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This is something I was thinking of doing for a while, but I've put it off until today. I want to catalog every mineral placement as a resource for mapmakers to use. This is mainly for newer mapmakers, but it is still helpful if you are wondering how to make certain base layouts. (IE: Atlantis Spaceship's 3 gas base) If you feel I am missing any important ones or ones that you want to see, please tell me which ones I should add.
They are split into standard, which are normal bases used on multiple maps, and special, which are bases used on only one map.
Without further ado:
Standard: + Show Spoiler +
Special: + Show Spoiler +
Again, if I messed any up, or if you want to see any specific ones, please ask.
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This is cool for newer people to see what is "acceptable". Afaik, the standard is 2 "back" mineral patches, which means those 2 patches are 4 squares away from the CC/Hatch/Nexus instead of 3.
The NEW rule is to try to avoid putting your geysers directly diagonal or 1 square off of diagonal of the town hall, as this can sometimes cause them to require an extra worker. There was a reddit thread/diagram about this which was quite well done. Of course if you have older maps that do this, it's fine, as a lot of GSL and other official maps suffer this problem. The reason it's bad is that even if the map's mineral lines are mirrored perfectly, the top player's geysers' efficiency will be slightly different from the bottom if the geysers are diagonal from the town hall.
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Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location? This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.
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On November 12 2012 08:08 AbideWithMe wrote: Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location? This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem.
Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo.
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The last one under "Standard" has one patch behind 2?
imo should look like this
+ Show Spoiler +
I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol)
Also, the first one can also look like this + Show Spoiler +
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There's like 30+ variations lol it would be a lot of pictures if you want to post all of them
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On November 12 2012 09:03 TheFish7 wrote:The last one under "Standard" has one patch behind 2? imo should look like this + Show Spoiler +I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol) Also, the first one can also look like this + Show Spoiler + isn't the first one under "standard" the same as the cloud kingdom example? thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure
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On November 12 2012 13:00 Quakecomm wrote:Show nested quote +On November 12 2012 09:03 TheFish7 wrote:The last one under "Standard" has one patch behind 2? imo should look like this + Show Spoiler +I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol) Also, the first one can also look like this + Show Spoiler + isn't the first one under "standard" the same as the cloud kingdom example? thanks for correcting the last one, it looked wrong to me as well, but as a newbie mapper, i wasn't sure  oh sorry, i see the diffrence
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Sorry about the last one, looks like it moved slightly while copy pasting, I'll fix the photo.
EDIT: Should be fixed now.
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Can any "pro" map maker confirm those to be the standard mineral placement?
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I've been trying to avoid minerals that are connected at just the corner, are corner connected mineral patches (in one place) really standard?
Otherwise a safe bet is to just take the mineral placements from Ohana (all but the top natural).
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Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?
You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa?
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On November 13 2012 18:05 opisska wrote: Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?
You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa? No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).
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On November 13 2012 18:46 moskonia wrote:Show nested quote +On November 13 2012 18:05 opisska wrote: Wouldn't it be better if the minerals were as nonstandart as it gets? I know that it goes gainst the wishes of Blizzard, since they want everything to be 8m2g, they probably also want it to be pretty standard. But creating minor differences in income (balanced for all positions on the map) could create different builds and strategies for different maps, don't you think?
You could even match this to other features of the map - for example when there is a wider natural, could you make mining in the main more efficient so that we can effort more buildings for the wall and vice versa? No that is silly, the difference is minor and would really not affect build order at all, only delay them a few if there was reduced income, there is absolutely no reason to go non-standard minerals, that is why I want to know if those here are standard (I keep messing up my mineral lines).
So if the difference does not matter, why does it matter to you?
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You should include the configuration from the mains (and several other bases) on Ohana, it is a very useful configuration especially because it is effectively symmetrical along a 45 degree axis.
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I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"?
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On November 15 2012 08:27 Flopjack wrote: I appreciate that we have some guides on mineral placement, but I don't see many whys or numbers. Is there a set amount of minerals that must always be closer to the base vs those which are further? Does it matter on which base it is? What's the logic here, outside of 'this is how someone else did it"? As far as mineral patches are concerned, Blizzard's standard model has 6 patches being 2 or 3 units away (as close as you can get them to a town hall building), and 2 patches being 4 units away (i.e. an extra space further than the others). This is the model I tend the follow, and recommend newer mapmakers to follow as well.
Beyond that, it's a matter of aesthetic placement. 
-----------------
+ Show Spoiler +
This one is wrong, OP. The outer 4 mineral patches and the vespene geysers should be moved down 1 unit.
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I think 2 back minerals is just the amount that you need to make the mineral line not cover too large of an arc around the town hall. It's not set in stone though, there are some major maps w/ later expansions that have 1, 3 or 4 back minerals.
2 is standard, but I think slight differences is fine, so long as it's the same on both sides of the map.
I'm in the camp that wants to mess with mineral lines and gases greatly (for instance, I think expansions where the gas geysers and mineral patches have a bit of distance between them is very interesting, as you can put your expo right next to the gas for max gas, right next to the minerals for max minerals, or inbetween for a balanced approach), but Pro players will likely resist this kind of thing greatly, as it messes with the timings / build orders they have memorized.
Personally, I think the game should be more about impromptu decision-making and less about memorized build orders and timings. This is the same idea behind a lot of variants of chess (especially the ones where the starting positions of the pieces is randomized) - when you throw a wrench into things it becomes more about the player's skill, and less about his memorization of the standard openings.
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^I agree, which is why I made a thread about having the occasional tournament/event where maps are not seen until the loading screen, going fairly all out on what you could find in the map; to test their adaptability rather than memorization, so to speak.
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This is really great. I just started playing with the map editor. Thank you.
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On November 13 2012 17:36 moskonia wrote: Can any "pro" map maker confirm those to be the standard mineral placement? Eh, they aren't exactly standard, but standard is an odd thing to be thinking about when it comes to minerals. Most of the common mineral layouts can be found in Blizzard maps, but Korean mapmakers tend to use rather unique mineral layouts, Daybreak is a prime example of this. Back when I was a newb, I just wanted my mineral lines to be shaped properly, and have a similar overall look, which I suppose these do. There is some room for personal style in mineral placement, but it's an odd place to look for it.
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I've accually done a lot of testing on what's best. - Close minerals have a max of 2 workers to saturate fully and far take 3. This is important to note because standard base normally has 2 close 6 far or 4 close 4 far. Some times, like Ohana's main, 3 close. - Vertically aligned minerals should have a space of at least 1 block. If they don't it can be easy for players to miss click. - Gas cannot be further than 2 blocks past the town hall. This also helps with building placement.
It's easy to see how you can rework this to function the same from all angles.
Standard 4 close 4 far + Show Spoiler +
Standard 2 close 6 far + Show Spoiler +
Buildings (applies to Zerg buildings as well) + Show Spoiler +
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I thought it was a no-no to put geysers directly next to a min patch?
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On November 30 2012 09:06 TheFish7 wrote: I thought it was a no-no to put geysers directly next to a min patch? It is. Take those bottom three mineral patches in that first example, and shift them left 1 unit.
EDIT: Okay, so since everyone keeps messing up the basic, standard mineral placements, here you are:
![[image loading]](http://i.imgur.com/egBvg.jpg)
This is as standard as you can get. Cardinal and 45 degree mineral lines, one geyser on either side. If you're a new mapmaker and aren't comfortable doing non-standard things like having 2 geysers on one side or unique resource placement, just use this image for reference and you should be good to go.
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This should be the standard for 45s, shouldn't it?
![[image loading]](http://i.imgur.com/GlwYD.jpg)
It's got better positional balance (both geysers are at the same position relative to the main building,) and on that other one it might take 4 workers to mine fully in some positions.
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On December 12 2012 03:25 Gfire wrote:This should be the standard for 45s, shouldn't it? ![[image loading]](http://i.imgur.com/GlwYD.jpg) It's got better positional balance (both geysers are at the same position relative to the main building,) and on that other one it might take 4 workers to mine fully in some positions. This way works great as well; just a minor shift of a couple of the top minerals compared to my example (in the post above Gfire's) to allow units another space to pass through the mineral field. Geyser locations are identical. New mapmakers should definitely use either one of these examples for making 45 degree mineral lines -- NOT what's posted in the OP.
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Oh you're right, those ones you posted have the same geyser spots. Some of the ones in the OP are pretty messed up, though.
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Wouldn't a symmetric mineral placement work the best?
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On December 12 2012 03:59 iamcaustic wrote:Show nested quote +On December 12 2012 03:25 Gfire wrote:This should be the standard for 45s, shouldn't it? ![[image loading]](http://i.imgur.com/GlwYD.jpg) It's got better positional balance (both geysers are at the same position relative to the main building,) and on that other one it might take 4 workers to mine fully in some positions. This way works great as well; just a minor shift of a couple of the top minerals compared to my example (in the post above Gfire's) to allow units another space to pass through the mineral field. Geyser locations are identical. New mapmakers should definitely use either one of these examples for making 45 degree mineral lines -- NOT what's posted in the OP.
What you posted is in the OP for a 45 degree one.
I should probably label them, as I have 2 different ways to make 45 degree bases. One of them was from Bel'Shir Vestige, which was the newest map at the time.
Also, I'd like to know which ones are messed up, so I could fix them in the OP.
Thanks for correcting my mistakes, though.
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On November 12 2012 09:03 TheFish7 wrote:The last one under "Standard" has one patch behind 2? imo should look like this + Show Spoiler +I would also include the configurations from Cloud Kingdom's main, and 3rd base. I am fond of those configurations (lol) Also, the first one can also look like this + Show Spoiler +
this is the ohana formation
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I think over all we should encourage new mineral formation styles. As long as they yield the same results.
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On November 12 2012 08:52 Timetwister22 wrote:Show nested quote +On November 12 2012 08:08 AbideWithMe wrote: Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location? This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem. Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo. Mineral stacking will always apply because there will always be 1 or 2 patches centered closest to the face of the CC, which are optimal. The closest you could place mineral patches is probably this (below) which is as compact if not more so than typical mineral patch placements.
![[image loading]](http://i.imgur.com/TJRVn.jpg)
Or maybe this.
![[image loading]](http://i.imgur.com/02hvl.jpg)
In any case it's better (or standard at least) to have 2-3 patches that are 4 squares away instead of 3 squares away, which causes the base to require 2-3 more workers for full saturation and lets high APM players eek out a slim mineral advantage with worker micro in the early game.
Nice thread, good basic resource. Now we need a thread about advanced mineral placements.... :O
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On December 12 2012 05:49 ScorpSCII wrote:Wouldn't a symmetric mineral placement work the best? ![[image loading]](http://i.imgur.com/kxo8F.jpg) That type of mineral placement puts 4 mineral fields at 4 units distance, whereas the standard is 2 mineral fields at 4 units distance. Basically means income is gonna be a bit slower than is standard and puts a greater emphasis on forcing workers to mine from closer patches.
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On December 12 2012 06:58 Monochromatic wrote:Show nested quote +On December 12 2012 03:59 iamcaustic wrote:On December 12 2012 03:25 Gfire wrote:This should be the standard for 45s, shouldn't it? ![[image loading]](http://i.imgur.com/GlwYD.jpg) It's got better positional balance (both geysers are at the same position relative to the main building,) and on that other one it might take 4 workers to mine fully in some positions. This way works great as well; just a minor shift of a couple of the top minerals compared to my example (in the post above Gfire's) to allow units another space to pass through the mineral field. Geyser locations are identical. New mapmakers should definitely use either one of these examples for making 45 degree mineral lines -- NOT what's posted in the OP. What you posted is in the OP for a 45 degree one. I should probably label them, as I have 2 different ways to make 45 degree bases. One of them was from Bel'Shir Vestige, which was the newest map at the time. Also, I'd like to know which ones are messed up, so I could fix them in the OP. Thanks for correcting my mistakes, though. The reason I don't recommend the OP is because there are a number of non-standard placements masquerading as standard. While you do have the placement that Gfire posted in there, it's buried in with a bunch of weird ones, making it overly confusing for new mapmakers.
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On December 12 2012 07:51 iamcaustic wrote: The reason I don't recommend the OP is because there are a number of non-standard placements masquerading as standard. While you do have the placement that Gfire posted in there, it's buried in with a bunch of weird ones, making it overly confusing for new mapmakers.
It might be best just to use caustic's picture with the 8 basic directions as the first image. I think it's good to have examples with geysers on one side and other options that are centered on NNW instead of N or NW, or whathaveyou. The important thing is that it shows examples of mineral placements that have the correct proportion of close/far patches and a few holes between the minerals.
It doesn't really matter that much what the minerals look like as long as it's symmetric across both sides or all 4 sides of the map, and it's a small issue for a map to have.
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Is it right that in the last picture of "Standard" the Top Minerals are 3 Squares far away from the Main Building and the lower Minerals are 4 Squares away? :O
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On December 12 2012 09:32 Daumen wrote: Is it right that in the last picture of "Standard" the Top Minerals are 3 Squares far away from the Main Building and the lower Minerals are 4 Squares away? :O No, it is not. Please refer to this post or this post for standard 45-degree mineral placement.
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On December 12 2012 07:51 EatThePath wrote:Show nested quote +On November 12 2012 08:52 Timetwister22 wrote:On November 12 2012 08:08 AbideWithMe wrote: Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location? This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem. Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo. Mineral stacking will always apply because there will always be 1 or 2 patches centered closest to the face of the CC, which are optimal. The closest you could place mineral patches is probably this (below) which is as compact if not more so than typical mineral patch placements. ![[image loading]](http://i.imgur.com/TJRVn.jpg) Or maybe this. ![[image loading]](http://i.imgur.com/02hvl.jpg) In any case it's better (or standard at least) to have 2-3 patches that are 4 squares away instead of 3 squares away, which causes the base to require 2-3 more workers for full saturation and lets high APM players eek out a slim mineral advantage with worker micro in the early game. Nice thread, good basic resource. Now we need a thread about advanced mineral placements.... :O another concern is aesthetics. Those mineral placements simply don't look as good or "natural" as the standard ones.
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On December 12 2012 14:09 thenexusp wrote:Show nested quote +On December 12 2012 07:51 EatThePath wrote:On November 12 2012 08:52 Timetwister22 wrote:On November 12 2012 08:08 AbideWithMe wrote: Just a general question of somebody who has no idea about map making. Would it be a problem to make a mineral line with every mineral patch equally far away from the CC location? This would make early double worker stacking and such obsolete. What is the downside of this? Why does nobody do it? It could also be used to get rid of the "mule wasting minerals" problem. Mineral lines will take up way too much space, making for some very awkward base proportions. Also, making mineral stacking obsolete is a bad thing imo. Mineral stacking will always apply because there will always be 1 or 2 patches centered closest to the face of the CC, which are optimal. The closest you could place mineral patches is probably this (below) which is as compact if not more so than typical mineral patch placements. ![[image loading]](http://i.imgur.com/TJRVn.jpg) Or maybe this. ![[image loading]](http://i.imgur.com/02hvl.jpg) In any case it's better (or standard at least) to have 2-3 patches that are 4 squares away instead of 3 squares away, which causes the base to require 2-3 more workers for full saturation and lets high APM players eek out a slim mineral advantage with worker micro in the early game. Nice thread, good basic resource. Now we need a thread about advanced mineral placements.... :O another concern is aesthetics. Those mineral placements simply don't look as good or "natural" as the standard ones. Yeah definitely. I could see some special aesthetic settings like an industrial/science facility with squared up minerals and gas platforms, but everyone is used to staggered arc.
btw does anyone else spend way too much timing choosing which mineral model to use for each particular patch? ><
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Yeah I catch myself obsessing about that sometimes. lol
As far as mineral and geyser placement goes, I have been favoring gases being next to each other much more often lately. Below is my favorite, as you have the geysers in the least diagonal positions possible (without doing something really weird), which is actually a lot more important than if the minerals are perfect (although the minerals are fine here too) b/c if gas efficiency is affected (when you have geysers that are directly diagonal from the town hall) then you're losing a somewhat significant % of your gas income, compared to if there's a slight mineral inefficiency.. you would only be losing a tiny tiny % of your mineral income.
![[image loading]](http://i.imgur.com/PfzQg.jpg)
Besides that, I think gases being next to each other is a tad less annoying on the player (it's slightly easier/faster to command your worker(s) to build 2 geysers when they are next to each other), which is nice.
The other important thing that I don't think has been mentioned: You have to consider if your mineral formation allows units to get through the mineral line (important for defending banshee harass, hellions, or drops).
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It's also important for blocking cheesy stuff like cannon wall-ins or bunkers. Daybreak has that problem at the natural which was fixed with random no-build squares that have zero correlation with what the ground looks like. Avoid this.
I like having geysers that way too. Maybe one day we'll have BW style base layouts with gas almost always the same layout, in order to deal with the gas footprint problem.
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Is the gas footprint problem really that big of a deal, the income difference is pretty negligible isn't it?
What I really don't get is why the game doesn't have rotatable minerals to be honest. For a 2 by 1 footprint, there is no reason not to make them able to rotate.
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Nice. Very interesting and ambitious thread. As for gas location consideration, my [G] ~8% faster gas mining thread should help.
While doing this gas research, I thought of doing a similar research on mineral as well, but I gave up the idea due to sheer number of possible mineral patch locations. (probably a few hundred in total) I doubt anyone has passion & time to do similar mineral line research, so we are bound to conclude that the difference should be negligible when in fact it could be as big as 2~3%. Gas inefficiency turned out to be 4% maximum for 2 geysers at a base {(8+0)/2=4%}, so my wild guess based solely on my hunch is that mineral line inefficiency for 8 mineral patches is probably about 1% among any decent mineral line layout standard or not, but we'll never know without a comprehensive research. Personally, I have hard time calling 1% negligible even if that were the case, though. A fair RTS game design should aim at 0% IMO.
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Is the gas footprint problem really that big of a deal, the income difference is pretty negligible isn't it?
The reason it's slightly more of a big deal than mineral placement is you have 2 geysers vs. 8 patches. If 1 or 2 of the patches are slightly inefficient, vs. 1 geyser, then that's 12.5 - 25% of your mineral patches that require an extra worker, vs. 50% of your gas geysers requiring an extra worker. While it's not quite that simple, since a bad geyser and a bad mineral patch may not be operating at the exact same level of inefficiency, the basic math is obvious enough.
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On December 14 2012 00:45 Orek wrote:so my wild guess based solely on my hunch is that mineral line inefficiency for 8 mineral patches is probably about 1% among any decent mineral line layout standard or not, but we'll never know without a comprehensive research. Personally, I have hard time calling 1% negligible even if that were the case, though. A fair RTS game design should aim at 0% IMO.
I agree, In a game that's this competitive they really should make sure silly anomalies (however small) like this are weeded out.
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I think the most important thing is that it's positionally balanced. If one map has a slightly different income from another that's really fine, so long as it's the same for both sides on every map.
For some mineral layouts and symmetry types, it would be nice to be able to rotate minerals, though. And having geysers with symmetrical footprints would be nice, as well.
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In fact, I like oddities that produce minor asymmetries, as long as they don't create demonstrable imbalance. While rotating 2x1 patches would make for precise symmetry, most of the time you can create equivalent or nearly-equivalent formations (think of tetris pieces) to the point where it doesn't change balance, which would only be positionally in mirror matchups anyway. Not sure why I like the idea of minor differences but something about it appeals to me, kind of like in sports how one team gets to randomly choose a side of the field to have.
The gas thing should be fixed, though. Otherwise we have to use only east and west gas placements, and in certain situations like ling/bling wars, it's definitely impactful to have 8% faster gas mining.
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On December 14 2012 04:34 EatThePath wrote: In fact, I like oddities that produce minor asymmetries, as long as they don't create demonstrable imbalance. While rotating 2x1 patches would make for precise symmetry, most of the time you can create equivalent or nearly-equivalent formations (think of tetris pieces) to the point where it doesn't change balance, which would only be positionally in mirror matchups anyway. Not sure why I like the idea of minor differences but something about it appeals to me, kind of like in sports how one team gets to randomly choose a side of the field to have.
The gas thing should be fixed, though. Otherwise we have to use only east and west gas placements, and in certain situations like ling/bling wars, it's definitely impactful to have 8% faster gas mining. 8% is the worst ever case though, no one positions geysers in a way that you need 4 workers on it.
That said, being able to rotate patches really doesn't hurt in any way so why not put it in the game?
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Like I said, something appeals to me about it. Connection to the first game? To put it into words would be to put it into way too many words. The gas thing just seems like a silly oversight in footprint creation. Maybe I am being arbitrary.
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8% is the worst ever case though, no one positions geysers in a way that you need 4 workers on it.
Well that's not true. If you look at the post, most of the ladder maps have at least 1 important geyser (geysers in either the main or nat) that are positioned that way.
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I just started making maps, this thread had been super helpful.
Can anybody tell me how to copy paste a mineral template in the editor? Ideally I'd like to get a perfect template for each possible position on a map because right now I'm doing it all by hand and it sucks a rat.
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I guess it's important now to make sure that the workers don't get too messed up when auto-splitting in the mains.
+ Show Spoiler [side] +
+ Show Spoiler [top] +
+ Show Spoiler [corner] +
Here I've shown some of the ones I tested. Some of them end up with workers going behind the minerals and some don't.
I only tested formations which allowed for 3-worker geysers... I think any of these formations would be fine in a non-main position.
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