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The Mechanics of Creep

Forum Index > StarCraft 2 Strategy
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Gralamin
Profile Joined July 2010
Canada5 Posts
Last Edited: 2010-07-09 01:26:50
July 08 2010 01:16 GMT
#1
Hello, I'm Gralamin. I am not a top tier player, more of a gold/platnium league than anything else. So you might wonder why you should read this, as many of you are undoubtedly better at Starcraft then me. Well first I'm an Undergraduate Computing Scientist, who is looking towards getting a career in game design. This means I have some knowledge of how typical systems work underneath the hood. Second, the info contained within is easy to verify. Third, I'm quite capable with the galaxy editor, which has helped me gather the following information.

I have figured out most of how creep works behind the scenes, including:
1) What are the benefits of Creep?
2) How does Creep Grow?
3) How do you optimize Creep Growth?

The first half of this guide is likely to look a lot like the liquidpedia page on Creep in Starcraft 2. This is just to ensure the basics have been covered before explaining the rest.

The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.

On Vision
On July 08 2010 14:19 figq wrote:
creep =/= vision, is important, because for example your hatchery doesn't have vision about a tile and a half within the edge of its creep. This means the enemy could sneak over the edge of the hatchery's creep and not be seen at all.

Lair and Hive do not increase the creep range, but increase the vision range +1 each time. With Lair the enemy can still barely step over the edge of the Lair's creep and not be seen. With Hive the vision goes beyond its creep range, so a unit could be spotted even off creep, if they are near it.

Check this thread too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133410&currentpage=2



How Creep Grows
Creep is generated by 4 sources:
- Hatcheries make the largest creep area in the game, but are not an economical way to increase creep size.
- Overlords, with Lair tech, have a "Generate Creep" ability. This creates what is usually referred to as a "2x2" area of creep.
- Creep Tumors will generate a "4x4" area of creep. Due to the way creep tumors are usually placed (at the end of a currently existing bit of creep), they generally only generate a bit more than half this amount.
- Nydus Worms will generate a "4x4" area of creep after emerging from the ground.

Now, this "4x4" area, and "2x2" area are both misnomers. Creep actually generates in a "Squared Circle" pattern, with a radius in what I will call Distance Units. A Distance unit is the smallest whole unit defined internally in Starcraft. The length of a distance unit is approximately the length of a zealot. In addition, I will define a Square Unit as a 1 Distance Unit by 1 Distant Unit square area. This is approximately the total space a Zealot takes up.

A Creep Tumor generates creep in a 10 square radius squared circle. This means it generates creep in a total of 292 squares. An Overlord generates creep in a 6 square radius squared circle. This means it generates creep in a total of 96 squares.

[image loading]

Why are these numbers important? Well it turns out that how long it takes to generate creep is well defined.
- Creep doesn't start being generated until a delay period. On Overlords, this is 2 seconds. On Creep Tumors, this is 0 seconds.
- Creep is generated every Creep Generation Period. The Creep Generation Period of Overlords is 1 second. The Creep Generation Period of Creep Tumors is 0.8332 seconds. At the end of each of these periods, just less than 3 square units of creep are created on average (about 2.835, based on observations detailed below).
- Creep is generated randomly, so long as it is adjacent to existing creep. This is how the cool growth effect works internally. This has a hidden ability in it though: Multiple creep sources generate simultaneously.
I've run some tests on exactly how long it takes for an Overlord and Creep Tumor to fill the area defined above. These tests are based on 10 trials.
-An Overlord takes about 34 seconds to fill up its entire area. Judging by how its creep generation is defined, 34 seconds is likely the exact value.
-A Creep Tumor takes just less than 86 seconds to fill up its entire area. Judging by how creep generation is defined, it is likely 85.8196 seconds exactly.
But what if we want this faster?

How to Optimize Creep Growth
The key to optimizing Creep Growth is hidden above. The easiest and quickest way to optimize creep growth is to add more creep sources. The time it takes for two Creep Tumors to fill an entire area is about 43 seconds. The time it takes for three is about 29 seconds.

As you can see, there are diminishing returns. Thus we have to question exactly how fast we want it, compared to what it costs. Since Overlord creep generation is free (unless the overlord is placed in danger because of it), we will ignore it for the purposes of optimizing (just grab a group, have them all generate creep, keep them together).

When you generate creep edge to edge, you tend to save 124 square units. This translates into saving about 36 seconds on one tumor. On two tumors, the amount of time saved is actually halved, since you would have generated it twice as fast. Thus you save only about 18 seconds, and it takes about 25 to fill. With three, you would only have saved 12 seconds, and it would take 17 to fill, etc.

So exactly how much is optimal? Well EDIT as of the Beta coming back up, Spawn Creep Tumor now takes 15 seconds to build the tumor, and 30 seconds for the cooldown. This means that you should never, ever, have more then two creep tumors together, unless you need creep somewhere that instant.

The other main way to optimize creep growth is having multiple paths. You do not need a single line, and generally it is beneficial to have creep covering as much of the map as possible. This obviously increases the amount of micro required to keep the creep up, but each path basically consists of the problem above.

---------
I hope someone has found this information helpful
InTriX
Profile Joined July 2010
United Kingdom149 Posts
Last Edited: 2010-07-08 01:20:43
July 08 2010 01:18 GMT
#2
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.
Life is Not worth Dying for.
Rigel of Cyrosea
Profile Blog Joined October 2009
Canada66 Posts
July 08 2010 01:37 GMT
#3
Good writeup, very good first post.

Definitely some interesting information there. I wasn't sure whether it was worth putting two creep tumors down together before this. Well, actually, I'm still not sure it's worth it, but at least I know exactly how much faster it is now. :D
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
July 08 2010 01:44 GMT
#4
On July 08 2010 10:18 InTriX wrote:
Show nested quote +
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.

seriously dude, hurrr tur durr. How do you get creep again? Tumors and overlords, you dont mysteriously gain creep without a source. Seriously i know your trying to find a mistake with his post, but please stop trolling.
lololol
Profile Joined February 2006
5198 Posts
July 08 2010 01:54 GMT
#5
Crawlers have a bonus of 150%. Base speed of 1 and a 2.5 creep multiplier.
I'll call Nada.
Gralamin
Profile Joined July 2010
Canada5 Posts
July 08 2010 02:01 GMT
#6
Do they? I took the Liquidpedia information rather then checking them all. Give me a sec.

Yes, you are correct. Editing.
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 08 2010 02:03 GMT
#7
On July 08 2010 10:44 OHtRUe wrote:
Show nested quote +
On July 08 2010 10:18 InTriX wrote:
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.

seriously dude, hurrr tur durr. How do you get creep again? Tumors and overlords, you dont mysteriously gain creep without a source. Seriously i know your trying to find a mistake with his post, but please stop trolling.


It's not a troll, I don't see why you think it is, creep tumours that generate creep through grass or up cliffs have an impact on the game. No reason to be hostile towards people for pointing out things that others will use as fact.
Life is Not worth Dying for.
Gralamin
Profile Joined July 2010
Canada5 Posts
July 08 2010 02:11 GMT
#8
On July 08 2010 11:03 InTriX wrote:
Show nested quote +
On July 08 2010 10:44 OHtRUe wrote:
On July 08 2010 10:18 InTriX wrote:
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.

seriously dude, hurrr tur durr. How do you get creep again? Tumors and overlords, you dont mysteriously gain creep without a source. Seriously i know your trying to find a mistake with his post, but please stop trolling.


It's not a troll, I don't see why you think it is, creep tumours that generate creep through grass or up cliffs have an impact on the game. No reason to be hostile towards people for pointing out things that others will use as fact.

It's a fair point. I've edited it in.
EnderCN
Profile Joined May 2010
United States499 Posts
July 08 2010 02:13 GMT
#9
On July 08 2010 10:44 OHtRUe wrote:
Show nested quote +
On July 08 2010 10:18 InTriX wrote:
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.

seriously dude, hurrr tur durr. How do you get creep again? Tumors and overlords, you dont mysteriously gain creep without a source. Seriously i know your trying to find a mistake with his post, but please stop trolling.


He actually has a valid point. If your creep connects to someone elses creep you don't gain any vision from theirs and to be honest creep itself is actually neutral so it doesn't belong to either of you. If you have an overlord get killed while it is spreading creep the creep fades slowly and you have no vision of the area before it fades, same with a dead creep tumor etc. It might seem like a nitpick but it is an important thing to understand in a few isolated situations.
InTriX
Profile Joined July 2010
United Kingdom149 Posts
Last Edited: 2010-07-08 02:20:52
July 08 2010 02:14 GMT
#10
On July 08 2010 11:11 Gralamin wrote:
Show nested quote +
On July 08 2010 11:03 InTriX wrote:
On July 08 2010 10:44 OHtRUe wrote:
On July 08 2010 10:18 InTriX wrote:
The Benefits of Creep
Before anything else, we need to understand exactly what benefits creep gives. The major advantage of creep is speed, and vision. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 85% faster. The other benefit is the ability to place zerg buildings, including Spine and Spore Crawlers. It also prevents these buildings from dying, as will happen if they are not connected to creep.


Creep dosn't give vision, the only reason you associate the two is because creep tumours or overlords give sight. However creep itself dosn't.

seriously dude, hurrr tur durr. How do you get creep again? Tumors and overlords, you dont mysteriously gain creep without a source. Seriously i know your trying to find a mistake with his post, but please stop trolling.


It's not a troll, I don't see why you think it is, creep tumours that generate creep through grass or up cliffs have an impact on the game. No reason to be hostile towards people for pointing out things that others will use as fact.

It's a fair point. I've edited it in.


I'm glad you saw the use in noting the difference, as little mistakes can change people's understanding on mechanics. I still however don't understand why OHtRUe decided to be hostile.

Edit: thank you EnderCN & Gralamin.
Life is Not worth Dying for.
sikyon
Profile Joined June 2010
Canada1045 Posts
July 08 2010 02:20 GMT
#11
Good writeup. I hadn't though of using ovies and creep gen to increase crepe tumor propagation rates.

Sometimes I just like to run a line of ovies towards my opponent's base when I have map control, so that I can get a fast creep highway. Do you know if unit pathing will take creep into account for choosing the path it takes, or if it's shortest distance only?
InTriX
Profile Joined July 2010
United Kingdom149 Posts
July 08 2010 02:21 GMT
#12
On July 08 2010 11:20 sikyon wrote:
Good writeup. I hadn't though of using ovies and creep gen to increase crepe tumor propagation rates.

Sometimes I just like to run a line of ovies towards my opponent's base when I have map control, so that I can get a fast creep highway. Do you know if unit pathing will take creep into account for choosing the path it takes, or if it's shortest distance only?


Unfortunatly it dosn't take the creep into mind auto pathing units will always take the shortest path (distance based).
Life is Not worth Dying for.
deL
Profile Blog Joined March 2009
Australia5540 Posts
July 08 2010 02:36 GMT
#13
I thought all of this was quite obvious from 3-4 games as Zerg but a nice writeup none the less and I look forward to further posts.

Use your findings to update Liquipedia!
Gaming videos for fun ~ http://www.youtube.com/user/WijLopenLos
Competent
Profile Joined April 2010
United States406 Posts
July 08 2010 03:30 GMT
#14
I can't really tell if this is supposed to be a joke or serious, because I have been laughing through the whole thing. Nice post it's funny.
Nurrrhhh, I'm gonna be A+ by Wendsday! -Day[9] "I'm going to spread out my lings so it looks like there is more. Lots of animals do that." -CatZ
figq
Profile Blog Joined May 2010
12519 Posts
Last Edited: 2010-07-08 05:20:55
July 08 2010 05:19 GMT
#15
creep =/= vision, is important, because for example your hatchery doesn't have vision about a tile and a half within the edge of its creep. This means the enemy could sneak over the edge of the hatchery's creep and not be seen at all.

Lair and Hive do not increase the creep range, but increase the vision range +1 each time. With Lair the enemy can still barely step over the edge of the Lair's creep and not be seen. With Hive the vision goes beyond its creep range, so a unit could be spotted even off creep, if they are near it.

Check this thread too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133410&currentpage=2
If you stand next to my head, you can hear the ocean. - Day[9]
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
July 08 2010 05:21 GMT
#16
On July 08 2010 12:30 Competent wrote:
I can't really tell if this is supposed to be a joke or serious, because I have been laughing through the whole thing. Nice post it's funny.


....what? You're an idiot. No need to be demeaning, and it's clear you were trying to be, since you gave absolutely no reason as to why it'd be funny.

Thanks for the post OP. To be sure, I knew this already, but I did appreciate the actual NUMBERS in this writeup.

I'm a freak for numbers in these kinds of analyses.

Good good post.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
delayed reflex
Profile Joined July 2010
Canada358 Posts
July 08 2010 06:17 GMT
#17
A subtle but informative post - I've noticed that for example TLO often places two or three creep tumors right next to each other (usually to the amusement/confusion of the shoutcasters), but this explains that there still is an advantage to it as it fills the local area with creep faster.

Does this mean that if you have 34 overlords clustered they will instantly saturate the area (after the 2 second delay)?
bbsss
Profile Joined June 2010
Netherlands163 Posts
July 08 2010 06:20 GMT
#18
Good post, I've been wondering if bringing a queen to a place with overlords-creep and putting a creep tumor down there would be viable for the time/resources spent.



On July 08 2010 14:19 figq wrote:
creep =/= vision, is important, because for example your hatchery doesn't have vision about a tile and a half within the edge of its creep. This means the enemy could sneak over the edge of the hatchery's creep and not be seen at all.

Lair and Hive do not increase the creep range, but increase the vision range +1 each time. With Lair the enemy can still barely step over the edge of the Lair's creep and not be seen. With Hive the vision goes beyond its creep range, so a unit could be spotted even off creep, if they are near it.

Check this thread too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133410&currentpage=2


this really should be added to the op
Stealthpenguin
Profile Joined April 2010
Finland393 Posts
July 08 2010 10:16 GMT
#19
Good post even though i knew most of this, it's nice to get numbers on it. I didn't know hydras gained 50% though, I knew they were slow off creep but damn.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
Last Edited: 2010-07-08 10:47:56
July 08 2010 10:47 GMT
#20
So 3 creep tumors are cool if you want to creep it up, ez game. <insert youtube link of tlo playing as zerg against some terran on blistering sands where he went mass ling infestor>
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
CynanMachae
Profile Blog Joined September 2006
Canada1459 Posts
July 08 2010 10:51 GMT
#21
Thanks for the writeup! I wasn't completly aware about those mechanics and it will surely change how I'm gonna spread my creep around.

And I wasn't aware the hydra was the only exception for the speed bonus (aside from the obvious Queen). The hydra is really the only unit getting more than 30%? o.o They really are slow offcreep, but I don't get blizzard's reasoning behind it

On July 08 2010 10:16 Gralamin wrote:
One option that may make two optimal is using an overlord to generate the next creep area generation. This will allow you to use the ability every 15 seconds, while it is only partially grown. Whatever still needs to be generated would quickly be filled in by the time the new tumors finish. This strategy though, essentially uses 50 energy and 100 minerals. If 25 Energy is more important than 100 minerals (which it probably is early game, but late game queens have too much energy).

I'm not sure I understand correctly here, you are saying it would cost 100 minerals because of the overlord...? Because whenever you will be using overlords to generate creep mean you've got lair, and you will have overlords already around so it's not really costing you anything.


On July 08 2010 15:17 delayed reflex wrote:
Does this mean that if you have 34 overlords clustered they will instantly saturate the area (after the 2 second delay)?

From what I've understood, after the delay, yea they would instantly fill the area with creep. That makes sense with what I've observed too.
Jang Yoon Chul hwaiting!
kiritaku
Profile Joined June 2010
10 Posts
July 08 2010 12:15 GMT
#22
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
July 08 2010 12:55 GMT
#23
Great OP mate, interesting stuff.

You should add this to Liquipedia!
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
July 08 2010 13:22 GMT
#24
On July 08 2010 21:15 kiritaku wrote:
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.


It would appear that there has been an unlisted patch change (or bug) that causes the CD to be 30 seconds at the moment.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Loddigesia
Profile Joined April 2010
247 Posts
July 08 2010 20:08 GMT
#25
Very interesting post with all the numbers (and also because it helped me learn that creep does not increases health regeneration rate )

Maybe it will require an update if the 15 to 30 seconds cooldown change for creep tumors is confirmed.
aka gorfou
Gralamin
Profile Joined July 2010
Canada5 Posts
July 09 2010 01:23 GMT
#26
Good to see so many responses!

On July 08 2010 19:51 CynanMachae wrote:
Thanks for the writeup! I wasn't completly aware about those mechanics and it will surely change how I'm gonna spread my creep around.

And I wasn't aware the hydra was the only exception for the speed bonus (aside from the obvious Queen). The hydra is really the only unit getting more than 30%? o.o They really are slow offcreep, but I don't get blizzard's reasoning behind it

Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
One option that may make two optimal is using an overlord to generate the next creep area generation. This will allow you to use the ability every 15 seconds, while it is only partially grown. Whatever still needs to be generated would quickly be filled in by the time the new tumors finish. This strategy though, essentially uses 50 energy and 100 minerals. If 25 Energy is more important than 100 minerals (which it probably is early game, but late game queens have too much energy).

I'm not sure I understand correctly here, you are saying it would cost 100 minerals because of the overlord...? Because whenever you will be using overlords to generate creep mean you've got lair, and you will have overlords already around so it's not really costing you anything.

While true, very often spreading creep with overlords puts them in a vulnerable position. As an optimist, you can say it costs nothing. As a bit of a Cynical person, I count that overlord as already being effectively dead.


On July 08 2010 15:17 delayed reflex wrote:
Does this mean that if you have 34 overlords clustered they will instantly saturate the area (after the 2 second delay)?

From what I've understood, after the delay, yea they would instantly fill the area with creep. That makes sense with what I've observed too.[/QUOTE]
Well, its the laws of diminishing returns. Without infinite overlords, you can never do it instantly past the two second delay, but you can get it to happen extremely quickly.



On July 08 2010 15:20 bbsss wrote:
Good post, I've been wondering if bringing a queen to a place with overlords-creep and putting a creep tumor down there would be viable for the time/resources spent.



Show nested quote +
On July 08 2010 14:19 figq wrote:
creep =/= vision, is important, because for example your hatchery doesn't have vision about a tile and a half within the edge of its creep. This means the enemy could sneak over the edge of the hatchery's creep and not be seen at all.

Lair and Hive do not increase the creep range, but increase the vision range +1 each time. With Lair the enemy can still barely step over the edge of the Lair's creep and not be seen. With Hive the vision goes beyond its creep range, so a unit could be spotted even off creep, if they are near it.

Check this thread too: http://www.teamliquid.net/forum/viewmessage.php?topic_id=133410&currentpage=2


this really should be added to the op


I'll go edit that in after this post.


On July 08 2010 22:22 MangoTango wrote:
Show nested quote +
On July 08 2010 21:15 kiritaku wrote:
creep tumors have a 15 second cooldown and then take 15 seconds to cast so they can be spawned every 30 seconds. at the end i think you say something about using them every 15.

thanks for making the mechanics clear though, nice post.


It would appear that there has been an unlisted patch change (or bug) that causes the CD to be 30 seconds at the moment.

It has indeed been changed. Building a Creep Tumor takes 15 seconds, and the ability has a 30 second cooldown. I'll go edit in new solutions.
Rigel of Cyrosea
Profile Blog Joined October 2009
Canada66 Posts
July 10 2010 14:31 GMT
#27
This stuff should be added to this page on liquipedia so it doesn't get lost in the thread spam from beta coming back.
Gralamin
Profile Joined July 2010
Canada5 Posts
July 11 2010 07:45 GMT
#28
On July 10 2010 23:31 Rigel of Cyrosea wrote:
This stuff should be added to this page on liquipedia so it doesn't get lost in the thread spam from beta coming back.

I don't feel comfortable editing the wiki here with one thread behind my belt. I'll let someone else do it.
blackodd
Profile Joined April 2010
Sweden451 Posts
May 29 2011 10:39 GMT
#29
This post is great and every zerg should read it
For I am the Queen of Blades. And none shall ever dispute my rule, again...
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
July 22 2011 20:14 GMT
#30
I know old post, but just want to clarify since I don't play Zerg. Do Zerg units gain speed upgrade on dead creep (Creep that has no vision or source and is fading away)?
Think Big. Act Small. Fail Fast. Learn Quickly.
HARMevent
Profile Joined November 2010
Barbados28 Posts
July 22 2011 20:25 GMT
#31
Creep is creep, whether it's decaying or expanding. So yes, they do.
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
July 22 2011 20:29 GMT
#32
Ok thanks
Think Big. Act Small. Fail Fast. Learn Quickly.
sLiniss
Profile Blog Joined May 2009
United States849 Posts
July 22 2011 20:49 GMT
#33
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
Last Edited: 2011-07-22 20:59:19
July 22 2011 20:57 GMT
#34
On July 23 2011 05:49 sLiniss wrote:
Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


Larvae also get none.
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-07-22 21:03:56
July 22 2011 21:03 GMT
#35
On July 23 2011 05:49 sLiniss wrote:
Show nested quote +
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


He did specify with a few exceptions. Flying units also...
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
PiLoKo
Profile Joined January 2011
Mexico144 Posts
July 23 2011 00:26 GMT
#36
On July 23 2011 05:57 Firesilver wrote:
Show nested quote +
On July 23 2011 05:49 sLiniss wrote:
On July 08 2010 10:16 Gralamin wrote:
The major advantage of creep is speed. It increases the movement speed of all zerg units by 30%, with a few exceptions. Queens move 170% faster. A Hydralisk moves 50% faster. Both Crawlers move 150% faster.


Drones get no speed advantage on creep.


Larvae also get none.


How do you know larva got no speed bonus on creep?
I like to troll in-game :)
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