• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:23
CEST 15:23
KST 22:23
  • 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
TL.net Map Contest #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th81Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double1Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Changing from 12 to 8 is just asking for StarCraft TL Poll: How do you feel about the 5.0.16 PTR balance changes? Weekly Cups (May 11-17): Classic wins double TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
FlaShFTW vs A.Alm Grudge Match Event BGH Auto Balance -> http://bghmmr.eu/ VPN experiences Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
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 TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1749 users

Starbow - Page 274

Forum Index > SC2 General
Post a Reply
Prev 1 272 273 274 275 276 346 Next
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
March 21 2014 12:09 GMT
#5461
--- Nuked ---
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 21 2014 16:51 GMT
#5462
KaosStarcraft has started making a Starbow liquipedia page. It is not done yet so be gentle when it comes to criticism, but feel free to give feedback / help. (Don't edit stuff if you don't know what you are doing...)

http://wiki.teamliquid.net/starcraft2/Starbow
aka KanBan85. Working on Starbow.
frontliner2
Profile Blog Joined October 2009
Netherlands844 Posts
March 21 2014 20:33 GMT
#5463
Mt friends and I are totally new to this and in between games we now decide in half an hour we play some starbow.I want to ask,. if I go to custom games and fill in Starbow in the search field, how do I know it;s the official unit settings etc, and not some scrub uploading a shitty map called starbow?

Thanks in advance.
I had a bad dream. Don't be afraid, bad dreams are only dreams. What a time you chose to be born in...
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
March 21 2014 20:52 GMT
#5464
--- Nuked ---
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 21 2014 21:27 GMT
#5465
On March 22 2014 05:33 frontliner2 wrote:
Mt friends and I are totally new to this and in between games we now decide in half an hour we play some starbow.I want to ask,. if I go to custom games and fill in Starbow in the search field, how do I know it;s the official unit settings etc, and not some scrub uploading a shitty map called starbow?

Thanks in advance.


It's not in custom maps it's in the Arcade. Search "Starbow" in the arcade.
aka KanBan85. Working on Starbow.
S2Glow
Profile Blog Joined July 2010
Singapore1042 Posts
March 22 2014 03:25 GMT
#5466
http://www.twitch.tv/kliveaw , 3600+ Zerg , Keeping it alive!
<3 Katelyn , C Zerg. Dying wish is to watch proleague live and see my girlfriend which gonna be soon! <33
BasetradeTV
Profile Blog Joined October 2012
Canada1307 Posts
Last Edited: 2014-03-22 06:24:10
March 22 2014 06:23 GMT
#5467
Wasn't sure where else to post this, but just kind of a neat fact: Just noticed that SC2links.com has been organizing Starbow sections http://sc2links.com/tournament.php?tournament=BaseTradeTV Starbow 2014
Commentator
S2Glow
Profile Blog Joined July 2010
Singapore1042 Posts
March 22 2014 10:30 GMT
#5468
http://www.twitch.tv/kliveaw , 4100+ Zerg , Laddering! 2 hour ++ maybe
<3 Katelyn , C Zerg. Dying wish is to watch proleague live and see my girlfriend which gonna be soon! <33
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 22 2014 20:37 GMT
#5469
Casted Franscar Vs Beastyqt series:

(Games are not spoilered, you have been warned.)

+ Show Spoiler +
Game 1:



Game 2:


aka KanBan85. Working on Starbow.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2014-03-23 18:25:18
March 23 2014 18:24 GMT
#5470
On March 21 2014 21:09 Laertes wrote:
Show nested quote +
On March 21 2014 10:15 RDaneelOlivaw wrote:
Been alternating BW and Starbow lately. I've gotta say, as much as I like starbow and some of its nicer UI features, its still missing that brutal difficulty of BW. Maybe that's a good thing, but it still doesn't feel as rewarding to win in SB as it does in BW, at least for me


Maybe this is because there aren't enough good players though in Starbow. Remember this is what people mean when they say in BW you "fight the UI" but in Starbow you merely fight your opponent. I don't know, maybe starbow should make it so that there is a lot more APM in the macro cycle. How does one do this while keeping macro from being stupid? I can think of two things.

A) We can redesign all the macro mechanics
B) We can decrease the payoff of the current macro mechanics.

I can't see B working any further due to diminishing returns on usefulness, but I'd want to suggest something for the current macro mechanics. The problem lies however in how very dangerous it is to change macro mechanics. A lot of ideas just don't work and they are a very narrow concept as long as you have one
Like Chronoboost which literally needs to be nerfed to the ground to be on par with more narrow and less dynamic macro mechanics. That said I do think Chronoboost does it's job in that it speeds up the game relative to BW and allows a difficult macro cycle. With that in mind, maybe we should be enhancing the macro mechanics so that you
DO need to hit every inject,
you do need to hit every Chronoboost to not fall behind. I would go to the point of saying that we can make the game faster and increase the efficiency of Terran and Zerg cheese by making all macro mechanics essentially the same(A Chronoboost and increase building production efficiency.)

I'm not sure how this would play out if we extended Chronoboost and overcharge to speed up building production. It might just change the meta completely, and it would give each race a harder macro cycle without a player having to fight against the UI. In conclusion, we still have many options to make macro harder without imposing UI restrictions....we just have to be sure that's what we want.

One more thing, a lot of people are diametrically opposed to imposing UI restrictions, that's fine because UI restrictions are not good. There are alternative ways to make games harder and get more action, so UI restrictions are not necessary. Even so don't confuse restrictive with harder. Though they coincide they are not the same animal and this goes both ways, don't complain that if macro is changed like this it would be bad cause it makes it necessary to have good macro. The worse player always loses in starbow anyway, so a change with this aim in mind would in fact only make the player have another dimension to get better and does so without requiring the player to need the UI.

One peculiarity of this system of making Chronoboost and Overcharge affecting construction is that Zerg may turn out assymetrical to Terran and Protoss. I propose that we should increase assymetry further by making Terran's macromechanics require an external "Macro hub" so that it can be sniped. I think we should have done this a while ago.

/discuss


You add decision making to macro mechanics while keeping the emphasis on mechanical skill. This decision making should be economic advantage vs economic advantage.


Ah that brings me back to my old macro days
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-03-23 23:08:09
March 23 2014 23:04 GMT
#5471
On March 24 2014 03:24 Archerofaiur wrote:
Show nested quote +
On March 21 2014 21:09 Laertes wrote:
On March 21 2014 10:15 RDaneelOlivaw wrote:
Been alternating BW and Starbow lately. I've gotta say, as much as I like starbow and some of its nicer UI features, its still missing that brutal difficulty of BW. Maybe that's a good thing, but it still doesn't feel as rewarding to win in SB as it does in BW, at least for me


Maybe this is because there aren't enough good players though in Starbow. Remember this is what people mean when they say in BW you "fight the UI" but in Starbow you merely fight your opponent. I don't know, maybe starbow should make it so that there is a lot more APM in the macro cycle. How does one do this while keeping macro from being stupid? I can think of two things.

A) We can redesign all the macro mechanics
B) We can decrease the payoff of the current macro mechanics.

I can't see B working any further due to diminishing returns on usefulness, but I'd want to suggest something for the current macro mechanics. The problem lies however in how very dangerous it is to change macro mechanics. A lot of ideas just don't work and they are a very narrow concept as long as you have one
Like Chronoboost which literally needs to be nerfed to the ground to be on par with more narrow and less dynamic macro mechanics. That said I do think Chronoboost does it's job in that it speeds up the game relative to BW and allows a difficult macro cycle. With that in mind, maybe we should be enhancing the macro mechanics so that you
DO need to hit every inject,
you do need to hit every Chronoboost to not fall behind. I would go to the point of saying that we can make the game faster and increase the efficiency of Terran and Zerg cheese by making all macro mechanics essentially the same(A Chronoboost and increase building production efficiency.)

I'm not sure how this would play out if we extended Chronoboost and overcharge to speed up building production. It might just change the meta completely, and it would give each race a harder macro cycle without a player having to fight against the UI. In conclusion, we still have many options to make macro harder without imposing UI restrictions....we just have to be sure that's what we want.

One more thing, a lot of people are diametrically opposed to imposing UI restrictions, that's fine because UI restrictions are not good. There are alternative ways to make games harder and get more action, so UI restrictions are not necessary. Even so don't confuse restrictive with harder. Though they coincide they are not the same animal and this goes both ways, don't complain that if macro is changed like this it would be bad cause it makes it necessary to have good macro. The worse player always loses in starbow anyway, so a change with this aim in mind would in fact only make the player have another dimension to get better and does so without requiring the player to need the UI.

One peculiarity of this system of making Chronoboost and Overcharge affecting construction is that Zerg may turn out assymetrical to Terran and Protoss. I propose that we should increase assymetry further by making Terran's macromechanics require an external "Macro hub" so that it can be sniped. I think we should have done this a while ago.

/discuss


You add decision making to macro mechanics while keeping the emphasis on mechanical skill. This decision making should be economic advantage vs economic advantage.


Ah that brings me back to my old macro days

Kabel said that the macro mechanics for Starbow weren't completely set in stone yet. I think there were some editor issues so that the chronoboost functionality for terran was a compromise for the earlier idea of having a "drop down reactor" (correct me if I'm wrong please), and it was mentioned that the queen might be slightly reworked. And obviously chronoboost and nurturing swarm and so on are still subject to balancing changes. The game is in Beta now and there are some tournaments already, so I think the intention was to create stability and reasonable expectations for balance before tackling the macro mechanics once more.

I don't know if your rules for macro mechanics are necessary. A cursory look at Starcraft 2's tells you that mechanical skill is not rewarded for terran, and I'm sure there would be mutiny if terran would be changed to require even more apm. I think the canonical approach to macro mechanics is to design them as a replacement for the void left by automining, in which case they are meant to at least be mechanically difficult. And then to improve on the Brood War design by adding a strategical decision making element which is perceived as missing in Brood War. (I don't completely agree, but there is a point there)

The problem obviously is that for possibly dubious reasons you've now set yourself hard limits on the form macro mechanics can take, which in a way is an anti-progressive attitude towards design, rather taking a more structural approach where you try to fit in elements in accordance to a greater plan. I honestly think this might be a good idea nevertheless, but there are obvious downsides.

edit: 2009 was like yesterday, except I'm no longer young .. I wonder how the great community macro discussion drive would go in this newer era. Let's say that Blizzard came out and said that they would completely redesign all the races for LotV, including macro mechanics. Would the discussion be notably more intelligent?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 24 2014 06:31 GMT
#5472
Instruction video for the Eros ladder, by JaKaTaK:

aka KanBan85. Working on Starbow.
Tuczniak
Profile Joined September 2010
1561 Posts
March 24 2014 10:50 GMT
#5473
Nice video. I said it before, but this should be played in SB tournament downtime.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 24 2014 11:14 GMT
#5474
On March 24 2014 19:50 Tuczniak wrote:
Nice video. I said it before, but this should be played in SB tournament downtime.


Good idea! Noted.
aka KanBan85. Working on Starbow.
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
March 24 2014 11:52 GMT
#5475
New Husky cast!:

aka KanBan85. Working on Starbow.
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
March 24 2014 13:32 GMT
#5476
On March 21 2014 21:09 Laertes wrote:
Show nested quote +
On March 21 2014 10:15 RDaneelOlivaw wrote:
Been alternating BW and Starbow lately. I've gotta say, as much as I like starbow and some of its nicer UI features, its still missing that brutal difficulty of BW. Maybe that's a good thing, but it still doesn't feel as rewarding to win in SB as it does in BW, at least for me


Maybe this is because there aren't enough good players though in Starbow. Remember this is what people mean when they say in BW you "fight the UI" but in Starbow you merely fight your opponent. I don't know, maybe starbow should make it so that there is a lot more APM in the macro cycle. How does one do this while keeping macro from being stupid? I can think of two things.

A) We can redesign all the macro mechanics
B) We can decrease the payoff of the current macro mechanics.

I can't see B working any further due to diminishing returns on usefulness, but I'd want to suggest something for the current macro mechanics. The problem lies however in how very dangerous it is to change macro mechanics. A lot of ideas just don't work and they are a very narrow concept as long as you have one
Like Chronoboost which literally needs to be nerfed to the ground to be on par with more narrow and less dynamic macro mechanics. That said I do think Chronoboost does it's job in that it speeds up the game relative to BW and allows a difficult macro cycle. With that in mind, maybe we should be enhancing the macro mechanics so that you
DO need to hit every inject,
you do need to hit every Chronoboost to not fall behind. I would go to the point of saying that we can make the game faster and increase the efficiency of Terran and Zerg cheese by making all macro mechanics essentially the same(A Chronoboost and increase building production efficiency.)

I'm not sure how this would play out if we extended Chronoboost and overcharge to speed up building production. It might just change the meta completely, and it would give each race a harder macro cycle without a player having to fight against the UI. In conclusion, we still have many options to make macro harder without imposing UI restrictions....we just have to be sure that's what we want.

One more thing, a lot of people are diametrically opposed to imposing UI restrictions, that's fine because UI restrictions are not good. There are alternative ways to make games harder and get more action, so UI restrictions are not necessary. Even so don't confuse restrictive with harder. Though they coincide they are not the same animal and this goes both ways, don't complain that if macro is changed like this it would be bad cause it makes it necessary to have good macro. The worse player always loses in starbow anyway, so a change with this aim in mind would in fact only make the player have another dimension to get better and does so without requiring the player to need the UI.

One peculiarity of this system of making Chronoboost and Overcharge affecting construction is that Zerg may turn out assymetrical to Terran and Protoss. I propose that we should increase assymetry further by making Terran's macromechanics require an external "Macro hub" so that it can be sniped. I think we should have done this a while ago.

/discuss

Can I repost my post back from page 97, that no one replied to? TT

Specially point 2 is very relevant to what you request, making perfect injects/chronos/whatever much more important if you get punished if you miss. So point 2) wouldn't introduce more choices (still need to hit those injects...), but would make the game harder, in the sense that the learning curve would be much steeper, and you would get beaten up more badly by a better player. It also wouldn't be a huge change, although it would have to be rebalanced I guess.

Change 1b) Does introduce some new choices, but is a quite big redesign.
On January 20 2014 12:16 Cascade wrote:
Sorry for driveby posting (95 pages! :o ). I just had a thought about a couple of macro mechanic that potentially could be cool. Not sure if it's new, but I haven't seen it mentioned. Maybe I can just drop them here and you can pick them up if interested.

1) Almost all macro mechanics are related to how fast things build. Which is fine, but it is not the only thing in unit production. Specially, the price is very central, and isn't really being touched. So point is to allow one or several of the raced to get units cheaper. For example:
a) Terran can "recycle". An action done by [insert unit or building] after a unit (and/or structure?) is built, and you get a partial refund. It can even be a piece of scrap being thrown out of the building (if it is upgraded to recycle maybe?) that another little wall-E guy (or scv...) can run around and collect. Maybe make them expire after a set time (which can be short or long I guess, depending on how where you want the skill-limit to be).
b) The option of building things cheaper, but slower. Or equivalently building things faster but pay more. This can go for any of the three races I guess. Would create interesting dynamics potentially, allowing people to panic-build defense, or slowly build up units cheaply giving you plenty of leftover things to pump into eco or whatever. Allowing this for workers as well can be interesting I guess...

2) Having "macro-combos". That is, abilities that get more powerful when you chain them together one after the other. For example spawn larva could give one larva first inject, 2 larva second inject, if done on the same hatchery within a fix time after the previous one is done, then up to a maximum of maybe 4 larva per inject or something. This will separate the skill at the very top A LOT. "Anyone" can keep up decent injects with the occasional hickup, but only jaedong can line all of them up throughout a game. In current sc2, that will give jaedong 5 extra larva over 10 minutes, but if the chobo loses his charge regularly, and jaedong maintains it, the difference will be much larger. This also allows for more effective harass, where disturbing your opponent enough to lose his combo (or even kill the queen!) will do a lot of damage. Can be used for essentailly any skill for any race I guess (and maybe even bonus if you use two different skills together?).

Cheers, that's all from me for now. I enjoy watching the videos btw, thanks, good job!

SolidSMD
Profile Joined April 2011
Belgium408 Posts
March 24 2014 14:09 GMT
#5477
On March 24 2014 20:52 Xiphias wrote:
New Husky cast!:

http://www.youtube.com/watch?v=EwTPZ3kt4ao


awesome!
Working on Starbow!
Zhadez10
Profile Joined January 2014
Iceland39 Posts
March 24 2014 19:12 GMT
#5478
Cascade those are some cool ideas
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 24 2014 20:50 GMT
#5479
On March 25 2014 04:12 Zhadez10 wrote:
Cascade those are some cool ideas

Warcraft 3 had "faster, more expensive" for buildings, and some people speculated it would exist as a macro mechanic for terran in Starcraft II, but I recall there was some resistance against it. I think because it was a mechanic that was seen as originating from WC3 and the people at TL viewed that game much the same as they view LoL now. (seriously, say: "I've seen this mechanic in LoL and think it would be interesting for SC2" on reddit and wait for the downvotes)

It wasn't very interesting in Warcraft 3 though, but it might work better in SC2. Note that zerg already has nurturing swarm which functions the same way, even if it would conceptually be more intuitive if it was a terran mechanic involving scv's.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-03-24 21:41:49
March 24 2014 21:26 GMT
#5480
Someone on reddit found an article on Starcraft's development.
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Prev 1 272 273 274 275 276 346 Next
Please log in or register to reply.
Live Events Refresh
Maestros of the Game
11:00
Preliminary Stage
SKillous vs Ryung
Maru vs sOsLIVE!
Ryung 1321
RotterdaM867
ComeBackTV 843
TaKeTV380
SteadfastSC180
Rex154
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 1321
RotterdaM 867
SteadfastSC 180
Rex 154
ProTech76
trigger 58
StarCraft: Brood War
Britney 55916
EffOrt 1031
Mini 893
Zeus 596
Last 318
hero 136
Liquid`Ret 95
sorry 62
Sexy 44
zelot 38
[ Show more ]
Sacsri 33
ToSsGirL 27
Noble 15
Icarus 12
Dota 2
Gorgc5127
Dendi889
XaKoH 409
XcaliburYe153
BananaSlamJamma92
LuMiX1
Counter-Strike
byalli966
Heroes of the Storm
Khaldor164
MindelVK9
Other Games
singsing2807
B2W.Neo940
Lowko426
DeMusliM189
KnowMe51
amsayoshi40
Mew2King39
qojqva30
Organizations
Counter-Strike
PGL280
Other Games
BasetradeTV174
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Response 5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade851
• Jankos791
Upcoming Events
IPSL
2h 37m
ZZZero vs WorsT
Julia vs eOnzErG
BSL
5h 37m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
10h 37m
RSL Revival
17h 37m
Lambo vs Rogue
Clem vs TBD
herO vs TBD
Maestros of the Game
23h 37m
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
23h 37m
IPSL
1d 2h
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d 5h
Wardi Open
1d 22h
Monday Night Weeklies
2 days
[ Show More ]
Replay Cast
2 days
Sparkling Tuna Cup
2 days
WardiTV Spring Champion…
2 days
Maestros of the Game
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Maestros of the Game
4 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Spring Champion…
4 days
Maestros of the Game
5 days
Replay Cast
5 days
uThermal 2v2 Circuit
6 days
Maestros of the Game
6 days
Replay Cast
6 days
Solar vs Classic
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Murky Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 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.