• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:07
CEST 00:07
KST 07:07
  • 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
Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments4[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced62
StarCraft 2
General
RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025) The GOAT ranking of GOAT rankings Weekly Cups (Jul 28-Aug 3): herO doubles up Clem Interview: "PvT is a bit insane right now"
Tourneys
LiuLi Cup - August 2025 Tournaments WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly) Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
BW General Discussion StarCraft player reflex TE scores BGH Auto Balance -> http://bghmmr.eu/ StarCon Philadelphia Google Play ASL (Season 20) Announced
Tourneys
KCM 2025 Season 3 [ASL20] Online Qualifiers Day 2 [CSLPRO] It's CSLAN Season! - Last Chance [Megathread] Daily Proleagues
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 788 users

[D] A new (probably useless) creep trick

Forum Index > StarCraft 2 Strategy
Post a Reply
Normal
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2011-11-27 15:59:29
November 25 2011 22:16 GMT
#1
I had a thought a few hours ago and so I decided to investigate, and I found something, while not very surprising, quite interesting, I'll let you follow my chain of thought below.

Some well known facts about creep:

1. zerg units get a speed bonus. (this won't be important in the remainder of this post)
2. Hatcheries produce creep. (range 12)
3. Creep tumors produce creep. (range 9)
4. Overlords can produce creep once you have lair tech. (range 6)
edit: 4.5 nydus worms produce creep. (range unknown, guessing range 9)
5. Creep receeds if the creep is not sustained.
6. Areas where creep is naturally spawned (by hatcheries, creep tumors and overlords) are sustained.
7. Creep receeds from the edges (of the creep) towards the middle.

Given these well known facts I started thinking:
"How is the creep programmed to make point 7?"

The most natural answer is a hidden point 8:
8. Creep surrounded by other creep is sustained.

And you quickly realize a practically unknown point 9:
9. Creep does not need to be in range of a hatchery, creep tumor or overlord to be permanently sustained.

And so I started experimenting:
[image loading]
making a frame, no creeptumors are used, only overlords

[image loading]
filling the frame with creep

[image loading]
the frame is filled, and the creep is not receeding!

Heureka! Indeed if it is surrounded by sustained creep an infinitely big area of creep can be sustained without being actively sustained itself.

Excellent.
We have found a way to use creep which almost noone knows about.

What now?

I can think of the following:
in ZvT early game when hellion pressure is denying creep spread, you can use overlords to spread creep in the place of creep tumors, since hellions cannot kill overlords.
the normal problem with overlord creep spread is the fact that the small creep spread range of overlords forces you to commit a large amount of overlords to it, which is not always possible to do because this early in the game the overlords are being spread around the map for scouting purposes, also, a lot of overlords in the same place means a massive supplyblock if surprise marines arrive.
this trick however lets you minimize the amount of overlords required and committed to such a creep spread (from 4-5 ovies to 3-4).
if you are lucky, the hellions may be afraid of entering the creep (as they should be) which allows you to safely put down those creep tumors you wanted.
so in short, the only way I can think of to use this is to negate denied creep spread, but can only be done after your lair finishes...
like so:
[image loading]
before filling

[image loading]
after filling, 3 overlords covering slightly more than they should be able to

so practically useless unless the terrain is very open outside your natural.

I don't actually know in what way this can be abused and it is for this reason I added the [D] tag in the title.
I reach to our wonderful community: any ideas at all?


The polls below refers to creep not receeding when surrounded by sustained creep.

Poll: Usefulness?

This might be useful (130)
 
55%

This won't be useful, but its good for the community to know (49)
 
21%

This will be useful (47)
 
20%

This won't be useful and there is no point for this thread to exist. (9)
 
4%

Other: explain in a post (3)
 
1%

238 total votes

Your vote: Usefulness?

(Vote): This will be useful
(Vote): This might be useful
(Vote): This won't be useful, but its good for the community to know
(Vote): This won't be useful and there is no point for this thread to exist.
(Vote): Other: explain in a post



if you vote <this will be useful> please describe what use you are referring to in a post.

Poll: Awareness

I had no idea about this (167)
 
75%

I suspected this, but never researched further (36)
 
16%

I knew about this already (21)
 
9%

224 total votes

Your vote: Awareness

(Vote): I knew about this already
(Vote): I suspected this, but never researched further
(Vote): I had no idea about this

I'm better today than I was yesterday!
TALegion
Profile Joined October 2010
United States1187 Posts
November 25 2011 22:21 GMT
#2
This isn't game breaking, but it actually seems to be rather useful if used to it's greatest potential. Make a ring of overlords to sustain a HUGE creep field in the middle? Sounds sick to me
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
Last Edited: 2011-11-25 22:23:30
November 25 2011 22:22 GMT
#3
very interesting and a nice post, thanks!

but imho this can only be useful when used on the zergs own half of the map, perhaps to replace denied creep spread from killed tumors near the own base...

i dont think this will be usable in the middle of the map - a huge ring of ovies in the middle of the map is too big of a target to sustain unless the zerg is already so far ahead that he can effortlessly control the middle - a situation in which saving 3-4 ovie-spread-radiuses (whats the plural of radius? XD ) is probably not worth it.
"What am I supposed to do against this?" - "Lose!" :-]
Roynalf
Profile Joined August 2011
Finland886 Posts
November 25 2011 22:30 GMT
#4
Pretty intresting, but I dont see this beinbg so useful against early helions as creep spreading overlords would tell the lair timing for terran with out really scouting.
(V) (;,,;) (V) Woopwoopwoopwoop
Baseic
Profile Joined March 2011
Netherlands310 Posts
November 25 2011 22:30 GMT
#5
Not useful, very hard to set up, but I think it's a cool find
Etc.
Fruscainte
Profile Blog Joined December 2009
4596 Posts
November 25 2011 22:31 GMT
#6
Nothing fantastic or ground breaking, but it's a very neat little piece of information to know.
mahi29
Profile Joined May 2011
United States235 Posts
November 25 2011 22:37 GMT
#7
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?
The mind is its own place, and in it self Can make a Heaven of Hell, a Hell of Heaven.
Meteora.GB
Profile Blog Joined January 2011
Canada2479 Posts
November 25 2011 22:39 GMT
#8
Interesting. I have a hard time imagining this will be used in competitive play, but who knows.
doner0
Profile Blog Joined July 2010
United States233 Posts
November 25 2011 22:40 GMT
#9
its pretty sick, not hard to set up but still has some dificulties, i think its a sick find.
Roblin
Profile Joined April 2010
Sweden948 Posts
November 25 2011 22:44 GMT
#10
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.

to fill the space you need enough creepsources to fill the entire area at any one time.

however, if you section the area up into smaller pieces you can fill that one up first and then progressively fill the rest, this requires less creepsources.
I'm better today than I was yesterday!
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
November 25 2011 22:48 GMT
#11
i had never thought about that. wow
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
MageWarden
Profile Joined April 2011
United States95 Posts
November 25 2011 22:50 GMT
#12
i thought everyone knew about this O.o
GG WP NO RE
Fruscainte
Profile Blog Joined December 2009
4596 Posts
November 25 2011 22:54 GMT
#13
On November 26 2011 07:44 Roblin wrote:
Show nested quote +
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.

to fill the space you need enough creepsources to fill the entire area at any one time.

however, if you section the area up into smaller pieces you can fill that one up first and then progressively fill the rest, this requires less creepsources.


Wait I'm confused.

If I make a giant circle of Overlords, the middle will just fill in automatically, even if its out of range? Or if I have a creep tumor in the middle, and that is killed, the middle will stay alive?
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
Last Edited: 2011-11-25 23:00:09
November 25 2011 22:55 GMT
#14
On November 26 2011 07:44 Roblin wrote:
Show nested quote +
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.


WHAT, infinite? O.O

Gotta try that out asap!

Imagine Xel Naga, where you have a ring of overlords around the whole map, and the inside of that ring (which basically is the whole map then :D) is filled with creep, and the opponent can't really do anything, cause there are no tumors to kill.

O.O

Edit:

HOLY SHIT! IT SEEMS TO ACTUALLY WORK!!! O.O

As long as the ring is closed, the inner creep won't disappear!!!
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Dental Floss
Profile Joined September 2009
United States1015 Posts
November 25 2011 22:59 GMT
#15
On November 26 2011 07:54 Fruscainte wrote:
Show nested quote +
On November 26 2011 07:44 Roblin wrote:
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.

to fill the space you need enough creepsources to fill the entire area at any one time.

however, if you section the area up into smaller pieces you can fill that one up first and then progressively fill the rest, this requires less creepsources.


Wait I'm confused.

If I make a giant circle of Overlords, the middle will just fill in automatically, even if its out of range? Or if I have a creep tumor in the middle, and that is killed, the middle will stay alive?



The second case. Rule 8 is about sustainability, not generation.
Kim Tae Gyun.... never forget Perfectman RIP
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
November 25 2011 23:04 GMT
#16
This might actually be one of the biggest finds in the last months of SC2.
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Roblin
Profile Joined April 2010
Sweden948 Posts
November 25 2011 23:06 GMT
#17
On November 26 2011 07:54 Fruscainte wrote:
Show nested quote +
On November 26 2011 07:44 Roblin wrote:
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.

to fill the space you need enough creepsources to fill the entire area at any one time.

however, if you section the area up into smaller pieces you can fill that one up first and then progressively fill the rest, this requires less creepsources.


Wait I'm confused.

If I make a giant circle of Overlords, the middle will just fill in automatically, even if its out of range? Or if I have a creep tumor in the middle, and that is killed, the middle will stay alive?


On November 26 2011 07:55 enemy2010 wrote:
Show nested quote +
On November 26 2011 07:44 Roblin wrote:
On November 26 2011 07:37 mahi29 wrote:
Sounds pretty interesting. Do you know what the maximum radius of the creep ring can be and still fill in with creep?

infinite, given that you have enough creepsources (hatcheries, tumors and ovies) to be able to surround the area.


WHAT, infinite? O.O

Gotta try that out asap!

Imagine Xel Naga, where you have a ring of overlords around the whole map, and the inside of that ring (which basically is the whole map then :D) is filled with creep, and the opponent can't really do anything, cause there are no tumors to kill.

O.O


to both of you: yes and no.

I'll split this up into parts to clarify.

If I make a giant circle of Overlords, the middle will just fill in automatically, even if its out of range?

no. it will not.

Or if I have a creep tumor in the middle, and that is killed, the middle will stay alive?

yes, given that the entire area within the ring is filled with creep.
If even 1 hex of space is not filled with creep, that one hex can cause the creep to receed as that hex counts as "the end of the creep"

however, in my tests a single hex never caused the creep to receed, so you might need 2 hexes together to cause the creep to receed.

point the same.

Imagine Xel Naga, where you have a ring of overlords around the whole map, and the inside of that ring (which basically is the whole map then :D) is filled with creep, and the opponent can't really do anything, cause there are no tumors to kill.

well, yes. if you have filled the map with creep then all you need to sustain that creep is a ring of overlords around all edges of the creep. however, this is not "around the whole map".

remember that cliffs also count as "the end of the creep" so your overlords would also have to surround every cliff on the map for this to work.
I'm better today than I was yesterday!
warblob004
Profile Joined January 2011
United States198 Posts
November 25 2011 23:09 GMT
#18
This is... HUGE
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
November 25 2011 23:11 GMT
#19
I played around on the Unit Test map, and the areas you can cover with creep by using this method are in fact huge

[image loading]
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10343 Posts
Last Edited: 2011-11-25 23:12:52
November 25 2011 23:12 GMT
#20
wow nice find this is indeed quite huge! every little thing in sc2 is quite useful

Thanks for sharing so much ahah, i wonder if pros knew this.

i wonder if this was intended by blizz?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
docvoc
Profile Blog Joined July 2011
United States5491 Posts
November 25 2011 23:13 GMT
#21
even after reading im confused O.o how does this work?
User was warned for too many mimes.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
Last Edited: 2011-11-25 23:28:41
November 25 2011 23:18 GMT
#22
On November 26 2011 08:13 docvoc wrote:
even after reading im confused O.o how does this work?

You have, lets say, 20 overlords spilling creep.

You use 10 of them to create a ring of creep, which is perfectly connected (no gaps).

You use the other 10 to spill creep in the inside of this ring, spill it all over, there must be no gaps as well.

Now, when you remove the 10 overlords from the inside, the creep will stay. Forever.
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Roblin
Profile Joined April 2010
Sweden948 Posts
November 25 2011 23:21 GMT
#23
On November 26 2011 08:12 Yoshi Kirishima wrote:
wow nice find this is indeed quite huge! every little thing in sc2 is quite useful

Thanks for sharing so much ahah, i wonder if pros knew this.

i wonder if this was intended by blizz?


intended?

the only reason I found this is because I'm a programmer myself and got curious about something that probably will work because it would be the easiest method to give the creep the "receeding from edges" behaviour.

it was programmed that way and I'm 100% sure that blizz knows about the exploit, but it wasn't intended in the way "we wan't it work this way".

its simply difficult to avoid, that's all.

but its very minor in context and I'm also 100% sure that they will not patch it out the game, simply because that would force them to rewrite the entire creep code.
I'm better today than I was yesterday!
Warble
Profile Joined May 2011
137 Posts
November 25 2011 23:21 GMT
#24
You sir are a genius. I love this thread. Very nice deductive reasoning.

I can't wait to see this used in the GSL.

Although I think by the time zerg gets a lair up for overlord creep, terran would have transitioned out of hellions.
enemy2010
Profile Blog Joined October 2010
Germany1972 Posts
November 25 2011 23:23 GMT
#25
Holy. Creep.

[image loading]
1on1 auf azze no he no flash no awp only holztor. | Ja, da meint der ich hätt' abgeschmatzt, aber dat is Quatsch, verstehste?
Warmonger
Profile Blog Joined June 2010
United States69 Posts
Last Edited: 2011-11-25 23:24:08
November 25 2011 23:23 GMT
#26
On November 26 2011 08:06 Roblin wrote:
...remember that cliffs also count as "the end of the creep" so your overlords would also have to surround every cliff on the map for this to work.


Ahh so cliffs will cause the creep to recede; that is what I immediately wondered after reading this. I guess someone would have found this a lot sooner if that wasn't the case. Thanks for the work, the topic is fascinating even if it has very limited use in game.
Soulish
Profile Joined April 2010
Canada1403 Posts
November 25 2011 23:30 GMT
#27
this COULD be huge
me all in, he drone drone drone, me win
Krede
Profile Joined December 2010
Denmark139 Posts
November 25 2011 23:47 GMT
#28
Well, this is a very cool find. I didn't know about it. But i must say that creep is not just about speed (obviously it is a very big part of it), it is also about vision and since it is the creep tumors/ovis suppling the vision this is not the best way to have creep spreed.
Here's the thing about bowling: There's not enough maps. There's two maps on bowling. Bumper Map and Dust_2
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
November 25 2011 23:53 GMT
#29
It won't be useful until a build exists where it's executed properly. And due to the sheer magnitude of Overlords and creep spread required, that would be unlikely.
lorkac
Profile Blog Joined December 2010
United States2297 Posts
November 26 2011 00:03 GMT
#30
Could you leap frog overlords to spread your creep?
By the truth we are undone. Life is a dream. Tis waking that kills us. He who robs us of our dreams robs us of our life --Orlando: A Biography
Ender985
Profile Blog Joined August 2010
Spain910 Posts
November 26 2011 00:07 GMT
#31
Essentially you only need to keep overlords/tumors at the edge of the creep for it to keep in place.

Neat find. I'm waiting to see the whole Taldarim Altar completely filled with creep and only a handful of overlords around the edges to sustain it xD
Member of the Pirate Party - direct democracy, institutional transparency, and freedom of information
Rice
Profile Blog Joined July 2007
United States1332 Posts
November 26 2011 00:13 GMT
#32
this is actually really cool, good job.
Freedom will be defended at the cost of civil liberties.
DrSuit
Profile Joined March 2011
Netherlands33 Posts
November 26 2011 00:17 GMT
#33
but you dont have vision where you don't have ovies/tumors.. I already see ppl spreading creep like this while they're floating 3k thinking their brilliant

completely useless
Idra's beard is nasty
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
November 26 2011 00:28 GMT
#34
dude this is sick. this is definitely useful
"Opportunities multiply as they are seized."
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 00:30 GMT
#35
On November 26 2011 09:03 lorkac wrote:
Could you leap frog overlords to spread your creep?

yes you can, the creeps receeds too slow to "receed away" from your overlords, so if you do it methodically enough, you can.
very micro intensive though, and you must make sure to not leave any edge anywhere connected to a cliff or something which will cause your creep to receed.

On another note, I believe I have found an actually practical way to use this, but there are more downsides than upsides.

Ill show it as a series of pictures:
[image loading]
The first two creep tumors have been made

[image loading]
One goes one way, the other goes the other way

[image loading]
start to hook towards eachother

[image loading]
They are connected

[image loading]
Filled in

Downsides:
Takes a long time to get the creep in the middle, and that's where you want it first.
Has no advantage that wouldn't be had by simply building a third creep tumor.
Doesn't give vision in that tiny spot (this is a minor issue compared to the others)

Upsides:
covers creep equivalent to 16 creep tumors out of which 3 should be active while only using 14 creep tumors where 2 need to be active. or is this a downside because forcing a third creeptumor makes you able to spread creep faster?

so as I said, a lot more downsides than upsides.
I'm better today than I was yesterday!
Vecix
Profile Joined September 2011
9 Posts
November 26 2011 00:33 GMT
#36
It seems that this in and of itself is very useless but it's good to know because when people come to kill off your creep you can take any active tumors they missed (happens often to me in plat because I'm usually on my creep spread and have 10 or so tumors) and cover the edges of the creep before it recedes to keep the speed bonus with the odd hellion push/harass right before siege timing push is gonna be coming.
Rejoice! Bad things are about to happen!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10343 Posts
November 26 2011 00:46 GMT
#37
On November 26 2011 08:21 Roblin wrote:
Show nested quote +
On November 26 2011 08:12 Yoshi Kirishima wrote:
wow nice find this is indeed quite huge! every little thing in sc2 is quite useful

Thanks for sharing so much ahah, i wonder if pros knew this.

i wonder if this was intended by blizz?


intended?

the only reason I found this is because I'm a programmer myself and got curious about something that probably will work because it would be the easiest method to give the creep the "receeding from edges" behaviour.

it was programmed that way and I'm 100% sure that blizz knows about the exploit, but it wasn't intended in the way "we wan't it work this way".

its simply difficult to avoid, that's all.

but its very minor in context and I'm also 100% sure that they will not patch it out the game, simply because that would force them to rewrite the entire creep code.


Yeah, intended like you said "we want the creep to not recede" rather than "oops, the programming causes it to not recede, but we'll just keep it like that"
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 00:56 GMT
#38
On November 26 2011 09:46 Yoshi Kirishima wrote:
Show nested quote +
On November 26 2011 08:21 Roblin wrote:
On November 26 2011 08:12 Yoshi Kirishima wrote:
wow nice find this is indeed quite huge! every little thing in sc2 is quite useful

Thanks for sharing so much ahah, i wonder if pros knew this.

i wonder if this was intended by blizz?


intended?

the only reason I found this is because I'm a programmer myself and got curious about something that probably will work because it would be the easiest method to give the creep the "receeding from edges" behaviour.

it was programmed that way and I'm 100% sure that blizz knows about the exploit, but it wasn't intended in the way "we wan't it work this way".

its simply difficult to avoid, that's all.

but its very minor in context and I'm also 100% sure that they will not patch it out the game, simply because that would force them to rewrite the entire creep code.


Yeah, intended like you said "we want the creep to not recede" rather than "oops, the programming causes it to not recede, but we'll just keep it like that"


I'ts most certainly: "oops, the programming causes it to not recede, but we'll just keep it like that"

On November 26 2011 09:33 Vecix wrote:
It seems that this in and of itself is very useless but it's good to know because when people come to kill off your creep you can take any active tumors they missed (happens often to me in plat because I'm usually on my creep spread and have 10 or so tumors) and cover the edges of the creep before it recedes to keep the speed bonus with the odd hellion push/harass right before siege timing push is gonna be coming.


I am of the same opinion, the only possible real application is probably where the opponent tries to deny creepspread (by killing a bunch of creeptumors) but you "save it" by going there with a bunch of overlords to keep the edge covered before it receeds to far, which buys you time to put down replacement creeptumors later to quickly resume the same creepspread.

but even this seems situational since the opponent should not have anti-air in the vicinity for this to work.

possibly to counter hellions trying to make the creep receed in obscure places on the map perhaps?
I'm better today than I was yesterday!
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
Last Edited: 2011-11-26 01:03:31
November 26 2011 01:02 GMT
#39
This seems to be one of those things that would be published in PLoS ONE rather than Nature. It's a very cool and academic find (the way you used logical reasoning to uncover something new!), but it's not directly applicable to anything useful or game-influencing (or clinical/practical to continue the analogy). Of course, that could change and someone could use it to some huge advantage -- in which case the find will go from "neat thinking" to practical application.
sycknesS
Profile Joined April 2009
United States83 Posts
November 26 2011 01:07 GMT
#40
Very situational, but this will definitely be useful (rarely).
CluEleSs_UK
Profile Blog Joined August 2010
United Kingdom583 Posts
November 26 2011 01:27 GMT
#41
If you plant creep tumours and they are killed, will the creep still recede?
"If it turns out he is leaving the ESL to focus on cooking crystal meth I'll agree that it is somewhat disgraceful, but I'll hold off judgement until then."
Fruscainte
Profile Blog Joined December 2009
4596 Posts
November 26 2011 01:34 GMT
#42
On November 26 2011 10:27 CluEleSs_UK wrote:
If you plant creep tumours and they are killed, will the creep still recede?


If the creep is completely surrounded, no.
jesseclaytonjames
Profile Joined November 2011
20 Posts
November 26 2011 01:44 GMT
#43
First post here, thought I'd contribute to this finding. I've been doing something similar to this in all my games as zerg for quite some time. It's a little bit different. We all know that creep tumors have cooldowns, correct? Now, since the creep spreads from the tumor much slower than cooldown of making another tumor, what I do to by pass this is spread creep JUST INFRONT of your tumor creep(?) with overlords, and then when the cooldown is done you can basically jump the gap inbetween the tumor and the overlord and creep spreads in all directions again. Rinse and repeat, it literally takes half the time to spread creep to opponents base and you only risk one overlord in doing so. AND you always have vision a little ways past the edge of your creep, with more creep! Genius!
nihoh
Profile Blog Joined May 2010
Australia978 Posts
November 26 2011 01:46 GMT
#44
That is pretty cool.

How does a CONCAVE of overlords fare?
Dont look at the finger or you will miss all that heavenly glory.
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 01:52 GMT
#45
On November 26 2011 10:27 CluEleSs_UK wrote:
If you plant creep tumours and they are killed, will the creep still recede?

think of it like this:
creep receeds if and only if the following 2 conditions are met:
1. it is not in range of a hatchery, a creep tumor or an overlord.
2. it is adjacent to a non-creep hex.

thus, if it is surrounded by creep, it doesn't matter if it's out of range of a source (I will refer to hatcheries, creeptumors and overlords as sources)
however, normally all creep not in range of a source would receed eventually, since the "layer of creep" furthest out would receed and allow the next layer to receed, repeat.

so what we do, is we make a "wall" of creep which have sources, and thus will never receed, and put a bunch of creep on the inside of this wall.

since the "wall" will never crumble (unless the source is removed), neither will the inside, since it is surrounded by creep.

so yes and no.

if you plant a creep tumor inside an area such that that creep never receeds, and the creeptumor is killed, then yes, the creep will stay, as it is surrounded by other creep. however, if the "wall" is killed before the creeptumor, then the creep supported by that creeptumor may come in contact with non-creep, and that creep will receed if the creeptumor is killed.
I'm better today than I was yesterday!
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 02:00 GMT
#46
On November 26 2011 10:44 jesseclaytonjames wrote:
First post here, thought I'd contribute to this finding. I've been doing something similar to this in all my games as zerg for quite some time. It's a little bit different. We all know that creep tumors have cooldowns, correct? Now, since the creep spreads from the tumor much slower than cooldown of making another tumor, what I do to by pass this is spread creep JUST INFRONT of your tumor creep(?) with overlords, and then when the cooldown is done you can basically jump the gap inbetween the tumor and the overlord and creep spreads in all directions again. Rinse and repeat, it literally takes half the time to spread creep to opponents base and you only risk one overlord in doing so. AND you always have vision a little ways past the edge of your creep, with more creep! Genius!


what you say is known since beta, but it is heavily underused, mainly because having 2 creeptumors side by side causes the creep to spread fast enough to use both of their maximum range "travel" as soon as they can, however, that requires using 2 creeptumors side by side.
the reason this is preferred over what you say is simply because it is more micro intensive to have an overlord in front than it is to have 2 creeptumors, which are easily acquirable by getting an additional queen.
but theoretically speaking the method you use is better in every way except for micro intensity (assuming the overlord won't be in danger).

On November 26 2011 10:46 nihoh wrote:
That is pretty cool.

How does a CONCAVE of overlords fare?


they fare well until you leave a cliff which can cause the creep to receed, easily fixed by leaving an extra overlord at the cliff though.
I'm better today than I was yesterday!
TheTurk
Profile Joined January 2011
United States732 Posts
November 26 2011 02:18 GMT
#47
This is really awesome.
Practical applications seem a little difficult to manifest, but in the hands of the most adept players I'm sure something interesting will pop up somewhere.
Great find. 10/10
Starcraft is a lifestyle.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
November 26 2011 02:28 GMT
#48
Woah interesting find haha
Wonder if this was intentional
Im gonna try this out in game (probably on shattered temple or something)
You can type "StarCraft" with just your left hand.
Forikorder
Profile Joined August 2011
Canada8840 Posts
November 26 2011 02:28 GMT
#49
thisll probably jsut be one of those things where you only remember it exists at times when its not useful
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
November 26 2011 02:41 GMT
#50
This could certainly be useful when replanting creep tumours that get killed.
tecthe4th
Profile Joined March 2011
Canada16 Posts
Last Edited: 2011-11-26 02:45:08
November 26 2011 02:43 GMT
#51
This is interesting, but I think it has more application for terran/protoss than it might for zerg. Specifically, it has more uses in how to destroy creep rather than how to sustain creep:

Say you're a terran looking to use a scan to destroy a few creep tumours. Knowing this, you would scan at the edge of the creep field, rather than in the middle.

(You would do this anyway just due to map positioning, and because that's where the active tumours are, but it helps to have another reason)
K3Nyy
Profile Joined February 2010
United States1961 Posts
November 26 2011 02:44 GMT
#52
Wow never knew that! Really interesting, great find!
gabapenteado
Profile Joined August 2011
Brazil37 Posts
November 26 2011 02:54 GMT
#53
This is in the 1000 tips thread, there's some alsso other cool tricks there.

Also, i don't think this will change the game too much...
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
November 26 2011 03:08 GMT
#54
It will prob not change anything as you (if I've read it correctly) need to keep it 100% solid. Meaning that if an overloard die and you get a "leak" the whole effect will be lost?
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
TALegion
Profile Joined October 2010
United States1187 Posts
November 26 2011 03:09 GMT
#55
the way i see this working isn't by having a lot of overlords cover an area, and moving the inner ones, but by starting with a dense group of overlords in a space, and moving them out in different directions.
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
Maxd11
Profile Joined July 2011
United States680 Posts
November 26 2011 03:21 GMT
#56
This is really cool and good to know even if not useful.

9
On November 26 2011 12:08 JoeAWESOME wrote:
It will prob not change anything as you (if I've read it correctly) need to keep it 100% solid. Meaning that if an overloard die and you get a "leak" the whole effect will be lost?


Yes and this is a major factor in killing any potential usefulness.
I looked in the mirror and saw biupilm69t
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 03:24 GMT
#57
On November 26 2011 12:08 JoeAWESOME wrote:
It will prob not change anything as you (if I've read it correctly) need to keep it 100% solid. Meaning that if an overloard die and you get a "leak" the whole effect will be lost?


how much time you have to fix the leak is reliant upon how big the hole is, if its just 1 hex or so it takes almost a minute for the creep to recede into the inside (plenty of time), if half the arc is gone it will take much less time.
besides, if this were to be used it'd probably be to fix a hole in your normal creepspread (a quickfix to minimize the receding, if you will) instead of a method to spread the creep in the first place.

On November 26 2011 11:54 gabapenteado wrote:
This is in the 1000 tips thread, there's some alsso other cool tricks there.

Also, i don't think this will change the game too much...


really? it must have been updated since I looked at it last, that thread seemed dead when it floated at 447 tips for like 3 months, and this wasn't there then.

and yes, the general consensous is that unless something really weird happens, this has little practical use.
I'm better today than I was yesterday!
Childplay
Profile Joined October 2011
Canada263 Posts
November 26 2011 03:36 GMT
#58
i wounder if bliz fixes this by the next patch or is it intended...
Roblin
Profile Joined April 2010
Sweden948 Posts
November 26 2011 03:45 GMT
#59
On November 26 2011 12:36 Childplay wrote:
i wounder if bliz fixes this by the next patch or is it intended...

neither.

its not intended, and in that way its a bug, but its too hard-coded to easily fix, they would basicly have to rewrite the entire creep code from scratch to fix it, and if they did then the creep receeding would work completely different from what we are used to, and that might very well be worse than keeping this.

in short: its not intended, but they won't fix it, I highly doubt I'm wrong.
I'm better today than I was yesterday!
1hpBuiltForLove
Profile Joined July 2011
Canada89 Posts
November 26 2011 03:56 GMT
#60
I voted 'I already knew this' by mistake, Misclick, I meant to vote 'I did not know about this'.

What would be interesting to see, is some zergs players drawing pictures and making art with their creep spreading skills. I see Elvis reappearing in the near future.
AnachronisticAnarchy
Profile Blog Joined July 2011
United States2957 Posts
Last Edited: 2011-11-26 04:14:02
November 26 2011 04:13 GMT
#61
Hooray! Creep tumor highway 2.0! We will drown them in our goop!
I wonder how the pros are going to treat this.
"How are you?" "I am fine, because it is not normal to scream in pain."
foodmaniac
Profile Joined April 2011
Australia13 Posts
November 27 2011 06:53 GMT
#62

Look at about 6:25 and you'll see this in a pro game. I don't think it made any difference at all, but just I'm just saying that it could happen.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
November 27 2011 07:06 GMT
#63
This can be used as an emergency solution fo creep tumor loss, which is likely the most practical use. consider a situation where a creep tumor is killed at the edge of your creep. you can use a single overlord to cover the same amount of area as a creep tumor until the tumor is replaced, by plugging the hole opened up by the loss of a tumor (think of creep as an ever expanding balloon)
ETisME
Profile Blog Joined April 2011
12398 Posts
November 27 2011 07:15 GMT
#64
it's a bit hard to apply it in an actual game.
but really good find, it might be incredibly useful if you are doing a doom drop and then spread these kind of creep in his base @@

Also you can block off his third or forth?
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
November 27 2011 07:17 GMT
#65
Hmm...while I don't see a ton of usage here, it is a cool and interesting find. I have often used the ovies to spread forward, but normally it is just to increase my tumor range faster and so after moving them the tumor is now in place, so I never found this before.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Froadac
Profile Blog Joined July 2009
United States6733 Posts
November 27 2011 07:19 GMT
#66
Might be great in super late game. Allows for coverage of large areas of creep quickly. Super late game situations it would be good.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
November 27 2011 07:41 GMT
#67
Wow you stayed in that game for over an hour haha
There is application to it, but like you said, if marines show up early game.... oh oh
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
November 27 2011 07:45 GMT
#68
Very cool! I had wondered why sometimes if tumors were taken out in the middle of my creep path the path would remain. This explains it.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Boxxer
Profile Joined December 2010
83 Posts
November 27 2011 08:00 GMT
#69
I wonder if it's working as intended or something that has been overlooked.
theBOOCH
Profile Joined November 2010
United States832 Posts
November 27 2011 08:15 GMT
#70
The real important thing to me is that if you kill off an internal creep tumor, in theory, it shouldn't recede as long as all of the tumors around it overlap, or there are other sources of creep, etc. So if you carefully align those sources, you can create areas of creep that are almost impossible to kill unless you systematically remove all of the surrounding sources. That is, indestructible creep. This explains why sometimes creep doesn't go away when you expect it to.
If all you're offering is Dos Equis, I will stay thirsty thank you very much.
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
November 27 2011 08:55 GMT
#71
wow thats really useful for taldarim altar specifically, or any other big map with big middle you want creeped up

good work
moskonia
Profile Joined January 2011
Israel1448 Posts
November 27 2011 09:29 GMT
#72
Not an important note, but nydus worms are also a creep source
thesideshow
Profile Blog Joined May 2010
930 Posts
November 27 2011 09:31 GMT
#73
That's pretty interesting, could definitely see some potential in bigger maps.

Great find!
OGS:levelchange
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
November 27 2011 09:37 GMT
#74
So, Xel'naga, a player puts 3 creep tumors down Tasteless' Secret Halway, 3 down going towards the side base on the other side, and links them up at the opponents gold. Creep spread to your entire side in 5 mins with only 6 tumors.
http://grooveshark.com/#/deltrus/music
xTrim
Profile Joined April 2011
472 Posts
November 27 2011 14:17 GMT
#75
so you are saying u can have overlords in each corner of the map and have creep everywhere in between???????????????? -.-
Existor
Profile Joined July 2010
Russian Federation4295 Posts
November 27 2011 14:46 GMT
#76
On November 27 2011 23:17 xTrim wrote:
so you are saying u can have overlords in each corner of the map and have creep everywhere in between???????????????? -.-

You need to create creep in between, but after that move creep away and it will not be disapeared. It disapears, if there are borders without "creep generators"
jumai
Profile Joined July 2011
Canada115 Posts
November 27 2011 15:28 GMT
#77
Cool find.

Actually one thing that might be a somewhat reasonable application for this to creep xel'naga towers using tumours outside the detection range.
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 27 2011 15:39 GMT
#78
its more something you have to remember about when fighting a zerg. killing creep tumors in the middle is useless heh. But against an pure ground focused army, which will nver happen in sc2 since air units are so damn good, the ovis could indeed prevent creep from going away.

Now in this hellion scenario you would do the terran a favor, viking moving in ^.^ .

Its a nice writeup though, but i like tumors because of their vision hehe. Especially terrans moving on creep then sieging and killing the tumors, you know the position of their tanks :3 big mistake.
Roblin
Profile Joined April 2010
Sweden948 Posts
November 27 2011 15:57 GMT
#79
On November 27 2011 18:29 moskonia wrote:
Not an important note, but nydus worms are also a creep source

good point, I overlooked that, will update OP.
I'm better today than I was yesterday!
sVnteen
Profile Joined January 2011
Germany2238 Posts
November 27 2011 15:58 GMT
#80
your example is pretty useless since you dont have lair up yet when hellions deny the creep
but good find nonetheless since it can be quite useful for zerg lategame
MY LIFE STARTS NOW ♥
Roblin
Profile Joined April 2010
Sweden948 Posts
November 27 2011 16:06 GMT
#81
On November 27 2011 17:00 Boxxer wrote:
I wonder if it's working as intended or something that has been overlooked.


this question have been asked before, and I answered like so:

On November 26 2011 12:45 Roblin wrote:
Show nested quote +
On November 26 2011 12:36 Childplay wrote:
i wounder if bliz fixes this by the next patch or is it intended...

neither.

its not intended, and in that way its a bug, but its too hard-coded to easily fix, they would basicly have to rewrite the entire creep code from scratch to fix it, and if they did then the creep receeding would work completely different from what we are used to, and that might very well be worse than keeping this.

in short: its not intended, but they won't fix it, I highly doubt I'm wrong.
I'm better today than I was yesterday!
BoonSolo
Profile Blog Joined August 2010
United Kingdom74 Posts
November 27 2011 16:15 GMT
#82
The thing is this will work to keep the creep in place, however if you just made a huge ring, and then tumours in the middle and then he kills the tumours, sure the creep is still there and thats good. But you dont have vision of it anymore because its the creep tumours themselves that give the vision. Which is probably the best apart about having creep all over the map. Forcing you to have to go and replace the tumours anyway.
Team Liquid - Your Starcraft fix at work!
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
November 27 2011 16:17 GMT
#83
my jaw literally dropped reading this thread.
:O

Thanks for telling everyone.
You are brilliant, OP!
moo...for DRG
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 2h 53m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
ggaemo 103
sSak 42
NaDa 26
Stormgate
Nathanias173
JuggernautJason129
NightEnD7
Dota 2
Dendi1574
capcasts233
NeuroSwarm40
Counter-Strike
Stewie2K559
Super Smash Bros
hungrybox469
Liquid`Ken21
Heroes of the Storm
Liquid`Hasu567
Other Games
summit1g12200
tarik_tv6058
shahzam749
C9.Mang094
JimRising 91
monkeys_forever31
Organizations
Other Games
BasetradeTV145
StarCraft 2
angryscii 46
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 63
• RyuSc2 43
• davetesta42
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Pr0nogo 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21805
League of Legends
• Doublelift2956
Other Games
• imaqtpie1587
• Shiphtur365
Upcoming Events
Replay Cast
2h 53m
LiuLi Cup
12h 53m
uThermal 2v2 Circuit
16h 53m
RSL Revival
1d 3h
RSL Revival
1d 11h
SC Evo League
1d 13h
uThermal 2v2 Circuit
1d 16h
CSO Cup
1d 17h
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
[ Show More ]
Wardi Open
3 days
RotterdaM Event
3 days
Replay Cast
4 days
RSL Revival
4 days
The PondCast
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
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.