And for 2v2, yeah choke to choke would be pretty useful, although for rushing strats I think main-to-main would give a more accurate idea of the actual travel time (some chokes are fairly far away from the main). And then allied main to allied main would be useful for knowing the response time (not all maps are shared bases). Thanks a lot for the 1v1 data!
Rush Distance Comparisons - Page 3
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Vei
United States2845 Posts
And for 2v2, yeah choke to choke would be pretty useful, although for rushing strats I think main-to-main would give a more accurate idea of the actual travel time (some chokes are fairly far away from the main). And then allied main to allied main would be useful for knowing the response time (not all maps are shared bases). Thanks a lot for the 1v1 data! | ||
dimfish
United States663 Posts
And for X'NC, I (in gold league) just expo early and put the pressure on because the nat and whatever you pick for a third base are just out there, hanging in the wind. I favor lings+roach and try to keep Terran or Protoss from expanding. Even though the naturals on Xel'Naga Caverns are open and forked like Kulas, look at the nat2nat for Kulas--those bases are a skip away from each other. I really don't seem to get Kulas in 1v1, I have nothing voted down either, but maybe other people vote it down. | ||
Camila_br
Brazil529 Posts
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dimfish
United States663 Posts
I'll do a full ladder analysis when I put out the next major version of the analyzer with fun new features, and it'll have all the fly distance/cliff-walker distance stats, too. | ||
Antares777
United States1971 Posts
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dimfish
United States663 Posts
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imyzhang
Canada809 Posts
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dimfish
United States663 Posts
On October 15 2010 04:59 imyzhang wrote: wow, never realized shakuras had such a long distance between bases. great info, keep it up! =] Good point, I discussed SP but didn't comment on rush distance compared to the other maps! I put a blurb in about that, thanks | ||
Vei
United States2845 Posts
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Logo
United States7542 Posts
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dimfish
United States663 Posts
On October 15 2010 06:10 Vei wrote: Sweet, I love your graphs. I'm a little unclear on what the top-to-bottom rush distances are on Shakuras though? Like Topleft to Bottomleft and Topright to bottomright. There are no top-left to bottom-left, etc. rush distances because Blizzard explicitly disabled those spawn possibilities. Which is why there weren't long, skinny 4 player maps in BW, because the engine didn't allow that. EDIT: oh, and thanks Logo! I plan to update after any map pool changes, but I give it some time to settle. Like, new Desert Oasis didn't last long. | ||
Soulxfire
Australia52 Posts
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Pezeteros
Greece7 Posts
Didn't know you couldn't spawn both left or both right on SP. Kidna wish they could make the same restriction for close positions for LT and metalopolis too. | ||
GagnarTheUnruly
United States655 Posts
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Randomaccount#77123
United States5003 Posts
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Subversion
South Africa3627 Posts
this is awesome, tnx | ||
MinoMino
Norway1103 Posts
Gotta love Scrap Station. | ||
dimfish
United States663 Posts
On October 15 2010 09:37 GagnarTheUnruly wrote: If you've got time, I'd like to see a featured iCCup map or two on the scale as well. I'm curious how different they are. That could be cool. Maybe one of the iCCup map makers could provide the analyzer data for a couple of representative maps from their October pool? You gotta have the unlocked map file to run the analyzer on it. If they hit me up I'll make a bonus iCCup graph. | ||
Ketara
United States15065 Posts
Edit: Could you put the Shakuras close-close spawns up there for reference? The ones that aren't allowed. I have heard they are abysmally short and that is the reason they were removed. | ||
dimfish
United States663 Posts
On October 15 2010 13:35 Ketara wrote: Pretty funny to look at this and think about how much people complain about Steppes rush distance being way too small and how Metalopolis is the best map in the pool, when Metalopolis close spawns have the shortest rush distance. Edit: Could you put the Shakuras close-close spawns up there for reference? The ones that aren't allowed. I have heard they are abysmally short and that is the reason they were removed. At least on Metalopolis its a 1/3 chance of the close spawns, so its harder for someone to commit to something cheesy. The shortest spawns main2main on Metalopolis are 111 map cells apart, and the disabled spawns on Shakuras Plateau are only 102 map cells apart, which is short, sure, but real problem is that the naturals are like two bases in love, making out in the sides of the map they're so close. | ||
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