• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:07
CET 11:07
KST 19:07
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
2026 KongFu Cup Announcement4BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains16Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series21
StarCraft 2
General
Blizzard Classic Cup - Tastosis announced as captains GSL CK - New online series BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT
Tourneys
[GSL CK] #2: Team Classic vs. Team Solar [GSL CK] #1: Team Maru vs. Team herO 2026 KongFu Cup Announcement RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 517 Distant Threat The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ Are you ready for ASL 21? Hype VIDEO Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Dawn of War IV Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1728 users

[M] (2) Dread Wastes

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
lorestarcraft
Profile Joined April 2011
United States1049 Posts
Last Edited: 2013-02-06 03:46:46
February 04 2013 21:42 GMT
#1
Hey guys, this map is the product of neat little idea I had while playing WoW the other day. Basically the asthetic theme is the whole inspiration I had for the map, which is designed to resemble the Dread Wastes region in Pandaria.

The other concept I wanted to work on was making a small map, since I have up to now only made large maps. The product of these thoughts is this little fun map called:
WoW image for reference:+ Show Spoiler +
[image loading]


Dread Wastes
128x128 playable
Nat to Nat rush distance (worker): 30 seconds

Overview:
[image loading]
New ramp texturing:
[image loading]
Terrain features: (OLD)
+ Show Spoiler +
[image loading][image loading][image loading][image loading][image loading]
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 04 2013 23:09 GMT
#2
First thing I'd say is that the texturing needs work. While I really dig the concept, it is very hard to read the map. For a comparison of what I mean by this, Ohana saw some changes to its texturing when it became a ladder map for the sake of improved clarity:

+ Show Spoiler [Original] +
[image loading]

+ Show Spoiler [LE version] +
[image loading]
Twitter: @iamcaustic
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 00:45 GMT
#3
On February 05 2013 08:09 iamcaustic wrote:
First thing I'd say is that the texturing needs work. While I really dig the concept, it is very hard to read the map. For a comparison of what I mean by this, Ohana saw some changes to its texturing when it became a ladder map for the sake of improved clarity:

+ Show Spoiler [Original] +
[image loading]

+ Show Spoiler [LE version] +
[image loading]


Yeah, I can see that. I can definitely improve the clarity. Thanks for "digging" the concept
SC2 Mapmaker
Insomni7
Profile Joined June 2011
667 Posts
February 05 2013 00:53 GMT
#4
I CANT SEE THE MINERALZ

Maybe make them gold patches for aesthetics but with the properties of normal minerals?
Never Forget.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-02-05 00:58:52
February 05 2013 00:58 GMT
#5
On February 05 2013 09:53 Insomni7 wrote:
I CANT SEE THE MINERALZ

Maybe make them gold patches for aesthetics but with the properties of normal minerals?

Not really a fan of that idea, as it would cause quite a bit of confusion. Rich mineral fields function quite differently from regular mineral fields and everyone is familiar with this difference. Adding clarity to the map textures solves the issue without doing weird changes like that.
Twitter: @iamcaustic
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 05 2013 02:13 GMT
#6
On February 05 2013 09:58 iamcaustic wrote:
Show nested quote +
On February 05 2013 09:53 Insomni7 wrote:
I CANT SEE THE MINERALZ

Maybe make them gold patches for aesthetics but with the properties of normal minerals?

Not really a fan of that idea, as it would cause quite a bit of confusion. Rich mineral fields function quite differently from regular mineral fields and everyone is familiar with this difference. Adding clarity to the map textures solves the issue without doing weird changes like that.

If you really want to you can make them purple, which won't be confused for high yield, but will make them show up better. Or cyan, or whatever cool color.
Comprehensive strategic intention: DNE
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 02:27 GMT
#7
On February 05 2013 11:13 EatThePath wrote:
Show nested quote +
On February 05 2013 09:58 iamcaustic wrote:
On February 05 2013 09:53 Insomni7 wrote:
I CANT SEE THE MINERALZ

Maybe make them gold patches for aesthetics but with the properties of normal minerals?

Not really a fan of that idea, as it would cause quite a bit of confusion. Rich mineral fields function quite differently from regular mineral fields and everyone is familiar with this difference. Adding clarity to the map textures solves the issue without doing weird changes like that.

If you really want to you can make them purple, which won't be confused for high yield, but will make them show up better. Or cyan, or whatever cool color.

Or red??
SC2 Mapmaker
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
February 05 2013 02:29 GMT
#8
On February 05 2013 11:27 lorestarcraft wrote:
Show nested quote +
On February 05 2013 11:13 EatThePath wrote:
On February 05 2013 09:58 iamcaustic wrote:
On February 05 2013 09:53 Insomni7 wrote:
I CANT SEE THE MINERALZ

Maybe make them gold patches for aesthetics but with the properties of normal minerals?

Not really a fan of that idea, as it would cause quite a bit of confusion. Rich mineral fields function quite differently from regular mineral fields and everyone is familiar with this difference. Adding clarity to the map textures solves the issue without doing weird changes like that.

If you really want to you can make them purple, which won't be confused for high yield, but will make them show up better. Or cyan, or whatever cool color.

Or red??

Red is a warm color.
Comprehensive strategic intention: DNE
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 02:43:06
February 05 2013 02:41 GMT
#9
I really like the colour scheme and if it only creates problems when viewing the map like this as opposed to in game Id suggest just releasing a version merely for the sake of overview, if possible. (i admit i am no way familiar with the editor and have no idea how difficult this might be).

EDIT: cyan mineral patches might work nicely
"What is the plural of y'all? All y'all." -Day9
Insomni7
Profile Joined June 2011
667 Posts
February 05 2013 03:13 GMT
#10
Wait, you can change teh color of minerals? Tell me how!
Never Forget.
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 03:46 GMT
#11
On February 05 2013 11:41 Unsane wrote:
I really like the colour scheme and if it only creates problems when viewing the map like this as opposed to in game Id suggest just releasing a version merely for the sake of overview, if possible. (i admit i am no way familiar with the editor and have no idea how difficult this might be).

EDIT: cyan mineral patches might work nicely

It is much easier to interperet in-game. But, I still wannna mess with the textures
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 05 2013 03:54 GMT
#12
On February 05 2013 11:41 Unsane wrote:
I really like the colour scheme and if it only creates problems when viewing the map like this as opposed to in game Id suggest just releasing a version merely for the sake of overview, if possible. (i admit i am no way familiar with the editor and have no idea how difficult this might be).

EDIT: cyan mineral patches might work nicely

It's also a matter of reading the minimap while in game. That one is critically important when considering map aesthetics.
Twitter: @iamcaustic
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 04:55:31
February 05 2013 04:34 GMT
#13
On February 05 2013 12:54 iamcaustic wrote:
Show nested quote +
On February 05 2013 11:41 Unsane wrote:
I really like the colour scheme and if it only creates problems when viewing the map like this as opposed to in game Id suggest just releasing a version merely for the sake of overview, if possible. (i admit i am no way familiar with the editor and have no idea how difficult this might be).

EDIT: cyan mineral patches might work nicely

It's also a matter of reading the minimap while in game. That one is critically important when considering map aesthetics.


While i do agree with you, even if you were to reduce how visible minerals were on maps (making them completely invisible) a player should know where a base is, simply by layout. Leaving alone how you can turn off terrain on the minimap in game, Im going to go ahead and claim that if this map made it into the blizzard ladder pool, and a player did not even briefly view the map in either the load screen or in the map preferences screen, then let him be punished (if at all) for not taking even a single moment to consider the layout.

EDIT: There should simply be a colour option for significant doodads on the minimap. Say for a very white map you'd make the mineral patches and geysers black or purple. On this blue map you could make them orange or black or something other than blue. but im not sure if this exists in editor, i only assume it doesnt because no one has used it.

EDIT2: Remember, we are in this subforum essentially trying to produce functional works of art that sometimes breaks rules that we feel are arbitrary but the policing staff (blizzard) has imposed.
-Say someone bought a piece of art and liked it so much they wanted to open a gallery or museum where they could collect and show off the works they've found that are similar to the claimed 'first masterpiece'. Very quickly would all the paintings look identical if you forced the rules X, Y, and Z simply because they liked number1 so much. Obviously people would lose interest in the gallery if these rules forced too many similarities, and the 8 or so currently presented options all look (and function) the same.

If there are 2 hurdles blue minerals on blue grounds creates, the first is visibility and the second is stupidity. Id much rather put forward more effort to combat stupidity than to lazily combat visibility. This is maybe too much 'ideals' and not enough 'practicality' but perhaps blizz needs to increase their editors array of functions or have a greater faith in humanity. (even if all they see on their own forums would destroy anyone's faith in humanity)
"What is the plural of y'all? All y'all." -Day9
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 06:08 GMT
#14
The OP is updated with a new overview
SC2 Mapmaker
Vindicare605
Profile Blog Joined August 2011
United States16121 Posts
February 05 2013 06:12 GMT
#15
I really like the aesthetic theme. I think you met your goal of making a map that resembles the WoW zone. This looks great!
aka: KTVindicare the Geeky Bartender
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-02-05 06:35:12
February 05 2013 06:34 GMT
#16
On February 05 2013 13:34 Unsane wrote:
Show nested quote +
On February 05 2013 12:54 iamcaustic wrote:
On February 05 2013 11:41 Unsane wrote:
I really like the colour scheme and if it only creates problems when viewing the map like this as opposed to in game Id suggest just releasing a version merely for the sake of overview, if possible. (i admit i am no way familiar with the editor and have no idea how difficult this might be).

EDIT: cyan mineral patches might work nicely

It's also a matter of reading the minimap while in game. That one is critically important when considering map aesthetics.


While i do agree with you, even if you were to reduce how visible minerals were on maps (making them completely invisible) a player should know where a base is, simply by layout. Leaving alone how you can turn off terrain on the minimap in game, Im going to go ahead and claim that if this map made it into the blizzard ladder pool, and a player did not even briefly view the map in either the load screen or in the map preferences screen, then let him be punished (if at all) for not taking even a single moment to consider the layout.

EDIT: There should simply be a colour option for significant doodads on the minimap. Say for a very white map you'd make the mineral patches and geysers black or purple. On this blue map you could make them orange or black or something other than blue. but im not sure if this exists in editor, i only assume it doesnt because no one has used it.

EDIT2: Remember, we are in this subforum essentially trying to produce functional works of art that sometimes breaks rules that we feel are arbitrary but the policing staff (blizzard) has imposed.
-Say someone bought a piece of art and liked it so much they wanted to open a gallery or museum where they could collect and show off the works they've found that are similar to the claimed 'first masterpiece'. Very quickly would all the paintings look identical if you forced the rules X, Y, and Z simply because they liked number1 so much. Obviously people would lose interest in the gallery if these rules forced too many similarities, and the 8 or so currently presented options all look (and function) the same.

If there are 2 hurdles blue minerals on blue grounds creates, the first is visibility and the second is stupidity. Id much rather put forward more effort to combat stupidity than to lazily combat visibility. This is maybe too much 'ideals' and not enough 'practicality' but perhaps blizz needs to increase their editors array of functions or have a greater faith in humanity. (even if all they see on their own forums would destroy anyone's faith in humanity)

I wasn't talking about tinting minerals. I was talking about being able to clearly read a map overview and how it's important when interacting with the in-game minimap. Saying the aesthetics "only" affects the overview is an understatement.

If you guys want to play with different mineral tints, so long as they don't get confused with rich mineral fields, then by all means.
Twitter: @iamcaustic
Unsane
Profile Joined September 2010
Canada170 Posts
Last Edited: 2013-02-05 08:25:51
February 05 2013 08:23 GMT
#17
I was sort of eluding that maybe we need to petition blizzard to add this feature to the editor, an option -'which colours represent mineral patches on this map's minimap?' instead of changing the maps :S This option could be handy for many maps

EDIT: in your example of Ohana, i think that was more for two differnt reasons, A) Attack paths may be difficult to discern, B) thats a lot of doodads. As opposed to be able to discern where mineral patches are and therefore potential base locations.
"What is the plural of y'all? All y'all." -Day9
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
February 05 2013 10:36 GMT
#18
On February 05 2013 17:23 Unsane wrote:
I was sort of eluding that maybe we need to petition blizzard to add this feature to the editor, an option -'which colours represent mineral patches on this map's minimap?' instead of changing the maps :S This option could be handy for many maps

EDIT: in your example of Ohana, i think that was more for two differnt reasons, A) Attack paths may be difficult to discern, B) thats a lot of doodads. As opposed to be able to discern where mineral patches are and therefore potential base locations.

There's nothing wrong with identifying resources on the minimap, no matter the texturing work. o_O The aesthetic issue with this map is the same as the issue with Ohana -- being able to cleanly identify cliffs, ramps, and attack paths at a glance.
Twitter: @iamcaustic
lorestarcraft
Profile Joined April 2011
United States1049 Posts
February 05 2013 18:45 GMT
#19
On February 05 2013 19:36 iamcaustic wrote:
Show nested quote +
On February 05 2013 17:23 Unsane wrote:
I was sort of eluding that maybe we need to petition blizzard to add this feature to the editor, an option -'which colours represent mineral patches on this map's minimap?' instead of changing the maps :S This option could be handy for many maps

EDIT: in your example of Ohana, i think that was more for two differnt reasons, A) Attack paths may be difficult to discern, B) thats a lot of doodads. As opposed to be able to discern where mineral patches are and therefore potential base locations.

There's nothing wrong with identifying resources on the minimap, no matter the texturing work. o_O The aesthetic issue with this map is the same as the issue with Ohana -- being able to cleanly identify cliffs, ramps, and attack paths at a glance.

There no issue when playing like there is on the overview, I had several people play on it. Also, the minerals are the regular blue if you are playing, but black if you are spectating, which is really odd...
SC2 Mapmaker
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2013-02-06 00:18:34
February 06 2013 00:04 GMT
#20
On February 06 2013 03:45 lorestarcraft wrote:
Show nested quote +
On February 05 2013 19:36 iamcaustic wrote:
On February 05 2013 17:23 Unsane wrote:
I was sort of eluding that maybe we need to petition blizzard to add this feature to the editor, an option -'which colours represent mineral patches on this map's minimap?' instead of changing the maps :S This option could be handy for many maps

EDIT: in your example of Ohana, i think that was more for two differnt reasons, A) Attack paths may be difficult to discern, B) thats a lot of doodads. As opposed to be able to discern where mineral patches are and therefore potential base locations.

There's nothing wrong with identifying resources on the minimap, no matter the texturing work. o_O The aesthetic issue with this map is the same as the issue with Ohana -- being able to cleanly identify cliffs, ramps, and attack paths at a glance.

There no issue when playing like there is on the overview, I had several people play on it. Also, the minerals are the regular blue if you are playing, but black if you are spectating, which is really odd...

That is pretty weird. o_O Anyway, I loaded up the map myself to demonstrate my point, but there were a number of other QA issues I stumbled across. Allow me to catalogue them.

As for the original issue of minimap visual clarity, it's instances like this that call for some aesthetic refinement:

[image loading]


Within that red circle are 2 ramps and a cliff edge that basically spans the diameter of the circle, but you wouldn't know it looking at the minimap. Keeping on point with visual clarity, I noticed something peculiar...

+ Show Spoiler [A peculiar thing indeed] +
[image loading]
One of these pools is not like the others


While it wouldn't take a rocket scientist to sit there for a moment and figure out that one specific pool is actually an un-pathable cliff, the water here muddies the visual clarity of map pathing. There's also another issue with these pools of water, and it has to do with how the game handles building on uneven ground.

+ Show Spoiler [Terrain madness] +
[image loading]
Hey, this looks like a nice place to set up shop.

[image loading]
Don't mind me, just buildin' a base.

[image loading]
Actually nevermind, the location sucks-- OH GOD WHAT HAVE I DONE?


Basically, the game will attempt to flatten the terrain when a building is constructed on it, which results in some interesting shifting. It also causes performance issues on lower-end PCs, or at least that was Blizzard's reason for requesting the same aesthetic style be removed from Ohana.

+ Show Spoiler [ESV Ohana RE] +
[image loading]


Moving on, I also noticed a few other fun things.

+ Show Spoiler [The Case of the Missing SCV] +

[image loading]
One day an SCV stumbled upon a mysterious square, black hole. He disappeared, never to be found again.

[image loading]
Oh wait, we found him! Turns out it was a tunnel to China. The End.


+ Show Spoiler [Various issues with pathing] +

[image loading]
Haha! They'll never suspect my supply depot is INSIDE A ROCK!

[image loading]

[image loading]

[image loading]
Various SCV rock tunnelling adventures

[image loading]
DAMMIT JIM, STOP HIDING YOUR SUPPLY DEPOTS IN ROCKS


That is all for now.

EDIT: Whoops, posted the big versions of images at first.
Twitter: @iamcaustic
1 2 Next All
Please log in or register to reply.
Live Events Refresh
GSL
08:00
GSL CK #2: Team Classic vs Team Solar
herO (Afreeca)194
CranKy Ducklings SOOP43
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
herO (Afreeca) 194
Rex 33
StarCraft: Brood War
Sea 3002
GuemChi 911
Hm[arnc] 863
Killer 503
Larva 331
BeSt 237
Stork 198
Pusan 169
Soma 134
Light 125
[ Show more ]
hero 116
EffOrt 88
PianO 85
sSak 81
Rush 68
NotJumperer 66
sorry 62
Aegong 57
HiyA 43
ZerO 42
Mini 41
Mind 34
IntoTheRainbow 28
soO 22
Noble 13
Terrorterran 8
Bale 8
Purpose 7
Shinee 7
SilentControl 5
Britney 1
Dota 2
XaKoH 537
NeuroSwarm114
XcaliburYe10
Counter-Strike
shoxiejesuss767
zeus299
edward31
allub3
Super Smash Bros
Mew2King203
Other Games
singsing1299
ceh9745
Fuzer 139
Pyrionflax95
crisheroes74
ZerO(Twitch)9
Organizations
Dota 2
PGL Dota 2 - Main Stream458
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt543
• HappyZerGling163
Upcoming Events
Wardi Open
1h 53m
Monday Night Weeklies
6h 53m
WardiTV Team League
1d 1h
PiGosaur Cup
1d 13h
Kung Fu Cup
2 days
OSC
2 days
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Team League
3 days
Replay Cast
3 days
[ Show More ]
KCM Race Survival
3 days
WardiTV Team League
4 days
Korean StarCraft League
4 days
uThermal 2v2 Circuit
5 days
BSL
5 days
BSL
6 days
Replay Cast
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Sharp vs Scan
Rain vs Mong
Liquipedia Results

Completed

Proleague 2026-03-15
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.