
#1
[image loading]
(2) Flying Squirrel or Pony?
+ Show Spoiler +
[image loading]




New pic: (revised based on feedback)

[image loading]
Edited features:
-Space between nat and 3rd
-Smaller main
Old pic:
+ Show Spoiler +
[image loading]



132x134 playable, pretty much exactly the same as Lost Temple (from memory :D), but less dead space around the edges so actually a tad bigger.

Some features:
+ Show Spoiler +

10 mining locations (that'd be 8 potential expos, 2 of those being gold)

Mid ramps are pretty wide, as can be seen by comparing them to the mineral lines, main should also be a decent enough size.

2x Xel'naga towers inside los blockers at the mid not too dominant but sure worth sparing a ling or an scv.

Main ramps are reversed which might bring up some funkyness as defending them is pretty much worse than attacking, can be negated by walling off on top making it function more like a normal same level choke (although more exposed) or by just walling the expo, which feels kind of scrap station ramp size'ish.

Travel distance from inside main to inside main is about ~40sec real time ( no accurate clock available but 1minute got 1 & 1/2 trips)

Still a work in progress somewhat so no dl yet.
Any glaring or non-glaring balance issues?

More pics:
+ Show Spoiler +
Main, nat and 3rd(s) and 4th and gold (5th/alt 3rd?)
[image loading]
Corner expos and surroundings
[image loading]


Map thread:

+ Show Spoiler +
conversions of Judgement Day, Roadrunner, Return of the king and Triathlon as well as a few more melee map projects.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=130945


Download link to try it out:
http://www.sc2mapster.com/maps/roadrunnersc2/files/13-flying-pony/
ESV Mapmaking!
qoolqop
Profile Joined June 2009
Sweden71 Posts
June 16 2010 19:33 GMT
#2
looks abit imbalanced if terran sieges up on the 3rd and blasts your natural to pieces. and the run there is soo long.. maybe make ramp from 2nd to third in a safer place.
OpRaider
Profile Blog Joined April 2010
United States307 Posts
Last Edited: 2010-06-16 19:39:12
June 16 2010 19:36 GMT
#3
On June 17 2010 04:33 qoolqop wrote:
looks abit imbalanced if terran sieges up on the 3rd and blasts your natural to pieces. and the run there is soo long.. maybe make ramp from 2nd to third in a safer place.

terran imbalanced? a main on the lowground? how is that favor terran? just because terran can siege up and hit a single gas geyser doesn't mean its imbalanced....

every map thread i go to i see "map is imbalanced because terran can siege this one specific spot and hit a gas geyser! oh noes!" ... when you try to give analysis of someone's map, how bout put some effort into it instead of jumping on the terran imbalanced bandwagon

on lost temple, you can siege up and actually hit the CC/nexus/hatch from the cliff next to the natural, but is LT imbalanced?
it is what it is -day9 airplane story
Challe
Profile Joined June 2010
Afghanistan58 Posts
June 16 2010 19:43 GMT
#4
taht doesnt look like a flyin squueril at all! wtf?!?!??!
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-16 19:49:20
June 16 2010 19:46 GMT
#5
On June 17 2010 04:43 Challe wrote:
taht doesnt look like a flyin squueril at all! wtf?!?!??!


it looks more like aah, PONY ;OOOOOO ITS THE TEAMLIQUID PONY ;OOOO

edit: i feel that the xel naga watch towers should be on opposite ends so that you could easily see your opponent move out rather than look over to see if he has tried to take his gold.
"Mudkip"
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-16 19:55:51
June 16 2010 19:48 GMT
#6
This actually might not favor Terran. Their wall-off on this map is going to suck big time because of the low ground mains. Protoss and to a lesser extent zerg may be able to pick apart the wall in from the high ground with roaches, stalkers or quick hydras. TvT on this map is going to be the most ridiculous. There's no way to have any sort of comprehensive defense on this map as Terran and in a mirror match, since Terran have the best early and mid ranged options, it's going to be way more pronounced.

I think overall this is a Protoss map. A lot of great blink stalker and colossi routes, advantage vs Terran with low ground mains, and PvZ there's a great wall in opportunity at the nat for a more FE style of play followed up by great FF opportunities with all the ramps/chokes and the defender's low ground disadvantage. The colossi advantage is especially of note. Typically a defending zerg has an advantage where colossi can't micro up/down cliffs to avoid being hit as the zerg control the high ground. On this map it's the opposite so an attacking Protoss can micro his colossi to devastating affect. On the flip side the aggression of zerg may has a little less problem with colossi micro, but even then the wall-offs help to still give the Protoss the advantage.

EDIT: My recommendation? Put some dead space between the natural and the 3rd. Right now with the cliff like that it makes any wall-off really vulnerable to attacks from above. It doesn't need to be 13 units wide (protected from siege tanks), just 6 or more for normal ranged units.

I suppose you can wall at the top of the ramp which would be workable but a bit funky. The problem to that is it opens the attacker up to great flux vs your wall making busts a LOT more viable, especially since they can use a few ranged units to pick off your defenders.
Logo
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-06-16 19:55:59
June 16 2010 19:52 GMT
#7
On June 17 2010 04:36 OpRaider wrote:
Show nested quote +
On June 17 2010 04:33 qoolqop wrote:
looks abit imbalanced if terran sieges up on the 3rd and blasts your natural to pieces. and the run there is soo long.. maybe make ramp from 2nd to third in a safer place.

terran imbalanced? a main on the lowground? how is that favor terran? just because terran can siege up and hit a single gas geyser doesn't mean its imbalanced....

every map thread i go to i see "map is imbalanced because terran can siege this one specific spot and hit a gas geyser! oh noes!" ... when you try to give analysis of someone's map, how bout put some effort into it instead of jumping on the terran imbalanced bandwagon

on lost temple, you can siege up and actually hit the CC/nexus/hatch from the cliff next to the natural, but is LT imbalanced?


Pretty sure he's talking about 3rd to natural relations where he might have a little point.

Nothing that a bit of "strategy grass" can't fix though if needed :D

where the red stuff is, would require air spotting or at least some units on the low ground
+ Show Spoiler +
[image loading]

On June 17 2010 04:43 Challe wrote:
taht doesnt look like a flyin squueril at all! wtf?!?!??!


A diagonal one :D
+ Show Spoiler +
[image loading]

or something like that but better proportioned

Pony works too I guess, would be better with some retexturing:
+ Show Spoiler +
[image loading]
ESV Mapmaking!
dogmeatstew
Profile Joined April 2010
Canada574 Posts
June 16 2010 20:01 GMT
#8
The mains look HUGE! I'm not sure how I feel about that.

Otherwise I actually like the look of it for the most part.

I'm totally sick of hearing that the entire world is imba for terran because OMFG TANKS AAAHHHH! There are other units in the game which can be cliff'd so stop with the whinning about tanks.

Also agree with Logo.
Inkarnate
Profile Blog Joined April 2010
Canada840 Posts
June 16 2010 20:02 GMT
#9
I like it, looks very macro oriented, promotes quick expos for sure. Couple of points:

Is the choke at the natural wallable? Hard to tell the size (can i blocked by 2 gates like desert oasis for example)

And why did you choose to have the mains so big? It looks quite a bit larger than the average base size, I guess it could be good for proxying, and staging an army for a drop just looks a little larger than necessary.

Overall A+
Alou
Profile Blog Joined March 2010
United States3748 Posts
June 16 2010 20:05 GMT
#10
I can see the squirrel in the map (Or I'm crazy).

I like this one. Gonna be some fun macro games on this one, I'll give it a try when i can.
Life is Good.
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-06-16 20:07:09
June 16 2010 20:06 GMT
#11
On June 17 2010 04:48 Logo wrote:
EDIT: My recommendation? Put some dead space between the natural and the 3rd. Right now with the cliff like that it makes any wall-off really vulnerable to attacks from above. It doesn't need to be 13 units wide (protected from siege tanks), just 6 or more for normal ranged units.

I suppose you can wall at the top of the ramp which would be workable but a bit funky. The problem to that is it opens the attacker up to great flux vs your wall making busts a LOT more viable, especially since they can use a few ranged units to pick off your defenders.


Guess this would work:
+ Show Spoiler +
[image loading]


About the main's size, yes maybe too big, i've just gotten so much "main small?" stuff I made them "pretty big", maybe cutting a bit off wouldn't hurt too much.

Just found a steppes of war pic and the main (pretty big) is a bit smaller than mine, so yes maybe a bit more unpassable terrain or water.
ESV Mapmaking!
mucker
Profile Blog Joined May 2009
United States1120 Posts
June 16 2010 20:06 GMT
#12
Interesting map, I like it. Kinda like a two player (Wiki)Shades of Twilight.
It's supposed to be automatic but actually you have to press this button.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-06-16 20:08:59
June 16 2010 20:07 GMT
#13
On June 17 2010 04:52 Grebliv wrote:
Show nested quote +
On June 17 2010 04:36 OpRaider wrote:
On June 17 2010 04:33 qoolqop wrote:
looks abit imbalanced if terran sieges up on the 3rd and blasts your natural to pieces. and the run there is soo long.. maybe make ramp from 2nd to third in a safer place.

terran imbalanced? a main on the lowground? how is that favor terran? just because terran can siege up and hit a single gas geyser doesn't mean its imbalanced....

every map thread i go to i see "map is imbalanced because terran can siege this one specific spot and hit a gas geyser! oh noes!" ... when you try to give analysis of someone's map, how bout put some effort into it instead of jumping on the terran imbalanced bandwagon

on lost temple, you can siege up and actually hit the CC/nexus/hatch from the cliff next to the natural, but is LT imbalanced?


Pretty sure he's talking about 3rd to natural relations where he might have a little point.

Nothing that a bit of "strategy grass" can't fix though if needed :D

where the red stuff is, would require air spotting or at least some units on the low ground
+ Show Spoiler +
[image loading]

Show nested quote +
On June 17 2010 04:43 Challe wrote:
taht doesnt look like a flyin squueril at all! wtf?!?!??!


A diagonal one :D
+ Show Spoiler +
[image loading]

or something like that but better proportioned

Pony works too I guess, would be better with some retexturing:
+ Show Spoiler +
[image loading]


[image loading]

PONYYYYYYYYYYYYYYY!!! yea but even if you add strategy grass people would call it imbalance. Its fine as long as a reaper cant stand on the edge there and bomb the forward gas.
"Mudkip"
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-16 20:12:15
June 16 2010 20:10 GMT
#14
On June 17 2010 05:06 Grebliv wrote:
Show nested quote +
On June 17 2010 04:48 Logo wrote:
EDIT: My recommendation? Put some dead space between the natural and the 3rd. Right now with the cliff like that it makes any wall-off really vulnerable to attacks from above. It doesn't need to be 13 units wide (protected from siege tanks), just 6 or more for normal ranged units.

I suppose you can wall at the top of the ramp which would be workable but a bit funky. The problem to that is it opens the attacker up to great flux vs your wall making busts a LOT more viable, especially since they can use a few ranged units to pick off your defenders.


Guess this would work:
+ Show Spoiler +
[image loading]


About the main's size, yes maybe too big, i've just gotten so much "main small?" stuff I made them "pretty big", maybe cutting a bit off wouldn't hurt too much.

Just found a steppes of war pic and the main (pretty big) is a bit smaller than mine, so yes maybe a bit more unpassable terrain or water.


Yeah I think that'd help a lot.

Also the mains HAVE to be bigger than normal, don't change it. Small mains would ruin this map as any buildings within 6 range of the edge of the main are extremely vulnerable as they can be picked off by units outside the main.

The more I think about it the more I wonder if you're going to have problems with this map favoring drops. You can't really turret up right on the edge (see previous) and you can't see up high ground (obviously) so your base is really exposed to drops, and to a lesser extent nydus. This arguably could favor any of the races, it's hard to say, but it probably impacts Zerg the least (overlord spotting).

Not trying to say favoring drops makes the map unusable (or the low mains in general), it's just important to have these things in mind.
Logo
Whole
Profile Blog Joined May 2010
United States6046 Posts
Last Edited: 2010-06-16 20:15:35
June 16 2010 20:13 GMT
#15
This map seems pretty good. I love the wide open middle and narrow sides to create a sneaky flank or backstab. I don't think siege tanks attacking the natural from the third is a problem because it is easy to deny tanks there in the first place if you defend it properly. But you might want to add a gap for normal (6 rangeish) units should not snipe stuff. Also, rename the map to pony, cause I saw a pony before flying squirrel. =p
Grebliv
Profile Joined May 2006
Iceland800 Posts
June 16 2010 20:19 GMT
#16
On June 17 2010 05:02 Inkarnate wrote:
I like it, looks very macro oriented, promotes quick expos for sure. Couple of points:

Is the choke at the natural wallable? Hard to tell the size (can i blocked by 2 gates like desert oasis for example)

And why did you choose to have the mains so big? It looks quite a bit larger than the average base size, I guess it could be good for proxying, and staging an army for a drop just looks a little larger than necessary.

Overall A+


This is the tightest wall I think, 1&1/2 space or there about (diagonal counting for 1/2 ;D)
+ Show Spoiler +
[image loading]


On June 17 2010 05:10 Logo wrote:
Show nested quote +
On June 17 2010 05:06 Grebliv wrote:
On June 17 2010 04:48 Logo wrote:
EDIT: My recommendation? Put some dead space between the natural and the 3rd. Right now with the cliff like that it makes any wall-off really vulnerable to attacks from above. It doesn't need to be 13 units wide (protected from siege tanks), just 6 or more for normal ranged units.

I suppose you can wall at the top of the ramp which would be workable but a bit funky. The problem to that is it opens the attacker up to great flux vs your wall making busts a LOT more viable, especially since they can use a few ranged units to pick off your defenders.


Guess this would work:
+ Show Spoiler +
[image loading]


About the main's size, yes maybe too big, i've just gotten so much "main small?" stuff I made them "pretty big", maybe cutting a bit off wouldn't hurt too much.

Just found a steppes of war pic and the main (pretty big) is a bit smaller than mine, so yes maybe a bit more unpassable terrain or water.


Yeah I think that'd help a lot.

Also the mains HAVE to be bigger than normal, don't change it. Small mains would ruin this map as any buildings within 6 range of the edge of the main are extremely vulnerable as they can be picked off by units outside the main.

The more I think about it the more I wonder if you're going to have problems with this map favoring drops. You can't really turret up right on the edge (see previous) and you can't see up high ground (obviously) so your base is really exposed to drops, and to a lesser extent nydus. This arguably could favor any of the races, it's hard to say, but it probably impacts Zerg the least (overlord spotting).

Not trying to say favoring drops makes the map unusable (or the low mains in general), it's just important to have these things in mind.


Something like this being unpassable might keep the mains safe but a bit smaller
+ Show Spoiler +
[image loading]

ESV Mapmaking!
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-06-16 20:29:41
June 16 2010 20:22 GMT
#17
It'd keep it safe from drops (maybe a good thing maybe bad). So yeah that could work. At the same time if you want drops to be the flavor of the map then it might not be an issue, players will just have to think out how they want their base laid out.

EDIT: Also that would cut out reaper harass which may be the one thing that really gives Terran a good game plan on this map so overall it might do more harm than help. Well maybe not, reapers might still be really good with the left side of the base.
Logo
Grebliv
Profile Joined May 2006
Iceland800 Posts
Last Edited: 2010-06-16 21:10:05
June 16 2010 20:30 GMT
#18
On June 17 2010 05:22 Logo wrote:
It'd keep it safe from drops (maybe a good thing maybe bad). So yeah that could work. At the same time if you want drops to be the flavor of the map then it might not be an issue, players will just have to think out how they want their base laid out.

EDIT: Also that would cut out reaper harass which may be the one thing that really gives Terran a good game plan on this map so overall it might do more harm than help.


A gap of unpassable terrain with a path or two might do it (path being a spot of land still unchanged from it's current status) so there are still some reaper routes.

-------

Current tank and reaper range
+ Show Spoiler +
[image loading]

Tank can hit the cc somewhat handily but reapers need to risk themselves to damage anything not placed above the gas.
Probably making it a bit harder to tank but still "possible" somewhat to at least damage the outer perimiter stuff, as far as I am now.

EDIT:
[image loading]

Currently tanks can hit the command structure just barely but need vision as seen in the pic,
the funky terrain between them and the nat is unpathable
ESV Mapmaking!
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-06-16 20:59:05
June 16 2010 20:58 GMT
#19
MAINS ARE THE SIZE OF RUSSIA

Zerglings will starve to death on the journey to the ramp...

too big man
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
June 16 2010 21:05 GMT
#20
Wow this is actually a really cool map, I want to try it out sometime
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 20m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 218
StarCraft: Brood War
Sea 2284
PianO 600
Stork 240
BeSt 121
Leta 98
Shine 41
Noble 23
Bale 14
JulyZerg 14
Dota 2
monkeys_forever557
ODPixel473
XcaliburYe339
League of Legends
JimRising 602
Counter-Strike
Stewie2K1020
shoxiejesuss68
Super Smash Bros
Mew2King160
Westballz24
Heroes of the Storm
Khaldor126
Other Games
summit1g9619
ceh9638
Fuzer 207
SortOf136
Organizations
Other Games
gamesdonequick4906
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH364
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2158
League of Legends
• HappyZerGling103
Upcoming Events
Wardi Open
2h 20m
Replay Cast
1d 1h
WardiTV European League
1d 7h
ShoWTimE vs sebesdes
Percival vs NightPhoenix
Shameless vs Nicoract
Krystianer vs Scarlett
ByuN vs uThermal
Harstem vs HeRoMaRinE
PiGosaur Monday
1d 15h
uThermal 2v2 Circuit
2 days
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
Epic.LAN
4 days
CranKy Ducklings
5 days
[ Show More ]
Epic.LAN
5 days
BSL20 Non-Korean Champi…
5 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Sparkling Tuna Cup
6 days
Online Event
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Liquipedia Results

Completed

2025 ACS Season 2: Qualifier
RSL Revival: Season 1
Murky Cup #2

Ongoing

JPL Season 2
BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Championship of Russia 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters

Upcoming

CSL Xiamen Invitational
CSL Xiamen Invitational: ShowMatche
2025 ACS Season 2
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
K-Championship
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
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
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.