• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:35
CEST 21:35
KST 04:35
  • 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
Power Rank - Esports World Cup 202550RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams5Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension4
StarCraft 2
General
RSL Revival patreon money discussion thread The GOAT ranking of GOAT rankings Power Rank - Esports World Cup 2025 Jim claims he and Firefly were involved in match-fixing RSL Season 1 - Final Week
Tourneys
Esports World Cup 2025 Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
BW General Discussion [Update] ShieldBattery: 2025 Redesign BGH Auto Balance -> http://bghmmr.eu/ BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams Ginuda's JaeDong Interview Series
Tourneys
[Megathread] Daily Proleagues CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance [BSL 2v2] ProLeague Season 3 - Friday 21:00 CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile CCLP - Command & Conquer League Project
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Post Pic of your Favorite Food! Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI
Fan Clubs
SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 821 users

Imbalanced Hatcheries

Forum Index > SC2 General
Post a Reply
Normal
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 08:03 GMT
#1
Hi, I am back with another topic to analyze. This time it is about the possible imbalance in ZvZ due to the Hatcheries' Larvae always spawning on the south side.
The legend says that if a mineral line is to the south of the base, rather than to the north, then the spawning Drones will have to travel much less to the minerals when they begin working, and this materializes in an advantage for that player. Is it true, though?
Here is what I found:

+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]


As always, here is the pdf for convinience and better quality.

TL;DR: If one player has a base with a southward mineral line, the other with a northward one, the former does have an advantage, but it is minimal. If the mineral lines are diagonal, the difference is even smaller; if they face east and west, respectively, then there should be no imbalance.

I'm looking forward to your opinions, criticisms, etc.

Previous projects:
+ Show Spoiler +
The Effects of Worker Pairing
Perfect Micro with Phonixes
Floating to the Gold Base
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
algue
Profile Joined July 2011
France1436 Posts
August 15 2014 08:07 GMT
#2
I don't think it makes that much of a difference. However it would be interesting if someone could give us the win rate in ZvZ based on the players spawn.
rly ?
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
August 15 2014 08:14 GMT
#3
The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround.
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
SCguineapig
Profile Blog Joined January 2013
Netherlands289 Posts
August 15 2014 08:35 GMT
#4
loving these series keep it up. although i know nothing of the mathematical talk .
broodwar wasn't perfect
Dapper_Cad
Profile Blog Joined July 2010
United Kingdom964 Posts
Last Edited: 2014-08-15 08:56:13
August 15 2014 08:54 GMT
#5
Licheter makes a strong point.

There should have hatch orientation and an option to set it in melee initialisation as a minimum, that way mappers can use it if they wish.

More completely Blizzard could give players access to building orientation on hatches for other possible minuscule advantages, like spawning larvae away from potential bunker rushes.

Assuming you've done that in a way which works - isn't ugly as hell, is ignorable for newer players, doesn't require 6 fingers a hand to do, that sort of thing - the same for Terran addons at Barracks/Factory/Starport could be implemented as I'd guess that's decided more games than larva spawning.

For the Terran case though the can of worms(!) is larger: Addon only or whole building? Rotating or mirroring? Can you rotate flying buildings? Which adjacent building does the addon prioritise? The answers maybe straightforward but the implementation might not be.

What were we talking about again? Oh yea, 23 minerals @ first base saturation isn't that big a deal, but this is interesting stuff - would read more!
But he is never making short-term prediction, everyone of his prediction are based on fundenmentals, but he doesn't exactly know when it will happen... So using these kind of narrowed "who-is-right" empirical analysis makes little sense.
JoeCool
Profile Joined January 2012
Germany2519 Posts
August 15 2014 08:57 GMT
#6
On August 15 2014 17:07 algue wrote:
I don't think it makes that much of a difference. However it would be interesting if someone could give us the win rate in ZvZ based on the players spawn.


You could use a probitmodel and use all the factors that affect if you win or lose. Like, skill (which is unobservable so you might use a proxy), mapsize, apm, experience, race choice and so on... But I am quite sure that the coefficient on "spawn" is statistically insignificant. Although the idea is interesting.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 09:08 GMT
#7
On August 15 2014 17:14 lichter wrote:
The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround.

This is without a doubt a more important factor than losing mining time. I can't calculate this, though, but the mining time loss I could, so at least we now know that that is negligible.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
August 15 2014 09:12 GMT
#8
Not wanting to take anything away from that analysis - but the tl;dr part was rather obvious . Though you seem to love those mathematics, so keep going!
ClueClueClue
Profile Blog Joined December 2011
Sweden1203 Posts
August 15 2014 09:25 GMT
#9
I think there's a small imbalance with spawns in any match-up; for terrans, it's useful to get a spawn where your rax can build an add-on inside the wall instead of as part of it, for example. Without statistics, however, it's impossible to say if it matters over the course of an entire game.
Cogito, ergo toss.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
August 15 2014 09:29 GMT
#10
How do you obtain the images? You are not using Latex and Tikz, do you? :o
GERMasta
Profile Joined October 2010
Germany212 Posts
August 15 2014 09:38 GMT
#11
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
Last Edited: 2014-08-15 09:41:27
August 15 2014 09:38 GMT
#12
i tested it using the ai, set urself to ref in a custom game and get 2 ais to play against each other, i used zerg and the lingRoach timing, on all 8 goes the northward position had a 5 second lead of his warren timing which is something i didnt expect but their builds are literally identical each time . . .but that initial mineral assignment tho! worker acceleration play a factor in this? I would of expected the ai to mine super efficient in the south position, but was never the case. always seemed to be just under a split second behind on the mineral tick. this is a good example of how the game snowballs when one player gets a slight advantage . . . .hmm considering never drone scouting again!
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 10:09 GMT
#13
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
August 15 2014 10:31 GMT
#14
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2014-08-15 10:49:24
August 15 2014 10:47 GMT
#15
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
Show nested quote +
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 15 2014 10:50 GMT
#16
Artosis wants the math on hatch first nexus blocking in ZvP GOGOGOGO
StrategyAllyssa Grey <3<3
StatixEx
Profile Blog Joined August 2011
United Kingdom779 Posts
August 15 2014 10:52 GMT
#17
only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 15 2014 10:52 GMT
#18
On August 15 2014 19:47 boxerfred wrote:
Show nested quote +
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

Show nested quote +
On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.
StrategyAllyssa Grey <3<3
HaRuHi
Profile Blog Joined November 2010
1220 Posts
August 15 2014 10:53 GMT
#19
Great math as usual! Thank you.

I wish you would take on a "bigger" aspect in future posts, of course it is not easy to know beforehand wether something will have a big or small influence.
boxerfred
Profile Blog Joined December 2012
Germany8360 Posts
Last Edited: 2014-08-15 10:58:09
August 15 2014 10:56 GMT
#20
On August 15 2014 19:52 SC2John wrote:
Show nested quote +
On August 15 2014 19:47 boxerfred wrote:
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.

Hm, I do pay attention to mineral stacking. Seriously. Thing is, I mostly play 3v3/4v4 these days, and on many of those maps, the mineral patches are truely poor placed, so that might be the reason? (ofc, I do not always stack perfectly, so that might be the reason, too, yep)
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
August 15 2014 10:58 GMT
#21
Great work yet again
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
[PkF] Wire
Profile Joined March 2013
France24201 Posts
August 15 2014 11:54 GMT
#22
On August 15 2014 18:12 boxerfred wrote:
Not wanting to take anything away from that analysis - but the tl;dr part was rather obvious . Though you seem to love those mathematics, so keep going!


Giving a mathematical proof and exact measure of what intuition can guess is part of a mathematician's work. I love these series too.
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 15 2014 12:19 GMT
#23
On August 15 2014 19:53 HaRuHi wrote:
Great math as usual! Thank you.

I wish you would take on a "bigger" aspect in future posts, of course it is not easy to know beforehand wether something will have a big or small influence.

I try to cover problems that are relatively easy to solve. Alas, they often tend to be insignificant ones, as more practical applications can be really complex. Anyway, any idea for the topic of a future post is appriciated, although I still have some ideas, but I will run out of them eventually.
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 15 2014 12:24 GMT
#24
On August 15 2014 19:56 boxerfred wrote:
Show nested quote +
On August 15 2014 19:52 SC2John wrote:
On August 15 2014 19:47 boxerfred wrote:
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.

Hm, I do pay attention to mineral stacking. Seriously. Thing is, I mostly play 3v3/4v4 these days, and on many of those maps, the mineral patches are truely poor placed, so that might be the reason? (ofc, I do not always stack perfectly, so that might be the reason, too, yep)


Well, yeah, some maps are just bad. For instance, I noticed today that on Foxtrot Labs in the top left (?) position, my drones will rally to a far away patch by walking behind the mineral line. The idea is not necessarily that mineral stacking will completely prevent these imbalances, but it should mitigate it some and give you the extra 10-15 minerals that you're used to.
StrategyAllyssa Grey <3<3
Hunta15
Profile Joined April 2014
United States81 Posts
August 15 2014 12:47 GMT
#25
This hold would have never worked if the spawns were switched
SuperHofmann
Profile Joined September 2013
Italy1741 Posts
August 15 2014 13:02 GMT
#26
On August 15 2014 17:14 lichter wrote:
The biggest difference in hatch-mineral positioning is the defense of early pools. If you are at a north hatch, your lings can easily be surrounded by enemy lings. If you are at the south hatch, your lings can never be surrounded without the risk of a drone surround.

This is one of the main problems in the early game of ZvZ. This is a huge difference. U can avoid this problem making the pool under the larvas so when the queen spawns it is 50% covered by the pool and the hatch, but it's not the same.
Vasacast always in my <3
oBlade
Profile Blog Joined December 2008
United States5583 Posts
August 15 2014 13:14 GMT
#27
On August 15 2014 19:52 StatixEx wrote:
only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south

On August 15 2014 17:54 Dapper_Cad wrote:
Licheter makes a strong point.

There should have hatch orientation and an option to set it in melee initialisation as a minimum, that way mappers can use it if they wish.

More completely Blizzard could give players access to building orientation on hatches for other possible minuscule advantages, like spawning larvae away from potential bunker rushes.

Assuming you've done that in a way which works - isn't ugly as hell, is ignorable for newer players, doesn't require 6 fingers a hand to do, that sort of thing - the same for Terran addons at Barracks/Factory/Starport could be implemented as I'd guess that's decided more games than larva spawning.

What's wrong with just having larvae obey a rally point?
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
Sholip
Profile Blog Joined March 2014
Hungary422 Posts
August 18 2014 15:32 GMT
#28
On August 15 2014 18:29 JustPassingBy wrote:
How do you obtain the images? You are not using Latex and Tikz, do you? :o

I make the images using GeoGebra (sorry for late answer).
"A hero is no braver than an ordinary man, but he is brave five minutes longer. Also, Zest is best." – Ralph Waldo Emerson
stuchiu
Profile Blog Joined June 2010
Fiddler's Green42661 Posts
August 18 2014 15:49 GMT
#29
On August 15 2014 19:50 SC2John wrote:
Artosis wants the math on hatch first nexus blocking in ZvP GOGOGOGO


the normal one or the TRUE v Stork version?
Moderator
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
August 18 2014 16:01 GMT
#30
On August 15 2014 19:52 StatixEx wrote:
only way it can be solved if this EVER poses some kind of issue is that the camera is relative to you so you always spawn south

Oh my, this was in NHL games(TAB key switched the view, so you can play all periods from down to up). I so much want this in SC2, I have a really big issues playing from Northern regions.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Mafs
Profile Joined January 2011
Canada458 Posts
August 18 2014 16:09 GMT
#31
But is the advantage big enough to have any significant difference as the game goes on?

Is the difference 3.5 minerals per drone at the worst case scenario? Then its not worth looking into really, build order counters, and simple micro mistakes are far more influential than any kind of small drone imbalance like this.
.kv
Profile Blog Joined August 2010
United States2332 Posts
August 18 2014 16:22 GMT
#32
the day they fix this will be the day they give terrans the option to put their addons on the left if they want to
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 18 2014 16:41 GMT
#33
On August 19 2014 01:22 .kv wrote:
the day they fix this will be the day they give terrans the option to put their addons on the left if they want to


so... never?
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
August 18 2014 16:46 GMT
#34
On August 19 2014 01:22 .kv wrote:
the day they fix this will be the day they give terrans the option to put their addons on the left if they want to

This could be together with the "view" rotation in LotV. But, yeah, I do not believe it will be there.

Is there any bnet forum or thread where we can write these ideas? I know, that some Blizzard employees read TL.net from time to time, but I fear it is not enough.
(Hope dies last )
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
tili
Profile Joined July 2012
United States1332 Posts
August 18 2014 17:02 GMT
#35
Sholip, these are amazing/fascinating!

Many thanks
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
Last Edited: 2014-08-18 18:34:14
August 18 2014 17:22 GMT
#36
On August 15 2014 21:24 SC2John wrote:
Show nested quote +
On August 15 2014 19:56 boxerfred wrote:
On August 15 2014 19:52 SC2John wrote:
On August 15 2014 19:47 boxerfred wrote:
On August 15 2014 19:31 Faust852 wrote:
I don't think you can fix this tho. Putting larvas on the otherside would make them almost unclicable.

That can't be an argument. You would have to exclude northern high grounds then . Also, there's very few opportunities to actually click larva manually (eg. hellions sniping larva, or running banes into it). Most zerg players will use the hatchery to access larva.

On August 15 2014 19:09 Sholip wrote:
On August 15 2014 18:38 GERMasta wrote:
If you take slightly less time to reach a certain amount of minerals, then you can make a new drone slightly faster, which is going to mean that you can mine with the new drones slightly sooner. I think OP didn't take this into account, but merely calculated the mineral disparity resulting from the distances that the drones would have to travel. It still shouldn't be a big difference even if you took the faster access to new drones into account, but it is something to consider if you want to be thorough with the analysis.

Yes, only the Larva system of the Zerg screws up things, insomuch as being able to morph additional Drones does not only depend on whether you have enough minerals. I think, though, the effect is so marginal that even if it snowballs, it remains negligible.



That would be the real thing to find out I think. Sometimes, I have the very subjective feeling of "gosh I'm so slow", which is really more than a feeling then some proven thing. That might explain what happens, because though I'm only a diamond/masters player (rather diamond then masters), I'm quite capable of executing a perfect hatch first build until 28-ish supply. Sometimes, I just feel slow. Dunno exactly why.


The feeling of being "slow" has mostly to do with mineral stacking. On some maps, the natural minerals that workers mine from suck more than others, but if you are really paying attention to drone stacking for the first minute or two of the game, you can really minimize a lot of this inefficiency.

Hm, I do pay attention to mineral stacking. Seriously. Thing is, I mostly play 3v3/4v4 these days, and on many of those maps, the mineral patches are truely poor placed, so that might be the reason? (ofc, I do not always stack perfectly, so that might be the reason, too, yep)


Well, yeah, some maps are just bad. For instance, I noticed today that on Foxtrot Labs in the top left (?) position, my drones will rally to a far away patch by walking behind the mineral line. The idea is not necessarily that mineral stacking will completely prevent these imbalances, but it should mitigate it some and give you the extra 10-15 minerals that you're used to.

Can you upload a picture indicating which was the mineral patch you where targeting? In Foxtrot i'm using one of the standard mineral placements specially to avoid such issues, if this issue still persists i will have to talk to the other mapmakers so we all stop using this configuration.

PSA: If anyone finds something that looks clearly like a bug or an unintentional issue with a map, please post in the corresponding map thread here in TL, otherwise we will have no way to fix it or even to know about it.

♦ Here i leave you a picture so it is easier for you to highlight which is the mineral you were targeting.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 15h 25m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .288
BRAT_OK 122
ProTech75
Nathanias 48
MindelVK 37
ForJumy 30
StarCraft: Brood War
Mini 602
Mind 116
ivOry 5
Dota 2
420jenkins510
Counter-Strike
fl0m5677
sgares513
Fnx 470
Foxcn245
oskar172
Stewie2K74
Heroes of the Storm
Liquid`Hasu423
Other Games
FrodaN3150
Gorgc2814
qojqva797
Dendi696
Trikslyr80
QueenE74
ArmadaUGS50
Sick47
C9.Mang00
Organizations
Other Games
BasetradeTV32
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 10
• iHatsuTV 7
• intothetv
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• IndyKCrew
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22086
• WagamamaTV498
League of Legends
• Jankos2330
Other Games
• imaqtpie1597
• Shiphtur389
Upcoming Events
Esports World Cup
15h 25m
Serral vs Cure
Solar vs Classic
OSC
18h 25m
CranKy Ducklings
1d 14h
BSL20 Non-Korean Champi…
1d 18h
CSO Cup
1d 20h
BSL20 Non-Korean Champi…
1d 22h
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
2 days
BSL20 Non-Korean Champi…
2 days
BSL20 Non-Korean Champi…
2 days
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
4 days
[ Show More ]
Online Event
4 days
uThermal 2v2 Circuit
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Championship of Russia 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
Esports World Cup 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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 © 2025 TLnet. All Rights Reserved.