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[G]Map Distance & Travel Time - Page 2

Forum Index > StarCraft 2 Strategy
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Arcane86
Profile Blog Joined November 2011
United States68 Posts
April 10 2012 18:02 GMT
#21
I wanted to add a creep worksheet.

http://tinyurl.com/c2tf45n

Note that the spreadsheet itself is locked. You'll have to copy the whole thing into a different spreadsheet file to use it.

Between this worksheet and the data you provided, a zerg player (or someone playing against a zerg) should be able to calculate travel times under varying degrees of creep coverage. It's crude but should offer a reasonable approximation.
There is no Cow Level
Orek
Profile Joined February 2012
1665 Posts
April 11 2012 20:49 GMT
#22
Hi, OP here. Contents are rearranged for new Season 7.

On April 11 2012 00:44 Arcane86 wrote:
It's great to actually see these numbers.

I am curious as to if the daybreak numbers assume the rocks in the middle are up or down. Does that dramatically change travel time?

Introduced new and better Daybreak LE image to answer this question.

On April 10 2012 15:56 kofman wrote:
Blizzard really needs to make sure that their maps are symettrical. Having a longer distance to your ramp is worse, so they should make it the same for all spawns, so one player doesn't get a significant advantage right away.

As I wrote it in How to Read section no.2, those numbers to main ramps are from southern side of CC/Hatchery/Nexus where larvae pop for Zerg. Most maps today are symmetrical in that regard
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 12 2012 13:12 GMT
#23
Thanks for your work. These things are always great to look at.
bahunto28
Profile Joined October 2010
Canada262 Posts
May 05 2012 15:38 GMT
#24
awesome work. maybe a bit on which scouting worker to send (i.e. 12 or 14) to get into base before the rax/depot block off the ramp
meh
Orek
Profile Joined February 2012
1665 Posts
June 07 2012 00:03 GMT
#25
OP here. Added non-worker movement speed travel time.
2.25 movement speed data should be most helpful as many early units such as marine, roach, zealot etc. are all 2.25. Many early game cheese/pushes involve these units, so knowing travel time of these units must be crucial.

Looking forward to hearing further feedbacks.
vijeze
Profile Joined February 2011
Netherlands719 Posts
Last Edited: 2012-06-07 07:42:47
June 07 2012 07:42 GMT
#26
Great topic, very useful to know when expecting sillyness such as cheese or some sort of weird all-in.
Thanks for posting this and putting a ton of time into this.

Keep up the good work.
Orek
Profile Joined February 2012
1665 Posts
June 13 2012 03:45 GMT
#27
OP here.
Added New Season 8 Map "Condemned Ridge"
As you can see from images, this map is even bigger than Tal'darim Altar.
Maps are getting bigger and bigger each season.
Cheese is getting harder and harder to pull off... maybe for good.
Less rage quit, more love.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 13 2012 16:16 GMT
#28
Thank you for your hard work! This is very helpful
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Ruin
Profile Joined July 2011
United States271 Posts
June 13 2012 16:18 GMT
#29
This is pretty useful. Really helps vs those terrans that wall off super fast (I'm protoss).
DawN883
Profile Joined November 2011
Sweden558 Posts
June 13 2012 17:09 GMT
#30
nice resource!
If the dead are not raised, Let us eat and drink, for tomorrow we die
moskonia
Profile Joined January 2011
Israel1448 Posts
June 16 2012 13:05 GMT
#31
Wow Condemned Ridge is so big on 5 and 11 positions, this just gives me another reason to veto it. I doubt it will stay for more then 1 season.
Guardian85
Profile Joined May 2012
162 Posts
June 25 2012 12:47 GMT
#32
First time i read this post, was just now.
To the OP, your a man of my caliber!
I like it, because too many are simply judging a map by its analyzer numbers.
I do cross checks my self, and using different test groups of mobs, from various locations in the map.
Good to see that there are more people able to think for them selfs. ( not to be rude to anyone )

Your a analyzer your self, and im guessing your pretty systematic when you do stuff too hehe.
I analyze my self every waking second, because its a part of my diagnosis, even it does make a lot of problems, it has its advantages.
Scurvy
Profile Joined March 2012
United States117 Posts
June 26 2012 01:27 GMT
#33
I too would love to see this sort of analysis done for slow roaches on all the ladder maps, that would be pretty swell to see:D
But I agree with everyone else, thank you for your hard work, and not being lazy like the rest of us...
With it or on it.
phatman
Profile Joined April 2011
United States5 Posts
June 27 2012 16:58 GMT
#34
really nice post
"if your not first your last"
Trasko
Profile Blog Joined July 2010
Sweden983 Posts
August 17 2012 08:12 GMT
#35
Awesome research! :D
Jaedong <3
Silvang
Profile Joined September 2011
Netherlands7 Posts
August 17 2012 11:08 GMT
#36
Awesome research and many thanks for the time you put into this!

It looks like that whenever you spawn in a south location you can pretty much expect that if there is anything asymmetrical its on your side and its relatively "safe" to calculate an extra 1-2 seconds of travel time compared to north spawning.
IPS.Blue
Profile Joined January 2004
Germany309 Posts
November 16 2012 09:40 GMT
#37
On March 29 2012 01:14 Orek wrote:
... new contents will be added with requests ...


1. The Stalker (movement speed = 2.9531) would be a useful addition, since he is often used early on.
2. Total travel time for lings on the maps (hard on the 4 player maps of course, easy on Ohana) would be nice. With one glance you could see when a 15 pool arrives at your natural (or main). Maybe ling timings are enough for an own thread, though ...
Semmo
Profile Joined June 2011
Korea (South)627 Posts
December 13 2012 14:59 GMT
#38
Do you think you might update this? For GSL maps and such.
Mapmaker of Frost, Fruitland and Bridgehead
Orek
Profile Joined February 2012
1665 Posts
December 13 2012 16:04 GMT
#39
On November 16 2012 18:40 IPS.Blue wrote:
The Stalker (movement speed = 2.9531) would be a useful addition, since he is often used early on.

Good suggestion. Stalker =Zergling, so it would help for early pool situations as well.

On December 13 2012 23:59 Semmo wrote:
Do you think you might update this? For GSL maps and such.

Honestly, I never expected that ladder map pool would be this stagnant. Nothing has changed for half a year now since the introduction of Condemned Ridge in June. My original intention was to maintain up-to-date ladder maps in this thread, but now that you mentioned it and considering how Blizzard has been reluctant to introduce new maps, I guess including non-ladder maps wouldn't hurt. Thanks for asking.
Orek
Profile Joined February 2012
1665 Posts
January 13 2013 22:17 GMT
#40
OP here.
Finally new maps for ladder
Jan. 13 2013 Added new maps for 2013 Ladder Season 1 = Akilon Flats and Newkirk District

I've waited this day for ... 7 months lol.
On June 13 2012 12:45 Orek wrote:
OP here.
Added New Season 8 Map "Condemned Ridge"
As you can see from images, this map is even bigger than Tal'darim Altar.
Maps are getting bigger and bigger each season.
Cheese is getting harder and harder to pull off... maybe for good.
Less rage quit, more love.

Prev 1 2 3 Next All
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