• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:40
CEST 03:40
KST 10:40
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!26Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BW General Discussion ASL22 General Discussion BGH Auto Balance -> http://bghmmr.eu/ StarCraft 64 is coming to Philly at SC4ALL II
Tourneys
Escore Tournament - Season 3 Small VOD Thread 2.0 [Megathread] Daily Proleagues SC4ALL II: Brood War - $2500 - Dec 5-6
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
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 European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5556 users

Fixing Starcraft 2 - High Ground & Map Design

Forum Index > SC2 General
Post a Reply
1 2 Next All
EggPuppet
Profile Joined August 2010
26 Posts
August 11 2010 06:09 GMT
#1
Much has been said about why it was not Blizzard's most brilliant moment when they settled on a mechanic for high ground that is spontaneously entirely negated by moving a single man partway up a ramp or bringing a single flying unit somewhere nearby.

I don't wish to rehash those arguments, but I would like to take a look at how map designers can improve the utility of high ground, and create better game flow, with the way they place their ramps.


First, let's look at an example of a ramp that offers almost zero tactical advantage in Starcraft 2:

[image loading]

This is the entrance to a main base on Blistering Sands. Imagine, for example, two opponents with an equal-sized force of marines in the early game.

If high ground offers a tactical advantage, the defender (the one on high ground) should clearly have the favorable position. But, in practice, he really doesn't. Because of the way the ramp and cliffs are positioned, and the limited attack range of most units, the attacker can just walk along the south edge until he gets to the ramp, and then charge it. The defender would be lucky to get off even a couple shots before the attacker gets close enough to have vision of the high ground (which begins surprisingly far down SC2's ramps).

In conclusion, this ramp is defective. The map designer was trying to give a tactical advantage to the defending player, but in a real game, against a marginally intelligent attacker, it rarely matters.

True, the defending player can focus fire the enemies on the ramp, but he might well wind up losing more potential attacks due to the wasted time on repositioning his units than he gains during the brief window before replacement attackers can go up the ramp again. Or, the attacker can move enough men onto the ramp that it's impractical to kill them early enough in the fight for high ground to have any impact.


Let's compare that to a much more useful ramp:

[image loading]

This is the entrance to a main base on Lost Temple. Unlike the ramp on Blistering Sands, this one is placed so that defenders can get a few shots off on an attacking force before they breach the ramp. That advantage is enough to sometimes deter an attack, or balance out a slight numerical advantage, so it actually has an impact on game flow in some cases.


To take an extreme example, consider a ramp shape like this:

[image loading]

Here, ranged defenders on the high ground have a huge edge over an attacking force, and only a greatly superior force, or one supported by scans and air units, will be able to break through. This is a pretty extreme example.




Brood War was not a great competitive game straight out of the box. It took a lot of refinement from the community to come up with maps with good game flow and the ability to generate epic, dynamic matches.

Starcraft 2 is much the same. Blizzard has handed us a badly designed high ground mechanic, and a bunch of maps with huge, wide-open, tactically worthless ramps. But with good map design, the community will be able to ameliorate some of these defects. Map makers, put useful cliffs by your ramps if you want to create valuable terrain.

Of course, there is one other possible solution - the map editor allows you to change the rules for high ground. Perhaps we'll see some legacy-themed maps with SC1's miss chance in place, or some other novel solution, like a range bonus against lower-ground targets. Still, realistically, the tournament standard will be the vanilla mechanics, but better map designs can make those play out a lot better.
01d55
Profile Joined March 2010
United States19 Posts
August 11 2010 06:18 GMT
#2
While your points are generically sound, Protoss can take advantage of otherwise unhelpful ramps with good force field placement. Deliberately unhelpful ramps may be used as a way to tilt maps towards Protoss if such is judged necessary.
Lady-nerds seriously grab on to feminism like it is a buoy and they are drowning, because it is! And they sort of are! - Sady Doyle
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
August 11 2010 06:59 GMT
#3
In the last picture, is the natural at the left side of the ramp? Because I would presume Terran and Protoss would just wall of where the low ground is the narrowest. That way they can safely wall off and FE.
Would this not screw Zerg completely?
Marines/marauders on high ground make it impossible for Zerg to break it early. Afterwards, siege tanks stop everything else.

If the natural was not protected by this ramp it would make some sense I guess. Although, again from Zerg point of view, the only way to get a defensive advantage early on is with spine crawlers (which need creep tumors and/or extra queens) For roaches to reach the advancing enemy the path would need to be very narrow. But that would limit their ability to surround with lings and would probably lead to early zealot contain. Or am I missing a point here? Queens could work probably.

Bankai - Correlation does not imply causation
pzea469
Profile Blog Joined September 2008
United States1520 Posts
August 11 2010 07:34 GMT
#4
hate to be a broken record, but seriously, sc2 needs a REAL highground advantage. Not just this i cant see u till i take one step up the ramp crap. Not being able to see the enemy on the high ground is something i like, but its simply not enough.
Kill the Deathball
Fontong
Profile Blog Joined December 2007
United States6454 Posts
August 11 2010 07:41 GMT
#5
On August 11 2010 15:59 NeoLearner wrote:
In the last picture, is the natural at the left side of the ramp? Because I would presume Terran and Protoss would just wall of where the low ground is the narrowest. That way they can safely wall off and FE.
Would this not screw Zerg completely?
Marines/marauders on high ground make it impossible for Zerg to break it early. Afterwards, siege tanks stop everything else.

If the natural was not protected by this ramp it would make some sense I guess. Although, again from Zerg point of view, the only way to get a defensive advantage early on is with spine crawlers (which need creep tumors and/or extra queens) For roaches to reach the advancing enemy the path would need to be very narrow. But that would limit their ability to surround with lings and would probably lead to early zealot contain. Or am I missing a point here? Queens could work probably.


As he put twice, that is an extreme example.

I don't think he wants maps like that
[SECRET FONT] "Dragoon bunker"
Hectic
Profile Blog Joined May 2010
Australia159 Posts
Last Edited: 2010-08-11 07:56:56
August 11 2010 07:56 GMT
#6
I would say the small choke point provided by the ramp is enough to provide the defender with sufficient advantage. If you can't take advantage of this, you have not prepared for the attack early enough, or you simply played the wrong stratey, or played badly.

There is no reason why there HAS to be any high ground advantage at all. This is a different game, it has its own rules, and you need to play by them. And on the same note, high ground doesn't have to give you any tactical advantage at all if it doesnt want to. High ground doesn't owe you anything.

If you think high ground mechanics make the game better or worse, thats your opinion. Personally i prefer them currently because it means I have less game against obnoxious terran turtles which go for longer than they should.

I don't think precedence from broodwar is good enough reason to demand old high ground rules.



Only if you beleive.
LegendaryZ
Profile Blog Joined May 2010
United States1583 Posts
August 11 2010 08:15 GMT
#7
On August 11 2010 16:56 Hectic wrote:
I would say the small choke point provided by the ramp is enough to provide the defender with sufficient advantage. If you can't take advantage of this, you have not prepared for the attack early enough, or you simply played the wrong stratey, or played badly.

There is no reason why there HAS to be any high ground advantage at all. This is a different game, it has its own rules, and you need to play by them. And on the same note, high ground doesn't have to give you any tactical advantage at all if it doesnt want to. High ground doesn't owe you anything.

If you think high ground mechanics make the game better or worse, thats your opinion. Personally i prefer them currently because it means I have less game against obnoxious terran turtles which go for longer than they should.

I don't think precedence from broodwar is good enough reason to demand old high ground rules.





This "chokepoint" advantage would only apply to smaller ramps and in many instances, is no real advantage at all. While I agree that there's no absolute rule stating that there should be an advantage to holding higher grounds, I feel that it would be beneficial to add such a mechanic to increase the depth of tactics and strategy employed in the game. It's often the little extra things like this that help separate good players from great players. Of course there shouldn't be some ridiculously huge advantage, but it'd be nice to have a small, seemingly negligible one to just give that little extra boost to the people that put the extra effort in to position themselves advantageously and be selective about where they decide to fight and how they go about doing it.
Kokkan
Profile Joined June 2010
Sweden83 Posts
Last Edited: 2010-08-11 08:39:35
August 11 2010 08:33 GMT
#8
Most people don't know how to use high ground and choke mechanics properly. While your observation that the more usable edge the stronger the choke is 100% correct. It would be close to impossible to force any ramp if only the units on top of the ramp would have vision. Then you would always need a flying unit.


But lets consider how most players place their units on a ramp. I do this mistake all the time. If these were lings/lots trying to come in, that would be another matter.
[image loading]


The general mindset if players is "not to let the other player up the ramp". Sometimes this is the error. If you are facing ranged units then you have to use the ramp instead of trying to defend it.
[image loading]

Hardy 0 tactical advantage.


PS. Excuse my horrible Photoshop skills, it was easier than setting up a custom map. DS.

DTown
Profile Blog Joined April 2010
United States428 Posts
August 11 2010 10:17 GMT
#9
Yea, because Terran needs more aspects of the game tipped in their favor.
EggPuppet
Profile Joined August 2010
26 Posts
August 11 2010 10:19 GMT
#10
On August 11 2010 16:56 Hectic wrote:
If you think high ground mechanics make the game better or worse, thats your opinion. Personally i prefer them currently because it means I have less game against obnoxious terran turtles which go for longer than they should.

I don't think precedence from broodwar is good enough reason to demand old high ground rules.


I definitely think there should be some maps which discourage turtling and favor aggression, but SC2 doesn't need such an awkward high ground system to make it so - instead, just include some maps with flat terrain and multiple entrances.

I don't think high ground should work differently "because Brood War did it that way," but rather, because it makes for more interesting terrain and more opportunities for turnarounds than an effectively-flat map.

On August 11 2010 17:33 Kokkan wrote:
Most people don't know how to use high ground and choke mechanics properly. While your observation that the more usable edge the stronger the choke is 100% correct. It would be close to impossible to force any ramp if only the units on top of the ramp would have vision. Then you would always need a flying unit.


But lets consider how most players place their units on a ramp. I do this mistake all the time. If these were lings/lots trying to come in, that would be another matter.
[image loading]


The general mindset if players is "not to let the other player up the ramp". Sometimes this is the error. If you are facing ranged units then you have to use the ramp instead of trying to defend it.
[image loading]

Hardy 0 tactical advantage.


PS. Excuse my horrible Photoshop skills, it was easier than setting up a custom map. DS.



This is a great illustration of how to take advantage of a chokepoint, but it would play out just the same at any same-height choke. It's not really taking advantage of the high ground, just the choke.

Also, the retail map pool contains a lot of "Why even bother?" terrain like this:

[image loading]

With such a wide ramp and no real usable cliff, it seems like it's just there for aesthetics, not gameplay.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
August 11 2010 10:59 GMT
#11
On August 11 2010 16:41 Fontong wrote:
Show nested quote +
On August 11 2010 15:59 NeoLearner wrote:
In the last picture, is the natural at the left side of the ramp? Because I would presume Terran and Protoss would just wall of where the low ground is the narrowest. That way they can safely wall off and FE.
Would this not screw Zerg completely?
Marines/marauders on high ground make it impossible for Zerg to break it early. Afterwards, siege tanks stop everything else.

If the natural was not protected by this ramp it would make some sense I guess. Although, again from Zerg point of view, the only way to get a defensive advantage early on is with spine crawlers (which need creep tumors and/or extra queens) For roaches to reach the advancing enemy the path would need to be very narrow. But that would limit their ability to surround with lings and would probably lead to early zealot contain. Or am I missing a point here? Queens could work probably.


As he put twice, that is an extreme example.

I don't think he wants maps like that


I know it's a pretty extreme example, I read it twice. I was just illustrating why it's a pretty bad/dangerous one. It's not just the last ramp either, the LT ramp has a similar problems already.

The principle illustrated in the OP to generate defender advantage is valid. However, the implementation has to be done very carefully as it has mid/late game implications. Mostly as Zerg disadvantages. Which is what I was trying to illustrate.

Bankai - Correlation does not imply causation
qoolqop
Profile Joined June 2009
Sweden71 Posts
August 11 2010 11:06 GMT
#12
Great post.

im having trouble with how ramps work for air units / colossus. even if they are "on the high ground" with their flyer helpers, low ground can still see them and shoot them?
Thaddaeus
Profile Joined July 2010
Germany107 Posts
August 11 2010 11:32 GMT
#13
Does someone know why Blizz made the high ground advantage so sound but on the other hand not use the mechanics we know from WC III (attacks upwards miss like 33%) also (to complicated?).

If this would be still given, chocke point positions would not bother us so much anymore.
On the other hand i think the game might get too static as no one would dare to pass any choke without beeing perfectly aware of what is on the upper side.
im fine :)
DTown
Profile Blog Joined April 2010
United States428 Posts
August 12 2010 01:16 GMT
#14
Does anyone else think that the high-ground advantage change was decided upon generally because of the fix to terran tank AI. I find it highly believable that Blizz wanted to change the tank AI to work like it does, didn't want to nerf the hell out of the unit in dmg and hp etc, but decided a creative way to make it work was to alter the HGA mechanics? I'm just throwing it out there, but it kind of makes sense to me. What do you guys think?
Sentient
Profile Joined April 2010
United States437 Posts
August 12 2010 01:31 GMT
#15
On August 11 2010 15:09 EggPuppet wrote:
Let's compare that to a much more useful ramp:

[image loading]

This is the entrance to a main base on Lost Temple. Unlike the ramp on Blistering Sands, this one is placed so that defenders can get a few shots off on an attacking force before they breach the ramp. That advantage is enough to sometimes deter an attack, or balance out a slight numerical advantage, so it actually has an impact on game flow in some cases.


Another poster on this forum noted that as long as the attacker has vision, the defender is at a disadvantage! Chokes like this allow the attacker to get a better surround with ranged units. This can actually lead to a substantial defender's disadvantage, which might contribute to a lot of the all-in type play found currently.
EggPuppet
Profile Joined August 2010
26 Posts
August 16 2010 19:12 GMT
#16
On August 12 2010 10:31 Sentient wrote:
Show nested quote +
On August 11 2010 15:09 EggPuppet wrote:
Let's compare that to a much more useful ramp:

[image loading]

This is the entrance to a main base on Lost Temple. Unlike the ramp on Blistering Sands, this one is placed so that defenders can get a few shots off on an attacking force before they breach the ramp. That advantage is enough to sometimes deter an attack, or balance out a slight numerical advantage, so it actually has an impact on game flow in some cases.


Another poster on this forum noted that as long as the attacker has vision, the defender is at a disadvantage! Chokes like this allow the attacker to get a better surround with ranged units. This can actually lead to a substantial defender's disadvantage, which might contribute to a lot of the all-in type play found currently.


That is an extremely good point. Perhaps, in consideration of this, a well-constructed defensively valuable high ground cliff should have a gentle curvature, in addition to enough exposed surface area.

I wonder if, if Blizzard is set on this mechanic, they might at least decide to supplement it in a future expansion with terrain features that work like an air-only analog to the vision blockers that already exist on several maps. Some type of cloud, perhaps, which map makers could choose to place near cliffs which would deny vision to air units, so that cliffs aren't so easy to trivialize in the mid-game and beyond.

Alternatively, a new terrain type which simply offers a defensive advantage could add a lot of interest to SC2's maps. Strategically valuable terrain is important for interesting gameplay, but it doesn't necessarily need to take the form of high ground. Maybe some kind of "shielding tower," like the watchtowers, could be added to the game.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-08-16 19:25:18
August 16 2010 19:24 GMT
#17
Good post. I definitely think that more maps should use this style of making the high ground much stronger.

Don't get me wrong, the high ground advantage is there. It's up to the user to make a nice concave and place his units properly to get the maximum from said advantage.

On Lost Temple, I frequently take advantage of the high ground as much as possible abusing that ridge. I'd like to see some more maps with even more extreme of an advantage to the defender so we can see how games could play out.
blagoonga123
Profile Blog Joined July 2007
United States2068 Posts
August 16 2010 19:30 GMT
#18
wouldn't high ground advantage just add to the current terran overpoweredness that so many people seem to decry?
FOOL! Pain is my friend! Now let me introduce you to it!
Ketara
Profile Blog Joined August 2010
United States15065 Posts
August 16 2010 19:30 GMT
#19
I would really really like to see the maps become more complex, personally.

I like the high ground mechanic as is. It's true that in the face of air units or Colossus or a clutch scan it can become irrelevant or even bad, and there are certain maps where this is blatantly exploitable, such as Desert Oasis. However, I think this is a problem with the maps, not the high ground mechanic.

I also agree with a lot of the Zerg players who are saying that the current map pool includes very few open areas and other things that Zerg can abuse. So I guess I'd like to see better maps, and also more maps in general.

But back to the original point, I'd love to see the maps become more complex. The map pool is the easiest and most effective way to make games interesting and different without screwing with racial balance, and can alleviate a lot of racial imbalance.

Some very simple things that could end up really cool would be for instance, a mountain tileset so high that flying units can't fly over it. Or possibly more 2-level high cliffs that flying units can move over but Colossus and Reapers can't.

Or maybe a difficult terrain mechanic. Swampy or brushy or sandy ground that slows ground units down while moving on it.

Or maybe a cover mechanic. Certain areas that units standing in have ranged fire reduced by 1 damage, but not melee damage.

I play a lot of tabletop strategy, and I was never really interested in RTS games till SC2, and one huge reason was the maps. Really really simple things such as the watchtowers and high ground and brush have added a lot of actual strategy to this game, and while I don't think the maps are perfect, I think they're a huge step in the right direction.

It's so much fun to watch a replay where player A has the clear unit advantage but loses because he wasn't paying attention to the high ground or the brush. I want to see more of that.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Azile
Profile Joined March 2010
United States339 Posts
August 16 2010 19:33 GMT
#20
So.. basically you want to buff maps for terran? That's all I'm seeing out of this.

I know that's not what you said and that's not where you're coming from but that is the end result.

As the only race that can't wall-off my ramp with ranged forces behind it and play defensively... no thanks.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 21m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 46
Dota 2
The International16250
NeuroSwarm217
League of Legends
Doublelift6414
JimRising 362
Counter-Strike
summit1g7754
Coldzera 1480
taco 228
Super Smash Bros
Mew2King158
Liquid`Ken14
Other Games
C9.Mang0327
ViBE156
Maynarde115
ROOTCatZ78
Trikslyr49
PPMD18
Organizations
Other Games
gamesdonequick1099
[ Show 10 non-featured ]
StarCraft 2
• Hupsaiya 54
• davetesta34
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
CranKy Ducklings
8h 21m
PiG Sty Festival
10h 21m
herO vs Krystianer
Solar vs Cure
IPSL
14h 21m
Sparkling Tuna Cup
1d 8h
PiG Sty Festival
1d 10h
Maru vs Shameless
Reynor vs TriGGeR
IPSL
1d 14h
OSC
1d 22h
Afreeca Starleague
2 days
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
2 days
The Patches Monday
2 days
[ Show More ]
Afreeca Starleague
3 days
Sharp vs Shinee
Action vs Shine
PiGosaur Cup
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
4 days
The PondCast
5 days
KCM Race Survival
5 days
Replay Cast
5 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W7
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
CSLAN 4
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
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

ASL Season 22
Escore Tournament S3: W8
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 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.