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[G] ~8% faster gas mining - Page 16

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 14 15 16 17 18 Next All
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
January 13 2014 03:08 GMT
#301
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..


This one has been bugging me for a while as well. Along with a host of other "small" things
Commentatorhttps://www.youtube.com/JaKaTaKtv
Zenbrez
Profile Joined June 2012
Canada5973 Posts
January 13 2014 06:39 GMT
#302
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..

It's a factor, but it's never going to decide a game.
Refer to my post.
cheekymonkey
Profile Joined January 2014
France1387 Posts
Last Edited: 2014-01-13 08:21:59
January 13 2014 08:21 GMT
#303
On January 13 2014 09:48 EatThePath wrote:
Show nested quote +
On January 13 2014 09:06 cheekymonkey wrote:
If anyone should be made aware it's the map makers.

Mapmakers are well aware of this issue, but there's nothing we can do about it other than be conscientious about how geysers are placed at each base. Given how symmetry works, you'd be very limited in your map design options if you only allowed yourself to use certain geyser angles.

The real issue is the footprint of the gas buildings, the adjustment of which would constitute altering the game data, essentially creating a different version of the game (albeit in a small way). More to the point, it's not considered acceptable in making melee maps.

In other words, Blizzard needs to fix this.


Wouldn't it be possible to scale the timing a worker spends in the geyser itself dependent on the distance to the CC to adjust for it? I also wonder if the the CC, nexus and hatchery makes for different distances from a geyser.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
January 13 2014 08:36 GMT
#304
On January 13 2014 17:21 cheekymonkey wrote:
Show nested quote +
On January 13 2014 09:48 EatThePath wrote:
On January 13 2014 09:06 cheekymonkey wrote:
If anyone should be made aware it's the map makers.

Mapmakers are well aware of this issue, but there's nothing we can do about it other than be conscientious about how geysers are placed at each base. Given how symmetry works, you'd be very limited in your map design options if you only allowed yourself to use certain geyser angles.

The real issue is the footprint of the gas buildings, the adjustment of which would constitute altering the game data, essentially creating a different version of the game (albeit in a small way). More to the point, it's not considered acceptable in making melee maps.

In other words, Blizzard needs to fix this.


Wouldn't it be possible to scale the timing a worker spends in the geyser itself dependent on the distance to the CC to adjust for it? I also wonder if the the CC, nexus and hatchery makes for different distances from a geyser.

Yeah you could fix it in other ways, but that would be going around the actual problem which is the footprint, the actual size of the building in the game's terms, not the visual representation. The CC/nexus/hatch all have the same footprint. Those other fixes would still be data edits, too, leaving you in the same situation of altering the "real" game.
Comprehensive strategic intention: DNE
eTcetRa
Profile Joined November 2010
Australia822 Posts
January 15 2014 02:41 GMT
#305
Just noticed the issues on Yeonsu. Looks like Blizzard botched them, the resource formations I used were perfectly symmetrical.
Retired Mapmaker™
SidianTheBard
Profile Joined October 2010
United States2475 Posts
January 15 2014 03:42 GMT
#306
On January 15 2014 11:41 eTcetRa wrote:
Just noticed the issues on Yeonsu. Looks like Blizzard botched them, the resource formations I used were perfectly symmetrical.


Uhh...yeah...same with Hab Station...damn blizzard. *cough*
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Blargh
Profile Joined September 2010
United States2103 Posts
January 15 2014 04:32 GMT
#307
Blizzard wants there to be a little bit of randomness in the maps, that they people have to do things they wouldn't normally do, guys!!! (This sadly might actually be the reason why they do shit like that...) The game being "fair" for both sides obviously does not take priority!
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
January 15 2014 11:00 GMT
#308
Maybe they want to make it more like chess, the player with the closer gas geysers gets to be white.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
January 15 2014 15:36 GMT
#309
On January 15 2014 11:41 eTcetRa wrote:
Just noticed the issues on Yeonsu. Looks like Blizzard botched them, the resource formations I used were perfectly symmetrical.


Symmetry of the geysers is not important. The geysers could be perfectly symmetrical and still suffer from this issue. What matters is that only certain angles in certain directions are efficient for mining. So a geyser in the bottom left doesn't necessarily yield the same as a geyser in the top right, even if they are exactly opposite.
Commentatorhttps://www.youtube.com/JaKaTaKtv
Orek
Profile Joined February 2012
1665 Posts
January 16 2014 05:22 GMT
#310
On January 15 2014 11:41 eTcetRa wrote:
Just noticed the issues on Yeonsu. Looks like Blizzard botched them, the resource formations I used were perfectly symmetrical.

On January 15 2014 12:42 SidianTheBard wrote:
Uhh...yeah...same with Hab Station...damn blizzard. *cough*

If I remember correctly, every single map had perfectly symmetrical resource formations. Daedalus Point and Polar Night even have a diagonal line that make things automatically symmetrical (?). As JaKaTaK pointed out above, symmetry alone doesn't prevent this problem. My suggestion would be to avoid using D,E and F locatoins and use only A,B,C and G locatoins if possible, though it limits map design a bit. For example, [D,45-90] and [B,180-225] gas locations look almost the same as [C,45-90] and [C,180-225], so it would be preferrable to use the latter. Having said that, it's primarily Blizzard's job to fix this.
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
February 19 2014 00:58 GMT
#311
Happy Birthday Orek! You're an asset to this community, I always get excited when I hear you've made a new thread. Hopefully Blizzard will give this gas issue the attention it deserves
Commentatorhttps://www.youtube.com/JaKaTaKtv
telfire
Profile Joined May 2010
United States415 Posts
February 19 2014 21:17 GMT
#312
On January 13 2014 15:39 Zenbrez wrote:
Show nested quote +
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..

It's a factor, but it's never going to decide a game.


Sorry but this is definitely not true. In ZvZ of all matchups, with units that cost only 25 minerals, it makes a real significant difference, and I guarantee you it made the difference in many games.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45914 Posts
Last Edited: 2014-02-19 22:52:17
February 19 2014 22:46 GMT
#313
On February 20 2014 06:17 telfire wrote:
Show nested quote +
On January 13 2014 15:39 Zenbrez wrote:
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..

It's a factor, but it's never going to decide a game.


Sorry but this is definitely not true. In ZvZ of all matchups, with units that cost only 25 minerals, it makes a real significant difference, and I guarantee you it made the difference in many games.


I don't really think so, as units still need to spawn and run across the map. If you were having a race to the exact second to a certain mineral count, sure one player might get there one in-game second earlier... but that implies perfect (literally, perfect) mechanics in every other sense, and there is too much variability in the rest of the in-game mechanics (e.g., the second you have to worry about injecting larvae with a queen, this larva starting point becomes irrelevant, as well as the second you build a drone when you have 55 minerals instead of exactly 50, etc.). Not splitting your drones perfectly (better than auto-split)/ having one drone re-maneuver itself to gather minerals is as "game-changing" as this tiny inconsistency.

If you think that such a game (or "many games", as you say) was decided merely by the larva positioning, please post said game.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ArTiFaKs
Profile Joined September 2013
United States1229 Posts
February 20 2014 03:28 GMT
#314
On February 20 2014 07:46 DarkPlasmaBall wrote:
Show nested quote +
On February 20 2014 06:17 telfire wrote:
On January 13 2014 15:39 Zenbrez wrote:
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..

It's a factor, but it's never going to decide a game.


Sorry but this is definitely not true. In ZvZ of all matchups, with units that cost only 25 minerals, it makes a real significant difference, and I guarantee you it made the difference in many games.


I don't really think so, as units still need to spawn and run across the map. If you were having a race to the exact second to a certain mineral count, sure one player might get there one in-game second earlier... but that implies perfect (literally, perfect) mechanics in every other sense, and there is too much variability in the rest of the in-game mechanics (e.g., the second you have to worry about injecting larvae with a queen, this larva starting point becomes irrelevant, as well as the second you build a drone when you have 55 minerals instead of exactly 50, etc.). Not splitting your drones perfectly (better than auto-split)/ having one drone re-maneuver itself to gather minerals is as "game-changing" as this tiny inconsistency.

If you think that such a game (or "many games", as you say) was decided merely by the larva positioning, please post said game.


Wow, destroyed.

Also, I always figured certain geysers were further away and noticed the slight differences in locations, but never realized how big of a difference it made. I'm totally going to use this and I'm glad this post got revived! A lot of people could benefit from this, especially the pro's. It'd be nice if under the map details in-game they could indicate which geysers were red, blue etc. That'd be a nice addition in a patch if they don't feel like actually fixing the issue, but I doubt that'll happen.
There are things known, and things unknown, and in-between are the doors.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45914 Posts
February 20 2014 14:39 GMT
#315
On February 20 2014 12:28 ArTiFaKs wrote:
Show nested quote +
On February 20 2014 07:46 DarkPlasmaBall wrote:
On February 20 2014 06:17 telfire wrote:
On January 13 2014 15:39 Zenbrez wrote:
On January 13 2014 10:26 Hydro033 wrote:
I always wondered if Zergs spawning at the top of maps have disadvantages bc their drones need to go around the hatchery to get to the minerals..

It's a factor, but it's never going to decide a game.


Sorry but this is definitely not true. In ZvZ of all matchups, with units that cost only 25 minerals, it makes a real significant difference, and I guarantee you it made the difference in many games.


I don't really think so, as units still need to spawn and run across the map. If you were having a race to the exact second to a certain mineral count, sure one player might get there one in-game second earlier... but that implies perfect (literally, perfect) mechanics in every other sense, and there is too much variability in the rest of the in-game mechanics (e.g., the second you have to worry about injecting larvae with a queen, this larva starting point becomes irrelevant, as well as the second you build a drone when you have 55 minerals instead of exactly 50, etc.). Not splitting your drones perfectly (better than auto-split)/ having one drone re-maneuver itself to gather minerals is as "game-changing" as this tiny inconsistency.

If you think that such a game (or "many games", as you say) was decided merely by the larva positioning, please post said game.


Wow, destroyed.

Also, I always figured certain geysers were further away and noticed the slight differences in locations, but never realized how big of a difference it made. I'm totally going to use this and I'm glad this post got revived! A lot of people could benefit from this, especially the pro's. It'd be nice if under the map details in-game they could indicate which geysers were red, blue etc. That'd be a nice addition in a patch if they don't feel like actually fixing the issue, but I doubt that'll happen.


Yeah there are some pretty in depth resource analysis diagrams out there for certain maps that label every mineral and geyser in the starting locations with % efficiency
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
April 14 2014 12:49 GMT
#316
Any chance we can get an update for the new map pool?
Commentatorhttps://www.youtube.com/JaKaTaKtv
forsakeNXE
Profile Joined October 2011
Germany539 Posts
April 14 2014 17:12 GMT
#317
On April 14 2014 21:49 JaKaTaK wrote:
Any chance we can get an update for the new map pool?


I second this on one map you need 4 in gas e.g. i guess in your main to mine efficently.
Let's learn together!
Orek
Profile Joined February 2012
1665 Posts
April 15 2014 01:16 GMT
#318
On April 14 2014 21:49 JaKaTaK wrote:
Any chance we can get an update for the new map pool?

I just moved and my internet contract is messed up at the moment, so I'm afraid I won't be able to update it for a few days/weeks
JaKaTaKSc2
Profile Blog Joined March 2011
United States2787 Posts
April 15 2014 01:43 GMT
#319
so you're saying there's a chance!
Commentatorhttps://www.youtube.com/JaKaTaKtv
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-04-15 17:14:30
April 15 2014 17:12 GMT
#320
Here are the efficiency maps for the maps of the new season.


[image loading]

[image loading]

[image loading]

[image loading]


And the colors:

[image loading]


It should be noted that even if the vespene geyser at the thirds of King Sejong seems to be really far away they actually are not.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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