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The Starcraft Pyramid

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 All
 
 Budha   Canada. August 11 2011 03:21. Posts 60
Profile # 
[G] The Starcraft Pyramid

Version 2.4
Version notes:
Thanks to all who participated on the next batch of arguments with constructive comments. Thanks to fulaghee for the pimped pyramid Change log at the end.

Throughout my recent coaching sessions, I have come to realize that there is a very structured way in which players will improve rapidly. This has manifested itself in a hierarchical manner in which the failure to master the lower levels prevent the full effectiveness of the top levels.

So, without further ado, here it is.

Budha’s Starcraft Pyramid:

[image loading]
Thx to fulaghee!

Here is a video summary of the pyramid:
Part 1
Part 2
Please Note: The video was produced with the first version of the pyramid and may not reflect the newer revisions.

I will start by going through every level and describing in details what they include, then explain what the pyramid actually represents and how to use it effectively. This might seem very obvious (since a pyramid is fairly straightforward), but there still are some subtleties


Economy
+ Show Spoiler +

Production
+ Show Spoiler +

These two first concepts might seem obvious, but they are often the most neglected because they are overshadowed by the upper levels of the pyramid.

Knowledge
+ Show Spoiler +

Information
+ Show Spoiler +

Army
+ Show Spoiler +

Build
+ Show Spoiler +

Control
+ Show Spoiler +

Force
+ Show Spoiler +

Now that you have mastered the lower and mid-levels, you are already well beyond the average skill level. Now comes the refinement, where you will finally get promoted.

Management
+ Show Spoiler +

Micro-Management
+ Show Spoiler +

Timings
+ Show Spoiler +

Dusting
+ Show Spoiler +


PLEASE READ THE DESCRIPTIONS OF EACH LEVEL BEFORE CONTINUING Just click on "show spoiler"


What about Mechanics?
Mechanics are a key factor in your success as a Starcraft player. Although they are very important, they are not explicitly dealt with inside the structure of the pyramid. This has happened for two main reasons:
- Each step of the pyramid assumes that you have the mechanics to follow. To actually master economy, production, information, Force, etc. you need to have the mechanics to perform such tasks. This is the main reason why they are not there, it is implied in each step.
- Most players don't agree on what the best mechanics are. They are very subjective and vary widely from one player to the other, according to personal preferences.


How to use the Pyramid
The pyramid is primarily a Tool. Nothing more, nothing less than an approach to improve your game, as well as a utility to take advantage of. It is a structured way of learning Starcraft and improving. It’s your road to the top!

The point of the hierarchical structure of the pyramid is to illustrate the importance of the lower levels in comparison to the top levels. It is not to prove that the top levels are impossible to achieve without the lower levels, but that their effectiveness will be drastically reduced. For example: imagine you have great micro. In average, you can pick out 5 zerglings for each marine! If you have 4 marines and you micro perfectly, you will take out 20 lings, great! But unfortunately, your macro slipped and you now have 200 minerals. Instead, if you have those 4 additional marines, and position them correctly against a wall with your first 4, without micro, you will probably be able to take out 4 zerglings per marine – a total of 32! This is only one – hypothetical – of many examples out there!
The hierarchy implies that the top levels of the pyramids will be scaled down - their importance and effectiveness diminished – if you cannot keep up and master the levels below it.

Also note that no one is placed inside a level of the pyramid and is tagged as "being at the Force phase". A player will sample every step as he progresses, and keep getting better at the lower ones until he is ready to progress.

I think that the concept of the Starcraft Pyramid will be mostly used in coaching – since that is the latest trend! – and I encourage it! Most coaches – amateurs and pros alike – tend to focus on in-game details and lose the big picture.
When using the pyramid in parallel to a game or replay, you always need to look at the base of the pyramid first.
- If you lost an engagement because of bad position, ask yourself if your army could not have been bigger because of bad economy or production.
-If you miss-micro your blink stalkers, see if you used them enough to harass and force units. Is your build smoothed out?
You can find an infinite number of these examples in Starcraft.

Misconceptions about the Pyramid
Well this is because we have had a lot of people that pass right besides the goal of the Pyramid. 1.
I want to put the emphasis on this; THIS IS NOT A SET OF RULES. The pyramid is a guideline - not even a guideline - a path, a vision, an approach to the game.
It is a tool, to help low level players define a path to follow. It is a utility to help coaching and identifying the most fundamental flaw in a player's game. It is used to avoid beeing blinded by the details of the game of Starcraft, and find the base, the fundamental reason you lost a game. It is also structured to show the importance of some elements of the game on - and over - some other aspects or elements. I have spent time and effort reading every single comment and tweeking this so that people can USE it as a guide, not as an absolute truth.
2. The levels I mention in the discussions are just a personal observation and have no actual credit on the skill level of a player who has mastred a step.
3. The pyramid does not imply that you have to master a step to start the next one. That would be ridiculous! It simply shows that the higher steps will not be as effective if you neglect the lower steps. A player will have to sample everything in this post - even at bronze level.
4. The pyramid is a CONCEPT. I hesitate to say this, because people might interpret it in the wrong way and do their own thing, but here it is. If you do not agree with the order of these things, it does not prevent you from using it. Reorder it the whatever you feel is right and USE IT. It is meant to be a tool, nothing more. But keep in mind that I have tweeked it time and time again according to arguments made in this post so to best reflect the game (See conclusion).


Interesting Discussions (Q&A)

The Short Games
Many Comments are about the shorter games and how this approach deals (or does not deal) with them. This has been one of my concerns while making this pyramid, and I think I have managed to define every stage so that this also applies to short games (some changes with v.2.0)
Let me explain with an example that has come out a lot, the 4gate vs 4gate in PvP:
People have said that Micro will take an overwhelming importance in these games. That is TRUE, but there is a reason for that, and the pyramid can actually explain it. In these short games, the macro in general (economy, production, information, up until micro!) because very very very easy to manage. Ergo, players easily reach the micro phase very rapidly, and this will take up all the importance. To illustrate why the pyramid still applies, lets start a thought experiment:
What if, during a 4gate, one of the two players stops production? What if he stops reacting to his opponents pressure and restarts building probes? Whats if he screws up his build and his opponent gets there 10 seconds before him? The answer, in all these cases, is that he will lose. As you can see, all the lower steps still apply and have predominance on the upper steps, but the upper echelons are just a lot easier to access!

The Waterfall
Some of you have commented that Starcraft players always fall back into a cycle which is not illustrated in this pyramid. This is true in most parts, but a player that follows a cyclic process will have to go through these steps once again. I thought of adding arrows that shoot from each level and end up at the base, but it doesn't truly represent the game. So here is a metaphor to illustrate the cyclic approach to the game that almost all players (pros stay at the top!) go through:
Imagine standing at the bottom of the pyramid and having to walk up it's wall to reach the top (literally!). As you walk up, the Gods of Starcraft open a faucet on top of the pyramid, transforming it in a huge waterfall. As you go up, you will have to work hard to advance. If you let go, the water will drag you back to a lower level.
This is how I see the cyclic approach to Starcraft. Most players will eventually let go of one of the concepts and fall back down. It is easier to get yourself back up, because you know the way!

Player levels and Skill Measurement
This is by no means a skill measurement technique. This is not intended to be a way to put yourself against your friends and opponents and gauge them or tag them.
I HAVE TAKEN THIS PART OUT OF THE POST.
People misinterpreted this way to much. Sorry.

Fun examples
Morghaine brings us:
"The best example that your lower steps are right is Phoenix. Watching him play always makes my jaw drop. He can get away most games with pure ling and sometimes blings (or he used to, on KR GM ladder). He nowadays actually discovered a ressource called "gas" and has implemented it in his play (playing Muta Bling Sling most of the time).
But he used to produce pure lings and has crushed HT / Zealot / Archon comps with Lings just because his production and economy is so superior to everyone else "
I say : This wont work anymore because the game has matured a lot, but it was viable when people didn't master the lower levels, and the same concept applies directly to anyone who is not an epic starcraft player as are these pros

Conclusion
Thanks to all the comments and very interesting discussions posted here, I have tweeked time and time again this article to best reflect the game of Starcraft. Arguments have been made for and against what I have originally posted, and changes were made to entire sections and ideas when I was convinced that I did not have the best answer. There still my be some advancement to be done, but I think it has reached an undeniable level of maturity Thanks to everyone who made a constructive comment and argument

Please read all comments and discussions before posting "You're wrong", and elaborate on your position, as well as posting proof and examples. I have rarely been convinced to change the article based on 2 line comments.

I hope this has helped you understand the game better! Post comments, suggestions, and discuss on the actual order of the levels! PLEASE IF YOU ARE GOING TO DISAGREE WITH THE PYRAMID – I am open to it, just bring some facts, examples and solid arguments. I will gladly change it if you can convince me (I am not that hard-headed!)

Budha

PS.: If anyone feels like pimping out the pyramid and make it look better, email me budhazerg@gmail.com


Change Log:

There was some talk about the Build being replaced. After some thought, I found it inappropriate. I think that the Build should stay here because that is what this step will focus on. I was hesitant on replacing it with something like "Solidness" or "Smoothness" but those two concepts are cover by other levels, as well as reaction after your build is complete. The "Build" step emphasizes on the early game and how important it is to launch you in the mid-game.

Edited the timings section to add some that manifest themselves in-game. This could be argued that it should be included in the "Information" section, but it is by no means at the bottom of the pyramid, so it has been included here. Plus, they actually fit quite nicely with the idea of a timing being a very small window of opportunity!

I tried being a bit more precise on what I meant by management, adding that it goes beyond reaction and applies when the build is far gone.

What about mechanics section

Changed guideline to approach

Interesting Discussions (Q&A) section added.

Suggestion to put video after picture was accepted

I kept all the original names because names are that important. Keep suggestion name changes, I will change them when I feel it is appropriate! :D

New picture
Edited information section a bit
Update on management section
Misconceptions section added
Added to conclusion

Removed skill level association
Last edit: 2011-09-30 07:10:26
If it's worth killing, it's worth overkilling.
Old Post

 
 Crytch   Germany. August 11 2011 03:28. Posts 135
Profile # 
I think this picture is kinda wrong...
Ofcourse in long macrogames it is right, but what happends if one or both of the players go 1-base or timing attack or smt. like that? Then the pyramid turns completely.
I think this picture should look like a hourglass.

But nice thread anyway.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Old Post

 
 Budha   Canada. August 11 2011 03:31. Posts 60
Profile # 
@Crytch
Obviously you will need to adjust play for very short games, but the concept remains. The pyramid should just be scaled down! Even in short games, say a 4gate vs 4gate, if you manage to outproduce your opponent, you will win, except that with that little income and production, it is easy to master so you automatically walk up the ranks.
The hourglass shape is pretty cool too, especially when you take into account that every game (or almost) has a stable "mid-game" point! But it's not the same topic!
If it's worth killing, it's worth overkilling.
Old Post

 
 ava34   United Kingdom. August 11 2011 03:32. Posts 152
Profile # 
Great thread, absolutely right for the most part... but Crytch is right - certain games rely more heavily on one element than another. An extreme example - 6 pool is almsot exclusively about micro.

For most standard games, the pyramid is spot on.
"YOU WERE SUPPOSED TO DESTROY THE GRACK, NOT JOIN HIM" - shindigs @ vaderhuk
Old Post

 
 VelRa_G   Canada. August 11 2011 03:35. Posts 265
Profile Blog # 
I agree with you for the most part. But as Day9 grinds into our skulls, "Timing is at the heart of great strategy." Timing sort of works hand-in-hand with knowledge, since timing is something you bring into a particular game.

I also diagree with those who claim this does not apply for short games. Like Budha said, if in a 4 gate vs 4 gate one manages to squeeze out a couple of extra units due to superior production, unless their micro is horrible they will probably win or get an advantage. Similarly, if they manage to hold off a 4 gate with one less zealot and two extra probes, their economy will push them in the lead.
Last edit: 2011-08-11 03:38:00
Nuda Veritas
Old Post

 
 Probe1   United States. August 11 2011 03:36. Posts 16445
Profile Blog # 
Looks pretty sweet and definitely lots of flash for a new player. There's a bit of overlap between control and force in my mind but it's your pyramid. Cheers, looks nice;.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Old Post

 
 HaniStream   Canada. August 11 2011 03:36. Posts 48
Profile # 
Great read. I believe everyone above is right, this applies more to normal games then to micro-oriented ones.
Old Post

 
 spacebob42   United States. August 11 2011 03:37. Posts 78
Profile Blog # 
Great thread. Love this idea.
However, I think the concept of "forcing" should be higher on the pyramid. It's a rather abstract concept, and Multi-tasking, in my experience, is more important than more and more advanced strategies.
Go big or go home.
Old Post

 
 Crytch   Germany. August 11 2011 03:40. Posts 135
Profile # 

On August 11 2011 03:31 Budha wrote:
@Crytch
Obviously you will need to adjust play for very short games, but the concept remains. The pyramid should just be scaled down! Even in short games, say a 4gate vs 4gate, if you manage to outproduce your opponent, you will win, except that with that little income and production, it is easy to master so you automatically walk up the ranks.
The hourglass shape is pretty cool too, especially when you take into account that every game (or almost) has a stable "mid-game" point! But it's not the same topic!


Not rly, in short games production is a shit compared with micro and timings. If you have 4 racks pumping out marines and marauders, but your enemy hit a timing to roflstomp you, or just have much better micro you will loose, if you have a good production line or not.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Old Post

 
 KimJongChill   United States. August 11 2011 03:40. Posts 6424
Profile # 
This is an interesting concept, but I don't know if it can apply to all players/races/situations. A more generalized, but accurate, pyramid would look like mechanics->scouting/game knowledge/timings/force.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Old Post

 
 Budha   Canada. August 11 2011 03:43. Posts 60
Profile # 
@Velra_G
You make a good point here, but I still think that it should remain there, because it's exactly that, Timing is at the heart of every GREAT play. I believe there is a lot more to consider in the lower levels than timing (it should come up in late diamond to masters lvl)

@Spacebob42
You can actually drop and harass quite easily with low APM, as long as you shift-queue. Especially for drops (although it's harder to save them). I had trouble with planting mechanics in there though. Any thoughts?

@KinJongChill
Mechanics are actually surprisingly up there. You can easily get to diamond with APM lower than 100
Last edit: 2011-08-11 03:44:24
If it's worth killing, it's worth overkilling.
Old Post

 
 AirbladeOrange   United States. August 11 2011 03:47. Posts 2072
Profile Blog # 
I think it's cool and people will be over critical. Nice job.
Old Post

 
 Zestage   United States. August 11 2011 04:40. Posts 15
Profile # 
I disagree that the pyramid should be changed for 4-gates and 6pools; the pyramid is more of an overarching roadmap for learning the game, not specific actions for specific games. Obviously micro will help you more than economy if you get 6pooled. But big picture, it would be better to be good at economy than holding off 6pools. After you can inject without thinking or naturally hit 4s or whatever, then you can think about how to stutter step those marines or forcefield exactly the right amount of their army to kill.

The pyramid actually reflects how I was taught and progressed through the game quite accurately, actually, and gives a good guide for teaching someone else to do the same. Thanks for all the work you did!
Old Post

 
 Darclite   United States. August 11 2011 04:48. Posts 1021
Profile # 
I think what you should do is color code the levels to link the ones that go hand-in-hand with one another. Just cause now it seems like there are too many things for a newer player to get the hang of and showing the links would make it easier for them. Other than that, I think it is quite good and will use it to help my friend who bought the game. Nice work
They're fools. You should eat them.
Old Post

 
 Crytch   Germany. August 11 2011 04:49. Posts 135
Profile # 
Im not talking to change it for 6 pool or 4 gates. The 4 gate example came from budha first, not me. There are much more builds and strategys (which are NO allins or cheese) which are designed for earlygame harras, timingpushs and attacks then allins like fu*kn 6 pool or 4gate...

I just said imo the picture should look like a hourglass. For macro games the pic is perfect, but everything else its just wrong, whatever you say.
You will never be able to outproduce someone in early, if he has 100 times better timings and micro, so you will never win that game.

/edit: Im not trying to flame your thread or picture, i just try to give my feedback about what you could do better. If all ppl in this thread think i just try to troll, harras, flame or whatever should stop overreact like little kids.
Last edit: 2011-08-11 04:55:30
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Old Post

 
 Budha   Canada. August 11 2011 04:57. Posts 60
Profile # 
@Crytch
I plainly meant in a hypothetical case where you COULD produce more in a 4gate. Of course you can't, but if you forget to, it will be completely devastating.
I really think that saying "everything else is just wrong, whatever you say" might be too much of a closed statement. BTW I would love to elaborate on the hourglass design, but I see it applying more to the options that present themselves to you (in a reverse fashion, the hourglass would then zone in on your strategy).
I also still believe that it applies quite nicely to short games. You have very little occasion to actually screw up the lower sections in a short game, so you concentrate your efforts on the upper sections. As long as the bottom stay solid!

@Zestage
Thanks, the more this discussion goes on, I really think that this will be more of a teaching approach than anything else. I'd like to rephrase when I said it's a "guideline" and replace that with an "approach" to the game. I'll revise it tomorrow with the comments I get!
If it's worth killing, it's worth overkilling.
Old Post

 
 Miggypops   England. August 11 2011 05:02. Posts 18
Profile # 
Very nice guide Budha. And i think you have summed up everything about the game in about the correct order.

I have never really thought about the game in this sense. Putting everything in just 12 catagorys is very interesting. Really simplifies the game and shows new people what is important. I am a diamond player and id say im about at the 'build tier".

I have a few friends starting the game and i will definatly point them here.

Just one point did you mention anything on scouting. Maybe i missed it.

And i think someone tried to make the point of micro should be lower on the table or in the shape of a hourglass.

I would like too make the point that micro is not needed to make a good player. First you need the units to be able to micro. eg if you supplied blocked your self a few times and your opponent did not then he/she will have more.
A battle lost is next to a battle won
Old Post

 
 Scigrex   United States. August 11 2011 05:10. Posts 34
Profile # 
A great tool that highlights the important steps towards improving your game. I think one small change that could be made that might make it more clear for lower level players to use is to color code the pyramid. You mention three different levels, perhaps if you color coded those levels it would be a better visual tool for new players.

Old Post

 
 Crytch   Germany. August 11 2011 05:10. Posts 135
Profile # 

"everything else is just wrong, whatever you say" might be too much of a closed statement.


Yeah, maybe. But honestly, for everything else then macro vs macro opening its right. May look harsh, but the all these macroparts which take a big part of your pic (like economy, production, knowledge, information) will be exchanged by micro, timings and management.

There are aggressive 2 racksopener where you "macro up" first 2 - 2.5 minutes and then the microfight allrdy begins. So im not sure if...


I also still believe that it applies quite nicely to short games. You have very little occasion to actually screw up the lower sections in a short game, so you concentrate your efforts on the upper sections.


...fits perfect.

As i wrote several times before, thats just my opinion. If you wanna design your pic and thread like a pyramid its your opinion. I just gave my shit.
And again, for macrogames your pic is done very well.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Old Post

 
 Budha   Canada. August 11 2011 05:16. Posts 60
Profile # 
@Crytch
I think we understand each other :D
@scigrex &Darclite
Color coding is a good idea. I think I would separate the 3 first levels and the Management & above into two different categories. I think that there is a major break maybe not in concept, but in winning ratio that will occur at these places as you go up.
If it's worth killing, it's worth overkilling.
Old Post

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