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StarCraft II StarLeague
The StarCraft II StarLeague, also known as SSL or S2SL in short, was a large StarCraft II tournament series hosted by SPOTV GAMES that was played offline in South Korea. The tournament series was held in parallel with the Global StarCraft II League (GSL) as qualifiers for the StarCraft World Championship Series (WCS) held yearly at BlizzCon.
Prior to the 2015 season, the StarCraft World Championship Series only had one StarCraft II individual league in South Korea, the GSL. On October 31, 2014 Blizzard Entertainment announced changes to the WCS system and that SPOTV GAMES would be holding a second individual league that would reward players with WCS points. It was announced on January 15, 2015, that Naver, Korea's largest search engine, would sponsor the first SSL tournament. The following two tournaments in the year were sponsored by SBENU, a casual footwear company.
The SSL is normally made up of two events, the Main Event, renamed in 2017 to Premier, and Challenge. The latter serves as a de facto qualifier for the former. Throughout its three-year history, the SSL has gone through multiple large format changes of both leagues.
In all three seasons of 2015, the 16 players in the Main Event start off divided into four groups of four. Matches are best of three in the group stage and the top two players from each group move onto the playoffs round whereas the bottom two players in each group fall down to Challenge League for the following season. Players that advance to the playoffs stay in the main event the following season. Matches in the quarterfinals are best of five and the semifinals and finals are best of seven.
SSL Challenge is an event serving as a de facto qualifier for the main event. Players that qualify for the league and players that were eliminated early from the main event face off in a best of five match. The winners of each match move on to the main event and the losers fall out of the league and have to participate in the general qualifiers again.
There was no SSL Challenge in Season 1 of 2016. Instead, qualifiers seeded directly into the main event. The main event consisted of a sixteen player double elimination bracket with one round of the winners' and two of the losers' bracket being best of three matches, the next two rounds in both brackets being best of five, and the remaining four matches deciding the placement of the top four players being best of seven games.
In Season 2, the main event's format reverted to that of 2015, with a group stage and playoffs starting with best of five quarterfinals, then best of seven semifinals and finals.
SSL Challenge returned for Season 2 of the SSL. It included 24 players in four round robin groups of six. Each match was two games long, and the top three of each group advanced to the Main Event. Each match consisted of a "home" game and an "away" game for each player. The "home" player chose the map that was played, and away wins were given more weight in how standings were determined, being deciding factors in cases where overall map wins for two players in a group were equal.
Hub AI
StarCraft II StarLeague AI simulator
(@StarCraft II StarLeague_simulator)
StarCraft II StarLeague
The StarCraft II StarLeague, also known as SSL or S2SL in short, was a large StarCraft II tournament series hosted by SPOTV GAMES that was played offline in South Korea. The tournament series was held in parallel with the Global StarCraft II League (GSL) as qualifiers for the StarCraft World Championship Series (WCS) held yearly at BlizzCon.
Prior to the 2015 season, the StarCraft World Championship Series only had one StarCraft II individual league in South Korea, the GSL. On October 31, 2014 Blizzard Entertainment announced changes to the WCS system and that SPOTV GAMES would be holding a second individual league that would reward players with WCS points. It was announced on January 15, 2015, that Naver, Korea's largest search engine, would sponsor the first SSL tournament. The following two tournaments in the year were sponsored by SBENU, a casual footwear company.
The SSL is normally made up of two events, the Main Event, renamed in 2017 to Premier, and Challenge. The latter serves as a de facto qualifier for the former. Throughout its three-year history, the SSL has gone through multiple large format changes of both leagues.
In all three seasons of 2015, the 16 players in the Main Event start off divided into four groups of four. Matches are best of three in the group stage and the top two players from each group move onto the playoffs round whereas the bottom two players in each group fall down to Challenge League for the following season. Players that advance to the playoffs stay in the main event the following season. Matches in the quarterfinals are best of five and the semifinals and finals are best of seven.
SSL Challenge is an event serving as a de facto qualifier for the main event. Players that qualify for the league and players that were eliminated early from the main event face off in a best of five match. The winners of each match move on to the main event and the losers fall out of the league and have to participate in the general qualifiers again.
There was no SSL Challenge in Season 1 of 2016. Instead, qualifiers seeded directly into the main event. The main event consisted of a sixteen player double elimination bracket with one round of the winners' and two of the losers' bracket being best of three matches, the next two rounds in both brackets being best of five, and the remaining four matches deciding the placement of the top four players being best of seven games.
In Season 2, the main event's format reverted to that of 2015, with a group stage and playoffs starting with best of five quarterfinals, then best of seven semifinals and finals.
SSL Challenge returned for Season 2 of the SSL. It included 24 players in four round robin groups of six. Each match was two games long, and the top three of each group advanced to the Main Event. Each match consisted of a "home" game and an "away" game for each player. The "home" player chose the map that was played, and away wins were given more weight in how standings were determined, being deciding factors in cases where overall map wins for two players in a group were equal.