• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:57
CET 05:57
KST 13:57
  • 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 Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
SC2 All-Star Invitational: Jan 17-1812Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises1Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies3ComeBackTV's documentary on Byun's Career !11Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4
StarCraft 2
General
SC2 All-Star Invitational: Jan 17-18 Chinese SC2 server to reopen; live all-star event in Hangzhou Weekly Cups (Dec 22-28): Classic & MaxPax win, Percival surprises Starcraft 2 Zerg Coach ComeBackTV's documentary on Byun's Career !
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 506 Warp Zone Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion What monitor do you use for playing Remastered? (UMS) SWITCHEROO *New* /Destination Edit/ What are former legends up to these days?
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mechabellum Beyond All Reason Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread 12 Days of Starcraft Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1827 users

Season 6 Maps - All Rich Mins/Gas

Forum Index > SC2 General
Post a Reply
Normal
TyrianSC2
Profile Joined January 2012
Canada52 Posts
Last Edited: 2012-03-06 19:56:47
March 06 2012 07:28 GMT
#1
Hey guys!

I was recently hanging out on TubbyTheFat's (GM Canadian Protoss) stream, when the conversation came up about how game tactics and styles would change under the influence of all resources being rich minerals and rich vespene. After a fair bit of discussion, I decided to chip in and contribute by converting the season six map pool into all rich fields. That being said, I have published the other seven maps (woefully, even the ones I have vito'd) up for play to encourage interesting matches and odd ways of thinking, just for fun!

Let me know what you guys think, or if there are any errors on the maps (or you can't access maps for some reason) that need adjusting and I'll make the adjustments as best I can (definitely not a pro at map editor) and republish them.

To find these maps:
When selecting map, enter +gold +edition into the search field, under the author Tyrian.

You can discuss strategy ideas or concerns below!

Hope this contributes to some interesting plays and thought processes, as well as some entertaining matches! Enjoy!

EDIT:
Anyone who tried and failed to access the maps on the first day, fret not, as the publishing has been updated and now correctly displays maps when searched for.

Also, Tal'darim Altar has been fixed and added to the map pool.
tx.zyclon
Profile Joined August 2010
United States145 Posts
March 06 2012 07:32 GMT
#2
very cool i guess just to have around. i don't see how it would do anything but just speed the game up. but idk
Gfire
Profile Joined March 2011
United States1699 Posts
March 06 2012 07:33 GMT
#3
This is pretty cool. Personally I've always been interested in how it would play if only the gas was high yield, or if the gas returned 5 per trip instead of 4.

I think it would allow players to have fewer workers and a bigger army if the minerals are all high yield, and you wouldn't need as many bases but you'd mine out faster so you'd still have to expand quite a bit.
all's fair in love and melodies
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2012-03-06 07:36:01
March 06 2012 07:35 GMT
#4
It would not just speed the game up, but there would be so many minerals compared to gas that we'd see A LOT more mineral heavy units, perhaps more T1 units like lings/rines/zeals (we see enough rines already but O.O). Terrans would be slightly nerfed since mules would not be able to mine gold as quickly as they could before, but I think the strength of marines more than makes up for that.

What I'd like to see in future maps is perhaps expansions with mostly blue minerals but maybe 1-2 gold minerals in them, would create a very interesting dynamic on which expansions to take, how much to saturate it, etc.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
keeperton
Profile Joined December 2010
United States233 Posts
March 06 2012 07:35 GMT
#5
Now that mules don't gain an extra bonus from this, it could be much more interesting than previously. I suppose the most obvious thing would be that 1 and 2 base pushes would become even more viable...Or maybe just anything would be more viable.
Jintetsu
Profile Joined May 2010
Sweden152 Posts
March 06 2012 07:36 GMT
#6
are these maps up on europe aswell?, sounds fun to try, if not please publish them there asap !
http://www.alien-invasion.eu
Gfire
Profile Joined March 2011
United States1699 Posts
Last Edited: 2012-03-06 07:43:18
March 06 2012 07:41 GMT
#7
On March 06 2012 16:35 Superiorwolf wrote:
It would not just speed the game up, but there would be so many minerals compared to gas that we'd see A LOT more mineral heavy units, perhaps more T1 units like lings/rines/zeals (we see enough rines already but O.O). Terrans would be slightly nerfed since mules would not be able to mine gold as quickly as they could before, but I think the strength of marines more than makes up for that.

What I'd like to see in future maps is perhaps expansions with mostly blue minerals but maybe 1-2 gold minerals in them, would create a very interesting dynamic on which expansions to take, how much to saturate it, etc.

I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.

One thing this would do is increase the speed at which things are produced but not the speed at which units move or attack, so you'd be able to make more units during a battle, or more units while moving across the map. It increases the defenders advantage somewhat with the same rush distances.
all's fair in love and melodies
Mrvoodoochild1
Profile Joined June 2011
United States1439 Posts
March 06 2012 07:41 GMT
#8
What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner.
"let your freak flag fly"
bgx
Profile Joined August 2010
Poland6595 Posts
March 06 2012 07:44 GMT
#9
On March 06 2012 16:41 Mrvoodoochild1 wrote:
What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner.

Armies would be bigger, less worker count, more expansions (to contribute from maynarding)
Stork[gm]
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
March 06 2012 07:47 GMT
#10
I think this would give day[9] a good funday monday topic...maybe it could help lower leaguers to learn to spend resources faster? I dunno...

fun idea nonetheless^^
In training...let's play, gg! d^..^b
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
March 06 2012 07:49 GMT
#11
11/11/11/11 4 rax inc.
| Idra | YuGiOh | Leenock | Coca |
Xacalite
Profile Joined September 2010
Germany533 Posts
March 06 2012 07:53 GMT
#12
fastest mal possible Ladder Edition. cool stuff =)
I feel fear...for the last time
TyrianSC2
Profile Joined January 2012
Canada52 Posts
Last Edited: 2012-03-06 07:57:25
March 06 2012 07:54 GMT
#13
These maps are available on all servers across the world, if I published them right. Though the names will all be in english. Also, I would give anything to see this as a funday monday topic. Day[9] makes me a better gamer, I'd love to contribute a good monday to him in return

I just played a game on it, and it feels interesting. The builds are different, and the mineral counts didn't feel too off as there is rich gas as well, though they still felt like min crept up a little quicker than gas (though maybe I messed up my harvesters keeping up with everything else). It's very fast paced, trying to keep up with macro since your income comes in quickly, and you need to expand quicker. Two bases worth of SCVs makes for more than enough for me to keep up with, but I'm a lowbie anyway, so it's a challenge for me.

Ladder seems easier after doing this o.O easier to keep up with macro.

Though there has been a complaint to me that they can't find the maps, though I can - can anyone else confirm whether or not they show up when searched for as explained above?
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 06 2012 07:56 GMT
#14
Two rax now a three rax! rofl
I'm not sure if this would work very well in the long-run. It really depends on how you can spend your money and expanding would be quicker + macroing.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2012-03-06 08:00:19
March 06 2012 07:59 GMT
#15
On March 06 2012 16:41 Gfire wrote:
I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.


5 to 70?? I guess you mean 5 to 7? But thats 40% so that still doesn't make sense. 20% is just an increase of 5 to 6... Which one is it?
Nethermind
Profile Joined April 2011
New Zealand445 Posts
March 06 2012 08:03 GMT
#16
I'm thinking of Qxc's DBZ reference to playing under extreme conditions to get better. Imagine keeping your macro under control in this setting?!
Gfire
Profile Joined March 2011
United States1699 Posts
March 06 2012 08:03 GMT
#17
On March 06 2012 16:59 Morphs wrote:
Show nested quote +
On March 06 2012 16:41 Gfire wrote:
I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.


5 to 70?? I guess you mean 5 to 7? But thats 40% so that still doesn't make sense. 20% is just an increase of 5 to 6... Which one is it?

Sorry. It's an increase to 7, %40. and the increase to 6 gas is %50.
all's fair in love and melodies
Cylluus
Profile Joined November 2011
United States153 Posts
March 06 2012 08:04 GMT
#18
I just searched for them on NA, couldn't find them.
TyrianSC2
Profile Joined January 2012
Canada52 Posts
Last Edited: 2012-03-06 08:07:06
March 06 2012 08:05 GMT
#19
I think the math for resources works as such:

Per return trip,
Reg:
8 patches, 5 minerals on return
2 geysers, 4 gas on return
8x5 = 40 Minerals
2x4 = 8 Gas

Gold:
8 patches, 8 minerals on return
2 geysers, 6 gas on return
8x8 = 64 Minerals
2x6 = 12 Gas

So...
40/64 = 62.5%, or 37.5% mineral increase with gold
8/12 = 66.6%, or 33.3% gas increase with gold

That's compared balance at 1 worker per resource, without math for diminishing returns when you start adding workers. I'd imagine that at 2.5 workers per patch and 3 per gas, the numbers wouldn't fluctuate too much...
Those numbers seem almost negligable when I look at it that way... I think the math is right though.
TyrianSC2
Profile Joined January 2012
Canada52 Posts
Last Edited: 2012-03-06 19:28:04
March 06 2012 08:09 GMT
#20
On March 06 2012 17:04 Cylluus wrote:
I just searched for them on NA, couldn't find them.


Edit: The maps were unproperly published as unlocked maps, and wouldn't show up publicly. This has been rectified now, and all maps should display properly when searched for as above.
MonkSEA
Profile Blog Joined April 2011
Australia1227 Posts
March 06 2012 08:09 GMT
#21
On March 06 2012 16:44 bgx wrote:
Show nested quote +
On March 06 2012 16:41 Mrvoodoochild1 wrote:
What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner.

Armies would be bigger, less worker count, more expansions (to contribute from maynarding)



Ohh so deathballs would become even more accessible and easy to get to, gotcha!

I think the effect of rich minerals and gas is self explanatory and doesn't really need to be explored since it's not being used outside of bad tournaments and ladder.
http://www.youtube.com/user/sirmonkeh Zerg Live Casts and Commentary!
Lobo2me
Profile Joined May 2010
Norway1213 Posts
March 06 2012 08:12 GMT
#22
On March 06 2012 17:05 Tyrian wrote:
So...
40/64 = 62.5%, or 37.5% mineral increase with gold
8/12 = 66.6%, or 33.3% gas increase with gold


What you calculated was reduction from gold to blue. The increase from blue to gold is 40% for minerals (from 5 to 7, not 5 to 8), and 50% for gas (from 4 to 6).
Bad manners are better than no manners at all.
TyrianSC2
Profile Joined January 2012
Canada52 Posts
March 06 2012 08:14 GMT
#23
On March 06 2012 17:12 Lobo2me wrote:
Show nested quote +
On March 06 2012 17:05 Tyrian wrote:
So...
40/64 = 62.5%, or 37.5% mineral increase with gold
8/12 = 66.6%, or 33.3% gas increase with gold


What you calculated was reduction from gold to blue. The increase from blue to gold is 40% for minerals (from 5 to 7, not 5 to 8), and 50% for gas (from 4 to 6).


My bad. It seemed like logic as it was coming out. Keeping up with the macro is tough either way :S
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
March 06 2012 18:23 GMT
#24
On March 06 2012 16:41 Gfire wrote:
Show nested quote +
On March 06 2012 16:35 Superiorwolf wrote:
It would not just speed the game up, but there would be so many minerals compared to gas that we'd see A LOT more mineral heavy units, perhaps more T1 units like lings/rines/zeals (we see enough rines already but O.O). Terrans would be slightly nerfed since mules would not be able to mine gold as quickly as they could before, but I think the strength of marines more than makes up for that.

What I'd like to see in future maps is perhaps expansions with mostly blue minerals but maybe 1-2 gold minerals in them, would create a very interesting dynamic on which expansions to take, how much to saturate it, etc.

I think the gas is increased from 4 to 6 and minerals from 5 to 70. That's %25 increase in gas and %20 increase in minerals, so there should be a decrease in mineral-heavy units.

One thing this would do is increase the speed at which things are produced but not the speed at which units move or attack, so you'd be able to make more units during a battle, or more units while moving across the map. It increases the defenders advantage somewhat with the same rush distances.

Ah my bad, I read it and thought it was only a change to gold minerals, forgot about high-yield gas
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
ejozl
Profile Joined October 2010
Denmark3463 Posts
March 06 2012 18:28 GMT
#25
6 pool imba! with queen even
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
March 06 2012 18:33 GMT
#26
Zerg would clearly be the worst race, as they are still limited by larvae, so unless they benefit disproportionately from the increased income (which they don't, since less workers needed to saturate a base), Zerg would have to invest more in supply in queens, lose drones and minerals for additional hatcheries, which will have a huge opportunity cost.

In fact, I would suspect a simple multirax rush is unbeatable vs Zerg because it takes far too long for Zerg to be able to spend their money as queens and hatcheries take so long to build.

Still, this seems like fun and actually fair, after the mule nerf.

As a Terran player, my build would have been 1 rax cc cc cc cc cc cc cc cc cc then mass scv!
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
March 06 2012 18:35 GMT
#27
Probably marines.
or
A never ending baneling bust.
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
VoirDire
Profile Joined February 2009
Sweden1923 Posts
March 06 2012 18:41 GMT
#28
The games will be super cheesy. 1 base rushes will be all that's viable.

6-pool.
8/8 proxy gates. Cannon rushes.
11/11/11 proxy rax.
Thienan567
Profile Blog Joined November 2010
United States670 Posts
March 06 2012 18:41 GMT
#29
On March 07 2012 03:33 Micket wrote:
Zerg would clearly be the worst race, as they are still limited by larvae, so unless they benefit disproportionately from the increased income (which they don't, since less workers needed to saturate a base), Zerg would have to invest more in supply in queens, lose drones and minerals for additional hatcheries, which will have a huge opportunity cost.

In fact, I would suspect a simple multirax rush is unbeatable vs Zerg because it takes far too long for Zerg to be able to spend their money as queens and hatcheries take so long to build.

Still, this seems like fun and actually fair, after the mule nerf.

As a Terran player, my build would have been 1 rax cc cc cc cc cc cc cc cc cc then mass scv!



Early game? Spines. With the extra minerals, Zerg should be able to get up 2 or 3 spines. After that, though, I can't predict.

I'm actually excited to see say, a showmatch on a map with all rich resources. Bigger armies, maybe now we'll finally see BW sized armies.
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 06 2012 18:44 GMT
#30
its more interesting to reduce the patches and geysirs, so you have the same income per base under normal conditions, but less workers, then just replacing it all around. On the other hand, the mule nerf would have to be reverted on such maps, as its not economical to get an orbital and producing workers is just better. And thats really a downhill battle for the terran unless they force one base play, to have more mining with the mule, since this skip 3 workers to get 5 workers is a must for terran in the early game to stay even on eco.
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
March 06 2012 18:45 GMT
#31
On March 07 2012 03:41 Thienan567 wrote:
Show nested quote +
On March 07 2012 03:33 Micket wrote:
Zerg would clearly be the worst race, as they are still limited by larvae, so unless they benefit disproportionately from the increased income (which they don't, since less workers needed to saturate a base), Zerg would have to invest more in supply in queens, lose drones and minerals for additional hatcheries, which will have a huge opportunity cost.

In fact, I would suspect a simple multirax rush is unbeatable vs Zerg because it takes far too long for Zerg to be able to spend their money as queens and hatcheries take so long to build.

Still, this seems like fun and actually fair, after the mule nerf.

As a Terran player, my build would have been 1 rax cc cc cc cc cc cc cc cc cc then mass scv!



Early game? Spines. With the extra minerals, Zerg should be able to get up 2 or 3 spines. After that, though, I can't predict.

I'm actually excited to see say, a showmatch on a map with all rich resources. Bigger armies, maybe now we'll finally see BW sized armies.


that costs drones. and drones cost larvae.

and... we already have bw sized armies, just not as dynamic.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
TyrianSC2
Profile Joined January 2012
Canada52 Posts
Last Edited: 2012-03-06 19:09:48
March 06 2012 19:06 GMT
#32
I played a match as zerg (offracing) and found that I had 2 macro hatches in my main simply because I could afford it. Mind you, I'm a low level player, but maybe it's because of that reason that I've found these games a lot more fun, entertaining and valuable to practice skill in macroing and focus, developing fundamentals instead of build/strategy. I definitely find it easier to hop into regular matches afterward and keep up with those same fundamentals at a slower pace.

I remember watching an old newbie tuesday from Day9 and playing some AI matches at slow game speed just to develop the rhythm of looking at the minimap, tapping, and checking minerals/gas/supply. I tried to jump into a faster speed game afterward and completely failed because of the speed difference (one step at a time next time, lol). It kind of feels like the same thing in this, except going backward and getting easier instead of harder. Though you are working on different fundamentals.

I definitely encourage developing players to try them out. Coming from the perspective of a developing player. Though I'd love to hear feedback from masters who gave this a try, and hearing about their observations.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
March 06 2012 19:09 GMT
#33
On March 06 2012 16:41 Mrvoodoochild1 wrote:
What would change? The timing of normal builds would just come sooner because you have the same amount of resources sooner.


I would say completely knew builds and everything, possibly metagame change as well.
Flying, sOs, free, Light, Soulkey & ZerO
Drunken.Jedi
Profile Joined June 2009
Germany446 Posts
March 06 2012 19:39 GMT
#34
Why do people keep saying that the recent mule nerf makes this more fair? If anything it puts terran at a disadvantage because it means that the income of mules relative to normal workers is lower in an all high yield map. With the old mules, the ratio would have stayed the same.
Mules on high yield were only too strong because high yield expansions on normal maps are rare, but terran could still drop all their mules on the one gold expansion they hold, giving them a disproportionately higher income. If all bases are gold, that advantage disappears.
On top of that, chrono boost and spawn larvae allow the other races to make more workers, which do benefit from the change to all high yield.

I think overall this change would help protoss the most because we all know how strong a maxed protoss army is and with this change, even a two base max would be very fast. On top of that, protoss has the warpgate mechanic, which allows very efficient production and would make timing attacks even more vicious.
Zerg would of course also greatly benefit as their economy would become even more explosive. However, zergs are limited by how slow their tech is (just count up how long it takes to tech to ultras or broodlords and then compare that to things like Carriers or Battlecruisers, not to mention units like Thors or Collossi) and this limitation would be far more severe if the game were sped up like that.
Normal
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:15
Best Games of SC
SHIN vs sOs
Reynor vs Zoun
herO vs Classic
Solar vs Reynor
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 235
Nina 97
Ketroc 64
StarCraft: Brood War
Leta 125
ZergMaN 60
Hm[arnc] 45
Noble 32
Icarus 4
Dota 2
monkeys_forever384
LuMiX1
League of Legends
JimRising 685
C9.Mang0563
Counter-Strike
summit1g9674
tarik_tv5540
minikerr31
Super Smash Bros
hungrybox1957
Organizations
Other Games
gamesdonequick1483
BasetradeTV24
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH228
• practicex 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki18
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1089
Upcoming Events
OSC
2 days
Korean StarCraft League
2 days
OSC
3 days
IPSL
3 days
Dewalt vs Bonyth
OSC
3 days
OSC
4 days
uThermal 2v2 Circuit
4 days
Replay Cast
5 days
Patches Events
5 days
Liquipedia Results

Completed

Proleague 2025-12-29
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
Slon Tour Season 2
CSL 2025 WINTER (S19)
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025

Upcoming

Escore Tournament S1: W2
Escore Tournament S1: W3
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Thunderfire SC2 All-star 2025
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
Underdog Cup #3
NA Kuram Kup
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.