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Active: 967 users

Broodwar and Starcraft 2 - Pathing - Page 5

Blogs > Thieving Magpie
Post a Reply
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traceurling
Profile Joined December 2012
United States1240 Posts
September 19 2013 19:50 GMT
#81
Outstanding blog I loved it c: very good thanks for writing it it was amazing
"Appreciate the things you have before they become the things you had."
DinoToss
Profile Joined August 2013
Poland507 Posts
September 19 2013 19:53 GMT
#82
On September 20 2013 04:40 lolfail9001 wrote:
Show nested quote +
On September 20 2013 04:35 Grumbels wrote:
I think it's silly to use the example of Jaedong blocking his ramp deliberately (only to forget about it) and then use that as an example of the pathfinding. If you're going to wall off your ramp in SC2 the units will have the exact same behavior.

Where he blocked his ramp? all he did is robotic a-moves to whereever he wanted. Screenshot just showed what it ended up with.

On January 28 2012 17:43 moopie wrote:
Show nested quote +
On January 28 2012 14:21 greenelve wrote:
[image loading][image loading][image loading][image loading]

[image loading][image loading][image loading][image loading][image loading]

My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
playnice
Profile Joined October 2011
Malaysia302 Posts
September 19 2013 19:53 GMT
#83
This blog is awesome! So much of BW was not understood by people who champions its superiority over SC2. If only we can make it compulsory for those who are inclined to bring up BW in a LR thread to read this blog. Imagine the welcoming absence of fun killing posts...

SC2 is guilty of overcoming the technical challenges that plagued BW, and it did so with flying colors. It also a completed a checklist of features that would in theory created the ultimate RTS game. Hindsight is 20-20, and seeing that it took 3 years for this piece to appear in TL, it was impossible to have foreseen the diminishing effect it had on micro vs non microed engagement within the game.

I have something to add onto the reference with fighting games. Combos came into place when SF2's "cancel move" bug was discovered, similar to how pathing bug contributed to BW's. The developers in Capcom recognizes the impact it had on the game and the bug was later implemented in all subsequent iterations of SF.

One might think that Blizzard could have done the same, but it would not have been a clever move to just imitate the pathing behavior in SC2, since even for it's accidental brilliance, it is frustrating for a newcomer to play with, and for those unfamiliar to the BW pro scene it would be impossible to even comprehend that such an obvious bug would make it to the final build by today's standards. On the other hand, a superior pathing system in theory should result in more reward to a player with precise control, and so there was no real motivation to "sabotage" it.

Though there is no doubt that both are different games, SC2 should attempt to bring both grand strategy and real time action together into the game, without sacrificing one over the other. Just to throw ideas out there, imagine unit posturing if there is more variety to unit speed instead of the blanket 2.25 that we now have, the deathball would have been more likely to be broken apart, and rallying units will present more openings for an ambush. Would an even speedier burrowed roach movement result in more efficient trades if burrow micro is used? Instead of Bio Hellbats, would faster transformation animation result in more mid engagement transformations that are meaningful? These are what I felt were the missed opportunity of HoTS.

Having said that, even now the game is still evolving, and they are still untapped potential that is present within the game due to the precise nature of the controls. What we are seeing today could simply be a reflection of the skill ceiling of the present crop of top progammers, and there might be more Rain and Life ahead to shows us much more about SC2 that we think we know.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
September 19 2013 19:54 GMT
#84
On September 20 2013 04:40 lolfail9001 wrote:
Show nested quote +
On September 20 2013 04:35 Grumbels wrote:
I think it's silly to use the example of Jaedong blocking his ramp deliberately (only to forget about it) and then use that as an example of the pathfinding. If you're going to wall off your ramp in SC2 the units will have the exact same behavior.

Where he blocked his ramp? all he did is robotic a-moves to whereever he wanted. Screenshot just showed what it ended up with.

The paragraph leading up to the picture was describing how the improved interface of sc2 would prevent such an occurrence. However, what caused the blockage was not buggy pathing - it was the fact that Jaedong had set those drones on hold position and subsequently forgotten about them. There is no a-moving involved.

In that sense, the picture isn't a good illustration of how BW handled ramp pathing. There are many other examples that would've been suited for that.
Liquipedia
Rustug
Profile Joined October 2010
1488 Posts
September 19 2013 19:59 GMT
#85
This should be required reading for both SC2 and BW enthusiast. 5/5
Curious that we spend more time congratulating people who have succeeded than encouraging people who have not. 파이팅! ᕦ(ò_óˇ)ᕤ"
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
September 19 2013 20:17 GMT
#86
On September 20 2013 04:53 playnice wrote:
The game is still evolving, and there still is untapped potential that is present within the game due to the precise nature of the controls. What we are seeing today could simply be a reflection of the skill ceiling of the present crop of top progamers, and there might be more Rain and Life ahead to shows us much more about SC2 that we think we know.

All new Korean pro gaming talent is headed into the direction of LoL. The pros that you are seeing doing well in 2013/2014 will be the ones that will dominate the scene until the game is dead or they retire.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
GrazerRinge
Profile Blog Joined May 2010
999 Posts
Last Edited: 2013-09-19 20:36:27
September 19 2013 20:18 GMT
#87
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.
"Successful people don't talk much. They listen and take action."
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
September 19 2013 20:20 GMT
#88
On September 20 2013 04:54 Spazer wrote:
Show nested quote +
On September 20 2013 04:40 lolfail9001 wrote:
On September 20 2013 04:35 Grumbels wrote:
I think it's silly to use the example of Jaedong blocking his ramp deliberately (only to forget about it) and then use that as an example of the pathfinding. If you're going to wall off your ramp in SC2 the units will have the exact same behavior.

Where he blocked his ramp? all he did is robotic a-moves to whereever he wanted. Screenshot just showed what it ended up with.

The paragraph leading up to the picture was describing how the improved interface of sc2 would prevent such an occurrence. However, what caused the blockage was not buggy pathing - it was the fact that Jaedong had set those drones on hold position and subsequently forgotten about them. There is no a-moving involved.

In that sense, the picture isn't a good illustration of how BW handled ramp pathing. There are many other examples that would've been suited for that.

Oh wait, Jaedong actually had those drones on hold position there? What the hell O_o. Though i believe there was a gif that showed climbing up the ramp too. Someone posted it in Flying retirement thread.
DeMoN pulls off a Miracle and Flies to the Moon
purakushi
Profile Joined August 2012
United States3301 Posts
September 19 2013 20:25 GMT
#89
Amazing post. Thanks and agreed!
T P Z sagi
warblob004
Profile Joined January 2011
United States198 Posts
September 19 2013 20:35 GMT
#90
Great read, 5/5!
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
synackSA
Profile Joined September 2013
South Africa2 Posts
September 19 2013 20:53 GMT
#91
I registered just to comment on this. Awesome article. I was 18/19 when I last played BW, which was 14 odd years ago and I don't remember the game like that all, but I was a VERY casual player and we certainly didn't have the internet to watch live streams either, so hearing about the game being played like that was quite an eye opener for me.

I only recently started watching SC2 and I LOVE the positional play of the game, I enjoy that micro that can happen in SC2 in battles, but it's nothing like what you've described of BW. I love the fact that you need to be aware of the WHOLE map and not just whats going on in front of you, because, as you said, if you miss something, you're possibly going to fall behind.

It was a very good post and I really enjoyed reading it.
cchily13
Profile Joined May 2012
70 Posts
September 19 2013 20:58 GMT
#92
This is one of the greatest things I've ever read holy shit
ROOT is reborn!!
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
September 19 2013 21:00 GMT
#93
--- Nuked ---
Gendo
Profile Joined June 2012
United Kingdom216 Posts
September 19 2013 21:01 GMT
#94
Very interesting, great job!
Mzimzim
Profile Joined June 2011
United States221 Posts
September 19 2013 21:11 GMT
#95
I want this author, day9, and lalush to team up and make the world's greatest RTS. This is my dream.
andrewlt
Profile Joined August 2009
United States7702 Posts
September 19 2013 21:19 GMT
#96
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.


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.

To this day, I never understood why they kept insisting that SC2 is different from BW but kept things such as the 200 supply cap and the standard number of minerals inside a base roughly the same while the rest of the game changed.

I would like to compare this to the AH in Diablo 3. It had its advantages and disadvantages. It had its proponents and its detractors. It made trading easier, faster and far more efficient compared to trading in Diablo 1 and 2. But it also killed a lot of the magic of playing the Diablo series in the first place. Ultimately, Blizzard just wasn't able to make it work.

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.
SmoKim
Profile Joined March 2010
Denmark10305 Posts
September 19 2013 21:27 GMT
#97
Is there a way to have this blog as as a thread in SC2 section so more people see it? Everyone needs to read this. Seriously, everyone. Deepest respect for your work OP!!!
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
synackSA
Profile Joined September 2013
South Africa2 Posts
September 19 2013 21:30 GMT
#98
On September 20 2013 06:19 andrewlt wrote:
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.


You're missing the point of the post. He's saying they're very different games that appeal to very different people. I like the way SC2 is and I would be very sad if it was just a BW clone with better graphics.
Nyxisto
Profile Joined August 2010
Germany6287 Posts
September 19 2013 21:33 GMT
#99
An amazing post. I always felt SC2 was Chess combined with a fog of war, which is frustrating, because you can't rely on your execution and everything that hits you by surprise is probably going to damage you a lot. Because of the missing tools one has to defend against things that happen without knowing about them, i think giving the players more , or even complete information, would really make the game a lot better.
scsnow
Profile Joined April 2010
Slovenia515 Posts
September 19 2013 21:34 GMT
#100
Out of all posts I ever read regarding balance, game play etc. If I had the change to show Blizzard only one post this would be the one.
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