• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:56
CEST 10:56
KST 17:56
  • 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 Lineup3StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)64Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Awesome/Confusing SC2 BM SC4ALL: II SC2 Complete Invited Player Lineup [Old] StarCraft 3 Reportedly in Development
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 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
Bot on ladder ASL22 General Discussion BW General Discussion JaeDong's ASL S22 Ro. 8 Review Sagi.gg Launcher Released
Tourneys
[ASL22] Ro8 Day 4 [Megathread] Daily Proleagues [ASL22] Ro8 Day 3 [ASL22] Ro8 Day 2
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread 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: 9898 users

Chris Sigaty on HotS launch, BW, failures, Arcade

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
ShiroKaisen
Profile Blog Joined June 2011
United States1082 Posts
March 18 2013 20:41 GMT
#1
So, while I was at the HotS launch party I got a chance to do a long interview with Chris Sigaty, the Production Director of SC2, about a whole battery of topics ranging from the launch, to Brood War influence, Blizzard's interactions with the community, the WCS, Blizzard's eSports plans for next year, the Arcade, and Dustin's acknowledgement of failure with regards to the arcade in Heart of the Swarm. An excerpt's below, and you can read the full interview over at RTSGuru

RTS: So, when looking at some of the new units in Heart of the Swarm, it's pretty hard to not draw certain comparisons – like the Hellbat greatly resembles the Firebat, and the Viper looks a lot like the Defiler, the Widow Mine feels kind of like an evolved Spider Mine. Dustin and David have said in the past that this is sort of coincidence – but just in general, how often does the current StarCraft II team look at what was successful in Brood War when looking to iterate on the current design of StarCraft II?

Chris: I think those are very much coincidences. I think you can jump to Defiler comparisons, but the Viper is one of my favorite units because of Abduct, which is completely new. So, certainly not on purpose. If there is some of that, I think...one of the challenges, the areas that I certainly would sweat about, was here we are with Wings of Liberty, feeling pretty good about it getting better and better across time and really still in a discovery phase, even two years out, and now here we are with this Heart of the Swarm package, and we're going “What space are we going to fill here? Where are we going to put this new balance into the Terran, and what is the thing we're really trying to accomplish?”

So, a lot of it was finding the right niche, so the familiarity, if it is there, that certainly wasn't on purpose and I don't know if I agree that it's that way, but it was not because we looked to Brood War and said “What does Brood War have? Let's get that in there.” I think there are styles of things we're trying to get, addressing certain challenges, and things like AOE on a unit naturally played to a fire-based unit, so sure, you can draw a similarity, but it certainly wasn't because we wanted to. It does also play into the kits well – so there is some coincidence there but definitely not on purpose.

RTS: So...convergent design, I guess?

Chris: Yeah, I think to some degree. But it's certainly not us looking back to the “Brood War handbook” for advice or something, I think it was more “What is the whole? Let's try to work with this.” Ultimately, how did the Widow Mine evolve for example, and it changed and took on several different roles even during the beta. Where it ended up is what felt best for the game right there.

RTS: 2012 saw a major overhaul of the Arcade with the 1.5 patch, and Heart of the Swarm released and that overhauled quite a bit of the Battle.net UI with clans and groups, and all of that. In the FAQ for Heart of the Swarm, it also promised more upgrades to the Arcade – which Dustin commented on in the AMA last week and said that he feels that they “failed to deliver on that promise,” quoting him, so does Blizzard currently have plans to make further improvements to the Arcade and the custom map experience during Swarm?

Chris: Well, there were definitely things that did get added – as far as 1.5 and how big that patch was, I don't know that our intention was to do it again. I think we delivered the core essence of what we were after, but there were things even like how open games list that came online with 2.0 that feed better than what we did prior to this, and those sorts of changes are definitely still there and things that we'll still be continuing to look at. There are a number of different upgrades that came online with 2.0 which are really “part of Swarm” that make the life of a map developer, a game developer, the Arcade better, but I don't expect to see significance that way.

Where we continue to look are ways that we can better embrace Arcade and help this community out – these passionate creators make and be successful making games that way so yeah, I would expect to see some things come online over the next several months and certainly before Legacy of the Void that will continue to improve that landscape, but I guess to put it in perspective I wouldn't expect something at the level of what we saw with 1.5. That was significant, and that was really trying to get a more “App Store” like capability in the game, and we've done that now, we may tweak that but it won't be something as massive as that.
Dame da na, zenzen dame da ze!
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
March 18 2013 20:46 GMT
#2
Looks like you got some decent answers and not vague non-answers like we generally get, nice job!
11/5/14 CATACLYSM | The South West's worst Falco main
StarStruck
Profile Blog Joined April 2010
25339 Posts
March 18 2013 20:49 GMT
#3
I find it incredibly hard to believe that they're merry coincidences. Yes abduct is great with the new medivac boosters and the fact the viper can actually fly so there's a bit more to it. The good news is Blizzard got the memo about incorporating more defensive units and now we have several that have more versatility.
Valon
Profile Joined June 2011
United States329 Posts
March 18 2013 20:54 GMT
#4
Great interview good work!
UndoneJin
Profile Joined February 2011
United States438 Posts
March 18 2013 20:58 GMT
#5
On March 19 2013 05:49 StarStruck wrote:
I find it incredibly hard to believe that they're merry coincidences. Yes abduct is great with the new medivac boosters and the fact the viper can actually fly so there's a bit more to it. The good news is Blizzard got the memo about incorporating more defensive units and now we have several that have more versatility.


Seriously, why not just admit they should have made a game that mirrored BW more from beginning?
I've been lost since the day I was born ----- You're gonna carry that weight
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2013-03-18 21:09:00
March 18 2013 21:02 GMT
#6
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the balance/design skill seems to be who knows where.
ElMeanYo
Profile Joined March 2011
United States1032 Posts
March 18 2013 21:03 GMT
#7
Wow Chris is a master of not really answering a question. I guess thats why he has that position, lol.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
Brett
Profile Blog Joined October 2002
Australia3823 Posts
March 18 2013 21:06 GMT
#8
Nice interview. Thanks for sharing.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 18 2013 21:08 GMT
#9
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2013-03-18 21:11:40
March 18 2013 21:10 GMT
#10
On March 19 2013 06:08 Plansix wrote:
Show nested quote +
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.
Grovbolle
Profile Blog Joined July 2011
Denmark3815 Posts
March 18 2013 21:14 GMT
#11
On March 19 2013 06:10 CecilSunkure wrote:
Show nested quote +
On March 19 2013 06:08 Plansix wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.

David Kim
Lies, damned lies and statistics: http://aligulac.com
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
Last Edited: 2013-03-18 21:18:30
March 18 2013 21:16 GMT
#12
On March 19 2013 06:14 Grovbolle wrote:
Show nested quote +
On March 19 2013 06:10 CecilSunkure wrote:
On March 19 2013 06:08 Plansix wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.

David Kim

Sure you can point out David Kim, but then I can point out the past couple years of SC2 balance. Maybe one guy isn't enough? Seems to me like things could have gone a lot smoother, and could go a lot better in the coming future.

Edit: Well who knows, maybe the people for the job are just really hard to find. It could also be an issue of lack of supply.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
March 18 2013 21:16 GMT
#13
On March 19 2013 06:10 CecilSunkure wrote:
Show nested quote +
On March 19 2013 06:08 Plansix wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.

DK: 1. Proper Noun, an acronym refering to David Kim by shortening his name into the first letter of his first name and the first letter of his last name; see also Dakim and Dayvie.
DK: 2. Donkey-mother fucking-Kong.
User was warned for too many mimes.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 18 2013 21:25 GMT
#14
On March 19 2013 06:10 CecilSunkure wrote:
Show nested quote +
On March 19 2013 06:08 Plansix wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.



I think it is a lot easier balance and design a game in hindsight sight. You should go back and read the reviews for WoL when they came out and how “basic” WoL was. Brad Shoemaker from Giant Bomb said it best “It was like Blizzard game in and said ‘Forget all that stupid shit you were doing with RTS games for 10 years. We did it right the first time and we did it best. Now you get more of that.” Compaired to other RTS games, who were all trying to "improve" RTS games, Blizzard took it back to what made BW great and this blew the mind of most of the “normal” gaming world. The part that really blew peoples minds was how much people loved it and wanted to watch people play it.

TL is kind of an insular community of very competitive game players. 95% of my friends in real life will never play SC2 multiplayer, ever, but they love the single player. Blizzard proved to the larger gaming world(reviewers, stock holders) that people like hard, competitive games. But to the people on TL, Blizzard only proved to them what they already knew.

So I can see why the idea “we should make it just like BW” did not take off in the meeting. Hell, I am sure they fought over if queen injects should be automatic. The idea that they aren’t still blows most of my friends minds.

Also, David Kim, head of balance.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
andrewlt
Profile Joined August 2009
United States7702 Posts
March 18 2013 21:31 GMT
#15
On March 19 2013 06:08 Plansix wrote:
Show nested quote +
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.


Rob Pardo is a VP now but I don't know how knowledgeable he is about the scene that eventually developed.

Some of us aren't even looking at a player who played at a competitive level. Somebody who had some understanding of the scene and an eagerness to learn was enough. BW in Korea was big enough that it was watched by people who never played it. I stopped following BW from around 2003-2008, never played it after I started following it again, yet I felt that they didn't really understand the BW scene that developed. Their original design for WoL was wildly off the mark. HotS should have been what WoL was from release date if they just paid even the tiniest bit of attention.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 18 2013 21:32 GMT
#16
On March 19 2013 06:16 CecilSunkure wrote:
Show nested quote +
On March 19 2013 06:14 Grovbolle wrote:
On March 19 2013 06:10 CecilSunkure wrote:
On March 19 2013 06:08 Plansix wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the design skill seems to who knows where?


I think the number of people who played broodwar on some sort of competitive level(that would be accepted by TL as competitive) that also have the programming/artistic/writing skills to work at Blizzard might be a very small group of people(ie, zero). Even DK has a degree in computer science along with being pretty good at games.

Don't know who DK is, but I've done some professional design and balance work on a AAA RTS. Really it doesn't take a genius to come up with good decisions so much as someone that listens and has a proper sense of humility.

David Kim

Sure you can point out David Kim, but then I can point out the past couple years of SC2 balance. Maybe one guy isn't enough? Seems to me like things could have gone a lot smoother, and could go a lot better in the coming future.

Edit: Well who knows, maybe the people for the job are just really hard to find. It could also be an issue of lack of supply.


Lack of supply is the larger issue, I assume. Could you imagine trying to justify that persons salary without another skill set like programming? “So we would like to hire this guy for the balance team. He is really good at playing the previous game on a competitive level. No, no, he doesn’t program, but he has been a Korean B-teamer for Kespa team for 4 years. No, he doesn’t speak English. No, he has no computer skills beyond playing Brood War. Well, we do have another option for an English speaking player for the balance team. No, he doesn’t a degree in computer science, either.”

I am pretty sure that is how the discussion would go.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
March 18 2013 21:32 GMT
#17
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.
http://en.wikipedia.org/wiki/Lysenkoism
rysecake
Profile Joined October 2010
United States2632 Posts
March 18 2013 21:33 GMT
#18
On March 19 2013 05:58 UndoneJin wrote:
Show nested quote +
On March 19 2013 05:49 StarStruck wrote:
I find it incredibly hard to believe that they're merry coincidences. Yes abduct is great with the new medivac boosters and the fact the viper can actually fly so there's a bit more to it. The good news is Blizzard got the memo about incorporating more defensive units and now we have several that have more versatility.


Seriously, why not just admit they should have made a game that mirrored BW more from beginning?


because it would mean admitting failure and ignorance on dustin browders part, something a man with his experience wouldn't be fond of doing
The Notorious Winkles
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
March 18 2013 21:33 GMT
#19
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the balance/design skill seems to be who knows where.


Blizzard still have many of people who worked on BW. People who worked on BW are mostly the core people of Blizzard Irvine actually such as Rob Pardo but the team can't remain the same. People moved in their positions. Oh and I think the mentality "trying to see what area SC2 lacks and focus on it" they have is better than "trying to look at BW and copy from it". I seriously wouldn't buy SC2 if it was released as BW in hd.
xuanzue
Profile Joined October 2010
Colombia1747 Posts
March 18 2013 21:34 GMT
#20
after read it, I can't help but feel CS was the responsible of the bad side in WoL
Dominions 4: "Thrones of Ascension".
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 141
StarCraft: Brood War
Horang2 942
Larva 628
ggaemo 617
Mind 575
Stork 319
Leta 177
PianO 138
Killer 43
Hyuk 28
Bale 24
[ Show more ]
ZergMaN 22
yabsab 20
Bisu 10
Dota 2
XcaliburYe149
League of Legends
JimRising 393
Reynor99
Heroes of the Storm
Khaldor1148
Other Games
summit1g10369
C9.Mang0240
Sick208
Mew2King150
ArmadaUGS61
Organizations
Other Games
gamesdonequick545
Dota 2
PGL Dota 2 - Main Stream187
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LUISG 0
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2342
League of Legends
• Stunt1316
• Jankos1077
Upcoming Events
CranKy Ducklings
1h 4m
Online Event
2h 4m
FEL
7h 4m
AI Arena Tournament
8h 4m
BSL: Ladder Tournament
10h 4m
Sparkling Tuna Cup
1d 1h
INu's Battles
1d 3h
herO vs Classic
Percival vs Rogue
BSL Open Qualifier
1d 10h
BSL Open Qualifier
1d 10h
Replay Cast
1d 15h
[ Show More ]
Afreeca Starleague
2 days
Rush vs Light
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Afreeca Starleague
3 days
Soma vs Soulkey
INu's Battles
3 days
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
3 days
The PondCast
5 days
INu's Battles
5 days
Liquipedia Results

Completed

Proleague 2026-10-02
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
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.