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The Gas Issue, second edition

Forum Index > SC2 General
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spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-05-05 20:15:04
May 05 2010 20:14 GMT
#1
Did you notice how a few years ago suddenly all SCBW maps had all the geysirs in main bases either to the top or to the right of the main building? The Gas Issue had been discovered: Other geysir placements would result in less gas per minute if you always used three workers.
SC2 doesn't suffer as much from the gas issue. However, there are a few things worth mentioning.

[image loading]
Without a picture at this spot I'd lose half of my readers.



The Test


I fought a fierce battle with the new Map Editor. The result isn't pretty. But it works (if you know how). I tested 56 geysir positions for all 3 races over 300 game seconds and wrote down the remaining gas for each position. A few calculations later I designed a bunch of fancy pictures in MSPaint.


The Results


The first result is that all three races mine gas at the same speed. This was not the case in SCBW.

The other results will be supported by pictures. The big blue square is your townhall. The light blue area around it is the area that cannot have any resources in it. The small colorful squares each represent the center of a geysir. A full geysir would cover an area of 3x3 squares.

[image loading]
Relative mining rates with 3 workers.


This picture displays the the mining rate for three workers per geysir relative to the absolute maximum mining rate. As you can see there are barely any differences. Geysirs in diagonal positions already look a bit suspicious though.

[image loading]
Relative mining rates with 2 workers.


Who says that you have to put three workers on gas all the time? As you can see, you can harvest with up to 79% of the maximum mining rate with only two workers. You have to be careful though, because the mining rates of some positions are much worse than others.

[image loading]
Mining rates with 2 workers, relative to the mining rates with 3 workers.


If we compare the mining rates with two workers to the mining rates with three workers, the results are not as bad. And in fact this is all that counts when you have to decide if you put two or three workers on a geysir. Unless you are considering using a fourth worker.


Ladder Maps

[image loading]
Indexing the positions.


Before I can talk about the maps, I need a way to reference geysir positions. We start from the red square with the number 1 and go clockwise around the townhall until we reach number 56.

+ Show Spoiler [Blistering Sands] +

Top right:
52 (top), a bad position
19 (bottom), bad for two workers

Bottom left:
47 (top), bad for two workers
24 (bottom), bad for two workers


+ Show Spoiler [Desert Oasis] +

Top:
45 (top), a good position
41 (bottom), a good position

Bottom:
13 (top), a good position
17 (bottom), a good position


+ Show Spoiler [Incineration Zone] +

Left:
1 (top), a good position
30 (bottom), a good position

Bottom:
43 (left), a good position
15 (right), a good position


+ Show Spoiler [Kulas Ravine] +

Top left:
43 (top), a good position
36 (bottom), bad for two workers

Top right:
15 (top), a good position
22 (bottom), a bad position

Bottom left:
50 (top), a bad position
43 (bottom), a good position

Bottom right:
8 (top), bad for two workers
15 (bottom), a good position


+ Show Spoiler [Lost Temple] +

Left:
55 (top), a good position
31 (bottom), a good position

Top:
45 (left), a good position
13 (right), a good position

Right:
3 (top), a good position
27 (bottom), a good position

Bottom:
41 (left), a good position
17 (right), a good position


+ Show Spoiler [Metalopolis] +

Left:
38 (top), a bad position
32 (bottom), a good position

Top:
8 (top), bad for two workers
13 (bottom), a good position

Right:
4 (top), a good position
10 (bottom), a bad position

Bottom:
41 (top), a good position
36 (bottom), bad for two workers


+ Show Spoiler [Scrap Station] +

Top:
54 (top), a good position
19 (right), bad for two workers

Right:
53 (top), bad for two workers
18 (right), a good position


+ Show Spoiler [Steppes of War] +

Top:
53 (top), bad for two workers
18 (right), a good position

Bottom:
46 (left), a good position
25 (bottom), bad for two workers



Conclusion


In SC2 the Gas Issue is much less problematic than in SCBW. It still is something you might want to keep in mind, especially if you consider using less than three workers on gas. Which was my main motivation for this research; it will come in handy for a build I am currently working on.
SC2 map makers should also be aware of these results. You only have to avoid a few positions in SC2, in SCBW you had to avoid all positions except for two.
If you have a good reason to disagree with the above, please tell me. Thank you.
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
May 05 2010 20:21 GMT
#2
Woah thanks.
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
Erucious
Profile Joined March 2010
Norway393 Posts
May 05 2010 20:26 GMT
#3
Great work! Not sure what i personally would do with this info, but good work nonetheless!
I'm Norwegian/Dutch. Just the awesome parts of them though :D
Grhym
Profile Joined April 2010
177 Posts
May 05 2010 20:27 GMT
#4
Woah I'd never know if it weren't for this, great post
あ
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 05 2010 20:30 GMT
#5
great post, proven that the ai is very strong and all that matters is the distance and not some stupid "on top of cc or left side of cc" which u had to think of in sc1
Progamerpls no copy pasterino
zealing
Profile Blog Joined January 2009
Canada806 Posts
May 05 2010 20:30 GMT
#6
"Without a picture at this spot I'd lose half of my readers."

YOU SIR........ARE A GENNIUS!!!

but serious dude man nice work this must have taken like a while or something.

gg ty
Think you got lag? It took Jesus 3 days to respawn.
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
May 05 2010 20:31 GMT
#7
Very nice work!
Thamoo
Profile Joined March 2010
Canada234 Posts
May 05 2010 20:31 GMT
#8
Never place 2 workers on gaz on blistering sand!
wat?
Jarvs
Profile Joined December 2009
Australia639 Posts
May 05 2010 20:32 GMT
#9
Wow, this is so incredibly indepth and useful. To find out that not all spawns were created equal in SC2 did surprise me.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
May 05 2010 20:33 GMT
#10
Awesome 1000th post Thanks alot!
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
coltrane
Profile Blog Joined June 2008
Chile988 Posts
Last Edited: 2010-05-05 20:35:57
May 05 2010 20:33 GMT
#11
This was surprisingly simple to follow. You did an excellent job. Thank you so much for your effort.


On May 06 2010 05:32 Jarvs wrote:
Wow, this is so incredibly indepth and useful. To find out that not all spawns were created equal in SC2 did surprise me.



Actually, I like it much, knowing for sure that the core of the game is in some sort not perfect, so we can discover many things designers never thought about. That only adds complexity and creativity to the game.
Jävla skit
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
May 05 2010 20:35 GMT
#12
"Without a picture at this spot i'd lose half my readers" Made me lol
really?
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 05 2010 20:37 GMT
#13
Good to know.
"I made you a zergling, but I eated it." - Defiler
Chill
Profile Blog Joined January 2005
Calgary25988 Posts
May 05 2010 20:39 GMT
#14
Wow this is really interesting. Thanks!
Moderator
Razamataz
Profile Joined October 2007
Canada135 Posts
May 05 2010 20:42 GMT
#15
I love threads like this. Thank you for taking the time!
tyCe
Profile Joined March 2010
Australia2542 Posts
May 05 2010 20:51 GMT
#16
Thanks for a great thread!
Betrayed by EG.BuK
Bob300
Profile Joined April 2010
United States505 Posts
May 05 2010 20:53 GMT
#17
The picture kept me from leaving. Great Work cause in some cases i only use 3 on 1 geyser and 2 on the other.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
Slunk
Profile Blog Joined February 2010
Germany768 Posts
Last Edited: 2010-05-05 20:54:37
May 05 2010 20:54 GMT
#18
Interesting topic, thank you.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
May 05 2010 20:55 GMT
#19
AWESOME - thx for the effort!
https://soundcloud.com/thesamplethief
Lao Xuin
Profile Joined March 2010
United States24 Posts
May 05 2010 20:57 GMT
#20
I thank you for the information you have shared us. Keep up the good work!
v3chr0
Profile Blog Joined April 2010
United States856 Posts
May 05 2010 20:57 GMT
#21
good work, nice write up, I had often wondered about the SCBW/SC2 gas situation in terms of position.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Diks
Profile Joined January 2010
Belgium1880 Posts
May 05 2010 20:59 GMT
#22
very good work, this should be added to liquipedia !
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
May 05 2010 21:01 GMT
#23
Blizzard should hire you as their lead designer :|
Im daed. Follow me @TL_NB
QueueQueue
Profile Joined July 2009
Canada1000 Posts
May 05 2010 21:08 GMT
#24
Interesting analysis. Good to see people probing into the fine details of the game for everyone to learn. I commend you!

Thanks ^_^

NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
May 05 2010 21:15 GMT
#25
Great work, while it might not be game breaking, knowing this can give small edge in some games.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 05 2010 21:16 GMT
#26
So, you're telling me that how close a geyser is actually matters now due to the powerful AI? Thanks! ^_^

Sarcasm aside, very nice find. Now we can more accurately adjust our builds according to map positions :D (not too feasible during Ladder, but just imagine the implications on competitive gaming)
Zexion
Profile Blog Joined December 2009
Sweden971 Posts
May 05 2010 21:20 GMT
#27
If Blizzard sees this: Hire this guy!

Good job man!
PanzerDragoon
Profile Joined March 2010
United States822 Posts
May 05 2010 21:27 GMT
#28
This will be really helpful for custom maps


and one has to wonder why Blizzard didn't do any of these calculations, leading to positional imbalances on a couple maps.
Monoxide
Profile Blog Joined January 2007
Canada1190 Posts
May 05 2010 21:31 GMT
#29
Wow, was this your 1000th post? Very good read and extremely helpful. Thanks!
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
May 05 2010 21:32 GMT
#30
Thanks, I love you for this now LOL.
I live by the LoL
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
May 05 2010 21:40 GMT
#31
added to liquipedia? great work ! *thumbs up*
IndecisivePenguin
Profile Blog Joined October 2008
United States771 Posts
May 05 2010 21:44 GMT
#32
Wow, this is just amazing. Most people never think twice about something like gas efficiency. Thanks for the info!
Kisra
Profile Blog Joined April 2010
United Kingdom466 Posts
May 05 2010 21:59 GMT
#33
Very interesting stuff, hope it gets caught by Blizzard o.o
:D
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 05 2010 22:03 GMT
#34
On May 06 2010 06:59 Kisra wrote:
Very interesting stuff, hope it gets caught by Blizzard o.o

would be embarresing if they werent aware of this already

anyhow i hope this is good call for future mapmakers, always put gas S/W/E/N of town hall
Progamerpls no copy pasterino
zerodahero
Profile Joined December 2009
United States358 Posts
May 05 2010 22:04 GMT
#35
This post is fantastic. Thanks for sharing this with us.
crate
Profile Blog Joined May 2009
United States2474 Posts
May 05 2010 22:05 GMT
#36
[image loading]
This is the most important image in your post imo. All the 79% and 74% spots mine at 100% with 3 workers.

So if we want maps to be standardized with respect to gas mining we'd use only the 79% with 2 workers spots. Alternatively, use one 79% and one 74% or just 74% spots.

It is interesting that the result is mostly symmetrical but gas on top mines slower than elsewhere.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 05 2010 22:18 GMT
#37
nice find
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
rahkshi
Profile Joined April 2010
United Kingdom36 Posts
May 05 2010 22:24 GMT
#38
very well researched there. I also like how you helped out with each map. good find.
No doubt about it, im new to SC. So if i ask silly questions, dont bash me ¬.¬
Dr.Frost
Profile Joined April 2009
United States389 Posts
May 05 2010 22:24 GMT
#39
Really appreciate this information!
They are here to right our fall, they have heard someones troubled call???
billyX333
Profile Blog Joined January 2008
United States1360 Posts
May 05 2010 22:26 GMT
#40
not enough pictures
would appreciate if you replace all text with more pictures ty
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
May 06 2010 01:15 GMT
#41
God, I was working on this map too.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 06:54 GMT
#42
On May 06 2010 10:15 neobowman wrote:
God, I was working on this map too.

Heh, bad luck for you that I had just hit 999 posts, which was the incentive to actually go serious about it
If you have a good reason to disagree with the above, please tell me. Thank you.
Floophead_III
Profile Joined September 2009
United States1832 Posts
May 06 2010 07:02 GMT
#43
Very nice post, aptly timed. I was just having a discussion with my friend about gas rates.
Half man, half bear, half pig.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
May 06 2010 07:10 GMT
#44
really great job man, thanks!
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
NzaR
Profile Joined May 2010
United States199 Posts
May 06 2010 07:43 GMT
#45
great great job
Sentient
Profile Joined April 2010
United States437 Posts
May 06 2010 08:05 GMT
#46
Great post. I noticed on some maps that certain positions required 4 workers for one geyser for optimal efficiency, while other positions only required 3. It struck me as a little annoying and unfair, but I never investigated further. Also,


Without a picture at this spot I'd lose half of my readers.

You are a genius.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 06 2010 23:22 GMT
#47
Nice job spines! Did you test 4 workers at all?


Considering doing mineral formation tests too? bw had such bizarre mineral mining pathing. Sometimes if you moved entire formation over by 1 tile, it would be the exact same formation, but would mine completely differently. Definitely different workers mined the same minerals at a different rate (took longer/shorter paths to/from each mineral block).
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
yomi
Profile Blog Joined June 2004
United States773 Posts
May 06 2010 23:24 GMT
#48
Good research, thank you.
red_b
Profile Joined April 2010
United States1267 Posts
May 06 2010 23:29 GMT
#49
super useful info for people making maps.

Im happy that workers at least collect at the same rate.
Those small maps were like a boxing match in a phone booth.
University
Profile Blog Joined July 2009
United States263 Posts
May 06 2010 23:31 GMT
#50
On May 06 2010 07:26 billyX333 wrote:
not enough pictures
would appreciate if you replace all text with more pictures ty


ya also data files and replays --> pictures

tyty
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
May 06 2010 23:33 GMT
#51
Great post.

Also was it the 1000th?

Writerdamn, i was two days from retirement
MindRush
Profile Joined April 2010
Romania916 Posts
May 06 2010 23:38 GMT
#52
thanks man for giving something for the community !!
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Bey
Profile Joined May 2010
United States78 Posts
May 06 2010 23:38 GMT
#53
I'm a bit confused by the first picture in your post. It seems to indicate that you mine at 79% from the nearest spots with both one and two workers? Since this cannot possibly be right, I'm either misreading your diagram or there's a typo. Are the box and numbers on the left for 1 worker, middle for 2, and right for 3? Nice research though, interesting stuff.
Do it. Do it right. Do it right now.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 07 2010 00:01 GMT
#54
Nice work with the calcs and the pics OP, nice to see some solid evidence on the number of workers needed. Seems like the bad spots take 4, but really good spots can handle as low as two depending on your gas needs. I always noticed this just by the rate of gas coming in but to see it with the diagrams and the calculations it really helps. Basically this should be a tip for map makers to try to choose good gas positions when making maps.
i-bonjwa
Newti
Profile Joined April 2010
Switzerland71 Posts
May 07 2010 00:37 GMT
#55
Amazing Post. Thanks for taking your time and sharing the info, sir!
vvvVec
Profile Joined March 2010
Norway85 Posts
May 07 2010 00:49 GMT
#56
Very good info, thanks.
z]Benny
Profile Joined April 2006
Romania253 Posts
May 07 2010 00:51 GMT
#57
Great effort! Thanks a lot!
Zhou
Profile Joined February 2009
United States832 Posts
May 07 2010 00:56 GMT
#58
You sir, are a great person. I commend your hard work and pictures that remind me of BW minimap.
e4e5nf3
Profile Blog Joined October 2007
Canada599 Posts
May 07 2010 01:00 GMT
#59
Posts like these make TL the great site it is

Post like these also make me realize I have to actually think about my worker assignments based on my starting position
King takes Queen
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
May 07 2010 01:03 GMT
#60
yea ever since i started 2 hatching main it became pretty clear that the geyser positions arent equal or optimum.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
May 07 2010 01:32 GMT
#61
nice clean no-frills write-up and diagrams. thanks
Slurgi
Profile Joined March 2010
United States118 Posts
May 07 2010 01:37 GMT
#62
Absolutely excellent! GREAT job!

This should be on liquipedia...?
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 07 2010 01:45 GMT
#63
I was suspicious about this but completely forgot about it.

I think the take home message is that Blizzard needs to read this and reposition their geysers on their maps.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
May 07 2010 01:48 GMT
#64
we need more threads like these ^^
Long live BroodWar!
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 07 2010 01:54 GMT
#65
I would like to agree with everyone and say gj
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 07 2010 07:59 GMT
#66
On May 07 2010 08:22 Nightmarjoo wrote:
Nice job spines! Did you test 4 workers at all?


Considering doing mineral formation tests too? bw had such bizarre mineral mining pathing. Sometimes if you moved entire formation over by 1 tile, it would be the exact same formation, but would mine completely differently. Definitely different workers mined the same minerals at a different rate (took longer/shorter paths to/from each mineral block).


I did a test with 4 workers too, but the result was as expected: every single position mines at 100%, and 3 workers mine at the same rate on good positions.

I have some other tests in mind that I would try before tackling mineral formations. Mineral mining has so many factors that it is really hard to draw any decent conclusions, and zerg still can only spawn units at the bottom of a hatchery...

On May 07 2010 08:38 Bey wrote:
I'm a bit confused by the first picture in your post. It seems to indicate that you mine at 79% from the nearest spots with both one and two workers? Since this cannot possibly be right, I'm either misreading your diagram or there's a typo. Are the box and numbers on the left for 1 worker, middle for 2, and right for 3? Nice research though, interesting stuff.


That first picture is just a compilation of pictures repeated later in the thread. It shows, from left to right, 2 workers relative to 3 workers, 2 workers relative to the maximum, 3 workers relative to the maximum.
I didn't even test mining with 1 worker, but it is safe to assume that it would mine half as much gas as 2 workers would.
If you have a good reason to disagree with the above, please tell me. Thank you.
Crunchums
Profile Blog Joined December 2008
United States11144 Posts
May 07 2010 08:00 GMT
#67
Without a picture at this spot I'd lose half of my readers.

brilliant [image loading]
brood war for life, brood war forever
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
June 06 2010 08:14 GMT
#68
I definitely noticed the bad mining rate on the top geyser of the top base on metalopolis in the first few days of beta.
..and then I would, ya know, check em'. (Aka SpoR)
Buddhist
Profile Joined April 2010
United States658 Posts
June 06 2010 10:23 GMT
#69
Great work! Someone make a post on the official forums and edit it into the OP here, imo.
isuckalot
Profile Joined September 2008
France27 Posts
June 06 2010 11:00 GMT
#70
That's why I love TL.

Very good job
SnuggleKittens
Profile Joined April 2010
Australia57 Posts
June 06 2010 12:48 GMT
#71
Top right:
52 (top), a bad position
19 (bottom), bad for two workers

Bottom left:
47 (top), bad for two workers
24 (bottom), bad for two workers


So this means that if both players have 3 workers on both geysers, then the player who spawned top right will have less gas income?
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-06-06 12:55:28
June 06 2010 12:54 GMT
#72
On June 06 2010 21:48 SnuggleKittens wrote:
Show nested quote +
Top right:
52 (top), a bad position
19 (bottom), bad for two workers

Bottom left:
47 (top), bad for two workers
24 (bottom), bad for two workers


So this means that if both players have 3 workers on both geysers, then the player who spawned top right will have less gas income?

Yes. For these exact positions it's an overall difference of 1.4% less for top. Usually not significant. The cutoffs I chose probably make it sound a bit more extreme than it is in this case.
If you have a good reason to disagree with the above, please tell me. Thank you.
kmkkmk
Profile Joined August 2010
Germany418 Posts
September 23 2010 14:03 GMT
#73
On May 07 2010 10:45 zomgzergrush wrote:
I was suspicious about this but completely forgot about it.

I think the take home message is that Blizzard needs to read this and reposition their geysers on their maps.


I think blizzard should increase/decrease the movement/mining speed to adjust for equal mining speed on all positions and not reposition their geysers, since this is something really nontransparent.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
September 23 2010 15:10 GMT
#74
wow amazing amount of effort. nice post.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
September 23 2010 15:16 GMT
#75
Really a great post..thanks for sharing
TechDeft
Profile Joined August 2010
United States211 Posts
September 23 2010 15:24 GMT
#76
On May 06 2010 05:30 zealing wrote:
"Without a picture at this spot I'd lose half of my readers."

YOU SIR........ARE A GENNIUS!!!

but serious dude man nice work this must have taken like a while or something.

gg ty


Genius*

:p
Djeez
Profile Blog Joined September 2010
543 Posts
Last Edited: 2010-09-23 16:39:57
September 23 2010 16:03 GMT
#77
Let me get this straight... the geyser in DO's main can both operate at full capacity with only 2 workers? Because that is pretty huge.

EDIT: nvm I read too fast. Tried on metalopolis and got around the same percentage as you. Still an interesting research though.
''Watching steppes of war in the gsl would be like watching the dreamhack 1.6 finals start out on fy_iceworld. '' -red_b
Kpyolysis32
Profile Joined April 2010
553 Posts
September 23 2010 16:31 GMT
#78
This is really interesting. It's actually very nice that this topic got bumped at around the same time the iCCup custom maps for tournaments one was created, and hopefully it will play a part in influencing their mapmaking.
Man, do I not keep this up to date, or what?
ithree
Profile Joined January 2010
443 Posts
September 23 2010 16:45 GMT
#79
On September 24 2010 01:31 Kpyolysis32 wrote:
This is really interesting. It's actually very nice that this topic got bumped at around the same time the iCCup custom maps for tournaments one was created, and hopefully it will play a part in influencing their mapmaking.

Absolutely, Blizzard may have made the game but that doesn't mean anyone understands what came out the other end.

Studies like this one are what actually help us to understand the actual results of all those design decisions made, especially for those of us without that pro-'star sense' about how a map feels.

gj op
Sirion
Profile Joined August 2010
131 Posts
September 23 2010 16:49 GMT
#80
Hm, does that mean one should put a 4th worker into the gas for the worst geysers once saturation of the base becomes high? It is probably an increase of 4-5% gas income, which is not that negligible. Of course having an expansion is the preferred option, but especially for terrans with mules for minerals it might be worth considering.
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 28 2010 20:47 GMT
#81
Can you explain the difference between
bad for two workers
and
a bad position
?
Dystisis
Profile Joined May 2010
Norway713 Posts
October 01 2010 20:51 GMT
#82
Just eat more fiber, seriously.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
November 15 2010 09:07 GMT
#83
bumping this before it gets too old, contains some very interesting information
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
craz3d
Profile Joined August 2005
Bulgaria856 Posts
November 15 2010 09:28 GMT
#84
On September 29 2010 05:47 MrCon wrote:
Can you explain the difference between
bad for two workers
and
a bad position
?

A bad position means, bad for 2 workers and for 3 workers.
Hello World!
Restless-
Profile Joined May 2010
Malaysia86 Posts
November 15 2010 09:57 GMT
#85
Hey that is some nice research there. Thx mate, I'm sure it will come in handy for anyone. gj
Huh?
butter
Profile Blog Joined July 2009
United States785 Posts
November 15 2010 10:14 GMT
#86
Jungle Basin

Top:
3 (top), a good position
36 (bottom), bad for two workers

Bottom:
8 (top), bad for two workers
31 (bottom), a good position


Shakuras Plateau

Top left:
44 (left), a good position
13 (right), a good position

Top right:
45 (left), a good position
14 (right), a good position

Bottom left:
42 (left), a good position
17 (right), a good position

Bottom right:
41 (left), a good position
16 (right), a good position
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
jamesltl
Profile Joined July 2010
Malaysia159 Posts
November 15 2010 10:47 GMT
#87
omg this post is so old already but still, it is very useful
CellaWerra - "Holy Check"
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
November 15 2010 10:50 GMT
#88
This is extremely well done. Thanks a lot for putting all the work into it.
☢
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
December 03 2010 06:18 GMT
#89
--- Nuked ---
Ascend
Profile Joined July 2010
United States120 Posts
December 03 2010 07:13 GMT
#90
I think it's definitely useful information for map makers, although the idea that I now should memorize which gases are "good gases" frightens me.
Caster and Software Developer. Releases: "Starboard" "SC2 Replay Sync" "SC2 Replay Chat Editor" "SC2 C# Replay Parser"
FetTerBender
Profile Blog Joined September 2010
Germany1393 Posts
December 03 2010 08:35 GMT
#91
On December 03 2010 16:13 Ascend wrote:
I think it's definitely useful information for map makers, although the idea that I now should memorize which gases are "good gases" frightens me.


To us "casual" gamers its even of less importance. You can use / abuse this if you have a build which needs gas but is very mineral heavy, so you want to keep rather 2 workers mining minerals than mining gas. Which would lead you to have only 4 workers at the geysirs and the rest of your workers mining minerals.

The difference in using 1. or 2. are quite small, but as Artosis said yesterday at the GSL: If you add up all the small things, you can get yourself a pretty decent lead.

The gas issue is nothing that puts you totally ahead or behind if you do not put it into consideration.
There's a fine line between bravery and stupidity.
guyincognito314
Profile Joined October 2010
Ecuador24 Posts
December 03 2010 10:03 GMT
#92
Very interesting!
evantrees
Profile Joined May 2010
Canada497 Posts
December 03 2010 10:17 GMT
#93
very nice
rejection and peace tiramisu. I think that went well.
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