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Bravotango's "Base J" Customized Hotkeys

Forum Index > StarCraft 2 Strategy
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Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2011-05-08 02:29:41
May 07 2011 01:43 GMT
#1
Bravotango's "Base J" Customized Hotkeys

This is my hotkey setup. There are (not) many like it, but this one is mine. This writeup is using Protoss, as that is the race I play most, and designed toward. However, I have made similar layouts for the other two races, based on my neophyte knowledge of what is most important. It's also worth noting, that, at least for Terran, the buildings that are similar, such as Barracks to Gateway, or Engineering Bay to Forge, use the same hotkeys, so if you play random, this layout might work for you as well. Of course, anyone can modify it to suit their needs.

Let's get started...

edit: The original text of this first section is now in this spoiler. I've revised this section, as follows, to make it more clear. Feel free to skip this spoiler as it contains exactly what follows, only not quite as clearly explained. I've gone back through to facilitate learning the system easier, I've put the equivalent ASDF position keys in parenthesis next to the actual keystrokes. So, instead of looking down at your keyboard to find the necessary key, use the parenthetical value and assume your hand is in ASDF position to hit it.

+ Show Spoiler +

Put your left hand on your keyboard, with your fingers on JHGF, and your thumb resting between the Spacebar and R Alt. From this position, how fast can you:

1. Press J (like typing 'F').
2. Press J.
3. Left click your mouse.
4. Hold down Spacebar and right click your mouse.

Congratulations, you've just made a pylon and returned to minerals.

Or:

1. Press Y.
2. Press U.
3. Press J.
4. Press F.

Like typing ERFA in the standard typing position.

Congratulations, you've just begun your Weapons and Armor Upgrades at your double Forge. Want to Chronoboost those upgrades ? Try:

1. Press Y.
2. Press Y.
3. Press J.
4. Hold the Spacebar down and click your Forges, which are now in the middle of your screen.

How about Chronoboost your Warpgate farm ?

1. Wheel your mouse wheel back quickly.
2. Press Y (like typing 'E').
3. Press J.
4. Hold the Spacebar down and click your Warpgates, which are now in the middle of your screen.

Ok, one more. How about the oft-discussed 'Backspace' method for Chronoboosting Nexuses or Injecting as Zerg ?

1. Press Y.
2. Press R Alt - your thumb is right there. This is the 'Backspace' functionality.
3. Press J.
4. Left click center of screen.
Repeat steps 2-4 for each base you have. It's lightning fast.

Seem easy ? It is.


Slide your keyboard about 2 inches to the left. Put your left hand on your keyboard, with your fingers on JHGF, and your thumb resting between the Spacebar and R Alt. Now, look at your screen and DO NOT look at your keyboard for the following exercise. In fact, throughout this post, it will be easier to learn the hotkeys used by imagining your hand is on ASDF. I'll provide the appropriate ASDF model keys so you don't have to look at your keyboard at all, you just type.

Without moving your hand, I'm telling you that your hand is actually on ASDF, the standard typing position. That notch under your index finger tells you it's 'F'. Don't look at the keyboard.

From this position, how fast can you:

1. Press F.
2. Press F.
3. Left click your mouse.
4. Hold down Spacebar and right click your mouse.

Congratulations, you've just made a pylon and returned to minerals.

Or:

1. Press E.
2. Press R.
3. Press F.
4. Press A.

Congratulations, you've just begun your Weapons and Armor Upgrades at your double Forge. Want to Chronoboost those upgrades ? Try:

1. Press E.
2. Press E.
3. Press F.
4. Hold the Spacebar down and click your Forges, which are now in the middle of your screen.

How about Chronoboost your Warpgate farm ?

1. Wheel your mouse wheel back quickly.
2. Press E.
3. Press F.
4. Hold the Spacebar down and click your Warpgates, which are now in the middle of your screen.

Ok, one more. How about the oft-discussed 'Backspace' method for Chronoboosting Nexuses or Injecting as Zerg ?

1. Press E.
2. Press R Alt - your thumb is right there. This is the 'Backspace' functionality.
3. Press F.
4. Left click center of screen.
Repeat steps 2-4 for each base you have. It's lightning fast.

Seem easy ? It is.

What I've come up with drastically reduces the time it takes to execute whatever you are trying to do.

I am using the Razer DeathAdder mouse and Razer Black Widow Ultimate keyboard, although any customizable mouse and keyboard will suffice.

I have completely redesigned every hotkey in my setup to take advantage of every nuance that I could think of.

What I've learned about Hotkeys and Control Groups

+ Show Spoiler +

1. Modifiers, such as Shift, Ctrl, and Alt can act as more than just modifiers. They can perform a function when used by themselves. You just need to be careful their "double functionality" doesn't conflict.

2. Starcraft 2 itself does not recognize the scrolling of the mouse wheel for other than the scrolling default movement. However, with a customizable mouse, you can assign arbitrary keys, such as '*' on the numeric keypad, to mouse scroll. Then in Starcraft II, you can assign '*' to something useful, such as a control group, thereby enabling additional, easy to use, functions with your mousewheel.

3. It's easier to scroll my mouse wheel than it is to reach over to 9 or 0.

4. Using a customizable keyboard, there is no reason to use the far left side of the keyboard. The Shift, Ctrl, Caps Lock, and Tab keys take up twice the real estate of the normal keys. By moving your hand position to the middle, you can hit more keys, with the same range of movement. As an added bonus, you thumb is no longer in the middle of the Space bar, it rests naturally between the Spacebar and R Alt, if the hand is moved such that the index finger rests on J.

5. Function keys suck. Given the ability to change the Mouse Back button to Alt, it's much easier to get the camera functionality by using the same keys you're already using, but with a mouse button modifier held down.

6. At least for me, the index finger and middle finger are much more dextrous than my pinky. Yet, in the default setup, the pinky is crucial to so much of what is needed.

7. It's a lot easier to hold my thumb on the Spacebar than it is to hold my pinky on Shift, especially in conjuction with placing other fingers where they need to be.

8. It's a hell of a lot easier to hold my index finger on U (assuming it rests on J) than it is to hold my pinky, or the side of my hand, or my elbow or whatever it is that people use to hit that Ctrl button, especially in conjuction with placing other fingers where they need to be.

9. It's possible (and quite easy) to hold my thumb on the Mouse Back button while typing with my left hand as opposed to accessing those Function keys.


Benefits

1. Easy access to all ten control groups.

2. Easy access to camera locations.

3. Virtually no repositioning or stretching of hand. It's about as close to typing as you can get.

4. Easy to control and execute multi-pronged attacks.

5. Facilitates good mechanics.


Problems I had with standard setup:
+ Show Spoiler +

1. Limited to significantly less than 10 control groups.

2. The modifier keys ( Shift, Ctrl, and Alt ) required a little more contortion than I prefer, especially in some combinations.

3. Keys for frequently used functions were spread out all over the keyboard ( P for patrol, for example ), requiring hand movement, leading to delays repositioning.

4. There was no correlation between how frequently you need to perform a key combination ( building a pylon ) and how easy it is to execute ( B E Shift + Right Click back to minerals ).

5. Certain keys, such as Tab and the modifier keys had only one purpose, requiring more keys to be used.

6. Function keys. Couldn't use them, not without completely moving my hand, at least.



Problems Solved
+ Show Spoiler +

The layout is designed specifically to:

1. Make more control groups not only easily accessible, but still in synergy with the key combinations likely to be used for those control groups.

2. Make modifier keys (shift, alt, and ctrl) easier to use, especially in key combinations, by repositioning (customizable keyboard required) their position on the keyboard. edit: see Required Hardware section for update

3. Make more keys easily accessible with minimum of hand movement, reducing misclicks.

4. Make the most frequently used actions (such as building supply) the easiest key combinations to execute.

For example, it's much easier to double click your index finger to make a pylon, then it is to reach over to 'B', then up to 'E', while holding shift.

5. Increase the actions performed by less keys by implementing "double functionality" when possible.

For example, the 'Tab' button in the default setup serves basically one purpose. I've changed the hotkey for that to 'Ctrl' ( Don't worry about what you're thinking, you'll understand later when you read the Keyboard Customization section). There is never a time, that I've found, where these two functionalities conflict with each other.

6. LOL at Function keys. All the camera functionality has been moved to your fingertips, where they already are.



Is this for you ?
+ Show Spoiler +

I can only think of three situations where this setup might not be useful for you.

1. You have been playing so long that a drastic ( and I do mean drastic ) change to your hand position and key combinations would be too much of a change.

2. You don't have a customizable mouse and keyboard, or the wherewithall to get them. Also, I'm not sure if LAN-style tournaments allow customizable equipment. If not, then this isn't for those who attend those events, either.

edit: A customizable keyboard may not be required if Millicant's fix listed under Required Hardware works for you.

3. This setup is based on use of the same keys for many different things. I could see how very high APM could result in errors in spell casting. But, perhaps not.



Required Hardware:
+ Show Spoiler +

A customizable keyboard

I don't mean macros. I mean one that allows you to change the 'A' key to act like 'B', for example.

edited to add:

On May 07 2011 15:48 Millicant wrote:
Okay.

I wrote out a quick AHK (AutoHotKey) script to eliminate the need for people to have a customizable mouse and keyboard. I don't know if this will cause input lag, but it does work.


Just throw the text below into a script and you're set.

+ Show Spoiler +
space::Shift
u::Control
U::Control
Alt::Numpad5

WheelDown::NumpadMult
WheelUp::NumpadDiv
MButton::'
XButton2::;
XButton1::Alt

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.

#PrintScreen::Suspend



A customizable mouse, with at least 5 buttons

You could still get some benefit from this setup with a non-customizable 5 button mouse, but you would lose the ability to use the mouse wheel how I setup.



Hand Position
+ Show Spoiler +

[image loading]

The basic 'typing' position, slid over 3 keys to the right. I originally intended my fingers to be a touch more spread out, but my fingers reverted to this 'typing' position in game, and I've found it's effective, even without the finger spread.

Thumb

Between the Space Bar and Right Alt

You will need your thumb to hit these two buttons only.

Index Finger

J - There is a notch on J, just like there is on F, so it's easy to find, not that you're going to be moving around much...

Your index finger will access J, K, U, I, ',', and M ( maybe N based on personal preference ) fairly frequently. I have some hotkeys set to L and O, but I think they might be very rarely used.

Middle Finger

H

Your middle finger will access H, Y, 6, and possibly N or B.

Ring Finger

G

Your ring finger will access G, T, and possibly B.

Pinky Finger

F

Your pinky finger will access F, R, D, and V.



Customized Keyboard Setup
+ Show Spoiler +

Screenshot
+ Show Spoiler +

[image loading]


The following keys have had their meanings customized in the keyboard driver.

Spacebar

Customized to Shift. Completely eliminates any difficult hand contortions.

U

Customized to Ctrl. Ctrl is then assigned to replace the Tab key as the hotkey for 'Unit Management - Next Subgroup'. Completely eliminates any difficult hand contortions and enables faster 'tabbing'.

Right Alt

Customized to Num 5 (an arbitrary key that will never otherwise be used) to enable assignment to the 'Base Camera' hotkey (originally Backspace).



Customized Mouse Setup
+ Show Spoiler +

Screenshot
+ Show Spoiler +

[image loading]


Middle Mouse Button

Customized to ' (an arbitrary key that will never otherwise be used). This is used for 2 camera locations, depending on whether a modifier is held down.


Mouse Scroll Forward

Customized to Num / (an arbitrary key that will never otherwise be used) to enable assignment to a control group. This will be the 'Main Army' control group.


Mouse Scroll Back

Customized to Num * (an arbitrary key that will never otherwise be used) to enable assignment to a control group. This will be the 'Production Buildings' control group.


Mouse Forward Button

Customized to ; (an arbitrary key that will never otherwise be used) to enable assignment to a control group. This will be an easily accessible control group for use in any way you want.


Mouse Back Button

Customized to Alt to enable easy access to a modifier key on the right hand. Alt is then assigned as the hotkey for 'Camera - Drag Scroll'.



Control Groups and their Usage
+ Show Spoiler +

Screenshot
+ Show Spoiler +

[image loading]


All control groups are created with Ctrl and appended to with Shift. Keep in mind, Ctrl is 'U' and Shift is the Spacebar. (U is R in the ASDF position)

The following configuration is pretty flexible, although I highly suggest sticking to 'Y' (E) for its intended purpose. The ancillary army groupings are many, and easily accessible. Just keep in mind, some are easier to use for immediate access and spell casting than others.

, (B in ASDF)

For: Army units requiring easy access to position, but not necessarily to cast spells, as the index finger is off the 'J' key. Also good for controlling one of the prongs in a multi-prong attack.

Good for Colossus or Void Rays, for example.


R (Q in ASDF)

For: Frequently used, but not so micro-intensive units.

A somewhat easy to access hotkey for frequent, but not immediate access, such as an observer or worker probe.


T (W in ASDF)

For: Somewhat micro-intensive army units.

An easy to access hotkey for frequent and fairly immediate access, such as stalkers for a quick blink. A good control group for micro as the index finger is resting on 'J'.


Y (E in ASDF)

For: Nexuses and Upgrade Buildings

A very easy to access hotkey and all uses of Nexus and Upgrade Buildings have been designed to flow quickly after hitting Y with the middle finger.


H (D in ASDF)

For: The most important micro-intensive units.

Easiest hotkey to access. The middle finger on its home key. Can be used for drop groups, drop defense, High Templar in the army, anything that you want immediate access to with the ability to immediately cast spells. These spells would generally be cast with HJ (DF in ASDF).


N (C in ASDF)

For: Army units requiring easy access to position, but not necesssarily to cast spells, as the index finger is off the 'J' key. Also good for controlling one of the prongs in a multi-prong attack.

Good for Colossus or Void Rays, for example.


7 (4 in ASDF)

For: Whatever - it's probably the 10th of 10 to use.


; (Mouse forward button)

For: Anything you want ready access to, such as a prong in a multi-prong attack.


Num * (Mouse scroll back)

For: Production Buildings

Very easy to 'double click' as you simply scroll back more than one notch. Quick way to return to base, then back to army, or whatever you are microing at the time. Part of 'tap' to monitor production buildings, in conjunction with 'Mouse Scroll Forward'.


Num / (Mouse scroll forward)

For: Main Army

Very easy to "double click" as you simply scroll forward more than one notch. Part of 'tap' to monitor production buildings, in conjunction with 'Mouse Scroll Back'.



Unit Movement, Abilities and Spell Casting, including Workers
+ Show Spoiler +

Unit Movement
+ Show Spoiler +

Move \ - any arbitrary key that you will never use

Stop - G (S in ASDF)

Hold Position - B (X in ASDF)

Patrol - M (V in ASDF)

Attack - F (A in ASDF)



Worker Activity
+ Show Spoiler +

Why reach for 'B' everytime you have to make a building ? Especially when it's followed by 'E', then holding Shift to right click back to minerals. Making supply is the most frequent building we make, so I made it the easiest to do. Simply Double click your index finger on its home key, following by holding the spacebar with your thumb. Easy Peasy.

I add buildings to control groups as soon as I warp them in. Sometimes I have to come back so as not to wait for the probe, but the mechanics of doing it are simply:

For Production Buildings:

1. Click building.
2. Hold Spacebar and mouse scroll back one click.

For Nexuses or Research Buildings

1. Click building.
2. Hold Spacebar and press Y (Spacebar + E in ASDF).

To add multiple, such as gateways, simply hold down U (R in ASDF) during step 1.

General

J (F) - Build Basic Structure
K (G) - Build Advanced Structure
D (CAPS) - Return Cargo

Basic Structures

JI - Build Nexus (like typing FT)
JF - Build Assimilator (like typing FA)
JJ - Build Pylon (like typing FF)
JK - Build Gateway (like typing FG)
JM - Build Forge (like typing FV)
JG - Build Cybernetics Core (like typing FS)
JD - Build Photon Cannon (like typing F CAPS)

Advanced Structures

KM - Build Twilight Council (like typing GV like Forge)
KG - Build Stargate (like typing GS)
KJ - Build Robotics Facility (like typing GF)
KI - Build Templar Archives (like typing GT)
KF - Build Fleet Beacon (like typing GA)
KK - Build Robotics Bay (like typing GG lol)
KD - Build Dark Shrine (like typing G CAPS)



Unit Abilities and Spell Casting
+ Show Spoiler +

J is the easiest button to hit, so it's the primary spell casting key. K and I are also very easy to hit, so they are next in priority.

J (F) - Zealot - Charge - (it's there if you need it lol)
J (F) - Stalker - Blink (why reach for B?)
J (F) - Sentry - Force Field (same as default F)
K (G) - Sentry - Guardian Shield (same as default G)
I (T) - Sentry - Hallucinate (same as default T)
J (F) - High Templar - Feedback
K (G) - High Templar - Psionic Storm
V (SHIFT) - High Templar - Morph into Archon - Put it where you want - I wanted it out of the way
J (F) - Warp Prism - Phase Mode
I (T) - Warp Prism - Transport Mode (same as default T)
K (G) - Warp Prism - Unload All
J (F) - Phoenix - Graviton Beam
J (F) - Carrier - Launch Interceptors (Mouse Back Button and J (F) sets it to auto-cast)
K (G) - Mothership - Mass Recall
J (F) - Mothership - Vortex



Command Card Screenshots
+ Show Spoiler +

[image loading]




Production Buildings
+ Show Spoiler +

Nexus
+ Show Spoiler +

The Nexus(es) will be the first 'group' of the control group accessed by 'Y', so I will prepend the 'Y' to each hotkey to facilitate mechanics.

YG - Warp in Probe (like typing ES)
YF - Chronoboost (like typing EF)
YK - Warp in Mothership (like typing EG)

Note: The location of the 'Y' (E) hotkey for the Nexus and upgrade buildings is the reason the 'Center on Selection' hotkey is 6 (3). The most frequent use of that functionality (for me, at least) is to chronoboost research. To do this:

1. Press Y (E in ASDF).
2. If you have double forge, press Y again. Otherwise, mouseclick the wireframe of the building to be chronoboosted.
3. Press 6 (3).
4. Press Y (E) again.
5. Press J (F) to cast the chronoboost (hold down for multiple).
6. Click building in center of screen.

This is the exact same mechanic to chronoboost any research, since it's all in the same control group. It only varies by which wire-frame you mouse click.



Gateway / Warpgate
+ Show Spoiler +

Warpgates will be the first part of the control group, therefore, mousewheel back will access them.

F - Warp in Zealot (like typing A)
J - Warp in Stalker (like typing F)
G - Warp in Sentry (like typing S)
I - Warp in High Templar (like typing T)
D - Warp in Dark Templar (like typing CAPS)

Note: All these keys are very easy to access while holding the Spacebar (for Shift).

Gateways come second in the control group precedence. To access them to convert them into warp gates, if you already have warpgates, simply press U (R), which Tabs you over to gateways, then press K (G) to convert. It's like typing R and holding G.



Stargate
+ Show Spoiler +

The Stargate is next in order of predence. To access it, simply mousewheel scroll back once, then tab with U (R) once or twice depending if you have more than one group ahead of it. Usually it will be one tab.

J - Warp in Phoenix (like typing F)
G - Warp in Void Ray (like typing S)
F - Warp in Carrier (like typing A)



Robotics Facility
+ Show Spoiler +

The Robotics Facility is the last of the production facilities in the control group.

J - Warp in Observer (like typing F)
F - Warp in Warp Prism (like typing A)
I - Warp in Immortal (like typing T)
G - Warp in Colossus (like typing S)

Assuming you have only Robotics Facilities and Warpgates, you make Colossus, simply by:

1. Mouse wheel back.
2. Press U (like typing R) to tab to Robotics Facility.
3. Press G (like typing S).




Command Card Screenshots
+ Show Spoiler +

[image loading]




Upgrade Buildings
+ Show Spoiler +

Anything that doesn't have a rally point goes in the control group with the Nexus(es).

Forge

+ Show Spoiler +

Forge is the first building after Nexus. To access it, type Y (E), then U (R) once, which acts like tab. I'm pre-pending these keys to show how easy it is to access these upgrades.

YUJ - Upgrade Ground Weapons - ERF in ASDF
YUF - Upgrade Ground Weapons - ERA in ASDF
YUI - Upgrade Shields - ERT in ASDF

For double forge, to upgrade Weapons and Armor, simply type: YUJF (ERFA) or YUFJ (ERAF). So easy.


Twilight Council
+ Show Spoiler +

F (A) - Upgrade Charge - the key to warp in Zealots
J (F) - Upgrade Blink - the key to warp in Stalkers


Robotics Bay
+ Show Spoiler +

J (F) - Research Gravatic Boosters ( Observer speed )
F (A) - Research Gravatic Drive ( Warp Prism speed )
G (S) - Research Extended Thermal Lance ( Colossus Range )

Note: The hotkeys to research these upgrades are the exact keys used to create the corresponding unit at the Robotics Facility.


Templar Archives
+ Show Spoiler +

J (F) - Research Psionic Storm

I've debated between what keys were the easiest to use for Storm. I like to use the same keys for the research, as I do for making units, and casting the spells, when I can. In this case, I use I to warp in HTs, K (G) to cast Storm, and J (F) for the upgrade. Customize it according to what you are best able to use in battle.


Fleet Beacon
+ Show Spoiler +

J (F) - Research Graviton Catapult


Cybernetics Core
+ Show Spoiler +

J (F) - Upgrade Air Weapons
F (A) - Upgrade Air Armor
I (T) - Research Hallucination
K (G) - Research Warp Gate (like typing G, which is default)

Note: J (F) is my "Upgrade Weapons" hotkey that I use for Air or Ground, even across races. F (A) is the "Upgrade Armor".


Command Card Screenshots

+ Show Spoiler +

[image loading]




Camera Positions
+ Show Spoiler +

No where in here will you see any use of those Function keys ! The trick to making these camera keys so accessible is the use of the Alt modifier, which is conveniently the Mouse Back button. It also serves the double purpose of being drag scroll, so think of your Mouse Back button as your Camera button.

In short, you access camera locations simply by using many of the same keys you use for control groups, but with that Mouse Back button held in.

Here are the keys to Recall Camera Locations:

Alt + Y (E)
Alt + H (D)
Alt + ' (middle mouse button)
Alt + T (W)
Alt + G (S)
Alt + Num * (which is actually scroll back)
Alt + Num / (which is actually scroll forward)
' (middle mouse button)

Holding down Spacebar in conjunction with the above Saves the locations.



Other Noteworthy Hotkeys
+ Show Spoiler +

E (Tab) - Idle Worker - accessed with pinky up and to the left - like tab

Alt + ; - Jump to last alert - it's both side mouse buttons

Num 5 - Base Camera - it's Right Alt, where your thumb is

6 (3) - Center on Current Selection - it's here because your next step is usually to access the Y (E) control group to chronoboost, and your previous step was also very likely Y (E), assuming you're boosting upgrades

Alt+6 (3) - Follow Current Selection - similar to previous, so why not just add Alt

Warpgates - No hotkey, as I have them in a control group already



The 'Base J' Configuration File
+ Show Spoiler +

[Settings]
AllowSetConflicts=1

[Hotkeys]
Sound=Control+O
PTT=NumPad0
ChatDefault=Enter
LeaderUnits=Y
NamePanel=Control+P
StatPanelUnitsLost=Control+Q
ToggleWorldPanel=
AlertRecall=Alt+SemiColon
CameraCenter=6
CameraFollow=Alt+6
CameraPush=Alt
ControlGroupAppend0=Shift+NumPadDivide
ControlGroupAppend1=Shift+Comma
ControlGroupAppend2=Shift+R
ControlGroupAppend3=Shift+T
ControlGroupAppend4=Shift+Y
ControlGroupAppend5=Shift+H
ControlGroupAppend6=Shift+N
ControlGroupAppend8=Shift+SemiColon
ControlGroupAppend9=Shift+NumPadMultiply
ControlGroupAssign0=Control+NumPadDivide
ControlGroupAssign1=Control+Comma
ControlGroupAssign2=Control+R
ControlGroupAssign3=Control+T
ControlGroupAssign4=Control+Y
ControlGroupAssign5=Control+H
ControlGroupAssign6=Control+N
ControlGroupAssign8=Control+SemiColon
ControlGroupAssign9=Control+NumPadMultiply
ControlGroupRecall0=NumPadDivide
ControlGroupRecall1=Comma
ControlGroupRecall2=R
ControlGroupRecall3=T
ControlGroupRecall4=Y
ControlGroupRecall5=H
ControlGroupRecall6=N
ControlGroupRecall8=SemiColon
ControlGroupRecall9=NumPadMultiply
IdleWorker=E
InventoryButtonUse0=Control+NumPad1
InventoryButtonUse1=Control+NumPad2
InventoryButtonUse2=Control+NumPad3
InventoryButtonUse3=Control+NumPad4
InventoryButtonUse4=Control+NumPad5
InventoryButtonUse5=Control+NumPad6
InventoryButtonUse6=Control+NumPad7
InventoryButtonUse7=Control+NumPad8
MinimapColors=
MinimapPing=
MinimapTerrain=
QuickSave=
ReplayRestart=T,F4
StatusAll=
StatusOwner=
SubgroupNext=Control
SubgroupPrev=
TownCamera=NumPad5
WarpIn=
CameraSave0=Shift+Alt+Y
CameraSave1=Shift+Alt+H
CameraSave2=Shift+Alt+Apostrophe
CameraSave3=Shift+Alt+T
CameraSave4=Shift+Alt+G
CameraSave5=Shift+Alt+NumPadMultiply
CameraSave6=Shift+Alt+NumPadDivide
CameraSave7=Shift+Apostrophe
CameraView0=Alt+Y
CameraView1=Alt+H
CameraView2=Alt+Apostrophe
CameraView3=Alt+T
CameraView4=Alt+G
CameraView5=Alt+NumPadMultiply
CameraView6=Alt+NumPadDivide
CameraView7=Apostrophe

[Commands]
250mmStrikeCannons/Thor=J
AWrp=V
ArchonHallucination/Sentry=A
Armory/SCV=F
AssaultMode=J
Assimilator/Probe=F
Attack=F
AutoTurret/Raven=I
Baneling/Zergling=J
Banshee/Starport=G
Barracks/SCV=K
Battlecruiser/Starport=M
Blink/Stalker=J
BroodLord/Corruptor=K
BuildCreepTumor/Queen=K
BuildCreepTumorPropagate/CreepTumorBurrowed=K
BuildTechLabFactory/FactoryFlying=I
BuildTechLabStarport/StarportFlying=I
Bunker/SCV=B
BunkerLoad=NumPad6
BunkerUnloadAll=K
BurrowDown=I
BurrowUp=I
CalldownMULE/OrbitalCommand=K
Carrier/Stargate=F
Charge/Zealot=J
CloakOff=O
CloakOnBanshee=I
Colossus/RoboticsFacility=G
ColossusHallucination/Sentry=G
CommandCenter/SCV=I
CommandCenterLoad=NumPad6
CommandCenterUnloadAll=K
Contaminate/Overseer=J
CorruptionAbility/Corruptor=J
Corruptor/Larva=K
CyberneticsCore/Probe=G
Drone/Larva=G
EMP/Ghost=K
EngineeringBay/SCV=M
EvolutionChamber/Drone=M
EvolveCentrificalHooks/BanelingNest=J
EvolveChitinousPlating/UltraliskCavern=J
EvolveGlialRegeneration/RoachWarren=J
EvolveInfestorEnergyUpgrade/InfestationPit=J
EvolveTunnelingClaws/RoachWarren=F
EvolveVentralSacks=D
Explode/Baneling=J
Extractor/Drone=F
Factory/SCV=J
Feedback/HighTemplar=J
FighterMode=K
ForceField/Sentry=J
Forge/Probe=M
FungalGrowth/Infestor=J
FusionCore/SCV=B
Gateway/Probe=K
GatherProt=NumPad9
GenerateCreep/Overlord=D
GhostAcademy/SCV=K
GhostHoldFire/Ghost=D
GravitonBeam/Phoenix=J
GreaterSpire/Spire=K
GuardianShield/Sentry=K
Hallucination/Sentry=I
Halt=I
Hatchery/Drone=I
Heal/Medivac=NumPad9
Hellion/Factory=J
HighTemplar=I
HighTemplarHallucination/Sentry=I
Hive/Lair=K
HunterSeekerMissile/Raven=K
Hydralisk/Larva=D
HydraliskDen/Drone=J
ImmortalHallucination/Sentry=D
InfestationPit/Drone=K
InfestedTerrans/Infestor=K
InfestedTerrans/InfestorBurrowed=K
Infestor/Larva=I
Interceptor/Carrier=J
Lair/Hatchery=K
Larva=J
Lower/SupplyDepot=J
Marauder/Barracks=J
Marine/Barracks=F
MassRecall/Mothership=K
MissileTurret/SCV=D
MorphBackToGateway/WarpGate=L
MorphMorphalisk/Queen=J
MorphToOverseer/Overlord=J
Mothership/Nexus=K
Move=BackSlash
MoveHoldPosition=B
MovePatrol=M
Mutalisk/Larva=M
NeuralParasite/Infestor=D
Nexus/Probe=I
NukeArm/GhostAcademy=D
NukeCalldown/Ghost=V
NydusNetwork/Drone=F
Observer/RoboticsFacility=J
OrbitalCommand/CommandCenter=J
Overlord/Larva=J
PhasingMode/WarpPrism=J
Phoenix/Stargate=J
PhoenixHallucination/Sentry=J
PhotonCannon/Probe=D
Probe/Nexus=G
ProbeHallucination/Sentry=B
ProtossAirArmorLevel1/CyberneticsCore=F
ProtossAirWeaponsLevel1/CyberneticsCore=J
ProtossBuild/Probe=J
ProtossBuildAdvanced/Probe=K
ProtossGroundArmorLevel1/Forge=F
ProtossGroundWeaponsLevel1/Forge=J
ProtossShieldsLevel1/Forge=I
PsiStorm/HighTemplar=K
Pylon/Probe=J
Queen=G
Raise/SupplyDepotLowered=J
Rally=NumPad9
RallyEgg=NumPad8
Raven/Starport=F
Reactor/Barracks=K
Reactor/BarracksFlying=K
Reactor/Factory=K
Reactor/FactoryFlying=K
Reactor/Starport=K
Reactor/StarportFlying=K
Reaper/Barracks=D
ReaperSpeed/BarracksTechLab=D
Refinery/SCV=F
Repair=Period
ResearchBansheeCloak/StarportTechLab=J
ResearchBattlecruiserEnergyUpgrade/FusionCore=G
ResearchBattlecruiserSpecializations/FusionCore=F
ResearchBurrow=I
ResearchCharge/TwilightCouncil=F
ResearchDurableMaterials/StarportTechLab=I
ResearchExtendedThermalLance/RoboticsBay=G
ResearchGhostEnergyUpgrade/GhostAcademy=K
ResearchGraviticBooster/RoboticsBay=J
ResearchGraviticDrive/RoboticsBay=F
ResearchHallucination/CyberneticsCore=I
ResearchHiSecAutoTracking/EngineeringBay=G
ResearchHighCapacityBarrels/FactoryTechLab=J
ResearchInterceptorLaunchSpeedUpgrade/FleetBeacon=J
ResearchMedivacEnergyUpgrade/StarportTechLab=F
ResearchNeosteelFrame/EngineeringBay=K
ResearchNeuralParasite/InfestationPit=F
ResearchPersonalCloaking/GhostAcademy=J
ResearchPsiStorm/TemplarArchive=J
ResearchRavenEnergyUpgrade/StarportTechLab=G
ResearchSeekerMissile/StarportTechLab=K
ResearchShieldWall/BarracksTechLab=F
ResearchSiegeTech/FactoryTechLab=G
ResearchStalkerTeleport/TwilightCouncil=J
ResearchStrikeCannons/FactoryTechLab=F
ResearchWarpGate/CyberneticsCore=K
ReturnCargo=D
Roach/Larva=F
RoachWarren/Drone=K
RoboticsBay/Probe=K
RoboticsFacility/Probe=J
SCV=G
Salvage/Bunker=B
SapStructure/Baneling=K
Scan/OrbitalCommand=J
SelectBuilder=O
SensorTower/SCV=V
Sentry=G
SetBunkerRallyPoint/Bunker=NumPad9
SiegeMode=J
SiegeTank/Factory=G
Snipe/Ghost=J
SpawnChangeling/Overseer=D
SpawningPool/Drone=V
SpineCrawler/Drone=G
SpineCrawlerRoot/SpineCrawlerUprooted=I
SpineCrawlerUproot/SpineCrawler=I
Spire/Drone=G
SporeCrawler/Drone=D
SporeCrawlerRoot/SporeCrawlerUprooted=I
SporeCrawlerUproot/SporeCrawler=I
Stalker=J
StalkerHallucination/Sentry=M
Stargate/Probe=G
Starport/SCV=G
Stim=J
Stimpack/BarracksTechLab=J
Stop=G
StopGenerateCreep/Overlord=V
SummonNydusWorm/NydusNetwork=J
SupplyDepot/SCV=J
SupplyDrop/OrbitalCommand=B
TechLabBarracks/Barracks=I
TechLabBarracks/BarracksFlying=I
TechLabFactory/Factory=I
TechLabStarport/Starport=I
TemplarArchive/Probe=I
TerranBuild/SCV=J
TerranBuildAdvanced/SCV=K
TerranInfantryArmorLevel1/EngineeringBay=F
TerranInfantryWeaponsLevel1/EngineeringBay=J
TerranShipPlatingLevel1/Armory=D
TerranShipWeaponsLevel1/Armory=G
TerranVehiclePlatingLevel1/Armory=F
TerranVehicleWeaponsLevel1/Armory=J
Thor/Factory=F
TimeWarp/Nexus=J
Transfusion/Queen=D
TransportMode/WarpPrism=I
TwilightCouncil/Probe=M
Ultralisk/Larva=B
UltraliskCavern/Drone=B
Unsiege=K
UpgradeBuildingArmorLevel1/EngineeringBay=D
UpgradeToPlanetaryFortress/CommandCenter=F
UpgradeToWarpGate/Gateway=K
VikingFighter/Starport=J
VoidRay/Stargate=G
VoidRayHallucination/Sentry=F
Vortex/Mothership=J
WarpPrism/RoboticsFacility=F
WarpPrismHallucination/Sentry=K
WeaponsFree/Ghost=L
YamatoGun=J
Zealot=F
ZealotHallucination/Sentry=V
ZergBuild/Drone=J
ZergBuildAdvanced/Drone=K
Zergling/Larva=V
hydraliskspeed/HydraliskDen=J
overlordspeed=F
zergflyerarmor1=F
zergflyerattack1=J
zerggroundarmor1/EvolutionChamber=F
zerglingattackspeed/SpawningPool=F
zerglingmovementspeed/SpawningPool=J
zergmeleeweapons1/EvolutionChamber=D
zergmissileweapons1/EvolutionChamber=J


If you've gotten this far, you've obviously taken the time to at least see what I've come up with. I realize it's a big undertaking to so completely change your hotkey setup, so many won't, but I want you to take something away from this. So, I have a few interesting finds that I want to share, that are at least interesting. They aren't related to the hotkey setup.

Bonus Tips
+ Show Spoiler +

Clandestine Scouting
+ Show Spoiler +

A few days ago, I came across a thread on this site, that I can't find now, but I have the link to the Youtube video that it was based on. That video is here:



That is what inspired me into my next couple of tips.

Ok, full disclosure, there is some debate whether using the following "pathing" tells is exploiting a bug or not. I don't believe it is. In either case, I think it's important to know what can be done, whether you chose to apply it in your own games or just be aware that it's possible to be used against you.

The point of the following tips, is you can tell immediately based on the initial direction of your scout, whatever you are testing. You don't need to wait for it to get across the map. Just a few seconds and the path is clear.

Early Game Scouting

This stuff is pretty much explained in the Youtube video, but I'm providing screenshots so you can compare up close how much the probe changes course.

Backwater Gulch

+ Show Spoiler +

[image loading]


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Metalopolis

+ Show Spoiler +

[image loading]


Map Specific Stuff:

Shattered Temple:
+ Show Spoiler +

Refer to the labeled map.

[image loading]

From position D, you can tell if there is a building blocking your path to the minerals of Base 1's natural expansion. The same goes for scouting position 4's natural from C. It's a little more difficult to scout from the very mid point between C and D because you could be thrown off by terrain.

Ok, that was kinda obvious, but I'm just warming up. At least I didn't try to tell you how to scout the gold from point D ...

You are cross-map from your opponent, you are 3, he is at 1. You can tell if he has broken down the rocks at B by putting a unit (worker) at point E, just outside your base, right-clicking at A (behind the rocks). If the probe heads to the left, kind of close to your cliff, the rocks are still up. If the probe heads straight toward your opponent's natural, the rocks are down.

You are close positions, you are at 4, your opponent is at 1. Has he broken down his rocks ? As the video points out, you could put a probe on patrol on either side of A. Alternatively, you could simply pick a worker that just made a pylon or something at your natural, and right click behind the rocks at A. If he heads to the middle of the map instead, the rocks are down.

You can also scout whether rocks have been broken down from the Xel'Naga tower, noting if the unit goes opposite the direction you expect, it means there is an open path.


Xel'Naga Caverns:
+ Show Spoiler +

Refer to the labeled map.

[image loading]

Ok, so the fastest way from Point A to Point B isn't necessarily a straight line, but it sure as hell isn't through destructible rocks...

First, let's test if the back path is blocked, as Protoss sometimes might do with a couple of pylons. By sending a unit from the upper Point A to the Point B at the destructible rocks, your unit will go one of three ways. The green path, if the back door is open. If the backdoor is closed, but the rocks are open, it will take the red path. If both paths are blocked, the probe will go south through that side expansion, through the gold, to the other side of the rocks.

In order to test if the rocks are down, when the back path is not blocked, you have to move your scout to the lower Point A, so it doesn't take the back path. If it heads straight across toward the corner of the ramp, obviously the rocks are down. If the scout goes at more of an angle to the south, it's going for the gold, since the rocks are up.

Just in case you were wondering, both of those positions are out of vision of the expansion there, as long as they don't send units toward you to scout. Just a mining base and you're fine.


Ok, so that's all I really want to do with the "Scouting by Pathing" bit. Now that we know about it, we can use it or not, but at least we know it's in the game.


I have one more tip, that you may or may not find useful, but I think it's kinda neat-o.

The Zero APM Perpetual Harass
+ Show Spoiler +

I've invented a unit. It's a really smart unit. It's stealthy, and it knows when to hold 'em and knows when to fold 'em. It scouts the map for you, attacking anything it comes across, but it's smart enough to run away before detection arrives. Then it harasses somewhere else, and again, flees before detection can arrive, constantly keeping your opponent on his heels, while you invest 0 APM whatsoever. Cool unit ?

Tip: Introducing the Dark Templar following the Patrolling Observer. Observer is set to patrol the map for expansions. A (small group of) Dark Templar is set to follow that observer. If they come across a base, the DT goes to work, while the Observer continues on its patrol route. At the point where the observer gets far enough away from the DT, the DT's priority command of following the Observer takes over and it disengages from future hostilities. It will finish off what it's attacking, but will leave the rest alone, to resume following the observer. From your opponent's perspective, he has to hustle to get detection, possibly cancel a new expansion, or he moves enough of his army to that position that it could offer you a tactical advantage. Ideally, the DT and observer will be long gone before they arrive. Then they strike again at the next base they find, and the process repeats. The observer stops for nothing, so it's a perpetual stick and move strategy, which requires ZERO APM of yours. Never let that hidden expo beat you again...

Millicant
Profile Joined July 2010
United States78 Posts
Last Edited: 2011-05-07 05:22:43
May 07 2011 04:57 GMT
#2
WOW

This is an intense overhaul of the hotkeys! I really like it and I'll have to set up a profile and play vs AI to see if I can actually play like that. It seems to me that you'll need to be very conscious of your keystrokes since like you said, they overlap.

You mentioned that the keyboard must be customizable. Why is that?

Great write-up! Thanks for sharing!

EDIT: Thanks for including the config! I was dreading editing all this manually....
Venomsflame
Profile Joined February 2011
United States613 Posts
May 07 2011 05:13 GMT
#3
Crazy. Simply breathtaking how much time and effort you put into this. With the overlap, how difficult is it to ensure you don't screw yourself over in games? And what other issues have you experienced with this kind of setup?
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 05:16 GMT
#4
Well, moving your hand over to the right like I suggest is why the customizable keyboard is required. You can't change the modifier keys in the hotkey configuration, i.e. you can't append to the Y control group by Spacebar + Y. You're stuck with the Ctrl, Shift, and Alt keys where they are without a customizable keyboard. Now, you can assign them to a mouse though, which is something I toyed around with before the new keyboard.

Without the customizable keyboard, you can do a similar setup, which was actually what I was using for a short while before I got the new keyboard. I had my hand in the default typing position of FDSA, which isn't as good as what I'm able to do with the special keyboard, but it's better than default.

For me, the ability to change what I use for Shift and Ctrl makes the programmable keyboard worth it alone.

Thanks for taking the time to read it. I'm sure you'll notice a huge difference in how little you have to move your hand around.
Millicant
Profile Joined July 2010
United States78 Posts
May 07 2011 05:22 GMT
#5
+ Show Spoiler +
On May 07 2011 14:16 Kaitlin wrote:
Well, moving your hand over to the right like I suggest is why the customizable keyboard is required. You can't change the modifier keys in the hotkey configuration, i.e. you can't append to the Y control group by Spacebar + Y. You're stuck with the Ctrl, Shift, and Alt keys where they are without a customizable keyboard. Now, you can assign them to a mouse though, which is something I toyed around with before the new keyboard.

Without the customizable keyboard, you can do a similar setup, which was actually what I was using for a short while before I got the new keyboard. I had my hand in the default typing position of FDSA, which isn't as good as what I'm able to do with the special keyboard, but it's better than default.

For me, the ability to change what I use for Shift and Ctrl makes the programmable keyboard worth it alone.

Thanks for taking the time to read it. I'm sure you'll notice a huge difference in how little you have to move your hand around.


That makes perfect sense. Though I don't believe my hardware keyboard has any customization ability, couldn't this be accomplished with AHK just as easily? Using AHK would also make it available to everyone. I'll even write the script for it and post it, if it works.
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 05:26 GMT
#6
On May 07 2011 14:13 Venomsflame wrote:
Crazy. Simply breathtaking how much time and effort you put into this. With the overlap, how difficult is it to ensure you don't screw yourself over in games? And what other issues have you experienced with this kind of setup?


Thanks. Actually the overlap has not been bad, I was mostly postulating that as a downfall just based on what I've read as a reason not to use the same keys for many things.

Keeping in mind, in the realm of the TL community, I'm pretty low as far as skill, so I can't really tell you the difficulties of a 200 APM player with this method.

However, it's very easy to control many more control groups than use people generally have been using. Therefore, it's not unheard of for top quality players to have their control groups so well organized that there really isn't a miscasting of spells and such.

As far as other issues, this is a very new layout for me as well, since I have been changing hotkey setups since the ability was put in the game, I wasn't so hard-coded into the default, it only took me a couple days and my APM was 30% higher than it was before, and that is just macroing, without really microing around much. As I get better, I believe this setup will make it easier for me to multitask, given the easy accessibility of so many control groups.

I can't tell you how much I love having the Spacebar as Shift and U as Ctrl. It's HUGE. You can literally add to any control group so easily with Spacebar. Also, "the tap" is simply a mouse wheel scroll.

Ok, now I'm rambling ...
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
May 07 2011 05:26 GMT
#7
Dude... You have me inspired. Though I need to delve into it more deeply, you just made me realize the untapped potential of remapping the hotkeys. I've done only minor changes thus far, such as center on Nexus/Hatch/CC on me ` key (especially useful as Zerg), but I haven't given much thought to a complete revamp.

Though I quite possibly will end up using your model, this really inspires me to at least come up with my own setup (and I'm definitely going tomorrow to get a better mouse... had never considered mousewheel for hotkey scrolling... that is just BRILLIANT). Greatly appreciated and excellent writeup... Though I think this could benefit from an addition later for a hotkey index for your setup, since it would be easier to see and figure out if you showed more clearly what key does what.

Thanks a lot man! Great job and well done. I think this will honestly help smooth out my play a ton.
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 05:28 GMT
#8
On May 07 2011 14:22 Millicant wrote:
That makes perfect sense. Though I don't believe my hardware keyboard has any customization ability, couldn't this be accomplished with AHK just as easily? Using AHK would also make it available to everyone. I'll even write the script for it and post it, if it works.


Wait, are you telling me I just spent $130 for a keyboard I don't need ? FML... J/K, I still love the keyboard. Absolutely, if you have a way to give people the ability to move their modifier keys elsewhere, by all means, that would be awesome.
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2011-05-07 06:02:59
May 07 2011 05:31 GMT
#9
On May 07 2011 14:26 CrAzEdMiKe wrote:
Dude... You have me inspired. Though I need to delve into it more deeply, you just made me realize the untapped potential of remapping the hotkeys. I've done only minor changes thus far, such as center on Nexus/Hatch/CC on me ` key (especially useful as Zerg), but I haven't given much thought to a complete revamp.

Though I quite possibly will end up using your model, this really inspires me to at least come up with my own setup (and I'm definitely going tomorrow to get a better mouse... had never considered mousewheel for hotkey scrolling... that is just BRILLIANT). Greatly appreciated and excellent writeup... Though I think this could benefit from an addition later for a hotkey index for your setup, since it would be easier to see and figure out if you showed more clearly what key does what.

Thanks a lot man! Great job and well done. I think this will honestly help smooth out my play a ton.


I've been watching some of these coaching sessions with Mr. Bitter (and others) and I start to literally pull my hair out because they aren't using control groups. And they're ZERG !!!! OMG - good control group setup helps so much.

Thanks for the compliment.

What do you mean by hotkey index, exactly ?

edit: Also, I don't play Zerg, but if I did, since the production is different, I would change the use of the mouse scroll back to a single hatch just to have the ability to check inject larva status bar. But given the framework, those who actually play the race would be best to figure out how to arrange things. Hopefully everyone reading this thread can bounce ideas around for improvement, even for all the races.
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
May 07 2011 06:23 GMT
#10
Like I said, I haven't studied your setup super duper closely yet, more the concept of it... But what I mean is because you have the configuration file which is basically a crude index but something a little more clear such as:

Build Archon = <Insert Key here>
Build Zealot = ...

Basically just a list that is a little easier to read as the config file is not super easy to read lol.
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 06:37 GMT
#11
On May 07 2011 15:23 CrAzEdMiKe wrote:
Like I said, I haven't studied your setup super duper closely yet, more the concept of it... But what I mean is because you have the configuration file which is basically a crude index but something a little more clear such as:

Build Archon = <Insert Key here>
Build Zealot = ...

Basically just a list that is a little easier to read as the config file is not super easy to read lol.


K, gotcha. That info is buried in spoilers. Check out these three sections towards the end:

Unit Movement, Abilities and Spell Casting, including Workers

Production Buildings

Upgrade Buildings

Just click the sub-spoilers and you'll find the keys for everything, some explanation at time, and also at the end of each section are screen shots of all command cards with the hot keys showing. I think that's what you're looking for.
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
May 07 2011 06:44 GMT
#12
Oh sweet. Thanks! That makes it much easier to learn. Fortunately, I myself am a Protoss player so this setup might just end up being carbon copied. =P

Again, great post and guide. Like I said, this is definitely inspiring me to either adopt your setup or at least make something that I am very comfortable with myself... As I do find running all over the keyboard inefficiently to be an enormous waste of time if you need to be getting stuff done quickly in the midst of a battle.

I think the most important thing that I'm taking away from this though is a higher quality mouse. I have a good keyboard, but I never really considered getting an upgraded mouse as well (and again... the hotkey mousewheel is just absolute genius).
Millicant
Profile Joined July 2010
United States78 Posts
Last Edited: 2011-05-25 22:31:10
May 07 2011 06:48 GMT
#13
Okay.

I wrote out a quick AHK (AutoHotKey) script to eliminate the need for people to have a customizable mouse and keyboard. I don't know if this will cause input lag, but it does work.


Just throw the text below into a script and you're set.

+ Show Spoiler +
CHECK PAGE 3 FOR NEW SCRIPT


EDIT: Updated to include WindowsKey+PrintScreen to toggle the script on/off. Useful when you're going back and forth to learn this setup...

RE-EDIT: WindowsKey+F12 now to toggle. Turns out printscreen will always do just that - take a screen shot.... Unnecessary CPU usage.
Kaitlin
Profile Joined December 2010
United States2958 Posts
Last Edited: 2011-05-07 07:28:44
May 07 2011 06:53 GMT
#14
On May 07 2011 15:48 Millicant wrote:
Okay.

I wrote out a quick AHK (AutoHotKey) script to eliminate the need for people to have a customizable mouse and keyboard. I don't know if this will cause input lag, but it does work.


Just throw the text below into a script and you're set.

+ Show Spoiler +
space::Shift
u::Control
U::Control
Alt::Numpad5

WheelDown::NumpadMult
WheelUp::NumpadDiv
MButton::'
XButton2::;
XButton1::Alt

#NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases.
SendMode Input ; Recommended for new scripts due to its superior speed and reliability.
SetWorkingDir %A_ScriptDir% ; Ensures a consistent starting directory.


I'm going to add this to the OP.

EDIT: Updated to include WindowsKey+PrintScreen to toggle the script on/off. Useful when you're going back and forth to learn this setup...


edit: OP updated to include updated edit... or edited update ?
Millicant
Profile Joined July 2010
United States78 Posts
May 07 2011 07:35 GMT
#15
On May 07 2011 15:53 Kaitlin wrote:

edit: OP updated to include updated edit... or edited update ?


lol. Glad you liked it

I've been trying "Base J" out for a bit now. I like it so far. A lot. I'm still very slow as I need to re-wire my brain, but it's coming. I've been thinking for a while that I don't like moving my hand around on the keyboard - I'm not quick enough to do it. This is the ultimate solution.
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 07:51 GMT
#16
On May 07 2011 16:35 Millicant wrote:
Show nested quote +
On May 07 2011 15:53 Kaitlin wrote:

edit: OP updated to include updated edit... or edited update ?


lol. Glad you liked it

I've been trying "Base J" out for a bit now. I like it so far. A lot. I'm still very slow as I need to re-wire my brain, but it's coming. I've been thinking for a while that I don't like moving my hand around on the keyboard - I'm not quick enough to do it. This is the ultimate solution.


Given your fix to the requirement of a customizable keyboard, it's nice that pretty much anybody can use it now. I've been toying around macroing against the computer and my APM is approaching twice what it was. It's getting interesting. Usually people know what they want to do and their execution slows them down. For me, it's the opposite, once I know what I want to do, execution is easy. My fingers are literally faster than my brain. I'm not sure that's a good thing lol. I could just imagine what somebody who is actually good at this game could do with it.

Does anybody know if customizable keyboards are allowed at LAN type events like MLG ?
Nairi
Profile Joined September 2010
Finland75 Posts
May 07 2011 08:22 GMT
#17
so cool that other people are readjusting their keys! (also big props for the effort you put in the post)

my keys:
+ Show Spoiler +

groups:
1-6 are standard setup
r= starport
e= factory
w= rax
q= cc

production:
I changed it so that the the position of the portrait decided which key to use, using the asdf for every production facility.
for instance the rax:
a=marine
s=marauder
d=reaper
f=ghost


brief explaination:
+ Show Spoiler +

I am I former wow player and my hand is very used to the wasd position.
In wow I hotkeyed everything and as you might understand thats quite a lot of keys/combinations.
The second reason for rebinding keys is so that I would
a) be able to use the 0-7 groups easily
b) have to move my hand as little as possible.


Now when I first started using this setup it felt very wierd, there were quite a few games
where I had 5-6 reapers suddenly (tried to build marauders). But now that I've gotten used to
it, it feels very natural and comfortable.
Live long and prosper -Han Solo. Twitter: @Nairisc
angerpowered
Profile Joined August 2010
United States56 Posts
May 07 2011 08:55 GMT
#18
Do I smell a hidden day9 reference?

Awesome work. I will try this out.

I play zerg and I'll perhaps try to work out a zerg setup.
I will also play protoss though. people say that I whine toss OP because im secretly jealous of toss.

Guess I'll give it a whirl xD
"I was SO mad!"
Kaitlin
Profile Joined December 2010
United States2958 Posts
May 07 2011 09:07 GMT
#19
On May 07 2011 17:55 angerpowered wrote:
Do I smell a hidden day9 reference?

Awesome work. I will try this out.

I play zerg and I'll perhaps try to work out a zerg setup.
I will also play protoss though. people say that I whine toss OP because im secretly jealous of toss.

Guess I'll give it a whirl xD


The J in the name refers to the 'home' position of the index finger, but that did cross my mind. I have learned so much of what I know about this game from him, I would love to read what he thinks of this, if we might be so blessed...

There is a "rough" Zerg setup in my file, but it was mainly designed for my own off-race play. It's focused on being as similar to what I've come up with for Protoss, as in, upgrade keys being what they are for Protoss, etc. It might provide a starting point for an actual Zerg who knows what they are doing to build from, at most. I think what I have setup for Terran might actually be useful, at least moreso than the Zerg setup, but it's out here for anybody to change as they see fit.
askTeivospy
Profile Blog Joined March 2011
1525 Posts
Last Edited: 2011-05-07 09:20:21
May 07 2011 09:19 GMT
#20
you explained it to me in the other thread but figure i might as well post it here instead

is there a way to make it so you can only *SELECT* the mouse forward control group instead of flat out having it double click? I was messing around with MWDown/Up for controlgroups before i started just doing the mousewheel warp in thing but my only gripe was a big one where it would 99% of the time just flat out jump to it instead of just selecting it while my vision remained stationary. I agree with you the double click feature of the MW is good but at the same time my idea of microing and macroing requires me to control the units while looking at my base and I can't do that with my mouse at least since it always just jumps to the units whenever I had the MW bound with control groups

Also for customizing my mouse I don't use mouse drivers but I use this instead: http://www.highrez.co.uk/downloads/XMouseButtonControl.htm

i've been messing around with the program and you can set additional layers where the same mouse button has another function if you hold down a modifier key (ie shift ctrl or alt)

this is interesting since mouse wheel down = left click when you hold down shift, ingame that translates to shift + left click really fast when you want to remove units from a control group, ie for probe transfers / splitting up your army.

you might want to consider trying that out with your set up to see if it works well. I'm interested with how you use your upgrade centers though, usually i bind all those buildings to tab and that works out fine but putting them along with the nexus would be handy to keep track of their progress w/o pressing tab all the time
hihihi
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