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UPDATED timings
6 pool Lings pop ~2:09, and on Desert Oasis, with travel time of 1 minute 9 seconds, they arrive at ~3:18.
7 pool Lings pop ~2:18, same map, arrive ~3:27
8 pool Lings pop ~2:28, same map, arrive ~3:37
Faster Baneling Rush 6 Banelings morphed outside opponent base ~4:58 , 6-8 speedlings also should get there around that time (same map again).
edit: included Faster Baneling Bust timing. I first tried 10 pool 9 gas, but found I was too lacking in minerals. Then I found a good medium with doing 10 ovie, 10 pool (overpool), 9 gas. I still had to cut a ling to get the Baneling Nest down @50 gas, and I also cut out the queen entirely from the build due to lack of minerals.
edit2: added in 7/8 pool timings
final edit: I am by no means the fastest player out there. I also only timed the builds twice. Try the builds yourself, I'm just trying to give OP something to start with for implementing the timing of attacks.
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3:25 3 zealots will reach the top of your ramp on incineration zone when the enemy went for 2 gate rush followed by one more and another one the next 20 seconds.
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On May 29 2010 06:15 EscPlan9 wrote:Show nested quote +On May 29 2010 00:08 s031720 wrote:[B] Need times & units for those if you could sir! I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though  Excuse my bluntness, but 6 pool timing should be the easiest to test, and yet instead of actually doing it to help out, you just guess 2 minutes and leave it up for someone else to test it precisely. Laziness
Thank you for clearing that out and for showing how to contribute with useful content, as in your post. Shame on me.
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Fixed in topic! (missed a bracket )
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The map gets increasingly laggy after a few resets, it's somewhat annoying.
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When I try to open the maps in the editor the program starts, but I get the blank basic map. So how do I have to make them work? I cant even load them into the editor ...
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On May 29 2010 20:24 Rabiator wrote: When I try to open the maps in the editor the program starts, but I get the blank basic map. So how do I have to make them work? I cant even load them into the editor ...
first site last post....
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On May 29 2010 18:12 s031720 wrote:Show nested quote +On May 29 2010 06:15 EscPlan9 wrote:On May 29 2010 00:08 s031720 wrote:[B] Need times & units for those if you could sir! I would say that a 6 pool hits about the 2 min mark, or right after. First 6 lings, then 2 extra lings with a slight delay. It should be easy enough to test with the build order map though  Excuse my bluntness, but 6 pool timing should be the easiest to test, and yet instead of actually doing it to help out, you just guess 2 minutes and leave it up for someone else to test it precisely. Laziness Thank you for clearing that out and for showing how to contribute with useful content, as in your post. Shame on me.
Hey, check out the other posts on this page. Who posted some Zerg timings? Oh yea. Me.
I emplore others to help out the creator of this really useful map with more timings.
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Thank you both qxc & isbunk for that map, i just know about and it's very very helpful.
It'll be perfect to be able to have that test on all official map so we can try out some building placement as wall off, i find it very useful on desert oasis since i have a lot of difficulties to wall off correctly on that map.
Anyway thanks again, it's a very useful tool.
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@super_bricklayer same problem trying to get my fac in walloff against the 5 min bannling bust but cant place it good the ling rushes arnt a problem you have a wall unit 3 but no bannling secure until 5 
@rane & EscPlan9 I have the same lag problem after 7-8 tryes, have to restart
@ EscPlan9 just ignore it... and if you have time can you give me/us a muta timing?
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I often go lings -> banelings/hydras -> mutas in ZvT and ZvP, but I don't rush to mutas. I typically 15 pool 16 hatch and eventually transition into mutas after some powering, scouting, defending, etc.
I know Sen has a 1 base Muta play. I'll look at his build order in the 2 replays I have since I imagine he has the earliest practical time down for it. (I say practical since you could immediately rush to Lair and Spire, but it's way too risky early game and then you wouldn't have the economy to pump out many Mutas anyway). I'll also time the distance for Mutas to travel from Base A -> Base B on Desert Oasis.
Also, I thought it was just me, but after many resets the map started to really slow down my computer as well. Not sure if there's some "garbage collection" that needs to be done on reset or if it's even possible.
Finally, isbunk (OP), can you get the localization bug fixed for other maps? I'll continue to help with providing some timings and distances for other maps incase you decide to incorporate some of this data.
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Muta travel time on Desert Oasis is ~20 seconds from base to base
Sen's 1 Base Muta 3 mutas pop ~7:45
See the thread in SC2 Strategy, SC2 Liquipedia article, and Day9's cast of it for more information. I'll edit with links later.
FAST 6 Muta build 6 mutas pop ~ 8:20
This build is extremely unlikely to ever be used since the only "defense" made is 2 queens after Lair - no lings, no spinecrawlers or anything. It is a fast expanding, 4 gassing, immediate teching to Lair, Spire, and then Mutas build. There probably is an even quicker way, but any build with mutas this quick is too impractical to use in most games.
Speedling/Baneling or Speedling/Hydra to 6 Muta harass 6 mutas pop ~9:00
I do not know if this is the quickest way. I made 6 speedlings, 4 banelings, 2 queens, and 6 mutas to try to make it resemble normal play. I still don't have this build entirely worked out.
I have the start of 15 pool 16 hatch 15 ovie 15 queen 16-18 lings, then depending on my scouting information it changes up. If I don't see an early rush threat, I'll power up, get 2 gas, speedlings @ 100g, baneling nest @ 50g, Lair @ 100g, then either getting a few banelings (usually vs bio T) or getting a few hydra (usually vs P), throwing down a Spire, getting 3rd and 4th gas, and powering drones until Spire is nearly complete. Then I usually have enough for 6 mutas. Sometimes I'll need more banelings, speedlings, hydras, spinecrawlers, overseers, etc, so this varies greatly when they actually pop.
edit: Added in a more reasonable 6 muta harass timing.
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Build timings and compositions I would find really useful to know:
Protoss * Immortal rush, with Zeal/Sent/Stalk * Colossus rush, with Zeal/Sent/Stalk * 2 Gate Zeal rush * 2 Gate Zeal/Stalk rush * 4 Gate Whatever rush
Terran * Rine/Rauder rush * Tank + bio rush * Mech variations (so many to list)
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Erm, why are there no links for Steppes of war or Lost Temple anymore?!
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On May 29 2010 19:50 rane wrote: The map gets increasingly laggy after a few resets, it's somewhat annoying.
It also drags the FPS badly when you spam keys so there seems to be some kind of active key-checking mechanism (I would guess for the hotkeys?).
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@defmatrixultra i checked the code there is a delay build in after each of the keytriggercheck dont know why perhpas to fix a issue
@ AL_2208 i think he want to make it work on 1 map well befor he copy all the code to other maps
@ EscPlan9 i mean isbunk at 2. last post i saw the 1 base muta on day9 too. 7:45, 8:20 thats nice. i train a sort of tlo build (with more rines because i have so much mins and less gas) and atack with the 4rines1hellion early so i have thor and lots of rines until than. i think its good for a z vs t not to rush for mutas. The 2. one is much bedder and harder to deal with.
@all we need a toss and much more player to posts timings. why are so few people post here? the map is awesome.
CODING i am working on an addon where you can see the data of all previews runs not only the last one Found the lagbug problem and writing an fix.
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Just an idea/suggestion I'm throwing out there.
I think instead of adding an option to spawn units you should add a way to select from a variety of build orders(or maybe even create custom build orders) which are spawned for a computer player at a separate spawn point and sent to your base. This would allow you to test your defense against many different builds and their exact timings.
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i can get a few zealots 2 stalker + 2 dts at 5 30 or a stalker few zealots and a carrier @ same time.
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@cisus yeah said something too but the codework will take month or years....
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i really like this idea for training, here are a couple possible bugs:
there seems to be a problem with the clock. when you restart the level it adds about 5 seconds to the time when it displays it in previous build display.
also how do you handle 'total resources' if you do something like cancel a building? so if i wanted to test total resources on non extractor vs extractor trick builds as zerg, there should be some thing to show minerals lost from cancelling something.
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