• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:35
CEST 00:35
KST 07:35
  • 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
[ASL20] Ro24 Preview Pt2: Take-Off6[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy9uThermal's 2v2 Tour: $15,000 Main Event18
Community News
Weekly Cups (Aug 18-24): herO dethrones MaxPax5Maestros of The Game—$20k event w/ live finals in Paris30Weekly Cups (Aug 11-17): MaxPax triples again!13Weekly Cups (Aug 4-10): MaxPax wins a triple6SC2's Safe House 2 - October 18 & 195
StarCraft 2
General
Weekly Cups (Aug 18-24): herO dethrones MaxPax What mix of new and old maps do you want in the next 1v1 ladder pool? (SC2) : A Eulogy for the Six Pool Geoff 'iNcontroL' Robinson has passed away 2v2 & SC: Evo Complete: Weekend Double Feature
Tourneys
WardiTV Mondays Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament Monday Nights Weeklies
Strategy
Custom Maps
External Content
Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies Mutation # 485 Death from Below
Brood War
General
No Rain in ASL20? BW General Discussion Flash On His 2010 "God" Form, Mind Games, vs JD BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ro24 Preview Pt2: Take-Off
Tourneys
[ASL20] Ro24 Group E [Megathread] Daily Proleagues [ASL20] Ro24 Group D [ASL20] Ro24 Group B
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates [G] Mineral Boosting Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread General RTS Discussion Thread Dawn of War IV Path of Exile
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
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread The year 2050 European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
High temperatures on bridge(s) Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment"
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Evil Gacha Games and the…
ffswowsucks
Breaking the Meta: Non-Stand…
TrAiDoS
INDEPENDIENTE LA CTM
XenOsky
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3859 users

Map Size History & Analysis

Forum Index > SC2 General
Post a Reply
1 2 3 Next All
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2013-03-07 06:26:18
July 07 2012 16:09 GMT
#1
Map Size History & Analysis


Introduction
First off, name one big map on ladder.
.
.
.
Let me guess. You probably named either Tal’darim Altar or Condemned Ridge.
While Condemned Ridge is definitely a big map, it is safe to say that Tal’darim Altar is about average if not smaller than. How? Why? The answer is here. This thread is about how map size has changed since release, where we are today, and what size we should aim at in future.

Many players probably feel that average map size is getting bigger and bigger over time, yet I have not seen anyone who quantified them. Therefore, here it is. You don’t have to rely anymore on your intuition to tell if a map is relatively big or small.

Definition of Map Size
+ Show Spoiler +

Tal’darim Altar is 192*192 map tiles. Ohana is 160*184 map tiles. Therefore, Ohana is smaller. Although this statement is true, it is very boring and not so meaningful to simply compare map sizes this way. Another way that is more relevant to actual SC2 play needs to be used for comparison.

In this thread, Map Size is defined with the distance between a ramp at one main base and a ramp at another main base. Rush distance = Map size in this definition. Picture 1rax2depot wall at both Terran bases in TvT. The distance from one barracks to another barracks is the map size definition here. To be precise, middle of the ramp is used for starting and ending point, so it is slightly shorter than the rax to rax distance.

I am fully aware that other factors like how close 3rd base is, how many total bases a map has, or simply distance by air can influence how you feel about map size. However, there is no way to take everything into account at the same time and come up with organized results, so I ignored all those factors here and used only ramp-to-ramp distance for this map size discussion.


Measurement Method
+ Show Spoiler +

“Seoul, Korea is about 9500 kilometers (or 5900 miles) away from Los Angels, USA.”
“It takes 12 hours by flight from Los Angels, USA to Seoul, Korea”
Both of these sentences basically talk about the same thing, but the latter is so much more useful to know as a passenger.

“Opponent’s base is 100 map tiles away from my base.”
“It takes 30 seconds by SCV from my base to opponent’s base.”
By the same token, the latter must be the information we want to know as players.

Therefore, all distances are measured by a worker (2.81 movement speed). When a worker takes 30 seconds to travel a particular distance, the distance is defined as 30 [worker-seconds]. [worker-second] is a unit similar to [light-year] in that it is NOT the unit for time but for distance. Numbers in images are in [worker-second].
Also, allow for margin of error by 1 second as I used no program and manually sent a SCV to obtain all these numbers while looking at the timer.


Result: Map Images
Cloud Kingdom & Daybreak

[image loading]
Ohana & Antiga Shipyard

##Ohana image is different from actual ladder or tournament version. Numbers stay correct##

[image loading]
Condemned Ridge & Entombed Valley

[image loading]
Shakuras Plateau & Tal’darim Altar

[image loading]
Atlantis Spaceship & Whirlwind

[image loading]
Metropolis & Muspelheim

[image loading]
Metalopolis & Korhal Compound

[image loading]
The Shattered Temple & Xel'Naga Caverns

[image loading]
Abyssal Caverns & Nerazim Crypt

[image loading]
Backwater Gulch & Typhon Peaks

[image loading]
Slag Pits & Delta Quadrant

[image loading]
Scrap Station & Steppes of War

[image loading]
Terminus RE & Dual Site

[image loading]

Result: Tables&Graphs
+ Show Spoiler +

Close, close air, and cross position on a map each has different distance. Game play experience is also different despite the fact you are playing the same map. Therefore, each position is counted as a “separate” map. As a result, many 4-player maps count as 3 different maps while 2-player maps count as 1.

Rotationally symmetrical maps like Antiga Shipyard have 2 different game play experiences for close position: when your opponent is on your right or on your left. However, since the topic here is the map size alone, this factor is not considered. Therefore, these 4-player maps count as 2 different maps: close and cross.

Odd number ladder seasons are cut due to my time constraint and laziness.

ALL maps in same order as images
+ Show Spoiler +

[image loading]

ALL maps from Longest to Shortest distance
+ Show Spoiler +

[image loading]


Individual Season
+ Show Spoiler +

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


Graph
[image loading]


Past, Current, and Future Map Size
+ Show Spoiler +

Not only do we now know that map size on average is getting bigger for sure, it is now possible to see how big or small a map is relative to other maps, and how fast average size is increasing from the graph and tables. I included both mean and median in graph so that some math major nerds can brag about his/her knowledge on statistics in posts below, but let me just use mean for discussion here and call it average.

Back in season 2 when dinosaurs were still alive and not much order was established, the average map size was 37.9[worker-seconds]. It was the time when, on some maps, an army could travel to opponent’s base as fast as Goku’s instant transmission. Many tears, especially Zerg ones, were shed on The Shattered Temple & Slag Pits close positions. Even before this, there was a notorious map called Steppes of War, where tanks could shoot from one natural to another, or so it looked at least. Blizzard was aware of the problems that small maps had, so however slow it looked to some players, Blizzard did work on it and introduced bigger maps each season and disabled some close positions.

As a result, today in season 8, it averages at 47.9 [worker-seconds], exactly 10[worker-seconds] bigger. (Remember [worker-second] is a unit for distance, NOT time.) What does it mean? It means that 2nd biggest map in season 2 = Shakuras Plateau cross position =46 is even smaller than the average we have today. It took about 1 year for maps to grow by 10. If this tendency continued, we would have 57.9 on average by season 14. Then again, today’s 2nd biggest map = Antiga Shipyard cross position =56 would be smaller than the average a year from now, just like 2nd biggest a year ago is smaller than the average today. If I simply interpret the graph, I would have to conclude this is the future because nothing indicates even slowing of the size growth.

Now, do we actually see the future with maps bigger by 10 [worker-seconds]? I am no prophet, but I seriously doubt it. Just as global population growth should stop and decline at some point, map size should shrink before it gets out of hand. I personally think now is the time. There is no imba Metalopolis close position nor shared 3rd Abbysal Caverns today. On the contrary, cross positions on Whirlwind in GSL or Condemned Ridge are already so huge that any cheese/timing push takes forever to arrive. Some might say adding 10[worker-seconds] is not much, but it actually means 12.5 more seconds for marine/sentry to travel the distance, and 15.0 more seconds for thor/HT. Even slower Broodlord or Mothership based army engagement would have to be almost all-in as there is no turning back vs any counter attack with that kind of map size.

This is just my hunch, but average would probably never go above 50, and around 44-45 would be the minimum if it turns back. The time for good old the bigger the bigger American style is over. What do you think? Should it still go bigger? Is it fine as it is? Or is it too big now? Please discuss.


Miscellaneous
+ Show Spoiler +

1. Well, I lied a bit about Tal’darim Altar in introduction to get your attention. Map tiles*map tiles-wise, it is one of the biggest for sure. What I meant was ramp-to-ramp distance-wise as I used it for all measurements in this thread. (Choke-to-choke for this particular map) While Tal’darim Altar cross position is definitely big=54, close position is relatively small in modern standard =44. Considering there is 66% chance you get close position, vetoing or not vetoing this map because of “long” rush distance is probably not right. When this map came out in season 2, even close position distance was way above average at the time. So, many of us still hold this big map image.

2. Contrary to popular belief, Metropolis is not particularly big, either. In fact, its cross position distance=44 is the shortest among all modern maps. It feels big because of vast air space, defensive choke points, easier 4th+ base map layout, or simply having smaller predecessor Metalopolis. Therefore, casters who say 2 base all-in is not recommended because of map size is simply wrong and unaware of the fact that the rush distance is relatively short. Pressuring 3rd base is far, but going straight to natural base takes much less time than other maps. This is a so-called macro map and games tend to be long, but it is not because of the distance between bases.

3. How many of you knew that smallest map today was Entombed Valley. I didn’t until I did the research. Not only is it easy to defend 3rd base as Terran/Prososs vs Zerg, distance to Zerg base is very short for non-cross positions. Explains why many Zergs veto this map.

4. Players complain why we cannot play maps used in GSL or other tournaments. This voice was bigger when tournament maps were so much bigger and looked better seasons ago. Today, ignoring all other features of the maps, 47.9[worker-seconds] on ladder is even larger than 47.6[worker-seconds] for GSL Season 3. I didn’t do thorough research on past GSL maps, but this could well be the first season where ladder maps are relatively bigger than those used in GSL at the time. Era of “we want bigger maps like GSL” is certainly over.

5. We still talk about how small Steppes of War was. It is still the smallest 2-player map to date =30[worker-seconds]. However, nothing beats close position on The Shattered Temple =23[worker-seconds]. Guess what? The Shattered Temple close position stayed on ladder for 15 months if you include The Lost Temple days. As of July 2012, this game is only 24 months old for reference. Unlike Blizzard second, Blizzard itself doesn’t work as fast T_T.

6. In the first table where all map distances are listed, it is interesting to see almost all modern maps have 2nd ramp/choke while no old map had 2nd ramp/choke. It seems Daybreak style tucked in natural used to be standard as opposed to modern Ohana style natural with ramp.

7. This is not directly related to map size discussion, but the starting point at each base in images is always southern side of CC/Hatchery/Nexus location. This is because this research was originally done for my Zerg scout timings on another thread that I linked below. Please don’t flood with posts on asymmetry of the maps. Larvae always spawn on the southern side. That’s why.


Orek's Articles/Guides
+ Show Spoiler +

+ Show Spoiler [Article etc.] +

BitByBit Fan Club
A bit on BitByBit
IlIlIlIlIlIl or lIlIlIlIlIlI?
Optimal Creep Spread in Theory
Various Businesses in Starcraft 2
Balance Discussion Math(Best of N format analysis)
Underground Activities in Starcraft 2
Artosis pylon Art
Map Size History & Analysis
Larva disappearing Glitch in 1.5 (not about 20th larva)


+ Show Spoiler [Guide] +

[G] Walling Mechanics
[G] Unit/Structure Selection Priority
[G] ~8% faster gas mining
[G] ZvT Perfect Spine placement vs 2rax Bunker
[G] Zerg Sim City for Spire protection in ZvP
[G]Health Bar Color
[G]Map Distance & Travel Time

Technoverlord
Profile Joined January 2012
36 Posts
July 07 2012 16:15 GMT
#2
Very useful! Nice!
paralleluniverse
Profile Joined July 2010
4065 Posts
July 07 2012 16:17 GMT
#3
Nice work. Very interesting.
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
Last Edited: 2012-07-07 16:25:57
July 07 2012 16:24 GMT
#4
Woah! Didn't know daybreak was actually bigger than metropolis. Great article!

It would be awesome if you can correlate TvZ and TvP with map distances? Terran seems to be the one most effected by map distances due to limited production capabilities and tendency to rush units to attack. ZvP not so much I reckon since creeps and warpgate tech will counteract each other.

My guess is that Terran has an advantage at less than 30 distance, and Zerg/Toss has an advange at more than 44 distance?
Crimson @ Clan CORE | ESFI World Translator
Antimatterz
Profile Blog Joined October 2010
United States1010 Posts
July 07 2012 16:28 GMT
#5
The only problem I see with some of your map distances is that they ignore unpathable areas when accounting for main ramp to main ramp distances. The unpathable areas are crucial to rush distances, and in some cases will drastically change the actual map size you are defining these maps by.

However if you got your data by actually sending a worker to test the times on these maps just disregard was I was saying

Anyways, this is pretty interesting to see!
"HotBid [11:45 AM]: i dunno i kinda like the big muta shooting smaller mutas out"
FloKi
Profile Blog Joined March 2012
1490 Posts
July 07 2012 16:31 GMT
#6
Very interesting.
Where do whores go?
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
Last Edited: 2012-07-07 16:44:20
July 07 2012 16:42 GMT
#7
Very good and interesting. It'd be interesting to ask idra about map distance now, or to learn a style for each distance of map by gathering statistics

Edit:
On July 08 2012 01:28 Antimatterz wrote:
The only problem I see with some of your map distances is that they ignore unpathable areas when accounting for main ramp to main ramp distances. The unpathable areas are crucial to rush distances, and in some cases will drastically change the actual map size you are defining these maps by.

However if you got your data by actually sending a worker to test the times on these maps just disregard was I was saying

Anyways, this is pretty interesting to see!

There isn't any way he could of got his data that I know of(or that he wouldnt of explained) other than sending a worker. It's just made that way to be reasonable to read for info.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2012-07-07 17:06:14
July 07 2012 16:49 GMT
#8
You present nice data, but how can you say arbitrarily that maps should get smaller? If anything, they should get bigger as we explore the metagame (given the current unfortunate state of unit pathing). I want to see a map with longer distances than terminus, to see how that affects the strength of brood lord infestor and to see more army jockeying when they're out of position. It's also better for promoting harassment.

I like racquetball, but starcraft is not nor should it be a racquetball-style claustrophobic sport. It should be an open, football/soccer type sport.

Let THIS be a blizzards map-making guide for the future: If you need to force cross positions, your map isn't good enough or big enough. Keep trying.
Heh_
Profile Blog Joined April 2012
Singapore2712 Posts
July 07 2012 17:03 GMT
#9
It's not pixels btw, it's map tiles. A map that's 192 pixels across is really small.

It's interesting that not all Blizzard maps were rush fests; some had rush distances comparable to "good" maps, although these maps had other problems with them.
=Þ
viOLetFanClub
Profile Blog Joined July 2011
Korea (South)390 Posts
July 07 2012 17:08 GMT
#10
Made a reddit thread for you here: http://www.reddit.com/r/starcraft/comments/w6kaq/map_size_history_analysis/

Amazing stuff map, keep it up. Loved it.
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
July 07 2012 17:13 GMT
#11
--- Nuked ---
Orek
Profile Joined February 2012
1665 Posts
July 07 2012 17:22 GMT
#12
On July 08 2012 01:28 Antimatterz wrote:
The only problem I see with some of your map distances is that they ignore unpathable areas when accounting for main ramp to main ramp distances. The unpathable areas are crucial to rush distances, and in some cases will drastically change the actual map size you are defining these maps by.

However if you got your data by actually sending a worker to test the times on these maps just disregard was I was saying


Anyways, this is pretty interesting to see!


Yes, I manually sent a SCV a million times while watching the timer, both ways.

On July 08 2012 02:03 Heh_ wrote:
It's not pixels btw, it's map tiles. A map that's 192 pixels across is really small.

It's interesting that not all Blizzard maps were rush fests; some had rush distances comparable to "good" maps, although these maps had other problems with them.


Thank you for pointing out. 192 pixels by 192 pixels map...imba

On July 08 2012 02:08 viOLetFanClub wrote:
Made a reddit thread for you here: http://www.reddit.com/r/starcraft/comments/w6kaq/map_size_history_analysis/

Amazing stuff map, keep it up. Loved it.


Contents are not reddit ready. I should have added more drama. Thank you anyways ^^.
Archybaldie
Profile Joined June 2011
United Kingdom818 Posts
July 07 2012 17:24 GMT
#13
This its really intresting information.

I always thought a better sized and layout of scrap station would be a pretty good map.
I'm in the bubblewrap league ... i just keep getting popped
Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2012-07-07 17:27:10
July 07 2012 17:26 GMT
#14
Mispost
Thylacine
Profile Joined August 2011
Sweden882 Posts
July 07 2012 17:28 GMT
#15
Perfect anylisis.
What you're looking at could be the end of a particularly terrifying nightmare. It isn't. It's the beginning. Introducing Mr. John Valentine, air traveler. His destination: the Twilight Zone...
Ragoo
Profile Joined March 2010
Germany2773 Posts
July 07 2012 17:44 GMT
#16
On July 08 2012 01:49 0neder wrote:
You present nice data, but how can you say arbitrarily that maps should get smaller? If anything, they should get bigger as we explore the metagame (given the current unfortunate state of unit pathing). I want to see a map with longer distances than terminus, to see how that affects the strength of brood lord infestor and to see more army jockeying when they're out of position. It's also better for promoting harassment.

I like racquetball, but starcraft is not nor should it be a racquetball-style claustrophobic sport. It should be an open, football/soccer type sport.

Let THIS be a blizzards map-making guide for the future: If you need to force cross positions, your map isn't good enough or big enough. Keep trying.


Imo we explored the max amount of rush distances with maps like Daybreak and area-wise maps like Tal'Darim or Whirlwind are pretty excessive, too. There isn't much of a need to go beyond this right now. Enough other areas to be creative.

If you make a 4p rotational and force cross position it's absolutely -pointless- and you should make a 2p map instead.
If you make a 4p mirrored and remove one spawn possibility it better be something groundbreaking cos SC2 had too many of these. Basically what you get is always the same, lots of easy expansions and very uninspired later expansions (because they are just the main/nat of the empty close position), just for the possibility of spawning cross or air close. Boring!
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
July 07 2012 18:17 GMT
#17
shattered temple, steppes of war and delta quadrant are such terrible maps...now we have empirical evidence, thanks for this.
moo...for DRG
DarkInfinity
Profile Joined July 2011
121 Posts
July 07 2012 18:19 GMT
#18
This is good work, thanks, and I personally think that ground distance will peak very soon, but I could easily see it slowly creep toward higher numbers over time, something I wouldn't mind at all.
And you will know my name is the Lord when I lay my vengeance upon thee!
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
Last Edited: 2012-07-07 18:29:12
July 07 2012 18:24 GMT
#19
Mabye it's just me, but it bugs me that this is the second map analysis that contains the wrong ohana image. I don't know how or why people are still using the TLMC picture and yet clearly see that's not the correct version on ladder or in tournaments.

SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
July 07 2012 18:39 GMT
#20
Great effort and really nice/useful information. Thanks for doing this!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 96
ProTech93
JuggernautJason67
CosmosSc2 66
NeuroSwarm 51
StarCraft: Brood War
Artosis 666
NaDa 178
Dota 2
capcasts258
Counter-Strike
Stewie2K517
flusha302
Super Smash Bros
AZ_Axe77
PPMD43
Heroes of the Storm
Liquid`Hasu316
Other Games
summit1g6152
Grubby2323
shahzam930
ViBE192
Pyrionflax173
C9.Mang0145
Maynarde64
ZombieGrub43
Organizations
Other Games
BasetradeTV16
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• RyuSc2 38
• musti20045 34
• davetesta12
• IndyKCrew
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• iopq 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22841
League of Legends
• TFBlade691
Counter-Strike
• imaqtpie1189
• Shiphtur208
Upcoming Events
PiGosaur Monday
1h 26m
Afreeca Starleague
11h 26m
hero vs Alone
Royal vs Barracks
Replay Cast
1d 1h
The PondCast
1d 11h
WardiTV Summer Champion…
1d 12h
Replay Cast
2 days
LiuLi Cup
2 days
MaxPax vs TriGGeR
ByuN vs herO
Cure vs Rogue
Classic vs HeRoMaRinE
Cosmonarchy
2 days
OyAji vs Sziky
Sziky vs WolFix
WolFix vs OyAji
BSL Team Wars
2 days
Team Hawk vs Team Dewalt
BSL Team Wars
2 days
Team Hawk vs Team Bonyth
[ Show More ]
SC Evo League
3 days
TaeJa vs Cure
Rogue vs threepoint
ByuN vs Creator
MaNa vs Classic
Maestros of the Game
3 days
ShoWTimE vs Cham
GuMiho vs Ryung
Zoun vs Spirit
Rogue vs MaNa
[BSL 2025] Weekly
3 days
SC Evo League
4 days
Maestros of the Game
4 days
SHIN vs Creator
Astrea vs Lambo
Bunny vs SKillous
HeRoMaRinE vs TriGGeR
BSL Team Wars
4 days
Team Bonyth vs Team Sziky
BSL Team Wars
4 days
Team Dewalt vs Team Sziky
Monday Night Weeklies
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

CSLAN 3
uThermal 2v2 Main Event
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL Season 18: Qualifier 1
Acropolis #4 - TS1
SEL Season 2 Championship
WardiTV Summer 2025
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

CSL Season 18: Qualifier 2
CSL 2025 AUTUMN (S18)
LASL Season 20
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
RSL Revival: Season 2
Maestros of the Game
EC S1
Sisters' Call Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
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
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.