• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:29
CEST 12:29
KST 19:29
  • 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
[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
SC4ALL: II SC2 Complete Invited Player Lineup5StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)66Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
SC4ALL: II SC2 Complete Invited Player Lineup Back to SC2 after 14 years - Protoss CTRL groups? How do you feel about the mass reverts in the 5.0.17 PTR? October World Ranking: herO stays #1, ByuN returns StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
Fantasy returning? Bot on ladder Sagi.gg Launcher Released BSL Season 23 BW General Discussion
Tourneys
[Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament [ASL22] Ro8 Day 3
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 12449 users

How Starcraft could work if it would be real - Page 5

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 13 14 15 Next All
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
April 22 2011 12:29 GMT
#81
Zerg's part is up!
You don't choose to play zerg. The zerg choose you.
Telenil
Profile Joined September 2010
France484 Posts
April 22 2011 12:33 GMT
#82
Also, i think it would be a generally good idea to refrain from using too much technobabble. It usually only leads to additional problems, and tends to look stupid to anyone who has a slight idea of the actual physics you are referencing to.
This. Keep it simple, and if you can't, forget it.
Salvaging bunkers that are on fire in a few seconds for a full 100% cost refund when surrounded by hostiles isn't something that should be considered, because this is plain impossible unless using custom-made explanations that are usually more trouble than they're worth.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Scryedo89
Profile Joined April 2011
Norway29 Posts
April 22 2011 13:18 GMT
#83
On April 20 2011 05:27 [F_]aths wrote:


The original zerg were genetically engineered by the Xel’Naga, an obviously extremely powerful race which is now believed to extinct. Most zerg units are believed to have little – if any – consciousness. The zerg leader does have consciousness, any “general”, also called cerebrate, is assumed to be conscious and to have free will at some proportion. The current structure of the zerg as a whole is unclear as the Overmind was killed an replaced by an infested terran “ghost” (special psi operative.)

Zerg infestations were sighted anywhere in the Koprulu sector, demonstrating space-traveling capabilities. Overlords are propably in a state of hibernation during the travel. The cold in the space drastically reduces their heartbeat. Additional zerg genes are capsuled into an extremely contaminous virus transported in his ventral sacs. This explains the small infrared footprint, able to slip through Terran sensor technology. Once the destination has been reached, the light provided by the nearest star alarms certain nerves of the Overlord to wake up. Native lifeforms of the destination planet can be used as host for the virus and feed the zerg with their own lifes. Anyone infested by zerg will be thankful to die.



The "stated" fact about the flight that the zerg does while in transit between solar systems / planets are more in line of a warp / bending of space to allow faster than light "flight".

The "normal" strain of Zerg has a natural (evolutionary path) resistance against almost every kinda of pressure, vacuum, but are weak against Radiation
( Does not say what kind, but i am gone take a wild guess and Alpha and beta + gamma radiation are dangerous, but to what limits there are no info atleast not that i have seen),
if your gone include this, you might want to shorten it down a bit cause it is way technical.

There is also some very interesting parts about the zerg if you read "kerrigans" bio.

Sources:
Zerg wikia
Web archive from Starcraft BW, blizzard.
Kerrigan swarm.







Sup yo ?
julianto
Profile Joined December 2010
2292 Posts
Last Edited: 2011-04-22 19:13:24
April 22 2011 18:29 GMT
#84
edit: Zerglings could just split from 1 larva simply because that's how zergling development is supposed to happen. For example, identical twins don't come from 1 zygote because their "DNA is simple/short". Actually, there's a logical gap when you say that "2 individuals come from 1 egg because DNA is short enough for that to happen".

Instead, the Overmind could have forced zergling embryonic development that way (1 larva into 2 lings) simply because there is enough minerals to create 2 lings. That's a simpler explanation, and simpler explanations are usually better (Occam's Razor).
¯\_(ツ)_/¯
SinkingB
Profile Joined November 2010
United States6 Posts
April 22 2011 19:15 GMT
#85
Very well done, great read. I love how you referenced the double extractor trick at the end of the zerg base description.
uuhrawrrhau; -Overlord
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-22 20:54:40
April 22 2011 20:53 GMT
#86
On April 23 2011 03:29 julianto wrote:
edit: Zerglings could just split from 1 larva simply because that's how zergling development is supposed to happen. For example, identical twins don't come from 1 zygote because their "DNA is simple/short". Actually, there's a logical gap when you say that "2 individuals come from 1 egg because DNA is short enough for that to happen".

Instead, the Overmind could have forced zergling embryonic development that way (1 larva into 2 lings) simply because there is enough minerals to create 2 lings. That's a simpler explanation, and simpler explanations are usually better (Occam's Razor).
The SCC (http://classic.battle.net/scc/zerg/units/zergling.shtml) states "Their DNA structure is so simple that two Zerglings can be created from a single Larva." I still like the twin explanation and will include it.


On April 22 2011 22:18 Scryedo89 wrote:
Show nested quote +
On April 20 2011 05:27 [F_]aths wrote:


The original zerg were genetically engineered by the Xel’Naga, an obviously extremely powerful race which is now believed to extinct. Most zerg units are believed to have little – if any – consciousness. The zerg leader does have consciousness, any “general”, also called cerebrate, is assumed to be conscious and to have free will at some proportion. The current structure of the zerg as a whole is unclear as the Overmind was killed an replaced by an infested terran “ghost” (special psi operative.)

Zerg infestations were sighted anywhere in the Koprulu sector, demonstrating space-traveling capabilities. Overlords are propably in a state of hibernation during the travel. The cold in the space drastically reduces their heartbeat. Additional zerg genes are capsuled into an extremely contaminous virus transported in his ventral sacs. This explains the small infrared footprint, able to slip through Terran sensor technology. Once the destination has been reached, the light provided by the nearest star alarms certain nerves of the Overlord to wake up. Native lifeforms of the destination planet can be used as host for the virus and feed the zerg with their own lifes. Anyone infested by zerg will be thankful to die.



The "stated" fact about the flight that the zerg does while in transit between solar systems / planets are more in line of a warp / bending of space to allow faster than light "flight".

The "normal" strain of Zerg has a natural (evolutionary path) resistance against almost every kinda of pressure, vacuum, but are weak against Radiation
( Does not say what kind, but i am gone take a wild guess and Alpha and beta + gamma radiation are dangerous, but to what limits there are no info atleast not that i have seen),
if your gone include this, you might want to shorten it down a bit cause it is way technical.

There is also some very interesting parts about the zerg if you read "kerrigans" bio.

Sources:
Zerg wikia
Web archive from Starcraft BW, blizzard.
Kerrigan swarm.
The radiation as a weapon versus zerg was used in SC1, so I will include it.
You don't choose to play zerg. The zerg choose you.
Kamate
Profile Joined May 2010
Romania580 Posts
April 22 2011 23:26 GMT
#87
I knew is a great community on TL, but never imagined is THAT GOOD!
kunstderfugue
Profile Blog Joined October 2010
Mexico375 Posts
April 23 2011 02:31 GMT
#88
loved the part about scvs spotting 11 or 12 drones :D

i remember reading back in the sc2 beta that ultralisks had mono molecular points in their blades, so that they could cut through almost anything in only one swing.

hydralisks store their spines in the area avobe their head, flexing around 200 [?] muscles to send the spine at high velocity. the spine contains venom, many times causing limb paralysis (presumably) to marines -- the warfield case --.
Old lamps for new!
Telenil
Profile Joined September 2010
France484 Posts
April 23 2011 07:31 GMT
#89
I've read that the zerg tech building carry the DNA information the larvae need to morph into a specific type of zerg and spread it to the rest of the zerg.
If you look closely at some buildings (ultralisk cavern, hydralisk den...), some buildings look like they are one of these units who has grown fat and turned into a building. May be worth mentionning.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
XRuneTH
Profile Joined April 2011
Vietnam34 Posts
April 23 2011 07:43 GMT
#90
What a great post !. I enjoy reading the zerg part
No pain, no gain
Simberto
Profile Blog Joined July 2010
Germany12015 Posts
April 23 2011 09:52 GMT
#91
Very nice Zerg part again.

Suggestion: Broodlords:

Lately, a new type of Zerg flier has been monitored, which hints to another interpretation of the phenomenom of these Broodlings, and gives evidence that they are not actually a parasitic infection, but that there actually is a symbiotic relationship where the naturally defenseless Zerg buildings feed those Broodlings to deterr their enemies from destroying them, in fear of retribution from the angry released Broodlings, similar to how many poisonous plants and animals are safe from being eaten because of their poison.

These gigantic flying so-called Broodlords takes this relationship to an abusive extreme as the Broodlords use the Broodlings as ammunition, and they are able to launch them at enemy targets over a very long distance, where not only do they impact with hard force, but the angry broodlings also attack the targets with razor-sharp claws and teeth. Of course, being dependend on their host to live, the broodlings die shortly afterwards.

On a totally unrelated note, i think it would be a good idea to use the full term of "Hatcheries", instead of the abbreviated "Hatch", to make the whole thing sound more science-ish.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-23 13:03:54
April 23 2011 12:22 GMT
#92
On April 23 2011 16:31 Telenil wrote:
I've read that the zerg tech building carry the DNA information the larvae need to morph into a specific type of zerg and spread it to the rest of the zerg.
If you look closely at some buildings (ultralisk cavern, hydralisk den...), some buildings look like they are one of these units who has grown fat and turned into a building. May be worth mentionning.
The roach warren houses a creature which resembles a roach. May be this is a kind of "mother roach". I will mention this idea.



On April 23 2011 18:52 Simberto wrote:
Very nice Zerg part again.

Suggestion: Broodlords:

Lately, a new type of Zerg flier has been monitored, which hints to another interpretation of the phenomenom of these Broodlings, and gives evidence that they are not actually a parasitic infection, but that there actually is a symbiotic relationship where the naturally defenseless Zerg buildings feed those Broodlings to deterr their enemies from destroying them, in fear of retribution from the angry released Broodlings, similar to how many poisonous plants and animals are safe from being eaten because of their poison.

These gigantic flying so-called Broodlords takes this relationship to an abusive extreme as the Broodlords use the Broodlings as ammunition, and they are able to launch them at enemy targets over a very long distance, where not only do they impact with hard force, but the angry broodlings also attack the targets with razor-sharp claws and teeth. Of course, being dependend on their host to live, the broodlings die shortly afterwards.

On a totally unrelated note, i think it would be a good idea to use the full term of "Hatcheries", instead of the abbreviated "Hatch", to make the whole thing sound more science-ish.
Since building broodlings and broodlord broodlings do not share upgrades, it sounds logical that their are not exactly the same creatures but used for their specific purpose. I am thinking about expanding the broodling part a bit, but don't want to go too deep for a high-tier unit. But because it is a mystery at the first look – why do we have broodlings, the brood lord attack units when a structure is killed? – I will use some of these ideas to elaborate a bit further.

The suggestion about wording (hatchery instead of hatch) is very good. Thank you.
You don't choose to play zerg. The zerg choose you.
mstksg
Profile Joined April 2011
United States8 Posts
Last Edited: 2011-04-23 17:30:06
April 23 2011 17:24 GMT
#93
I'm not sure if this has been posted already, but you might be interested in this article from GamePro:

http://www.gamepro.com/article/features/215926/the-real-science-of-starcraft-2/
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-05-09 06:08:34
April 23 2011 17:45 GMT
#94
Suggestion

The Ultralisk serves as the hard-hitting monstrosity for all advanced hive colonies. Ultralisks not only have unimaginably tough carapaces, but innately have the carapace equivalent to the first terran armor upgrades. Specialized armor upgrades exist at the Ultralisk cavern, which make a fully evolved Ultralisk practically invincible, and can easily absorb fire from Standard Issue C-14 Gauss Rifles and Zergling claws. The Ultralisk generally leads the charge against almost every army, be it Terran, Protoss, or another Zerg Brood. Their immense size lets them literally trample smaller enemies into the ground, and toppling foes of larger size. When assaulting buildings or other massive enemies, they use their bone-like scythes to cut enemies to pieces before they can deal any damage. They move fast enough that they can get into melee range before range before ranged enemies can take advantage of this.

The Ultralisks huge expanse of muscles, ligaments, and its killing engineered brain requires almost an entire Overlord to control. The Ultralisk gene has been extracted, studied, and replicated by Terran scientists, but to no avail. The only full code exists in the Ultralisk Cavern and the Ultralisks, the former used only to mutate larva into new Ultralisks.

Ultralisk Scythes are so gigantic that an attack against a single enemy also deals massive hurt to nearby units, which suffer damage from the in-stroke of the attack. Due to this, very small numbers of Ultralisks rip through small Terran units like butter, and the standard Marines and Marauders are notoriously afraid of exterminating a Zerg Infestation that has been left unchecked. Most kill squads sent to do this don't come back alive. Heavy firepower mechanical units need to be brought to deal with this.
Fredoq
Profile Joined May 2010
Sweden206 Posts
April 23 2011 18:03 GMT
#95
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
Last Edited: 2011-05-09 06:10:49
April 23 2011 18:10 GMT
#96
Suggestion

Looking at a Hydralisk, even a educated and experienced Terran Scientist wouldn't suspect that it was evolved from the docile herbivore, the Slothien Caterpillar. The original Overmind saw the hidden potential in this hapless and weak creature and mutated it into the subservient killing machine aptly named the Hydralisk. The armored crest behind its head houses a simple organ that produces Needle-like spines at a phenomenal rate, and the Hydralisk uses its extensive musculature system of nearly 4000 muscles to fire the keratin spines at speeds that pierce the toughest standard issue Neosteel even at maximum range. Marines are under direct orders to never approach massed groups of Hydralisks without support.

Unfortunately the slow wormlike movement of the Hydralisk makes it better fit as a defender, where it has Queen support and can move more freely on the creep of the Hive Cluster. It is also suited as an ambusher, unburrowing to catch an army when its not expecting to be attacked.

Hydralisks also have thick claws that allow them to pin infantry down and kill it, or deal massive damage by slashing enemies with its talons. Because the Hydralisk has all the muscles of its arm behind its melee attacks, it does as much damage at melee as its spines do when shooting enemies down at range.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
April 23 2011 18:14 GMT
#97
On April 24 2011 03:03 Fredoq wrote:
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?


I just took this from the top of my head ok?

Because the Mineral Nodes and Vespene geysers are too unstable to place a massive command center too close to without risking a a collapse in the veins of soft minerals. Raw vespene is far too volatile to place a command center too close to.
integrity
Profile Joined April 2011
United States1014 Posts
April 23 2011 20:04 GMT
#98
i dont know if any of you guys have read the book star ship trooper (written in 1959) but i think blizzard took some of the ideas alongside as well when making Terran and Zerg.

the only reason i bring this up is because Robert A. Heinlein did a very good job of describing futuristic military humans in mechanic suits fight a race of bugs.

the more and more i think about i feel the guys at blizzard were a Heinlein fan
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2011-04-23 22:44:36
April 23 2011 22:10 GMT
#99
On April 24 2011 02:24 mstksg wrote:
I'm not sure if this has been posted already, but you might be interested in this article from GamePro:

http://www.gamepro.com/article/features/215926/the-real-science-of-starcraft-2/
Thank you for the link but I will not read it until this OP is completed. Otherwise I may be steal ideas from that article without noticing it as I may be think it was my idea while it was incited by that article.




Kinetik_Inferno,

I think that the OP should not include too detailed descriptions of higher-tier units as it is not the intention to explain everything. A complete guide for any race would result in a long text with too much information. It also would make it necessary to carefully check the canon lore to avoid contradictions. I think that I will include a link to your two posts as an optionally expansion to the OP.

I elaborate a bit on the basic fighter unit as it reflects much qualities of the according race, but I mention higher-tier units only to explain the interaction of upgrades and other stuff.

edit: Added spoiler on bottom of OP with links.


On April 24 2011 03:14 Kinetik_Inferno wrote:
Show nested quote +
On April 24 2011 03:03 Fredoq wrote:
Why dont you place your Command Center as close as possible to the minerals?

How would you explain that? Why you need to mine your resources from a distance and not plant your CC ontop of the minerals?


I just took this from the top of my head ok?

Because the Mineral Nodes and Vespene geysers are too unstable to place a massive command center too close to without risking a a collapse in the veins of soft minerals. Raw vespene is far too volatile to place a command center too close to.

This is a good idea. I will mention it in the OP. While it is clear that the real reason is balance to create the need for 2-3 workers per resource, it does make sense to explain it with sensible geology near resources.




On April 24 2011 05:04 integrity wrote:
i dont know if any of you guys have read the book star ship trooper (written in 1959) but i think blizzard took some of the ideas alongside as well when making Terran and Zerg.

the only reason i bring this up is because Robert A. Heinlein did a very good job of describing futuristic military humans in mechanic suits fight a race of bugs.

the more and more i think about i feel the guys at blizzard were a Heinlein fan
I think, his book is more about political views. He did describe – as you wrote – the power armor which in plays only a small role in the movie of the same title which in contrast focuses on the bugs. I would say that Blizzard got inspiration from Warhammer 40000, Starship Troopers (both book and film) and the Alien franchise.

As Heinlein set the hallmark of military science fiction, he of course had an influence to all later franchises in the same genre. I still need to read The Moon Is a Harsh Mistress.
You don't choose to play zerg. The zerg choose you.
lololol
Profile Joined February 2006
5198 Posts
April 24 2011 00:17 GMT
#100
On April 23 2011 21:22 [F_]aths wrote:
Since building broodlings and broodlord broodlings do not share upgrades, it sounds logical that their are not exactly the same creatures but used for their specific purpose. I am thinking about expanding the broodling part a bit, but don't want to go too deep for a high-tier unit. But because it is a mystery at the first look – why do we have broodlings, the brood lord attack units when a structure is killed? – I will use some of these ideas to elaborate a bit further.

The suggestion about wording (hatchery instead of hatch) is very good. Thank you.

"They" are actually the same unit on the ground and use melee/ground carapace upgrades.
The air version is another unit, but that one is used just for the visual effect.
I'll call Nada.
Prev 1 2 3 4 5 6 7 13 14 15 Next All
Please log in or register to reply.
Live Events Refresh
Sparkling Tuna Cup
19:00
Weekly #149 (SHIN Mod Edition)
Krystianer vs TBD
CranKy Ducklings114
CranKy Ducklings SOOP15
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Shuttle 9485
FanTaSy 1230
Hyuk 747
Horang2 590
BeSt 466
Stork 202
Pusan 181
Zeus 97
sorry 95
Killer 94
[ Show more ]
Mind 88
Last 75
Shinee 70
Hyun 67
ggaemo 44
PianO 42
Snow 36
Bale 35
ToSsGirL 29
Hm[arnc] 28
JYJ 23
Sacsri 14
Aegong 7
EffOrt 6
Noble 5
Dota 2
XcaliburYe146
Counter-Strike
byalli661
fl0m371
x6flipin136
Other Games
gofns36021
singsing2367
ArmadaUGS82
Mew2King75
Organizations
Other Games
gamesdonequick668
Dota 2
PGL Dota 2 - Main Stream0
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 58
• Adnapsc2 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2261
League of Legends
• Lourlo1163
Upcoming Events
INu's Battles
1h 31m
herO vs Classic
Percival vs Rogue
Shopify Rebellion Sundays
4h 31m
MilkiCow vs TBD
Clem vs TBD
BSL Open Qualifier
8h 31m
BSL Open Qualifier
8h 31m
Replay Cast
12h 31m
Afreeca Starleague
23h 31m
Rush vs Light
WardiTV Weekly
1d
Monday Night Weeklies
1d 5h
Replay Cast
1d 12h
Afreeca Starleague
1d 23h
Soma vs Soulkey
[ Show More ]
INu's Battles
2 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
2 days
The PondCast
3 days
INu's Battles
4 days
Replay Cast
5 days
BSL: Ladder Tournament
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
Copium Cup
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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.