• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:23
CEST 18:23
KST 01:23
  • 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
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)8Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!40Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles5
StarCraft 2
General
How to cancel Avast subscription and get a refund SC4ALL: II Winner Will Earn a Spot at HSC 30! Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16) September World Ranking: herO leads, Serral climbs
Tourneys
IntoTheTV X SOOP SC2 League : Weekly & Monthly SC2 INu's Battles#20 [BO.9] 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) PIG STY FESTIVAL 8.0! (13 - 23 August)
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
ASL22 General Discussion BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Making an Online Broodwar Manager Game [Personal Project Share] Terran Defense v0.60
Tourneys
KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS [ASL22] Ro24 Group F
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread Stratus: Battle for the sky now on steam Early acc Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5998 users

Starbow - Page 89

Forum Index > SC2 General
Post a Reply
Prev 1 87 88 89 90 91 346 Next
dani`
Profile Joined January 2011
Netherlands2402 Posts
January 19 2014 09:37 GMT
#1761
GoOdy vs Losira PvT on Losira's stream.
GoShox
Profile Blog Joined December 2007
United States1845 Posts
January 19 2014 09:39 GMT
#1762
On January 19 2014 18:24 TT1 wrote:
nono me chobo; OTL
T.T

i think they need to increase the energy cost of chrono/larva inject thingy/terran chrono. imo its too easy to macro atm (mechanics aside)


Yeah I don't like how easy it is to macro as a Protoss player, it really doesn't take much to max but I don't know what can really be done ;/
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
Last Edited: 2014-01-19 09:50:37
January 19 2014 09:43 GMT
#1763
On January 19 2014 18:37 TT1 wrote:
Show nested quote +
On January 19 2014 18:31 Qwyn wrote:
On January 19 2014 18:24 TT1 wrote:
nono me chobo; OTL
T.T

i think they need to increase the energy cost of chrono/larva inject thingy/terran chrono. imo its too easy to macro atm (mechanics aside)


I was suggesting they revamp the macro mechanics so it sort of resembles sending workers to mine in BW - just in that you have to return to do it like every 10 seconds but it's not as easy or weird feeling as it is now. Some sort of macro benefit that players have to work to get better at (sort of like inject - not really what it does just the period).

I dunno I'm not really good with ideas but I totally agree with wanting macro to be a bit harder (MBS/UUS aside).

I really love how cleanly you translated your builds to Starbow it's really impressive <3.


ty, ive been playing alot of bw recently so i sharpened up on my builds again. gives a pretty big edge b.o-wise but not as much mechanics wise

btw the reason why losira's terran is so solid is because he used to play t in bw. dont think he was a progamer tho


Yeah I know it's really cool how much is Losira's muscle memory.

Zerg feels really wonky right now in Starbow especially with gas timings I dunno it feels like everything needs to be delayed a lot. It also doesn't really feel like taking a third at an opposite nat really translates well T_T.

If you are playing in the Razer tournament I can't wait to see you pwn, damn! With how clean your builds are holy shit ahaha.

Like a lot of builds especially any sort of two hatch lair feels really, really wonky and ZvZ is really fucked since so much gas is locked up and makes spire play feel really really weird.

I think it's really cool how much more APM can be invested into engagements in this mod as opposed to SC2, and it feels like you can actually splitting forces around like in BW

Just hoping for some sort of macro mechanic adjustment.

-- Another thing that's really telling and makes me happy is how much cleaner your gateway blocks are than everyone else rofl it's so nice god you do it right. God people need to start placing buildings better ><

--- There were points in one of TT1's games against Losira on FS where it really felt like there was so much engagement potential it felt so awesome O_O! I hope to see great players produce more games like this.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
TT1
Profile Blog Joined December 2008
Canada10060 Posts
January 19 2014 09:52 GMT
#1764
im probably gonna oversleep and miss the razer tourney . its already 5am
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
January 19 2014 09:54 GMT
#1765
>< NO please! It's BO1s just power through them like a boss T_T.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-01-19 10:05:05
January 19 2014 10:03 GMT
#1766
What would increasing the cost in energy accomplish?
Wouldnt that make it easier to macro than it is right now?

Queens inject is the hardest of them all, at the same time the queen can only use it on the hatchery.
While toss and terran can use it on the command center, and production building.

So there is two negative effects here for zerg already.
How about increasing the cost of inject, and raise the duration at the same time?
Also, how about reducing the starting energy across the board on all macro mechanics. I feel this would make it more fair, and more tough decisions.
Opinions?

I wanna ask a question bit off topic here. What would people feel if reactors got removed?
To write alittle bit more about reactors. They are imbalanced, and doesnt provide any real decision.

For example. If you want to produce vultures from 2factories, you choose
1fac +1reactor.
You wanna produce many vikings from your starport. You put a reactor on it.
I dont see the decision here, maybe someone can enlighten me if i missed it?

The imbalance part involves in that terran, gets "free production buildings", while zerg/toss dont.
In sc2, this was "compensation" for the warpgate for toss, and extra larva for zerg.

Comments/opninions?
Qwyn
Profile Blog Joined December 2010
United States2781 Posts
Last Edited: 2014-01-19 10:15:07
January 19 2014 10:12 GMT
#1767
On January 19 2014 19:03 Foxxan wrote:
What would increasing the cost in energy accomplish?
Wouldnt that make it easier to macro than it is right now?

Queens inject is the hardest of them all, at the same time the queen can only use it on the hatchery.
While toss and terran can use it on the command center, and production building.

So there is two negative effects here for zerg already.
How about increasing the cost of inject, and raise the duration at the same time?
Also, how about reducing the starting energy across the board on all macro mechanics. I feel this would make it more fair, and more tough decisions.
Opinions?

I wanna ask a question bit off topic here. What would people feel if reactors got removed?
To write alittle bit more about reactors. They are imbalanced, and doesnt provide any real decision.

For example. If you want to produce vultures from 2factories, you choose
1fac +1reactor.
You wanna produce many vikings from your starport. You put a reactor on it.
I dont see the decision here, maybe someone can enlighten me if i missed it?

The imbalance part involves in that terran, gets "free production buildings", while zerg/toss dont.
In sc2, this was "compensation" for the warpgate for toss, and extra larva for zerg.

Comments/opninions?


I think there's two parts that people who want macro to be harder want:

1. Making macro mechanics clean and fundamentally simpler to execute (queen inject just feels really wonky along will all the other stackable chronoboost).
2. Macro mechanics should have a short period meaning you have to go back to your base and "macro" every 20 seconds or less (something to simulate building and sending workers to mine in BW, in effect).

In order for this to work they have to be required, important mechanics instead of just "optional." For each race IMO. Problem with queen's inject mechanic right now most of all is that it feels really really weird - there's no sense of psychological "progress," or "completion," especially since the inject can "stack" and doesn't need to "pop off" to be finished - meaning the timer is sort of worthless (I can just keep spamming the timer so it's always at 90%+ and queen energy regeneration is so insane I'm never going to be able to use it to gauge my inject skill). It's also way less beneficial because having multiple hatcheries is always going to be more valuable.

As far as making fundamental, required mechanics that are essential for each race to perform at maximum potential, I have no idea...Something like - if I don't inject my hatchery/nexus/cc every blah/blah/blah seconds then my production is slower or my income is slower/faster...etc...obviously that's not an optimum idea it's just moving towards the direction of simulating BW style macro. One of the core ideas was making players have to return to their base to "macro," much like is necessary in BW with no MBS and worker rally.

Terran workers are going to have to build a lot more barracks when playing bio styles if reactors are removed - I'm down for that but ultimately playing is necessary to get a feel for it xO.

-- In fact, as far as zerg goes, delaying the queens extensively results in far cleaner builds and inject is really a "worthless mechanic," it's much more valuable for enrage/creep/nurture.
"Think of the hysteria following the realization that they consciously consume babies and raise the dead people from their graves" - N0
TT1
Profile Blog Joined December 2008
Canada10060 Posts
January 19 2014 10:25 GMT
#1768
On January 19 2014 19:03 Foxxan wrote:
What would increasing the cost in energy accomplish?
Wouldnt that make it easier to macro than it is right now?

Queens inject is the hardest of them all, at the same time the queen can only use it on the hatchery.
While toss and terran can use it on the command center, and production building.

So there is two negative effects here for zerg already.
How about increasing the cost of inject, and raise the duration at the same time?
Also, how about reducing the starting energy across the board on all macro mechanics. I feel this would make it more fair, and more tough decisions.
Opinions?

I wanna ask a question bit off topic here. What would people feel if reactors got removed?
To write alittle bit more about reactors. They are imbalanced, and doesnt provide any real decision.

For example. If you want to produce vultures from 2factories, you choose
1fac +1reactor.
You wanna produce many vikings from your starport. You put a reactor on it.
I dont see the decision here, maybe someone can enlighten me if i missed it?

The imbalance part involves in that terran, gets "free production buildings", while zerg/toss dont.
In sc2, this was "compensation" for the warpgate for toss, and extra larva for zerg.

Comments/opninions?


i wasnt talking about game mechanics (that being said id like it if the skillcap was raised aswell), i meant that it would slow down maxing/remaxing. the early game/midd game is fine but once you hit 3/4 bases ur almost always perma maxed, all you have to do is queue units up and mass chrono
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Dragonei
Profile Joined March 2012
Spain28 Posts
January 19 2014 10:34 GMT
#1769
Starbow should be uploaded to KR/TW and Chinese servers ASAP, not uploading them which are a big big potential player due to pc bang and sc2 free arcade on tuesday is a big big mistake..
Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
Last Edited: 2014-01-19 10:45:46
January 19 2014 10:45 GMT
#1770
On January 19 2014 19:25 TT1 wrote:
Show nested quote +
On January 19 2014 19:03 Foxxan wrote:
What would increasing the cost in energy accomplish?
Wouldnt that make it easier to macro than it is right now?

Queens inject is the hardest of them all, at the same time the queen can only use it on the hatchery.
While toss and terran can use it on the command center, and production building.

So there is two negative effects here for zerg already.
How about increasing the cost of inject, and raise the duration at the same time?
Also, how about reducing the starting energy across the board on all macro mechanics. I feel this would make it more fair, and more tough decisions.
Opinions?

I wanna ask a question bit off topic here. What would people feel if reactors got removed?
To write alittle bit more about reactors. They are imbalanced, and doesnt provide any real decision.

For example. If you want to produce vultures from 2factories, you choose
1fac +1reactor.
You wanna produce many vikings from your starport. You put a reactor on it.
I dont see the decision here, maybe someone can enlighten me if i missed it?

The imbalance part involves in that terran, gets "free production buildings", while zerg/toss dont.
In sc2, this was "compensation" for the warpgate for toss, and extra larva for zerg.

Comments/opninions?


i wasnt talking about game mechanics (that being said id like it if the skillcap was raised aswell), i meant that it would slow down maxing/remaxing. the early game/midd game is fine but once you hit 3/4 bases ur almost always perma maxed, all you have to do is queue units up and mass chrono

wouldn't it be better to lower both energy cost and the duration of those 'spells'? From the mechanics standpoint, I mean.
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
phodacbiet
Profile Joined August 2010
United States1740 Posts
January 19 2014 10:59 GMT
#1771
Hey, not sure if this was intended/reported before. But for some reason i can't build my hatchery here

http://imgur.com/QVXkHgf

It is not just that location but everywhere on that patch of land (basically everything in the picture is un-buildable). I also can't relocate my sunkens there, but creep tumors can still go down. Just a heads up im sure it should be an easy fix! Gl i love this mod
TT1
Profile Blog Joined December 2008
Canada10060 Posts
Last Edited: 2014-01-19 11:05:42
January 19 2014 11:04 GMT
#1772
On January 19 2014 19:45 Ammanas wrote:
Show nested quote +
On January 19 2014 19:25 TT1 wrote:
On January 19 2014 19:03 Foxxan wrote:
What would increasing the cost in energy accomplish?
Wouldnt that make it easier to macro than it is right now?

Queens inject is the hardest of them all, at the same time the queen can only use it on the hatchery.
While toss and terran can use it on the command center, and production building.

So there is two negative effects here for zerg already.
How about increasing the cost of inject, and raise the duration at the same time?
Also, how about reducing the starting energy across the board on all macro mechanics. I feel this would make it more fair, and more tough decisions.
Opinions?

I wanna ask a question bit off topic here. What would people feel if reactors got removed?
To write alittle bit more about reactors. They are imbalanced, and doesnt provide any real decision.

For example. If you want to produce vultures from 2factories, you choose
1fac +1reactor.
You wanna produce many vikings from your starport. You put a reactor on it.
I dont see the decision here, maybe someone can enlighten me if i missed it?

The imbalance part involves in that terran, gets "free production buildings", while zerg/toss dont.
In sc2, this was "compensation" for the warpgate for toss, and extra larva for zerg.

Comments/opninions?


i wasnt talking about game mechanics (that being said id like it if the skillcap was raised aswell), i meant that it would slow down maxing/remaxing. the early game/midd game is fine but once you hit 3/4 bases ur almost always perma maxed, all you have to do is queue units up and mass chrono

wouldn't it be better to lower both energy cost and the duration of those 'spells'? From the mechanics standpoint, I mean.


i mean u can lower the energy cost/duration as much as u want but its not that hard to mass chrono (cam key + cccccccc + 11/22/33 > go back to army). i would love it if my chrono ran out every 5 secs, that way i could spam some more ^.^. the problem is MBS but theres nothing we can really do about it

but i like your idea, youre heading in the right direction. the best we can hope for is to find a way to combine MBS and challenging macro mechanics but i have no idea how wed achieve that
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2014-01-19 11:19:44
January 19 2014 11:14 GMT
#1773
Guys , i finished Neo Destination. Mereel made the layout and i textured it. What do you think , would you like to play it on Starbow ( maybe as a replacement of Bloody Ridge ? ) Overview looks kinda crappy unfortunately.
EDIT : Fixed img , oops.
[image loading]
Author of Coda and Eastwatch.
ganil
Profile Joined August 2009
253 Posts
Last Edited: 2014-01-19 11:17:37
January 19 2014 11:16 GMT
#1774
On January 19 2014 20:04 TT1 wrote:
but i like your idea, youre heading in the right direction. the best we can hope for is to find a way to combine MBS and challenging macro mechanics but i have no idea how wed achieve that


Some random idea.

Increase every production time.
Make chronoboost a "free" ability.
The chronoboost duration should be equal to the time your facility take to build a unit.
Using chronoboost allow you to go back to your old "fast" production rate.

That way you select everything with mbs and pick a unit, then you have to manualy click on everything to get your old production rate.
It emulates the old way of producing units. But I'm not sure it's a great way to do it.
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
January 19 2014 11:20 GMT
#1775
On January 19 2014 20:14 IeZaeL wrote:
Guys , i finished Neo Destination. Mereel made the layout and i textured it. What do you think , would you like to play it on Starbow ( maybe as a replacement of Bloody Ridge ? )

[img]


I'd definitely play the map, not sure why it has to replace anything though. I don't think there are that many maps yet.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 19 2014 11:23 GMT
#1776
On January 19 2014 20:20 Dodgin wrote:
I'd definitely play the map, not sure why it has to replace anything though. I don't think there are that many maps yet.

As i made bloody ridge , it seems like macro is so easy on that map. i think it might remain as a starbow map , but not as an official tournament map.
Author of Coda and Eastwatch.
Ramiz1989
Profile Joined July 2012
12124 Posts
January 19 2014 11:27 GMT
#1777
On January 19 2014 20:14 IeZaeL wrote:
Guys , i finished Neo Destination. Mereel made the layout and i textured it. What do you think , would you like to play it on Starbow ( maybe as a replacement of Bloody Ridge ? ) Overview looks kinda crappy unfortunately.
EDIT : Fixed img , oops.

Damn, amazing!

Nice work man, Destination was among my favorite BW maps at the time I really followed BW. So many epic matches I saw on that map, I hope that you will achieve the same in Starbow.
"I've been to hell and back, and back to hell…and back. This time, I've brought Hell back with me."
phlebas
Profile Joined April 2011
Germany60 Posts
Last Edited: 2014-01-19 11:48:35
January 19 2014 11:27 GMT
#1778
HWANGKANGHO is playing a Starbow TvT right now.

edit: http://www.teamliquid.net/video/streams/HWANGKANGHO
"i once thought i was watching a pvp but it turns out it was two geckos mating" - riptide
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2014-01-19 11:35:06
January 19 2014 11:33 GMT
#1779
On January 19 2014 19:59 phodacbiet wrote:
Hey, not sure if this was intended/reported before. But for some reason i can't build my hatchery here

http://imgur.com/QVXkHgf

It is not just that location but everywhere on that patch of land (basically everything in the picture is un-buildable). I also can't relocate my sunkens there, but creep tumors can still go down. Just a heads up im sure it should be an easy fix! Gl i love this mod


I believe this area is unbuildable except for creep tumors.

Also, for people who say X is streaming starbow, please send the url for people who catch the message hours later.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
StutteR
Profile Blog Joined January 2010
United States1903 Posts
Last Edited: 2014-01-19 11:38:03
January 19 2014 11:37 GMT
#1780
On January 19 2014 20:14 IeZaeL wrote:
Guys , i finished Neo Destination. Mereel made the layout and i textured it. What do you think , would you like to play it on Starbow ( maybe as a replacement of Bloody Ridge ? ) Overview looks kinda crappy unfortunately.
EDIT : Fixed img , oops.
+ Show Spoiler +
[image loading]



5 hatch hydra come back?
`~` | effOrt Movie sKyHigh forever & SEn
Prev 1 87 88 89 90 91 346 Next
Please log in or register to reply.
Live Events Refresh
Next event in 6h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech127
Trap 21
mouzHeroMarine 7
StarCraft: Brood War
Shuttle 2069
Rush 1138
Horang2 1011
Stork 366
Barracks 210
PianO 177
Pusan 82
Sea.KH 81
Sexy 57
Dewaltoss 53
[ Show more ]
soO 44
Liquid`Ret 40
sorry 27
Terrorterran 27
zelot 13
IntoTheRainbow 10
Dota 2
Gorgc5576
qojqva3015
Dendi1310
420jenkins495
Counter-Strike
fl0m1189
x6flipin154
Heroes of the Storm
Liquid`Hasu309
Other Games
singsing2061
Liquid`RaSZi1366
ceh9361
B2W.Neo331
DeMusliM314
Hui .185
ArmadaUGS122
KnowMe110
Mew2King60
QueenE51
Chillindude12
[ Show 13 non-featured ]
StarCraft 2
• mYiSmile149
• LUISG 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3246
• TFBlade550
Other Games
• Shiphtur254
Upcoming Events
OSC
6h 7m
IntoTheTV X SOOP
18h 37m
CranKy Ducklings
1d 17h
Sparkling Tuna Cup
2 days
OSC
2 days
Shopify Rebellion Sundays
2 days
Mixu vs TBD
Spirit vs TBD
Clem vs TBD
Patches Events
2 days
Afreeca Starleague
3 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
3 days
Afreeca Starleague
4 days
Leta vs ggaemo
Jaedong vs Queen
[ Show More ]
GSL
4 days
PiGosaur Cup
5 days
Kung Fu Cup
5 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-09-02
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Calamity Invitational
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Acropolis #5
Acropolis #5 - TRS
Escore Tournament S3: King of Kings
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
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
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.