The Battle.net World Championship

which will take place later this year, will be the culmination of more than 30 eSports events run by Blizzard and tournament organizers.

Upcoming Changes to Matchmaking

The Matchmaking system is undergoing new changes for better player experience.

BarCraft

Join with other StarCraft enthusiasts in with beer, food and StarCraft 2 ! Click here for locations!

Fear MarineKing in Las Vegas

MKP got off to a good start at IPL4, defeating both White-Ra and Stephano in his group. Meanwhile, Nestea lived up to his reputation by defeating both TAiLS and aLive.

Friday, July 20, 2012

MLG Summer Starcraft II Arena begins today.

The Major League Gaming 2012 Summer Arena will begin today! The Starcraft tournament will have a total of 32 qualified players from all over the world, including the top 8 players coming from the Spring Championship and the top finishers of NA, EU, and KR online qualifiers. For the first time, the stream will be streamed for FREE on standard quality due to a special sponsorship from Full Sail University.  The first round match-up will be revealed tonight 9PM EST on the MLG site.

Tuesday, July 17, 2012

Season 8: New map changes!



Season 8, which begins the week of June 11, will bring with it some changes to the 1v1 and 2v2 map pools. In season 7, we experimented with a larger 1v1 map pool. After reviewing player feedback, we’ll be returning to a pool of 8 maps. We will continue to maintain a heavy focus on tournament viable 1v1 maps, and that thought process has influenced our decisions regarding which maps will be removed from the ladder for Season 8.

The new maps are playable now! You can experience them via the custom game interface now, and they’ll join the ladder when the new season starts next week.

1v1 map pool

Map being added:

(4) Condemned Ridge



We’ve received feedback from our higher levels players that rotationally symmetric macro maps can be difficult to deal with for certain races when they spawn at certain points. On the other hand, non-rotationally symmetric maps are not common on the tournament circuits. To add variety, we’re introducing a new symmetric, potentially tournament viable map, suitable for macro style play.

The map hasn’t been finalized yet, and we would like to hear your opinions about how it plays before the Season 8 begins. Your feedback is appreciated!

Update 12/06/2012: We have decided to remove rocks from Condemned Ridge. Thank you for your feedback.



Maps being removed:

This season, tournament viability was our primary criteria regarding whether a map remained on the ladder or not, though map balance is also always a consideration.

(4) Metalopolis
Metalopolis simply isn’t being used in tournaments anymore, and this map has some balance issues as well. (4)Metropolis LE is an improved version of this map that will see use in a future ladder season.

(4) Korhal Compound LE
This map was one of the winners of the Team Liquid Map Contest. While we were pleased to make this addition to the ladder, unfortunately, Korhal Compound hasn’t gained traction in the tournament scene. In addition, this version of Korhal Compound also has some balance issues.

We'll continue to watch Korhal Compound Tournament Edition, and if it gains traction in tournaments then that version of the map may come back to the ladder in the future.



2v2 map pool
The 2v2 map pool will continue to feature maps with close spawn positions. Main difference in this format is we’re not aiming for a 100% fortress style maps only, and including a semi fortress map also. In team games, we try to make the gameplay and layout of maps relatively simple to ease coordination between teammates. The maps should mostly be self-explanatory using the screenshots. Like Condemned Ridge these maps aren’t final, and we welcome your feedback.

Maps being added:

(4) Molten Crater



This map is a semi fortress style map.

(4) Desolate Stronghold



This map is a fortress style map lacking easy expansion within the fortress area.

Maps being removed:

(4) Discord IV

(4) High Orbit

While we did not feel that the feel that the existing 2v2 map pool suffered from any significant issues, we wanted to breathe some new life into the ladder pool. Since we wanted to stay with an 8 map pool in this bracket, it became necessary to remove a pair of the older maps.

We plan to both introduce new maps to the 2v2 pool on occasion as well as potentially cycle old map back into rotation, so even though these two maps are gone for now, they could return in future seasons.


Source:  http://eu.battle.net/sc2/en/blog/5057847/Season_8_Map_Pool_Update-08_06_2012
New map changes are now in place for Season 8! Stronghold and Molten Core are now part of the map pooling for the match-make. 

Thursday, April 12, 2012

New Heart Of The Swarm Updates!


Hey guys I'm back! Sorry for not posting any updates in the past four days due to school starting up again after the break. Anyways let's get on back on-topic. Recently Blizzard has released new information on StarCraft II's expansion, Heart of The Swarm. You can read it over at Battle.net or you can stick around and the direct quotation here. All credit to Dustin Browder @ Battle.Net

Zerg


Zerg are the most stable and largely unchanged since BlizzCon. The swarm host is still serving well as a zerg siege unit that can burrow and pressure the enemy from a distance (in a very zergy way), but the viper has some slightly different new abilities. In addition to Abduct, the viper also has the ability to blind biological units in an area of effect. Blinded units have their range reduced to 1. This is obviously effective against terran infantry as well as zerg roach and hydra armies. The viper can also regain energy by feeding off of minerals. This locks up the mineral patch and prevents it from being harvested, so you want to use this ability away from your base.


We have decided to keep the overseer and make the viper a pure caster. We will be taking a look at the overseer to see what we can do to make his abilities more interesting.


We are also trying some additional abilities on the nydus network to allow you to spawn different types of nydus worms. The most interesting worms have been a worm that can spew creep across several screens to create a zerg assault highway, as well as a worm that attacks only enemy buildings, meant to be used as a ground-based zerg base raider.


We have some more work to do before we’re ready to begin beta testing Heart of the Swarm. We know that everybody wants a date for when they can play, and we know how important it is to get this out in front of the community as soon as possible. We’re working on it.


Protoss


Protoss have gone through some changes since BlizzCon as well. The oracle is still in and functioning as a protoss raider (as intended) that can give the protoss some reach in the mid-game to disrupt enemy plans. The replicant has been cut. He was causing enemy players to not build certain unit types and was actually removing diversity from the game instead of adding diversity.


The tempest was a powerful splash anti-air capital ship at BlizzCon. With the addition of the range upgrade on phoenix in Wings of Liberty we no longer feel like a splash anti-air weapon is necessary on the protoss, but we would still like to give the protoss some additional firepower in the air. The tempest is currently a very long-ranged aerial siege weapon that can strike both air and ground targets. This gives the protoss army some real reach to force an engagement on their terms in the end-game.


We’re also experimenting with some nexus abilities. One example is a mass recall that allows the protoss to be more aggressive. They can move out onto the map with their slower sentry/zealot force and, if things don’t work out, recall the force back to their base if and when things go wrong.

Terran

Terrans have undergone significant changes since we talked about them at BlizzCon. We have not kept the shredder, and even the warhound is in contention. The shredder was very confusing for players as well as being something that was easily used to kill a large number of workers with little to no warning. It was rarely used for its intended role of map control. The warhound still feels a little too much like a small thor, which is just not new enough to give terran players new strategies. We are still experimenting with a wide range of units, particularly from the factory, which we think is a little light on options. We have had a great deal of trouble with the terrans largely because they are such a flexible and effective race in StarCraft II: Wings of Liberty. We want to provide terran players with new strategies, however, so we will continue to work on them.


If we keep the Thor, we are currently experimenting with an anti-air spider mine that would give the terrans a way to get some factory-built anti-air into small places that a Thor has trouble reaching (like near your minerals). Whether this is meaningful, considering terrans have marines, is still in question. We are also experimenting with an extremely long-ranged terran missile launcher that can be used to break siege tank lines to make terran-vs.-terran factory-basedgames more dynamic.  

Sunday, April 8, 2012

Destiny in a Nutshell.

Again, another video describing a famous StarCraft 2 player in a short six-minute video. I promise you this guy is nothing like IdrA even though he's a Zerg player! He's more lively and probably less of a d***-bag than IdrA. I mean seriously, watching this guy's live stream hell'a fun and you won't regret every second of it. I mean who else could make a analogy with banelings and rape? No one, but Destiny. Not only that, Destiny is a Pokemon master. IdrA got nothing on him.
test2
Destiny, The Pokemon master.

Saturday, April 7, 2012

IdrA doing what he does best.

Oh Idra. You never cease to amaze me. This video is all you need to sum up IdrA's personality and his attitude in-game. For those who don't know how IdrA is, I'll just give you a short-short description of him.
IdrA hates everyone. EVERYONE.  No matter who you are, play anything other than Zerg, you end up on his 'Hate-List'. He's well known to BM (Bad Manner) after losing a match and keeping a bit of a grudge.

 Here's a picture of the chat after winning a match to a Terran player.


Also let's not forget his time during his Brood War career!
Click to enlarge

Friday, April 6, 2012

Easy builds to learn in a minute!


In a rush to win a game but don't have the time to learn a new build or strat due to work, school, or any other lame excuse you have? Well I have the solution for you! Here I present you three videos (located at the top of  blog post) the fastest and easiest way to "cheese" your way to the top of the ladder! Best thing about these video is that they are roughly around ONE minute long each! That means you can learn up to three builds while brushing your teeth! Enjoy these video cause I definitely did. GLHF readers!

Thursday, April 5, 2012

StarCraft Music Parodies!


These are only two out of the hundreds of parodies that fans around the world have created. I would've added more but there was no way I would've fitted them in without making the webpage five kilometers long. (Yes there's that many!) So just sit back and enjoy what the StarCraft community has produced.

Wednesday, April 4, 2012

Almost Two Years Down

It's has been almost two years since the release of StarCraft 2 and it's globalization of the world. Though the video is almost one years old, It still reflects the many accomplishment that the community has achieved for competitive play and eSports. After watching this same video many times, I still shed a tear on how far we've progressed.

[ZvP,T][Audio] EG_Idra's 14 Hatch 14 Pool Opening

Learn the best builds quick and easily with  StarCraftAudioBuilds's Audio builds! Simply follow along with the voice and SHA-ZAM. Hard-to-learn builds made easy. I will post these either by themselves or along with guides.
Text Version of the build:

9 Overlord 
12 Send Scout Overlord 
14 Send Drone to Natural 
14 Hatchery at Natural 
14 Spawning Pool 
14 Send Scout Drone 
17 Overlord 
17 Hotkey 8 Drones 
17 Transfer 8 Drones 
17 Send Scout Overlord 
21 x2 Queens 
23 x4 Zerglings 
27 Scout with Zerglings 
27 Overlord 
27 Extractor 
28 Spine Crawler at Natural 
30 x3 Drones to Gas 
30 Overlord 
33 Queen 
39 Overlord 
42 x6 Zerglings 
42 Metabolic Boost 
44 Creep Tumor 
48 x2 Extractors 
51 Overlord 
52 6 Drones to Gases 
52 Lair 
52 Creep Tumor 
52 Respawn Creep Tumor 
52 x7 Drones 
59 Overlord 
59 Sacrifice Scout Overlord 
59 Evolotuon Chamber 
59 Extractor 
60 Overlord 
60 Baneling Nest 
59 Overlord 
61 Creep Tumor 
61 Respawn 2 Creep Tumors 
61 x3 Drones to Gas 
65 x14 Zerglings
68 x2 Zerglings
68 Spine Crawler 
69 Spire 
68 Overlord
67 Melee Attacks Level 1
74 Creep Tumor 
74 Respawn 3 Creep Tumors 
74 x3 Banelings 
79 Centralfugal Hooks 
81 Hatchery at Main 
80 Overlord 
80 Evolution Chamber 
80 Send 1 Drone to 3rd 
79 Creep Tumor 
79 Respawn 4 Creep Tumors 
79 Hatchery at 3rd 
79 Flyer Attacks Level 1 
78 x6 Mutalisks 

[PvP] Countering the infamous 4 Gate.




If you follow this guide and practice the following build, you will NEVER lose to 4gate on maps with a ramp ever again.


Consider 4gate an artifact, some random build you see on TDA and Bel'shir, but never anywhere else.


While 4gate was already on its way out thanks to nerfs and builds that can better handle it, the spreading of the information here should solidify its extinction for those who read it.


1 Gate before Twilight
This build is extremely tight. Your goal is to be able to chain force-field the ramp from the second your opponent has the ability to warp in on the high ground (finished pylon + vision + wg cool downs ready) to the time you can actually engage his army straight up. 


9 Pylon
12 Gate
14 Gas
15 Pylon

17 Core (earliest scout; feel free to scout later)
17 zealot (18 if you scouted on core, 17 if you haven't scouted yet)
20 (2nd) Gas
22 Stalkerno chronoboost
22 WGChronoboost x3
24 Pylon (25 if you scouted before core)
26 Stalker1 chrono boost
29 Twilight Council
30 Sentry
32
 (2nd) Gateway (Cut probes at 32 food: 24 probes; 1 zealot; 2 stalkers; 1 sentry)

32 Pylon
32 Blink Research
 (DON'T CB YET)



This will bring you to a few ticks after the 5 minute mark. The build diverges here.
If you're getting aggressively 4gated...

(32) 4th cb on WG
Upon the completion of your 4th pylon, resume probe production. Here's why:
33 (3rd) Gateway
33 (2nd) Sentry This should be out in time to chain ff with the first one; You should have exactly 100 gas when the WG cooldown is ready with metalopolis's shitty geysers. So you shouldn't have any trouble with this one.


You should have taken out the 2 pylons at the base of the ramp by now, as you should be ignoring his units and focusing down only the pylons, 1 at a time. But the units are still alive and will kill you if they make it up the ramp (6 stalkers, 5 zealots). You will also die if you drop your FF chain for just a fraction of a second, or if you miss it by a hex and allow your opponent to get a warp in above the ramp.


CB your 1st warpgate once you reach 25 energy; This will happen at exactly 5:58


Your 3rd sentry from your 1st WG will be out just in time to chain with the 2nd forcefield
Get a 4th sentry if your opponent is still humping the ff at the bottom of the ramp. Once this sentry is out, the 4gate is officially over and you can devote the rest of your CB to blink until it's finished. I recommend adding a 4th gate, but go ahead and grab a robo if you want to be REALLY safe. Leave your base when blink is about done and go kill your opponent





If you're not getting aggressively 4gated...


If there's no pylons warping in at the base of your ramp at this point, or you've collected other information you're not getting 4gated.


(32) Resume probe production
(33) Begin chronoboosting Blink Research
33 (3rd) Gateway


If delayed 4 gate comes--as in he didn't warp in under your ramp--ff with the one sentry you already have and warp in as many as you need to chain ff until you have enough units to fight his units (you should have blink if you want to try to fight this army). Until then, keep warping in sentries. Mind the energy on your first sentry. Don't waste gas on an additional sentry if you can afford a second forcefield from this sentry.