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News / Re: SCW61 FINALS ARE HERE! Brain vs Gomdor - Who takes the $1,000?
« on: August 30, 2026, 09:36:22 pm »
I don't know if any of the participants or organizers are familiar with the Korean SC scene, but I can share a bit of what I've seen. Their version of the "Fastest" map doesn't have such exposed up positions at 12, 3, 6, and 9 o'clock; there is no 100% air-only terrain, and there are variations regarding whether "walls" allow for unit unloading or not.
Resource amounts are the same in all cases, but because the gas isn't "stacked," it avoids worker bugs—such as workers circling the gas geyser completely or Terran/Protoss units being unable to harvest from the center gas. This makes a huge difference, as build orders and base layouts (sim-city) must be designed to facilitate gas harvesting.
In those specific positions, reaching the "late game" is practically a guaranteed loss, as the opponent might wall off to abuse the spot, without possibility to have a fair game. Regarding Korean finals, matchups are pre-arranged to cover all possibilities without repeating matchups or forcing a player to get Zerg multiple times.
(e.g., PvT, PvZ, TvP, TvZ, ZvP, ZvT) in the event of a tie—such as PvP or RvR.
Players simply choose their races, thereby avoiding results determined by race luck. If the organizers of this league want to make improvements to attract more players, they can speak with me to discuss the aforementioned details.
Resource amounts are the same in all cases, but because the gas isn't "stacked," it avoids worker bugs—such as workers circling the gas geyser completely or Terran/Protoss units being unable to harvest from the center gas. This makes a huge difference, as build orders and base layouts (sim-city) must be designed to facilitate gas harvesting.
In those specific positions, reaching the "late game" is practically a guaranteed loss, as the opponent might wall off to abuse the spot, without possibility to have a fair game. Regarding Korean finals, matchups are pre-arranged to cover all possibilities without repeating matchups or forcing a player to get Zerg multiple times.
(e.g., PvT, PvZ, TvP, TvZ, ZvP, ZvT) in the event of a tie—such as PvP or RvR.
Players simply choose their races, thereby avoiding results determined by race luck. If the organizers of this league want to make improvements to attract more players, they can speak with me to discuss the aforementioned details.
