World Cyber Games 2011: StarCraft II Online!

Napisao Frame. Posted in Vesti - Blizzard

Seoul, Korea – March 07, 2011 – World Cyber Games Inc. (WCG), organizer of the premier international video game competition and festival, today announced the first official game titles for the WCG 2011 Grand Final which will be held in Korea this fall.  The list features 9 game titles which is distributed in various genres, comprise some of the most popular competitive games available around the world today.

This year's line-up includes popular titles 5 different genres. Especially this year, WCG included the world famous StarCraft® II: Wings of Liberty™ as well as the World of Warcraft®: Cataclysm™in the line-up, as the first MMORPG title in WCG history. Tekken 6, one of the most popular fighting games will thrill the cyber fighters. League of Legends, which was presented as promotion game title last year in WCG, is back again as an official game title and is ready to gather all AOS enthusiasts. On the other hand, best shooters in the world are ready for a treat. Three FPS games, Counter-Strike 1.6, Crossfire, and Special Force are in this year's line-up.

WCG 2011 Official Game Titles:

Fighting

    * Tekken 6 (Namco Bandai Games)

FPS (First Person Shooting)

    * Counter-Strike 1.6 (Valve)
    * Crossfire (Neowiz Games/Smilegate)
    * Special Force (Dragonfly)

MMORPG (Massive Multiplayer Online Role Playing Game)

    * World of Warcraft®: Cataclysm™ (Blizzard Entertainment)

RTS (Real Time Strategy)

    * League of Legends (Riot Games)
    * StarCraft® II: Wings of Liberty™ (Blizzard Entertainment)
    * Warcraft® III: The Frozen Throne™ (Blizzard Entertainment)

Sports

    * FIFA 11 (Electronic Arts)

 ''This year WCG selected world's most popular titles across every genre in competitive gaming today. WCG values gamer feedback and we have determined that the announced titles are among the most popular and challenging titles available today,'' said Sean Lee, Senior Manager of Publisher Relations, World Cyber Games, Inc. ''We are excited to unveil the official game titles for the 2011 Grand Final and we look forward to another exciting year of competition to crown the best players in the world in Korea.''

World Cyber Games will soon be announcing additional official, mobile and promotional titles for the WCG 2011 Grand Final. The titles announced today will be available for online and regional qualification tournaments in countries around the world.

For more information about this year's titles line-up, please visit www.wcg.com.
Source: WCG.com

Patch 1.3 Map Changes

Napisao Frame. Posted in Vesti - Blizzard

With StarCraft II Patch 1.3, we're making some changes to the ladder map pool (as originally announced in this forum post). We've prepared some additional information to explain which maps are remaining, why certain maps have been removed, and what players should look for in the new maps we're adding.

We're going to be watching these changes closely and reading your feedback, so let us know what you think. In addition to these changes, we also have a few more maps in the works to add to the ladder pool, including a player-created map currently being featured in the GSL. We’ll have more information on those as it becomes available.

 

Changes to 1v1:

1v1 Maps Carrying Over:
(2) Scrap Station
(2) Xel'Naga Caverns
(4) Delta Quadrant
(4) Metalopolis

1v1 Maps Removed:

(2) Blistering Sands
We wanted to reduce the number of rush maps in general, and Blistering Sands was one of them. On top of that, Blistering Sands matches resulted in too many all-in games due to the rocks into the main base. The frequency of all-in roach/speedling, 4 warpgate push, or even mass marine/marauder stimpack push by breaking the rocks was a bit too high, so we decided to pull this map from the ladder.

(2) Jungle Basin
Jungle Basin has a few traits that make it extremely favorable for terran, so we decided to remove it from the ladder. These include:

  1. It's possible to set up siege tanks right below the main base of your opponent and harass his natural expansion while preventing his forces from leaving his base.
  2. Too many choke points everywhere on the map made it difficult for zerg to deal with marines, marauders, or siege tank-based skirmishes.
  3. Difficult access to second expansion
  4. High ground right in front of the ramp leading down to main. Setting up units at both this high ground as well as part of the low ground was too powerful, especially for terrans that use siege tanks.


(2)Steppes of War
Again, we wanted to reduce the number of rush maps, and Steppes was the most rush-friendly rush map we decided to cut. It’s not that we don’t like rush maps, but we have learned over the course of season 1 that two-player rush maps are generally more one-sided than four-player rush maps. For the ladder map changes, the rush-possible maps we’ll have will be four-player maps only.

(4) Lost Temple
Problems of Lost Temple:

  1. If one side controls one of the center watch towers, there's no alternate ground-based route to half of the map, meaning it's too easy for the game to become a stalemate with each side taking half of the map.
  2. Small islands in the corners were problematic in that they were difficult to assault as each of the three races. We noticed it's possible to hold out at one or both of these islands and drag on a game for longer than needed. It was also problematic in that in some matchups, these islands were just free expansions that almost never get attacked, which is not what we wanted in an expansion.
  3. The choke point by the natural expansions were too small; it was possible to block them off easily using only a few buildings.


(4) Shakuras Plateau
This map we decided to remove for a different reason. There isn't a huge problem with this map, but we feel there aren't enough interesting features. The natural expansion is easy to take and defend; there are only two possible attack paths, only one of which is generally used, and main bases aren’t easy to harass. For a change, we wanted to replace this relatively plain map with something new.


1v1 Maps Added:

(4) Backwater Gulch
Patch 1.3 Map Changes
Backwater Gulch has a familiar main to first expansion layout. Early gameplay on this map should feel familiar, and there probably aren't too many early-game threats or difficulties in terms of gimmicky strategies you need to worry about. The second expansion, however, features a high ground area that is accessible by two ramps, meaning it can be easily harassed. The center area has two watch towers as well as two high-yield expansions that will be difficult to maintain, and the key to victory in some games could come down to how long you hold one or both of these center expansions.

(4) Slag Pits
Patch 1.3 Map Changes
Metalopolis was one of two favorite maps across the different skill levels of players. We decided to introduce a very similar map, but slightly more macro heavy. We took out Shakuras Plateau, which was a very plain macro map, and added this map instead. Some of the key features of this map are the low-ground high-yield expansions, the two lines of shrub area that can be used to position units, as well as the low-ground watch tower that watches over all of the low-ground center.

(4) The Shattered Temple
Patch 1.3 Map Changes
The Shattered Temple is a newer version of Lost Temple that's more balanced. Improvements to Lost Temple found in this map include:

  1. Wider center area
  2. Watch tower changed to cover only a part of the center of the map. It's possible to sneak units around the corners of the central area without getting detected by the watch tower.
  3. Rocked-off islands. This creates an alternate attack route and reduces stalemate situations that islands cause.
  4. Larger choke point by the expansion makes it more difficult to block off.


(4) Typhon Peaks
Patch 1.3 Map Changes
This map has a lot of the fun traits of previous maps. Rocks by the sides of the map are positioned similarly to Scrap Station to reduce rush distance in vertical start locations. The center has two watch towers and provides the main attack path like in Shakuras Plateau, and the second expansion is similar to the setup of Xel'Naga Caverns. Even though this map is brand new, players will be able to utilize some of their existing strategies that have been used on other maps, and potentially combine them to fit the unique play style of this new map.


Changes to 2v2:

2v2 Maps Carrying Over:
(4) High Orbit
(4) Monlyth Ridge
(4) Red Stone Gulch
(4) Scorched Haven
(8) Tempest

2v2 Maps Removed:

(4) Arid Wastes
Team play maps where your base is too far from your ally tend to favor race compositions that can use mobile armies. This is the reason why we will avoid having maps like Arid Wastes in the team play ladder in the future.

(4) Tarsonis Assault
This map has a similar feel to Scorched Haven or Monlyth Ridge. The main difference is that distance to future expansions are very far. We wanted to remove one of these three maps since they’re similar in style, and Tarsonis Assault was the worst one out of the three.

(4) Twilight Fortress
This map is an extremely macro-heavy map we wanted to try. The gameplay on this map is very different, but the average length of games was too long, so it is being taken out of ladder play.

(4) War Zone
War Zone suffers from similar problems as Arid Wastes. It's nearly impossible for certain team setups to help each other, and in team games, we want to have maps that are more team-play based.

 

2v2 Maps Added:

(4)Gutterhulk
Patch 1.3 Map Changes
Like Scorched Haven or Monlyth Ridge, this map has a center area between the two allies where each player can safely expand. However, the main difference is that there are rocks blocking off the back of the main bases, meaning harassing either players’ main bases is possible. In terms of main attack routes, there are five different attack paths to your opponents, meaning that control of the two watch towers is key to success on this map.

(4) Khaydarin Depths
Patch 1.3 Map Changes
This map was first showcased during BlizzCon 2009 even before the game launched. This map features an easily defendable high-yield expansion in between you and your ally. However, this expansion is blocked off by destructible rocks, meaning you have to choose when to break this rock vs. when to attack or defend vs. the opposing team. Controlling the center of the map gains you access to most of the center of the map, but there are still back-door routes around to the opponents’ bases by breaking one set of destructible rocks.

(4) Omega Sector
Patch 1.3 Map Changes
Omega Sector is a two-player version of the popular 3v3 map Arakan Citadel. The start locations are very similar on both maps, and side expansion areas are a bit more easily accessible by the opposing players. This map has three possible paths to attack, and although the center is the fastest route, the other two routes will be used very frequently because there are no watch towers overlooking them. As with Arakan Citadel, your ally is slightly far away from your base, so consider this when placing your first production structures.

(4) Ruins of Tarsonis
Patch 1.3 Map Changes
Ruins of Tarsonis is a more balanced version of War Zone, which is being removed from the map pool. The biggest downside of War Zone was that it was nearly impossible to assist your ally if you didn't have a mobile army. However, with the shared choke points on this map, it's now possible to play as any race combination without obvious disadvantages. In the mid/late game, however, there are back-door attack paths leading to your second expansion areas, so be sure to defend those locations as well.

 

Changes to 3v3:

3v3 Maps Carrying Over:
(6) Arakan Citadel
(6) Colony 426
(6) Dig Site
(6) Frontier
(6) Monsoon
(6) The Bio Lab
(6) Typhoon
(6) Ulaan Deeps

3v3 Map Removed:

(6) Quicksand
This map was removed for the same reason as a couple of the 2v2 maps. The only strategy teams can do on this map is rush, and the side with more mobility and that gathers its army the fastest wins.

 

Changes to 4v4:

4v4 Maps Carrying Over:
(8) Extinction
(8) High Ground
(8) Lava Flow
(8) Megaton
(8) Outpost
(8) Sand Canyon
(8) Toxic Slums

4v4 Map Added:

(8)District 10
Patch 1.3 Map Changes
This map is divided in half for each team to control each side. Make sure to take control of the two watch towers in order to control your team's side, and pay close attention to the destructible rocks leading into the main base shared by you and your teammates.


Changes to FFA:

FFA Maps Carrying Over:
(4) Metalopolis
(6) Quicksand
(6) Tectonic Rift
(8) Abyss

FFA Maps Removed:

(4) Lost Temple
Being replaced by the newer (4) The Shattered Temple.

(4) Kulas Ravine
This map is being removed and will be replaced by (4) Slag Pits, as Kulas is no longer part of any ladder pool.

 

FFA Maps Added: (descriptions above)

(4) Slag Pits
(4) The Shattered Temple


Ladder Map Changes inbound!

Napisao Frame. Posted in Vesti - Blizzard

Izgleda da je blizzard odlučio da nam malo promeni takt na ladderu, pa tako su upravo promenili sve map poolove za sve brackete! Lepo je videti da se trude da igračima malo promene igru na ovaj način, i sa 1.3 promenama očekujem još više interesantnih taktika i mečeva među najboljima!


Ladder Map Changes inbound!

To improve overall map balance and keep StarCraft II ladder play fresh and engaging, we’ve recently made several changes to the ladder map pool. The list below comprises all maps currently available, separated by bracket. Maps that have been removed are italicized, new maps that have been added are listed in bold.

 

1v1

Blistering Sands (2)
Jungle Basin (2)
Steppes of War (2)
Lost Temple (4)
Shakuras Plateau (4)
Scrap Station (2)
Xel’Naga Caverns (2)
Delta Quadrant (4)
Metalopolis (4)
Backwater Gulch (4)
Slag Pits (4)
The Shattered Temple (4)
Typhon Peaks (4)

2v2
Arid Wastes (4)
Discord IV (4)
Tarsonis Assault (4)
Twilight Fortress (4)
War Zone (4)
High Orbit (4)
Monlyth Ridge (4)
Red Stone Gulch (4)
Scorched Haven (4)
Tempest (8)
Gutterhulk (4)
Khaydarin Depths (4)
Omega Sector (4)
Red Stone Gulch (4)
Ruins of Tarsonis (4)

3v3
Quicksand (6)
Arakan Citadel (6)
Colony 426 (6)
Dig Site (6)
Frontier (6)
Monsoon (6)
The Bio Lab (6)
Typhon (6)
Ulaan Deeps (6)

4v4
Extinction (8)
High Ground (8)
Lava Flow (8)
Megaton (8)
Outpost (8)
Sand Canyon (8)
Toxic Slums (8)
District 10 (8)

FFA
Lost Temple (4)
Kulas Ravine (4)
Metalopolis (4)
Quicksand (6)
Tectonic Rift (6)
Abyss (8)
Slag Pits (4)
The Shattered Temple (4)


StarCrafT II Patch 1.3.0 Now Available on PTR! (Updated)

Napisao Frame. Posted in Vesti - Blizzard

Upravo tako! Patch 1.3 je na PTR serverima i uskoro očekujemo patch notes. Ovaj patch među brdo ispravki će doneti i Grand Master ligu za sve najbolje igrače na EU / US / KR serverima! Očekujte update ove vesti čim saznam sve patch notove. EU serveri još nemaju PTR za 1.3 ali očekujte da u roku od 24h i za nas budu dostupni.


StarCrafT II Patch 1.3.0 Now Available on PTR! (Updated)

StarCraft II: Wings of Liberty patch 1.3.0 is currently in development and now available for testing on the PTR. This patch contains notable improvements to the Join Custom Game interface, a preview of the new Grandmaster League, several balance adjustments, bug fixes, and more. By participating in the PTR, you'll be among the first to test out the latest changes and help us ensure that when the patch is released it's of the highest quality possible.

To participate in the public test you must have a full North America product license. Further details on how to access the PTR can be found in the FAQ. Once you've had the chance to try things out, be sure to visit the Public Test forum to discuss the patch.

StarCraft II: Wings of Liberty - Patch 1.3.0 PTR Notes

General

  • Leagues & Ladders
    • A new Grandmaster League has been added for 1v1 ladders. This league represents the Top 200 players in each region.
      • Players are automatically drafted into Grandmaster League shortly after a new season starts, and will remain in the Grandmaster league until the end of the season. If a Grandmaster player’s available bonus points get too high due to inactivity, they will be automatically removed from the league and a replacement player will be drafted in.
      • The Grandmaster League can be viewed by all players through the new Leagues & Ladders > Grandmaster tab
    • The bonus pool has been reduced for arranged teams.
    • Leagues will now be locked during the final weeks of the season. As a result players will not accumulate additional bonus points and will not be promoted or demoted out of their current division during this period.
      • This will allow players to focus on moving up in their current league without being promoted during the final weeks of a season, and having to fight their way up from the bottom ranks of their new higher league.
      • Players can still utilize any points they previously accumulated.
    • Ladder data from the prior season can be viewed through the new Leagues & Ladders > Last Season tab.
    • New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.
    • Loss counts are no longer displayed in Profile and Ladder pages for players below Master League.
       
  • Join Custom Game
    • Several improvements have been made to the Join Custom Game section:
      • The Details panel has been removed from this page. Map details are now shown inside a tooltip for each game.
      • Players can now bookmark their favorite custom games! The number of times a game has been bookmarked will be shown in that game's tooltip.
      • Games are now organized into several pages to make finding your desired game type easier:
        • Featured: Our team is always on the lookout for new games that are lots of fun. Our latest favorites are shown on this page.
        • Most Popular: Shows all game types, with the most played games sorted to the top.
        • By Category: This page allows you to browse through Custom Games based on Category.
        • Up & Coming: This page highlights games that other players are recommending, but haven't yet become popular.
        • Fun or Not: From this page you can automatically join a random new Custom Game. After the game, players using Fun or Not are asked to recommend the map (or not). Recommending maps helps get them onto the Up & Coming page.
        • Recently Played: The last several games you’ve played are shown here. Use this to quickly get back into games you play often, or to easily bookmark a game you enjoyed playing.
        • Bookmarks: Use this page to view your Bookmarked maps.
    • A search option has been added to the Join Custom Game interface.
       
  • Observer and Replay UI
    • New panels are now available when observing or viewing a replay of 1v1 games. These panels can be toggled via hotkeys which are shown under the Leader Panel drop-down.
      • Player Name Panel: Displays the players' name, team color, race, and supply count.
      • Stat Comparison Panels: Shows a head-to-head comparison of players' Resources, Army Supply, Units Killed, or APM.
    • In 1v1 observed games, both players’ resource rows are shown in the upper right at the same time.
    • You can now toggle between player unit colors and team unit colors when watching a replay or observing.
       
  • Achievements
    • All achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series now show a checklist of what missions you have completed and no longer display a progress bar.
    • "Liberty Completionist Hard" and "Liberty Completionist Brutal" achievements are now the final achievements in the "Wings Of Liberty: Hard" and "Wings Of Liberty: Brutal" series.
       
  • Game Options
    • A new Control tab is available from the Options Menu. You'll find Mouse, Keyboard and Scrolling options within this new menu.
    • A new menu option is available in the Gameplay tab to change the behavior of Control Group Buttons. These can now be set to ignore mouse clicks or be hidden completely.
    • The existing menu option under the Gameplay tab for Menu Bar Clickable now also supports hiding the Menu Bar.

 

Balance

  • GENERAL
    • Players can no longer hide units by setting them in a close proximity patrol (Viking flower).
       
  • PROTOSS
    • Mothership
      • Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.
    • High Templar
      • Khaydarin Amulet upgrade (+25 starting energy) has been removed.
    • Zealot
      • Charging Zealots will now hit fleeing targets at least once.
         
  • TERRAN
    • Battlecruiser
      • Movement speed increased from 1.406 to 1.875.
    • Bunker
      • Build time increased from 35 to 40 seconds.
    • Tech Lab
      • Stimpack upgrade research time increased from 140 to 170 seconds.
         
  • ZERG
    • Infestor
      • Health increased from 90 to 110.
      • Fungal Growth
        • Stun duration decreased from 8 to 4 seconds.
        • Damage increased by +30% vs. armored units.
        • Now fires a missile instead of being instant cast.

 

StarCraft II Editor Improvements

  • Improved loading times for some custom maps with complex tech restrictions.
  • The compiled script memory has been split into a separate block from the global/local stack block. Additional improvements will be made to provide more memory space in the future.
  • Command card editor and actor event editor will now be less vulnerable to data errors from changes made in future patches.
  • The game cursor now remains visible while loading maps.
  • Additional options can now be configured using the command card editor.
  • Additional cheats are now available in-game when using Test Document.
  • Additional data is now saved out by the data editor to overrides made in arrays of structures to try to prevent unintended changes made to the original data from breaking it.
  • Debug outputs are now displayed in the editor and in-game when using Test Document.
  • Reworked Game Variants dialog to be more user-friendly:
    • General tab has been removed. This text did not appear anywhere in game.
    • Attributes tab has been split into Game Attributes and Player Attributes.
    • Attribute UI now more closely reflects the game lobby.
    • Default values are now enforced as necessary based on Player Properties.
  • New trigger actions have been added:
    • Set Camera Data: Changes the active camera data settings, as defined in the Data module.
    • Show/Hide Resource: Shows or hides the specified resource in the UI.
    • Lock/Unlock Status Bar: Forces or resets all status bars for a player to a specified state.
    • Set Random Seed: Sets the random game seed to the requested value.
    • Enable/Disable Selection Type: A new UI Editor action to disable the various ways that players can change their selected unit.
  • New trigger functions have been added:
    • Convert Game Hotkey: Looks up hotkey as text.
    • Convert Game Asset: Looks up asset path as text.
    • Add On Child: Returns the child unit attached to the specified parent.
    • Add On Parent: Returns the parent unit attached to the specified child.
    • Catalog Entry Is Default: Returns if the specified entry is a default.
    • Catalog Field Value Get As Integer: Converts the requested field data into an integer, if possible.
  • Test Document preferences can now configure an explicit random seed value.
  • Automatic backup feature (Preferences > Documents) now includes a User Folder location option, which corresponds to a folder named EditorBackup within your StarCraft II documents folder.
  • Units can now specify a revive cost that will override an ability specific cost. Revive cooldowns & charges located on the unit will now be attached to the unit being revived.
  • Instant larva-style training will now charge resources properly.
  • Upgrades modifying units produced by Arm Magazine, Build, Merge, Morph, Train, and Warp Train abilities are now fully supported.
  • The Chance field in effects is now upgradeable.
  • Support for browsing Battle.net "Featured" and "Up And Coming" maps in the Open Document window has been added.
  • Added a text preview pane to the text editing controls.
  • Added additional states to behaviors, Set Unit State, and Unit Classification Check triggers to determine if a unit is detectable or shown by a radar.
  • Added armor to the Unit Property and Unit Type Property triggers.
  • Added Weapon Damage and Weapon Speed Multiplier triggers.
  • Added support to refresh all buffs of the same type when adding a new instance by using the new "Refresh Stack" flag.
  • Added a "Wait to Spend" flag, which is enabled by default, to effect abilities so configure whether orders wait until a cooldown or charge becomes available before they create their effect.
  • Added an "Offset Area by Angle" flag to search effects to adjust the angle of the search based on the locations involved.
  • Added an Idle Command to unit data to configure what order the unit performs when idle.
  • Added an actor message to allow models to change their hit-testable status.
  • The Player Property and Modify Player Property triggers can now disable the cost for each resource type.

 

Bug Fixes

  • Battle.net
    • Fixed a bug where some Bronze players weren't gaining enough points for wins and were losing too many points for losses.
       
  • Gameplay
    • StarCraft II will continue running if corrupt textures/models/sounds are encountered.
    • Conversation skipping and trigger skipping now share the same hotkey.
    • The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.
    • Cheat codes now only accept official names.
    • Unit response sounds are now updated immediately when the selection changes.
    • Unit death will no longer show units on the other side of line of sight blockers that weren’t already visible.
    • Units now follow a transport if the transport fills up and they have no other orders.
    • Units inside a bunker no longer disappear if the bunker is destroyed and surrounded by force fields.
    • Units can now be revived multiple times.
    • Hero buttons are now displayed while a hero is dead if they are revivable. Clicking on the button while a hero is dead will either select the building reviving it or cycle between buildings that can.
    • Revivable abilities now show revivable units all the time. If they cannot currently be revived, the buttons are shown disabled.
    • The revive ability now works with multiple dead units.
    • Revived units now properly dispatch a trigger event when killed again.
    • Added additional information to unit tooltips in the tech trees.
    • An alert has been added when MULEs expire.
    • An alert has been added when the Chrono Boost buff expires.
    • An alert has been added when the Spawn Larva buff expires.
    • Fixed an issue with not being able to land where you just lifted off if there was a nearby unit.
    • Fixed an issue where you could push hold position units by move/hold position spamming.
    • Fixed an issue to prevent force fields from pushing units during construction.
    • Fixed an issue with Creep destroying more foliage than it should, and made foliage destruction by creep faster.
    • Fixed an issue with custom global hotkeys in grid profiles overlapping with unit command buttons.
    • Fixed an issue placing Terran add-on buildings when multiple buildings were selected.
    • The stalemate timer will now reset when any player gathers resources, researches an upgrade, produces a unit, constructs a building, or destroys an enemy building.
    • Additional stalemate warnings are no longer displayed when the game ends in a stalemate.
    • Flying cloaked units are no longer revealed as detected when shown through the fog of war.
    • Vespene Geysers that are taken by your opponent and are under the fog of war no longer randomly flash on and off on the mini-map.
    • Enemy buildings completed while being revealed due to friendly unit death will now properly create snapshots in the fog of war.
    • Casting Neural Parasite on a Zerg Egg will not cancel the spell until after the egg completes its transformation.
    • Changes made to autocast abilities while a unit is under the affects of Neural Parasite are now reset to their default state when Neural Parasite ends.
    • Queuing multiple targets with 250mm Strike Cannons will no longer result in the Thor being stuck until the cooldown ends.
    • SCVs can no longer resume construction on buildings while inside bunkers.
    • Workers gathering minerals can no longer continue to harvest minerals if they are pushed away by a force field.
    • Orders issued to unload units from a Medivac onto itself can now be canceled if the Medivac is scanning for units to heal.
    • The Harvester count in the income leader panel now updates correctly.
    • Bi-directional transformations (i.e. those used by Vikings, Siege Tanks, and burrowing units) are no longer shown in the production leader panel.
    • The resources from salvaged bunkers are no longer counted towards the resources lost in the units lost leader panel.
    • The Mute OS Microphone button has been removed from the voice options page.
    • Tech trees now show icons for units that are produced by a building and display the names for units that are unlocked by a building.
    • Using Edit Box Trigger Dialogs should no longer generate trigger errors.
    • Media keys can no longer be bound to a custom hotkey.
    • Hotkeys configured in a mod are now loaded properly without having to open the Hotkeys menu.
    • Mouse-based hotkeys are now handled properly when the cursor is over the mini-map.
    • Mouse-based hotkeys bound with modifiers are now displayed correctly in the Hotkeys page.
    • The hotkey for the Cancel button is now displayed when targeting with an ability if the Command Hotkey Text option is enabled.
       
  • StarCraft II Editor
    • Fixed an issue where editor control files could not be loaded in all languages.
    • Fixed an issue with pasting text values in the editor.
    • Fixed an issue where certain data fields would not list all possible values.
    • Fixed an issue where the editor would crash after pasting a placed unit.
    • Fixed a crash using the Unit Weapon Firing validator.
    • Player Properties will no longer allow all 16 players to be User/Computer, which is not supported.
    • Animations in the previewer will now display using localized text.
    • Game and player versions of the cooldown & charge triggers now interpret time values correctly.
    • Sounds played simultaneously for multiple players via the Play Sound trigger can now be heard properly.
    • Increasing the maximum number of charges with an upgrade no longer increases the current number of charges.
    • Setting a unit’s training progress to 100% will no longer cancel the training.

eSports: Upcoming tournaments

Napisao Frame. Posted in Vesti - Blizzard


eSports: Upcoming tournaments

Various competition organizers hold regular online tournaments in which you can compete against other players and maybe even win some prizes! Most of these contests are open to everyone. In addition, there are professional tournaments taking place like the Intel Extreme Masters or the GSL Sponsorship League, which you can follow via video stream. Interested? Take a look at some of the open tournaments coming up in the next days - you can sign up to take part, or simply watch the live streams to get inspired by the players. It’s your turn now!

  Date Name Format Prize Money Stream Sign Up
  25. February

Champions Trophy Asia

1vs.1 250 $ Yes Invite only
  25. February Black Dragon League Matchday 8 1vs.1 6000 $ Yes Invite only
  26. February Champions Trophy Europe 1vs.1 250 $ Yes Invite only
  26. February GSL Sponsorship League Ro32 1vs.1 146.100.000 ₩ Yes Closed
  27. February Champions Trophy North America 1vs.1 250 $ Yes Yes
  27. February ZOTAC StarCraft II Cup #45 1vs.1 100 € Yes Yes
  28. February 4Players Team Action #19 2vs.2 100 € Yes Yes
  28. February Black Dragon League Matchday 9 1vs.1 6000 $ Yes Invite only
  28. February Competo StarCraft II Cup 1vs.1 50 € + Hardware Yes Yes
  1. March GSL Sponsorship League Ro32 1vs.1 146.100.000 ₩ Yes Closed
  1. March 4Players Close Combat #20 1vs.1 25 € + Qualifier Yes Yes
  1. March inStarCraft Liberty Cup 1vs.1 Hardware Yes Yes
  2. March Black Dragon League Matchday 9 1vs.1 6000 $ Yes Invite only
  2. March Go4SC2 #86 1vs.1 Qualifier Yes Yes
  2. March ESL Italy Coolermaster Championship 1vs.1 Hardware No Yes
  3. March GSL Sponsorship League Ro16 1vs.1 146.100.000 ₩ Yes Closed
  3. March 4Players Close Combat #21 1vs.1 100 € + Qualifier Yes Yes
  3. March Go4SC2 Premium Qualifier 1vs.1 Qualifier No Yes
  3. March ESL Viking Cup #31 1vs.1 50 € Yes Yes
  5. March GSL Sponsorship League Ro16 1vs.1 146.100.000 ₩ Yes Closed
  1.-5. March IEM World Championship 1vs.1 30 000 $ Yes

Closed


Master League for 2v2, 3v3 and 4v4!

Napisao Frame. Posted in Vesti - Blizzard


Master League for 2v2, 3v3 and 4v4!

We're happy to share that we've been working to implement an oft-requested feature in secret; laboring over small brass pins and cogs in the humid bioluminescent mines deep beneath the Blizzard campus top-soil to bring you Master League for teams!

We have deployed a hotfix to implement Master League for arranged and random 2v2, 3v3, and 4v4 teams. For a refresher on what the Master League is, how it functions, and what it takes to get into it, refer back to our Master League blog here: http://eu.battle.net/sc2/en/blog/1690172

As a reminder we do still have Grandmaster League planned for 1v1, and it's currently slated for an upcoming patch. We're excited to see how teams perform within Master League, as well as watching the top 1v1 players push into Grandmaster in the near future.


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