• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 07:06
CET 13:06
KST 21:06
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced
Tourneys
StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle 2025 RSL Offline Finals Dates + Ticket Sales! Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months [BSL21] RO8 Bracket & Prediction Contest BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[ASL20] Grand Finals [BSL21] RO8 - Day 2 - Sunday 21:00 CET [BSL21] RO8 - Day 1 - Saturday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Fighting Spirit mining rates Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV The 2048 Game Path of Exile 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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
How Sleep Deprivation Affect…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 936 users

Team Liquid Map Contest #12 Finalists - Page 2

Forum Index > SC2 General
54 CommentsPost a Reply
Prev 1 2 3 Next All
Kantuva
Profile Joined April 2010
Uruguay209 Posts
February 10 2019 17:58 GMT
#21
On February 10 2019 23:28 Weavel wrote:
I really miss Frost and Whirlwind... I guess it's the age of endless 2 spawn corner maps.

Indeed, Im sad aswell, but the gameplay in LotV atm isnt really allowing for them
I want to be proven wrong tho, as I actually kinda enjoy scouting in 4p maps ( Dont enjoy getting 13/12'd in 4p maps tho x.x)
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Avexyli
Profile Blog Joined April 2014
United States702 Posts
Last Edited: 2019-02-11 05:29:56
February 10 2019 19:56 GMT
#22
On February 11 2019 00:21 The_Red_Viper wrote:
Playing incredibly safe yet again, i feel like this judge team needs more diversity, too many conservatives clearly!
Overall a lot of boring maps and that you can make the finalists of the challenge categories while barely using the special mechanic is rather questionable.


Damned if we do, damned if we don't sort of situation.

Also I was very against maps that barely used the feature, and fought against it, but it's based off highest average scores /shrug
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
February 10 2019 20:24 GMT
#23
Neo-Tokyo Turbo Cruise '84 is rad as fuck sounding.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Gemini_19
Profile Joined June 2010
United States1251 Posts
February 10 2019 22:07 GMT
#24
Map pool announcements and people complaining they're either too standard or too crazy, name a better duo.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
monitor
Profile Blog Joined June 2010
United States2408 Posts
Last Edited: 2019-02-10 22:57:42
February 10 2019 22:50 GMT
#25
I quite like a lot of these picks! I have high hopes for Thunderbird, Collision Course, Mungyeong Saejae, Break Out, and Heatwave - I think they're going to have great gameplay. While some of the other map picks were more conservative than I would have liked, they are a huge improvement from the last TLMC top 16 in my opinion. Nice job judges, especially the mappers who I assume pushed for some of the more creative picks in the results!

I am worried that the combination of safe and dense expansions with small, choked middles is contributing to Protoss being so powerful right now, but there isn't much that can be done about that because everybody is making that type of map. We'll have to see if Blizz responds with a balance patch or if it balances out in the meta. I don't think that these TLMC maps are (unfortunately) going to improve the specific balance of PvX.

Edit: It is too bad to only see one map make use of a HY geyser and only one additional map with a gold base. Though, that does reflect on the fact that there were many players/pros on the judging panel. It would have been cool to see some usage of half bases (in-bases, back-doors, islands, half-base aggressive expos, etc.) but maybe we will in the future.
https://liquipedia.net/starcraft2/Monitor
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 11 2019 00:06 GMT
#26
Disappointed I didn't make any finals this time, but I like a lot of the maps that were chosen. I think the standard maps in particular are much more appealing this time around. GL going into the voting and congrats to all y'all!
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
themusic246
Profile Joined December 2012
United States213 Posts
February 11 2019 02:49 GMT
#27
@NewSunshine yea i actually liked Cryptic Link a lot, maybe too many pathways.. but i thought it was a nice layout and would make it through. Good maps as usual.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
brickrd
Profile Blog Joined March 2014
United States4894 Posts
February 11 2019 02:53 GMT
#28
snippy comments from people who aren't mapmakers about how the mapmakers aren't "creative" enough followed by a gigantic Snute rebuttal? it's TLMC time again
TL+ Member
jpg06051992
Profile Joined July 2015
United States580 Posts
February 11 2019 04:07 GMT
#29
On February 11 2019 04:56 Avexyli wrote:
Show nested quote +
On February 11 2019 00:21 The_Red_Viper wrote:
Playing incredibly safe yet again, i feel like this judge team needs more diversity, too many conservatives clearly!
Overall a lot of boring maps and that you can make the finalists of the challenge categories while barely using the special mechanic is rather questionable.


Damned if we do, damned if we don't sort of situation.


Definitely ^
"SO MANY BANELINGS!"
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
February 11 2019 08:12 GMT
#30
On February 11 2019 11:53 brickrd wrote:
snippy comments from people who aren't mapmakers about how the mapmakers aren't "creative" enough followed by a gigantic Snute rebuttal? it's TLMC time again

x) and then in a few weeks or months from now we'll have a bunch of eu pros that didn't judge whining on twitter about the new wcs map pool
Team Liquid
Ej_
Profile Blog Joined January 2013
47656 Posts
February 11 2019 08:18 GMT
#31
On February 11 2019 17:12 Liquid`Snute wrote:
Show nested quote +
On February 11 2019 11:53 brickrd wrote:
snippy comments from people who aren't mapmakers about how the mapmakers aren't "creative" enough followed by a gigantic Snute rebuttal? it's TLMC time again

x) and then in a few weeks or months from now we'll have a bunch of eu pros that didn't judge whining on twitter about the new wcs map pool

My favorite was when a certain Terran player called Dreamcatcher "the worst map ever made"
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Avexyli
Profile Blog Joined April 2014
United States702 Posts
February 11 2019 08:20 GMT
#32
On February 11 2019 17:12 Liquid`Snute wrote:
Show nested quote +
On February 11 2019 11:53 brickrd wrote:
snippy comments from people who aren't mapmakers about how the mapmakers aren't "creative" enough followed by a gigantic Snute rebuttal? it's TLMC time again

x) and then in a few weeks or months from now we'll have a bunch of eu pros that didn't judge whining on twitter about the new wcs map pool


dont worry ill just spam tweet the multiple times i asked for judges and tell them to stfu
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 11 2019 08:35 GMT
#33
My initial impressions about the maps.

Bandwidth: Bandwidth does the Coda thing, but adds to it a high base and choke density which I'm not sure work too well. The rocked bridge is well placed generally speaking, but it feels like there's a ton of good attack paths anyways from the fourth base (in front of the main). This map isn't particularly compelling, but it also isn't 'bad'. The French expression "c'est pas terrible" sums it up.

Operation Lockdown: I liked the map quite a bit at first glance, but the more I look at it the more I see issues. This is exactly the type of map that mapmakers love and then turns out to not to be very good at all. The exposed natural gases might be fine just because of how long the far attack path is. However the four centre bases don't look very viable. My guess is the whole Eastwatch-esque (without vision blocking) setup in the middle with small chokes and open areas probably doesn't work as well as on Eastwatch since this map isn't completely gigantic. Maybe taking four bases with the clockwise third and the closest center base just works and I'm wrong though. A bit unsure about this one.

Triton: I like this map quite a bit. The 'centre' bases are quite a strong position for either the attacker or the defender, but that's fine. Many of the gases of the bases feel a bit in the way of the action. Feels like a good opportunity to use high yield gases (especially for the third immediately adjacent to the main where the terrain is kinda distorted to allow for a passage around the gases).

Ephemeron: This is also a map that mapmakers will have a tendency to like better than it actually is, but I can't find too many concrete flaws with it. Only one possible third to expand to isn't the norm. nowadays, but that's not necessarily a problem. The three bridges in the middle is the obvious point of interest. I find myself liking the map less once the rocks are down since armies just kinda move around the central square. The middle is rather narrow so it has quite a bit of split-map ultra-late game potential.

Disco Bloodbath: I sure hope there won't be too many battles around this centre, because the players will end up blind. Apart from that the rocks are placed kinda haphazardly, and the middle is overly choked up. Some of the bases feel really gratuitous like the one stuck right between the two other ones in the top right/bottom left. Really not a fan of this layout overall.

Acropolis: The third on this map is really easy, which happens to be what the category demands, but it's probably too easy. The centre of the map gives good pressure on the lowground fourth and makes the 12/6 o'clock bases very hard to take, but doesn't really hinder someone just expanding all the way vertically at all. The watchtower are nice places to fight about and make it look like things are happening before the map inevitably forces a long and drawn out macro game. I'm exaggerating a bit, but this map is generally fine but too safe.

Black Baroque: This third is very close and also too safe. This extends to the entire top right/bottom left corners being incredibly safe. Yet again the watchtower is well uses as a double edge offensive/defensive tool, but things are definitely heavily favouring the defender. The rocks covering half the ramp on the corner base are the equivalent of someone adding a combination lock on something they placed in their bank vault. The main does have a very reasonable amount of surface area at least. Yet again the layout is essentially rock solid, but caters very heavily to the defender.

Heatwave: This map looks like a reasonable middle of the road macro map. The fact that some races want to expand linearly clockwise for the first four bases, but then the next four on this side of the map are located counterclockwise is a bit awkward, but manageable. The corner bases aren't the most exciting thing in the world.

Thunderbird: Otherwise the fact that all the small minerals are worth five is very interesting and should make for some novel gameplay. A lot of things that seem quite bad at first glance like the three bases behind a single choke and the awkward rush distances are all rendered somewhat moot by the fact that they're all worth five. This is a map I really don't know how it will work, and am excited to find out. The double rich vespene geysers are a pretty bad idea though even if realistically the central bases are very hard to take.

Collision Course: The natural mineral line looks pretty vulnerable. The base placement just looks awkward if you just look at it without considering the minerals. And then if you factor back in the presence of the minerals it remains awkward. The middle is narrowed by the minerals which is great, but then the way around that choke is really long. Not a fan of the map overall.

Rest Calm: The mineral wall is truly completely irrelevant to the overall map. This is bad on two counts: a map shouldn't have irrelevant features, and a map shouldn't get through in a challenge category if it has nothing to do with the challenge. Apart from that I don't like the map much even if you discount the fact that it was supposed to be using mineral walls. The natural is very awkwardly shaped which allows for a large surface of attack and a vulnerable ramp. The base below the main and adjacent to the natural essentially can't be expanded to due to where the ramp is placed, and overall this layout isn't very good.

Loss Aversion: The minerals matter more here than on Rest Calm, but it's still a pretty awful challenge #1 attempt. The map's layout is pretty decent discounting the mineral wall though. If Blueshift was Catalyst's twin brother, this is at least an inbred cousin, but hey if it works it works. If this map makes it onto ladder at the same time as Disco Bloodbath I'll assume Blizzard was paid off by a LASIK consortium.

Neo Tokyo Turbo Cruise '84: The Inhibitor Zone usage is pretty basic, but that's reasonable for a new feature being used. Less of a fan of the layout which basically is a bunch of straight lines from top left to bottom right or of the corners. The layout does accentuate the importance of the Inhibitor Zoned corridor, but it also plays against it, since there aren't many decisions to make about whether to go through it. The center bases probably won't be taken often and it'll be interesting to see how strong terran pushes straight down the center using the inhibitor zones as cover will be in TvZ.

Mungyeong Saejae: The use of inhibitor zones is pretty messy and could certainly be better, but it's still seems intriguing in the way it offsets the advantage of high ground. The layout stands by itself, but also works with the inhibitor zones.

Break Out: Not only does this map manage to not use the Inhibitor Zone in any meaningful way, it also happens to make the map slightly worse by including the Inhibitor Zone. The map itself is interesting--linear third a bit far/hard to defend and a few other issues like that (plus the obvious possibility of two armies passing each other by quite easily, but regardless it's a dubious judging decision to make this map (as well as Rest Calm and Loss Aversion) finalists. At that point why bother with categories

Winter's Gate: This map has both a reasonably simple and clean application of the Inhibitor Zones, and also important decision-making around the zones. The middle ground is significant but not mandatory due to the passages to the side of the middle. The Inhibitor Zones against drops are cute too. I think the corners could be better, but overall the map is still pretty solid, and the one of the four that to my mind best showcases the use of inhibitor zones.

The judges mostly did a pretty good job of avoiding awful and very obviously mediocre maps this time though, so props there. Here's a (somewhat arbitrary since things were pretty close) ranking because I know no one will read this wall of text:

1. Winter's Gate
2. Thunderbird (probably too high but fueled by optimism)
3. Triton
4. Ephemeron
5. Mungyeong Saejae
6. Heatwave
7. Black Baroque
8. Acropolis
9. Operation Lockdown (could move quite a bit depending on what I see in map tournament)
10. Bandwidth
11. Disco Bloodbath
12. Neo-Tokyo Turbo Cruise
13. Collision Course
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 11 2019 10:15 GMT
#34
On February 11 2019 17:35 ZigguratOfUr wrote:

Neo Tokyo Turbo Cruise '84: The Inhibitor Zone usage is pretty basic, but that's reasonable for a new feature being used. Less of a fan of the layout which basically is a bunch of straight lines from top left to bottom right or of the corners. The layout does accentuate the importance of the Inhibitor Zoned corridor, but it also plays against it, since there aren't many decisions to make about whether to go through it. The center bases probably won't be taken often and it'll be interesting to see how strong terran pushes straight down the center using the inhibitor zones as cover will be in TvZ.

For the central corridor, i think there is still a choice because of what the paths offer to the attacker. The choices will change depending on where both players take their 3rd base. + Show Spoiler +
[image loading]

I spent quite a lot of time just on the placement and the size of the IZG in front of the natural because i was thinking about long range units from the attacker. This is why the IZG is large and doesn't cover the path just in front of the natural but a lot of the path near the middle.
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
Colouss
Profile Joined November 2013
United States501 Posts
February 11 2019 14:26 GMT
#35
Nice maps overall from what I've seen so far in the map test tournament. Seeing this new movement inhibitor thing made me think of a new concept for bases, extremely safe to take but there's an inhibitor on the minerals. Makes it as a last resort base for when you're contained with way too many workers or as a late-game little extra income would make it nice.
Chinese teams flair when
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 11 2019 16:03 GMT
#36
On February 11 2019 19:15 Superouman wrote:
Show nested quote +
On February 11 2019 17:35 ZigguratOfUr wrote:

Neo Tokyo Turbo Cruise '84: The Inhibitor Zone usage is pretty basic, but that's reasonable for a new feature being used. Less of a fan of the layout which basically is a bunch of straight lines from top left to bottom right or of the corners. The layout does accentuate the importance of the Inhibitor Zoned corridor, but it also plays against it, since there aren't many decisions to make about whether to go through it. The center bases probably won't be taken often and it'll be interesting to see how strong terran pushes straight down the center using the inhibitor zones as cover will be in TvZ.

For the central corridor, i think there is still a choice because of what the paths offer to the attacker. The choices will change depending on where both players take their 3rd base. + Show Spoiler +
[image loading]

I spent quite a lot of time just on the placement and the size of the IZG in front of the natural because i was thinking about long range units from the attacker. This is why the IZG is large and doesn't cover the path just in front of the natural but a lot of the path near the middle.


Of course there are still some attack paths, but the feeling I got is that the attack paths are predicated on all the regular stuff--expo, army positioning, and not so much the IZGs themselves.
franzji
Profile Joined September 2013
United States583 Posts
February 11 2019 19:26 GMT
#37
Hi Team Liquid,

Thank you for removing the stupid categories you used in the past, like "rush" maps.

The challenges is a much better way to promote creativity.
themusic246
Profile Joined December 2012
United States213 Posts
February 12 2019 00:04 GMT
#38
^ Agreed thank you
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 12 2019 01:22 GMT
#39
I only sorta agree.

On one hand the 'rush' category produced no good maps, and the 'new' category didn't produced all that many (New Gettysburg was good, Neon Violet and Sequencer were decent).

On the other hand, now there is no place at all in the TLMC map contest for maps that are non-standard, and maps that are slightly innovative and can slot in standard/macro get thrown out for not being standard enough. And the challenges haven't yet produced any good maps (all of those from TLMC11 were quite bad, and the jury is still out on these ones), so there aren't any results backing the assertion that challenges are better.

Zweck
Profile Joined February 2015
Germany211 Posts
February 16 2019 14:12 GMT
#40
yeah why have 2 challenge categories. Give us 1 challenge and 1 "free" category pls where you can submit anything but macro/standard.
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#65
WardiTV176
Liquipedia
Replay Cast
09:00
WardiTV Mondays #64
CranKy Ducklings231
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 167
Lowko115
OGKoka 101
StarCraft: Brood War
Calm 4655
Rain 2100
GuemChi 1529
Horang2 1079
Jaedong 721
Hyuk 610
Stork 416
firebathero 387
Light 346
actioN 306
[ Show more ]
ZerO 233
Free 231
BeSt 227
EffOrt 191
Mini 191
Pusan 187
Snow 183
Hyun 177
Sharp 156
Larva 152
Zeus 126
ggaemo 111
Rush 105
hero 90
Shuttle 70
Movie 64
Sea.KH 47
JYJ 39
Aegong 39
910 32
Bale 28
Mong 27
zelot 26
soO 24
Icarus 19
ajuk12(nOOB) 19
Shine 17
GoRush 14
Noble 11
Dota 2
singsing3066
Gorgc391
XcaliburYe132
League of Legends
C9.Mang0337
Counter-Strike
olofmeister2088
shoxiejesuss1236
x6flipin514
allub286
byalli52
Heroes of the Storm
Khaldor151
Other Games
B2W.Neo1052
crisheroes286
Sick235
XaKoH 98
Mew2King76
QueenE38
ZerO(Twitch)21
Organizations
StarCraft: Brood War
lovetv 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV195
League of Legends
• Jankos2582
Upcoming Events
Monday Night Weeklies
4h 54m
Sparkling Tuna Cup
21h 54m
OSC
2 days
YoungYakov vs Mixu
ForJumy vs TBD
Percival vs TBD
Shameless vs TBD
Replay Cast
2 days
The PondCast
2 days
OSC
4 days
CranKy Ducklings
4 days
SC Evo League
5 days
BSL 21
5 days
Sparkling Tuna Cup
5 days
[ Show More ]
BSL 21
6 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.