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Rush Distance Comparisons - Page 4

Forum Index > SC2 General
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dimfish
Profile Blog Joined February 2010
United States663 Posts
April 14 2011 20:53 GMT
#61
Updated for ladder season 2. There's a lot of data with choke2choke in there also.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
April 14 2011 21:39 GMT
#62
go back to the old way, it was better
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
FlopTurnReaver
Profile Blog Joined January 2010
Switzerland1980 Posts
April 14 2011 21:39 GMT
#63
Why, I like eye strain.
Check out @MapOfTheMonth on Twitter and under http://bit.ly/motmorg
iGrok
Profile Blog Joined October 2010
United States5142 Posts
April 14 2011 21:41 GMT
#64
♥ jk dimfish, this is awesome
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 14 2011 21:45 GMT
#65
If I can muster the will I'll remake the chart in the old separated way with main2main, choke2choke and nat2nat in different partitions
GhostBusters
Profile Joined July 2010
United States198 Posts
April 14 2011 21:49 GMT
#66
Doesn't matter when you can warp in at a pylon.
Yut, bellybuttons.
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 14 2011 21:58 GMT
#67
On April 15 2011 06:49 Smiggins wrote:
Doesn't matter when you can warp in at a pylon.


Don't you want to know which map has the longest walk for your probe to put down the pylon in the first place? ;p
Jaeger
Profile Joined December 2009
United States1150 Posts
April 15 2011 01:12 GMT
#68
A bit cluttered but the information is there. Great job thanks for the update!
https://www.dotabuff.com/players/8137911
RibsNGibs
Profile Joined January 2011
64 Posts
April 15 2011 07:44 GMT
#69
Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush.
ZeroTalent
Profile Joined December 2010
United States297 Posts
April 19 2011 16:12 GMT
#70
Thanks for updating this for the new map pool!

I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps?

Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia?
Can we get an official definition of "all-in"? Please?
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 19 2011 20:25 GMT
#71
On April 15 2011 16:44 RibsNGibs wrote:
Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush.
Haha, I agree, but I would consider that secondary information; as you can see the image is a circus of colored lines with the primary data plotted already.

I could generate a side table or image just for the rotational symmetry maps if you consider this data particularly helpful.



On April 20 2011 01:12 ZeroTalent wrote:
Thanks for updating this for the new map pool!

I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps?
If I was a boss and wanted to spend my nights coding instead of sleeping I would automatically filter out which maps have the property you are asking about. I do know that Shakuras is like that, though, but it is because it has a very unusual (and subtle) layout. Go to the OP and check the last spoiler called "Wacky Shakuras." You'll see that the 4 spawns are a rhombus meaning the top-left spawn and bottom-right (we normally say cross for this, right?) are on the shorter path across the rhombus. This path is shorter by ground than going to the close-by-air positions. NOW, if you spawn in the other cross-positions (BL and TR) its not true anymore, this spawn is longer than the walks to the close-by-air positions. Capice?

I will put the calculation of which maps have this property on my list of interesting things to do, so it might pop up in a future update of the OP.



On April 20 2011 01:12 ZeroTalent wrote:
Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia?
Yes. But don't use this as gospel for several reasons:
  • The analyzer does not consider the exact path a unit would take (it only considers 16 possible directions to take each step.) It's within a few percent of the distance a unit takes.
  • The distances between equivalent spawns (like there are two ways to spawn cross positions on Metalopolis) are in general not actually the exact same distance. I don't list every one individually, so whatever number I picked is just one of the possible spawns of approximately the same distance.
  • Units bork each other up a little when there is more than one. Especially if there are doodads on the shortest path to where they are going.
I'd say use this method to get a time that is about +/- 5 seconds accurate.
Blacklizard
Profile Joined May 2007
United States1194 Posts
April 19 2011 21:10 GMT
#72
Thanks, love reading this. Nice summaries.
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
April 20 2011 01:42 GMT
#73
thanks for updating this! Exactly what I was looking for.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
dimfish
Profile Blog Joined February 2010
United States663 Posts
April 28 2011 16:30 GMT
#74
Updated the OP with CW-CCW disparity measurements for maps with rotational symmetry and some other questions asked in the thread.
Chill
Profile Blog Joined January 2005
Calgary25993 Posts
April 28 2011 16:31 GMT
#75
This thread is fantastic. I remember it from beta and didn't know it was being updated. Thanks!
Moderator
GxZ
Profile Joined April 2010
United States375 Posts
April 28 2011 16:34 GMT
#76
Yeah I didn't know this was being updated, always love to see how close is close pos.
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
April 28 2011 17:22 GMT
#77
Brilliant thread.

What I think would be the most useful as a measuring tool is main - nat, or more likely choke - nat.

Choke - nat is basically what you need to know when making decisions about fast expanding - how fast can a one-baser try to punish my FE?
[15:15] <Palmar> and yes marv, you're a total hottie
Ben...
Profile Joined January 2011
Canada3485 Posts
April 28 2011 18:32 GMT
#78
Cool information. This makes me like Tal'Darim Altar even more, no positional advantages.

Oh Incineration Zone, the worst map of all time...
"Cliiiiiiiiiiiiiiiiide" -Tastosis
lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
April 28 2011 18:37 GMT
#79
Awesome thread - the point about Shakuras having three distinct rush distances is particularly interesting. Great work!
I)etox
Profile Joined April 2011
1240 Posts
April 28 2011 18:52 GMT
#80
Thanks for updating this! It's got some really good information on it. Oh, tal'darim, you so crazy <3
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