• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:14
CEST 01:14
KST 08:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy2GSL CK: More events planned pending crowdfunding3Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage4Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Quebec Clan still alive ? BGE Stara Zagora 2026 cancelled Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info
Tourneys
GSL CK: More events planned pending crowdfunding $5,000 WardiTV TLMC tournament - Presented by Monster Energy Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion so ive been playing broodwar for a week straight. BW General Discussion Gypsy to Korea Pros React To: JaeDong vs Queen
Tourneys
Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro24 Group F [BSL22] RO32 Group B - Sunday 21:00 CEST
Strategy
Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Starcraft Tabletop Miniature Game Nintendo Switch Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The China Politics Thread European Politico-economics QA Mega-thread Trading/Investing Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
ASL S21 English Commentary…
namkraft
StarCraft improvement
iopq
Electronics
mantequilla
Any Web Designers Out there?…
sob3k
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1608 users

Tricks with pathfinding - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 7 8 9 Next All
warshop
Profile Joined March 2010
Canada490 Posts
May 02 2011 14:18 GMT
#21
On May 02 2011 23:15 hugman wrote:
This only works when there's a clear path between you and the obstacle you're trying to find, and that's not the case on a lot of maps. What I mean is that you need line of sight to your opponent's expo to "proxy scout" it.


Nevertheless, I still don't understand why unit pathfinding is done ahead of vision.
GiygaS
Profile Blog Joined September 2010
Canada1043 Posts
May 02 2011 14:21 GMT
#22
Cool trick. My favorite pathfinder trick is putting a zealot in my mineral line then putting my probes on stop. It males an artificial choke for the zealots.
AKA gigyas, gigas, giygas khan, giyga khan, giyga...
Ipp
Profile Blog Joined March 2010
United States456 Posts
May 02 2011 14:24 GMT
#23
On May 02 2011 23:05 Despicatus wrote:
Well, this is pretty evil for cannon rushes and just scouting in General, I really hope Blizzard updates the path finding engine to fix this.
I don't think that this is meant to be, nor that it should be in the game.

Uhm wait 1 sec, so how much faster can you actually scout your opponent on a 4 player map like tal darim with this?


It's not so much the "1 second" faster, it's that there are multiple spawn locations and the player never see's a probe wander in his base; thus there never is a missing probe to make him check around his base. It gives cannon rushers a HUGE advantage to get a "blind scout" as they will almost always get the pylon completely done.
http://youtube.com/RageQuitTV
fiskrens
Profile Joined June 2010
Sweden196 Posts
May 02 2011 14:24 GMT
#24
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


I don't think it should be that difficult to base pathfinding on what's been scouted and always treat unscouted areas as empty.
lac29
Profile Blog Joined December 2008
United States1485 Posts
May 02 2011 14:26 GMT
#25
Wow this is like advanced tricks.
ru.meta
Profile Joined November 2010
Russian Federation88 Posts
May 02 2011 14:29 GMT
#26
On May 02 2011 23:24 fiskrens wrote:
Show nested quote +
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


I don't think it should be that difficult to base pathfinding on what's been scouted and always treat unscouted areas as empty.


It's definitely not so simple but it's probable will not require big powers to recalculate path as new building appears / disappears within unit vision.
sc2drill.com
Tiazi
Profile Joined February 2010
Netherlands761 Posts
May 02 2011 14:35 GMT
#27
On May 02 2011 23:15 PaPoolee wrote:
Wow needs to be patched ASAP, great find =>.


why?

Nice find!
"A brilliant yet deluded man once said, 'Introduce a little anarchy. Upset the established order, and everything becomes chaos.' Gumiho is that agent of chaos." -monk
Zocat
Profile Joined April 2010
Germany2229 Posts
May 02 2011 14:39 GMT
#28
On May 02 2011 23:18 warshop wrote:
Show nested quote +
On May 02 2011 23:15 hugman wrote:
This only works when there's a clear path between you and the obstacle you're trying to find, and that's not the case on a lot of maps. What I mean is that you need line of sight to your opponent's expo to "proxy scout" it.


Nevertheless, I still don't understand why unit pathfinding is done ahead of vision.


Pathfinding is very expensive to compute. If you would go via vision (unit vision or overall vision btw?) you would need to constantly check (whenever vision has changed) if there is a better path available. For every unit moving on the field.
I currently dont know if it updates at all (i.e. when a supply depot is lowered / raised) or if unit just computes the path once.


On May 02 2011 23:24 Ipp wrote:
Show nested quote +
On May 02 2011 23:05 Despicatus wrote:
Well, this is pretty evil for cannon rushes and just scouting in General, I really hope Blizzard updates the path finding engine to fix this.
I don't think that this is meant to be, nor that it should be in the game.

Uhm wait 1 sec, so how much faster can you actually scout your opponent on a 4 player map like tal darim with this?


It's not so much the "1 second" faster, it's that there are multiple spawn locations and the player never see's a probe wander in his base; thus there never is a missing probe to make him check around his base. It gives cannon rushers a HUGE advantage to get a "blind scout" as they will almost always get the pylon completely done.


Depending on the spawn location (i.e. Metalopolis 3) your scouting probe could look at the minerals and see if they're being mined without the mining player seeing the probe. So I dont really see that much of a change.
DannyJ
Profile Joined March 2010
United States5110 Posts
May 02 2011 14:44 GMT
#29
Hmm wow thats interesting.
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
May 02 2011 14:46 GMT
#30
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/

Removing the pathfinding lines would make it hard enough, I think.
warshop
Profile Joined March 2010
Canada490 Posts
May 02 2011 14:49 GMT
#31
On May 02 2011 23:39 Zocat wrote:
Show nested quote +
On May 02 2011 23:18 warshop wrote:
On May 02 2011 23:15 hugman wrote:
This only works when there's a clear path between you and the obstacle you're trying to find, and that's not the case on a lot of maps. What I mean is that you need line of sight to your opponent's expo to "proxy scout" it.


Nevertheless, I still don't understand why unit pathfinding is done ahead of vision.


Pathfinding is very expensive to compute. If you would go via vision (unit vision or overall vision btw?) you would need to constantly check (whenever vision has changed) if there is a better path available. For every unit moving on the field.
I currently dont know if it updates at all (i.e. when a supply depot is lowered / raised) or if unit just computes the path once.


Let me rephrase, since it is obviously a bit silly to recalculate pathfinding each time a unit moves within a certain radius.

"Nevertheless, I still don't understand why unit pathfinding sees ahead of vision. It should definitely evaluate the battlefield as empty (or with obstacles if the player has the information of it being there)."
insolentrus
Profile Joined January 2011
Russian Federation304 Posts
May 02 2011 14:49 GMT
#32
useful only on shakuras
mprs
Profile Joined April 2010
Canada2933 Posts
May 02 2011 14:50 GMT
#33
don't let combatex find this
We talkin about PRACTICE
Dezire
Profile Joined December 2010
Netherlands640 Posts
May 02 2011 14:53 GMT
#34
i found the video rather difficult to follow, you dont have the most entertaining voice ever to be honest
BoxeR, HuK, IdrA, Minigun, MVP <3
warshop
Profile Joined March 2010
Canada490 Posts
May 02 2011 14:54 GMT
#35
It seems as if a unit moving is iterating between every objects (structures) in the battlefield, where it should, in reality, only iterate between visible objects (i.e. : the mini-map objects).
startover
Profile Blog Joined April 2011
United States35 Posts
May 02 2011 14:54 GMT
#36
wow great find!
superjoppe
Profile Joined December 2004
Sweden3685 Posts
May 02 2011 14:54 GMT
#37
Very nitfy findings, I hope to see it in TSL/GSL/NASL etc very soon.
DNB
Profile Blog Joined November 2010
Finland995 Posts
May 02 2011 14:54 GMT
#38
On May 02 2011 23:50 mprs wrote:
don't let combatex find this


ROFL...

To the issue, I think it's extremely hard to fix this. Maybe this will become just another subtle trick mastered by certain players.

Most importantly, you still can't find the opponent's main straight in a 4-player map? AFAIK, you must at least go up the ramp and only then you will see if he's there before seeing the buildings itself.

I don't think this will become a problem.
BuddhaMonk
Profile Joined August 2010
781 Posts
May 02 2011 14:55 GMT
#39
Very nice video, if this stays, I can see it definitely being implemented into standard play.
404.Delirium
Profile Joined May 2008
United States1190 Posts
May 02 2011 14:55 GMT
#40
This is *very* neat. I'm hoping there could be a compromise that rewards this level of detail in play while at the same time... well, you know.
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
20:15
Best Games of SC
Rogue vs TriGGeR
Maru vs MaxPax
Rogue vs herO
Clem vs herO
Rogue vs Maru
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft477
JuggernautJason39
StarCraft: Brood War
Britney 11137
Shuttle 401
Jaeyun 48
NaDa 12
Dota 2
Pyrionflax361
capcasts207
canceldota181
Counter-Strike
minikerr11
Super Smash Bros
C9.Mang0301
hungrybox281
Other Games
gofns19885
summit1g15443
tarik_tv6614
ViBE85
ROOTCatZ19
PPMD17
Maynarde15
Organizations
Other Games
gamesdonequick328
StarCraft 2
angryscii 26
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 28
• RyuSc2 21
• OhrlRock 1
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 33
• RayReign 24
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV954
League of Legends
• Doublelift3679
Other Games
• imaqtpie1092
Upcoming Events
CranKy Ducklings
10h 47m
WardiTV Team League
11h 47m
uThermal 2v2 Circuit
15h 47m
IPSL
16h 47m
Hawk vs TBD
StRyKeR vs TBD
BSL
19h 47m
n0maD vs perroflaco
TerrOr vs ZZZero
MadiNho vs WolFix
DragOn vs LancerX
Sparkling Tuna Cup
1d 10h
WardiTV Team League
1d 11h
OSC
1d 13h
BSL
1d 19h
Sterling vs Azhi_Dahaki
Napoleon vs Mazur
Jimin vs Nesh
spx vs Strudel
IPSL
1d 19h
Artosis vs TBD
Napoleon vs TBD
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Soma vs YSC
Sharp vs sSak
Afreeca Starleague
3 days
Snow vs PianO
hero vs Rain
GSL
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Escore
6 days
Liquipedia Results

Completed

Proleague 2026-04-09
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
WardiTV TLMC #16
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.