• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:00
CEST 16:00
KST 23:00
  • 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
Team Liquid Map Contest #21 - Presented by Monster Energy5uThermal's 2v2 Tour: $15,000 Main Event14Serral wins EWC 202549Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580
Community News
Weekly Cups (Aug 4-10): MaxPax wins a triple5SC2's Safe House 2 - October 18 & 195Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10
StarCraft 2
General
#1: Maru - Greatest Players of All Time RSL Revival patreon money discussion thread Team Liquid Map Contest #21 - Presented by Monster Energy Lambo Talks: The Future of SC2 and more... uThermal's 2v2 Tour: $15,000 Main Event
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series SEL Masters #5 - Korea vs Russia (SC Evo) Enki Epic Series #5 - TaeJa vs Classic (SC Evo) ByuN vs TaeJa Bo7 SC Evo Showmatch
Strategy
Custom Maps
External Content
Mutation # 486 Watch the Skies Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather
Brood War
General
New season has just come in ladder Google Play ASL (Season 20) Announced ASL20 Pre-season Tier List ranking! BW General Discussion BSL Polish World Championship 2025 20-21 September
Tourneys
KCM 2025 Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI Bitcoin discussion thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 577 users

Replay Rewind - a second look - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 Next All
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 31 2009 11:50 GMT
#21
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.

This is what they've said their doing tho, isn't it? At Blizzcon they said they were experimenting with checkpoints.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
araav
Profile Blog Joined September 2004
Armenia1590 Posts
March 31 2009 12:40 GMT
#22
On March 31 2009 20:50 FrozenArbiter wrote:
Show nested quote +
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.

This is what they've said their doing tho, isn't it? At Blizzcon they said they were experimenting with checkpoints.

hehe, then why is this guy worried so much? If Blizzard experiments for this feature, then i am sure they will come up with a good solution.
The flower that blooms in adversity is the most rare and beautiful of all.
Eury
Profile Joined December 2008
Sweden1126 Posts
March 31 2009 12:55 GMT
#23
If I made a checkpoint system I would just fast forward the game really fast during the loading of the map until I reached the checkpoint that was wanted. That seems to be the easiest solution, no need for saving anything other than what is in a normal replay file.
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
March 31 2009 13:15 GMT
#24
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.


But how would the replay know when there is nothing important? It's all subjective, my friend
nataziel
Profile Blog Joined October 2008
Australia1455 Posts
March 31 2009 13:57 GMT
#25
What if, as the replay was played it wrote the locations/status of everything to your ram, so you could feasibly rewind, but you'd have to have watched it first (or at least the actions would have to have been carried out, whether you've seen them or not). This way doesn't increase the actual size of the replay that you download, as the rewind gamestate data is temporarily created in your ram each time you watch the replay. With today's ram sizes (4 gig of ram is probably pretty standard these days right?) and read/write speeds this shouldn't be too much of a problem yeah?

This could feasibly be combined with checkpoints, but only ones that rely on a system of the game actions up to that point being played quickly without graphical output (something that won't increase replay size). If it relied on saving an actual game state every x seconds and going from there it would not work as the actions and state of every part of the game is not being played through to be cached (is that the right word?)

Disclaimer:

I dunno if this is going to make any sense whatsoever, as I have no knowledge of programming (except very limited HTML) or if this even has anything to do with programming. Feedback plz
u gotta sk8
tec27
Profile Blog Joined June 2004
United States3700 Posts
March 31 2009 14:17 GMT
#26
On March 31 2009 19:48 HnR)Insane wrote:
Show nested quote +
On March 31 2009 17:08 tec27 wrote:
On March 31 2009 16:17 SonuvBob wrote:
On March 31 2009 16:09 araav wrote:
one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.

CS's "viewdemo" does this. Probably wouldn't be too hard to create it as a plugin for SC.

Man I wish I understood SC's replay format better...

.rep itself is pretty well understood (except, so far as I know, the algorithm used for calculating the checksum). What you really need is to be able to read information about game state and write an entirely new game state on command.
Writing something to process the replays at accelerated speed and then store the checkpoints seems exponentially harder, as you'd be rewriting the SC engine yourself from scratch. (unless it's possible to hack it so that you can use speeds even faster than x16, but not sure how feasible that is!)

Actually, now that I think about it, you could probably abuse the save game functionality to save out game states while watching. And you could very likely run SC at speeds faster than x16, as all those update speeds are stored in memory and you could just change their timing values. I guess the major issue there is that game saving may take some time, and that would definitely slow down the process.
Can you jam with the console cowboys in cyberspace?
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
March 31 2009 14:54 GMT
#27
On March 31 2009 20:50 FrozenArbiter wrote:
Show nested quote +
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.

This is what they've said their doing tho, isn't it? At Blizzcon they said they were experimenting with checkpoints.


Indeed, they did:

+ Show Spoiler +
A new feature called Bookmarks will be implemented into the replay functionality of StarCraft 2. There will be both standard and user customizable bookmark functionalities.

For example, there may be automatic bookmarks set at every 5 or 10 minute mark. This would allow the user to quick jump throughout the replay without have to spend time fast forwarding. Very similiar to the difference between DVD and Tapes.

With user customizable bookmarks, the replay author could set bookmarks at particular battles and other points of interest.


Source: StarCraftZine.com
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
Ingenol
Profile Blog Joined November 2008
United States1328 Posts
March 31 2009 16:50 GMT
#28
On March 31 2009 22:57 nataziel wrote:
What if, as the replay was played it wrote the locations/status of everything to your ram, so you could feasibly rewind, but you'd have to have watched it first (or at least the actions would have to have been carried out, whether you've seen them or not). This way doesn't increase the actual size of the replay that you download, as the rewind gamestate data is temporarily created in your ram each time you watch the replay. With today's ram sizes (4 gig of ram is probably pretty standard these days right?) and read/write speeds this shouldn't be too much of a problem yeah?

This could feasibly be combined with checkpoints, but only ones that rely on a system of the game actions up to that point being played quickly without graphical output (something that won't increase replay size). If it relied on saving an actual game state every x seconds and going from there it would not work as the actions and state of every part of the game is not being played through to be cached (is that the right word?)

Disclaimer:

I dunno if this is going to make any sense whatsoever, as I have no knowledge of programming (except very limited HTML) or if this even has anything to do with programming. Feedback plz

I have always wondered if this is possible. Can someone with programming experience comment on its feasibility. From the small .rep file you would then create a much larger amount of information that would then allow you to go backwards, having complete game states at many intervals along the way.
tec27
Profile Blog Joined June 2004
United States3700 Posts
Last Edited: 2009-03-31 17:09:43
March 31 2009 17:08 GMT
#29
On April 01 2009 01:50 Ingenol wrote:
Show nested quote +
On March 31 2009 22:57 nataziel wrote:
What if, as the replay was played it wrote the locations/status of everything to your ram, so you could feasibly rewind, but you'd have to have watched it first (or at least the actions would have to have been carried out, whether you've seen them or not). This way doesn't increase the actual size of the replay that you download, as the rewind gamestate data is temporarily created in your ram each time you watch the replay. With today's ram sizes (4 gig of ram is probably pretty standard these days right?) and read/write speeds this shouldn't be too much of a problem yeah?

This could feasibly be combined with checkpoints, but only ones that rely on a system of the game actions up to that point being played quickly without graphical output (something that won't increase replay size). If it relied on saving an actual game state every x seconds and going from there it would not work as the actions and state of every part of the game is not being played through to be cached (is that the right word?)

Disclaimer:

I dunno if this is going to make any sense whatsoever, as I have no knowledge of programming (except very limited HTML) or if this even has anything to do with programming. Feedback plz

I have always wondered if this is possible. Can someone with programming experience comment on its feasibility. From the small .rep file you would then create a much larger amount of information that would then allow you to go backwards, having complete game states at many intervals along the way.

You'd have to do it at a set (and fairly large) interval, or it'd be far, far too much data. As I said in a previous post, in SC1, each unit takes 336 bytes to store. So at 200/200 supply for 2 players (not an exact measurement, obviously, but I think that accounts for things like keeping track of minerals, buildings, and critters), thats 400 units * 336 bytes = ~130 KB per state. If we stored states per frame, that'd be about 3MB per second of data, which is obviously far too high. If we knock the state time up to every minute, then its around 2.5MB per 20 minute game, which is definitely more acceptable. SC2 probably has more data per unit/building/whatever though, so thats an important consideration, but storing the complete game state every minute is certainly reasonable (assuming its done dynamically as you watch the replay).
Can you jam with the console cowboys in cyberspace?
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
March 31 2009 17:21 GMT
#30
Thanks tec, now I see that rewinding with checkpoints is possible and the odds of it being implemented (sooner or later) are very high.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
Last Edited: 2009-03-31 18:46:12
March 31 2009 18:43 GMT
#31
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.


This is the method I favor as well

On March 31 2009 22:15 il0seonpurpose wrote:
Show nested quote +
On March 31 2009 16:09 araav wrote:
for object creation/deletion it's correct,
but what about unit positions/movements/resource gatherings?
there are things, that should really be very hard to implements - imagine rewinding drone-drilling - that should be hard as fuck.

one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.


But how would the replay know when there is nothing important? It's all subjective, my friend


How do you think you resume a saved game? If the position and status of each object are saved, then you can just follow the same actions and end up with the same result. As long as the dragoon is always in the same place, the marine always has the same result, telling the dragoon to attack the marine will always have the same result.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
March 31 2009 18:44 GMT
#32
On March 31 2009 23:17 tec27 wrote:
Show nested quote +
On March 31 2009 19:48 HnR)Insane wrote:
On March 31 2009 17:08 tec27 wrote:
On March 31 2009 16:17 SonuvBob wrote:
On March 31 2009 16:09 araav wrote:
one thing that would be possible though, is create check-points in the game when nothing fancy is taking place, where everything essential is recorded. then rewinding would just jump through to these points.

CS's "viewdemo" does this. Probably wouldn't be too hard to create it as a plugin for SC.

Man I wish I understood SC's replay format better...

.rep itself is pretty well understood (except, so far as I know, the algorithm used for calculating the checksum). What you really need is to be able to read information about game state and write an entirely new game state on command.
Writing something to process the replays at accelerated speed and then store the checkpoints seems exponentially harder, as you'd be rewriting the SC engine yourself from scratch. (unless it's possible to hack it so that you can use speeds even faster than x16, but not sure how feasible that is!)

Actually, now that I think about it, you could probably abuse the save game functionality to save out game states while watching. And you could very likely run SC at speeds faster than x16, as all those update speeds are stored in memory and you could just change their timing values. I guess the major issue there is that game saving may take some time, and that would definitely slow down the process.

do it do it do it do it do it do it do it do it!
Administrator
Pufftrees
Profile Joined March 2009
2449 Posts
Last Edited: 2009-03-31 19:05:32
March 31 2009 18:52 GMT
#33
Here is an idea I have.

When a replay is saved there is 2 things saved, 1 is the full replay that we are used to.. another is just a video of the game (the live action) not detailed but just the actual recording of the game. These 2 files will be associated together. Both the full replay (of course) and the video of the game are time synced.

So lets say we load a replay and start watching. Of course it will be using the classic replay. You fast forward, click around on units, have a FULL detailed replay that we are used to. So lets say we click ahead to the 10 minute mark. Now we decide that we want to rewind a little bit. By hitting rewind the replay switches to "video only" mode where it is literally just the game played backwards. You cannot see details by clicking on units while rewinding, but the actual VIDEO of the game is rewinding. And of course all the time is synced. When you hit PLAY the game reverts to the full regular detailed replay.

In short, when rewinding the game uses a less detailed "video only" version of the game which is literally the game video in reverse. When you start going forward again the actual replay returns with full detail clickability.

Just some random thoughts, SC would have to have a video mode for games and a video player etc.
Chance favors the prepared mind.
ven
Profile Blog Joined December 2008
Germany332 Posts
March 31 2009 19:42 GMT
#34
You wouldn't be able to choose your viewpoint in that case. Rendering, encoding and saving the whole map in your screen resolution in real time is just impossible.
You can reach the rainbow. I'll be there to help.
Pufftrees
Profile Joined March 2009
2449 Posts
March 31 2009 19:47 GMT
#35
On April 01 2009 04:42 ven_ wrote:
You wouldn't be able to choose your viewpoint in that case. Rendering, encoding and saving the whole map in your screen resolution in real time is just impossible.



There could be some clever tricks, considering we don't actually want to watch the video in rewind but simply have the option to rewind our game. A very low quality "video" of the game that is only applied to kick in when Rewind is engaged. Overall it does seem improbable though, perhaps with some iterations and some ingenuity this could be applied.
Chance favors the prepared mind.
ven
Profile Blog Joined December 2008
Germany332 Posts
March 31 2009 19:50 GMT
#36
You'd still have to actually rewind the replay in order to play from a previous point in time. Having a video played backwards won't help with that.
You can reach the rainbow. I'll be there to help.
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
March 31 2009 19:51 GMT
#37
On April 01 2009 03:52 Pufftrees wrote:
Here is an idea I have.

When a replay is saved there is 2 things saved, 1 is the full replay that we are used to.. another is just a video of the game (the live action) not detailed but just the actual recording of the game. These 2 files will be associated together. Both the full replay (of course) and the video of the game are time synced.

So lets say we load a replay and start watching. Of course it will be using the classic replay. You fast forward, click around on units, have a FULL detailed replay that we are used to. So lets say we click ahead to the 10 minute mark. Now we decide that we want to rewind a little bit. By hitting rewind the replay switches to "video only" mode where it is literally just the game played backwards. You cannot see details by clicking on units while rewinding, but the actual VIDEO of the game is rewinding. And of course all the time is synced. When you hit PLAY the game reverts to the full regular detailed replay.

In short, when rewinding the game uses a less detailed "video only" version of the game which is literally the game video in reverse. When you start going forward again the actual replay returns with full detail clickability.

Just some random thoughts, SC would have to have a video mode for games and a video player etc.

What's that good for? Noone is interested in seeing a game backwards. It's only to jump back and see an interesting battle twice or something. Forward of course.
Pufftrees
Profile Joined March 2009
2449 Posts
March 31 2009 19:54 GMT
#38
On April 01 2009 04:51 Scorch wrote:
Show nested quote +
On April 01 2009 03:52 Pufftrees wrote:
Here is an idea I have.

When a replay is saved there is 2 things saved, 1 is the full replay that we are used to.. another is just a video of the game (the live action) not detailed but just the actual recording of the game. These 2 files will be associated together. Both the full replay (of course) and the video of the game are time synced.

So lets say we load a replay and start watching. Of course it will be using the classic replay. You fast forward, click around on units, have a FULL detailed replay that we are used to. So lets say we click ahead to the 10 minute mark. Now we decide that we want to rewind a little bit. By hitting rewind the replay switches to "video only" mode where it is literally just the game played backwards. You cannot see details by clicking on units while rewinding, but the actual VIDEO of the game is rewinding. And of course all the time is synced. When you hit PLAY the game reverts to the full regular detailed replay.

In short, when rewinding the game uses a less detailed "video only" version of the game which is literally the game video in reverse. When you start going forward again the actual replay returns with full detail clickability.

Just some random thoughts, SC would have to have a video mode for games and a video player etc.

What's that good for? Noone is interested in seeing a game backwards. It's only to jump back and see an interesting battle twice or something. Forward of course.



The idea is that this allows us to rewind games without actually encountering the technical issues with having a replay running in rewind. Then we can rewind replays without going to a particular time set. After a large battle in a replay, simply rewind until the battle starts then continue. Nothing ground breaking just throwing out some ideas.
Chance favors the prepared mind.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 31 2009 20:06 GMT
#39
Hoohoho, no.

As a Java, C++ programmer you should certainly know the concept of hashing which is behind every data integrity check, associative array lookup and many more things. That, itself, is a small part of a larger concept - there are functions that are irreversibly introducing a loss of data, in which the input is not possible to reconstruct from output.

In a hash function, you can not theoretically reconstruct the input even if you know every nook and cranny of the algorithm and the output (trust me, I've tried). It's irreversible, because it implies information loss. While hashing itself doesn't have any use in gamestate chaging, many other irreversible operations do. Examples?

1) Pathfinding. Provided it doesn't calculate the whole path from A to B but updates it as the unit goes along an approximated one, the corresponding path from B to A will be different. Guess what? Pathing algorithms have non-linear computational difficulty, so this will surface up no matter how good the player's computer is. It is bound to happen. Desynch.

2) Physics. StarCraft II will not use animations for explosions and debris, it will use physics, meaning that a piece of scrap metal will behave like a physical object bouncing at landscape impurities. Will you be able to reconstruct it's path back to the origin? Hell no. Desynch or disable animations.

3) Many other fields where information loss happens which could theoretically be made two-way compartible, but that would require tons of work. Will not happen.

I'm sorry, but I doubt your programming credibility now.
You want 20 good men, but you need a bad pussy.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
March 31 2009 20:11 GMT
#40
When a replay is saved there is 2 things saved, 1 is the full replay that we are used to.. another is just a video of the game (the live action) not detailed but just the actual recording of the game. These 2 files will be associated together. Both the full replay (of course) and the video of the game are time synced.


Think! THINK! Whose viewpoint it's being saved as? A video is just a video, you cannot expect to put your mouse to a screen's edge and scroll, it will stay within someone's field of view. Well, and FPVOD is possible that way, but to make something other you will need a spectator. Unless, of course, you have 100 Terabytes of free space and a mainframe so that you will record a video of the whole map.
You want 20 good men, but you need a bad pussy.
Prev 1 2 3 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Group Stage 1 - Group B
WardiTV1236
TKL 208
IndyStarCraft 165
Rex136
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 276
TKL 208
IndyStarCraft 165
Hui .158
Rex 136
ProTech83
mcanning 53
SC2_NightMare 5
StarCraft: Brood War
Britney 41193
Rain 13195
Bisu 2992
Jaedong 1395
EffOrt 1002
Shuttle 958
Larva 793
firebathero 723
BeSt 548
Mini 440
[ Show more ]
ZerO 416
Snow 414
ggaemo 241
Hyun 155
Soma 148
Rush 131
Last 123
Pusan 73
Sharp 59
Soulkey 53
Aegong 49
ToSsGirL 47
Sexy 41
sorry 41
Backho 38
TY 37
soO 35
sSak 30
yabsab 28
JulyZerg 25
Free 24
sas.Sziky 21
HiyA 16
Terrorterran 15
scan(afreeca) 14
IntoTheRainbow 13
ajuk12(nOOB) 13
SilentControl 11
Hm[arnc] 7
zelot 6
Shine 5
Zeus 0
Stormgate
Codebar42
Dota 2
Gorgc8444
qojqva2398
XcaliburYe315
Counter-Strike
ScreaM1237
flusha342
kRYSTAL_60
Super Smash Bros
Mew2King93
Other Games
FrodaN2797
singsing2449
B2W.Neo1220
hiko887
DeMusliM574
crisheroes419
XaKoH 249
Fuzer 182
Beastyqt115
SortOf99
KnowMe95
ArmadaUGS36
rGuardiaN28
ZerO(Twitch)16
ViBE14
RotterdaM8
Organizations
StarCraft: Brood War
UltimateBattle 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 57
• davetesta14
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki11
• Michael_bg 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2576
• WagamamaTV370
League of Legends
• Nemesis2880
• Jankos1032
Upcoming Events
The PondCast
20h
WardiTV Summer Champion…
21h
Replay Cast
1d 10h
LiuLi Cup
1d 21h
Online Event
2 days
SC Evo League
2 days
uThermal 2v2 Circuit
3 days
CSO Contender
3 days
Sparkling Tuna Cup
3 days
WardiTV Summer Champion…
3 days
[ Show More ]
SC Evo League
3 days
uThermal 2v2 Circuit
4 days
Afreeca Starleague
4 days
Sharp vs Ample
Larva vs Stork
Wardi Open
4 days
RotterdaM Event
5 days
Replay Cast
5 days
Replay Cast
5 days
Afreeca Starleague
5 days
JyJ vs TY
Bisu vs Speed
WardiTV Summer Champion…
5 days
Afreeca Starleague
6 days
Mini vs TBD
Soma vs sSak
WardiTV Summer Champion…
6 days
Liquipedia Results

Completed

StarCon 2025 Philadelphia
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
WardiTV Summer 2025
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 1
ASL Season 20
CSLAN 3
CSL 2025 AUTUMN (S18)
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 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.