Rush Distance Comparisons - Page 5
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RibsNGibs
64 Posts
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LS
Korea (South)145 Posts
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ZeroTalent
United States297 Posts
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Elean
689 Posts
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Wolf
Korea (South)3290 Posts
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ZeroTalent
United States297 Posts
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) | ||
Gulzt
Netherlands275 Posts
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Gulzt
Netherlands275 Posts
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
United States297 Posts
Warning: The last post in this thread is over two months old. My good reason is "bumping to remind the totally awesome OP that there are new ladder maps".If you bump this, you better have a good reason. :D | ||
kingcoyote
United States546 Posts
On July 29 2011 07:26 ZeroTalent wrote: 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
United States785 Posts
+ Show Spoiler [2p and 3p maps] + Steppes of War 27s + Show Spoiler [4p maps] + Delta Quadrant 24s (close) + 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. | ||
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