• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:29
CEST 12:29
KST 19:29
  • 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
TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3[ASL20] Ro8 Preview Pt2: Holding On9Maestros of the Game: Live Finals Preview (RO4)5
Community News
Chinese SC2 server to reopen; live all-star event in Hangzhou4Weekly Cups (Oct 13-19): Clem Goes for Four0BSL Team A vs Koreans - Sat-Sun 16:00 CET6Weekly Cups (Oct 6-12): Four star herO85.0.15 Patch Balance Hotfix (2025-10-8)80
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou The New Patch Killed Mech! Team Liquid Map Contest #21 - Presented by Monster Energy herO joins T1 Weekly Cups (Oct 13-19): Clem Goes for Four
Tourneys
SC2's Safe House 2 - October 18 & 19 INu's Battles #13 - ByuN vs Zoun Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $1,200 WardiTV October (Oct 21st-31st)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment Mutation # 493 Quick Killers
Brood War
General
BSL Season 21 Is there anyway to get a private coach? OGN to release AI-upscaled StarLeague from Feb 24 BW caster Sayle BW General Discussion
Tourneys
[ASL20] Semifinal B [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN Azhi's Colosseum - Anonymous Tournament
Strategy
[I] TvZ Strategies and Builds [I] TvP Strategies and Build Roaring Currents ASL final Current Meta
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Chess Thread Things Aren’t Peaceful in Palestine Men's Fashion Thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
Series you have seen recently... Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023 NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Certified Crazy
Hildegard
The Heroism of Pepe the Fro…
Peanutsc
Rocket League: Traits, Abili…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1545 users

[M] (4) Omnivium by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-07-17 17:43:57
June 26 2012 06:28 GMT
#1
Omnivium by prodiG
After several months of hard work I've finally finished Omnivium. I started this project back in April, and here we are now at the end of June. Omnivium is a 4 player rotational symmetry map named after the song Vortex Omnivium by Obscura. The map's main concept is to heavily use high ground and LOS blockers throughout all of the congestion points in the map, and force players to position their armies aggressively in order to hold the central double gas expansions.


Map is currently published for testing on NA as "Omnivium BETA - prodiG"

[image loading]
Click here for angled overview


Omnivium evolved from my extreme distaste for the vast majority of current tournament map pools. The maps that they are comprised of, are - for the most part - stale, uninteresting and lack innovation. I wanted to do something that was somewhat fresh. A map that forced players to push out from their bases to secure more expansions (duh!) and position their armies very strategically in order to control the center bases with the double gas. I had originally designed it around using Destructible Xel'Naga Towers, but decided Testbug-style Xel'Naga Towers would be the best fit here. No spawns are blocked (because that is dumb)

The aesthetic concept stemmed from my desire to re-use the tileset and doodad style I used on Neo Enigma and Edge of Oblivion. The idea I followed was that the map was a Xel'Naga landmark with several devices and structures left behind, with the Terrans establishing a small foothold within the infrastructure and using it to perform tests on other species. The structure in the middle of the map emits a green glow so strong the ground below is torched and dried out.

Features

-LOS Blockers - These are designed to break up death balls and force players to move their armies a little more conservatively and strategically as opposed to just taking a deathball and 1a-ing around
-Testbug-style Xel'Naga Towers - The Xel'Naga Towers will provide vision beyond the LOS blockers and above the high ground pods, as well as allow you to harass the double gas expansions from the lowground if you control one near your opponent's expansion. Early game, they serve to choke up the middle and can be broken later to widen things up and give more map control
-Defensive rocks on the natural ramp - this is to make the natural a tad easier to defend from all-ins in the early game. The rocks are exposed to the lowground side, so ranged units can still snipe it!
-5m1g third expansion with overlooking cliff to harass - The idea of the map is for players to push out to get gas. The 3rd expansions are very very easy to hold by ground, but do not provide a huge economical advantage, and are very susceptible to drops and air harass. The cliff has a ramp leading up to it to counter harassment as of version 1.1.
-Cliffwalk/Blink bridge into main base - The main base is connected to the 4th by a small bridge. This is to allow units such as Blink stalkers to get in and out of their main base to more easily defend mutalisk harass, and act as a patio for Reapers and Colossus to get around easier - pic


Info

Number of Players: 4
Map Size: 158x158
Tileset: Shakuras, Ulaan, Zhakul'Das
Main to Main (ramp) - Close Pos: 45sec ingame45
Main to Main (ramp) - Cross Pos: 58sec ingame
Nat to Nat (choke) - Close Pos: 34sec ingame
Nat to Nat (choke) - Cross Pos: 45sec ingame
Number of Expansions: 8x 8m2g, 4x 5m1g, 4x 7m2g
Number of Xel'Naga Towers: 4, blocked by Destructible Rocks
Published as: Omnivium by prodiG


Changelog

v1.1 - Added ramps onto the cliffs overlooking the 3rd expansions as well as bridges for Blink Stalkers & Cliffwalkers to get in and out of the main bases easier.
v1.0 - First release! Testing pending before it becomes an official ESV map.

Aesthetics & Details
Click here for imgur album
+ Show Spoiler [Aesthetics] +

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


A note from the author
Please check out my website http://www.prodiGsc.com - I've recently relaunched it! I've been casting Shootmania, a new upcoming FPS title similar to Quake as well as playing plenty of other games alongside SC2 and launching my consulting company eGeek Consulting. Go take a look, and while you're at it follow me on twitter <3
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-06-26 06:36:19
June 26 2012 06:36 GMT
#2
I derped and quoted my post instead of editing. >_>
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
June 26 2012 06:48 GMT
#3
Why did you make the texturing such a 'hard' transition on for example the expansions? Theres a pretty clear line between the dirtycreep and the tiles atm. If its dirt it should be more smudged in my opinion...

Thats just nitpicking tho since the rest of the map is perfect as usual
KCCO!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 26 2012 06:49 GMT
#4
On June 26 2012 15:48 ihasaKAROT wrote:
Why did you make the texturing such a 'hard' transition on for example the expansions? Theres a pretty clear line between the dirtycreep and the tiles atm. If its dirt it should be more smudged in my opinion...

Thats just nitpicking tho since the rest of the map is perfect as usual

Because the tiles are supposed to go over top of the dirt! It looks much cleaner in game, of course~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 26 2012 08:46 GMT
#5
I'm a fan!

The semi-third is just right where safe players are happy to take it, greedier players will get out on the map for a better base.

Then I consider how to attack someone who kills the closest rock for a tower and tries to sit back on 2.5 base, and I like that the full thirds on high ground also serve as excellent alternate attack paths, just skirting the tower range.

One suggestion: the small high-ground ridges in the center I think are a bit too big and subtract a lot from the center. Would you consider squeezing them one ramp-unit skinnier? And I would flatten not the "outside" where the chasm line touches but the "inside". I mean you've got the rock/towers presenting some chokiness already. Or maybe its fine... blah, I want to see some games on it!
Sumadin
Profile Joined August 2011
Denmark588 Posts
June 26 2012 09:34 GMT
#6
It is a sad day to be a reaper. Think you could extend the area on the fourth so that it makes contact with the borders of the main?

I dig the base layout(through only 5 min on third might be a tad too little) but the center puzzles me. I am not a fan of Xel'naga towers you can't bypass and while it technically is possible here it is very small area and it takes a long time to bypass them all. I guess that is what the rocks are for. The patches of highground in the center also puzzles me. What are they for?
The basic key to beating a priest is playing a deck that is terrible.
lost_artz
Profile Joined January 2012
United States366 Posts
June 26 2012 10:13 GMT
#7
I can't remember the name of the map but this reminds me of a map that I believe was from the map contest last year. Very similar layout overall.

The only criticism I have is that the 4ths look a bit out of place on those large high-ground areas.

Also I can't decide via map overview those blue-ish fissures/streams by each 4th un-path-able?
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
June 26 2012 11:14 GMT
#8
On June 26 2012 19:13 lost_artz wrote:
I can't remember the name of the map but this reminds me of a map that I believe was from the map contest last year. Very similar layout overall.

The only criticism I have is that the 4ths look a bit out of place on those large high-ground areas.

Also I can't decide via map overview those blue-ish fissures/streams by each 4th un-path-able?


Are you thinking of Darkness Falls perchance?

I like a lot of the ideas that are being explored in this map. My only worry is that in PvZ it encourages 2/2.5 base all ins as the 3rd is only a half base and the 4th is really hard to hold when the opposition has the Xel'Naga. How much HP do the destructible rocks covering the Xel'Nagas have?
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
June 26 2012 12:13 GMT
#9
Why is the attack path in close positions much more tight and much harder to surround than in cross position?

prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 26 2012 15:02 GMT
#10
On June 26 2012 18:34 Sumadin wrote:
It is a sad day to be a reaper. Think you could extend the area on the fourth so that it makes contact with the borders of the main?

I dig the base layout(through only 5 min on third might be a tad too little) but the center puzzles me. I am not a fan of Xel'naga towers you can't bypass and while it technically is possible here it is very small area and it takes a long time to bypass them all. I guess that is what the rocks are for. The patches of highground in the center also puzzles me. What are they for?

I did it like this to avoid Blink Stalker and Medivac abuse (think Antiga Shipyard)

On June 26 2012 19:13 lost_artz wrote:
I can't remember the name of the map but this reminds me of a map that I believe was from the map contest last year. Very similar layout overall.

The only criticism I have is that the 4ths look a bit out of place on those large high-ground areas.

Also I can't decide via map overview those blue-ish fissures/streams by each 4th un-path-able?

That area is also doubling as an attack path, I wanted to have it wide enough for players to move their army through if they had an expansion there.

On June 26 2012 21:13 Sea_Food wrote:
Why is the attack path in close positions much more tight and much harder to surround than in cross position?


Depends where you're trying to surround, I guess. Lots of space to do it below either natural expansion, or near the 4th's. Doing it near the chokes as you might imagine is a bad idea...
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SidianTheBard
Profile Joined October 2010
United States2474 Posts
June 26 2012 15:44 GMT
#11
Most of these things I'm pointing out I could easily test myself by logging into sc2. But I'm not actually around my desktop so I'm unable to do that. So instead I'll ask here so you can easily double check!

Make sure 4th's outter gas doesn't take 4 workers to saturate.
Make sure XWT can't get activated with the rocks still there. I know on one of my older maps I had to lower the activation range on the towers to make them not work when 6x6 rocks are on them.
Those little cliffs in the middle between the 2 high ground pieces.....best part about this map!

Picture to understand what I mean.
+ Show Spoiler +

[image loading]


My final concern itself is mainly about the watchtowers. Are they really needed? With them all being blocked by d-rocks the likelyhood of anyone breaking them down early is very slim. Zerg almost make no units to break them down, Protoss won't want to push out to break them down until they get a big enough army. I suppose Terran could, but depending on the matchups a few hellions and/or marines would take forever to break them down.

End game though, all they will serve is a point where Deathballs are going to stand because of the positioning of them, especially with the high ground platforms right next to them.

I know a lot of people hate the lone single XWT exactly in the middle but I think that might be best here. Get rid of the 4 you have now, remove that doodad in the middle and just put the XWT in the middle. No d-rocks on it though. Now it'll give early game vision of all the paths in the middle and thus you can defend easier against 1-2 base all-ins because you'll be able to scout it if they push through the middle. Yet it still won't give vision if you decide to sneak all the way around the edges. (assuming cross positions anyway)

Also, the map still looks amazing, but aesthetically it feels a little lackluster compared to many of your other creations.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
June 26 2012 15:52 GMT
#12
Nice work prodiG! I am really digging the middle, the low ground dead-end surrounded by LOSBs that can shoot up to the 4th is pretty clever. I also like the half base 3rd, I want to see how games play out with this setup.

Since these are the TL forums, I must criticize something ;-) - so I'll also criticize the 4ths not "touching" the mains, sure it limits medivac/blink abuse, but it will make it harder to defend mutas w blink stalkers and give brood lords ideal dead air to it in.
~ ~ <°)))><~ ~ ~
FlaShFTW
Profile Blog Joined February 2010
United States10218 Posts
June 26 2012 15:58 GMT
#13
Simplying beautiful. I expected nothing less from you prodig.

I think you need to switch the mineral placement of the 4ths. If a player gets map control, they can control every 4th by just harassing from the low ground areas, giving them even more control on the map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2012-06-26 16:14:25
June 26 2012 16:13 GMT
#14
On June 27 2012 00:44 SidianTheBard wrote:
Most of these things I'm pointing out I could easily test myself by logging into sc2. But I'm not actually around my desktop so I'm unable to do that. So instead I'll ask here so you can easily double check!

Make sure 4th's outter gas doesn't take 4 workers to saturate.
Make sure XWT can't get activated with the rocks still there. I know on one of my older maps I had to lower the activation range on the towers to make them not work when 6x6 rocks are on them.
Those little cliffs in the middle between the 2 high ground pieces.....best part about this map!

Picture to understand what I mean.
+ Show Spoiler +

[image loading]


My final concern itself is mainly about the watchtowers. Are they really needed? With them all being blocked by d-rocks the likelyhood of anyone breaking them down early is very slim. Zerg almost make no units to break them down, Protoss won't want to push out to break them down until they get a big enough army. I suppose Terran could, but depending on the matchups a few hellions and/or marines would take forever to break them down.

End game though, all they will serve is a point where Deathballs are going to stand because of the positioning of them, especially with the high ground platforms right next to them.

I know a lot of people hate the lone single XWT exactly in the middle but I think that might be best here. Get rid of the 4 you have now, remove that doodad in the middle and just put the XWT in the middle. No d-rocks on it though. Now it'll give early game vision of all the paths in the middle and thus you can defend easier against 1-2 base all-ins because you'll be able to scout it if they push through the middle. Yet it still won't give vision if you decide to sneak all the way around the edges. (assuming cross positions anyway)

Also, the map still looks amazing, but aesthetically it feels a little lackluster compared to many of your other creations.

I haven't tested everything in-game yet, but my editor testmode tests have shown that none of the potential issues you're describing exist.

The towers are necessary because they provide vision of the 4th expansions. The point of the map is that if you want more than 5 geysers, you need to move out into the middle of the map and position your army a bit farther forward. Losing the tower below your 4th means that ranged units will harass the expanion.

Aesthetically, I went for a more standardized theme here as opposed to my usual explosive amount of doodads, to try and avoid performance problems and bugs that make me look like an idiot in front of 52 thousand people.

On June 27 2012 00:52 TheFish7 wrote:
Nice work prodiG! I am really digging the middle, the low ground dead-end surrounded by LOSBs that can shoot up to the 4th is pretty clever. I also like the half base 3rd, I want to see how games play out with this setup.

Since these are the TL forums, I must criticize something ;-) - so I'll also criticize the 4ths not "touching" the mains, sure it limits medivac/blink abuse, but it will make it harder to defend mutas w blink stalkers and give brood lords ideal dead air to it in.

The current metagame has shown me that medivac harass quickly dropping on one side and then the other is more of a problem than keeping a few units back to deal with things like muta harass, which is why I decided to go this way as opposed to keeping it flush. It's the lesser of two evils, imo.

That said, the whole "Zerg > All" status quo atm might make me change my mind. I'll keep an eye on it.

On June 27 2012 00:58 FlaShFTW wrote:
Simplying beautiful. I expected nothing less from you prodig.

I think you need to switch the mineral placement of the 4ths. If a player gets map control, they can control every 4th by just harassing from the low ground areas, giving them even more control on the map.

That's the idea! :D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2012-06-26 16:29:38
June 26 2012 16:18 GMT
#15
Has the same problem all 4 player maps have, its just simply too large. Also in TvT it is ridiculously effective/easy to set up a Tank contain as the high ground+xwt+2sensor towers would literally set up a map edge to map edge vision field around a 2.5base part of the map.

EDIT: Also I wouldn't mind the .5 base being 4m1hyg.
Team Liquid needs more Terrans.
FoolieCoolie
Profile Joined November 2010
Serbia71 Posts
June 26 2012 16:38 GMT
#16
On June 27 2012 01:18 iTzSnypah wrote:
Has the same problem all 4 player maps have, its just simply too large.
EDIT: Also I wouldn't mind the .5 base being 4m1hyg.


But we like big maps :D
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
June 26 2012 17:31 GMT
#17
I have to say I think this is definitely your most successful attempt to create a map that pushes beyond the current safe mapping metagame. This is the kind of mapping we need. ;D

I have a feeling the ledges above the half base might prove imba for competitive play. It's pretty rough that marine drop can hit every patch. Of course it remains to be seen, and I hope they aren't. Maybe a ramp blocked by rocks? Or just narrower so they are harder to abuse (less space to avoid defenders on the low ground). I'm curious if you've tested it / what you think. Regardless, it's really cool that you can skip that base in some matchups/positions anyway.

Also I agree that flush cliff between main and 4th would be preferable, as a protoss.
Comprehensive strategic intention: DNE
FlaShFTW
Profile Blog Joined February 2010
United States10218 Posts
June 26 2012 17:32 GMT
#18
On June 27 2012 01:18 iTzSnypah wrote:
Has the same problem all 4 player maps have, its just simply too large. Also in TvT it is ridiculously effective/easy to set up a Tank contain as the high ground+xwt+2sensor towers would literally set up a map edge to map edge vision field around a 2.5base part of the map.

EDIT: Also I wouldn't mind the .5 base being 4m1hyg.

so would you prefer to have a 4p steppes of war?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 26 2012 18:18 GMT
#19
On June 27 2012 02:32 FlaShFTW wrote:
Show nested quote +
On June 27 2012 01:18 iTzSnypah wrote:
Has the same problem all 4 player maps have, its just simply too large. Also in TvT it is ridiculously effective/easy to set up a Tank contain as the high ground+xwt+2sensor towers would literally set up a map edge to map edge vision field around a 2.5base part of the map.

EDIT: Also I wouldn't mind the .5 base being 4m1hyg.

so would you prefer to have a 4p steppes of war?

We've got TPW Frostfang, don't we?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
FlaShFTW
Profile Blog Joined February 2010
United States10218 Posts
June 26 2012 18:23 GMT
#20
On June 27 2012 03:18 NewSunshine wrote:
Show nested quote +
On June 27 2012 02:32 FlaShFTW wrote:
On June 27 2012 01:18 iTzSnypah wrote:
Has the same problem all 4 player maps have, its just simply too large. Also in TvT it is ridiculously effective/easy to set up a Tank contain as the high ground+xwt+2sensor towers would literally set up a map edge to map edge vision field around a 2.5base part of the map.

EDIT: Also I wouldn't mind the .5 base being 4m1hyg.

so would you prefer to have a 4p steppes of war?

We've got TPW Frostfang, don't we?

xD yeah, was most balanced map ever.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 31m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 348
Rex 23
StarCraft: Brood War
Hyuk 2152
Rain 1726
Flash 789
firebathero 776
Horang2 765
Bisu 751
Killer 663
Larva 429
Jaedong 377
actioN 347
[ Show more ]
sSak 274
Soma 235
Light 189
PianO 171
ZerO 157
EffOrt 129
Pusan 95
Rush 39
Sharp 34
Shinee 32
TY 30
Free 27
soO 25
Movie 23
Noble 16
sorry 15
Sacsri 12
Yoon 10
HiyA 8
Bale 7
Mong 1
Dota 2
XaKoH 464
XcaliburYe206
Fuzer 67
Counter-Strike
olofmeister1924
shoxiejesuss967
allub232
zeus56
Other Games
summit1g7331
singsing1231
ceh9519
Pyrionflax331
Happy266
Mew2King71
rGuardiaN46
Trikslyr26
ZerO(Twitch)12
Organizations
Other Games
gamesdonequick639
Counter-Strike
PGL396
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV210
League of Legends
• Jankos1963
Upcoming Events
Wardi Open
31m
Wardi Open
4h 1m
PiGosaur Monday
13h 31m
Replay Cast
23h 31m
Tenacious Turtle Tussle
1d 12h
The PondCast
1d 23h
OSC
2 days
WardiTV Invitational
3 days
Online Event
3 days
RSL Revival
3 days
[ Show More ]
RSL Revival
3 days
WardiTV Invitational
4 days
Afreeca Starleague
4 days
Snow vs Soma
Sparkling Tuna Cup
4 days
WardiTV Invitational
5 days
CrankTV Team League
5 days
RSL Revival
5 days
Wardi Open
6 days
CrankTV Team League
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Acropolis #4 - TS2
WardiTV TLMC #15
HCC Europe

Ongoing

BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
C-Race Season 1
IPSL Winter 2025-26
EC S1
Thunderpick World Champ.
CS Asia Championships 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
BLAST Bounty Fall Qual

Upcoming

SC4ALL: Brood War
BSL Season 21
BSL 21 Team A
BSL 21 Non-Korean Championship
RSL Offline Finals
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
CranK Gathers Season 2: SC II Pro Teams
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 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.