• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:12
CET 23:12
KST 07:12
  • 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
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)19Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! StarCraft 2 not at the Esports World Cup 2026 Oliveira Would Have Returned If EWC Continued Rongyi Cup S3 - RO16 Preview herO wins SC2 All-Star Invitational
Tourneys
OSC Season 13 World Championship $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Gypsy to Korea Which foreign pros are considered the best? BW General Discussion BW AKA finder tool
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Azhi's Colosseum - Season 2
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread NASA and the Private Sector Canadian Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1354 users

Breadth of Gameplay in SC2 - Page 69

Forum Index > SC2 General
Post a Reply
Prev 1 67 68 69 70 71 113 Next
NEW IN-GAME CHANNEL: FRB
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-23 20:56:11
March 23 2012 20:55 GMT
#1361
On March 24 2012 05:41 Severedevil wrote:
Show nested quote +
On March 24 2012 05:36 MNdakota wrote:
On March 24 2012 05:32 Severedevil wrote:
On March 24 2012 05:10 MNdakota wrote:
On March 24 2012 05:01 Severedevil wrote:
A standard BW main (9 mineral patches) produce slightly more minerals/minute than a standard SC2 main (8 mineral patches.)

8-mineral mains and 6 minerals in every other base is a closer match to Broodwar than is 6 minerals in all bases.


We are NOT trying to make this like Brood War

You partly are, and you're using Brood War mining to lend credence to the reduced-resource mains. Brood War mining does not support reducing the 8 mineral mains to 6 mineral mains, unless you use faulty data.

we're just trying to make StarCraft 2 better than it is now. Barrin has made that perfectly clear I believe.

However, I disagree that tampering with the mains will improve gameplay, and I think it cripples any possibility of the pro scene incorporating your new style of maps because it would break every opening. I think 8m 2g mains are a good thing, and are here to stay.


What would happen if someone expanded to a main in a four player map?

The same thing as happened in Broodwar -- they'd have one extra-valuable mining base, with the option of tying it to that base's natural for two mining bases with one choke.


Yeah but this isn't Brood War... this is StarCraft 2. 6m1hyg is how I see it. Maybe one mineral only base, and a base that is highly exposed have two geysers. Devolution has this concept.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
Last Edited: 2012-03-23 21:00:55
March 23 2012 20:56 GMT
#1362
People really like the 1hg solution with atleast 4000 in a guiser, as 2 gas makes the game to deathball ish
1hg with 100 min cost and increased build time to 40 minutes should do
John 15:13
Gfire
Profile Joined March 2011
United States1699 Posts
March 23 2012 20:57 GMT
#1363
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]
all's fair in love and melodies
MNdakota
Profile Joined March 2012
United States512 Posts
March 23 2012 20:59 GMT
#1364
On March 24 2012 05:57 Gfire wrote:
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]


Awesome looking map, keep up the work Gfire!

I'll have to try it out once it's finished.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
AssyrianKing
Profile Blog Joined August 2011
Australia2116 Posts
March 23 2012 21:02 GMT
#1365
On March 24 2012 05:57 Gfire wrote:
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]

Southern Ruins?
South Wall?
Southern Post?
John 15:13
madsweepslol
Profile Joined February 2010
161 Posts
March 23 2012 21:19 GMT
#1366
On March 24 2012 05:55 MNdakota wrote:
Show nested quote +
On March 24 2012 05:41 Severedevil wrote:
On March 24 2012 05:36 MNdakota wrote:
On March 24 2012 05:32 Severedevil wrote:
On March 24 2012 05:10 MNdakota wrote:
On March 24 2012 05:01 Severedevil wrote:
A standard BW main (9 mineral patches) produce slightly more minerals/minute than a standard SC2 main (8 mineral patches.)

8-mineral mains and 6 minerals in every other base is a closer match to Broodwar than is 6 minerals in all bases.


We are NOT trying to make this like Brood War

You partly are, and you're using Brood War mining to lend credence to the reduced-resource mains. Brood War mining does not support reducing the 8 mineral mains to 6 mineral mains, unless you use faulty data.

we're just trying to make StarCraft 2 better than it is now. Barrin has made that perfectly clear I believe.

However, I disagree that tampering with the mains will improve gameplay, and I think it cripples any possibility of the pro scene incorporating your new style of maps because it would break every opening. I think 8m 2g mains are a good thing, and are here to stay.


What would happen if someone expanded to a main in a four player map?

The same thing as happened in Broodwar -- they'd have one extra-valuable mining base, with the option of tying it to that base's natural for two mining bases with one choke.


Yeah but this isn't Brood War... this is StarCraft 2. 6m1hyg is how I see it. Maybe one mineral only base, and a base that is highly exposed have two geysers. Devolution has this concept.

You're not trying to recreate bw, but you're trying to make 2 more similar in that you want more bases/harass/battles, yes? I think his point stands - 8m mains and 6m expos still encourages more expos, and even with other mains being bigger prizes, the longer supply lines to take and defend those other mains still leads to more harass and battles.
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-23 21:24:00
March 23 2012 21:22 GMT
#1367
On March 24 2012 06:19 madsweepslol wrote:
Show nested quote +
On March 24 2012 05:55 MNdakota wrote:
On March 24 2012 05:41 Severedevil wrote:
On March 24 2012 05:36 MNdakota wrote:
On March 24 2012 05:32 Severedevil wrote:
On March 24 2012 05:10 MNdakota wrote:
On March 24 2012 05:01 Severedevil wrote:
A standard BW main (9 mineral patches) produce slightly more minerals/minute than a standard SC2 main (8 mineral patches.)

8-mineral mains and 6 minerals in every other base is a closer match to Broodwar than is 6 minerals in all bases.


We are NOT trying to make this like Brood War

You partly are, and you're using Brood War mining to lend credence to the reduced-resource mains. Brood War mining does not support reducing the 8 mineral mains to 6 mineral mains, unless you use faulty data.

we're just trying to make StarCraft 2 better than it is now. Barrin has made that perfectly clear I believe.

However, I disagree that tampering with the mains will improve gameplay, and I think it cripples any possibility of the pro scene incorporating your new style of maps because it would break every opening. I think 8m 2g mains are a good thing, and are here to stay.


What would happen if someone expanded to a main in a four player map?

The same thing as happened in Broodwar -- they'd have one extra-valuable mining base, with the option of tying it to that base's natural for two mining bases with one choke.


Yeah but this isn't Brood War... this is StarCraft 2. 6m1hyg is how I see it. Maybe one mineral only base, and a base that is highly exposed have two geysers. Devolution has this concept.

You're not trying to recreate bw, but you're trying to make 2 more similar in that you want more bases/harass/battles, yes? I think his point stands - 8m mains and 6m expos still encourages more expos, and even with other mains being bigger prizes, the longer supply lines to take and defend those other mains still leads to more harass and battles.


No comment. No need to argue I guess. If you really want, just play the game how you want to play it. We'll do what we do. Ok? Thanks.
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
yakitate304
Profile Joined April 2009
United States655 Posts
March 23 2012 21:24 GMT
#1368
On March 24 2012 05:57 Gfire wrote:
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]


Name suggestions:

-Dire Rift
-Bermuda Triangle
-Lost Canyon



Anyways, I'm currently streaming/obsing/playing some low resource games with some people from the 7m channel. Check it out if you wish!

Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
MNdakota
Profile Joined March 2012
United States512 Posts
March 23 2012 21:27 GMT
#1369
On March 24 2012 06:24 yakitate304 wrote:
Show nested quote +
On March 24 2012 05:57 Gfire wrote:
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]


Name suggestions:

-Dire Rift
-Bermuda Triangle
-Lost Canyon



Anyways, I'm currently streaming/obsing/playing some low resource games with some people from the 7m channel. Check it out if you wish!



Hey man, I'll tune in!

I'll follow for support also!
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
yakitate304
Profile Joined April 2009
United States655 Posts
March 23 2012 21:28 GMT
#1370
Sorry, having internet issues ATM so stream will be down for a bit, but I"ll be back shortly.
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
madsweepslol
Profile Joined February 2010
161 Posts
Last Edited: 2012-03-23 21:41:26
March 23 2012 21:41 GMT
#1371
On March 24 2012 06:22 MNdakota wrote:
Show nested quote +
On March 24 2012 06:19 madsweepslol wrote:
On March 24 2012 05:55 MNdakota wrote:
On March 24 2012 05:41 Severedevil wrote:
On March 24 2012 05:36 MNdakota wrote:
On March 24 2012 05:32 Severedevil wrote:
On March 24 2012 05:10 MNdakota wrote:
On March 24 2012 05:01 Severedevil wrote:
A standard BW main (9 mineral patches) produce slightly more minerals/minute than a standard SC2 main (8 mineral patches.)

8-mineral mains and 6 minerals in every other base is a closer match to Broodwar than is 6 minerals in all bases.


We are NOT trying to make this like Brood War

You partly are, and you're using Brood War mining to lend credence to the reduced-resource mains. Brood War mining does not support reducing the 8 mineral mains to 6 mineral mains, unless you use faulty data.

we're just trying to make StarCraft 2 better than it is now. Barrin has made that perfectly clear I believe.

However, I disagree that tampering with the mains will improve gameplay, and I think it cripples any possibility of the pro scene incorporating your new style of maps because it would break every opening. I think 8m 2g mains are a good thing, and are here to stay.


What would happen if someone expanded to a main in a four player map?

The same thing as happened in Broodwar -- they'd have one extra-valuable mining base, with the option of tying it to that base's natural for two mining bases with one choke.


Yeah but this isn't Brood War... this is StarCraft 2. 6m1hyg is how I see it. Maybe one mineral only base, and a base that is highly exposed have two geysers. Devolution has this concept.

You're not trying to recreate bw, but you're trying to make 2 more similar in that you want more bases/harass/battles, yes? I think his point stands - 8m mains and 6m expos still encourages more expos, and even with other mains being bigger prizes, the longer supply lines to take and defend those other mains still leads to more harass and battles.


No comment. No need to argue I guess. If you really want, just play the game how you want to play it. We'll do what we do. Ok? Thanks.

Ok. You're welcome.
Jotoco
Profile Joined October 2010
Brazil1342 Posts
March 23 2012 21:52 GMT
#1372
On March 24 2012 05:57 Gfire wrote:
High yield geysers, I suppose, could be used at further away expansions in that case. It would be another incentive to expand, the worker-efficient gas income. I'd be fine with 2lyg on main and nat and then 1hyg beyond that (or 2hyg for a gas heavy expo.) On the other hand, requiring more workers for gas could have a greater focus on decision making, and players could actually do things like delay certain gases or mine with fewer workers even in the later stages of the game. I think more testing is needed to decide if one is better. The higher need for workers in gas makes worker production more important throughout the game, and I don't have a problem with players having 120 workers in a game, either.

It would be good for the end result to be that it is a base-by-base consideration for the map designer. It could be standard to use either 2lyg or 1hyg on any base in the map, and could be used to balance maps and to strengthen their identities or change the value of certain expos to promote better games.

Here's a preview of my new map, and I need to come up with a name for it.
+ Show Spoiler +
[image loading]


Call it Monster Tears or something.... I don't know why it reminds me of a Wookie (even though it doesn't look like one). So, I will say, call it "Wookie Tears"

[image loading]
yakitate304
Profile Joined April 2009
United States655 Posts
March 23 2012 22:09 GMT
#1373
On March 24 2012 06:28 yakitate304 wrote:
Sorry, having internet issues ATM so stream will be down for a bit, but I"ll be back shortly.

Just realized that MLG was on so I'm going to put off streaming until later, gotta get my MLG fix!
Yaki's Streaming Madness: twitch.tv/YakiSC ||| FRB Grand Tournament Organizer ||| @YakiStarCraft ||| Youtube.com/YakiStarCraft
TheRealPaciFist
Profile Blog Joined August 2010
United States1049 Posts
March 23 2012 22:35 GMT
#1374
Map looks purdy!

South Station?
Second favorite strategy game of all time: Starcraft. First: Go (aka Wei Qi, Paduk, or Igo)
OldManSenex
Profile Joined June 2011
United States130 Posts
March 23 2012 23:57 GMT
#1375
Because of the terrain shift:

City Limits?
Borderlands?

For FRB shoutcasts and analysis check out www.youtube.com/wiseoldsenex
HypertonicHydroponic
Profile Blog Joined October 2010
437 Posts
March 24 2012 00:33 GMT
#1376
Just thought I'd give my new and improved feedback on alternating 2lyg with 1hyg every two bases. I downloaded 6m Devolution and modified it for myself to test. I didn't create a new Sparse Vespene Geyser (calling Blizz?) yet, I just changed the gas rate on the normal Vespene to 3. Then in the main I put two of the "low yield" geysers, also in the third, and also for the three bases at 12/6. The mineral only remained mineral only, and the natural and far corner (10/4) bases I left as Rich Vespene Geysers. I also made the Rich Vespene at 3750, and the Sparse Vespene at 1875 to keep everything proportional.

I played a few games (Test Document feature, so, dumb A.I. is dumb) but I felt that just macroing there it felt much more of an even curve as far as tech goes, and by that I mean it felt kind of like the tech curve of 8m2g, only slowed to the proportion you think it would if you reduced economy by 25%.

And throughout the game I felt like my income was pretty even and building timings and unit production was fairly even.

However, while I felt that the tech rushing was mitigated by having a 2lyg main, I also felt like I had a little less flexibility to expand right away since the reduced mineral income had to be used more toward gas (75 + 50 + 50 + 50 = 1/2 CC/Hatch/Nexus). In 1hyg, I felt the ability to grab some quick tech and not have to use those extra minerals right away toward workers/gas building/supply gave more flexibility to expand very quickly to the natural.

So while I still think that it is potentially dangerous to have 1hyg in the main for some crazy tech rushes, I also think that it promotes the first expansion better to have only a single geyser in the main. After this I think it is good to balance out the average workers-required-per-expansion-for-optimal-harvest-rate to 12 minerals, 4.5 gas.

I am going to do some tests the other way, (switching the main to be 1hyg, and natural to be 2lyg) but I predicting that way will feel the best.

(Note, I changed minerals all back to 1500 for this test.)

-----------------------------------------------------------------

On another note, watching the ultra rush was really cool on Senex/Pull's cast. I have been trying to see how long it takes to rush to certain units (with 1hyg particularly) and see if there is any viability out of them earlier on since there is a slower rate of T1 units to counter them. So far I'm thinking that early T3 will have a place to some degree and that it will be interesting to see what develops, like if P gets out an early carrier vs an early BC for T.
[P] The Watery Archives -- http://www.teamliquid.net/forum/viewmessage.php?topic_id=279070
MNdakota
Profile Joined March 2012
United States512 Posts
Last Edited: 2012-03-24 00:49:25
March 24 2012 00:45 GMT
#1377
Why don't we just KISS? (Keep it simple stupid).

6m1hyg; all of these other variables are confusing. :/
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Polygamy
Profile Joined January 2010
Austria1114 Posts
March 24 2012 00:53 GMT
#1378
I know MLG is on right now but in general it would be great if we could get more players in CHANNEL 7M on NA
Channel 7M is where all the testing of this new concept is happening. There are a lot of games going on that you can OB or play in. Many of them are being casted.
We also have a King of The Hill most nights.

See you there.
Sketchius
Profile Joined March 2012
United States8 Posts
March 24 2012 01:02 GMT
#1379
It seems that having a combination of high yield and low yield geysers might be able to solve all the problems, but I feel like it requires too much of an explaination from a casting standpoint, and increases the learning curve for beginners. On the other hand, I think having bases with no gas or double high yield gas (if we go with 6m1hyg) are easy to understand. I agree with the sentiment that 6m2lyg might require too many workers per base. It's looking more and more like 6m1hyg is the best contender.
MNdakota
Profile Joined March 2012
United States512 Posts
March 24 2012 01:06 GMT
#1380
On March 24 2012 10:02 Sketchius wrote:
It seems that having a combination of high yield and low yield geysers might be able to solve all the problems, but I feel like it requires too much of an explaination from a casting standpoint, and increases the learning curve for beginners. On the other hand, I think having bases with no gas or double high yield gas (if we go with 6m1hyg) are easy to understand. I agree with the sentiment that 6m2lyg might require too many workers per base. It's looking more and more like 6m1hyg is the best contender.


Yes, I agree entirely! At the moment, Devolution has a base where there's no gas; just minerals. One with two high yields and 6 minerals. But I don't like the idea of bases with 2 low yield gases and then one with one 1 low yield- it's just like fuck man. Let's not get confusing on this... -_-
You may have a fresh start any moment you choose, for this thing we call "failure" is not the falling down, but the staying down.
Prev 1 67 68 69 70 71 113 Next
Please log in or register to reply.
Live Events Refresh
Next event in 12h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 496
elazer 196
UpATreeSC 161
ProTech153
CosmosSc2 38
StarCraft: Brood War
Shuttle 233
HiyA 18
Dota 2
Pyrionflax286
canceldota72
Counter-Strike
fl0m2310
Fnx 1344
byalli639
Foxcn253
allub201
Super Smash Bros
hungrybox997
Mew2King25
Other Games
summit1g4380
tarik_tv3830
Grubby2172
FrodaN2152
shahzam361
ToD308
Liquid`Hasu279
ArmadaUGS105
ViBE8
Organizations
StarCraft 2
angryscii 28
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 58
• StrangeGG 46
• musti20045 13
• Laughngamez YouTube
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21032
League of Legends
• Nemesis4296
• TFBlade1302
Other Games
• imaqtpie2088
• Shiphtur217
Upcoming Events
RongYI Cup
12h 48m
Clem vs ShoWTimE
Zoun vs Bunny
Big Brain Bouts
18h 48m
Percival vs Gerald
Serral vs MaxPax
RongYI Cup
1d 12h
SHIN vs Creator
Classic vs Percival
OSC
1d 14h
BSL 21
1d 16h
RongYI Cup
2 days
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
2 days
BSL 21
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
[ Show More ]
OSC
4 days
WardiTV Invitational
4 days
WardiTV Invitational
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-01-20
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4 - TS4
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
Tektek Cup #1
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
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.