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Secondly, Heroes lacks two things from the perspective of WCG requirements: balanced matchups and the speed at which games progress. Both of these factors can be addressed; the first through mirrored maps, and the second through time control and a structured template. For example, with blitz control (600+300), a game takes about 3 hours, which is quite short, and even more lenient time controls can be used without risking not fitting into the schedule.
If all of this had been the case in 2000, they would most likely have been included in the WCG. But now, things are much more complicated – a very large "cultural layer" has developed, which hinders the competitive aspect.
In a normal game, with full effort, one game week took 2 hours (to explore everything, gather resources, and utilize the maximum number of units). If a shorter time limit is set, players simply won't have enough time to complete everything necessary.
Regarding Chaos. He was very well aware of the TE (The Eastern) scene; he even traveled to Kingisepp to play. I don't know about Vt (presumably another player or team), but it's possible.
Also, Heroes was featured in the WCG, in 2002 or 2003. If needed, I can dig up links to the deceased pro gamer. I think Joker won.
The Moscow players were happy and celebrated on the forum that they had made a name for themselves.
Although... now, the average age of players in StarCraft, Warcraft III, and Counter-Strike at the WCG is 18-20 years old. The average age of online Heroes players is approaching 27-30 years old. The average age of tournament judges is much younger. Do we need this? Or should we continue on our own path, which offers quite good opportunities?