• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:50
CEST 11:50
KST 18:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)12Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
The SCII GOAT: A statistical Evaluation TL Team Map Contest #5: Presented by Monster Energy Classic wins Code S Season 2 (2025) Weekly Cups (June 9-15): herO doubles on GSL week The Memories We Share - Facing the Final(?) GSL
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament EWC 2025 Regional Qualifiers (May 28-June 1) SOOPer7s Showmatches 2025 RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House Mutation # 475 Hard Target
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion bonjwa.tv: my AI project that translates BW videos StarCraft & BroodWar Campaign Speedrun Quest ASL20 Preliminary Maps
Tourneys
[BSL20] ProLeague Bracket Stage - LB Round 4 & 5 [ASL19] Grand Finals [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread UK Politics Mega-thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Korean Music Discussion
Sports
2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Pro Gamers Cope with Str…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 36024 users

Broodwar and Starcraft 2 - Pathing - Page 12

Blogs > Thieving Magpie
Post a Reply
Prev 1 10 11 12 13 Next All
packrat386
Profile Blog Joined October 2011
United States5077 Posts
September 22 2013 23:58 GMT
#221
On September 23 2013 08:36 papalion wrote:
Sorry, but I am starting to be a bit frustrated with these threads. You all remind of the trolls in the HoN forums that told us all how good Dota was.


You missed the point. The OP basically explicitly said that this was not a thread to say why BW was better as you can see in this last quote
And please don’t misunderstand this post as asking for Broodwar pathfinding to be put into Starcraft 2, I am simply pointing out that the reason Broodwar had granularity was due to its faulty pathfinding. This does not mean Starcraft 2 needs bad pathfinding it simply means that Starcraft 2, due to its streamlined pathfinding, is a different game than Broodwar and hence can’t be measured with the same metrics as Broodwar.
dreaming of a sunny day
thezanursic
Profile Blog Joined July 2011
5478 Posts
September 23 2013 08:11 GMT
#222
+ Show Spoiler +
On September 21 2013 00:45 Stratos wrote:
Show nested quote +
On September 20 2013 22:39 Freakling wrote:
Your overall conclusions are sound, but your descriptions of how terrain, path finding, unit orientation and collision boxes work and interact in SC1 is just plain wrong.

Your analysis of how the tiles (or grids, as you call them) of the terrain interact with units is. well, just utterly wrong. Units do not "try to sit on top of a tile" as you claim. All that "bobbing around" of units is just because one collision box gets in the way of another.

And those pictures are just bad and totally improper to explain anything about the structural basics of pathfinding in BW.
Here's another picture, directly from SCMDraft (map editor), displaying the important aspects much better:

green: terrain tiles
grey: sub-tiles (these are the relevant ones for pathing; each tile is made up of 4x4 of them)
red: collision boxes of the units. For ground units (except workers with mining command) these are not allow to overlap under normal circumstances, and if they ever do, resolving that becomes highest priority action for the moving algorithm, before any other action. This is why worker drills can disrupt units from attacking.
greyed out areas: unwalkable sub-tiles, collision boxes of ground units are not allowed to overlap with these under normal circumstances, resolving terrain collision has priority even over resolving unit collision (although it is possible to transition unit collision into terrain collision, as demonstrated in the Blue Storm video).
[image loading]

As you can see from that picture alone, there is no difference at all between Dragoons, Vultures, Goliaths and Siege Tanks. they all have the exact same collision box and thus behave identical as far as pathfinding goes. So why does one need to micro them (and against them) differently? - Because of other differences like:
- unit orientation: vultures always point in a certain direction, to have them ready to fire one must make sure they face the direction of the target. That's why they work best with patrol micro (patrol basically gives them a direction order on top of an attack order), dragoons on the other hand have no orientation, so they are always ready to fire and can be microed by hold position. Tanks are kind of in between, in that they are basically two units in one, one chassis and one turret, each with an orientation of its own. The chassis is facing into the moving direction, but the turret can still rotate freely and stay locked on a target in reach, thus resulting in an overall unit behaviour that is closer to that of the dragoon than the vulture. Goliaths also feature a turret, but a less mobile one that can only rotate a small angle, thus requiring the whole unit to be aimed at a target to attack
- attack animation: A dragoon has to stand still for a while to "cough up" that lightball of his and giving it any new order before the projectile is launched will disrupt the attack, Vultures on the other hand fire instantly, if facing the target, and thus can keep moving constantly. Tanks and Goliaths also pretty much fire instantly.
- unit speed and acceleration: units don't just stop when ordered to do so, but have a short phase of deceleration. This is relevant when using fast firing, fast moving units like vultures, because it means that they can fire while still moving and just keep moving, when given another move command right after the attack (also important for muta and shuttle micro, for example)
- rate of attack: Goliaths pretty much fire one attack after another in rather short succession (not quite like Corsairs, but still...), whereas Vultures, Dragoons and Tanks have really long attack cooldowns, which is why the latter three are much better, or at least easier, to attack-move-micro.
- projectile type: Goliaths (vs. ground) and Tanks do not have projectiles, their shots hit almost instantly. Vultures and Dragoons (or Goliaths vs. air), however, fire projectiles that only apply damage once they hit the target. This means that their attacks can be dodged by "removing" the target, like loading it into a transport or bunker, it also means that they are more prone to land overkills, i.e. fire more projectiles at a target than would be required to kill it (tanks do this too, however, especially in siege mode.).

Huh I guess I'll have to wait for Sayle to sum this all up for me
a few times
maybe then a few more
in every future cast



Sayle lost all credibility after he made the entire TL forum base believe that spam clicking attack with an SCV increases dmg by 23%.

Sat in an UMS for 30 minutes spam clicking - nothing happened *sob*
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5478 Posts
Last Edited: 2013-09-23 18:23:18
September 23 2013 08:15 GMT
#223
On September 21 2013 03:48 Grumbels wrote:

I am not an expert, but it wouldn't surprise me if maps in brood war became progressively more difficult in terms of dealing with pathfinding issues to challenge the players.

Demons forest crashed, burned and went to hell... (rightlyfully so!)
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
thezanursic
Profile Blog Joined July 2011
5478 Posts
September 23 2013 08:31 GMT
#224
+ Show Spoiler +
On September 21 2013 09:34 DinoToss wrote:
Show nested quote +
On September 21 2013 07:57 Jaaaaasper wrote:
I'm not saying its better or worse, but starcraft2 doesn't feel like the successor to bw, it feels like a new series. I think I wouldn't have the issues with it as a game if it was just a new series. I'm not one to judge better or worse, but it just feels so different, and when the first game was as good at bw was, different is bad in a sequel. That being said this is a great blog, despite my disagreement over bw units not being better designed.

Almost every unit in BW is interesting, barring scouts and staple flying units(wraith/muta), which are straightforward.

Some people may think anachronistically, but... BW devs were the one who actually came up with marine + medic, MECH idea (catapults? artillary etc, thats the biggest close relation you've seen in RTS), scourge, vulture reaver, dark archon, DT, detectors, ghost +nuke etc.

Some emerged from playstyles some of the utility increased with "bad pathfinding", but all of them wouldn't work without their hardcoded aspects.

I think the idea of detector vs stealth unit is still to my thinking the best idea anyone ever put in RTS in terms of unit roles. And BW to this day has probably the most in depth detector/stealth unit graph (didnt check).

detector:
mine
observer
overlord
spore
scan
spells+splash(being pedantic)
Stealthed:
DT
wraith
lurker
ghost
kinda arbiter
observer
mine

The last one two is imo brilliant, a detector/killer that is stealthed. Now give 1 race detector in flying supply and other with maphack. Madness.

Ah and i forgot about an actual assymetrical race design, you cannot describe in words how weird it was to play first mission as zerg after playing games Dune2/C&C95/RA/TA/KKND/WAR2 (all before SC1 i believe) this was assymetry as its core, *click on eggs* "eeeewww, gross".


Credits where its due, devs did their job.



Yeah it personally pisses me off when the people don't credit the devs.

Yes the game was balanced through map making, but the core ideas and decisions were made by the devs and they made an excellent job! Give credit where credit is due.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
igay
Profile Blog Joined November 2011
Australia1178 Posts
September 23 2013 08:51 GMT
#225
Dam this is a hell of a post loving it
MVP <3 MKP <3 DRG <3
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
September 23 2013 15:18 GMT
#226
wow this is an amazing post. bookmarked
Long live BroodWar!
Patate
Profile Joined January 2011
Canada441 Posts
September 24 2013 07:16 GMT
#227
On September 20 2013 05:18 GrazerRinge wrote:
The best bw - sc2 comparison i have read so far!

I loved the simple and yet accurate explanation about technical aspects of these two rts gems.

Imo just from gameplay and tactical level & unit usage, it would be like this (just my 2c):

Wc3: micro heavy, macro light
Scbw: micro heavy, macro normal/heavy
Sc2: micro normal, macro heavy

Ofc still tactical play is very important in every game, just the way it is executed is differenent in each game

Also i want to mention that there are mentionable differences how spells and some units are designed in bw and sc2:
In bw, a spell does ONE thing doing dmg, providing shield etc, but in sc2, there are many skills and even units that has multifunctionality combining default attack with passive skill e.g.: fungal(dmg + immobile), marauder with concussive, medivac (transport, heal and now boost), mines (free burrow+free charge although huge splash dmg), zealot charge.

I dont want to prove that which game is better or worse, just that people should be aware of the major design differnces between bw and sc2.


If you classify SC2 as macro heavy, you've never seen BW

SC2 is plagued with easy mechanics, while BW's macro was a true challenge (no mining rally, no multi building selection, etc), and that's without counting the fact that being maxed was very rare in 1v1.
Dead game.
SorrowShine
Profile Joined October 2011
698 Posts
September 24 2013 17:55 GMT
#228
One of ths best reads dever. Really enjoyed it.thanks. was it featured on reddit?
Cloak
Profile Joined October 2009
United States816 Posts
September 25 2013 04:07 GMT
#229
Very valuable OP. Spurred a lot of constructive discussion and enhanced a lot of people's visualization of BW mechanics. It does seem limited to just one reason, but just as valid nonetheless. Rather than make my own post, I felt like a lot of posters already said things better than I could.
+ Show Spoiler +


The units absolutely make a big difference. Playing zerg, lurkers+defilers are absolutely critical for map control. You think that a group of hydras can hold a ramp against m&m? Good luck. These units are what separate the zerg playstyles in both games, combined with the lack of muta micro in sc2. Hydras and lings are very fluid in BW as well so it's not the pathfinding. In ZvP lurkers need to be spread around and offer great positional control but are not easy to attack with, in ZvT lurker+defiler are used to push Terrans back slowly around the map and defend bases. This is in contrast to the all or nothing a-move ling-bane-muta attacks in sc2.

For terran, the synergy of medivac-marine-marauder encourages deathballing, whereas in BW with stronger tanks, and vultures and their mines, along with a lack of mech counter units like immortals promotes mech play. Stronger AOE units and overkill favour spreading out tank lines and pushing methodically towards the opponent, and fast and microable vultures promote harassment.




When I re-watch BW VODs today I often notice how slow players were at re-inforcing attacks. And how zerg players many times would not be attackign with their entire armies. Often a huge chunk of it would stand idle with all the newly hatched units. I keep thinking: "If this was SC2 UI and pathing, the defending player would die to the reinforcements".

They changed the economy. They changed how fast the economy developed. They changed pathing. They made the game feel more fast paced. They made all these changes, but they made them without putting any real thought as to whether they would still fit within a 200 supply game or within the same size/scale map designs.

But where they botched SC2's design I think was in uncritically copying all those other design parameters from Brood War while simultaneously changing the pace of the game.

The most evident way of spotting this phenomenon in pro games is in viking micro vs colossus. When players fire backwards with 4-6 perfectly separated vikings, they will keep their gliding motion while firing. But when the vikings are clumped before firing, they just halt at a stand still and fire.

De-stacking is made to take precedence over gliding in SC2 engine. If this was just an isolated example of lack of attention to detail I'd be more accepting of Blizzard. But really it's a pattern in SC2's entire design.




Pathing finding is only a small part of the story.

For one, unit design between the two games are so staggeringly different. HP creep, super mobile base destroyers, cliff walking, complete lack of turn rate, attack start up time, standing in place to finish your attack animation, gliding shots on the drone, archon.

What comes most to my mind is how excellent units are in SC2 are at base busting. Immortals, marauders, roaches, and banelings come to mind.

Next we come to some fundamental decisions.
Take a look at Z. Would you ever see SC2 zerg building a nydus canal to transport units for defence?

No, you just a-move some super speed lings and mutas anywhere you want as long as you have creep spread.
Fundamental difference in defence strategies

What about general base layouts?
SC2 bases are defended by jockeying your army and make sure he isn't able to attack any of your bases when your army isn't there to intercept.
What encourages things like storm drops more?
What encourages just a-moving a few zealots?

To at least give you a very brief example. Compare zealots vs roaches to zealots vs hydras in BW.
How much micro is there in both of these examples?
In sc2 you simply kite backwards, the zealots have no input given to them to make them more effective.
Now compare this to Zealots and hydras in BW.
Lets assume we have sc2 pathing.
If you are doing it correctly you probably are doing something more akin to blink micro for the hydras, while manually targetting weak units (or switching targets for zealots that are chasing hydras running away forever).
Both sides are HEAVILY encouraged to make a wide flank, for ease of micro is to counter the opponents ability to outmaneuver you.
This micro is similar to that awkward phase at the start of a tvp, 2 marines vs 1 zealot, except played out in a grander scale with much more micro required.

Blizz changed the fundamental nature of how melee vs ranged units work in Starcraft.
In bw you had speedzealots. A slow hydralisk being pulled backwards would never get hit by that speedzealot. You would need to actually micro to kill it.
In sc2, ranged units that are slower than a melee unit WILL get hit 100% of the time, constantly. They cannot retreat.
So blizz did things like, make the zealot slower but give it charge so it at least hits some of the time.
But does that encourage micro or nullify it?

Now imagine a pack of speedlings trying to chase a probe. In BW they will never kill the probe unless the probe runs towards the lings. The player must actually micro the lings to run past it, then confirm the kill. Of course the probe can juke that sort of attempt and get away.




Even with SC2's pathfinding, there were a lot of things they could have done differently in SC2. They could have made units bigger or decreased the range of ranged units. That would have lessened the lethality of massed clumps of ranged units. They could have strengthened positional play by introducing more units like siege tanks, lurkers and widow mines. They could have reduced the dps of all the mobile, fast moving units that all of SC2's most dominant compositions rely on. Like another poster said, they could have given melee units a pause before they attack, meaning they have to get in front of a retreating unit before they could do damage. They could have reduced to speed of ranged units to compensate.

The new pathfinding is here to stay. But there are still many other variables Blizzard could have tinkered with to bring back the tactical battles that we loved from BW. They might have to start by toning down the dps of huge clumps of ranged units.





Saying that you need BW pathing for a lot of micro things you could do in BW is downright false.

Moving shots for the vulture, archon, drone. SC2 is physically hardcoded to NOT let you do that with ground units.
Me and Maverick use an insane work around to do it.

Air units? Most air units are tweaked so moving shot isn't very effective or rewarding.
There is even a bug Lalush just found where if air units are slightly overlapping they will go to a dead stop. You see this often with vikings.

The air units themselves have no qualms with the inefficiencies of ground pathing. They way they are set up in BW encourages air dancing and micro. SC2 not so much.

Now lets see, dragoons and how they must stand in place to take a shot. This adds in some really nicely paced micro. Sure it is just stutter stepping but the degree of difficulty in it is amped up.

Zealots vs hydras. Hydralisks would have to stand in place to get a shot off, just like the zealot had to. Of course a zealot had to stand still long enough to attack, so if a hydralisk was retreating he couldn't get a shot off.
This led to absolutely beautiful micro between both parties and had absolutely NOTHING to do with pathing.

Yes, both SC2 and BW are entirely different games due to many differences, but pathing isn't some huge barrier, blizzard literally did not look into how each unit in BW had a degree of weight and different control.

Compare a vulture to a marine. The vulture accelerated, and flew across the terrain. And then the marine was obviously more grounded with instant acceleration.
Compare this to SC2 marine hellion. Hellions turn on a dime, acelerate on a dime, decelerate on a dime.

If you look carefully you will see just how much attention blizz payed to how units actually moved and fought in BW.
A tank would keep tracking its target in BW. All it took to shoot was a stop or attack command.
In SC2 a tank quickly swivels its turret to the default position even in the middle of combat. Same with the immortal.

In BW a marine would ready its gun, fire, lower its weapon, and then start moving.

In SC2 a marine will ready its gun, fire (you can immediately order a move command) and it will start moving despite it looking like it is shooting all of his allies.

Its this sort of inattention to micro detail that has a huge impact on the game.

In BW most weapons have a period in which the unit must complete their attack animation before being able to move again.
This is literally non existant in sc2, the field to modify this does not exist.
Moving shots? Bugged, and implemented poorly compared to the beautiful mutalisk dancing we saw in BW.

Even then, the worst offender is probably the insane movement speed sc2 units have compared to BW.
That itself hurts melee micro much more worse than any improvement in pathing.

It isn't just pathfinding.
Yes they are different games, but blizzard downright didn't pay very much attention to the small details that made BW micro so amazing.


Yeah, I do agree with decembercalm that it isn't just pathfinding/ isometric view imposed over grid that created microbility.

For my A-move by Design, I tested the hellion and the vulture and few other units. And the biggest difference in micro handling is that the the vulture has a much shorter burst shot whereas the Hellion has to pause to ge off its entire flame cannon. In fact overall, BW has far more units that have frontloaded damage. Whereas many SC2 units have very long attacks that deal damage over time. (The biggest culprit is of course the collosus.)

Unit acceleration and deceleration into shooting combined with burst shot damage is a huge deal in creating micro opportunities and I do not think it is limited to the old BW engine.




I feel like some of the successes of BW can be adapted into SC2 without fundamentally changing the game. A slight boost to the unit radii of marines and marauders would reduce the dps density of that composition, and having small terrain irregularities that discourage movement over specific types of ground would help units move more herky-jerky.

As much as I prefer playing SC2 to BW, the constant army positioning and repositioning isn't nearly as fun to watch as constant fighting and mid-battle micro.


BW default unit movement was highly suboptimal in terms of:

- Time taken to get an army across the map
- Time taken to bring concentrated DPS to bear
- Time taken to negotiate chokes or other difficult terrain

This created windows of opportunity for player input and positioning to influence the outcome of an engagement.

By those same metrics, default unit movement in SC2 is almost optimal. The only thing SC2 units are bad at is dodging splash damage. And what do we see? Right: the only meaningful examples of player micro involve the mitigation of splash damage. Lings vs Widow mines. Marines/Lings vs banelings. Viper vs Colossus. Bio vs Storm. Drops vs Tanks. In every other situation it's macro or preset unit counters that determine the outcome.

Imagine a racing game where the car automatically takes the perfect racing line, and all the driver needs to do is manage the accelerator and brake. We could talk all we wanted about how there's still an unattainable skill cap in doing that perfectly, or how there are still challenges to be appreciated in the pit lane or the team's R&D department, but it's still less fun for the driver, and (for most people) less varied and fun to watch.

So if unit pathing is off the table, what else could we make units less good at?



More fundamental issues are that the SC2 eco just doesn't reward taking more bases than you really need. If that was fixed then you still couldn't defend these bases due to defenders advantage and the need to intercept the enemy army to defend, sim city and powerful defensive units don't mean much in SC2 beyond a plantary fortress/nexus.



I'm not saying its better or worse, but starcraft2 doesn't feel like the successor to bw, it feels like a new series. I think I wouldn't have the issues with it as a game if it was just a new series. I'm not one to judge better or worse, but it just feels so different, and when the first game was as good at bw was, different is bad in a sequel. That being said this is a great blog, despite my disagreement over bw units not being better designed.

Almost every unit in BW is interesting, barring scouts and staple flying units(wraith/muta), which are straightforward.

Some people may think anachronistically, but... BW devs were the one who actually came up with marine + medic, MECH idea (catapults? artillary etc, thats the biggest close relation you've seen in RTS), scourge, vulture reaver, dark archon, DT, detectors, ghost +nuke etc.

Some emerged from playstyles some of the utility increased with "bad pathfinding", but all of them wouldn't work without their hardcoded aspects.

I think the idea of detector vs stealth unit is still to my thinking the best idea anyone ever put in RTS in terms of unit roles. And BW to this day has probably the most in depth detector/stealth unit graph (didnt check).

detector:
mine
observer
overlord
spore
scan
spells+splash(being pedantic)
Stealthed:
DT
wraith
lurker
ghost
kinda arbiter
observer
mine

The last one two is imo brilliant, a detector/killer that is stealthed. Now give 1 race detector in flying supply and other with maphack. Madness.

Ah and i forgot about an actual assymetrical race design, you cannot describe in words how weird it was to play first mission as zerg after playing games Dune2/C&C95/RA/TA/KKND/WAR2 (all before SC1 i believe) this was assymetry as its core, *click on eggs* "eeeewww, gross".


Credits where its due, devs did their job


The common motif is that engagements should be digestible, allowing microability. The pace and flow from BW -> SC2 has been altered, without rectifying the environment to accommodate the new pace.

Was not aware of this awesome game, but greatly illustrates the point that SC2 is perfectly capable:

And here's a prime example of BW pacing:
The more you know, the less you understand.
Cyroch
Profile Blog Joined August 2013
Germany45 Posts
September 25 2013 07:25 GMT
#230
Excellent read. Definitely changed my way of watching SC2 games. I love watching them already, but I think due to this I can appreciate it even more.
The point of quotations is that one can use another's words to be insulting.
leakey
Profile Joined May 2013
United States21 Posts
September 25 2013 15:14 GMT
#231
Amazing read that really puts SC2 in perspective for me. I've been trying to figure out what to look for and appreciate coming from a BW background. Thank you!
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
September 25 2013 17:59 GMT
#232
Thank you all so much for both the supportive and critical comments that have exploded into this thread. I didn't realize that this was going to blow up like this, but it gives me a lot of confidence to continue posting more.

A lot of people have mentioned the importance of other aspects of Broodwar that allowed it to be a great game including such aspects as unit design, hard code unit behavior, maps, etc...

I'm sorry I didn't touch on those subjects much, if at all, in this blog post. I was trying to stay focused on the subject at hand and I didn't want to stray into game balance and a discussion on general mechanics. However, I will try to organize my thoughts to respond to those points in future blogs. I greatly enjoy both Starcraft 2 and Broodwar for very much different reasons; which I will be discussing in more detail at a later time.

Thank you all so much for your responses, you guys have brightened up my month
Hark, what baseball through yonder window breaks?
mTwRINE
Profile Joined February 2006
Germany318 Posts
September 26 2013 17:10 GMT
#233
Amazing post indeed.
Its not about one game being better, both have their strength and while in SC:BW skill was more obvious and straight forward, SC2 is all about been decisive and making the right calls.

Your comparison to poker is spot on and while pokers lucky nature, just like SC2, can produce many setups, its the tension, bluffing, reading and recovering (without fighting in SC2s case mostly, just rebluffing/taking risks to recover etc) is the true skill, not moving your superior Army into the enemy.

Sadly thats very hard for the casual viewer to judge and casters would be challenged to explain every detail in the short timeframe. What we got from this is "AMAZING FORCEFIELDS" and Proplayers as casters.

Here comes the big problem SC2 has imo, you have to hype the "Movement" for Casuals and you have to hype the "Mindgames" for insiders, while both groups can only enjoy their own approch.


Protoss moves few Units to WT while taking his Nexus, Insiders now consider the different reads and implications, while Casuals are waiting for the action to start.

Zerg makes the right read with Overlord and goes 3 Hatch. Protoss sneaks out a Probe and suddenly the Insider wavers. Opening for Gatepressure? Scouting/Mapcontrol for midgame? Suddenly game gets a little tense as Zerg has no Gas yet. Casual yawns and has fun listening to Caster chatting away.

Protoss going 7 Gate, Zerg gets 2 Overlords in but doesnt see a thing, Insider is shocked and knows it wont be a long game gg go next, Casters starting to focus on Game, there might be fighting soon. Casuals starts to focus.

Units getting warped in, 5 minutes of "back and forth", play by play caster hyping things up, Casual is happy, Insider yawns.

Its good as it is with Casterduos and Balance, but either side can only enjoy half the game in SC2.
zul
Profile Blog Joined February 2010
Germany5427 Posts
September 26 2013 19:56 GMT
#234
what can I say: 5/5

I truly admire people who are able to write articles like this and take the time to do so. thank you.
keep it deep! @zulison
forumtext
Profile Joined September 2011
575 Posts
September 27 2013 05:23 GMT
#235
On September 23 2013 17:11 thezanursic wrote:
+ Show Spoiler +
On September 21 2013 00:45 Stratos wrote:
Show nested quote +
On September 20 2013 22:39 Freakling wrote:
Your overall conclusions are sound, but your descriptions of how terrain, path finding, unit orientation and collision boxes work and interact in SC1 is just plain wrong.

Your analysis of how the tiles (or grids, as you call them) of the terrain interact with units is. well, just utterly wrong. Units do not "try to sit on top of a tile" as you claim. All that "bobbing around" of units is just because one collision box gets in the way of another.

And those pictures are just bad and totally improper to explain anything about the structural basics of pathfinding in BW.
Here's another picture, directly from SCMDraft (map editor), displaying the important aspects much better:

green: terrain tiles
grey: sub-tiles (these are the relevant ones for pathing; each tile is made up of 4x4 of them)
red: collision boxes of the units. For ground units (except workers with mining command) these are not allow to overlap under normal circumstances, and if they ever do, resolving that becomes highest priority action for the moving algorithm, before any other action. This is why worker drills can disrupt units from attacking.
greyed out areas: unwalkable sub-tiles, collision boxes of ground units are not allowed to overlap with these under normal circumstances, resolving terrain collision has priority even over resolving unit collision (although it is possible to transition unit collision into terrain collision, as demonstrated in the Blue Storm video).
[image loading]

As you can see from that picture alone, there is no difference at all between Dragoons, Vultures, Goliaths and Siege Tanks. they all have the exact same collision box and thus behave identical as far as pathfinding goes. So why does one need to micro them (and against them) differently? - Because of other differences like:
- unit orientation: vultures always point in a certain direction, to have them ready to fire one must make sure they face the direction of the target. That's why they work best with patrol micro (patrol basically gives them a direction order on top of an attack order), dragoons on the other hand have no orientation, so they are always ready to fire and can be microed by hold position. Tanks are kind of in between, in that they are basically two units in one, one chassis and one turret, each with an orientation of its own. The chassis is facing into the moving direction, but the turret can still rotate freely and stay locked on a target in reach, thus resulting in an overall unit behaviour that is closer to that of the dragoon than the vulture. Goliaths also feature a turret, but a less mobile one that can only rotate a small angle, thus requiring the whole unit to be aimed at a target to attack
- attack animation: A dragoon has to stand still for a while to "cough up" that lightball of his and giving it any new order before the projectile is launched will disrupt the attack, Vultures on the other hand fire instantly, if facing the target, and thus can keep moving constantly. Tanks and Goliaths also pretty much fire instantly.
- unit speed and acceleration: units don't just stop when ordered to do so, but have a short phase of deceleration. This is relevant when using fast firing, fast moving units like vultures, because it means that they can fire while still moving and just keep moving, when given another move command right after the attack (also important for muta and shuttle micro, for example)
- rate of attack: Goliaths pretty much fire one attack after another in rather short succession (not quite like Corsairs, but still...), whereas Vultures, Dragoons and Tanks have really long attack cooldowns, which is why the latter three are much better, or at least easier, to attack-move-micro.
- projectile type: Goliaths (vs. ground) and Tanks do not have projectiles, their shots hit almost instantly. Vultures and Dragoons (or Goliaths vs. air), however, fire projectiles that only apply damage once they hit the target. This means that their attacks can be dodged by "removing" the target, like loading it into a transport or bunker, it also means that they are more prone to land overkills, i.e. fire more projectiles at a target than would be required to kill it (tanks do this too, however, especially in siege mode.).

Huh I guess I'll have to wait for Sayle to sum this all up for me
a few times
maybe then a few more
in every future cast



Sayle lost all credibility after he made the entire TL forum base believe that spam clicking attack with an SCV increases dmg by 23%.

Sat in an UMS for 30 minutes spam clicking - nothing happened *sob*


IIRC this used to work for Zerglings with adrenaline upgrade
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
September 27 2013 14:29 GMT
#236
On September 27 2013 14:23 forumtext wrote:
Show nested quote +
On September 23 2013 17:11 thezanursic wrote:
+ Show Spoiler +
On September 21 2013 00:45 Stratos wrote:
Show nested quote +
On September 20 2013 22:39 Freakling wrote:
Your overall conclusions are sound, but your descriptions of how terrain, path finding, unit orientation and collision boxes work and interact in SC1 is just plain wrong.

Your analysis of how the tiles (or grids, as you call them) of the terrain interact with units is. well, just utterly wrong. Units do not "try to sit on top of a tile" as you claim. All that "bobbing around" of units is just because one collision box gets in the way of another.

And those pictures are just bad and totally improper to explain anything about the structural basics of pathfinding in BW.
Here's another picture, directly from SCMDraft (map editor), displaying the important aspects much better:

green: terrain tiles
grey: sub-tiles (these are the relevant ones for pathing; each tile is made up of 4x4 of them)
red: collision boxes of the units. For ground units (except workers with mining command) these are not allow to overlap under normal circumstances, and if they ever do, resolving that becomes highest priority action for the moving algorithm, before any other action. This is why worker drills can disrupt units from attacking.
greyed out areas: unwalkable sub-tiles, collision boxes of ground units are not allowed to overlap with these under normal circumstances, resolving terrain collision has priority even over resolving unit collision (although it is possible to transition unit collision into terrain collision, as demonstrated in the Blue Storm video).
[image loading]

As you can see from that picture alone, there is no difference at all between Dragoons, Vultures, Goliaths and Siege Tanks. they all have the exact same collision box and thus behave identical as far as pathfinding goes. So why does one need to micro them (and against them) differently? - Because of other differences like:
- unit orientation: vultures always point in a certain direction, to have them ready to fire one must make sure they face the direction of the target. That's why they work best with patrol micro (patrol basically gives them a direction order on top of an attack order), dragoons on the other hand have no orientation, so they are always ready to fire and can be microed by hold position. Tanks are kind of in between, in that they are basically two units in one, one chassis and one turret, each with an orientation of its own. The chassis is facing into the moving direction, but the turret can still rotate freely and stay locked on a target in reach, thus resulting in an overall unit behaviour that is closer to that of the dragoon than the vulture. Goliaths also feature a turret, but a less mobile one that can only rotate a small angle, thus requiring the whole unit to be aimed at a target to attack
- attack animation: A dragoon has to stand still for a while to "cough up" that lightball of his and giving it any new order before the projectile is launched will disrupt the attack, Vultures on the other hand fire instantly, if facing the target, and thus can keep moving constantly. Tanks and Goliaths also pretty much fire instantly.
- unit speed and acceleration: units don't just stop when ordered to do so, but have a short phase of deceleration. This is relevant when using fast firing, fast moving units like vultures, because it means that they can fire while still moving and just keep moving, when given another move command right after the attack (also important for muta and shuttle micro, for example)
- rate of attack: Goliaths pretty much fire one attack after another in rather short succession (not quite like Corsairs, but still...), whereas Vultures, Dragoons and Tanks have really long attack cooldowns, which is why the latter three are much better, or at least easier, to attack-move-micro.
- projectile type: Goliaths (vs. ground) and Tanks do not have projectiles, their shots hit almost instantly. Vultures and Dragoons (or Goliaths vs. air), however, fire projectiles that only apply damage once they hit the target. This means that their attacks can be dodged by "removing" the target, like loading it into a transport or bunker, it also means that they are more prone to land overkills, i.e. fire more projectiles at a target than would be required to kill it (tanks do this too, however, especially in siege mode.).

Huh I guess I'll have to wait for Sayle to sum this all up for me
a few times
maybe then a few more
in every future cast



Sayle lost all credibility after he made the entire TL forum base believe that spam clicking attack with an SCV increases dmg by 23%.

Sat in an UMS for 30 minutes spam clicking - nothing happened *sob*


IIRC this used to work for Zerglings with adrenaline upgrade

whoa I missed that post. thanks freakling
Comprehensive strategic intention: DNE
FeyFey
Profile Joined September 2010
Germany10114 Posts
September 28 2013 03:05 GMT
#237
Just amazing, great write up. I love Starcraft, so it is awesome for me to have 2 so different Starcraft RTS games and quiet happy Sc2 didn't became a BW remake, probably because I still play BW as well. But I always wondered about all those BW players, they all used different commands to move units in BW. But when I see them in Sc2 they all seem to only utilize the attack move most of the time. It is mildly confusing for me since I prefer alot of different commands to move my units in Sc2 as well.
Hushfield
Profile Blog Joined July 2010
Belgium80 Posts
September 29 2013 16:23 GMT
#238
Incredible article. This is a fantastic read for those of us who weren't around for BroodWar and have wondered about the differences between BW and SC2 pathing. Thank you for posting!
traceurling
Profile Joined December 2012
United States1240 Posts
September 29 2013 23:30 GMT
#239
I'm sad that some people seem to be misunderstanding this blog D: I really hope you do make more though :D
Also Freakling, nice no-scope only you would know so much c:
"Appreciate the things you have before they become the things you had."
Myrddraal
Profile Joined December 2010
Australia937 Posts
September 30 2013 06:26 GMT
#240
On September 20 2013 03:25 LaLuSh wrote:
Interesting and I agree pathing and limitations played a huge part to make Brood War what it was.

When I re-watch BW VODs today I often notice how slow players were at re-inforcing attacks. And how zerg players many times would not be attackign with their entire armies. Often a huge chunk of it would stand idle with all the newly hatched units. I keep thinking: "If this was SC2 UI and pathing, the defending player would die to the reinforcements".

You start to realize how hard it is to actually recreate BW-like gameplay in a different, more modern, engine. Especially for a game that shares a lot of the design parameters of its predecessor (200 supply cap, roughly the same size maps, roughly the same income rates and many of the same units).

What the designers of SC2 did well I think was to make the game more fast paced. Because to attain the same level of depth in a mechanically less challening game -- you must introduce something in order to put players under more stress. But where they botched SC2's design I think was in uncritically copying all those other design parameters from Brood War while simultaneously changing the pace of the game.

They changed the economy. They changed how fast the economy developed. They changed pathing. They made the game feel more fast paced. They made all these changes, but they made them without putting any real thought as to whether they would still fit within a 200 supply game or within the same size/scale map designs.

There's a lot of untapped potential in SC2. Even with its current pathing. In that I very much include the microability of units.


Just last week I realized a peculiar quirk of how Blizzard have designed air units in SC2. Air units will only glide if they are perfectly separated when ordered to fire! If they in any way overlap (in their separation radius, that thing that repels them from clumping together), all the units that overlap will come to an immediate halt when ordered to fire!

The most evident way of spotting this phenomenon in pro games is in viking micro vs colossus. When players fire backwards with 4-6 perfectly separated vikings, they will keep their gliding motion while firing. But when the vikings are clumped before firing, they just halt at a stand still and fire.

De-stacking is made to take precedence over gliding in SC2 engine. If this was just an isolated example of lack of attention to detail I'd be more accepting of Blizzard. But really it's a pattern in SC2's entire design.


I strongly agree with this, especially the bolded part. I agree that the differences in pathfinding make a huge difference, but I think the difference is exacerbated by the faster pace and faster, yet condensed economic growth.

I think that even with efficient pathfinding, there is plenty of micro potential, but as army sizes increase and critical masses are reached (which happens extremely fast in sc2), the advantage gained from superior micro decreases.

[stranded]: http://www.indiedb.com/games/stranded
Prev 1 10 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Creator 85
StarCraft: Brood War
Calm 7737
firebathero 632
Hyun 108
Leta 88
BeSt 81
Shinee 80
PianO 29
ivOry 4
Dota 2
XaKoH 572
XcaliburYe330
canceldota59
League of Legends
JimRising 546
Counter-Strike
Stewie2K890
Super Smash Bros
Mew2King97
Heroes of the Storm
Khaldor290
Other Games
crisheroes310
Happy186
SortOf150
DeMusliM22
Organizations
Dota 2
PGL Dota 2 - Main Stream17014
PGL Dota 2 - Secondary Stream4698
Other Games
gamesdonequick558
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 37
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt337
• HappyZerGling75
Upcoming Events
Sparkling Tuna Cup
10m
CranKy Ducklings23
Road to EWC
4h 10m
Lemon vs HeRoMaRinE
Astrea vs GuMiho
goblin vs TBD
Ryung vs TBD
BSL: ProLeague
8h 10m
UltrA vs Sziky
Dewalt vs MadiNho
Replay Cast
2 days
Replay Cast
3 days
The PondCast
4 days
Replay Cast
4 days
BSL: ProLeague
6 days
SOOP
6 days
Liquipedia Results

Completed

NPSL Lushan
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.