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[G]Map Distance & Travel Time

Forum Index > StarCraft 2 Strategy
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Orek
Profile Joined February 2012
1665 Posts
Last Edited: 2013-03-07 06:31:00
March 28 2012 16:14 GMT
#1
[G]Map Distance & Travel Time


What’s New
Jan. 13 2013 Added new maps for 2013 Ladder Season 1 = Akilon Flats and Newkirk District
Dec. 18 2012 Ninja added 4 non-ladder maps: Metropolis, Whirlwind, Abyssal City, and Bel'shir Vestige. Updated Ohana image and How to Read section on Stalker/Zergling movement speed =2.95.
+ Show Spoiler +

June 13 2012 Added Condemned Ridge as Season 8 started. Removed old maps. Used smaller images for better layout.
June 07 2012 Added non-worker movement speed travel time images. Cut many contents to make this thread simple and focused.
Apr. 12 2012 Rearranged contents as Season 7 started. Better Daybreak LE image is introduced.
Mar. 30 2012 Added annouced Season 7 ladder maps = Daybreak LE, Metropolis LE and Ohana LE.
Changed some contents accordingly.


[image loading]

Oops! Late to the party…

Introduction
I’m pretty sure many of you have experienced similar situation to the picture above. Had I sent my drone a little bit earlier, the drone could have gotten into Terran base. I knew that 2nd Supply Depot would usually go down at 2min 50sec. What I didn’t know was how long a drone would take to travel from my base to opponent’s base. To avoid this scenario, I did some research on worker travel time and map distance. Since it took hours to finish, I thought sharing my research with community would save many people’s time. The research was originally done for scout timings, but it should be useful for any early game push/cheese, defending against them, or choosing strategy based on map distance. Shorter travel time means that early push is easier to pull off = harder to defend, and that having slow units doesn't punish mobility as much. This is still a work in progress. New ladder maps will be updated, and new contents will be added with requests. Please leave comments if you find this thread helpful.
Sample Image
[image loading]

WORKER movement speed=2.81
SCV, Drone, Probe, DT, Archon
+ Show Spoiler +


Akilon Flats & Newkirk District
[image loading]

Cloud Kingdom & Daybreak
[image loading]

Ohana & Antiga Shipyard
[image loading]

Condemned Ridge & Entombed Valley
[image loading]

Shakuras Plateau & Tal’darim Altar
[image loading]

Metropolis & Whirlwind
[image loading]

Abyssal City & Bel'shir Vestige
[image loading]


STANDARD movement speed=2.25
Marine, Marauder, Ghost, Siege Tank, Viking(ground), Roach, Hydralisk, Infestor, Zealot, Sentry, Immortal, Colossus
+ Show Spoiler +

Akilon Flats & Newkirk District
[image loading]

Cloud Kingdom & Daybreak
[image loading]

Ohana & Antiga Shipyard
[image loading]

Condemned Ridge & Entombed Valley
[image loading]

Shakuras Plateau & Tal’darim Altar
[image loading]

Metropolis & Whirlwind
[image loading]

Abyssal City & Bel'shir Vestige
[image loading]


SLOW movement speed=1.88
Thor, HT
+ Show Spoiler +

Akilon Flats & Newkirk District
[image loading]

Cloud Kingdom & Daybreak
[image loading]

Ohana & Antiga Shipyard
[image loading]

Condemned Ridge & Entombed Valley
[image loading]

Shakuras Plateau & Tal’darim Altar
[image loading]

Metropolis & Whirlwind
[image loading]

Abyssal City & Bel'shir Vestige
[image loading]


How to read
+ Show Spoiler +

For the most part, images should be self-explanatory, but there are several things you need to keep in mind in interpreting the numbers in the images.
1. Numbers in images are in [Blizzard Seconds], not real seconds.

2.Starting point at each base is always south side of CC/Hatchery/Nexus. This is because this research was originally done for my Zerg drone scout timings. (larvae always spawn at south side) Most maps today are symmetrical, but distances to first ramp are different from one starting position to another because of this.

3.Allow for a margin of error. No external program was used to measure all distances. In fact, I just sent a drone while watching the timer. 30seconds is somewhere between 29.1-30.9 sec or so, but not 35 sec for sure.

4.On maps where there is a clear choke point or another ramp in front of natural base that is reasonably far enough from the ramp at main base, (Shakuras Plateru for example) distance to each ramp/choke is shown in images. On other maps where natural's choke point is close to the main ramp, (Daybreak for example) distance is shown only to the main ramp.

5.Units can take multiple paths. Paths for A->B and B->A are different on some maps and the directions are shown with arrows.

6.Green lines instead of yellow lines mean no close position spawns. Whenever a scouting worker arrives at an intersection with a green line for the first time in game, the path in green line should not be taken because there is 0% chance your opponent’s base is there. Only after scouting 1 base, should the scouting worker take a green path to scout 2nd possible place for opponent’s base. In other words, when a worker takes a green path, you “already know” where your opponent is.

7.Blue lines are used for paths that are blocked by destructable rocks at start.

8.Travel time for 2.25 and 1.88 are not from direct test results but calculated from 2.81 results. +25% for 2.25 and +50% for 1.88 from 2.81 results.

9. Stalker and Zergling have 2.95 movement speed, which have about -5% traveling time from 2.81 results. Rounding and measurement margin of error makes -5% decrease fairly insignificant. I've decided it's not worth my time to make another images just for stalker/zergling because the difference is 2 sec maximum even for the longest distance. Without decimal number level accuracy, it is almost pointless. Just subtract 1~2 seconds from 2.81 worker speed images for long distances if needed.

10.Marine=2.25 applies to all units with 2.25 movement speed. Units' movement speeds are for those without any upgrades = roach without glial reconstitution, zealot without charge etc. Same for other movement speeds.

11. All images are from Liquipedia page http://wiki.teamliquid.net/starcraft2/Maps#1v1_2
Some images are different from actual ladder maps of those used in tournaments. However, the test was done with actual maps, so the results can be trusted regardless of the images that do not match exactly to ladder/tournament maps.


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+ Show Spoiler [Guide] +

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[G]Map Distance & Travel Time

TangSC
Profile Blog Joined July 2011
Canada1866 Posts
March 28 2012 16:30 GMT
#2
Very helpful research Thanks for the work you put into this. I personally would like to see the time it takes slow roaches to travel across a given map, and also speedlings (since I use these units most often). Thinking about travel time on different maps could be a very important factor in perfecting given timing attacks.
Coaching www.allin-academy.com | Team www.All-Inspiration.com
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2012-03-28 17:14:08
March 28 2012 16:56 GMT
#3
--- Nuked ---
lwwkicker
Profile Blog Joined February 2012
United States140 Posts
March 28 2012 18:34 GMT
#4
Awesome stuff, many thanks!! I always wondered about these numbers, but I was too lazy to do what you did.

Orek, keeping me lazy since 2012.
Always here to help.
Lionbacker
Profile Joined March 2012
United States47 Posts
March 29 2012 18:04 GMT
#5
Orek, thanks for taking the time to share this research! Anything to get an edge.
Orek
Profile Joined February 2012
1665 Posts
March 29 2012 21:16 GMT
#6
Added Season 7 Maps announced recently.
Damnight
Profile Blog Joined October 2010
Germany222 Posts
March 31 2012 20:25 GMT
#7
Thank you <3, good work man
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
March 31 2012 20:47 GMT
#8
wrong ohana image. Might wanna fix that
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
BreakeR.
Profile Joined October 2010
Austria220 Posts
March 31 2012 21:07 GMT
#9
Nice.
Thx for your work!
The hardest part about being smart is accepting that others are stupid. -Tasteless
Orek
Profile Joined February 2012
1665 Posts
March 31 2012 21:24 GMT
#10
On April 01 2012 05:47 IronManSC wrote:
wrong ohana image. Might wanna fix that


Hi. OP here. Thank you for pointing that out. I didn't notice that. Since I got all images from Liquipedia, and thats the only image for Ohana there, I might have to use it for now until new one gets uploaded. Daybreak is 6m1hyg version as well in the image. I will edit and mention to avoid confusion.
Thank you.
vaderseven
Profile Joined September 2008
United States2556 Posts
March 31 2012 23:32 GMT
#11
Wow the scout timings are fairly close to each other with this map pool, the biggest factor that impacts play will be number of starting locations and the meta of build X or Y being more likely simply because of matchup/map.
monk
Profile Blog Joined May 2009
United States8476 Posts
April 01 2012 06:12 GMT
#12
Really cool. Can you do Calm before the Storm just for fun and to see just how far those distances are?
Moderator
ThePlayer33
Profile Joined October 2011
Australia2378 Posts
April 01 2012 07:35 GMT
#13
map symmetry is indeed screwed up in some maps
| Idra | YuGiOh | Leenock | Coca |
moskonia
Profile Joined January 2011
Israel1448 Posts
April 01 2012 19:29 GMT
#14
On March 29 2012 01:56 Barrin wrote:
Very helpful, thank you.

btw something similar was done a while ago by dimfish the creator of the Map Analyzer: http://www.teamliquid.net/forum/viewmessage.php?topic_id=124510

a while ago? that's almost 2 years old
Merikh
Profile Blog Joined June 2010
United States918 Posts
April 10 2012 06:30 GMT
#15
Thank you, been looking for something like this. Appreciate it
G4MR | I mod day9, djwheat and GLHF's stream
Lasbike
Profile Joined January 2011
France2888 Posts
April 10 2012 06:39 GMT
#16
That's funny. 42 seconds between Metalopolis cross and 44 seconds between TDA cross. Never realized that.

Thanks for the work.
Bashnek
Profile Joined May 2011
Australia895 Posts
April 10 2012 06:55 GMT
#17
this is brilliant, ty
/人 ◕ ‿‿ ◕人\
kofman
Profile Joined August 2011
Andorra698 Posts
April 10 2012 06:56 GMT
#18
Blizzard really needs to make sure that their maps are symettrical. Having a longer distance to your ramp is worse, so they should make it the same for all spawns, so one player doesn't get a significant advantage right away.
Arcane86
Profile Blog Joined November 2011
United States68 Posts
April 10 2012 15:44 GMT
#19
It's great to actually see these numbers.

I am curious as to if the daybreak numbers assume the rocks in the middle are up or down. Does that dramatically change travel time?
There is no Cow Level
jimbob615
Profile Blog Joined September 2006
Uruguay455 Posts
Last Edited: 2012-04-10 16:12:25
April 10 2012 16:11 GMT
#20
On April 11 2012 00:44 Arcane86 wrote:
It's great to actually see these numbers.

I am curious as to if the daybreak numbers assume the rocks in the middle are up or down. Does that dramatically change travel time?


it's assuming the rocks are up, if they're down it shaves about 5 seconds off.
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