Hotkey File
+ Show Spoiler +
[Settings]
AllowSetConflicts=1
[Hotkeys]
FPS=
Sound=Control+O
PTT=NumPad0
ChatDefault=Enter
LeaderUnits=Tab
NamePanel=Control+P
StatPanelUnitsLost=Control+Q
ToggleWorldPanel=Grave
AlertRecall=Alt+D
CameraCenter=6
CameraFollow=Alt+6
CameraPush=Alt
ControlGroupAppend0=Shift+Alt+Y
ControlGroupAppend1=Shift+Y
ControlGroupAppend2=Shift+T
ControlGroupAppend3=Shift+BackSlash
ControlGroupAppend4=Shift+NumPadMultiply
ControlGroupAppend5=Shift+NumPadDivide
ControlGroupAppend6=Shift+H
ControlGroupAppend7=Shift+Backspace
ControlGroupAppend8=Shift+Alt+N
ControlGroupAppend9=Shift+Alt+H
ControlGroupAssign0=Control+Alt+Y
ControlGroupAssign1=Control+Y
ControlGroupAssign2=Control+T
ControlGroupAssign3=Control+BackSlash
ControlGroupAssign4=Control+NumPadMultiply
ControlGroupAssign5=Control+NumPadDivide
ControlGroupAssign6=Control+H
ControlGroupAssign7=Control+Backspace
ControlGroupAssign8=Control+Alt+N
ControlGroupAssign9=Control+Alt+H
ControlGroupRecall0=Alt+Y
ControlGroupRecall1=Y
ControlGroupRecall2=T
ControlGroupRecall3=BackSlash
ControlGroupRecall4=NumPadMultiply
ControlGroupRecall5=NumPadDivide
ControlGroupRecall6=H
ControlGroupRecall7=Backspace
ControlGroupRecall8=Alt+N
ControlGroupRecall9=Alt+H
GameTooltipsOn=NumPad6
IdleWorker=Alt+BackSlash
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=NumPad2
MinimapPing=
MinimapTerrain=NumPad1
QuickSave=NumPad7
ReplayRestart=T,F4
SelectionCancelDrag=C
StatusAll=NumPad5
StatusOwner=NumPad3
SubgroupNext=Control
SubgroupPrev=Shift+Control
TownCamera=Shift+C
WarpIn=Alt+V
CameraSave0=Shift+Alt+J
CameraSave1=Shift+Alt+F
CameraSave2=Shift+Alt+I
CameraSave3=Shift+Alt+K
CameraSave4=Shift+Alt+Backspace
CameraSave5=Shift+Alt+B
CameraSave6=Shift+Alt+G
CameraSave7=Shift+Alt+T
CameraView0=Alt+J
CameraView1=Alt+F
CameraView2=Alt+I
CameraView3=Alt+K
CameraView4=Alt+Backspace
CameraView5=Alt+B
CameraView6=Alt+G
CameraView7=Alt+T
[Commands]
250mmStrikeCannons/Thor=J
AWrp=N
AnionPulseCrystals/FleetBeacon=J
Armory/SCV=N
AssaultMode=J
Assimilator/Probe=F
Attack=F
AutoTurret/Raven=I
Baneling/Zergling=N
Banshee/Starport=G
Barracks/SCV=K
Blink/Stalker=J
BroodLord/Corruptor=K
BuildCreepTumor/Queen=N
BuildCreepTumorPropagate/CreepTumorBurrowed=J
BuildTechLabFactory/FactoryFlying=I
BuildTechLabStarport/StarportFlying=I
Bunker/SCV=D
BunkerLoad=N
BunkerUnloadAll=K
BurrowDown=K
BurrowUp=K
CalldownMULE/OrbitalCommand=K
Cancel=C
Carrier/Stargate=F
Charge/Zealot=J
CloakOff=N
CloakOnBanshee=N
Colossus/RoboticsFacility=G
ColossusHallucination/Sentry=G
CommandCenter/SCV=I
CommandCenterLoad=N
CommandCenterUnloadAll=K
Contaminate/Overseer=J
CorruptionAbility/Corruptor=J
Corruptor/Larva=N
CyberneticsCore/Probe=D
DarkShrine/Probe=D,B
DarkTemplar=D,B
DisableBuildingAttack/Baneling=V
Drone/Larva=G
EMP/Ghost=K
EnableBuildingAttack/Baneling=I
EngineeringBay/SCV=N
EvolutionChamber/Drone=N
EvolveCentrificalHooks/BanelingNest=J
EvolveChitinousPlating/UltraliskCavern=J
EvolveGlialRegeneration/RoachWarren=J
EvolveInfestorEnergyUpgrade/InfestationPit=J
EvolveTunnelingClaws/RoachWarren=F
EvolveVentralSacks=D
Explode/Baneling=J
Explode/BanelingBurrowed=J
Extractor/Drone=F
Factory/SCV=J
Feedback/HighTemplar=J
FighterMode=K
ForceField/Sentry=J
Forge/Probe=N
FungalGrowth/Infestor=J
FusionCore/SCV=F
Gateway/Probe=K
GatherProt=NumPad9
GenerateCreep/Overlord=I
GhostAcademy/SCV=K
GhostHoldFire/Ghost=V
GravitonBeam/Phoenix=J
GreaterSpire/Spire=I
GuardianShield/Sentry=K
Hallucination/Sentry=I
Halt=V
Hatchery/Drone=I
Heal/Medivac=NumPad9
Hellion/Factory=J
HighTemplar=I
HighTemplarHallucination/Sentry=I
Hive/Lair=I
HunterSeekerMissile/Raven=K
Hydralisk/Larva=F
HydraliskDen/Drone=J
ImmortalHallucination/Sentry=D
InfestedTerrans/Infestor=I
InfestedTerrans/InfestorBurrowed=I
Infestor/Larva=I
Interceptor/Carrier=N
Lair/Hatchery=I
Land=V
Larva=G
Lift=V
Lower/SupplyDepot=J
Marauder/Barracks=F
Marine/Barracks=J
MassRecall/Mothership=K
Medivac/Starport=N
MissileTurret/SCV=G
MorphBackToGateway/WarpGate=NumPad4
MorphMorphalisk/Queen=J
MorphToOverseer/Overlord=J
Mothership/Nexus=F,K
Move=NumPadDecimal
MoveHoldPosition=B
MovePatrol=D
Mutalisk/Larva=K
NeuralParasite/Infestor=N
Nexus/Probe=I
NukeArm/GhostAcademy=I
NukeCalldown/Ghost=I
Observer/RoboticsFacility=J
OrbitalCommand/CommandCenter=J
Overlord/Larva=B
PhasingMode/WarpPrism=J
Phoenix/Stargate=J
PhoenixHallucination/Sentry=J
PhotonCannon/Probe=G
PointDefenseDrone/Raven=J
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=I
Pylon/Probe=J
Queen=N
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=B
ReaperSpeed/BarracksTechLab=B,N
Refinery/SCV=F
Repair=I
ResearchBansheeCloak/StarportTechLab=J
ResearchBattlecruiserEnergyUpgrade/FusionCore=F
ResearchBattlecruiserSpecializations/FusionCore=J
ResearchBurrow=K
ResearchCharge/TwilightCouncil=F
ResearchDurableMaterials/StarportTechLab=I
ResearchExtendedThermalLance/RoboticsBay=G
ResearchGhostEnergyUpgrade/GhostAcademy=G
ResearchGraviticBooster/RoboticsBay=J
ResearchGraviticDrive/RoboticsBay=F
ResearchHallucination/CyberneticsCore=I
ResearchHiSecAutoTracking/EngineeringBay=I
ResearchHighCapacityBarrels/FactoryTechLab=J
ResearchInterceptorLaunchSpeedUpgrade/FleetBeacon=F
ResearchMedivacEnergyUpgrade/StarportTechLab=N
ResearchNeuralParasite/InfestationPit=F
ResearchPersonalCloaking/GhostAcademy=J
ResearchPsiStorm/TemplarArchive=J
ResearchPunisherGrenades/BarracksTechLab=F
ResearchRavenEnergyUpgrade/StarportTechLab=F
ResearchSeekerMissile/StarportTechLab=K
ResearchShieldWall/BarracksTechLab=J
ResearchSiegeTech/FactoryTechLab=G
ResearchStalkerTeleport/TwilightCouncil=J
ResearchStrikeCannons/FactoryTechLab=F
ResearchWarpGate/CyberneticsCore=K
ReturnCargo=N
Roach/Larva=J
RoachWarren/Drone=K
RoboticsBay/Probe=K
RoboticsFacility/Probe=J
SCV=G
Salvage/Bunker=B
SapStructure/Baneling=I
Scan/OrbitalCommand=J
SelectBuilder=D
SensorTower/SCV=B
Sentry=G
SetBunkerRallyPoint/Bunker=NumPad9
SiegeMode=J
SiegeTank/Factory=G
Snipe/Ghost=J
SpawnChangeling/Overseer=N
SpawningPool/Drone=D
SpineCrawler/Drone=J
SpineCrawlerRoot/SpineCrawlerUprooted=K
SpineCrawlerUproot/SpineCrawler=K
Spire/Drone=G
SporeCrawler/Drone=G
SporeCrawlerRoot/SporeCrawlerUprooted=K
SporeCrawlerUproot/SporeCrawler=K
Stalker=J
Stargate/Probe=G
Starport/SCV=G
Stim=J
Stimpack/BarracksTechLab=G
Stop=G
StopGenerateCreep/Overlord=V
StopPlanetaryFortress/PlanetaryFortress=B
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=G
TerranShipWeaponsLevel1/Armory=K
TerranVehiclePlatingLevel1/Armory=F
TerranVehicleWeaponsLevel1/Armory=J
Thor/Factory=F
TimeWarp/Nexus=J
Transfusion/Queen=I
TransportMode/WarpPrism=I
TwilightCouncil/Probe=N
Ultralisk/Larva=V
UltraliskCavern/Drone=F
Unsiege=K
UpgradeBuildingArmorLevel1/EngineeringBay=G
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=V
YamatoGun=J
Zealot=F
ZealotHallucination/Sentry=V
ZergBuild/Drone=J
ZergBuildAdvanced/Drone=I
Zergling/Larva=D
hydraliskspeed/HydraliskDen=J
overlordspeed=J
zergflyerarmor1=F
zergflyerattack1=J
zerggroundarmor1/EvolutionChamber=F
zerglingattackspeed/SpawningPool=F
zerglingmovementspeed/SpawningPool=J
zergmeleeweapons1/EvolutionChamber=I
zergmissileweapons1/EvolutionChamber=J
Introduction
Last year, some of you may remember, I wrote the original Bravotango's “Base J” Customized Hotkeys guide located here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=220164 .
Over the past year or so, I've been using it, abusing it, improving it, and learning lots of hotkey optimization techniques. What I intend to provide with this guide, is not only the current 'Base J' setup, including many improvements, but information you can use for your own hotkey customization. Please take a look at the original thread for some of the background logic and benefits of this layout. I want this guide to be an update including improvements and some tips for your own customization. Whether you use this layout as is, adopt it and make changes, or just read the guide, I'm confident you will come across something you didn't realize that might help your play.
To try it out, make the changes covered in the "Hardware / Software Issues" section and copy / paste the hotkey file above.
Overview
The 'Base J' system provides an advantage over anyone using anything close to the Standard or Grid layouts. It is also my strongly held opinion, that it provides an advantage over any hotkey system that does not relocate the Shift, Control, and Alt modifiers. I assert that using 'Base J', all hand stretching and contortion is completely eliminated from your gameplay. If you can type, you can use 'Base J' to play Starcraft 2. If your mechanics are at all held back by delays relating to reaching for keys, misclicking because you hit the wrong key when reaching, or having to look down at your keyboard for any reason, you will want to check out the 'Base J' system.
Race Applicability
The original 'Base J' system was mainly designed for Protoss, with 'rough' assignments made for other races. The new 'Base J' system is comprehensively designed for the Random player, so it works for any and all races. Now, I will be the first to say that if you have no desire to play more than one race, you can optimize the system even more to accommodate just that one race. As an example, due to the Terran Hotkey Hog (aka Ghost), I had to work around Terran when developing for other races. Let's not forget the flying & attacking buildings, either. Don't get me wrong, the system, as it is, is very easy to use and easy to learn, despite accommodating Terran. However, if you only want to play one race, additional improvements are certainly available.
Finger Position and Introduction to Keys Used
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![[image loading]](http://i.imgur.com/tbQmH.jpg)
It's called 'Base J' for a reason. The index finger of your keyboard hand rests on 'J'. The remaining fingers fall in line, from H, G, and pinky on F. With fingers here, the thumb should rest right between the right end of the Spacebar and the Right Alt key. This is a big part of why I moved the hand over 3 keys to the right, so the thumb could use 2 keys instead of being stuck in the dead center of the Spacebar. Notice the 'J' key and 'F' key both have a little notch on them. This is your keyboard manufacturer's way of telling you your hand is ready for 'Base J' (that, along with the groove between Spacebar and R Alt).
The astonishing part about this system is the fact that every key you ever need to hit is either directly under a finger at its home position, or one adjacent key away. There is only one exception in the current setup, but that is reached with normal extension of the middle finger (something we're all used to) and it's only to 'Center on Selection'.
![[image loading]](http://i.imgur.com/R5GhR.jpg)
The 'Base J' system literally has converted all of the keyboard mechanics involved with Starcraft 2 into little more than typing. If you get your fingers to type, you can play Starcraft 2.
How to Read this Guide
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Throughout this guide, even though the hand position in the “Base J” system places your fingers on FGHJ, all instruction will assume that the fingers are located in standard typing position, on ASDF. This will drive home exactly how easy this system is to learn and use, without ever having to reach for a key, or look at the keyboard for finger placement.
For example, let's say I grab 4 SCVs to construct 4 Barracks, and I want to add these barracks to the appropriate control group. To send the SCVs to build the 4 Barracks, with 4 (or 20 since Terran works that way) SCVs selected, I type FG, hold the Spacebar down, and click 4 times with the mouse. Once the SCVs start building, I can hold down R and click a Barracks to select them all, then while holding the Spacebar down type W.
The above paragraph is the reference point for learning the system. It's very important to note that most of the keys described above are not the actual keys used. To make a Barracks, the keys are actually JK, however the typing motion is FG, so that is how I describe it, and how you need to think of it, since you are not looking at your keyboard. To make a Spire, the ingame hotkey setup is IG, however in this guide, we are simply typing TS, since we can all do that without looking down at the keyboard.
The reason I explain it this way is because it's much easier to identify a keystroke combination of EF as something we would easily type with our middle finger, followed by our index finger, and we immediately realize that is not difficult to do. However, if I used the actual keys used, YJ, you have to look at your keyboard to find the keys, scroll back up in this guide to find your finger placement, then figure out what fingers you need to execute it. So, for that reason, for the remainder of this guide, every reference unless otherwise stated, will be a reference to the well-known ASDF typing pattern we are all familiar with, that is the sequence necessary to do whatever is needed.
If you don't understand exactly what I'm referring to in this section, read it again until you do, because the rest of this guide will make absolutely no sense otherwise.
What is so Special about the 'Base J' system
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The defining characteristics that set 'Base J' apart are:
1. I've already mentioned the first characteristic of 'Base J' above, which is the finger placement being moved over 3 keys so that the thumb is able to activate two buttons instead of just one. Also, the keys are smaller in the middle of the keyboard, instead of dealing with the wasted space of 'Tab', 'Caps Lock', 'Shift', etc, which are all double-sized. When I first created this, I was intending to benefit from having more keys within the geographical area, but as I have condensed the area used, I didn't even need it, although it's there for future expansion or customization, as desired.
2. The Shift, Ctrl, and Alt modifier keys have been relocated. Why is this important ? It's the single biggest improvement, in my opinion, that can be made in designing a hotkey layout for the following reason. In the Standard and Grid layouts, and any other layout that doesn't relocate the modifiers, usage of these modifiers, which are always in combination with other keys, requires not only the usage of the pinky finger, but stretching and contortion of the hand. Such stretching and contortion might be tolerable if it was once in a while, but the 3 modifier keys are used repeatedly.
I have moved the 'Shift' key to the 'Spacebar'. Using the thumb on the Spacebar instead of the pinky on Shift not only completely eliminates stretching and contortion, but it altogether eliminates movement, since the thumb is resting on the Spacebar. In addition, using the other fingers to activate control groups, camera settings, or spells / abilities in conjunction with the thumb on Spacebar is just as easy as without. Much preferable to stretching to place pinky on Shift and any other finger on the number row, or anywhere else for that matter.
I have moved the 'Control' key to 'R'. (Yes, we're in ASDF lingo. The actual Ctrl key is 'U', but we're typing from ASDF position to learn, therefore it's 'R'.) The main functions of Control as we all know are (generally) to define a control group and as an alternative to double-click. So, which do you think is easier, reaching your pinky down to Control, or your index finger (most dextrous of the bunch) to R, which is directly above its normal rest position. More on the control key later, but I'll give you a preview, it's also 'Tab'.
I have moved the 'Alt' key to my Mouse Back button. I have a 5 button mouse, which places two buttons under my thumb on the side of the mouse. The one closer to my wrist is the one I set as 'Alt'. Now, in many setups, 'Alt' goes unused. But the power of using this modifier key shall not be understated. This one key is probably the most important key in bringing about the ability to 'layer' keys so that all stretching, contortion, and hand movement have been removed. As with Control, I've added additional functionality to 'Alt'. It serves as 'Drag Scroll' as well. Meaning, when I hold my thumb in on this button and move my mouse, my screen scrolls as my mouse moves. I have not hit the edge of my screen in a long, long time.
3. Access to 10 control groups without any hand stretching, contortion, or movement.
4. Access to 8 camera locations without any hand stretching, contortion, or movement.
5. Access to all unit spells, abilities, and command card functionality (including Escape) without any hand stretching, contortion, or movement. Yeah, I said it. I even have 'Escape' within an adjacent key to your hand's 'Base J' position. In addition, the most commonly needed abilities are the easiest to perform, as this was a significant factor for the development of the system in the first place.
6. The ability to take advantage of additional bonus functionality which is simply not possible in the Standard or Grid layouts. One example of this is a concept called 'Functional Combinations' described in the Highlights. Creative use of these 'Functional Combinations' will give you a significant edge over your opponent.
Required Hardware / Software Issues
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As was the case with the original 'Base J' system, I am using a programmable keyboard and mouse. If you cannot afford one, one will be appointed..... ehm, there are software packages, such as AutoHotKey mentioned in the original 'Base J' thread, which can make the necessary changes.
Following are the keyboard and mouse changes to match the hotkey file for the 'Base J' system:
![[image loading]](http://i.imgur.com/e7mRA.jpg)
Note: The keyboard image shows 'C' as being modified, but it's actually not. I took this screenshot when I had it changed to 'Escape', but subsequently simply rebound the ingame uses of 'Escape' to 'C', so the driver change wasn't necessary. It turns out that layering 'Escape' with 'Alt' doesn't work very well ...
Spacebar acts as Shift.
U acts as Control.
M acts as Left Mouse click. I have mine set to repeat while depressed. This is the same techniques as the old Mousewheel Infested Terran trick mentioned a while back, but I use a key instead. Opinions may vary, but I consider this no different than holding 'Z' down to spam produce Zerglings, which Blizzard offers as a tip. My main use is deselecting workers during Maynards. If you choose to adopt this system and don't want to use this functionality, everything will still work and you can make use of the M key however you choose. It's completely left out of the hotkey configuration file.
The Right Alt key (next to Spacebar) acts as Backspace. This is a completely arbitrary choice, but was chosen because a previous iteration used this key for the 'Backspace' functionality of cycling through bases. I've since changed it to something more useful, as the more you use camera locations, the less you need that 'Backspace' functionality. For you backspace injectors, have no fear, this system can handle your needs even still.
![[image loading]](http://i.imgur.com/hsRcS.jpg)
Mousewheel Scroll Forward is set to Numeric Keypad '/'. This is just an arbitrary value that I assigned to enable scrolling functionality.
Mousewheel Scroll Back is set to Numeric Keypad '*'. Again, arbitrary just to enable scroll usage.
Mouse Back Button is set to Alt, as stated above. This is Button #5 on my mouse, but yours may vary.
Mouse Forward Button is set to '\'. That's a backslash. It's not the one that is combined with '?' on your keyboard.
Mouse Button 3 or Mousewheel Click (pressing it in, not scrolling) is set to apostrophe, but it doesn't matter because I don't even use it. But, if you wish to use it, give it some value, then in game customize to that value. Just be warned, it's cumbersome.
Note about Keyboard and Mouse Customizations:
While every change in this system is completely legal as far as Blizzard is concerned. Tournaments have their own rules. My current understanding is that MLG requires pre-approval of customizable keyboards and mice, and while many players use such devices, driver changes are not allowed. That is my understanding, I may be wrong. Personally, I think it's pretty stupid for MLG or any other tournament that Razer or other gaming hardware manufacturers sponsor would prohibit the very functionality that their products are known for, but that's just my ignorant, uninformed opinion on the matter. It would seem to me that some pressure could be applied to these tournaments by the sponsors to allow players in those tournaments to actually use the functionality provided by the sponsors' equipment, as long as it's within Blizzard's rules, which it is.
Hotkey Design - Tips and Highlights
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Tip: Modifier keys (Ctrl, Alt, & Shift) can perform triple duty. They each have their:
a) modifier status,
b) innate ability, &
c) programmable function.
The 'modifier status', when carefully considered, offers very creative 'layering' opportunities which not only reduce the number of keys needed in the overall layout, but also enable what I'll call 'Functional Combinations'. These are combinations of keystrokes when executed together perform like an illegal macro, without actually being illegal. These 'Functional Combinations' are explained shortly.
Highlights:
The Control key acts as follows:
a) allows itself to be used in combination with other keys in a hotkey setup (Ctrl + 1),
b) highlights all units of the type of unit being clicked, while Control is held down,
c) can be set by itself as a hotkey to cycle through a unit selection (Tab).
The Alt key acts as follows:
a) allows itself to be used in combination with other keys in a hotkey setup (Alt + 1),
b1) toggles the health bars (if not already turned on), while Alt is held down,
b2) activates 'Auto-cast' where applicable,
c) can be set by itself as a hotkey, for example to Mouse Drag Scroll.
The Shift key acts as follows:
a) allows itself to be used in combination with other keys in a hotkey setup (Shift + 1),
b) appends unit actions and toggles units of a group selection, while Shift is held down,
c) can be set by itself as a hotkey. I have no example as too many would conflict with a&b.
Tip: Modifier keys, as explained above, can not only be used in combination with other keys, but in combination with each other, with or without other keys, or even by themselves entirely. The standard and grid layouts do not assign them to anything, so this application alone reduces required real estate.
Highlights:
The 'Base J' system uses 'R' (acting as Control) to 'Tab' through a selection, and Spacebar (Shift) + 'R' to 'Tab' through a selection in reverse.
'Alt' (Mouse Back button) is used by itself as 'Drag Scroll' and in combination with other keys (FSTGWAX and R Alt) for camera locations. More on some of those camera locations in Functional Combinations. I also use Alt in combination with other keys to provide 'Idle Worker' (two side mouse buttons together), 'Last Alert' (Alt+Caps Lock), and 'Warp Gates' (Alt+Z).
'Shift' is not assigned anything by itself in the layout, due to likely conflicts, however, it is assigned in combination with other keys where it's beneficial. For example, to enable the 'Backspace Inject' method for Zerg, accommodation needed to be made for 'Cycle Base Cameras', which is 'Backspace' by default. Considering the pre-dominant usage of this function was the 'Backspace Inject' method, and that method involved holding down Shift to keep the 'Spawn Larva' cast active for multiple casts, I bound 'Cycle Base Cameras' to the combination of Shift + C(actual key activated with pinky down and left). This effectively 'layers' the 'Backspace' functionality on two keys, while still leaving the original uses of those individual keys intact. Nifty, huh ? Gee, I wonder where that 'Escape' key is. Oh, silly me, it's 'C' by itself.
Tip:
The 'Command Card' is that area in the bottom right portion of your screen. In designing a hotkey system, it's important to note that 'Command Card' hotkeys must be a single key. You cannot use Alt+B for Blink, for example. Moreover, and much to our benefit, anything else can be bound to a combination of keys, instead of a single key.
Highlight:
Functional Combinations ( or Legal Macros )
This is my most recent modification to the 'Base J' system. The implementation of something I call 'Functional Combinations'. Let's explore exactly what I mean. Sometimes one action is not enough. As Protoss, it's not always enough to activate your warp gates, but you need to be somewhere to warp in. As Terran, perhaps you want to drop your opponent. Meh, I mean double drop. Hmm. Let's really get 'em. Let's triple drop them. Really give them problems. We can use a 'Functional Combination' to execute all of these things, since we planned out our hotkeys to execute it easily.
Let's start with the Protoss example, since everybody knows they are easiest to play, right ? Right ? Just kidding. Do this with me: Hold in that mouse back button, serving as Alt in our system. Now, with our left hand, let's move our pinky and ring finger to the keys located down and in, it's pinky on 'Z' and ring finger on 'X'. Now, even though these keys have their own individual uses, they are 'layered' together into a 'Functional Combination' using Alt. By remembering the two-finger pattern, we automatically both activate our 'Warp Gates' (by Alt + Z), but we're moved to a warp-in pylon using the camera location stored as Alt+X instantly. It's basically one keystroke. It doesn't matter if one is hit before the other as one only activates a selection and the other moves the camera – they are companions without conflict. Like brother and sister without the fighting.
Now for the Terran example. I promised you a triple drop and I'm gonna deliver. Let's first get familiar with the 3 'Functional Combinations', then we can add the 'Unload' next. Ok, thumb on mouse back button again for Alt, and hold it in. Now, using your ring finger and middle finger, click WE, SD, and XC. You literally just move them vertically from their home 'resting position'. Just for background information, the buttons your ring finger clicked are the camera locations, and your middle finger activates the control groups for the dropships. Incidentally, they are group 8, 9, and 0, but really the numbering of the control groups is absolutely meaningless since I don't use the number row at all (except for 'Center on Selection' with the middle finger, of course). Ok, so, holding thumb on mouse back, you can see how quickly you can cycle between your three drops to keep watch, move them, stim, pick up and leave, whatever. Just remember ring finger and middle finger. You don't have to wonder which control group you saved them as, you don't have to click the minimap to check them, you can cycle through them as quickly as you can move your fingers on those keys. Just keep that mouse back button held down. Ok, let's add in the 'Unload' key because we all know a drop wouldn't be much of a drop without the drop. Yes, it's late and I've been drinking
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If you were paying attention in the Protoss 'Warp Gate' paragraph above, you will notice that 'Warp Gates' are on Alt+Z. The reason I chose that combination is because I combined it with the Alt+X camera location which Terran can use for their third drop location. So, Protoss only gets 2 'Functional Combinations' for drops, but I have yet to see a game where Protoss needs that third one.
Of course, those WE, SD, and XC combinations aren't restricted to drops only, it's just that drop play is a natural use for them. Zergies can use them to break up groups of units to harass various locations. Destiny's Brofestor Hit Squads could easily be implemented using this setup. I've always wanted to make harass a bigger part of my play, and now I've figured out a method to do it. Another potential use for a 'Functional Combination' could be for Supply Depot walls, or bunkers at different expansions so you can activate stim from a control group including the bunker. If you're not using all 10 control group and 8 camera locations in your normal play, then you can improve your game with a 'Functional Combination' or two. Be creative and have fun with it.
Control Groups and their Usage
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All control groups are created with 'R' and appended to with <Spacebar>. The “Tap”, monitoring production and research progress, is as simple as WE.
As mentioned in the 'Functional Combinations' section, the last three control groups in the list have somewhat of a system-designed usage, in combination with adjacent camera locations. However, other than that, you will notice that each and every single control group is easily accessed and you can adopt whatever usage methods best fit your style of gameplay. Personally, I use E for CC / Nexus / Hatches and Protoss and Terran Research buildings, which I can 'Tab' through with 'R'. I use 'W' for all Army production buildings for P & T, and for Zerg, I use it for injecting queens and Research buildings. There are many ideas on different uses of control groups, and 'Base J' can accommodate any of them.
E Economic Macro, Zerg Unit Production, and Non-Zerg Research
P Nexuses, all Tech and Research Buildings
T Command Centers, all Tech and Research Buildings
Z Hatcheries
W Unit Production, Zerg Research and Larva Injection
P Gateways, Stargates, Robotics Facilities
T Barracks, Factories, Starports
Z Injecting Queens, all Tech and Research Buildings
D
Mouse Forward Button
Mouse Scroll Forward
Mouse Scroll Back
Right Alt (next to Spacebar)
MBB(Alt)+E – part of Functional Combination with MBB(Alt)+W
MBB(Alt)+D – part of Functional Combination with MBB(Alt)+S
MBB(Alt)+C – part of Functional Combination with MBB(Alt)+X
Camera Locations
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As in the original 'Base J' system, camera locations are 'layered' using the Mouse Back button as Alt. These locations are saved with the inclusion of the Spacebar in the combination. The 8 locations are:
Alt+A
Alt+S
Alt+F
Alt+G
Alt+W
Alt+T
Alt+X
Alt+ Right Alt
As mentioned in the 'Highlights' section, the W, S, and X locations are designed to work as part of the 'Functional Combinations' that they've been included in, but they are available for any use desired. I have some pneumonic memory aids for remembering some, depending on their availability, but one can think of their 'F'irst base, 'S'econd base, 'T'hird, 'G'old, 'W'est, etc. I used to have 'E' as a camera save location, which went well as 'E'ast, but I recently made Alt+E a control group for the 'WE' functional combination, which I think is a better use.
Unit Movement, Abilities, and Spell Casting
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S Stop
A Attack
X Hold Position
CAPS Patrol
I don't want to go into great detail of how to activate every spell or ability of every building and unit, but I'll give the general concepts. (You can load the included hotkey file for all the details.) First, one reason this setup is easy for Random players is because similar buildings across races use the exact same keystrokes. Gateways are like Barracks, and are both built with 'FG'. Stargates and Starports are similar and built with 'GS'. Upgrade facilities, forges, evo chambers and Engy Bays are all FC. Turrets, cannons, and spores are 'FS'. Supply depots and pylons are 'FF'.
For Terran units, my assumption is that Reactor units would be built more than Tech Lab units, so I made 'F' always produce Reactor units, the Marine, Hellion, and Viking.
Flexibility and Customization
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The 'Base J' system deliberately leaves certain keys without any function. For example, Q, B and any key in the number row except 3 are available for your adjustment. I have left them for potential need in HoTS or just general flexibility.
I have made numerous tweaks and adjustments over the course of this past year. I believe the current setup offers wonderful possibilities for tremendous multitasking and solid play, keeping your opponent on their heels. However, you may wish to make an adjustment here or there. The easiest way to determine if a particular key or combination is currently in use is to assign it to a control group. If it's in use, then you can check the 'Unbound' tab to see what it was.
Bonus Tip
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In my original thread last year, I included an additional section that had a couple of non-hotkey related tips, which I thought were just a couple of pretty cool ideas. So, here's this guide's version:
The 'Four Alarm Fire':
This will be a tip and a tactic, which may or may not be widely known, but I think it's good to know.
Tip: All races have dropships. Using the 'Unload' key is not the only way to unload units, however. When only one dropship is selected, the units contained in that dropship show in the wire frame. Incidentally, this is also true with bunkers, possibly those Terran buildings as well, but this tactic is for dropships.
Tactic: With a single dropship selected, you can queue move commands, followed by clicking individual units, followed by additional queue'd move commands. Effectively, you can, if so inclined, drop a single marine in your opponent's base, which will start the red alerts at that location. If you use several dropships to execute this at several locations by using the 'Functional Combinations' explained in this guide, your opponent will have a minimap filled with alarms where some are single marines, while others may be considerably more painful. The idea is to get as many alarms triggered so they are spending APM looking at those locations to assess the threat, while you are taking advantage. If your opponent isn't using screen location hotkeys, you can really punish them as your only sacrifice is a single marine or zergling, or whatever.