Hi everyone-
The new OSL started up yesterday, and game one was an action packed affair with all six groups seeing action, as well as some new maps. Here is a summary of the days events.
NaDa(T) -Reverse Lost Temple- iloveoov(T)
A battle of two terran titans, as well as two good friends, opened on an old map with a new look; Reverse Temple. NaDa had chosen oov in the group selection, hoping that the two of them could advance together. However, only one of them would come away from opening night a winner.
Nada opened at 2, and his early intent was clear: bottle up oov with a bunker and take advantage with a proxy factory from there. However, big pappy had different plans, and his 8 rax on the confined map helped him stop the threat, and set NaDa way back. Forced to float his factory, NaDa scrambled back home to drop two more, but oov soon had a couple marrines backed up with a couple vultures causing havoc.
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Although the Pantech captain was able to clear his base, the situation was grim. He had lost not only scv, but precious building time which had allowed oov to tech to cloaked wraiths. A tanks and wraith continued to destroy his scv, and again NaDa was fighting with his loyal peons. Probably oov gave him a break because they are buddies, but this game lasted longer than it should have. Oov finally ended it with a mass of tanks, and NaDa’s hopes of defeating the OSL curse went up in smoke.
Iloveoov (apm 242, 304 high) > NaDa (apm 384, 506 high)
Iloveoov (apm 242, 304 high) > NaDa (apm 384, 506 high)
YellOw[Arnc](Z) -Longinus 2- UpMagiC aka Sea.Up(T)
Yellow started at 2 on Longinus, but had a bad case of the badscouts, and sends his overlord to 11. Sea.Up, a real up and comer lately, dropped his cc at 7, and began a block at his natural choke. Yellow should have 6 pooled... how come no pros 6 pool anymore? Anyways, UpMagic started his rax at his choke, while Yellow expoed and pooled as normal. UpMagic then started his expo CC before his first rax was finished. As yellow finished his third hatch, UpMagic built a proxy fac for vults in the middle of the map, and followed it up with two ports in his main. The first vult snuck by the lone sunk, and wrecked havoc amongst the drones due to a lack of lings. Although a spire was down for Yellow, the two ports were going to be finished in plenty of time to deal with the air threat. Two more rax dropped for Magic, and wraiths took down overlords to prevent a massing of mutas. More vults were built in the zerg main after the factory was floated there, as yellow had inexplicably left the factory alone. Two ebays went down for magic, and his early high tech build was about to be followed up with some heavy hitting MM.
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In the zerg camp, things were dire. While Yellow researched lurkers, he tried to pump drones in an effort to catch up his economy. UpMagic had a total of 6 rax though, and he soon moved out with his troops. This forced Yellow to drop three more sunks at his natural and use up even more precious drones. MM was rallied to the zerg choke, and Yellow dropped lurks in front of the sunks just in time while he teched to hive.
UpMagic busied himself with double ups and another expansion, and showed brilliant micro by keeping the lurkers of yellow at pinned to the choke. Yellow could only last so long under these conditions though, and soon tanks and vessels rolled off the line. The early defilers from Yellow were quickly irradiated, and the MM containment was flawless. UpMagic added to the headache by two ship dropping the zerg main, forcing the lurkers to retreat. As lurkers dealt with the drop, tanks blasted the sunks, and UpMagice slowly carved up the zerg base. With terran CC's dotting the map, Yellow gave up on a game that had been lost long ago.
UpMagic > Yello[arnc]
UpMagic busied himself with double ups and another expansion, and showed brilliant micro by keeping the lurkers of yellow at pinned to the choke. Yellow could only last so long under these conditions though, and soon tanks and vessels rolled off the line. The early defilers from Yellow were quickly irradiated, and the MM containment was flawless. UpMagic added to the headache by two ship dropping the zerg main, forcing the lurkers to retreat. As lurkers dealt with the drop, tanks blasted the sunks, and UpMagice slowly carved up the zerg base. With terran CC's dotting the map, Yellow gave up on a game that had been lost long ago.
UpMagic > Yello[arnc]
Midas(T) -HitchHiker- sAviOr(Z)
A rematch worth of the words FUCKING AWESOME. These two players have massive history with each other in the MSL, but now IPX was on new turf. Midas is a true OSL veteran, and is desperate to get to the finals of a major tournament. Savior... well he is the most dominant force in progaming in the past 12 months. The man who took him closest to defeat in a series? That would be Midas. Baby Bear wants revenge, and IT STARTS TONIGHT!
Their battlefield would be Hitchhiker, in the TV debut of the map. With starting points at 11 and 5, the map is a maze of passageways, with a trench running down the middle. Normally new maps favour a zerg player, but with Midas' practice ability and Savior’s always busy schedule, no one knows quite sure what to expect from this first game.
Midas made the first tracks on hitchhiker in the upper left, with Savior putting down roots at 5. Things got interesting quickly, as Midas started a barracks a 1/3rd of the way down the center trench, beyond his natural. As Savior took his expansion, his overlord saw the aggressively placed rax and sent out three drones to defend against the two scv bunker threat. His micro was flawless, and Midas was forced to retreat. Savior expanded again to his mineral only, located along the bottom of the map at 6, just as Midas started his second CC. With the trench blocked off, the only way into the terran base was through the neutral buildings that blokced the edge of each base, and Savior quickly went to work on the ones above his main lair.
With his expo running, Midas started his factory, and then his academy just as the zerg lair popped. A starport came up quickly after as well as a second gas leading the commentators to suspect fast vessels. Midas was still pumping MM from a single barracks as Savior dropped a fifth hatchery, a spire, den, and evo chamber. The vessel facility was almost finished for Midas as mutas took to the air. With Midas busy defending against the fliers, Savior expanded again to the 7 corner. Mutalisks quickly de-populated the terran expansion, and then set their efforts towards clearing a path to the terran base for lurkers. Savior had timed perfectly thus far, harassing with mutas and clearing the path of attack nicely.
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Midas' first irradiate was dealt with in record speed, as the offending muta was culled from the flock by its master. Zerg units were everywhere, as mutas harassed and lings probed for weakness. With a hive on the way and a burgeoning economy, Savior was in great position for mid-game. Midas took his mineral only, but could not find a chance to attack despite his formidable army.
Looking to end it, Savior set up his attack from 1 o’clock, with lings up top and lurkers coming up the edge of the trench. Midas had spent his money on an SK build, and his vessels were numerous. Savior was outnumbered, but attacked the terran mineral only in perfect position, separating Midas’ army from his expo with mass lurkers. As Midas tried to bring his army home to defend, his marines were shredded by spines in the narrow passageways. Massive reinforcements were sent by Savior, 8 hatcheries spawning unholy armies. Midas defended the best he could, rallying all troops to his mineral only to save it from extinction. By the time his base was safe, his economy was in tatters and Savior owned the map.
With his base temporarily safe, Midas took his vessels and MM on tour, taking down a couple hatcheries around one which had been getting ready for drones. However, Savior decided the time for direct action was needed, and sent his lurker/defiler up the center trench, breaking into the terran main. Midas suffered even more losses, but somehow managed to clear his main again of zerg. He tried to go on tour again, starting at the fresh hatchery at 1, but was stymied by plague throwing defilers and burrowed lurks.
Into late game, the battle continued to revolve around the 1 o’clock area, with Midas finally removing the stubborn hatchery and taking the expansion himself. His mass vessel strategy had failed thus far, but he somehow had managed to build a serious threat of tanks. Although Savior owned the entire left side of the map, Midas was determined to push south into the zerg main. As his tanks punished new recruits, Savior broke into the terran main from the natural building break at ten, and the cracklings tore down terran infastructure while causing general havoc. Midas lost most of his depots, forcing him to spend his precious remaining minerals on non-offensive weapons. With his tank army at Savior’s main slowly being worn down by a stream of lings, Midas was pushed back to 1. Lings raided his remaining expansion, and his mineral only became his main base of operations. Despite the incredible offensive launched at him by Savior all game long, Midas was hanging in there with his dregs of MM.
With the end game already old, Midas was left with a single expansion, and Savior controlled only the seven corner which was rapidly running out of minerals. Everything else had been mined out, or was blocked by a nicely placed tank and barracks from Midas. The SK terran was patient, and his army slowly grew again to lethal size. Midas’ use of firebats against dark swarm was increasingly cost effective, and time and again Savior’s offensive tactics were pushed aside by the remaining terran units.
Unbelievably, with most of his buildings on fire and his army in the red, Midas staved off the final zerg attacks and saw the GG on the screen. In a rare moment of jubilation, Midas allowed himself a smile and the crowd went while. His bigballs pick had just paid huge dividends, and Savior’s OSL title hopes took a huge shot.
Midas > Savior
Game of the year. Watch this or go to hell.
Looking to end it, Savior set up his attack from 1 o’clock, with lings up top and lurkers coming up the edge of the trench. Midas had spent his money on an SK build, and his vessels were numerous. Savior was outnumbered, but attacked the terran mineral only in perfect position, separating Midas’ army from his expo with mass lurkers. As Midas tried to bring his army home to defend, his marines were shredded by spines in the narrow passageways. Massive reinforcements were sent by Savior, 8 hatcheries spawning unholy armies. Midas defended the best he could, rallying all troops to his mineral only to save it from extinction. By the time his base was safe, his economy was in tatters and Savior owned the map.
With his base temporarily safe, Midas took his vessels and MM on tour, taking down a couple hatcheries around one which had been getting ready for drones. However, Savior decided the time for direct action was needed, and sent his lurker/defiler up the center trench, breaking into the terran main. Midas suffered even more losses, but somehow managed to clear his main again of zerg. He tried to go on tour again, starting at the fresh hatchery at 1, but was stymied by plague throwing defilers and burrowed lurks.
Into late game, the battle continued to revolve around the 1 o’clock area, with Midas finally removing the stubborn hatchery and taking the expansion himself. His mass vessel strategy had failed thus far, but he somehow had managed to build a serious threat of tanks. Although Savior owned the entire left side of the map, Midas was determined to push south into the zerg main. As his tanks punished new recruits, Savior broke into the terran main from the natural building break at ten, and the cracklings tore down terran infastructure while causing general havoc. Midas lost most of his depots, forcing him to spend his precious remaining minerals on non-offensive weapons. With his tank army at Savior’s main slowly being worn down by a stream of lings, Midas was pushed back to 1. Lings raided his remaining expansion, and his mineral only became his main base of operations. Despite the incredible offensive launched at him by Savior all game long, Midas was hanging in there with his dregs of MM.
With the end game already old, Midas was left with a single expansion, and Savior controlled only the seven corner which was rapidly running out of minerals. Everything else had been mined out, or was blocked by a nicely placed tank and barracks from Midas. The SK terran was patient, and his army slowly grew again to lethal size. Midas’ use of firebats against dark swarm was increasingly cost effective, and time and again Savior’s offensive tactics were pushed aside by the remaining terran units.
Unbelievably, with most of his buildings on fire and his army in the red, Midas staved off the final zerg attacks and saw the GG on the screen. In a rare moment of jubilation, Midas allowed himself a smile and the crowd went while. His bigballs pick had just paid huge dividends, and Savior’s OSL title hopes took a huge shot.
Midas > Savior
Game of the year. Watch this or go to hell.
JulyZerg(Z) -Neo Arkanoid- Child(Z)
Child spawned the white zerg at 7, while July took his manly purple hatchery over to 5.
Both players opened by dropping a hatch next to their larvae blocks at 6, following it with a pool / gas combo with July slightly faster on both. Child had the early view with his overlord, but with mirror builds it did not matter so much. With both players at two hatches and two gas, spires were up with july 300 hp ahead. Both players dropped a third hatch next to the other expo gas, again with July ahead of Child by 10 seconds the whole way. With their initial larvae, both players decided to pop mass scourge, taking down lords and scouting their opponent. Child did a good job of getting mutas up faster though, and his micro allowed them to survive the wings of scourge coming from July.
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However, zvz is won with mutas, and when they clashed for the first time July took the upper hand. With nearby overlords soaking up splash damage, July brought his scourge in behind Childs mutas and won a crucial dogfight at 6. It looked lost for the SouL zerg as he ran his drones away from the expo, but the next minute say a very successful scourge raid even the tables and keep both players with three running gas. Even the slightest loss of mineral hurts in ZvZ though, and July's next batch of mutalisks were again successful in claiming an advantage. From this point on he grew that advantage into a game ending decision, making Sumo zerg the first of the swarm to go up a game in this OSL.
July > Child
July > Child
GoRush(Z) -Reverse Lost Temple- GGPlay(Z)
On reverse temple again, GoRush spawned as the purple zerg at 9, with GGPlay at 6. Both players took their expos, ensuring this would be a game of flight.
GGPlay got a slightly faster lair, but gorush put down a faster third hatchery. Both players massed up on the lings as their spires were prepared, with neither player mining minerals from their naturals, only gas. GoRush seemed to have the early lead in mutas, but it was GGPlay who was the aggressor, using the close proximity of mains to pick off the odd drone and GoRush returning the favour. They ground their mutas against each other for a while, but neither player was able to damage the economy of the other.
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The turning point of the match came as GGPlay won a major air battle vs GoRush over his main. However, GoRush succeeded in countering with mass lings, killing GGPlays expo. GoRush was left with no drones, and his opponent still had air. In a last mass push, GoRush threw his remaining lings at GGplay, breaking downt he ramp and into his main. However, GGplay was patient with his remaining three drones and he split his mutas for defence and offence, taking home the victory.
GGPlay > GoRush
GGPlay > GoRush
Hoya(Z) -Neo Arkanoid- Yooi(T)
Sea.Jy has used Hoya for a while now, so I think it is time to change the name. Anyways, this game was on Arkanoid, and Papa Manifesto needed only a Yooi victory for the liquibet 6/6. CMOOOON YOOI.
Hoya opened at 7, but scouted horizontally which was a bad idea with Yooi at 11. Both players fast expanded, with Hoya dropping a third hatchery at his neutral building choke before pool. As Yooi started up a couple barracks, his scv took down the blocking larvae and landed his cc. Hoya was busy doing the same with lings, as his choke hatch stared a lair. With four hatcheries, his economy was booming as he started a den as well. He was forced to invest in some quick defence in the form of sunkens as Yooi's first MM force busied itself by blasting through neutral buildings towards 7. While Hoya continued to build drones and take his other expo, Yooi attacked the northern choke with his MM, forcing lurkers to relocate there. Yooi worked his way up the tech tree, getting tanks and a port, but not expanding again yet. His marines cleared out most of the obstacles in their way, and then moved to the southern choke of Hoya, again forcing lurkers to relocate. With vessels on the way, and the zerg bottled up, Yooi was dictating the pace of this game.
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However, Hoya was ready with his counter stroke as 4 overlords full of troops moved north and dropped lurker/ling into the terran main. The drop was small, and did not do much damage. However, it bought Hoya the time he needed to take advantage of his superior economy. As Yooi cleaned up the mess, the three gas zerg continued to drop on both the terran expo and main. Yooi again dealt with the threat, and then pushed his army into the zerg expo at 8. Hoya ran around the outside of his main and countered from behind, managing to cut off terran reinforcements. Busy with his attack, Yooi had failed to deal with two lurkers that had stopped the mining at his expo, and therefore was effectively working off one base.
With Yooi now poor, and his expansions saved, Hoya put the pressure on full. His lurkers continued to do damage alone or in pairs, and lings started flooding through the open gaps. A mass of hydra followed up, and defilers were imminent, but Yooi was already cooked. He was just throwing MM at lurks and not microing at all. With the path between the two bases clear, Hoya quickly finished the job.
Hoya > Yooi.
Poor play by Yooi who looked super nervous and uncomfortable. Hopefully he can rebound from this brutal loss.
With Yooi now poor, and his expansions saved, Hoya put the pressure on full. His lurkers continued to do damage alone or in pairs, and lings started flooding through the open gaps. A mass of hydra followed up, and defilers were imminent, but Yooi was already cooked. He was just throwing MM at lurks and not microing at all. With the path between the two bases clear, Hoya quickly finished the job.
Hoya > Yooi.
Poor play by Yooi who looked super nervous and uncomfortable. Hopefully he can rebound from this brutal loss.
ManaBlue is going to cover my back for a bit as I go on vacation, so have a safe and Happy Holidays everyone!
Mani