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Rush Distance Comparisons - Page 2

Forum Index > SC2 General
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Prev 1 2 3 4 5 Next All
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 10 2010 04:10 GMT
#21
The more you know...

This is important.
"I made you a zergling, but I eated it." - Defiler
Shenron
Profile Joined May 2010
United States105 Posts
May 10 2010 04:54 GMT
#22
Blistering sands has a longer rush than Crap Station... Really?
Death is nothing to us, since when we are, death has not come, and when death has come, we are not. ~Epicurus
eAmYo
Profile Joined May 2004
Germany194 Posts
May 10 2010 05:03 GMT
#23
Wow that really is some news for me.. Thanks for your research dude.

Might be quite helpful :-)
-
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
May 10 2010 05:03 GMT
#24
Thanks for the research. Scrap Station seems further than Blistering Sands but both are bad maps so whatever.
Spaceninja
Profile Joined April 2010
United States211 Posts
May 10 2010 05:15 GMT
#25
Good stuff! always nice to see data.

although I would like to see the new 2v2 maps.
Haters Gonna Hate.
Grape
Profile Joined April 2010
145 Posts
May 10 2010 06:14 GMT
#26
Any graph is cool if you ask me, thanks for the effort!
Draken
Profile Joined May 2010
Canada61 Posts
June 01 2010 23:33 GMT
#27
This is exactly what I was looking for, thanks a lot!

Do you know if there is any precise and up to date chart somewhere with all unit speeds?
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 01 2010 23:35 GMT
#28
dam desert is so massive compared to the rest. nice work
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-06-01 23:38:43
June 01 2010 23:37 GMT
#29
Thanks for your work. It's rare to see a theorycraft post which is really useful
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 01 2010 23:41 GMT
#30
Hang onto your hats--I'm writing a tool that opens a map file and computes shortest path distance in map units.

@Draken
If you know or figure out what the units (measurement) of unit (zergling, etc.) speed is I can include the equation.

For instance, zergling unit speed is some wacky number like 2.591, but is that number in map cells/game second or what?
Satallgeese
Profile Blog Joined April 2010
United States239 Posts
June 01 2010 23:42 GMT
#31
This is fantastic! Thanks for the info!
A good player practices until he gets it right. A great player practices until he can't get it wrong.
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
June 01 2010 23:58 GMT
#32
nicely done, well presented data...

sheesh, desert oasis is so obnoxious with its ground traveling distance, and the shorter air distance and 2 seperate ground path just doesn't really help it : /
Bob300
Profile Joined April 2010
United States505 Posts
June 02 2010 00:00 GMT
#33
wow thanks a lot for this, i was thinking which map would they 10 pool me on.
NYC Suburbs --- College Freshman --- Season 1 - Drone Whiskey
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
June 02 2010 00:25 GMT
#34
Very interesting. /hate on desert oasis , I always lose on that map.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Triscuit
Profile Blog Joined April 2010
United States722 Posts
June 03 2010 19:37 GMT
#35
Very interesting to see the huge disparity between the different Metalopolis times. Especially as opposed to how close together the Kulas Ravine times are.
Vei
Profile Joined March 2010
United States2845 Posts
August 04 2010 21:34 GMT
#36
I couldn't find any other threads on rush distances so I'm bumping this since it's still pretty relevant, also I'm looking for the rush distance on Xel Naga Caverns and the 2v2 maps, if anyone has a source (2v2 maps less important).
www.justin.tv/veisc2 ~ 720p + commentary
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 04 2010 21:41 GMT
#37
I wrote a tool to do this automatically, the SC2 Map Analyzer. I'm in the middle of improving it and adding features, so it has some undocumented changes, but you can grab the 1.3.2 version that can handle the post-release map format.

If you don't feel like fiddling with it, I'll run it when I get home from work and make another chart with the new ladder maps.
Vei
Profile Joined March 2010
United States2845 Posts
August 04 2010 22:19 GMT
#38
A chart would be very much appreciated!
www.justin.tv/veisc2 ~ 720p + commentary
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 05 2010 08:50 GMT
#39
Hmm, tricky. map analyzer thinks the rock-blocked third on Delta Quadrant should be the natural because its so close by distance... gotta fiddle with code to get the right rush distances.
dimfish
Profile Blog Joined February 2010
United States663 Posts
August 05 2010 18:00 GMT
#40
Updated the OP with measurements for the current 1v1 ladder maps.

If you are dying to know 2v2 I can do that, but I have to figure out exactly what to measure. Do main2main or nat2nat mean as much on a 2v2 map? I'd think choke2choke is key for a shared-base map. I don't play 2v2 though, so if A) you want to know 2v2 data and B) you have a good suggestion for what to calculate AND C) I can use the map analyzer to get it, I'll make that chart, too.
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