A meeting point for fans of Stefan Andersson aka mouz.MorroW.
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Biography
MorroW is considered to be a new player on the scene, only joining the higher levels of the Brood War community in late 2008. Despite this he managed to get some success, amongst other things he managed to finish in 2nd place on the TSL2 ladder. In the qualifiers he faced off against German Zerg Kolll who turned out to be too much for MorroW to handle. To Read About MorroW's Starcraft: Brood War Career, Click Here.
MorroW has several times shown off his understanding of RTS games; in a post[1] on TeamLiquid before a tournament, he claimed to have played only 4 games in the beta. One week later he managed to finish as runner-up in the second Zotac Cup. MorroW also has a deep understanding of the SC2 Galaxy Editor and has published melee maps and held showmatches on them[2]. He also uses his skill in the map editor to design custom maps to practice micro techniques and try various things out. An example of his work can be seen in his investigation into the "Fazing" exploit of the Void Ray during the Beta. MorroW eventually aims to become a professional gamer and make a living out of Starcraft 2.
He is known for playing a economical, pressure based style epitomized by his 5 rax reaper build into expand which he used extensively in the later parts of the IEM tournament. He is very fond of playing an economic game, often playing a fast expand style, and has become renowned for his midgame macro play as a result.
In Beta
In the Starcraft 2 Beta, Morrow was positioned in the Platinum League(Division 8), ranked first with a record of 278-135. during the first phase of beta[4] MorroW had a successful beta, employing an economical style focusing on mech units, most successfully against Zergs. He won several events, including two CraftCups and ZOTAC Cup #15. His successes during the beta were mostly overlooked by the community since his wins came in the weekly tournaments and not the high profile invitationals. His successes during the beta, however, precluded his success in Wings of Liberty retail.
During the Beta, MorroW was very vocal about balance issues and things he saw that could be improved within the game. He co-wrote the article "Filling the Void"[5] which presented a number of things Blizzard could do to improve the game. He also made many posts on TeamLiquid discussing balance issues[6][7]. In particular, MorroW has never shied away from admitting when imbalances were present in any race - including his Terran. MorroW also made significant contributions to the mapping community and brought the issue of Map Protection up for discussion.
Wings of Liberty
MorroW's success from the Beta extended into Retail, starting with a second place at the Inferno Online SC2 Cup 1, losing to SjoW in the finals. Shortly after that, he faced SjoW in the finals of the ESL Viking Cup #6. This time around, MorroW triumphed and asserted his place as one of the best TvT players in Europe. The following week, MorroW won the ESL Viking Cup #7, becoming the first player to win two consecutive Viking cups and becoming the undisputed best player in Sweden. MorroW was able to flex his TvT prowess once again in Zotac 18 where he defeated Lucifron 3-0 in the final.
MorroW won the IEM Season V - Global Challenge Cologne after beating IdrA in the grand final. MorroW received an invite to the tournament as a replacement for BRAT_OK[8]. who, was originally invited to the event but due to a mixup with his visa, could not attend.[9][10] MorroW entered as an unknown to many due to his lack of results in high profile invitationals, but Artosis predicted that MorroW would meet IdrA in the finals of the tournament - Artosis' prediction held true and MorroW upset fan favorites such as TheLittleOne and Dimaga to make the final. MorroW's fast expand style was quickly worked out by his competitors, as could be seen in his 0-2 defeat to Tarson in the Group Stages. In the elimination bracket he abandoned his fast expand build in favor of a pressure/economy style - which proved to be very effective. There was some background drama between MorroW and Idra before the final, Idra called MorroW out in a SC2 Beta Interview as a player who isn't "supposed to be able to beat players like Dimaga, because he's just ten times more skilled.".
Information taken from Morrow`s liquipedia page
Morrow
MorroW is considered to be a new player on the scene, only joining the higher levels of the Brood War community in late 2008. Despite this he managed to get some success, amongst other things he managed to finish in 2nd place on the TSL2 ladder. In the qualifiers he faced off against German Zerg Kolll who turned out to be too much for MorroW to handle. To Read About MorroW's Starcraft: Brood War Career, Click Here.
MorroW has several times shown off his understanding of RTS games; in a post[1] on TeamLiquid before a tournament, he claimed to have played only 4 games in the beta. One week later he managed to finish as runner-up in the second Zotac Cup. MorroW also has a deep understanding of the SC2 Galaxy Editor and has published melee maps and held showmatches on them[2]. He also uses his skill in the map editor to design custom maps to practice micro techniques and try various things out. An example of his work can be seen in his investigation into the "Fazing" exploit of the Void Ray during the Beta. MorroW eventually aims to become a professional gamer and make a living out of Starcraft 2.
He is known for playing a economical, pressure based style epitomized by his 5 rax reaper build into expand which he used extensively in the later parts of the IEM tournament. He is very fond of playing an economic game, often playing a fast expand style, and has become renowned for his midgame macro play as a result.
In Beta
In the Starcraft 2 Beta, Morrow was positioned in the Platinum League(Division 8), ranked first with a record of 278-135. during the first phase of beta[4] MorroW had a successful beta, employing an economical style focusing on mech units, most successfully against Zergs. He won several events, including two CraftCups and ZOTAC Cup #15. His successes during the beta were mostly overlooked by the community since his wins came in the weekly tournaments and not the high profile invitationals. His successes during the beta, however, precluded his success in Wings of Liberty retail.
During the Beta, MorroW was very vocal about balance issues and things he saw that could be improved within the game. He co-wrote the article "Filling the Void"[5] which presented a number of things Blizzard could do to improve the game. He also made many posts on TeamLiquid discussing balance issues[6][7]. In particular, MorroW has never shied away from admitting when imbalances were present in any race - including his Terran. MorroW also made significant contributions to the mapping community and brought the issue of Map Protection up for discussion.
Wings of Liberty
MorroW's success from the Beta extended into Retail, starting with a second place at the Inferno Online SC2 Cup 1, losing to SjoW in the finals. Shortly after that, he faced SjoW in the finals of the ESL Viking Cup #6. This time around, MorroW triumphed and asserted his place as one of the best TvT players in Europe. The following week, MorroW won the ESL Viking Cup #7, becoming the first player to win two consecutive Viking cups and becoming the undisputed best player in Sweden. MorroW was able to flex his TvT prowess once again in Zotac 18 where he defeated Lucifron 3-0 in the final.
MorroW won the IEM Season V - Global Challenge Cologne after beating IdrA in the grand final. MorroW received an invite to the tournament as a replacement for BRAT_OK[8]. who, was originally invited to the event but due to a mixup with his visa, could not attend.[9][10] MorroW entered as an unknown to many due to his lack of results in high profile invitationals, but Artosis predicted that MorroW would meet IdrA in the finals of the tournament - Artosis' prediction held true and MorroW upset fan favorites such as TheLittleOne and Dimaga to make the final. MorroW's fast expand style was quickly worked out by his competitors, as could be seen in his 0-2 defeat to Tarson in the Group Stages. In the elimination bracket he abandoned his fast expand build in favor of a pressure/economy style - which proved to be very effective. There was some background drama between MorroW and Idra before the final, Idra called MorroW out in a SC2 Beta Interview as a player who isn't "supposed to be able to beat players like Dimaga, because he's just ten times more skilled.".
Information taken from Morrow`s liquipedia page
Morrow
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+ Show Spoiler [MorroW on luck factor in Starcraft] +
On December 19 2010 10:47 MorroW wrote:
the reason we see so many upsets and such a low win precentage of the top players is because its such a new game so daily new builds and timings come which just throws them offguard forcing them to learn new things
also that the game is new so its not balanced and top players could lose to underdogs for that reason aswell
in sc2 the key part is to have good scouting and see everything thats coming and be ready for everything, most street fighting games u can see everything the opponent is doing so that part is completely different
but ye you cant expect gods like flash or the street fighter top players to exist in sc2 just yet because players need at least another year to figure out more about the game so they can win and play solid
the reason many players talk about "he doesnt deserve a win" etc could be because they are abusing something thats broken in the game or just relying on luck like i also mentioned about the lack of scouting possibilities
im not taking any credits away from anyone who wins alot in sc2. if you get to finals of gsl you clearly know the state of the game and at the moment you know how to play it
i think the reason older starcraft 1 talk so much about who is real players and who are just abusive ppl who dont deserve wins is that they come from sc1 where the game was pretty much figured out so so much came down to detail scouting macro micro mechanics just overall playing beautifully perfect and calculated. when they see players come to top 4 without having an astonishing macro or wellprepered gameplan or perfected gamestructure they cant really approve too much of it since that was a sign of weak and cheesy players in sc1
if you figure out a way "abuse" ur way to top4 in gsl i say cheers to this man is brilliant because its not easy to find broken or imbalanced things to abuse in the game. to do so u need to have prepared and practiced insanely much to figure out the "flaws" in the game that u can use to ur advantage.
now im not talking that any players did this or so im just saying this is the general idea sc1 players think of ppl who dont shine on the qualities which were most important in sc1
id just overall say that its alot more so luck than imbalanced at the state of the game we have now. the maps just scream coinflip because some positions favor some race heavily vise versa could even be on same map...
so yea, short rushdistances with lack of scouting possibilties and a huge variety of opening build orders. its pretty obvious your gonna end up with a dice fest imho
when we get more welldesigned maps that are properly designed for macro games i promise u we will see less of the "wrong player won". majority of the times i do think its pretty stupid to say something like that in general tho
he says the issue is luck
you say if you reduce the luck the actual balance of the game will be more apperent, well whats wrong with that. reduce the luck and lets see if warpgates was imba and then we can work on the balance.
i really dont see how blizzard can even begin to try to balance some things when we see so many coinflip situations in starcraft 2. while when they get crosspos on metalopolis is where they actually can draw conclusions from.
a game thats based on scouting needs possibilities to scout whats necessarily and enough time gap to make it possible to adapt and respond accordingly. most of times in sc2 you cant scout something and once u can its too late anyways, i dont see how they think when they have so small maps :/
the reason we see so many upsets and such a low win precentage of the top players is because its such a new game so daily new builds and timings come which just throws them offguard forcing them to learn new things
also that the game is new so its not balanced and top players could lose to underdogs for that reason aswell
in sc2 the key part is to have good scouting and see everything thats coming and be ready for everything, most street fighting games u can see everything the opponent is doing so that part is completely different
but ye you cant expect gods like flash or the street fighter top players to exist in sc2 just yet because players need at least another year to figure out more about the game so they can win and play solid
the reason many players talk about "he doesnt deserve a win" etc could be because they are abusing something thats broken in the game or just relying on luck like i also mentioned about the lack of scouting possibilities
im not taking any credits away from anyone who wins alot in sc2. if you get to finals of gsl you clearly know the state of the game and at the moment you know how to play it
i think the reason older starcraft 1 talk so much about who is real players and who are just abusive ppl who dont deserve wins is that they come from sc1 where the game was pretty much figured out so so much came down to detail scouting macro micro mechanics just overall playing beautifully perfect and calculated. when they see players come to top 4 without having an astonishing macro or wellprepered gameplan or perfected gamestructure they cant really approve too much of it since that was a sign of weak and cheesy players in sc1
if you figure out a way "abuse" ur way to top4 in gsl i say cheers to this man is brilliant because its not easy to find broken or imbalanced things to abuse in the game. to do so u need to have prepared and practiced insanely much to figure out the "flaws" in the game that u can use to ur advantage.
now im not talking that any players did this or so im just saying this is the general idea sc1 players think of ppl who dont shine on the qualities which were most important in sc1
id just overall say that its alot more so luck than imbalanced at the state of the game we have now. the maps just scream coinflip because some positions favor some race heavily vise versa could even be on same map...
so yea, short rushdistances with lack of scouting possibilties and a huge variety of opening build orders. its pretty obvious your gonna end up with a dice fest imho
when we get more welldesigned maps that are properly designed for macro games i promise u we will see less of the "wrong player won". majority of the times i do think its pretty stupid to say something like that in general tho
he says the issue is luck
you say if you reduce the luck the actual balance of the game will be more apperent, well whats wrong with that. reduce the luck and lets see if warpgates was imba and then we can work on the balance.
i really dont see how blizzard can even begin to try to balance some things when we see so many coinflip situations in starcraft 2. while when they get crosspos on metalopolis is where they actually can draw conclusions from.
a game thats based on scouting needs possibilities to scout whats necessarily and enough time gap to make it possible to adapt and respond accordingly. most of times in sc2 you cant scout something and once u can its too late anyways, i dont see how they think when they have so small maps :/
+ Show Spoiler [Morrow on 3gate expand] +
On April 29 2011 17:58 MorroW wrote:
there are differnt types of 3warpgate expansions. 1 3warpgate expand is alot different from another. so much depends on how greedy they are with it. but the original 3warpgate expand with forge in natural and cannon behind it is as safe as its gets
protosses has been using the medigame to their advantage by saying, hey zerg never allins me so i can go and fake push every single game, i can delay my forge 10 seconds, or i can delay my next wave of stalkers just to get my stargate quicker. these little timings is called cutting corners to get ahead unless zerg actually allins on you.
and this is exactly how alicia played it, but not only that, he macroed poorly and executed even worse
and losiras build is using the "new" medigame if i can call it that where he says, ok protosses (and alicia) cuts corners these days cause we havent been allining them alot. so im just gonna make this timing attack that only in theory works if they are cutting corners and/or executes badly
this series i saw both take risks both games, by playing mindgames instead of playing it safe. thats why im telling you guys that this thread shouldnt be called "future of pvz" or so.
you should just be impressed by losiras play the way he predicted the toss to cut corners (i dont think he predicted alicia to execute poorly so it worked alot better than he thought i think) and you should rethink alicia as a player if you think hes this solid and great protoss user really...
this build losira did has clear weaknesses and i dont blame him for it and thats the only point i wanted to make
heres a tip for most of u who watched zvp. when u see toss 3warpgate expo and follow up with a stargate and rallys his first voidray to zergs 3rd base instead of moving it in the direct path to the zerg (so you can catch possible roach attacks) it just means hes playing risky.
also another thing to point out if toss 3warpgate expands and puts his forge in his main hes being alittle risky, but more so he puts it there so zerg cant scout it, which gives zerg the impression of a possible cancel nexus into 4-5gates, which the "counter" to that is exactly what losira did, mass units like crazy. basically alicia encouraged him both games to mass units and then he wasnt ready or couldnt even figure out himself that it was coming, twice...
alicia didnt "force" zerg to mass units to this extend but he invited him to do it, without even knowing he was. losira was just a much better player than alicia in every way this series. and i think these games had really much to do with them as players rather than the matchup itself
there are differnt types of 3warpgate expansions. 1 3warpgate expand is alot different from another. so much depends on how greedy they are with it. but the original 3warpgate expand with forge in natural and cannon behind it is as safe as its gets
protosses has been using the medigame to their advantage by saying, hey zerg never allins me so i can go and fake push every single game, i can delay my forge 10 seconds, or i can delay my next wave of stalkers just to get my stargate quicker. these little timings is called cutting corners to get ahead unless zerg actually allins on you.
and this is exactly how alicia played it, but not only that, he macroed poorly and executed even worse
and losiras build is using the "new" medigame if i can call it that where he says, ok protosses (and alicia) cuts corners these days cause we havent been allining them alot. so im just gonna make this timing attack that only in theory works if they are cutting corners and/or executes badly
this series i saw both take risks both games, by playing mindgames instead of playing it safe. thats why im telling you guys that this thread shouldnt be called "future of pvz" or so.
you should just be impressed by losiras play the way he predicted the toss to cut corners (i dont think he predicted alicia to execute poorly so it worked alot better than he thought i think) and you should rethink alicia as a player if you think hes this solid and great protoss user really...
this build losira did has clear weaknesses and i dont blame him for it and thats the only point i wanted to make
heres a tip for most of u who watched zvp. when u see toss 3warpgate expo and follow up with a stargate and rallys his first voidray to zergs 3rd base instead of moving it in the direct path to the zerg (so you can catch possible roach attacks) it just means hes playing risky.
also another thing to point out if toss 3warpgate expands and puts his forge in his main hes being alittle risky, but more so he puts it there so zerg cant scout it, which gives zerg the impression of a possible cancel nexus into 4-5gates, which the "counter" to that is exactly what losira did, mass units like crazy. basically alicia encouraged him both games to mass units and then he wasnt ready or couldnt even figure out himself that it was coming, twice...
alicia didnt "force" zerg to mass units to this extend but he invited him to do it, without even knowing he was. losira was just a much better player than alicia in every way this series. and i think these games had really much to do with them as players rather than the matchup itself
+ Show Spoiler [Morrow on ZvP balance] +
On April 20 2011 18:23 MorroW wrote:
theory zvp
i think its a combination with 2 things
reason 1
protoss has figured out the early game more, how to expand safely and getting a greater economy than zerg. (forge expand gets more economy than a pool expand or gas pool expand, at the same time it can punish a hatchery first with cannon rush).
so then zergs option to catch up is to take a extremely fast 3rd base but this has been prooven many times to die to 6warpgate +1 timing attacks or the simple voidray +streamline of phoenixes.
the 3warpgate expand has its own beauty on smaller maps but also maps without as wide chokes. the units themselves are sentrys which not only defends any allin zerg does, also they build up energy to be great in mid and late game. on top of this creating these units themselves forces zerg to build defenses. and not a too uncommon strategy is to cancel the nexus and go for an allin, which zerg has no possibility to scout in time to prepare, so zergs only option is to overmake defenses every time he see 3warpgate expand.
so to sum it up the only way you dont fall behind vs a 3warpgate expand on rather small maps is too take huge risks and hope he dont cancel the nexus and did a 4/5gate fake nexus strategy.
and on big maps they can comfortably forge expand without any risk what so ever of cheese if they scout well and always get a unfair lead.
reason 2
protoss used to be this timing attack race off of 2 or 3 bases but recently they have figured out all they have to do is max out on 200 food and only turtle because no matter how many bases zerg has he still cant get a huge economic lead because u cant literally produce over 80 drones.
zerg became the timing attack player instead, using his "economic lead" on 3-4 bases and trying to break down the protoss before his army gets too big, or simply damage it alot and rebuild and go for it again, while expanding. but this is extremely hard when protoss gets an easy 3rd base (tal darim, terminus etc).
zerg is the race that wants to army trade on an even field so protoss has simply realized that there is never a reason to attack unless zerg gets too overgreedy. (and ofcourse toss has even the option to respond with another expansion aswell so again protoss attacking is always a threat to zerg but its never a must for protoss).
and once protoss gets 3 bases up and running for 1-2 minutes the zerg overpower style (attack, rebuild, attack, streamline) doesnt work anymore because protoss can rebuild at an almost equal rate. plus the larger protoss army it gets the less units they lose in fights)
so when it comes to 200 food deathballs. protoss should in theory always win, everyone knows that. so zerg is the race that wants to battle kill the majority of protosses army and then rebuild (using his bigger saved up money to his advantage).
now ive written down the way zvp should be, disregarding how hard it is for each race to execute their play so here comes the skill requiring part
so not only is protoss the stronger race right now in theory. it is also easier to play the race which is widely known for anyone thats high level to know.
to be the aggressor throughout the game and find ways to break the protoss is alot harder for zerg than for protoss to just figure out how to defend.
also mechanically speaking the race is vastly harder aswell.
and when it comes to mistakes you can make it your macro (money growing up, forgetting injects or chronoboost zerg is alot more unforgiving).
if i play vs midlevel protoss users who only play the turtle style i cant even tell a difference from our best protosses in europe, except for maybe the microcontrol.
whenever you see zvp on TSL or NASL or GSL, people are always judging the zerg what he is doing wrong, what he should be doing you can note if he forgets to spread creep or when his money gets high you call thats why he lose. protosses is like 80% of the case the one thats executing more badly than the zerg but nobody is mentioning that because its harder to see and it doesnt matter because the toss end up cleaning up anyway. i know i come off as extremely biased because i havent been doing too well in tournaments lately vs protosses but keep in mind. i dont ladder, all my zvp practice comes from literally only playing progamer protosses and talking to them about the game and how this matchup works (mainly with naniwa).
i wouldnt come here and say toss is alot easier to play than zerg if they wouldnt tell me the same. im not a toss progamer but they say themselves zerg has to be vastly superior to compete on the same level.
i have alot to improve on in zvp but i dont see myself worse than any other zerg in this matchup and i hope you can trust my word for that. ive been practicing this matchup almost exlusivly the past weeks and still my winratio in zvt is about 20% higher than in zvp. ive practiced mutalisk play, ive tried multipromt attacks and nyduses. and high infestor play. but the overpower style is the absolute best way (and most solid imo) to play this matchup
theory zvp
i think its a combination with 2 things
reason 1
protoss has figured out the early game more, how to expand safely and getting a greater economy than zerg. (forge expand gets more economy than a pool expand or gas pool expand, at the same time it can punish a hatchery first with cannon rush).
so then zergs option to catch up is to take a extremely fast 3rd base but this has been prooven many times to die to 6warpgate +1 timing attacks or the simple voidray +streamline of phoenixes.
the 3warpgate expand has its own beauty on smaller maps but also maps without as wide chokes. the units themselves are sentrys which not only defends any allin zerg does, also they build up energy to be great in mid and late game. on top of this creating these units themselves forces zerg to build defenses. and not a too uncommon strategy is to cancel the nexus and go for an allin, which zerg has no possibility to scout in time to prepare, so zergs only option is to overmake defenses every time he see 3warpgate expand.
so to sum it up the only way you dont fall behind vs a 3warpgate expand on rather small maps is too take huge risks and hope he dont cancel the nexus and did a 4/5gate fake nexus strategy.
and on big maps they can comfortably forge expand without any risk what so ever of cheese if they scout well and always get a unfair lead.
reason 2
protoss used to be this timing attack race off of 2 or 3 bases but recently they have figured out all they have to do is max out on 200 food and only turtle because no matter how many bases zerg has he still cant get a huge economic lead because u cant literally produce over 80 drones.
zerg became the timing attack player instead, using his "economic lead" on 3-4 bases and trying to break down the protoss before his army gets too big, or simply damage it alot and rebuild and go for it again, while expanding. but this is extremely hard when protoss gets an easy 3rd base (tal darim, terminus etc).
zerg is the race that wants to army trade on an even field so protoss has simply realized that there is never a reason to attack unless zerg gets too overgreedy. (and ofcourse toss has even the option to respond with another expansion aswell so again protoss attacking is always a threat to zerg but its never a must for protoss).
and once protoss gets 3 bases up and running for 1-2 minutes the zerg overpower style (attack, rebuild, attack, streamline) doesnt work anymore because protoss can rebuild at an almost equal rate. plus the larger protoss army it gets the less units they lose in fights)
so when it comes to 200 food deathballs. protoss should in theory always win, everyone knows that. so zerg is the race that wants to battle kill the majority of protosses army and then rebuild (using his bigger saved up money to his advantage).
now ive written down the way zvp should be, disregarding how hard it is for each race to execute their play so here comes the skill requiring part
so not only is protoss the stronger race right now in theory. it is also easier to play the race which is widely known for anyone thats high level to know.
to be the aggressor throughout the game and find ways to break the protoss is alot harder for zerg than for protoss to just figure out how to defend.
also mechanically speaking the race is vastly harder aswell.
and when it comes to mistakes you can make it your macro (money growing up, forgetting injects or chronoboost zerg is alot more unforgiving).
if i play vs midlevel protoss users who only play the turtle style i cant even tell a difference from our best protosses in europe, except for maybe the microcontrol.
whenever you see zvp on TSL or NASL or GSL, people are always judging the zerg what he is doing wrong, what he should be doing you can note if he forgets to spread creep or when his money gets high you call thats why he lose. protosses is like 80% of the case the one thats executing more badly than the zerg but nobody is mentioning that because its harder to see and it doesnt matter because the toss end up cleaning up anyway. i know i come off as extremely biased because i havent been doing too well in tournaments lately vs protosses but keep in mind. i dont ladder, all my zvp practice comes from literally only playing progamer protosses and talking to them about the game and how this matchup works (mainly with naniwa).
i wouldnt come here and say toss is alot easier to play than zerg if they wouldnt tell me the same. im not a toss progamer but they say themselves zerg has to be vastly superior to compete on the same level.
i have alot to improve on in zvp but i dont see myself worse than any other zerg in this matchup and i hope you can trust my word for that. ive been practicing this matchup almost exlusivly the past weeks and still my winratio in zvt is about 20% higher than in zvp. ive practiced mutalisk play, ive tried multipromt attacks and nyduses. and high infestor play. but the overpower style is the absolute best way (and most solid imo) to play this matchup
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JimmyQuall
binski
ThorZainWeTrust
Zergversus
BlueMegaMan
Derpalisk
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knekten
Forgiven
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aviator116
Hulavuta
Vento7
Arsov
Roberi
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Neelia
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Thezzphai
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Cyro
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OzVelas
Poopi
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gosuRob
ZeroCartin
abei1234
PlacidPanda
Tompa1
Daigoro
Waterflow
spinnaker
Singularity
Oiseaux
Ry-Masta-T
Schmoooopy
Mrwl
Detri
Suichoy
126Q;A1
kubiks
FoBoTheBush
Dacendoran
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Enwrit
Nekro
Nifel
Seldentar
tReaper
rUiNati0n
NewModel
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Thor2277
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Steglich
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Rescawen
Nomzter
bsnsWIZ
ETisME
ArcadePlus
Arrogant
leveller
Snusmumriken
Panozen
WellCrap
baskerville
Granis
*Post anything of note related to Morrow and I`ll do my best to include it in this post.