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The 100 Four Gate Challenge - Page 10

Forum Index > SC2 General
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Suerte
Profile Joined July 2010
United States117 Posts
November 24 2010 22:04 GMT
#181
This thread would be better served teaching our Protoss friends to expand more. Attempt an FE in every game for 100 games, this will make you a better player. Besides, 4 gate is easy to stop by every race but Protoss.
bobcat
Profile Joined May 2010
United States488 Posts
November 24 2010 22:12 GMT
#182
I'm beginning to think im the only protoss player who didn't know what four gate was till I was 1800 diamond. I used 2 gate robo for the longest time and then 3 gate robo, rush templar, stargate opener, so on and so forth. Just learned how to properly do 4 gate, so I may try the new korean 4 gate (not the proxy rush one, the 5 zealots 8 stalkers one) If i like it, ill do 100 games with that.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
FetTerBender
Profile Blog Joined September 2010
Germany1393 Posts
November 24 2010 22:13 GMT
#183
On November 25 2010 06:41 creamwolf wrote:
Show nested quote +
On November 25 2010 03:56 darmousseh wrote:
i made 3 gates, got blink and killed my opponents. I won 20 games in a row with blink stalkers using really intense micro (microing individual stalkers back to keep em alive).


PS if you think microing blink stalkers are hard then you are retarded.


You wont be around long with that attitude on TL =)

BTT: Blink Stalkers are a very strong opener used in the correct timing frame, for the Stalkers outrange roaches and the blink makes marauders concussive shells a lot less effective, if not nullifies it. Blink stalkers in masses and microed godly are like Foxers Marines: Pretty hard to deal with =)
There's a fine line between bravery and stupidity.
bobcat
Profile Joined May 2010
United States488 Posts
November 24 2010 22:17 GMT
#184
On November 25 2010 06:08 mvpAKAenvyME wrote:
Show nested quote +
On November 25 2010 06:00 Endorsed wrote:
On November 25 2010 05:44 mvpAKAenvyME wrote:
On November 25 2010 05:27 imyzhang wrote:
On November 25 2010 05:02 haegN wrote:
On November 25 2010 04:52 mvpAKAenvyME wrote:
I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.

Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.

Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.

The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.

P.S.
I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses.


QFT, A lot of wise words here!


in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully.


Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct?


No? Who says zerg is harder to play? That's completely subjective. Try microing marines against blings. Or having good forcefields.


Yes, maybe it is harder to try and micro marines against banelings, but that is completley subjective as well. Same thing goes for the forcefields, define a good forcefield. What if all you needed to do was block your ramp for 20 seconds and you had 5 sentries? Would it be really hard to get a couple "good forcefields" off? I am saying, zerg requires strategy and tactics much more than terran and protoss do. They need open field advantage, need to be able to get their flank on. It may not be "harder" to play zerg, but it is certainly more challenging to play zerg the way they are supposed to be played.


I am inclined to disagree with you there. No offense, but your opinion sounds like that of someone who has never played P/T at a high level. Terrans have to put pressure on zergs when they play against them and Protoss players have to anticipate their every move to get the advantage.

Read plexa's guide for the current PvZ environment and tell me that it's "more challenging" to play zerg.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Parasite01
Profile Joined November 2010
33 Posts
November 24 2010 22:21 GMT
#185
On November 24 2010 15:28 haegN wrote:
You should try to do the challenge, maybe you will learn a thing or two about holding it off =)

all you will learn is that if you take your opponent by surprise you won. even if you don't take them by surprise you can still sometimes win. oh shit, did i mention that it doesn't improve your ability to macro at all and it is a cheesy allin that will never teach you how to actualyl become good at this game? anyways cool challenge. IMO you should make one for zerg's & terrans IE: zerg can only 7RR or something along those lines. Dunno about T.
Jayrod
Profile Joined August 2010
1820 Posts
November 24 2010 22:32 GMT
#186
On November 24 2010 16:37 Jyon wrote:
Isn't a hundred games... Kind of a lot? I mean really, that's a lot of games in a row to use the SAME freaking build. I think I might die of boredom ;(

you might also become a REALLY REALLY good player due to it. I think this is a really good idea but I dont know if I have the discipline or patience to 4 gate 100 times... or any build 100 times in a row
Suerte
Profile Joined July 2010
United States117 Posts
November 24 2010 22:47 GMT
#187
Uh, Parasite. If you're complaining about the simplicity and power of the 4 gate, why would you advocate having people do the 7rr or some silly T rush to "get better?"
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
November 24 2010 22:48 GMT
#188
On November 25 2010 07:17 bobcat wrote:
Show nested quote +
On November 25 2010 06:08 mvpAKAenvyME wrote:
On November 25 2010 06:00 Endorsed wrote:
On November 25 2010 05:44 mvpAKAenvyME wrote:
On November 25 2010 05:27 imyzhang wrote:
On November 25 2010 05:02 haegN wrote:
On November 25 2010 04:52 mvpAKAenvyME wrote:
I love how people are split down the middle on this 4 gate build. Some people love it and swear by it, others HATE it, and consider it the cheesiest build out there, and talk trash about players after they lose to it.

Hate to break it to you guys, but if you lose, you got OUT PLAYED, and you have NO reason to whine and cry over the internet and talk trash to players who just BEAT you. After all, when you beat someone, you don't look back and go "oh wow I was such a dick in that game for seige pushing all the way accross the map with missle turrets" no. That's what you do to win.

Now, this 4 gate build is actually quite good, either way you look at it, its a very strong opening, one of the strongest you can do with protoss. The reason is: Most people make the 4 gate "push" but why not just do a 4 gate "feint"? You do your usual "cheesey" 4 gate build, but instead of pushing up your opponents ramp, or into there defended (hopefully, if they scouted you at all and have any game sense whatsoever) natural...you just contain them and take map control while you make an expansion, and continue to macro your "4 gate death squad" into an unstoppable ball. I'd say you throw down your nexus at your nat as soon as you push out, and then continue to produce gateway units and probes for the rest of the time until your nexus is done. As soon as your nexus finishes, you throw down a forge, and a twilight council and get some upgrades going. You can choose charge or blink its really up to you what you want to get. Also get a robotics bay for immortals and collossi and detection if you need it, you can easily defend your natural this way with cannons as you have your forge, and you'll also have been macroing up a pretty beastly army while your opponent is scared of you and is throwing up bunkers/spine crawlers/cannons at his nat/ramp.

The way I see it, 4 gate is a build that you can do to put yourself ahead, without even attacking. Even though you may sacrifice economy early in the game, you gain the lead after you contain/take map control. From that point on you are pretty much ahead if not even with your opponent and you haven't even had to make any defense because you are the one putting on the pressure. 4 gate build is not a cheesey build, it takes advantage of the protoss strengths: being able to macro out units pretty quickly because of warp gates and chrono boost, and having a decently strong army without tons of units. It seems extremeley powerful in my eyes and looks like a great opening for protoss players of all levels. As well as being able to catch your opponent off gaurd if he doesnt see that much pressure coming early on. You just have to be careful not to over extend yourself as we see ALL too often these days. Thankyou.

P.S.
I'm not trying to encourage this 4 gate play everyday, as there are also plenty more opening that you can do that are just as good as this one. You don't want to put yourself into a situation where you lack the skills/know how to adapt with the game as it progresses.


QFT, A lot of wise words here!


in terms of difficulty in execution for strats, 4 gating, has always been considered to be very minimal. which is why people get extremely pissed for losing to a 4 gating toss because you didn't get out played, you got beat by someone who abused the fact that 4gating is extremely powerful vs the difficulty one needs to execute it successfully.


Ah, yes. So in other words, zerg players should be crying after every game vs protoss or terran, correct?


No? Who says zerg is harder to play? That's completely subjective. Try microing marines against blings. Or having good forcefields.


Yes, maybe it is harder to try and micro marines against banelings, but that is completley subjective as well. Same thing goes for the forcefields, define a good forcefield. What if all you needed to do was block your ramp for 20 seconds and you had 5 sentries? Would it be really hard to get a couple "good forcefields" off? I am saying, zerg requires strategy and tactics much more than terran and protoss do. They need open field advantage, need to be able to get their flank on. It may not be "harder" to play zerg, but it is certainly more challenging to play zerg the way they are supposed to be played.


I am inclined to disagree with you there. No offense, but your opinion sounds like that of someone who has never played P/T at a high level. Terrans have to put pressure on zergs when they play against them and Protoss players have to anticipate their every move to get the advantage.

Read plexa's guide for the current PvZ environment and tell me that it's "more challenging" to play zerg.


Maybe you're right, I have never played P/T at a high level, probably because I play random at a high level. And to be honest, out of all the races, zerg is BY FAR the hardest race for me to play, and not because of macro or economy type problems. (because SC2 is a far easier game than SCBW due to all the automation making the little problems encountered in BW a thing of the past) but because of the tactics involved in successfully pulling off a win as zerg in a mid-late game scenario. Protoss and terran players have something to strive for when they play zerg. Be it a huge bio ball, or a mech build, or even bcs and ravens. Protoss can go for the collossi death ball, mothership play, templars, you know what I'm talking about. But zerg, it doesnt seem to have something to strive for when I play it, you are constantly having to tech switch and adapt to the P/T play, because THAT is what zerg does, they adapt to the other races style of play. It was the same in BW, you see he goes mass MnM, you dont stick with muta/ling, you get lurkers and DS, teching to ultra/crackling combo. It's the exact same in SC2, just with different units that have different abilities. Zerg can still be extremley powerful to play, but also extremeley frustrating when you keep having to make tech switches and what not, while your opponent just keeps massing up balls of the same units. Zerg needs to harass much more than other races, meaning more micro intensive, the ability to know when to cut drones, when to expand without it getting sniped 2 minutes later is much harder to "master" than slowly seige pushing off 2 bases to secure your third base. Zerg need constant waves of attacks usually to hold off terran and protoss pushes, with most battles coming out relatively even...it just seems MUCH more difficult to gain a big enough lead that you can capitalize on and ride out for the win with zerg.
Reptilia
Profile Joined June 2010
Chile913 Posts
November 24 2010 22:55 GMT
#189
maybe it should be something like 50 games using a carrier at least once in each game?
imo it would be much more interesting and viable than ...4gate... which, atleast as terran, its the easiest thing to hold.
The secret to creativity is knowing how to hide your sources
DarkOmen
Profile Joined September 2010
Canada72 Posts
November 24 2010 22:58 GMT
#190
I see a lot of people saying this will "deteriorate" the player's skill, or it will, at the least, not increase his/her skill and land them amongst far superior players. But I have to respectfully disagree.
I've heard several times that progamers (particularly in Korea) practice the crap out of one build to perfect it, find out what it works against, and what its weaknesses are. I used to start off each game deciding on a whim what strat to use, and try to win that game alone. I did okay, but I sort of hit a plateau. So I decided to try 1 strategy across the board, regardless of MU or map.
Not only did I quickly learn how I needed to adapt it or, in some cases, scrap it altogether, my mechanics and game sense increased dramatically.
My point is that doing the same strat over and over will teach you things about the game. It removes one variable from an incredibly complex system and allows you to better understand its depth. I think this is what Day[9] is always talking about when he says to just plant a stake in the ground, and declare that you WILL attack at 50 food. Then you have a baseline to which you can compare slight variations, and when your mechanics smooth out, as they're bound to over 100 games, you'll be able to understand timings better as well. Now, 100 games is a LOT, and I personally tweak my strat more often than that, but as has been stated, that's why it's a challenge! :p

To OP: I like the initiative, and would be interested in seeing more in the future!
"I'm on a pumpkin pie diet right now. It's all I eat. I feel like I'm gonna die, but it's so delicious." - Artosis
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
November 24 2010 22:59 GMT
#191
is there any prize or incentive for even doing this? other than e-fame for being a known 4 gater, which isnt really a good thing?
¯\_(ツ)_/¯
Debo
Profile Blog Joined March 2010
United States95 Posts
November 24 2010 23:01 GMT
#192
Remember the 5 rax reaper opening vs zerg Terran did?

The ability to rax before supply depo?

Large % of players doing "X" strategy + high win % = Terrible TERRIBLE Nerfage.

You've been warned toss.


"Protoss can eat a @#$^!"
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
November 24 2010 23:04 GMT
#193
On November 25 2010 07:58 DarkOmen wrote:
I see a lot of people saying this will "deteriorate" the player's skill, or it will, at the least, not increase his/her skill and land them amongst far superior players. But I have to respectfully disagree.
I've heard several times that progamers (particularly in Korea) practice the crap out of one build to perfect it, find out what it works against, and what its weaknesses are. I used to start off each game deciding on a whim what strat to use, and try to win that game alone. I did okay, but I sort of hit a plateau. So I decided to try 1 strategy across the board, regardless of MU or map.
Not only did I quickly learn how I needed to adapt it or, in some cases, scrap it altogether, my mechanics and game sense increased dramatically.
My point is that doing the same strat over and over will teach you things about the game. It removes one variable from an incredibly complex system and allows you to better understand its depth. I think this is what Day[9] is always talking about when he says to just plant a stake in the ground, and declare that you WILL attack at 50 food. Then you have a baseline to which you can compare slight variations, and when your mechanics smooth out, as they're bound to over 100 games, you'll be able to understand timings better as well. Now, 100 games is a LOT, and I personally tweak my strat more often than that, but as has been stated, that's why it's a challenge! :p

To OP: I like the initiative, and would be interested in seeing more in the future!


Exactly.

I think a lot of people who are on this site know what they are talking about. But I think 10x more of them have no fucking clue what they are talking about.
NoMicro
Profile Joined June 2010
Canada69 Posts
Last Edited: 2010-11-24 23:19:21
November 24 2010 23:18 GMT
#194
I just played my first 5 games employing the 4-gate build. (or my variation of it.) and have had reasonable success. I'm really trying to find ways to get my expand up quicker. I quickly noticed 2 gas is way too much.
I see a lot of places I can improve upon right off the top to my play, so worrying about that, and not the usual builds I employ can make thinking about my play a bit easier in-game.

Ahh, here's my replays; (Low level Platinum.)
It'll be nice to have a timeline to track my own progress.

http://www.mediafire.com/?zik44bd4r1wqrtr

Oh, and if you want to practice against the 4-gate build, Ill count those as my games. May as well improve, and help someone learn how to hold it off. =D

.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
November 24 2010 23:24 GMT
#195
please dont encourage 4gating omg =[
www.root-gaming.com
Tianx
Profile Blog Joined October 2008
United States1196 Posts
November 24 2010 23:33 GMT
#196
On November 25 2010 08:24 drewbie.root wrote:
please dont encourage 4gating omg =[

hahahahahahahaahahahahahahahahaahahahahahaha
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
ePAttack
Profile Joined September 2010
United States112 Posts
November 24 2010 23:34 GMT
#197
Why do a build that we know already works? do something more unorthodox like:

NonY's dual stargate build.

2gate robo fast collosi.

I find this challenge a bit silly IMO.
Craton
Profile Blog Joined December 2009
United States17255 Posts
November 24 2010 23:35 GMT
#198
On November 25 2010 07:04 Suerte wrote:
This thread would be better served teaching our Protoss friends to expand more. Attempt an FE in every game for 100 games, this will make you a better player. Besides, 4 gate is easy to stop by every race but Protoss.

FE is far more fun than four gating, but four gating on backdoor maps is quite easy and strong. I find it kind of bad against good players if you try to bust their front with it. You generally have to completely surprise them or they just hunker down and repel.
twitch.tv/cratonz
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
November 24 2010 23:37 GMT
#199
On November 25 2010 08:24 drewbie.root wrote:
please dont encourage 4gating omg =[


Why does it matter? I guess we should all discourage VR's, DT's, Banshee's as well then right? It's not THAT unstoppable. Seriously, I wonder what Boxer (not that fag Foxer) but the real guy would say to us if he were reading this, or Nada, or F-dealer, or nestea, I don't think any of them would have anything bad to say about. Sure it may not be the hardest strategy to impliment, but don't fucking wine and cry about it just because you lose a few games to it. It's like any other strategy, if you lose 20 games in a row to the same person doing the exact same thing every game, you're gonna be pissed, learn to ADAPT, please. This thread should be closed.
mvpAKAenvyME
Profile Joined November 2010
Canada179 Posts
November 24 2010 23:40 GMT
#200
On November 25 2010 08:34 FlakeyGiraffe wrote:
Why do a build that we know already works? do something more unorthodox like:

NonY's dual stargate build.

2gate robo fast collosi.

I find this challenge a bit silly IMO.


The reason why we "do a build" that already works, is because it's a GAME, and you can do WHATEVER THE FUCK you want in that game while you're playing. It's not like 4 gate build is some uber 1337 hax and you're CHEATING to win everytime you use it. You could build 10 proxy nexus' and pure probes and rush them with that and win if you wanted (not saying its viable, but seriously) just trying to get the point across that I, and ANYONE else can do anything they want in a 1v1. So stop whining about it. And if you still wanna whine about it, go back to BW.
Nuff said.
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