I've been quietly adding Brood War support to a site I built for SC2, and the BW side is now functional enough to share — but it is genuinely very beta. There will be bugs. Things will break. The reason I'm posting now rather than after another month of polish is to get feedback.
Three things to look at:
1. Watch replays in your browser or on-the-go on mobile
Drop a .rep file on the page and it parses and plays back in-browser. Minimap with unit positions, both players' build orders side-by-side, scrubbable timeline. No plugin, no client install, no BWAPI setup. Watch high level games whenever you want.
2. Always fresh high level replays
The site continuously pulls fresh replays above a 2250 MMR threshold and indexes them. You can filter the feed by matchup, player, date, and map, and click into any of them straight into the viewer.
3. Build orders parsed and clustered into archetypes
Every replay in the db gets its build order extracted, and then the openings are run through a clustering pipeline that groups similar sequences into archetypes per matchup (think "2 hatch muta", "1 base goon timing", "FE into carriers", etc. — but discovered from the data, not hand-labelled). You can browse the archetypes for each matchup, see how prevalent each one is, and drill into the exemplar games behind each cluster.
Bugs and feedback
It's beta. Expect at minimum:
Replays that parse weirdly or fail outright
Archetype clusters that look obviously wrong, over-split, or under-split
Unit positions on the minimap that aren't quite right
Edge cases around UMS maps, mods, or unusual replay versions
If you hit any of these, please reply here or use the in-site bug report. The more concrete the better — a specific replay file plus "I expected X, got Y" is gold.
About SC2... The site started as an SC2 tool — decision trees per matchup, replay viewer, AI coach, build database — and the BW side is built on the same infrastructure. If you also play SC2 it's all in there too, and that side is further along.
Seems cool. Also, sad that everyone is using generic marketing gpt texts now to promote their stuff. Loses a lot of personal flair. Welcome the age of grey everything.
The site continuously pulls fresh replays above a 2000 MMR threshold and indexes them.
2000 seems rather low when speaking of high level. 2000 is still B rank. I've been above 2000 before, and I wouldn't recommend any of my games from then as high level. Maybe go for S rank, 2250+, top 1%
I remember a project like this before remastered and that was using production tabs and many other futures but it die when remastered was announced. They were also trying to upgrade the bw graphics and they were looking amazing too haha.
The site continuously pulls fresh replays above a 2000 MMR threshold and indexes them.
2000 seems rather low when speaking of high level. 2000 is still B rank. I've been above 2000 before, and I wouldn't recommend any of my games from then as high level. Maybe go for S rank, 2250+, top 1%
Good point, thanks for the feedback. Have updated the threshold so from now it'll collect 2250+ games to prevent cluttering the DB with jank. You can already sort by MMR, so if you just want 2500 or 2600+ games or a particular matchup use the filters!
On May 15 2026 06:05 tankgirl wrote: Could it render per-player mouse actions (selection, move, attack-move, patrol, etc.) as an overlay?
Sure, I'll have to do a pass on the visibility and Im not sure whether it's that valuable, but I've added that feature to the replay canvas today. Can turn it on and off for 1 player or both players by clicking the player bubbles at the bottom next to the replay controls
Very cool! How does it work? Broodwar replays only capture the player command streams iirc. Did you write your own Broodwar simulator to play out the game state? BWAPI doesn't support SC:Remastered, and from what I am aware of, SC:Remastered doesn't have an open-sourced headless / API interface
On May 15 2026 13:27 p4fn2w wrote: Very cool! How does it work? Broodwar replays only capture the player command streams iirc. Did you write your own Broodwar simulator to play out the game state? BWAPI doesn't support SC:Remastered, and from what I am aware of, SC:Remastered doesn't have an open-sourced headless / API interface
Previous efforts by the community to create headless BW 1.16.1 interfaces were helpful, but a certain amount of creativity was required to determine how to make it work for SC:R.
On May 16 2026 02:04 earob84 wrote: After logging in I got this error message: Failed to load: Admin access required.
I cant see any BW replay.
Thanks for the bug report, I think this was a regression from a patch I rolled out yesterday. Believe it should be sorted out now but please let me know if you still hit that issue and I'll take another look.
On May 15 2026 13:27 p4fn2w wrote: Very cool! How does it work? Broodwar replays only capture the player command streams iirc. Did you write your own Broodwar simulator to play out the game state? BWAPI doesn't support SC:Remastered, and from what I am aware of, SC:Remastered doesn't have an open-sourced headless / API interface
Previous efforts by the community to create headless BW 1.16.1 interfaces were helpful, but a certain amount of creativity was required to determine how to make it work for SC:R.
On May 16 2026 02:04 earob84 wrote: After logging in I got this error message: Failed to load: Admin access required.
I cant see any BW replay.
Thanks for the bug report, I think this was a regression from a patch I rolled out yesterday. Believe it should be sorted out now but please let me know if you still hit that issue and I'll take another look.
It was broken for me earlier too, but it works now, thanks! I think this is a very cool site for learning and I'll be using it regularly.
I have some future feature requests: 1. In Replay (BW) -> Cached Replays, would it be possible to also filter by server? I'm interested in learning replays from Korean server specifically. 2. Would it be possible to filter the public cached replays by opening build? If I click on Learn (BW) -> PvZ, for example, I see opening builds like "Forge Fast Expand" and "Gateway Expand into Stargate". These builds all have replays associated with them, so I would assume the replays are already tagged. Would it be possible to just expose the opening build tags of the replay, and add that as a filter attribute? 3. When I browse the public Cached Replays, I only see the player names, MMR, APM, and map info. When I click on a replay, it loads the entire BW simulation which can take a few minutes. Is it possible to add some sort of quick "preview" card so I can tell if this replay is interesting to me or not before loading the entire BW simulation? For example, I would like to study builds and their effectiveness, so if there can be a way to preview something like the first 10 buildings built, and which side wins, it would help save me a lot of time! 4. Learn (BW) has really cool stats for different builds (winrate, avg length, # branches, etc). I was wondering if we can somehow filter the games so we can see these stats as it applies to our specific filters. For e.g. if I want to see the highest winrate PvZ opening on Fighting Spirit, which may be different than for Jane Doe. 5. Is there a way to become a paid member for BW yet? I'm happy to support the site!
On May 15 2026 13:27 p4fn2w wrote: Very cool! How does it work? Broodwar replays only capture the player command streams iirc. Did you write your own Broodwar simulator to play out the game state? BWAPI doesn't support SC:Remastered, and from what I am aware of, SC:Remastered doesn't have an open-sourced headless / API interface
Previous efforts by the community to create headless BW 1.16.1 interfaces were helpful, but a certain amount of creativity was required to determine how to make it work for SC:R.
On May 16 2026 02:04 earob84 wrote: After logging in I got this error message: Failed to load: Admin access required.
I cant see any BW replay.
Thanks for the bug report, I think this was a regression from a patch I rolled out yesterday. Believe it should be sorted out now but please let me know if you still hit that issue and I'll take another look.
It was broken for me earlier too, but it works now, thanks! I think this is a very cool site for learning and I'll be using it regularly.
I have some future feature requests: 1. In Replay (BW) -> Cached Replays, would it be possible to also filter by server? I'm interested in learning replays from Korean server specifically. 2. Would it be possible to filter the public cached replays by opening build? If I click on Learn (BW) -> PvZ, for example, I see opening builds like "Forge Fast Expand" and "Gateway Expand into Stargate". These builds all have replays associated with them, so I would assume the replays are already tagged. Would it be possible to just expose the opening build tags of the replay, and add that as a filter attribute? 3. When I browse the public Cached Replays, I only see the player names, MMR, APM, and map info. When I click on a replay, it loads the entire BW simulation which can take a few minutes. Is it possible to add some sort of quick "preview" card so I can tell if this replay is interesting to me or not before loading the entire BW simulation? For example, I would like to study builds and their effectiveness, so if there can be a way to preview something like the first 10 buildings built, and which side wins, it would help save me a lot of time! 4. Learn (BW) has really cool stats for different builds (winrate, avg length, # branches, etc). I was wondering if we can somehow filter the games so we can see these stats as it applies to our specific filters. For e.g. if I want to see the highest winrate PvZ opening on Fighting Spirit, which may be different than for Jane Doe. 5. Is there a way to become a paid member for BW yet? I'm happy to support the site!
1. Great idea, will add 2. 3. & 4. My head is in COMPLETELY the same space as you, I have already done the code required to make all this happen for more efficient filtering and jumping into games. I really want to get to the point where you only have 3 second load on games too. I'm looking to spin up additional server capacity/VM's dedicated to simulating games to make all this filtering and fast load possible in the next few days - check back by the end of next week and you'll be pleased! 5. Not yet but looking to add some support / donate function in the next couple weeks, thanks
I've been using this to study high MMR replays on my phone... seriously amazing work!
One additional feature request: on mobile view, when watching replay, some info is hidden (reasonable for smaller viewport). However, I'd like to at least keep the supply count & worker count of both players still visible even in mobile - it's such a useful statistic
On May 17 2026 20:21 p4fn2w wrote: I've been using this to study high MMR replays on my phone... seriously amazing work!
One additional feature request: on mobile view, when watching replay, some info is hidden (reasonable for smaller viewport). However, I'd like to at least keep the supply count & worker count of both players still visible even in mobile - it's such a useful statistic
Thanks for the feedback! I have a few bugs to iron out with supply count & worker count in the next couple days, then I'll upgrade the mobile and desktop UI. Been chasing some game de-sync bugs and fixing up the animations and sprites for turrets etc last couple days (should be displaying now). Also fixed bugs that were causing units in transports and bunkers to keep rendering on the map. UI should look a lot better across mobile, tablet and desktop by next weekend
Thanks all, I've quadrupled the server capacity this evening so loading replays should be a lot faster. And loading any replay that someone has already requested a simulation for should be near instant ~3 seconds.
After 4 days of usage, some more feature requests:
1. It would be nice to somehow share/link replays. Maybe each replay can have their own unique URL? So when I write notes, I can refer to them, or when I want to share the replay with others I can just send a link. 2. In the replay simulator, the top right menu where you toggle "Full / Queue", the "Queue" view that lists the build order is seriously cool. It's not 100% accurate but I understand you're still ironing out bugs. I would love to be able to copy it to the clipboard somehow and paste it in my notes... but right now, I can't select the text.
The Menu -> Notes feature seems like a WiP. Excited to use it when it's ready! It will accelerate my learning process a lot.
I've been using this everyday to study builds, big thank you for sharing it with us!
On May 20 2026 15:27 p4fn2w wrote: After 4 days of usage, some more feature requests:
1. It would be nice to somehow share/link replays. Maybe each replay can have their own unique URL? So when I write notes, I can refer to them, or when I want to share the replay with others I can just send a link. 2. In the replay simulator, the top right menu where you toggle "Full / Queue", the "Queue" view that lists the build order is seriously cool. It's not 100% accurate but I understand you're still ironing out bugs. I would love to be able to copy it to the clipboard somehow and paste it in my notes... but right now, I can't select the text.
The Menu -> Notes feature seems like a WiP. Excited to use it when it's ready! It will accelerate my learning process a lot.
I've been using this everyday to study builds, big thank you for sharing it with us!
Have added a share button to the menu in the BW replay viewer, you can choose whether to link from the start of the game or from a specific timestamp.
Also added some sound effects but they're still barebones and might sound off - it'll get better over the next few days. Mute button is on the page to disable them if they're annoying.
I've fixed the CSS bugs that caused the build order to only display half-size in the canvas and enabled the note system for brood war. If you havent opted into the Notes addon yet you can do this by going to Dashboard > Notes > Enable.
Once you've opted in, you'll be able to create a quick note from any brood war replay that will automatically populate the game, URL, players, and build order of whatever player you had selected in the replay viewer (to "select" a player, click their name in the mini gameheart-style ui in the top left.
Lastly, I did a pass on cleaning up the bugs in the build order display and the supply count/units lost count. Should be a LOT more accurate now, but probably not perfect - please keep reporting bugs as they come up and I'll get them fixed asap.
Oh, and I replaced the blue/green dots with actual mineral and geyser sprites. Just a lil more polish!
On May 20 2026 15:27 p4fn2w wrote: After 4 days of usage, some more feature requests:
1. It would be nice to somehow share/link replays. Maybe each replay can have their own unique URL? So when I write notes, I can refer to them, or when I want to share the replay with others I can just send a link. 2. In the replay simulator, the top right menu where you toggle "Full / Queue", the "Queue" view that lists the build order is seriously cool. It's not 100% accurate but I understand you're still ironing out bugs. I would love to be able to copy it to the clipboard somehow and paste it in my notes... but right now, I can't select the text.
The Menu -> Notes feature seems like a WiP. Excited to use it when it's ready! It will accelerate my learning process a lot.
I've been using this everyday to study builds, big thank you for sharing it with us!
Have added a share button to the menu in the BW replay viewer, you can choose whether to link from the start of the game or from a specific timestamp.
Also added some sound effects but they're still barebones and might sound off - it'll get better over the next few days. Mute button is on the page to disable them if they're annoying.
I've fixed the CSS bugs that caused the build order to only display half-size in the canvas and enabled the note system for brood war. If you havent opted into the Notes addon yet you can do this by going to Dashboard > Notes > Enable.
Once you've opted in, you'll be able to create a quick note from any brood war replay that will automatically populate the game, URL, players, and build order of whatever player you had selected in the replay viewer (to "select" a player, click their name in the mini gameheart-style ui in the top left.
Lastly, I did a pass on cleaning up the bugs in the build order display and the supply count/units lost count. Should be a LOT more accurate now, but probably not perfect - please keep reporting bugs as they come up and I'll get them fixed asap.
Oh, and I replaced the blue/green dots with actual mineral and geyser sprites. Just a lil more polish!
Been working hard on improvements to the SC2 replay viewing experience this week, look forward to these features hitting the brood war side in the next week.
I am focusing on dlqwkdckdl's POV (Red protoss, bottom right)
Supply counter (top left panel) bugs: - Inconsistent build order timings: when he builds his first Pylon, the supply counter on the top left shows 7/9, but it should be 8/9. I think it is not counting the probe currently being built? This off-by-N is consistent across a big portion of the replay, so it's difficult for me to record the exact supply when he constructs a building or a unit. - Supply denominator not updating instantly: when the first pylon finishes around 1:11, the supply denominator doesn't increase from X/9 to X/17 immediately. It only does so after a while. Similarly, at 1:38, the Brown protoss shows 10/9 supply
Build Order Queue tab (top right panel) bugs: - When I switch to "Queue", "Me", and have it show the build order, these supplies are not exact. For example, the gateway at 1:15 should be built during 10 supply, but this panel shows 11 Gateway. Similarly, the Dragoon at 2:39 should be built during 16 supply, but this panel shows 22 Dragoon. - Duplicate entries: the Dragoons built at 23 (x2), 24, and 25 seem to be queues, but not actual unit production. Same goes for Pylon at 26 and 27 (x2) - Low priority QoL request: instead of "Me" and "Opp", it would be nice to replace those text with the actual player names (dlqwkdckdl and NCS_Bestt) or, if its too long, maybe the player color (Red and Brown)
Audio is a nice QoL! Right now it only plays the Zealot confirm action audio though. I'm assuming it's still being worked out and should have all the different unit sounds eventually. I am a big fan of the background music in Starcraft, so would love the ability to play the background music too!
I notice a bit of lag when the canvas first finishes loading and renders the replay this time. My entire browser freezes and I can't switch tabs. This only happens on the first frame after loading when the browser draws the map tiles, and my browser freezes for like ~5-10 seconds. I think something changed to cause it to be more demanding. I didn't notice this lag before.
I am focusing on dlqwkdckdl's POV (Red protoss, bottom right)
Supply counter (top left panel) bugs: - Inconsistent build order timings: when he builds his first Pylon, the supply counter on the top left shows 7/9, but it should be 8/9. I think it is not counting the probe currently being built? This off-by-N is consistent across a big portion of the replay, so it's difficult for me to record the exact supply when he constructs a building or a unit. - Supply denominator not updating instantly: when the first pylon finishes around 1:11, the supply denominator doesn't increase from X/9 to X/17 immediately. It only does so after a while. Similarly, at 1:38, the Brown protoss shows 10/9 supply
Build Order Queue tab (top right panel) bugs: - When I switch to "Queue", "Me", and have it show the build order, these supplies are not exact. For example, the gateway at 1:15 should be built during 10 supply, but this panel shows 11 Gateway. Similarly, the Dragoon at 2:39 should be built during 16 supply, but this panel shows 22 Dragoon. - Duplicate entries: the Dragoons built at 23 (x2), 24, and 25 seem to be queues, but not actual unit production. Same goes for Pylon at 26 and 27 (x2) - Low priority QoL request: instead of "Me" and "Opp", it would be nice to replace those text with the actual player names (dlqwkdckdl and NCS_Bestt) or, if its too long, maybe the player color (Red and Brown)
Audio is a nice QoL! Right now it only plays the Zealot confirm action audio though. I'm assuming it's still being worked out and should have all the different unit sounds eventually. I am a big fan of the background music in Starcraft, so would love the ability to play the background music too!
I notice a bit of lag when the canvas first finishes loading and renders the replay this time. My entire browser freezes and I can't switch tabs. This only happens on the first frame after loading when the browser draws the map tiles, and my browser freezes for like ~5-10 seconds. I think something changed to cause it to be more demanding. I didn't notice this lag before.
Thank you for such an amazing bug report and feature request post, this was incredibly helpful levels of detail.
I've fixed 90% of the issues with the supply count, should be accurate in most replays now.
Build order queue tab feedback was addressed and I've added actual player names too.
Audio wise, a pass has been done to improve it and I've added the music too.
Lag on first load is something im still tacking, will fix more today.
I'm interested in the underlying architecture if you'd be able to share more? I don't see a repo to look into. This technology would be useful outside of a "live replay" UI, since it can augment information that is not available by consuming the replays directly.
UPDATE: ran some research on this, tell me if I'm accurate here. Are you using OpenBW and running a downgrade_replay-like tool to be able to consume 1.18 replay files onto it? If so, I see the value in a CLI tool that simply "extracts" the augmented replay content, much like screp does for replays themselves, as a foundation for richer output use cases like this. I'd be keen to collaborate on this.
On June 02 2026 19:02 iCCup.Trent wrote: Hey deth, this is amazing work, thank you!
I'm interested in the underlying architecture if you'd be able to share more? I don't see a repo to look into. This technology would be useful outside of a "live replay" UI, since it can augment information that is not available by consuming the replays directly.
UPDATE: ran some research on this, tell me if I'm accurate here. Are you using OpenBW and running a downgrade_replay-like tool to be able to consume 1.18 replay files onto it? If so, I see the value in a CLI tool that simply "extracts" the augmented replay content, much like screp does for replays themselves, as a foundation for richer output use cases like this. I'd be keen to collaborate on this.
I did use OpenBW to begin with, however there is no way to my knowledge to run a downgrade replay tool. SC:R is fundamentally different than 1.16.1 due to byte structure. The maps are also different as SC:R added doodads and map-making features that don't exist in 1.16.1. Other bugs fixed in the upgrade for SC:R like sprite-counts (valkyries etc can actually fire now!) are another impossible layer of complexity.
Instead, i set out to reverse engineer the SC:R binaries, one step at a time, one map at a time (sprite/unit index offsets are totally different per map). A few sleepless weeks later I emerged with a headless "OpenSCR" client. As far as how the site serves simulations to users and in the interest of reducing the time you wait to watch a game, I run 4 VM's at all times, 2 dedicated to simulating the pro replays that appear on site and 2 that run to simulate any user replays on request. This gets the unit position data frame-by-frame (or technically i sample each units' coords every 4th frame and interpolate between them to save time). That data then gets added to the mix along with other data i extract (screp and a bunch more python scripts for the stats, build order tracking etc) then compressed and served to the client for playback. There is so much more under the hood but I hope that helps
Brood War Update:
Been hard at work on improvements across the board to back-end architecture, feature design, bug fixes, UI overhauls, load-time improvements and bringing the brood-war overlay accuracy and layout up to the standard set by our SC2 replay viewer. You should notice a significant improvement in load times.
Getting the audio engine locked in is a high priority for me in the next week, as is fixing some of the bugs with spell animation and colours. Still some bugs with supply count and live updating which will be fixed in the next week but the build order right side-bar should be 100% accurate now.
- You can click on an item in the right side bar, that will scrub the timeline forward or back and resume the game from that timestamp. - resources, supply count, workers etc can be clicked in the top bar to load up a graph view - timeline scrubber now has little coloured dots which annotate key events in the game such as upgrades, expansion timings etc
- Production bars have been reimagined with rings showing progress of production. Where multiple of same unit or building in queue at once up to 3 progress rings will display
- You can choose what sc1 music track you'd like to listen to in the dropdown menu below timeline scrubber
- Layer of polish done on the note system and recording notes should be faster and more consistent now. You can opt-in to notes via the user Dashboard. You can hold right click anywhere on the map canvas to load a radial menu that allows you to choose a quick note label. - Once you choose the note type you can quickly enter your text. A pill will remain on the map canvas that you can refer back to later. You can also import those notes easily into the obsidian-like note system.
SC2 Update:
Been creating a build-order creation system that:
1. Allows you to create build orders on a map canvas rather than a linear text list 2. Adds in aggregate replay "heatmap" data so you can see throughout a timeline the common proxy locations, attack paths, expansion locations etc (all collated from pro replays, per map, per match up etc) 3. Full economy simulation to ensure what you place on the map you can actually afford 4. Allows for annotation and note taking on a build order 5. Users can 1-click from a replay to jump into a build order view, make adjustments or save a pro's game as their own build 6. Radial menus, conveyor-belt UI's, queue-based UI for 'smart fill' of unit production
And so... so.. much more. And yes, I am looking to roll out the same feature set for brood war in the coming weeks too
Pink dots at timestamp are the proxy locations (TvT) and red are the initial scout paths and reaper attack path etc
Right click a building on the map canvas to open the radial menu to control the queue'd units
Clicking the 'lanes' button at bottom of UI gives you the conveyor belt style view to see everything in parallel rather than a big linear list view
There are so many more features, functions and screens available in this system but I'll leave it there for now. Going to do some videos and tutorials on the system in the coming days for those interested and very excited to build the brood war version too. Again, there will be bugs and issues --- so please report them!
Great update! Initial lag time has been significantly improved, and the browser no longer freezes. The new build order timeline is seriously cool, and the new audio engine makes viewing replays so much more enjoyable.
I love when you click on a unit they talk back to you. However, it is a bit hard to click on a unit. I think their hitbox may be misaligned with the visual sprite? For example, in this replay here: https://vespene.gg/?replay=bw:MM-40D8D988-6784-11F1-A3DD-FA167B5461B6&t=228 teal has a lone dragoon in the middle of the map. The lone dragoon has a circle (I think it represents its hitbox?) which is shifted top-left from the visual sprite. So if you click on the dragoon sprite itself, it won't register, you have to click on its top-left corner. All the units seem to work this way.
Small note: the top bar has very nice updates and seem to follow the game state more accurately now (worker count, supply, mineral, etc). However, the supply counter seems to count only the already built units, not the ones currently building (which does take up supply in-game, and also is used for build order timings). Is this intentional?
Overall a very great update! It's been a solid tool for me to learn new build orders, and now it's a more enjoyable experience. Almost feels like Starcraft-in-a-browser. Excited to see what else is in store!
QoL request (low priority): I would like there to be some way to easily count the number of units. Sometimes I want to scan how many probes are mining in this expansion, or how many dragoons are moving out in the push. Is it possible to add a drag-box multiselect just like in the game? Or if that's too complicated, maybe a ctrl + click (which multiselects all of the same units in the screen, just like in the game)?
This is a super low priority (I can always just pause replay and manually count), so no worries if not
I love when you click on a unit they talk back to you. However, it is a bit hard to click on a unit. I think their hitbox may be misaligned with the visual sprite? ..... So if you click on the dragoon sprite itself, it won't register, you have to click on its top-left corner. All the units seem to work this way.
Small note: the top bar has very nice updates and seem to follow the game state more accurately now (worker count, supply, mineral, etc). However, the supply counter seems to count only the already built units, not the ones currently building (which does take up supply in-game, and also is used for build order timings). Is this intentional?
Not intentional, still some bugs and kinks I'm working out. Sound and performance have been my priority but I'll be cleaning up supply counts and the hitboxes for selection by this weekend.
On June 16 2026 23:37 Wintex wrote: this is frickin beautiful work, i wish i could make something so cool.
Thank you!
On June 17 2026 05:29 p4fn2w wrote: QoL request (low priority): I would like there to be some way to easily count the number of units. Sometimes I want to scan how many probes are mining in this expansion, or how many dragoons are moving out in the push. Is it possible to add a drag-box multiselect just like in the game? Or if that's too complicated, maybe a ctrl + click (which multiselects all of the same units in the screen, just like in the game)?
This is a super low priority (I can always just pause replay and manually count), so no worries if not
This feature has been in for a while but I haven't yet got around to doing the replay viewer tutorial (coming this weekend). You can box select groups of units by holding shift and then left click drag to box select
Added a guided tour to the brood war replay view on 1st open
Added AI coach to the replay viewer and gave it more brood war knowledge (a lot tbfh) and context of the game you're watching including timestamp context
And gave a huge glow-up to the homepage of the site, added tournaments, vod tracking, twitch stream viewing and more!
It's been great! Definitely feels more polished and helpful as a study tool.
Some small QoL suggestions: 1. From landing page -> Pro Brood War, can the page remember my search filters from last time? So I don't have to set the filters every time? 2. From landing page -> Pro Brood War, can each replay entry in the search results table show the date of the replay, and the Blizzard server (eu, korea, etc)? (and some way for the search to filter by date or server) 3. When a replay is opened, can there be a way to view the replay metadata details (date, MMR, map name, and possibly the Blizzard server)? Maybe an extra button in the Menu dropdown? 4. When a replay is opened, for the build order timeline (right side of screen), when I click on for e.g. a Pylon it jumps the replay to that point in time the player builds the Pylon. Can you make it so that when I double click on the Pylon, it also jumps the camera to the location of the Pylon being built?
On June 26 2026 06:33 p4fn2w wrote: It's been great! Definitely feels more polished and helpful as a study tool.
Some small QoL suggestions: 1. From landing page -> Pro Brood War, can the page remember my search filters from last time? So I don't have to set the filters every time? 2. From landing page -> Pro Brood War, can each replay entry in the search results table show the date of the replay, and the Blizzard server (eu, korea, etc)? (and some way for the search to filter by date or server) 3. When a replay is opened, can there be a way to view the replay metadata details (date, MMR, map name, and possibly the Blizzard server)? Maybe an extra button in the Menu dropdown? 4. When a replay is opened, for the build order timeline (right side of screen), when I click on for e.g. a Pylon it jumps the replay to that point in time the player builds the Pylon. Can you make it so that when I double click on the Pylon, it also jumps the camera to the location of the Pylon being built?
Great feedback, great ideas. Have added all 4:
1. Filters will persist through sessions, only exception is when website redeploys occur might clear your saved filter results. 2. Done, you can filter by server, date 3. Added the replay details button under MENU button on the BW replay canvas 4. This was my fav suggestion and its added, tested and working. Very nice QoL change!