In recent months, a TvZ build used by the literally (but not figuratively) big-headed sSak has been the talk of the Korean community in strategy discussions. It is the so-called 1-1-1 build, which involves raising the barracks, factory, and starport in quick succession. However, this build is always referred to as the "sSak-style 1-1-1". The 1-1-1 is usually considered a gamble, but the so-called sSak-style 1-1-1 is said to be difficult to stop even when you know that it is coming. It has been so successful that sSak, who has frequently been the target of sometimes playful and sometimes impolite mockery by the Afreecan hoi polloi in the past, is now at times reverently referred to as a 1-1-1 meister. No one knows how long this mood will last, but we can be sure of the fact that something is different about how sSak uses this build.
At the heart of this mystery is the man, the legend, the bonjwa: The great iloveoov. After hearing trOt, formerly of SK Telecom T1 and who is hilariously known as "the guy on the left" (of KCM) due to his obscurity, mention the oov connection during the KCM Legend Matches, we contacted him to get more information. This is that untold story: The Old Man and the Build.
At the height of his dominance, iloveoov was downright unbeatable. Not only did he almost never lose, but he frequently won by dominating rather than by the skin of his teeth. His incredible macro almost seemed as if it were the result of typing "show me the money" and "operation cwal". For this, he was sometimes called the Cheater Terran. Unfortunately, iloveoov's career was relatively short-lived for someone so great. Eventually, health issues would force him to the sidelines. By 2009, he was officially a playing coach for SKT T1. While he was still eligible to play in Proleague, he had transitioned smoothly to the role of a coach developing the next generation of players.
On February 16th of 2009, SKT T1 faced off against the Woongjin Stars. The Stars sent out our friend ZerO (check out his interview with TL here), who promptly dispatched Best and Fantasy, two-thirds of T1's vaunted Do-Taek-Myung (Best-Bisu-Fantasy) triumvirate. Coach Park decided that a dramatic move was needed to fire up the team and sent out the now ancient and hobbled iloveoov on Sin Chupung-Ryeong. This ended up being one of the last Proleague matches oov would ever play.
For anyone else in oov's condition, the game would have been considered a mismatch. With his ability to smoothly manage all game situations and play a winning macro game, ZerO was the heir apparent to GGPlay's style. On the other hand, iloveoov had become an old man, which was and remains brutal in a sport where youthful reflexes mean so much. But oov was not any old man. He was now known as "the build-crafting old man", which is a reference to an essay familiar to most Korean high school students titled "The Club-crafting Old Man".
Both in medieval times and for a long period after the Korean War, it was not uncommon for Korean housewives to iron wrinkles out of clothes by softly banging them with short wooden clubs. In the essay, the author asks an old craftsman to make him one of these clubs. The author is annoyed by the crankiness of the old man, who takes his sweet time in shaving a piece of wood to make what is seemingly the simplest of objects. He later repents when his wife heaps praises upon the myriad of little ways in which the old man's handiwork is perfect for her tasks. The essay is at once a homage to master craftsmanship as well as the wisdom of all that is old, including things, people, and traditions.
Old man oov had been at work carefully sculpting a TvZ build and sanding off its imperfections one by one. He took his role as developmental coach very seriously. sSak was one of the young second-team players he took under his wing at this time. It was then that sSak was taught the ideas behind this build under the bonjwa's tutelage. To quote trOt, sSak was one of the bonjwa's sons during this period. Now, at a moment of crisis for T1, the old man (not his young protege) was called upon to work his magic one last time on one of the strongest Zergs in Proleague. The result was both unexpected and delightful. The old man prevailed in dramatic fashion against the rising young buck with the power of his imagination.
Liquipedia identifies the build used in that game as "iloveoov Fake Mech". It does a great job of describing the build, but here is how trOt elaborated further on iloveoov's overarching vision and concepts as they were explained by the old man himself to T1's young prospects.
At the lowest resolution view of the game, the major tension in the early part of the game is between three goals: economy, safety, and tech. The standard bio-play openings focus on economy and safety by expanding immediately after the barracks goes up while constantly producing marines. In turn, the factory is delayed until both the natural expansion and multiple barracks are in place. Building the factory too early after expanding exposes the Terran player to two broad categories of vulnerabilities. One, the zerg will have devastating timing attacks that can kill or maim the Terran player before he can make enough units to defend well. Two, the zerg will be free to safely secure the third gas-mining base and make many drones before the Terran can make enough units to threaten it. So when the Terran player is producing marines from multiple barracks prior to making a factory, good marine-medic micro control will have a significant impact on how well he can transition to the late game with an advantage.
It turns out that marine-medic micro versus mutalisks is not so easy. Surprise! StarCraft is hard. What we have heard from ZerO in the past is that perfect marine-medic micro is a little better than perfect mutalisk micro but good mutalisk micro is a little better than good marine-medic micro. One of the more salient explanations given for why Zergs have managed to survive and periodically thrive against Terran in the post-KeSPA era despite the inherent advantages that Terran enjoys versus Zerg on the most played maps is that the Terran players' marine-medic micro has declined more than the Zerg players' mutalisk micro has.
Indeed, the popularity of the so-called +1 5-rax build in the TvZ meta-game is a sign of this disparity in the degradation of micro abilities. The idea of building 5 barracks instead of 4 barracks is to compensate for less micro (and fewer turrets) by producing more marines. The pros did not realize this immediately. Not so long ago, streamers on Afreeca would have claimed that +1 4-rax was preferable to +1 5-rax because it offers a faster path to the late-game mech transition that makes Zerg players quake in their boots or smash their keyboards in frustration. However, the pros make their living with this game because they figure these things out quickly and they certainly did.
The old man recognized that while the best Terran players did not need much help, he could greatly contribute to the fighting strength of his team by developing a style of play that could cover up the weaker Terran players' deficiencies in TvZ. Could he do so without upsetting the delicate balance between the competing objectives of economy, safety, and tech?
First Phase
The Terran player makes the factory early (refinery @11~12 pop. count) and produces a vulture (and perhaps a second vulture) as soon as possible. The starport is made as soon as the factory is completed and a wraith is produced as soon as possible. Tech is very fast in this build. Safety is achieved through the vulture and wraith. The vulture can handle large numbers of lings in the open until ling speed is researched. Furthermore, a few mines can be used to suppress hydra aggression. The wraith works in concert with the mines by preventing overlords from moving out into the open early. In the mind of the Old Man, this little idea was the glue that would hold the build together. Economic equalization is achieved by making the Zerg spend fewer minerals on drones.
The presence of a vulture threatens a runby into the main. Zerg will be forced to make a sunken colony at the natural. The wraith will snipe one overlord (and likely a few more). If the vulture successfully enters the main to snipe some drones and/or the wraith kills more than one overlord, then the Terran can feel very happy but such early game achievements are not necessary. At this point, Terran will have enough minerals to take his own natural expansion, which concludes the first phase. Throughout this process, it is essential that both the vulture and wraith are kept alive. The vulture plants itself near the entrance to Zerg's natural base to suppress zergling aggression. The wraith should constantly move in and out of the Zerg base to scout both unit composition and tech.
Second Phase
The Terran player sets up production facilities for a powerful mid-game timing push. Zerg would have most likely cleared the small number of mines near its base by this point. The terran composition can vary depending on scouting information. In the original version of this build, iloveoov planned to counter mutalisks with valkyries. However, in the refined version of the build that is common today, the preferred way to deal with mutalisks is the irradiation spell. Valkyries are more situational. They can be used aggressively, but that could be risky. Is such a risk necessary when vessel tech will be very fast? If used purely for defense, then valkyries will delay the vessels that are needed for the timing push. Will the mutalisk timing require valkyries given that mana takes time to accumulate? It depends but the scouting wraith will answer these questions.
Furthermore, when the initial wraith scouts the timing of mutalisks, the Terran player is very happy to liberally apply turrets all over his base. These days, setting up 4 barracks to build a marine-medic force while making vessels and tanks is the most common variation. At some point, Terran may lose its scouting wraith to scourge, but it will have more than accomplished its job by that point. With irradiate tech being so fast and turret timing being perfect, Terran will not have to fear mutalisk raids when enough tanks are out for the timing push.
Third Phase
This begins when the terran marine-medic-tank-vessel force moves out toward the Zerg. At the same time, Terran takes a third base. Taking an extra base in concert with a timing push is a familiar pattern for most players. Today, Terran will likely also make the transition to mech at this point. If he has reached this point without falling behind too much, then he can smile knowing that he can continue the game in a way that minimizes his personal weaknesses.
The way it was conceived, oov's 1-1-1 was not meant to be a strategically risky build. One might say that it is mechanically risky since it burdens the user with more multitasking and vulture micro in the opening stages. However, when marine-medic micro (versus mutalisks) is replaced by patrol micro (versus zerglings) with one or two vultures, players with skill sets more suited for the latter may actually find the trade-off more than worthwhile. One could also, if one so wished, take strategic risks at any time by being aggressive with valkyries, forcing vulture runbys, or using dropships, but such risk-taking variations should be viewed as levers of the metagame that avail themselves in this build. Through the pulling of such levers, oov's 1-1-1 can legitimately be called the build of a thousand variations.
Notes
At the time that oov conceived this build, zergs made more zerglings early than they do today. This meant that zerg would have more map control since there are not enough marines that early in the game to safely roam the map without being surrounded or backstabbed at home. In contrast, a single vulture can safely roam the map without such risks early in the game provided that the terran player's micro and multitasking are on point.
The high-level players among the readership of TL are likely familiar with many of these ideas. However, most of us mortals can only stand in awe of the Old Man's build-crafting genius, which took into account not only the metagame and strategic ideas, but also the specific skill sets of the players who might use them.
Of course, oov's (and now sSak's) 1-1-1 is not as simple as this article makes it out to be. Using the information gained by scouting with the wraith in the right way is a pretty high level decision problem. There are matters of judgment on exactly how much to invest in defense and when. Walking this tightrope efficiently is the art that is in the details of this build. What sSak uses today to great effect is not so much the build order but the encyclopedia of macro-level responses to various situations that he was trained to handle by iloveoov. Sometimes, the user will fall off the tightrope while multitasking and into the jaws of the zerg. However, when it is used well, the 1-1-1 is a thing of beauty that shows off the possibilities of StarCraft as an art form.
Extra tidbits: sSak's habit of playing games while drunk has also earned him the nickname Chwi Ho-seon. Chwi means drunk. Choi Ho-seon is his government name. Special thanks to trOt for contributing the main substance of this article.
On December 28 2017 05:34 Golgotha wrote: do they go valk in this build? or is it simply scout the timing of muta with wraith, then build turrets, and get SV asap? interesting.
Valks maybe ~ and then transition to mnm or pure mech
Wraith-mine openers will always have a special place in my heart.
Back when I was playing in 2001~2002 one guy in our group of friends showed up with the build one day (I'm sure a ton of other ppl developed it independently as well) and we all thought it was most clever thing in the world. When it showed up years later as a build in top level progaming, I couldn't help but shake my head and smile. It was a such a cool reminder that even though there's a huge skill gap between the average player an a progamer, that at the heart of it, we're all still playing the same game.
Great post! I've been seeing it done more and more lately but was not aware that sSak was the source of the build's renewed popularity, I'll have to check out his stream sometime soon.
I see the build more often now. Although I've seen Flash has been doing a 1 factory FE variation of the concept: rax > factory > cc > starport for better economy. Light has a really good write up of what to look out for and how to use the build.
^ That game is extremely entertaining, must watch imo!
Personally, I've always thought that 1-1-1 is one of the most fun builds to play. So many branches to choose from and we all know valks are a cool unit as well so that's a huge plus! :D
On December 28 2017 14:51 BigFan wrote: ^ That game is extremely entertaining, must watch imo!
Personally, I've always thought that 1-1-1 is one of the most fun builds to play. So many branches to choose from and we all know valks are a cool unit as well so that's a huge plus! :D
Yes BigFan - but , as you can see, the best terran can't pull this off ~ it is very hard if the zerg opponent is good And Flash manages to kill third zerg expo
Great article with a nod to the great oov. Would like to see more of this build. Dont wanna take anything away from Ssak, but Flash imo will determine whether this can actually be a standard build in TvZ. If he can't make this work or doesnt use it then it probably has a flaw and/or is sub-optimal in some shape or form.
Edit: just watched the oov vs zero game... God I miss bunkie
Wonderful piece to read. I've seen a lot of that build on stream recently. Seems difficult to pull off though. Definitely going to check out that Flash video.
Flash beat SoulKey twice in one of his youtube videos. However, it was a very risky build and at times it looked like he was in trouble. I'm noticing Zergs going Hydra busts and either a Muta follow up or Hydra/lurk drop afterwards.
Wonderful article. Great explanation of the history of one of the more exciting builds in starcraft. When I read this I think of all the strats with a small number of specialized units that Fantasy used to come up with. He and Oov must have worked really well together.
On December 28 2017 14:51 BigFan wrote: ^ That game is extremely entertaining, must watch imo!
Personally, I've always thought that 1-1-1 is one of the most fun builds to play. So many branches to choose from and we all know valks are a cool unit as well so that's a huge plus! :D
Yes BigFan - but , as you can see, the best terran can't pull this off ~ it is very hard if the zerg opponent is good And Flash manages to kill third zerg expo
i think flash screwed up the micro when defending vs the drops, this was holdable.
I personally think if the late-mech build was designed with the intention to nullify the strength of defilers, the 1-1-1 build was designed with the intention to nullify the strength of mutalisks.
While it indeed is a viable alternative to the standard builds, I believe Light, who used the 1-1-1 build extensively during his professional career, said that anyone using this build should be aware of the fact that they can lose to a far inferior player while using this build order due to its unstable nature.
I used to think that using this build order was an admission of defeat of sorts, that these their godawful bionic players such as iloveoov or FanTaSy (back when these two had a really hard time defeating elite zerg players in a standard manner) were relying on cheap gimmicks to overcome their handicap, but after seeing mechanically sound terran players like Light make good usage out of this build, I became less salty with its success.
This article reminded how much I used to despise iloveoov, who I thought was an abomination sent to make Brood War all about optimization and abusive build orders. The number of mediocre terran players with absolutely zero talent who got an ego after copying iloveoov's manual for success was far too high for me. It was as if the man was trolling the other two races:
"See this build order? Now all these second-rate players who couldn't outplay anyone worth a damn will now be unbearably infatuated with the idea that they are now somehow talented at the game, as if opening and copying a replay of mine makes my smart ideas theirs by default."
The most infuriating thing about iloveoov is that he even helped the advancement of protoss build orders by playing a huge role in the development of the T1 build (build order optimization in the protoss-versus-terran match-up), but basically did nothing but make life hell for the zerg player pool whilst providing absolutely no antidotes for his supremely gay build orders. By far the most frustrating player of all-time as far as I was concerned, and probably the greatest genius of the game of all-time. In an alternative timeline, it would have been interesting to see his ideas for the zerg race, as he was quite proficient with it during his amateur years.
Oov was truly a phenomenon, I was always cheering for him. He also had a really kind way about him, and showed a lot of respect to all other players. This article is so good, I hope he reads it
On December 28 2017 10:15 JuNe-TrEe wrote: it reminds me of the sair style of toss openings
This is exactly what I was thinking. Did the sair openings come out before or after this build? I'm sure one must have inspired the other. Although it's safer for terran because they can make walls easier
On December 28 2017 23:39 Letmelose wrote: I personally think if the late-mech build was designed with the intention to nullify the strength of defilers, the 1-1-1 build was designed with the intention to nullify the strength of mutalisks.
While it indeed is a viable alternative to the standard builds, I believe Light, who used the 1-1-1 build extensively during his professional career, said that anyone using this build should be aware of the fact that they can lose to a far inferior player while using this build order due to its unstable nature.
I used to think that using this build order was an admission of defeat of sorts, that these their godawful bionic players such as iloveoov or FanTaSy (back when these two had a really hard time defeating elite zerg players in a standard manner) were relying on cheap gimmicks to overcome their handicap, but after seeing mechanically sound terran players like Light make good usage out of this build, I became less salty with its success.
This article reminded how much I used to despise iloveoov, who I thought was an abomination sent to make Brood War all about optimization and abusive build orders. The number of mediocre terran players with absolutely zero talent who got an ego after copying iloveoov's manual for success was far too high for me. It was as if the man was trolling the other two races:
"See this build order? Now all these second-rate players who couldn't outplay anyone worth a damn will now be unbearably infatuated with the idea that they are now somehow talented at the game, as if opening and copying a replay of mine makes my smart ideas theirs by default."
The most infuriating thing about iloveoov is that he even helped the advancement of protoss build orders by playing a huge role in the development of the T1 build (build order optimization in the protoss-versus-terran match-up), but basically did nothing but make life hell for the zerg player pool whilst providing absolutely no antidotes for his supremely gay build orders. By far the most frustrating player of all-time as far as I was concerned, and probably the greatest genius of the game of all-time. In an alternative timeline, it would have been interesting to see his ideas for the zerg race, as he was quite proficient with it during his amateur years.
What's the T1 PvT build? I've heard of it before but never seen the specifics.
On December 28 2017 23:39 Letmelose wrote: I personally think if the late-mech build was designed with the intention to nullify the strength of defilers, the 1-1-1 build was designed with the intention to nullify the strength of mutalisks.
While it indeed is a viable alternative to the standard builds, I believe Light, who used the 1-1-1 build extensively during his professional career, said that anyone using this build should be aware of the fact that they can lose to a far inferior player while using this build order due to its unstable nature.
I used to think that using this build order was an admission of defeat of sorts, that these their godawful bionic players such as iloveoov or FanTaSy (back when these two had a really hard time defeating elite zerg players in a standard manner) were relying on cheap gimmicks to overcome their handicap, but after seeing mechanically sound terran players like Light make good usage out of this build, I became less salty with its success.
This article reminded how much I used to despise iloveoov, who I thought was an abomination sent to make Brood War all about optimization and abusive build orders. The number of mediocre terran players with absolutely zero talent who got an ego after copying iloveoov's manual for success was far too high for me. It was as if the man was trolling the other two races:
"See this build order? Now all these second-rate players who couldn't outplay anyone worth a damn will now be unbearably infatuated with the idea that they are now somehow talented at the game, as if opening and copying a replay of mine makes my smart ideas theirs by default."
The most infuriating thing about iloveoov is that he even helped the advancement of protoss build orders by playing a huge role in the development of the T1 build (build order optimization in the protoss-versus-terran match-up), but basically did nothing but make life hell for the zerg player pool whilst providing absolutely no antidotes for his supremely gay build orders. By far the most frustrating player of all-time as far as I was concerned, and probably the greatest genius of the game of all-time. In an alternative timeline, it would have been interesting to see his ideas for the zerg race, as he was quite proficient with it during his amateur years.
What's the T1 PvT build? I've heard of it before but never seen the specifics.
On December 28 2017 23:39 Letmelose wrote: I personally think if the late-mech build was designed with the intention to nullify the strength of defilers, the 1-1-1 build was designed with the intention to nullify the strength of mutalisks.
While it indeed is a viable alternative to the standard builds, I believe Light, who used the 1-1-1 build extensively during his professional career, said that anyone using this build should be aware of the fact that they can lose to a far inferior player while using this build order due to its unstable nature.
I used to think that using this build order was an admission of defeat of sorts, that these their godawful bionic players such as iloveoov or FanTaSy (back when these two had a really hard time defeating elite zerg players in a standard manner) were relying on cheap gimmicks to overcome their handicap, but after seeing mechanically sound terran players like Light make good usage out of this build, I became less salty with its success.
This article reminded how much I used to despise iloveoov, who I thought was an abomination sent to make Brood War all about optimization and abusive build orders. The number of mediocre terran players with absolutely zero talent who got an ego after copying iloveoov's manual for success was far too high for me. It was as if the man was trolling the other two races:
"See this build order? Now all these second-rate players who couldn't outplay anyone worth a damn will now be unbearably infatuated with the idea that they are now somehow talented at the game, as if opening and copying a replay of mine makes my smart ideas theirs by default."
The most infuriating thing about iloveoov is that he even helped the advancement of protoss build orders by playing a huge role in the development of the T1 build (build order optimization in the protoss-versus-terran match-up), but basically did nothing but make life hell for the zerg player pool whilst providing absolutely no antidotes for his supremely gay build orders. By far the most frustrating player of all-time as far as I was concerned, and probably the greatest genius of the game of all-time. In an alternative timeline, it would have been interesting to see his ideas for the zerg race, as he was quite proficient with it during his amateur years.
What's the T1 PvT build? I've heard of it before but never seen the specifics.
Basically taking nexus at 21 supply. It was a build that counters the FD terran build, which was quite popular back then.
While iloveoov's initial rendition was a bit different, BeSt took concepts such as skimping on units initially for upgrades and infrastructure, maximizing mineral intake by adjusting the number of probes mining gas, cutting probe production for further dragoon count for optimization against potential FD terran pushes, and delaying the robotics bay by putting more emphasis on dragoons. Below is a rough rendition of what BeSt ended up using for his 21 nexus build during his professional career.
1) 8 pylon 2) 10 gate 3) 12 gas 4) 13 core 5) 15 pylon 6) 17 range 7) Mine another 50 gas and pull a probe off the vespene geyser 8) 17 dragoon 9) 21 nexus and stall probe production 10) 21 gate 11) 21 dragoon 12) 23 pylon and remake probes
Due to terran players countering this build by abusing its late robotics bay, I don't think players adjust gas mining anymore. The video below is a lecture about the subject.
lol I've been thinking this is flash's build the whole time. he pretty much owns everyone with it. I've seen some people get some well timed lings or hydra and bust him though
On December 29 2017 11:31 [GiTM]-Ace wrote: lol I've been thinking this is flash's build the whole time. he pretty much owns everyone with it. I've seen some people get some well timed lings or hydra and bust him though
Flash could own everyone going BBS all the time. He's just mechanically perfect at the game.
Write-ups like this make me start watching BW again and want to play. Builds like these make me realize how hopeless I am against anyone who knows what they're doing.
On December 30 2017 03:46 Bisu-Fan wrote: Write-ups like this make me start watching BW again and want to play. Builds like these make me realize how hopeless I am against anyone who knows what they're doing.
Same...
Great writing, amazing article. I love how the history is explained and the why behind it all. And also enjoy seeing people’s reactions like Letmelose, etc. Haha
On December 28 2017 14:51 BigFan wrote: ^ That game is extremely entertaining, must watch imo!
Personally, I've always thought that 1-1-1 is one of the most fun builds to play. So many branches to choose from and we all know valks are a cool unit as well so that's a huge plus! :D
So many branches but you seem to always chose to branch into mass paper planes. Like a Bigfan
On December 28 2017 12:54 CadenZa wrote: I thought this was the qikz build!
fucking qikz and his build. I have no idea what is going to come out of his base
What about the two factories oov built in the example game? The article says nothing about the super high tank count that allows him to roll over zero without relying on apm intensive marine micro. Does ssak go for 2 factories too?
Besides the idea of this build is the same in SC2 with the various hellion/viking/banshee builds over the extensions, but in SC2 getting map control does not stop the zerg from getting much more drones that the terran can kill and be equal/ahead in the late game(mostly thanks to the queen lol). Is there a way for BW zerg to play like that, for example on the back of a few non upgraded hydralisks?
I cant help but notice that zero didn't rush hive either. He goes for 8 lings attack early, is forced to build the sunken(as written), goes hydralisks, upgrades hydra speed (did he upgrade range? i can't see), goes spire (why?), upgrades overlords, unlocks lurker tech, gets an evo and THEN goes for hive. I'm not an expert but can't you counter the push by going for a fast dark swarm build?
1-1-1 Build was something I spent a long time trying to figure out and play against. The most skilled vulture and wraith micro can delay or even change a zerg build. This build is very popular for players who love setting the pace of a game, but it's flaws are usually dictated by some of the most basic of mistakes like losing your first of any unit from the vulture to the vessel. Nonetheless I will always respect it as a core strategy that is difficult to prepare against when you play so blind.
Amazing article - absolutely love it! I especially like to learn more about the history of BW. Never knew until now that oov had health problems, for instance. Just figured he lost the touch and disappeared. Interesting read and well made =)
I wasn't playing a lot of Brood War in December when this article was made. But now having been back into SC a bit lately, this build has piqued my interest, where can I find more games on this?
EDIT: Aside from the ones on Liquipedia, anything more recent?