• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:35
CEST 17:35
KST 00:35
  • 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
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9
Community News
Weekly Cups (August 25-31): Clem's Last Straw?29Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15Weekly Cups (Aug 4-10): MaxPax wins a triple6
StarCraft 2
General
Weekly Cups (August 25-31): Clem's Last Straw? Heaven's Balance Suggestions (roast me) Speculation of future Wardii series Geoff 'iNcontroL' Robinson has passed away #1: Maru - Greatest Players of All Time
Tourneys
LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris Monday Nights Weeklies
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion BW General Discussion Starcraft at lower levels TvP Victoria gamers
Tourneys
[Megathread] Daily Proleagues Is there English video for group selection for ASL [ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Nintendo Switch Thread Mechabellum Teeworlds - online game
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 Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 788 users

[M] Dark Colossus

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-12-17 22:22:27
December 07 2010 14:15 GMT
#1
Dark Colossus

Version 1.0:
[image loading]
High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Changes:
- Slightly opened choke to the close expansion.
- Slightly increased size of ramp below the top left expo and above the bottom right expo.
- Moved large halo doodad.

Tournaments:
- PolaCup #1

Initial Comments:
Hey all. I've dabbled in mapping before during the beta, but after a few months of watching many pro games and playing Random on the ladder (1800 Diamond, btw), I feel I've got a rudimentary grasp of how certain races benefit from certain map features and how entertaining games come about based on map features. I decided to try my hand at designing a fairly large 2-player melee map.

Previous Versions:
Version 0.1: + Show Spoiler +
[image loading]

Analyzer Images:
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Version 0.2: + Show Spoiler +
[image loading]
[image loading]

Map Analyzer:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Changes:
- Widened ramps to the top left and bottom right expansions.
- Added Destructible Rocks on the paths that lead to the opponent's corner base.
- Terrain mostly finished.
- Doodads partially completed.

Version 0.35:+ Show Spoiler +

[image loading]

Changes:
- Refined high ground accessible through the natural.
- Destructible rocks blocking access to the top left and lower right expansions have been removed.
- Xelnaga watch tower has been relocated. It is also surrounded with LOS Blockers.
- Ramps to the low ground near the corner expansions have been extended.
- Small ledge jutting from the main near the ramp to the natural has been removed.

+ 0.05:
- Expanded size of main.
- Put 10 pairs of minerals with 1 mineral each in the long, narrow path.
- Considering removing the thin, narrow path entirely as it was originally a way to access the corner base directly from the main, but the corner expos are not as well-defended or crucial as they used to be.

Map Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Version 0.45: + Show Spoiler +
[image loading]

Changes:
- Removed backdoor path to the corner expansions.
- Increased size of the mains.
- Increased size of the "inner" ramps near the jagged terrain.
- Rebalanced positions.
- More doodad work.

0.05:
- Finished doodad work.
- Cleaned up map textures.

Map Analyzer Images:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Version 0.5:+ Show Spoiler +
[image loading]

High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Changes:
- Major, major changes to map layout.
- Close third now has two gas and 6 mineral patches.
- Corner expansions are now on the 2nd cliff level instead of the 3rd.
- Small low ground area connecting to the corner expansions from the 2nd level is now reachable from the center.
- Center area opened up and LOS blockers removed.
- Small ramps connecting center to the high grounds outside of the corner expansions.
- LOS blockers cutting off the high grounds outside of the corner expansions from the expansions themselves.

Version 0.6: + Show Spoiler +
[image loading]

High Resolution: here

Map Analyzer Images:+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Album Link: here

Changes:
- Moved corner bases away from the push path and pushed the corners of the map out.
- Added Destructible Rocks on the wide ramp the the high ground.
- Narrowed various paths to create semi-chokes.
- Increased size of the natural choke.
- Added LOS blockers around the high yield bases.
- Doubled up LOS blockers near the corner bases and around the path to the corner bases.

Notes:
I paid special attention to the "defensive arc" required to hold the third base and realized that the needed army presence to hold the corner base was simply too spread out. Thus, the Destructible Rocks. Also, I narrowed various paths to semi-chokes, which makes either the close third or the corner third viable choices with similar required defensive arcs.

Holding both at the same time, however, is very difficult to do. If this becomes an issue I'll consider repositioning high ground locations or the bases entirely.
REEBUH!!!
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
Last Edited: 2010-12-07 14:23:21
December 07 2010 14:22 GMT
#2
A few notables.

I think the rich minerals are not really worth taking since it only provides three patches, While 8 patches yield more income and deplete less faster but still giving the same amount of income.

While the bottom and top pillars might look good and provide Spectator value, I don't think its realistic and fitting the map. But im not sure if you can walk there tough. (Being a space platform). Also your saying it favors harrassment for air, Does this mean terran Banshee will be quite powerfull?
However you can be free to disagree.
"Kinda like this thing but there’s something you should know, I just came to say hello."
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 14:26 GMT
#3
On December 07 2010 23:22 BuuGhost wrote:
A few notables.

I think the rich minerals are not really worth taking since it only provides three patches, While 8 patches yield more income and deplete less faster but still giving the same amount of income.

While the bottom and top pillars might look good and provide Spectator value, I don't think its realistic and fitting the map. But im not sure if you can walk there tough. (Being a space platform). Also your saying it favors harrassment for air, Does this mean terran Banshee will be quite powerfull?
However you can be free to disagree.

Thanks for the feedback

There are 6 patches at the rich mineral bases and the geysers are rich geysers. The pock-marked areas of the map are not pathable, as indicated in the map analyzer.

Also, all of the easily harassable areas are expansions only. The main and natural are not affected in any special way.
REEBUH!!!
Weken
Profile Joined November 2010
United Kingdom580 Posts
December 07 2010 18:04 GMT
#4
Good map, it seams quite an open map so mabye add a few more choaks/ destructable rocks so that zerg dont have to much of an advantage, also i dont think you should widen any of the ramps. i feel that the 3rd is vunrable becasue you need to be able to defend the chock at ur nat and the wide area next to the third. However there are a couple of small choaks so im not sure how it would play out, and if terran/toss would 2 base timing push much on it. Anyway i would really like to play on this map cos it seams quite a good map (and im zerg so i like those 2 paths to the opponents 3rd).
Polatrite
Profile Joined August 2010
United States135 Posts
Last Edited: 2010-12-07 19:00:40
December 07 2010 18:59 GMT
#5
The two thin paths to the satellite bases - are those covered by two destructible rocks each? If so, the first rock is behind a mineral patch (or so it appears) that presumably has a low quantity and needs to be mined before the rocks can be busted and headway can be made to get over to the satellite base. If all these things are true, keep in mind that this makes the rocks most easily busted by Terran as melee units (core DPS of Zerg and Protoss) are unable to hit the rocks early on.

I like the even ground chokes near the natural. While Kulas Ravine was a poor map overall, I feel that the even ground chokes provide a unique defensive feel to maps that allows for more creative strategies and more offensive play than ramp chokes.

I like the high ground next to these even ground chokes as it allows Terran to still utilize a defensive tank, but doesn't necessarily prevent well executed pushes. I'm curious - how many tiles of dead space in between the even ground choke and the neighboring high ground? It looks like somewhere around 6-7. You may want to shrink this just a little bit to allow some ranged units to hit tanks positioned too closely to the edge on the high ground if they have a spotting unit or a scan. I think this forces tanks to recess themselves slightly, still being able to hit the entirity of the choke area, but unable to fire into the mineral lines or too far into the Xel'Naga area - not firing into the mineral lines allows run-bys but also prevents tank splash from killing your own workers.

I think the watchtowers might provide just a little too much vision, heavily benefiting a Zerg player in the early game. The watchtower is highly favored to the defending player and provides complete ground vision of ALL useful attack paths. This essentially gives a Zerg player an absolutely risk-free scouting setup for only 25 minerals, as the Zerg doesn't need to put Overlords in any ranged-vulnerable positions to spot incoming attacks. I think this is by far the greatest imbalance on the map and would heavily urge you to adjust it - perhaps two way entry to the Xel'Naga, perhaps moving the watchtower to the low ground, or perhaps just rethinking the positioning of the Xel'Naga in general. If a Protoss or Terran player can send in 1-3 units to take the Xel'Naga immediately prior to an offensive push, that fixes the problem - however if the position is so indefensible for the aggressor (e.g. the push can't arrive in a remotely timely fashion to protect the 1-3 units) due to the only ramp facing the defender at +2 height from the attack terrain, it greatly reduces the ability to perform a successful early attack on Zerg - a necessity in the current metagame.

All in all I do like the map, once things settle down closer to the holidays I plan to begin hosting regular tournaments. If you were able to make some small corrections, I could definitely see this map having potential for our map pool if you're interested.
I'm not going to cut my hair any time soon. I'm gonna let it grow out - I'm gonna become a shag monster. Shaggy monster, I guess, is what I should have said. I will ALSO be a shag monster. day[9] the shag monster, who plays both games and girls *snap*
MindRush
Profile Joined April 2010
Romania916 Posts
December 07 2010 19:04 GMT
#6
seeing this map, banshees pop into my mind
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 19:16 GMT
#7
@ Polatrite: Thanks for looking at my map! You bring up an interesting point about the high ground. I'll implement some changes after testing tank range on the high ground against other ranged units. Also, you bring up a very true point about the Xelnaga watch towers. I'll include these adjustments in iteration 0.3. Oh, and it would be very cool if you'd consider my map to be included in your map pool
REEBUH!!!
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
Last Edited: 2010-12-07 20:12:30
December 07 2010 20:10 GMT
#8
not enough bases, this wont help zerg much at all on this map, and favors terran as they can lift off and take the gold with old expo. i fear this map is too camp freindley.

quick quetion what are seig tanks like on the Xel naga tower?
Live Fast Die Young :D
njAl
Profile Joined July 2010
Norway156 Posts
December 07 2010 20:25 GMT
#9
Quick question, the green stuff is the LOS blocker right? the green dots
=^.^=
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 20:55 GMT
#10
@njAI: Yes, the green lights are LOS blockers

@TibblesEvilCat: I have since adjusted the sizes of the high ground areas in the natural, relocated the Xelnaga watchtowers, and removed the Destructible Rocks. Zerg should be able to take a gas third much more easily now and Siege Tanks should be able to exert much less control over the possible attack routes. Also, said attack routes have been widened to allow more room for maneuvering. I'll see if I can fit more bases into the map, since it is rather short on expansions.
REEBUH!!!
BoomStevo
Profile Joined August 2010
United States332 Posts
December 07 2010 21:29 GMT
#11
The map is large with long rush distances which usually mean a macro game, yet there is only one viable expansion. The expo marked as the third in the analyzer images is mineral only and quite open, the gold is difficult to secure, and the other expansion is blocked by rocks. Taking a third seems difficult.

The main seems small. You could easily expand it's size into the dead area you made. And of course that area makes air attacks all the more effective. I guess that's what you wanted though. Also, the natural minerals don't have any space behind them to defend from air harass.

I'm not sure how much that long and narrow path to the main will be used. It seems difficult to access with 2 rocks and a mineral patch blocking it. Small sneak attack groups won't be able to easily take out the blockers and it's too long and narrow for large armies.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 21:48 GMT
#12
On December 08 2010 06:29 BoomStevo wrote:
The map is large with long rush distances which usually mean a macro game, yet there is only one viable expansion. The expo marked as the third in the analyzer images is mineral only and quite open, the gold is difficult to secure, and the other expansion is blocked by rocks. Taking a third seems difficult.

The main seems small. You could easily expand it's size into the dead area you made. And of course that area makes air attacks all the more effective. I guess that's what you wanted though. Also, the natural minerals don't have any space behind them to defend from air harass.

I'm not sure how much that long and narrow path to the main will be used. It seems difficult to access with 2 rocks and a mineral patch blocking it. Small sneak attack groups won't be able to easily take out the blockers and it's too long and narrow for large armies.

Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.
REEBUH!!!
BoomStevo
Profile Joined August 2010
United States332 Posts
Last Edited: 2010-12-07 21:54:31
December 07 2010 21:53 GMT
#13
On December 08 2010 06:48 LunarC wrote:
Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.

Just noticed version 0.3 without the rocks right after I posted.

So my workers at my main will actively try to mine the patch that keeps my base safer? I would definitely want to keep my workers from mining it, and I don't want to be wasting APM to keep workers off that one patch.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 07 2010 22:16 GMT
#14
On December 08 2010 06:53 BoomStevo wrote:
Show nested quote +
On December 08 2010 06:48 LunarC wrote:
Yeah I noticed the problems you're talking about right now, so I've removed the rocks.

About the long and narrow path: Small units like Zerglings, workers, and Marines can bypass the rocks at the expansion. The really key thing is that workers will automatically mine from the mineral patch that blocks the rocks in the main. This will cause the rocks in the main to become accessible after a certain amount of time has passed, assuming players don't actively avoid or target that patch.

Just noticed version 0.3 without the rocks right after I posted.

So my workers at my main will actively try to mine the patch that keeps my base safer? I would definitely want to keep my workers from mining it, and I don't want to be wasting APM to keep workers off that one patch.

I'll place the Destructible Rocks on the other side of the mineral patch to keep them from automatically mining it in the next iteration. Also, I have expanded the size of the main.
REEBUH!!!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-10 08:14:18
December 10 2010 08:05 GMT
#15
--- Nuked ---
undyinglight
Profile Joined December 2008
United States611 Posts
December 10 2010 09:22 GMT
#16
Wow man, this map is really good, I would like to see it in the GSL. I must say though Banshees do seem very powerful on this map. Perhaps make it so that Banshees can't just retreat over into space behind mineral lines. Other than that good job.
Rise Up!
Sirion
Profile Joined August 2010
131 Posts
December 10 2010 21:34 GMT
#17
Normally I do not comment on maps, but this one compels me to. I had seen an older version, and did not like it so much, but this one is really do like. It has some ..taste..flavor..flair.., a certain something which gives me the feeling that a game an this map might be interesting, and also, from an roll playing point of view, to be worth to fight over.

After poring over the high-res map for some 15 minutes I wanted to make comments which I notices Barrin did address already(and in a very constructive way), but I make them anyways:
- The two gold bases feel too close to eayh other from a gameplay point of view. line of sight blockers should fix that.
-the entry to the natural should open up more, so that an attacker can get a better arc.
-the third(base close to main) should be a bit less exposed in direction of the opponent. A CC, nexus or hatch there seriously restricts the movement of the defender in high food battles, so a somewhat smaller entrance balances things out
-the corner bases could be moved slightly more out of the way, so that they offer the opportunity for a hidden base. also that would open up the option to "expand far away" for a zerg player
-I somehow like the idea of a typical attack to arrive in front of the natural via the lowground middle, so that one can try to cut between natural and third. however not playing the map makes this a purely theoretical idea
-the green area in barrins post seems a bit odd to me as well. however a have mixed feelings with his suggestions. it could be that that issue resolves itself if the corresponding bases were farther away, as I suggested.

Oh, and do not take what I said as an educated opinion, as I am not experienced enough with sc2 map making.
WniO
Profile Blog Joined April 2010
United States2706 Posts
December 10 2010 21:58 GMT
#18
I dont like how easy to defend the natural is. But i like the little loop mechanic around the middle area.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
December 11 2010 00:08 GMT
#19
Dark Colossus Version 0.6 posted.
OP updated.

Changes:
- Moved corner bases away from the push path and pushed the corners of the map out.
- Added Destructible Rocks on the wide ramp the the high ground.
- Narrowed various paths to create semi-chokes.
- Increased size of the natural choke.
- Added LOS blockers around the high yield bases.
- Doubled up LOS blockers near the corner bases and around the path to the corner bases.

Notes:
I paid special attention to the "defensive arc" required to hold the third base and realized that the needed army presence to hold the corner base was simply too spread out. Thus, the Destructible Rocks. Also, I narrowed various paths to semi-chokes, which makes either the close third or the corner third viable choices with similar required defensive arcs.

Holding both at the same time, however, is very difficult to do. If this becomes an issue I'll consider repositioning high ground locations or the bases entirely.
REEBUH!!!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 11 2010 00:41 GMT
#20
--- Nuked ---
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 511
mcanning 148
StarCraft: Brood War
Britney 46643
EffOrt 800
Snow 687
Larva 595
Light 387
BeSt 377
Mini 340
Stork 311
ZerO 273
ggaemo 228
[ Show more ]
firebathero 208
Leta 140
PianO 91
Mong 78
Hyun 55
Mind 51
Movie 49
sSak 41
soO 39
Nal_rA 32
Aegong 30
Shine 25
Rock 24
scan(afreeca) 23
Sexy 22
Terrorterran 21
yabsab 19
Sacsri 17
Backho 15
Bale 14
HiyA 11
ajuk12(nOOB) 11
ivOry 7
Dota 2
Gorgc5940
qojqva3127
Dendi1075
XcaliburYe183
Counter-Strike
Fnx 1336
zeus758
oskar160
fl0m0
Heroes of the Storm
Khaldor79
Other Games
hiko1112
Lowko470
Hui .363
KnowMe222
SortOf113
ArmadaUGS113
Trikslyr79
ZerO(Twitch)22
trigger1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• poizon28 17
• davetesta1
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3048
• WagamamaTV472
League of Legends
• Nemesis5392
• Jankos1636
Counter-Strike
• Shiphtur60
Upcoming Events
Replay Cast
8h 25m
The PondCast
18h 25m
RSL Revival
18h 25m
Maru vs SHIN
MaNa vs MaxPax
Maestros of the Game
1d 1h
Classic vs TriGGeR
Reynor vs SHIN
OSC
1d 11h
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
1d 18h
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
2 days
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
2 days
Team Bonyth vs Team Dewalt
CranKy Ducklings
2 days
RSL Revival
2 days
GuMiho vs Cham
ByuN vs TriGGeR
[ Show More ]
Cosmonarchy
2 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
3 days
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
3 days
RSL Revival
3 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
4 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
4 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
4 days
Monday Night Weeklies
5 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
EC S1
BLAST Rivals Fall 2025
Skyesports Masters 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open 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.