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[GD] Creep: An Organised Method

Forum Index > StarCraft 2 Strategy
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hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-09-11 14:07:55
July 08 2013 09:42 GMT
#1
[Intro]

I was watching zerg streams, thinking, testing and figuring out the best way to spread creep efficiently(for the amount of micro and attention) and effectively and I would like to suggest my solution.

Read the bold sections for TL:DR.

[What's in a creep spread cycle?]
+ Show Spoiler +
1. Moving the camera to a screen with active creep tumors, preferably also with where you want the creep tumors to go on the next spawn.
2. Selecting the active creep tumors.
3. Selecting and targeting the ability to spawn creep tumors.
4. Repeating for each non-contiguous(separate) set of creep tumors.

Optimising each of these 4 steps should result in the theoretical best creep spread method.

[Less is more]
+ Show Spoiler +
Look at the creep spread cycle in the previous section. Notice that the more active creep tumors you have, the more selecting and targeting you have to do in your creep spread cycle, The more sets of creep tumors, the more camera shifting. There is no escaping this. If you want more creep tumors, you need more work.

However, great creep spread is NOT about how many tumors you have. It is about spreading your tumors in the right directions and spreading often. This is KEY. What we want to do, therefore, is minimise the number of active creep tumors we need to maintain, while achieving our objectives in spreading creep.

In addition, once a creep tumor doesn't have a useful place to advance, don't spawn a new creep tumor just because you can. It is a costly action. Instead, remove that tumor from your creep spread cycle. If you want to thicken key zones or strengthen your creep paths, then read below.

Once you have enough sets of creep tumors, one set for each intended path, don't lay down more creep tumors at the edge of your creep. the new tumors may confuse you and you may end up "tempted to spread" them ,which is a waste of actions. better to lay tumors behind the active ones, so you have active creep tumors ready if the front ones get picked off.

[Objective of creep]
+ Show Spoiler +
Creep spread can do several things.
1. Spot enemy ground movements.
2. Spot enemy air movements(place tumors at the edges of the outside paths, you can spot nearly everything on most maps, except for high ground)
3. Allow spine/spore placement
4. Deny pylon/cc/nexus placement.
5. Speed boost for zerg ground units

Of these 5 things, the most expensive to do is number 2, as we need creep spread along the edges of outside paths, which means we need extra creep tumors. The other 4 things can be attained by creep spread along creep paths.

[Thinking in terms of creep paths]
+ Show Spoiler +
When I first started spreading creep as a little baby, all I wanted to do was make as many creep tumors as my queens could, and then fan them out as best as I could in all directions radiating from my base.

There is a better way. Simply see the map in terms of distinct paths(I'm sure most good players already do this), and spread creep along the middle of those paths. The creep generation radius of 10 allows you to usually cover the whole(or nearly the whole) path with creep, and block any cc/nexus on mineral patches in that path.

Every creep path must have an end. Once your creep tumors assigned to that path have reached that end, STOP and remove those creep tumors from your creep spread cycle.

Being familiar with your creep paths and where every creep tumor will eventually end up and stop reproducing is KEY to COMPREHENSIVE creep spread.

This is key in reducing the number of active creep tumors we want to maintain: Spread creep tumors in the middle of paths and stop spreading creep tumors at the end of their paths.

FYI: You can think of creep paths as tentacles of a zerg tentacle monster extending out to rape your enemy, if that helps.

Most maps have 5-8 creep paths, IF you want to creep the whole map. Which means that if you want to creep the whole map with two creep tumors per path, you will be maintaining 10-16 active tumors in your creep spread cycle.

It may not be your goal to creep the whole map. Maybe you just want 1 creep path to start off. Maybe you want 2, 3 or 4. The number doesn't matter. The important thing is to make sure you know how many creep paths you want, how they will travel and where they will end. It helps to mentally familiarise with your intended creep paths for every map in your pool. You don't want to be thinking about this stuff when terran is dropping you in 3 places and protoss is all-inning you.

Sample for creep path plan for creeping (nearly) whole map
[image loading]
[image loading]
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[image loading]

[Alternative]
+ Show Spoiler +
An alternative is to spread two sets of creep tumors for each path, one at each side of each path.

There are two advantages:
1. It will be more difficult to clear the creep. Opponents may actually need to micro to ensure that creep tumors on both sides are killed.
2. You will be able to spot enemy air movements.

The heavy cost is that you will need to maintain twice as many creep tumors in your creep spread cycle.

[Clumping creep tumors]

+ Show Spoiler +
Is it better to have your creep tumors further from each other or nearer each other in the middle of the path? My answer is nearer each other. Right next to each other is best.

The advantages are:
1. It is easier to see the furthest distance that both tumors can travel.
2. It is easier to spawn new creep tumors from them.
3. It is easier to select them by dragging(or by shift-clicking) without selecting other units.

The disadvantage of being slightly easier to kill is a small one.

When placing your initial creep tumors with queens, you should generally place them one tile apart, because queens are fat and if you try to poop two tumors next to each other you will often get an error and end up with only one creep tumor. When spawning new tumors, place them right next to each other.

[How many creep tumors per path?]
+ Show Spoiler +
1 is too few. At creep spawn cooldown you can only spread around 3-6 distance.
IMO, 2 is good. At creep spawn cooldown you can spread around 6-9 distance.
Having more creep tumors per path will allow you to spread further, faster, but it means you have to maintain more creep tumors.

[Thick and thin creep spread]
+ Show Spoiler +
Thick is the word I use to describe an area of creep dense with creep tumors. Thin creep is the opposite, it has sparse and few creep tumors.

Thick creep is harder to remove, as your enemy needs to kill more tumors. However, it is more costly to generate. Thin creep is easier to remove, but is easier to generate.

[Thick creep spread is overrated]
+ Show Spoiler +
Oftentimes, you will see zergs will lots and lots of creep tumors spreading out in all directions. It looks impressive, but it is usually not worth the cost. A set of 4 active tumors is not that much more difficult to remove than a set of 2 active tumors. The zerg could probably extend the creep further or in more directions if he was maintaining fewer active tumors.

If the creep spread is thick but haphazard, it will also not end up covering the whole map(which is our goal in this guide).

[Strengthening key creep paths]

+ Show Spoiler +
Sometimes though, you will want to strengthen your creep paths. The better way to do this(instead of thickening them) is to use your queens to poop pairs of creep tumors along the length of key creep paths that you want to strengthen. That way, if your enemy kills the creep tumors in front, you can regenerate your creep/tentacles easily and quickly.

[Thickening key zones of creep control]

+ Show Spoiler +
There are often areas in a map which are highly beneficial to control. These include convergence areas of multiple paths and areas in between bases. It may be beneficial to swarm these areas with creep tumors to make the creep difficult to remove. The creep tumors(when detected) may also mess with enemy A.I. in battles.

To thicken these key zones with creep, have your creep queens poop lots of active creep tumors there, and then use the creep spread trick to continually make the area more and more dense with creep tumors. You can do this until every tile has a creep tumor.

[Creep spread trick]
+ Show Spoiler +
You can assign a key to "Choose A.I. or Ability Target" in your global hotkeys, then assign the same key to your "Spawn creep tumor" under creep tumor hotkeys. Then hold down that key and wave your mouse to spread many creep tumors quickly.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=412130

[A fixed order/direction in creep spread]
+ Show Spoiler +
Another incredibly common source of inefficiency in creep spread is a random order of spreading creep. Players will sometimes spread creep wherever their camera happens to be located at the time, or spread in certain directions because they are nearer, and then move to other directions after that.

To see why this is incredibly inefficient, think about a player doing inefficient larva injecting. He takes 1 second between each inject. He always inject in a certain order, main-natural-third. If he went main-natural-third the first time, and then went third-natural-main the second time, you need to wait extra 2 seconds of time to get started with the third, while the main is already waiting to inject for 2 seconds.

It is the same with creep spread. Doing it in a fixed order optimises the cooldowns for all your active creep tumors. Personally, I ALWAYS spread creep clockwise. This allows me to be clear about my order regardless of map or starting location.

When placing new tumors via queens, you should also include them in your fixed order. Personally, my creep tumor pairs start in the earliest clockwise position, then I place new creep tumors as part of the creep spread cycle in a clockwise direction. The creep tumors will then sync as a cycle.

Another option for the order is to spread creep at the center paths first(which are more important to creep), then clockwise, then jump to the other side and continue clockwise till you reach the center.

[Creep is "Permanent"]
+ Show Spoiler +
Often, players think to themselves, my macro isn't good. I can hardly keep up good injects, I shouldn't prioritise creep spread. However, I think that creep spread should be a high priority at the start of the game while there are fewer things to do.

Games become more and more taxing as players get more bases and more resources. There are more attacks, and more decisions to be made. Before this happens, you should try to spread as much creep as possible, especially on the side paths, because the creep stays there and helps you in the midgame/lategame even if you don't spread it any further! It stays there until the opponent moves units over there, detects it and kills the tumor.

[Summary: Creep spread principles]
+ Show Spoiler +
1. Being familiar with your creep paths and knowing where each creep tumor pair will stop reproducing is KEY to comprehensive creep spread.
2. Spread creep in a fixed order/direction.
3. The fewer active creep tumors you spread in your creep cycle while maintaining your objectives, the better.
4. Placing creep tumors right next to each other if they are along the same path will allow you to spawn new tumors more easily.
5. 2 creep tumors per path is a good number.
6. Strengthening creep paths is better than thickening them.
7. Stop spreading creep tumors once they reach the end of their path.

[Suggested creep spread method]
+ Show Spoiler +
Setup:
Designate one camera location hotkey for creep spread. You may want this to be close to your base camera locations(I have F1-F3 for main-third and F4 as my creep spread location).
Designate a convenient hotkey for "Setting" your creep spread camera location.(I use shift+g for Set Camera Location 4)
Set your "Choose A.I. or Ability Target" hotkey to be the same as your spawn creep tumor hotkey.

Method:

1. Have your queens poop your creep tumors in pairs which are 1 tile in between the two tumors. Mentally assign each creep tumor pair to a creep path and mentally decide its final destination.

2. Set that screen to your creep spread camera location.

3. Check the creep spread camera location often. The trigger you are looking for is ~70% creep spread from that creep tumor pair. That's when the cooldown is probably ready.

4. Box the creep tumor pair, go to the creep edge, and press your spawn creep tumor hotkey 4-6 times very quickly to replicate your creep tumor pair. (Note that there are no mouse clicks) You should have your 2 creep tumors one behind the other, rather than beside each other. This highly reduces the chance of the one of the tumors being out of range of your target.

5. Push your camera forwards until you can see your new creep tumors and also their next spawn location, then set that as your creep spread camera location.

6. Push your camera(or drag scroll) clockwise to your next creep tumor pair, box, replicate, then repeat this step for each of your active creep tumors.

7. Have your queens poop a creep tumor pair as part of your fixed order of creep spread, then shift click the queens back so you can box the creep tumors easily later.

Method(actions and keystrokes)
F4, Box, dddd, push camera, shift+g
push camera, box, dddd,
push camera, box, dddd,
push camera, box, dddd,
push camera, box, dddd,
push camera, box, dddd.

Note: d is my hotkey for spawn new creep tumor and choose ability target, shift+g is my set screen location 4, F4 is go to screen location 4.


(The video is 3 different chunks combined together with a voiceover narration, because i'm using trial fraps which has 30s limit.)
[Frontiers to explore and discover]
+ Show Spoiler +
Using an advanced keyboard layout with easy access to spare control groups and turning on game alerts, ctrl+click the "Creep tumors produced" game alert when it appears and control group them. Control group each separate set of creep tumors this way. Use the control groups to check cooldown, move to the right camera location, and select the tumors at the same time.


BONUS
[Traversing cliffs]
+ Show Spoiler +
The rule for creep tumor spawning is that the new tumor must be on creep and within 10 range.
The rule for creep spreading from a creep tumor is that the creep can spread up and down ramps but not up and down cliffs.
To spread creep up and down cliffs, use an overlord to poop creep past the cliff, then your creep tumor can replicate there.

[Going up ramps without vision]
+ Show Spoiler +
To go up a ramp without vision using a creep tumor pair, have A put the creep tumor on the ramp to see the top of the ramp, then have B go up the ramp, cancel A and place A beside B. This costs some time and attention so do it if you can spare some.

[ZvT 8 Queen Creep Spread Build Order]
An alternative build order for ZvT that defends hellion harass and protects creep tumors using 6 queens in the front, and allows lots of creep tumors fast for you to really push your creep spread skills.


Thanks for reading.

edit: updated for clarity.
edit2: updated with sample creep path pictures under "Thinking in terms of creep paths".
edit3: updated with video.
edit4: added "Going up ramps without vision".
edit5: another application of "Less is more".
edit6: added that "You should have your 2 creep tumors one behind the other, rather than beside each other. This highly reduces the chance of the one of the tumors being out of range of your target." in suggested method, and on goals in creep paths section, added "Creep is "Permanent"" section.
edit7: added 3 videos showing ideas.
edit8: added a "creep spread build order" for ZvT
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Guileful
Profile Joined November 2012
Kazakhstan137 Posts
July 08 2013 09:46 GMT
#2
Some pictures of the process will do
hearters
Profile Joined May 2013
Singapore224 Posts
July 08 2013 09:49 GMT
#3
I will have a video of the suggested method up within the week.

This is really more than just about the suggested method, though.

It's about laying down the principles which guide the suggested method, so that maybe someone can come up with something better using the same principles.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-07-08 09:51:22
July 08 2013 09:50 GMT
#4
Also, creep spread is not just about the spreading. There's thickening of key zones, strengthening the arms, adding new creep tumors to the cycle as well, which are probably worth a read.(although I think everything there is worth a read, or I wouldn't have put it up)
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
ApocAlypsE007
Profile Blog Joined January 2011
Israel1007 Posts
July 08 2013 10:50 GMT
#5
Great write-up, that adresses my weakest aspect in my Zerg play. Thanks for sharing.
I'm playing the game, the one that will take me to my end, i'm waiting for the rain, TO WASH-- WHO I AM!!!
Crugio
Profile Blog Joined April 2011
Australia45 Posts
Last Edited: 2013-07-08 10:53:11
July 08 2013 10:51 GMT
#6
I just wish Blizz would make creep spread easier and less of a burden for Zerg. Injects = MULES = Chrono, but zerg has an extra burden here.

RE: Spread creep tumors in the middle of paths and only stop spreading creep tumors at the end of their paths.

I had read somewhere that creep spreads faster if "against" a wall rather than middle of path.
I'm in a world of hurt!
Tuczniak
Profile Joined September 2010
1561 Posts
July 08 2013 10:57 GMT
#7
I think too few people don't dump their spare energy on queens to tumors once they miss some injects. I find this the most important in my creep spread later in the game.
hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-07-08 11:06:15
July 08 2013 11:04 GMT
#8
On July 08 2013 19:51 Crugio wrote:
I had read somewhere that creep spreads faster if "against" a wall rather than middle of path.


creep from a tumor spreads until it has no tiles to go. when against a wall, the creep has fewer tiles to fill, thus it travels forward faster. however, this means you only cover half the path with creep. also, it's more effective if the wall is dead space instead of a cliff.

overall though, middle of paths is best for vision, speed boost, crawler placement and building blocking.

re: creep spread as a burden,

i think creep spread is a bonus rather than a burden. and i believe that much improved creep spread is one of the underdeveloped frontiers of zerg play even at the highest levels.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
tropical
Profile Joined October 2010
Germany61 Posts
Last Edited: 2013-07-08 19:01:15
July 08 2013 18:59 GMT
#9
This is a very interesting article. I really like the scientific approach you are taking and totally agree with you that creep spread is probably the most underdeveloped and unexplored area in SC2 compared to it's potential. If you build up on this I'm sure this is going to be a great contribution to the community.

If you’re planning on expanding your research I've a few suggestions:


Impact of matchup
Here it would be interesting to see how the matchup affects the creep spread, especially the necessity of spreading depending on the matchup and the importance of paths. This would help improve efficiency.

Creep Spread & Timings
There are probably some timings that could be affected by creep spread. You can possibly hit creep-anti-timings against certain pushes and it will certainly help Zerg with their own timings.

Queens
It would be interesting to see if there are optimal numbers for queens and differences in those numbers depending in maps. People could start incorporating extra queens in their builds to hit certain creep timings.

Further research in creep layout
How to optimally start spreading creep and impact of maps.

Maps
Just every effect maps have on creep spread.

Creep behavior
How does creep behave? What effect do things like density, positioning, terrain and other factors on creep. What benefits could come from the relative positioning of creep tumors to each other. There might advantages coming from positioning on certain paths.

Reinforcement
How to optimally reinforce paths and when to do so? Are their cycles that help you keep up constant reinforcement on all paths?

Hotkeylayout
Even though I think an optimal layout will be very important for the best possible and most effective creep spread it is also a very complex topic and less beneficial until there is more knowledge on how to spread creep correctly. I would put that at the end of the list... as I did...

I know it’s quite a lot but it is just to be seen as inspiration. Take from it what you like. I really hope you keep it up. I eager to se what’s next! Thanks for the read. Keep it up!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
July 08 2013 19:21 GMT
#10
Best creep method is using CTRL-click on latest alerts when tumor is ready.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=420454#1
hearters
Profile Joined May 2013
Singapore224 Posts
July 09 2013 04:08 GMT
#11
Updated with video and pictures.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
July 09 2013 04:33 GMT
#12
I definitely agree with "less is more" when it comes to creep tumors. I actually go with a single tumor for each path instead of two. I use my creep spread queen when I come to an intersection that I want to cover. And I only do the paths that are most important unless I have extra time. It's proven to be very effective for me. You get diminishing returns when you try to cover everything unless you're super fast.

The only disadvantage to it is that it's easier kill off the creep. But if they really want to kill it they don't have much trouble no matter how many tumors you have down. The time saved is more valuable imo.
hearters
Profile Joined May 2013
Singapore224 Posts
July 09 2013 05:16 GMT
#13
I think that outside paths are important too. They completely rule out ninja expansions, allow faster counterattacks/flanks, and help spot drops or force drops to skirt the outside dead space. Often, the opponent will push back your main creep paths, that's where you can continue to push with the outside creep paths unhindered. Whereas if you only spread on the main paths, your opponent can push those back and you actually don't end up with much creep at all.

Here's a recent game I played. The outside creep paths helped to spot at least one drop.
Replay: Go Creep!
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
July 09 2013 06:18 GMT
#14
Ya I just cover those spots with something quicker like overlord or zergling. It's more efficient for me allowing me to spend that time elsewhere and I don't use those outside paths to move my army much anyways so it doesn't serve a dual purpose. I'll just cover main paths and likely attack angles until I get faster.
kaluro
Profile Joined November 2011
Netherlands760 Posts
July 09 2013 11:16 GMT
#15
On July 08 2013 19:51 Crugio wrote:
I just wish Blizz would make creep spread easier and less of a burden for Zerg. Injects = MULES = Chrono, but zerg has an extra burden here.

RE: Spread creep tumors in the middle of paths and only stop spreading creep tumors at the end of their paths.

I had read somewhere that creep spreads faster if "against" a wall rather than middle of path.


Can I disagree with that?

Protoss and Terran have to hotkey multiple production facilities and have to make >1 facility per tech.
Terran has:

Barracks+reactor
Barracks+techlab
Factory+reactor
Factory+Techlab
Starport+reactor
Starport+techlab
Command Centre

..Zerg has -> all hatcheries on one hotkey. We don't have to tab through the production facilities to get our army out.
While they have to macro in a really annoying way, we have to creep spread. Also creep spreading isn't mandatory, there are professionals out there who don't creep spread actively in ZvT, and still manage.

www.twitch.tv/kaluroo - 720p60fps - Remember the name! - Don't do your best, do whatever it takes.
hearters
Profile Joined May 2013
Singapore224 Posts
July 11 2013 00:43 GMT
#16
updated to clarify some parts.

also, feel free to share vods or replays of great creep spread or replays of pro creep spread styles that you don't like so we can learn from them.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Crugio
Profile Blog Joined April 2011
Australia45 Posts
July 11 2013 01:33 GMT
#17
On July 09 2013 20:16 kaluro wrote:

Can I disagree with that?

Protoss and Terran have to hotkey multiple production facilities and have to make >1 facility per tech.
Terran has:

Barracks+reactor
Barracks+techlab
Factory+reactor
Factory+Techlab
Starport+reactor
Starport+techlab
Command Centre

..Zerg has -> all hatcheries on one hotkey. We don't have to tab through the production facilities to get our army out.
While they have to macro in a really annoying way, we have to creep spread. Also creep spreading isn't mandatory, there are professionals out there who don't creep spread actively in ZvT, and still manage.



Of course you can! In fact, I agree that all hatcheries on one hotkey is much nicer and smoother and why I picked up Zerg. When I off-race as Terran/Protoss, I find that you can have one hotkey for production as well. And then you just need to tab through each main building type (Rax, Factory, Starport). SC2 is smart enough to fill reactors with marines and tech labs with say marauders (unless you are over-queueing marines where it will start to fill tech labs, but key is to queue tech lab units FIRST e.g. marauders then fill marine - similar how we spend larvae on mutas first, lings second). The big difference and why I like Zerg is being able to hotkey the eggs.

I kind of fall into a familiar pattern with Nexus/Command Centre on same hotkey I would use for Queens (i.e. Inject and MULEs are literally the same key, and Probes/SCV the same as spawn creep). I just get really sad when terran scan and kill my creep =( I need to remember scan = money not spent on marines/hellbats I guess.

In regards to OP. This is something I'm going to try to improve, as after connecting 3rd and 4th, I'm really just hap-hazard - Ctrl clicking a tumor and spamming. I really like the concept of having two tumors together with a pathing goal, and is easier to box.

I.e. 3rd and 4th first priority, then 2 tumors per path toward xel'nagas and opponent. At some time, queens will be in danger of getting sniped at the front, so then they can do side paths where it might be abit safer.
I'm in a world of hurt!
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
July 11 2013 02:30 GMT
#18
Nice post, thanks
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
hearters
Profile Joined May 2013
Singapore224 Posts
July 11 2013 02:41 GMT
#19
On July 11 2013 10:33 Crugio wrote:
Show nested quote +
On July 09 2013 20:16 kaluro wrote:

Can I disagree with that?

Protoss and Terran have to hotkey multiple production facilities and have to make >1 facility per tech.
Terran has:

Barracks+reactor
Barracks+techlab
Factory+reactor
Factory+Techlab
Starport+reactor
Starport+techlab
Command Centre

..Zerg has -> all hatcheries on one hotkey. We don't have to tab through the production facilities to get our army out.
While they have to macro in a really annoying way, we have to creep spread. Also creep spreading isn't mandatory, there are professionals out there who don't creep spread actively in ZvT, and still manage.



Of course you can! In fact, I agree that all hatcheries on one hotkey is much nicer and smoother and why I picked up Zerg. When I off-race as Terran/Protoss, I find that you can have one hotkey for production as well. And then you just need to tab through each main building type (Rax, Factory, Starport). SC2 is smart enough to fill reactors with marines and tech labs with say marauders (unless you are over-queueing marines where it will start to fill tech labs, but key is to queue tech lab units FIRST e.g. marauders then fill marine - similar how we spend larvae on mutas first, lings second). The big difference and why I like Zerg is being able to hotkey the eggs.

I kind of fall into a familiar pattern with Nexus/Command Centre on same hotkey I would use for Queens (i.e. Inject and MULEs are literally the same key, and Probes/SCV the same as spawn creep). I just get really sad when terran scan and kill my creep =( I need to remember scan = money not spent on marines/hellbats I guess.

In regards to OP. This is something I'm going to try to improve, as after connecting 3rd and 4th, I'm really just hap-hazard - Ctrl clicking a tumor and spamming. I really like the concept of having two tumors together with a pathing goal, and is easier to box.

I.e. 3rd and 4th first priority, then 2 tumors per path toward xel'nagas and opponent. At some time, queens will be in danger of getting sniped at the front, so then they can do side paths where it might be abit safer.


Yea I used to be haphazard after connecting to my third too! That's why I decided to make a change. I suggest shift-clicking the queens backward after laying tumors. It allows you to select the tumors more easily later, and also makes the queens safer
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Crugio
Profile Blog Joined April 2011
Australia45 Posts
July 11 2013 03:15 GMT
#20
RE: Sample creep path for Red City

9 paths!! No wonder I don't like that map, especially in ZvT!
I'm in a world of hurt!
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