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Rush Distance Comparisons - Page 5

Forum Index > SC2 General
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RibsNGibs
Profile Joined January 2011
64 Posts
April 28 2011 22:20 GMT
#81
Ooh, thanks for update on the main->natural distances!
LS
Profile Joined March 2011
Korea (South)145 Posts
May 01 2011 05:30 GMT
#82
nice
LunaticSounds KeSPA/GSL Map Creator TeamCrux [Twitter @LunaticSound]
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 11 2011 21:22 GMT
#83
Thanks for checking out whether other maps have the Wacky Shakuras property! Good to know that close-air is still closer than cross ... though that puts an end to my eccentric scout pattern :/.
Can we get an official definition of "all-in"? Please?
Elean
Profile Joined October 2010
689 Posts
May 11 2011 21:34 GMT
#84
A choke to nat distance would be nice, because that's what matters in TvZ and PvZ.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
May 11 2011 21:41 GMT
#85
Oh my, this thread is awesome.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
ZeroTalent
Profile Joined December 2010
United States297 Posts
May 12 2011 14:03 GMT
#86
On May 12 2011 06:34 Elean wrote:
A choke to nat distance would be nice, because that's what matters in TvZ and PvZ.


Except for the rotationally symmetric maps (TDA, BG, and DQ), Isn't it just this?
choke2choke - 0.5*(choke2choke-nat2nat)
Can we get an official definition of "all-in"? Please?
Gulzt
Profile Joined August 2009
Netherlands275 Posts
Last Edited: 2011-05-13 06:41:37
May 13 2011 06:41 GMT
#87
Thx! very helpful post
Gulzt
Profile Joined August 2009
Netherlands275 Posts
May 13 2011 07:56 GMT
#88
I felt on Backwater Gulch that the distance of NW & SW, were shorter than the other close positions so I checked it out Ramp to Ramp:

I put a drone centered on top of a ramp and let it travel on the top of another ramp. This is of course not 100% accurate but I concluded NW & SW ramp to ramp takes my drone 34sec, whereas all the other close positions take 36 sec.

Kind of weird, why is it closer?
ZeroTalent
Profile Joined December 2010
United States297 Posts
Last Edited: 2011-07-28 22:26:54
July 28 2011 22:26 GMT
#89
Warning: The last post in this thread is over two months old.
If you bump this, you better have a good reason.
My good reason is "bumping to remind the totally awesome OP that there are new ladder maps".

:D
Can we get an official definition of "all-in"? Please?
kingcoyote
Profile Blog Joined May 2010
United States546 Posts
July 28 2011 22:43 GMT
#90
On July 29 2011 07:26 ZeroTalent wrote:
Show nested quote +
Warning: The last post in this thread is over two months old.
If you bump this, you better have a good reason.
My good reason is "bumping to remind the totally awesome OP that there are new ladder maps".

:D


You probably should have just PMed the OP...
butter
Profile Blog Joined July 2009
United States785 Posts
Last Edited: 2011-08-05 07:01:42
August 02 2011 01:18 GMT
#91
Since it seems to be a commonly used metric, I've measured all the ramp-to-ramp distances. Hopefully it can be educational. I report them here as worker travel time in game-seconds.

+ Show Spoiler [2p and 3p maps] +
Steppes of War		27s

Incineration Zone 30s

Bel'Shir Beach 40s
Blistering Sands 40s
Crossfire SE 39s
Jungle Basin 38s
Testbug 38s
Xel'Naga Caverns 41s
Xel'Naga Fortress 39s

Dual Sight 43s
Starlight Breaker 45s
Scrap Station 46s

Daybreak 48s
Sanshorn Mist AE 49s

Desert Oasis 63s

+ Show Spoiler [4p maps] +
Delta Quadrant		24s (close)
32s (cross)

Shattered Temple 24s (close)
34s (close air)
38s (cross)

Searing Crater 30s (horizontal)
30s (vertical)
38s (cross)

Nerazim Crypt 30s (close)
38s (cross)

Kulas Ravine 33s (vertical)
36s (horizontal)
38s (cross)

Lost Temple 26s (close)
37s (close air)
40s (cross)

Slag Pits 24s (close)
34s (close air)
42s (cross)

Backwater Gulch 35s (close)
44s (cross)

Crevasse 41s (close)
44s (cross)

Abyssal Caverns 33s (horizontal)
34s (vertical)
45s (cross)

Metalopolis 26s (close)
33s (12-3)
36s (9-6)
43s (9-3)
46s (12-6)

Typhon Peaks 38s (vertical)
41s (horizontal)
46s (cross)

Neo Enigma 40s (close)
48s (cross)

Shakuras Plateau 42s (11-5)
45s (horizontal)
49s (7-1)

Terminus SE 42s (close)
51s (cross)

Tal'darim Altar LE 43s (close)
52s (cross)

Antiga Shipyard 43s (close)
54s (cross)

+ Show Spoiler [Method] +
Create a Multiplayer Custom game,

      Mode: 1v1, no opponent, no AI,
      Speed: Faster.

(These settings should make no difference, but I haven't tested that.) Pick Protoss.


Right-click a Probe on a mineral patch in an opposing main, then shift-click Stop. Repeat for the other mains.

(In some cases, this will not find an optimal path. Since the shortest possible distance is really what we are interested in, I had to help the pathfinding algorithm in places, either by reversing direction or setting a waypoint.)


Load replay.

Pause replay when Probe crosses the threshhold at the top of the ramp or main entrance. Note the time on the replay timer.

Pause and note the time when Probe reaches the top of the ramp or entrance at the destination.

The rush distance is the difference of these two times.


Sources of error or bias include the precision of the replay timer and judgment of the main entrance crossing.

+ Show Spoiler [Notes] +
The pathing on Tal'darim Altar is 2-3 seconds faster in the clockwise direction.

The pathing between the 4 and 7 o'clock mains on Delta Quadrant is 3-4 seconds slower than optimal in either direction. You can force it to take the shortcut by setting a waypoint at the corner.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
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