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[GD] Creep: An Organised Method - Page 2

Forum Index > StarCraft 2 Strategy
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hearters
Profile Joined May 2013
Singapore224 Posts
July 11 2013 05:17 GMT
#21
On July 11 2013 12:15 Crugio wrote:
RE: Sample creep path for Red City

9 paths!! No wonder I don't like that map, especially in ZvT!


that's to cover the whole map in a reasonable time. you should just choose how many paths you want to spread. it's not necessary to goop the whole map, especially in 4 player maps, although it's helpful.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Oboeman
Profile Joined January 2011
Canada3980 Posts
July 11 2013 05:34 GMT
#22
good read.

it's worth knowing that a cluster of 4 creep tumours is enough to spread to maximum radius before the cooldown is complete. thats the fastest speed you push creep fastest along each path, should you choose.

up to you, depending on the pathway.
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
July 11 2013 09:12 GMT
#23
I caught one of TLO's games last night against EmpireKas and was very impressed by his creep spread. If you want to check it out. http://www.twitch.tv/m/44163
EdgeSC
Profile Blog Joined March 2011
119 Posts
July 11 2013 11:09 GMT
#24
respect to this thread creator
twitch.tv/edgesc
hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-07-11 13:53:55
July 11 2013 13:53 GMT
#25
Holy crap. Just watched TLO's stream. He is walking queens out and doing hatch-cancels in the middle of the map for creep, laying proxy tumors at 6:15!!! Sick.

Btw, updated OP with 3 videos.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
hearters
Profile Joined May 2013
Singapore224 Posts
July 23 2013 07:20 GMT
#26
anyone have thoughts on TLO's walking of queens 2/3 way across the map in the early game to boost creep speed using hatch cancels?

i think it's a risky gimmick, because if all the creep tumors in front are picked off, it's a lot of wasted time and micro.

scarletts creep spread in ritmix rsl had been somewhat disappointing, though i think that ling bane muta doesn't benefit from creep spread as much as roach, hydra, infestor and other mutaless play. scarlett spreads only 1 creep tumor per path, but she is quite consistent in her spreading.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
Last Edited: 2013-07-23 21:59:28
July 23 2013 21:55 GMT
#27
On July 23 2013 16:20 hearters wrote:
anyone have thoughts on TLO's walking of queens 2/3 way across the map in the early game to boost creep speed using hatch cancels?

i think it's a risky gimmick, because if all the creep tumors in front are picked off, it's a lot of wasted time and micro.

scarletts creep spread in ritmix rsl had been somewhat disappointing, though i think that ling bane muta doesn't benefit from creep spread as much as roach, hydra, infestor and other mutaless play. scarlett spreads only 1 creep tumor per path, but she is quite consistent in her spreading.


Try it a few times you'll see its definitely worth it. http://www.teamliquid.net/forum/viewmessage.php?topic_id=412817. What happens is you get to a point where setting new creep tumors at the head your creep spread is pointless. At that time it's worth the investment to start creep in harder to reach areas. Ideally you want to get creep down in their expansion areas. The scans they use to clear your creep will make up for any losses you take.
Nibbler89
Profile Blog Joined May 2011
884 Posts
July 23 2013 23:01 GMT
#28
On July 09 2013 20:16 kaluro wrote:
Show nested quote +
On July 08 2013 19:51 Crugio wrote:
I just wish Blizz would make creep spread easier and less of a burden for Zerg. Injects = MULES = Chrono, but zerg has an extra burden here.

RE: Spread creep tumors in the middle of paths and only stop spreading creep tumors at the end of their paths.

I had read somewhere that creep spreads faster if "against" a wall rather than middle of path.


Can I disagree with that?

Protoss and Terran have to hotkey multiple production facilities and have to make >1 facility per tech.
Terran has:

Barracks+reactor
Barracks+techlab
Factory+reactor
Factory+Techlab
Starport+reactor
Starport+techlab
Command Centre

..Zerg has -> all hatcheries on one hotkey. We don't have to tab through the production facilities to get our army out.
While they have to macro in a really annoying way, we have to creep spread. Also creep spreading isn't mandatory, there are professionals out there who don't creep spread actively in ZvT, and still manage.


To add to this zerg doesn't have to look back at their base to create supply depots nor do they have as many production or buildings in general to place. Having to go back to base and place a depot is pretty much the same as injecting except it takes more actions and is more variable in location due to the need to wall. A lot of people underestimate this as it adds to the "screens per seconds" required to be playing closer to optimum macro wise(Meaning more multitasking ability required, terran often have to baby sit their units as well while being expected to stress their opponents multitask). As people have said creep spread is important but doesn't actually affect # of units produced. Ofc at highest levels of play where zergs are constantly maxing creep spread and going back to base to rally every overlord for scouting anyways there's no real difference but I don't know why people act like zerg is the most "burdensome" race to play at every level.
Chemist391
Profile Joined October 2010
United States368 Posts
Last Edited: 2013-07-24 01:49:22
July 24 2013 01:48 GMT
#29
As a Protoss player, super-dense creep tumor placement is actually pretty annoying. When moving into zerg territory with an observer, your units stop piecemeal to shoot at tumors and get spread out. Often, the colossi will target first, and a colossus shot takes quite a long time... the push can actually get delayed by quite a bit if you're not careful. A colossus can get separated out from the protected deathball in the worst cases. I've even noticed scenarios where the zerg starts rushing units in towards the protoss army, and the first colossus volley is wasted on tumors.

Just a thought.
hearters
Profile Joined May 2013
Singapore224 Posts
July 24 2013 04:38 GMT
#30
On July 24 2013 10:48 Chemist391 wrote:
As a Protoss player, super-dense creep tumor placement is actually pretty annoying. When moving into zerg territory with an observer, your units stop piecemeal to shoot at tumors and get spread out. Often, the colossi will target first, and a colossus shot takes quite a long time... the push can actually get delayed by quite a bit if you're not careful. A colossus can get separated out from the protected deathball in the worst cases. I've even noticed scenarios where the zerg starts rushing units in towards the protoss army, and the first colossus volley is wasted on tumors.

Just a thought.


thanks for your input! i will try to do more testing, observing and research on this
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
August 29 2013 19:35 GMT
#31
Wow, excellent thread man. So well written. My creep spread will never be the same.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
hearters
Profile Joined May 2013
Singapore224 Posts
August 30 2013 00:09 GMT
#32
Most pros usually get 1 or 0 creep queens, and they usually just do one creep tumor per path.

I think 2 creep tumors per path is still the way to go though, and possibly 3 on critical paths.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
Last Edited: 2013-09-03 10:12:07
September 03 2013 10:08 GMT
#33
edit: You know what this is on one of the videos I didn't watch. Carry on

I've been doing something with creep tumors recently that I've found to be quite effective. I leave active tumors behind as I push forward. Effectively this allows you to start from anywhere along your creep highway re-spreading creep when it gets cleared. Since you aren't always in a position to spend on replacing a dead creep queen this is very effective and time saving.

For me this had a bigger positive effect than super saturating areas with creep tumors. I'd have one tumor pushing forward and my queen would lay down active tumors as she goes and leaving them unspread.
hearters
Profile Joined May 2013
Singapore224 Posts
September 04 2013 11:57 GMT
#34
I referred to this as strengthening your creep paths as opposed to thickening them. Sorry that it wasnt clear.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
hearters
Profile Joined May 2013
Singapore224 Posts
September 11 2013 14:11 GMT
#35
I made an alternative ZvT build order that emphasizes creep spread and uses 6 queens in the front to defend hellion harass and included it in the OP.

Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
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