• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:56
CEST 01:56
KST 08:56
  • 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
BGE Stara Zagora 2025: Info & Preview19Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN3The Memories We Share - Facing the Final(?) GSL46Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30
Community News
[BSL20] ProLeague: Bracket Stage & Dates6GSL Ro4 and Finals moved to Sunday June 15th12Weekly Cups (May 27-June 1): ByuN goes back-to-back0EWC 2025 Regional Qualifier Results26Code S RO12 Results + RO8 Groups (2025 Season 2)3
StarCraft 2
General
Magnus Carlsen and Fabi review Clem's chess game. BGE Stara Zagora 2025: Info & Preview Jim claims he and Firefly were involved in match-fixing GSL Ro4 and Finals moved to Sunday June 15th Serious Question: Mech
Tourneys
Bellum Gens Elite: Stara Zagora 2025 SOOPer7s Showmatches 2025 Cheeseadelphia 2025 - Open Bracket LAN! $25,000+ WardiTV 2025 Series Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Darkgrid Layout Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 476 Charnel House Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void
Brood War
General
[BSL20] ProLeague: Bracket Stage & Dates BW General Discussion Will foreigners ever be able to challenge Koreans? BGH auto balance -> http://bghmmr.eu/ I made an ASL quiz
Tourneys
[BSL 2v2] ProLeague Season 3 - Friday 21:00 CET [ASL19] Grand Finals [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Monster Hunter Wilds Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Heroes of the Storm 2.0 Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Vape Nation Thread European Politico-economics QA Mega-thread
Fan Clubs
Maru Fan Club Serral Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
2024 - 2025 Football Thread Formula 1 Discussion NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard
TL Community
The Automated Ban List
Blogs
Heero Yuy & the Tax…
KrillinFromwales
Research study on team perfo…
TrAiDoS
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
Customize Sidebar...

Website Feedback

Closed Threads



Active: 18027 users

[M] (2) Frozen Shore (Beta) for HotS

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-02-04 21:35:33
February 04 2013 21:14 GMT
#1
Frozen Shore (Beta) for HotS


[image loading]

author Samro
spawns 4
concepts all spawns enabled; variation through spawning positions
size 168x140

rush distances approx. 29/32/4 choke to choke (in front of nat)
rock mechanic 1 rock tower and ice rocks form a double rock mechanic that can be used defensively or offensively for or against third and fourth
rock mechanic 2 6x6 ice rocks can be taken away for a wide ramp and also give path for units to slip by XWT
XWT one central


I do consider the map a beta. I am happy with how it plays, but there might be technical or visual flaws. If there is some problem please let me know.


theme+ Show Spoiler +

[image loading]
thx meltage

--------------
TO PLAY THE MAP SEARCH FOR 'SAMRO' OR 'FROZEN SHORE'
Disengaged
Profile Joined July 2010
United States6994 Posts
February 04 2013 21:26 GMT
#2
Neat looking map
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 04 2013 21:33 GMT
#3
The only things I would change is to make this area more open
[image loading]
And ban vertical spawns.
SC2 Mapmaker
SigmaFiE
Profile Blog Joined October 2011
United States333 Posts
Last Edited: 2013-02-04 22:18:38
February 04 2013 22:11 GMT
#4
On February 05 2013 06:33 lorestarcraft wrote:
The only things I would change is to make this area more open
+ Show Spoiler +
[image loading]

And ban vertical spawns.



I disagree. It provides a nice little defensive posture area for the bases located just off the mains and vertical spawns in HotS should be perfectly fine. The only thing I might be worried about right now is the oracle but protoss has to delve so far into those economically and the way your resource line is set up, I think oracles and other early air harass would have diminished returns compared to other maps that may be ported over from WoL to HotS. Good set-up. Inspires me to try and 1-up you on the mirror design w/ close air! (But I probably won't -- at least not today) :D

The one thing that might worry me on this map is early siege tank pushes and that is because of how much highground control they should be able to get. But than there is SOOOO much open space that you can flank them so it equals out I think.
https://johnemerson.artstation.com/
Aerysta
Profile Blog Joined March 2011
United Kingdom49 Posts
February 04 2013 22:24 GMT
#5
Looks good! Makes me want to get back into map making.

I think the circle area may cause issues, but then again, if you are using that part of the map in a game, there are issues anyway - maps shouldn't have to be lowest common denominator; players should choose where they want to be, and where to defend/attack.
Liquid`Bumblebee hwaiting!
Fatam
Profile Joined June 2012
1986 Posts
February 04 2013 22:41 GMT
#6
Use of space could probably be improved but aesthetics seem good and at least it's mirrored so it's not imbalanced right off the bat like 99% of rotationals.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 04 2013 23:02 GMT
#7
On February 05 2013 07:11 SigmaFiE wrote:
Show nested quote +
On February 05 2013 06:33 lorestarcraft wrote:
The only things I would change is to make this area more open
+ Show Spoiler +
[image loading]

And ban vertical spawns.



I disagree. It provides a nice little defensive posture area for the bases located just off the mains and vertical spawns in HotS should be perfectly fine. The only thing I might be worried about right now is the oracle but protoss has to delve so far into those economically and the way your resource line is set up, I think oracles and other early air harass would have diminished returns compared to other maps that may be ported over from WoL to HotS. Good set-up. Inspires me to try and 1-up you on the mirror design w/ close air! (But I probably won't -- at least not today) :D

The one thing that might worry me on this map is early siege tank pushes and that is because of how much highground control they should be able to get. But than there is SOOOO much open space that you can flank them so it equals out I think.

I was more worried about the XWT covering all viable army paths.
SC2 Mapmaker
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 04 2013 23:41 GMT
#8
How far exactly does the tower reach? I'm wondering if it reaches these paths:
+ Show Spoiler +
[image loading]


I don't think it does, but I think it would be cool if they were covered. That way, if you want to sneak past in vertical spots, you have to take the rush path through that very narrow middle bit. Though, I'm not sure that can be made to work with the layout you've got here, so just ignore me. :p

Those chunks of air-space are pretty big, too. I thought air-space was perma-banned on TL?
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 02:56:46
February 05 2013 02:56 GMT
#9
Ban vertical spawns or 1/4 of the games on this map will look identical to metalopolis (or metropolis, whichever one blizzard had in its map pool in 2010). Also there isn't a path to your opponents base that requires more than 2 FFs to block, i thought cloud kingdom would have this same issue but CK has many many many more attack paths than this.

Mega-boring XNT placement, does it even cover any ramp?

General layout of main/nat/3rd does appear to be rather defensible, which i like.
"What is the plural of y'all? All y'all." -Day9
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-02-05 08:12:51
February 05 2013 08:08 GMT
#10
thanks for all teh comments. happy so many people want to help me make the map better. that's why it is called a beta. most problems can be tackled really, so do not hesitate to say what you think is wrong. all the other things are features

On February 05 2013 06:26 Disengaged wrote:
Neat looking map


Cheers! Always nice when people start with something 100% positive!

On February 05 2013 06:33 lorestarcraft wrote:
The only things I would change is to make this area more open
+ Show Spoiler +
[image loading]

And ban vertical spawns.


To have all spawns enabled is an important part of the map. The different rush distances allow various forms of agression and a nice spectrum of strategies within one map. My plan was to have a no-fly zone between vertical spawns, if all games would be air-agression.

The small extra paths at 3/9 are integral part of the multi-path design and are needed considering the low cliff below thirds there as well as for multi pronged attack or harass.


On February 05 2013 07:11 SigmaFiE wrote:
Show nested quote +
On February 05 2013 06:33 lorestarcraft wrote:
The only things I would change is to make this area more open
+ Show Spoiler +
[image loading]

And ban vertical spawns.



I disagree. It provides a nice little defensive posture area for the bases located just off the mains and vertical spawns in HotS should be perfectly fine. The only thing I might be worried about right now is the oracle but protoss has to delve so far into those economically and the way your resource line is set up, I think oracles and other early air harass would have diminished returns compared to other maps that may be ported over from WoL to HotS. Good set-up. Inspires me to try and 1-up you on the mirror design w/ close air! (But I probably won't -- at least not today) :D

The one thing that might worry me on this map is early siege tank pushes and that is because of how much highground control they should be able to get. But than there is SOOOO much open space that you can flank them so it equals out I think.


i agree. regarding siegetanks please note the length of the highround ledge and how it spans from the main hugging thirds to the entrance from lowground. as you write there is plenty of space to out-maneuver turtling opponents.

On February 05 2013 07:24 Aerysta wrote:
Looks good! Makes me want to get back into map making.

I think the circle area may cause issues, but then again, if you are using that part of the map in a game, there are issues anyway - maps shouldn't have to be lowest common denominator; players should choose where they want to be, and where to defend/attack.


in the common meta-mapping-game it should be more about providing options. too many people focus on gimmicky stuff that in my humble opinion can script a map to an extent where it might not be fun anymore. while there should be all kind of maps for sure we need to allow very different things to happen. we are playground designers after all

On February 05 2013 07:41 Fatam wrote:
Use of space could probably be improved but aesthetics seem good and at least it's mirrored so it's not imbalanced right off the bat like 99% of rotationals.


where would you want me to be more effective with use of space. many people used to say i am very space efficent and since the only unused space is the sea area between vertical mains i am a bit surprised by your comment(?). (see image below)

On February 05 2013 08:02 lorestarcraft wrote:
Show nested quote +
On February 05 2013 07:11 SigmaFiE wrote:
On February 05 2013 06:33 lorestarcraft wrote:
The only things I would change is to make this area more open
+ Show Spoiler +
[image loading]

And ban vertical spawns.



I disagree. It provides a nice little defensive posture area for the bases located just off the mains and vertical spawns in HotS should be perfectly fine. The only thing I might be worried about right now is the oracle but protoss has to delve so far into those economically and the way your resource line is set up, I think oracles and other early air harass would have diminished returns compared to other maps that may be ported over from WoL to HotS. Good set-up. Inspires me to try and 1-up you on the mirror design w/ close air! (But I probably won't -- at least not today) :D

The one thing that might worry me on this map is early siege tank pushes and that is because of how much highground control they should be able to get. But than there is SOOOO much open space that you can flank them so it equals out I think.

I was more worried about the XWT covering all viable army paths.


I was actually thinking about some small structure in the centre and no tower at all. in my experience that would ask a lot from the players. right now every ramp leaves some space non-covered from the tower (see image below).

On February 05 2013 08:41 NewSunshine wrote:
How far exactly does the tower reach? I'm wondering if it reaches these paths:
+ Show Spoiler +
[image loading]


I don't think it does, but I think it would be cool if they were covered. That way, if you want to sneak past in vertical spots, you have to take the rush path through that very narrow middle bit. Though, I'm not sure that can be made to work with the layout you've got here, so just ignore me. :p

Those chunks of air-space are pretty big, too. I thought air-space was perma-banned on TL?


please refer to my answer regarding space-efficency. i thoughht it is okay.

god point on the tower. maybe this should be added (rock mechanic 2) as a feature on that side and for the sake of consistency in design. right now half of that ramp is uncovered. i could have made it so that the whole ramp is covered, but this would make the highround even bigger (although to an extent seen from the tower) - (for both issues please see images below).

On February 05 2013 11:56 Unsane wrote:
Ban vertical spawns or 1/4 of the games on this map will look identical to metalopolis (or metropolis, whichever one blizzard had in its map pool in 2010). Also there isn't a path to your opponents base that requires more than 2 FFs to block, i thought cloud kingdom would have this same issue but CK has many many many more attack paths than this.

Mega-boring XNT placement, does it even cover any ramp?

General layout of main/nat/3rd does appear to be rather defensible, which i like.


the problems you point out can all be tackled without bigger changes in the geometry of the map. except the vertocal spawns. to decide on some sort of no-fly zone i need to see more games. iirc air distance is bigger and nowadays you see more air defense regularly, don't you.

ramp width are all good in my opinion and the map should not feel more restrictive than CK. XWT factor might be strengthened (see rock mechanic 2 coomment above) or taken out. undecided yet.

- - -
ON ROCK MECHANIC 2

6x6 rocks that force players to walk into the area of the XWT or take outside paths.
- - -

[image loading]

[image loading]
Unsane
Profile Joined September 2010
Canada170 Posts
February 05 2013 08:38 GMT
#11
If that is the XWT sight range then its fine, size wise. But the placement :S, only in cross spawns will it be used at all. If you went with even a star station-esque layout for the XWTs then they would be significant. Ive won games on that map because the opponent did not make sure i didn't have the XWT when he attacked and allowed me full view of everything he was bringing to the fight. And he should be punished for something so idiotic. Ive also lost games because i had the XWT and the opponent went around and surprised me, good on him. The placement isnt even very interesting but they are still useful.

If the blue line is the edge where units cannot go then the air space is significantly smaller than what i expected from the overview pic.
"What is the plural of y'all? All y'all." -Day9
Samro225am
Profile Joined August 2010
Germany982 Posts
February 05 2013 09:07 GMT
#12
On February 05 2013 17:38 Unsane wrote:
If that is the XWT sight range then its fine, size wise. But the placement :S, only in cross spawns will it be used at all. If you went with even a star station-esque layout for the XWTs then they would be significant. Ive won games on that map because the opponent did not make sure i didn't have the XWT when he attacked and allowed me full view of everything he was bringing to the fight. And he should be punished for something so idiotic. Ive also lost games because i had the XWT and the opponent went around and surprised me, good on him. The placement isnt even very interesting but they are still useful.

If the blue line is the edge where units cannot go then the air space is significantly smaller than what i expected from the overview pic.


I disagree on the potential of a better placement. Any shifting in the position to the left/right or top/down (adding a second tower) would grant much to much vision.

either centre + consistent use of rock mechanic 2 or no tower at all.

sure the circle defines vision, why so you think i produce such an image :D
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 05 2013 18:19 GMT
#13
please refer to my answer regarding space-efficency. i thoughht it is okay.

It was a joke, though it's ruined now that I have to explain it. I agree that it's fine.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 18:37 GMT
#14
I wasn't against the 3 and 9 o'clock path, I just thought they should be flat instead of congested ramps so there is a more dangerous, but not tedious path around the middle. (Where the tower WILL see everything, half a ramp won't allow many units through.)
SC2 Mapmaker
Samro225am
Profile Joined August 2010
Germany982 Posts
February 06 2013 09:49 GMT
#15
On February 06 2013 03:19 NewSunshine wrote:
Show nested quote +
please refer to my answer regarding space-efficency. i thoughht it is okay.

It was a joke, though it's ruined now that I have to explain it. I agree that it's fine.


oh, i almost got it i think. sorry had to kill it. that is too much a serious topic here at TL!. you do not just fool around with space efficiency.

On February 06 2013 03:37 lorestarcraft wrote:
I wasn't against the 3 and 9 o'clock path, I just thought they should be flat instead of congested ramps so there is a more dangerous, but not tedious path around the middle. (Where the tower WILL see everything, half a ramp won't allow many units through.)


ah, i see. you are not wrong on the tower, yet I disagree with you on the ramp into third. Both thirds should be equally attackable and i think i serve this best when there is a clear defender's advantage. Additionally the lowground is needed for the whole low cliff and LOSB area there.
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-03-05 21:45:48
March 02 2013 17:16 GMT
#16
Recently had the chance to make up my mind about several minor issues.

Changes
  • backside ramps at equatorial thirds enlarged + 2gold patches worth 96
  • high ground path between each of the two polar thirds enlarged + rocks 6x6
  • no more XWT (reasoning below)
  • small unwalkable high ground structure added to centre( reasoning below)


+ Show Spoiler [reasoning for XWT to high ground] +

a central area can be choked or open, complex or simple. on a 4player map there is not that much space to do something very complex and also it is not needed. what is needed is an object of interest or rather an objective that want players to be offensively dominant enough to engange and take control of the central area. it just makes things so much more interesting too spectate really.

when discussing the XWT one always had the argument about the tower seeing too much space and too many important path. so you either have large enough paths all the way around too compensate for it or you design something that makes the plain centre more interesting, e.g. the concept of dynamic through rocks (testbug and more recently atlas).

there is a tower so you want to have it or you do not want the opponent to have it; there are rocks, you need to have them destroyed or not taken down respecticly. All that creates dynamic. Theoretically the tower i had in the centre creates that you, yet most people think a central tower is boring. yet imho the problem is neither the singular nor the central tower. the problem is when the tower emphasizes a stasis that is already present. on my map the level 2 terrain creates a 'natural' distinction between areas you cover as a defender and areas you want to cross to attack - and of course you want to scout at to know what is going on or coming your direction - and the central tower on my map made that separation even stronger and basically only one player could control the centre. either you or the opponent.

so logically one takes away the tower. but that creates a big plain area that cannot be controlled by one player.

what i did is something i have seen much more on sc:bw maps than on the sc:wol maps i know - this is something madsquare or dezi told me to look for - i split the area in smaller chunks of space which again creates attraction: i want to control one quarter of the centre, i need to know what is going on three quarters of the centre, I need to scout my opponent to know if units entered the fourth quarter and so on.

(pictures to be added asap, but i guess the changes are simple enough to be unterstood by text information)

Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2013-03-05 21:44:56
March 05 2013 21:44 GMT
#17
obviously cannot provide the upload for the (ex-)beta, but here is the image of the changes explained above.

[image loading]

Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
March 06 2013 01:55 GMT
#18
Do you still have the beta editor working samro?? for me when the beta ended i couldn`t load the beta HotS dependencies anymore
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-03-06 06:10:16
March 06 2013 06:09 GMT
#19
On March 06 2013 10:55 Uvantak wrote:
Do you still have the beta editor working samro?? for me when the beta ended i couldn`t load the beta HotS dependencies anymore

It works for me and others as well, however there's some it doesn't work for anymore.

edit Bright side: One week to go!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2013-03-06 06:51:49
March 06 2013 06:50 GMT
#20
As far as I can tell if you didn't change your region on your account (by logging into WOL, for instance) then the editor will work. If you did tho, you're SOL until release. *even closing the editor may screw you though, I'm not certain.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 163
ForJumy 45
Livibee 21
StarCraft: Brood War
Artosis 798
Backho 20
910 19
NaDa 19
League of Legends
JimRising 477
Counter-Strike
Fnx 1840
flusha494
Foxcn330
taco 188
Super Smash Bros
C9.Mang0685
Other Games
summit1g11184
Grubby3252
shahzam1179
FrodaN683
hungrybox536
ViBE252
JuggernautJason71
KnowMe36
PPMD27
Organizations
Other Games
gamesdonequick675
BasetradeTV36
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Berry_CruncH298
• RyuSc2 44
• davetesta30
• Kozan
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• RayReign 15
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22509
League of Legends
• Doublelift5049
Other Games
• imaqtpie1320
• Scarra1218
Upcoming Events
Replay Cast
4m
CranKy Ducklings17
OSC
4m
Bellum Gens Elite
10h 4m
WardiTV Invitational
14h 4m
BSL 2v2 ProLeague
19h 4m
Replay Cast
1d
CranKy Ducklings
1d 10h
SC Evo League
1d 12h
Bellum Gens Elite
1d 12h
Fire Grow Cup
1d 15h
[ Show More ]
CSO Contender
1d 17h
BSL: ProLeague
1d 18h
StRyKeR vs MadiNho
Cross vs UltrA
TT1 vs JDConan
Bonyth vs Sziky
Replay Cast
2 days
SOOP Global
2 days
Creator vs Rogue
Cure vs Classic
SOOP
2 days
Classic vs GuMiho
Sparkling Tuna Cup
2 days
AllThingsProtoss
2 days
Fire Grow Cup
2 days
BSL: ProLeague
2 days
HBO vs Doodle
spx vs Tech
DragOn vs Hawk
Dewalt vs TerrOr
Replay Cast
3 days
Replay Cast
4 days
Replay Cast
4 days
WardiTV Invitational
4 days
WardiTV Invitational
4 days
GSL Code S
5 days
Rogue vs GuMiho
Maru vs Solar
Replay Cast
6 days
GSL Code S
6 days
herO vs TBD
Classic vs TBD
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 17: Qualifier 1
DreamHack Dallas 2025
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 2
2025 GSL S2
BGE Stara Zagora 2025
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025

Upcoming

CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Murky Cup #2
NC Random Cup
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
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.