Starcraft Remastered Ladder
The button 'ladder', that is supposed to show you the top-players of your server does nothing as well. Gameplay-wise I really prefer SC:R over SC2. It's very subjective and you really got to try both in order determine what you like better. Dear Blizzard, dear Community, I think bringing the Ranked-Mode into Starcraft Remastered was one of the Best ideas. Remembering the great times (for example iCCUP ladder) I think bringing also 2vs2 with a Ranked mode would even pimp and improve the Game drastically. Are there any plans behind such an addition and if yes, what would a possible timeline for implementation be?
Server Status
Nov. 22, 2020: Tournament reset, including result summaries, bot read/write dirs, and games.
Map pool updated to 2020 AIIDE Starcraft AI Competition maps (available here).
Next reset on Nov. 27, 2020, aprox. 11:59 PM UTC.
Client | Status | Game | Host Bot | Away Bot | Map | Duration | Win | Properties |
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Bots
0 itemsBot Name | Race | Author | Organization | Type | BWAPI Version | Last Updated(UTC) | Active | ||||||
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No bots registered! | |||||||||||||
Bot Name | Race | Author | Organization | Type | BWAPI Version | Last Updated(UTC) | Active |
Detailed Results
Sc2 Ladder Seasons
Detailed Results Legend
The End Type column gives some detail about how the game ended. This table explains each end type. Only games in which at least one bot ended the game 'normally' and counted a final game frame greater than zero (see Duration column) are counted in the results summary.
End Type | Description | Game Counted? |
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NORMAL | Game ended because a bot won normally, or the game reached the time limit (higher score wins), or one bot took too long to process one or more frames. | Yes |
GAME_STATE_NOT_UPDATED_60S | The gamestate file (output from TournamentModule once game is running) wasn't updated for 60 seconds, but Starcraft is still running. | If 'Duration' is greater than 00:00:00 |
STARCRAFT_CRASH | Crash detected by Tournament Manager client, which means that Starcraft was running at some point, but later the client couldn't find the Starcraft process. | |
GAME_STATE_NEVER_DETECTED | No gamestate file (output from TournamentModule once game is running) detected by time limit (60s), but StarCraft is running. | |
STARCRAFT_NEVER_DETECTED | No gamestate file (output from TournamentModule once game is running) detected by time limit (60s), and StarCraft never detected running. | |
GAME_STATE_NOT_UPDATED_60S_BOTH_BOTS | Gamestate file wasn't updated for 60 seconds (both bots); assigned after the fact (detailed results only); can't know which bot (if any) is responsible. | No (Winner/Loser is arbitrary) |
NO_REPORT | Only one report received; assigned after the fact (detailed results only); this could be caused by the Tournament Manager client crashing, or a network error, etc. |
Timeouts: W 55, L 1000, etc. record the number of times a bot (winner or loser) took longer than 55, 1000, etc. ms to process a frame. If a bot exceeds the max, it loses the game.
0 ItemsProtossTerranZergRandom | |||||||||||||||
Round / Game | Start Date | Winner | Loser | Crash | Timeout | Map | Game Time | Wall Time | End Type | W Score | L Score | Winner Timeout (55/1000/10000) | Loser Timeout (55/1000/10000) | ||
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No result | |||||||||||||||
Round / Game | Start Date | Winner | Loser | Crash | Timeout | Map | Game Time | Wall Time | End Type | W Score | L Score | Winner Timeout (55/1000/10000) | Loser Timeout (55/1000/10000) |
Results Summary
Bot | Games | Wins | Losses | Win % | ELO | Avg Time | Game Time Limit | Crash | Frame Timeout | ||||
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No result | |||||||||||||
Bot | Games | Wins | Losses | Win % | ELO | Avg Time | Game Time Limit | Crash | Frame Timeout |