Clan Saint Index du Forum

Clan Saint
Clan Saint sur Starcraft 2

 FAQFAQ   RechercherRechercher   MembresMembres   GroupesGroupes   S’enregistrerS’enregistrer 
 ProfilProfil   Se connecter pour vérifier ses messages privésSe connecter pour vérifier ses messages privés   ConnexionConnexion 

Map Distance & Travel Time

 
Poster un nouveau sujet   Répondre au sujet    Clan Saint Index du Forum -> Stratégie -> Divers
Sujet précédent :: Sujet suivant  
Auteur Message
EsSainT
Développeur

Hors ligne

Inscrit le: 07 Sep 2012
Messages: 58
Localisation: Bourgogne
Masculin
Race: Zerg
Ligue: Master
Taureau (20avr-20mai)

MessagePosté le: Dim 3 Fév - 06:42 (2013)    Sujet du message: Map Distance & Travel Time Répondre en citant

[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.

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.



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

WORKER movement speed=2.81
SCV, Drone, Probe, DT, Archon


Akilon Flats & Newkirk District


Cloud Kingdom & Daybreak


Ohana & Antiga Shipyard


Condemned Ridge & Entombed Valley


Shakuras Plateau & Tal’darim Altar


Metropolis & Whirlwind


Abyssal City & Bel'shir Vestige



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

Akilon Flats & Newkirk District


Cloud Kingdom & Daybreak


Ohana & Antiga Shipyard


Condemned Ridge & Entombed Valley


Shakuras Plateau & Tal’darim Altar


Metropolis & Whirlwind


Abyssal City & Bel'shir Vestige



SLOW movement speed=1.88
Thor, HT

Akilon Flats & Newkirk District


Cloud Kingdom & Daybreak


Ohana & Antiga Shipyard


Condemned Ridge & Entombed Valley


Shakuras Plateau & Tal’darim Altar


Metropolis & Whirlwind


Abyssal City & Bel'shir Vestige



How to read

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.


By Orek.
Source : http://www.teamliquid.net/forum/viewmessage.php?topic_id=324475

_________________


Revenir en haut
Skype
Publicité






MessagePosté le: Dim 3 Fév - 06:42 (2013)    Sujet du message: Publicité

PublicitéSupprimer les publicités ?
Revenir en haut
SaintKrO
Saint

Hors ligne

Inscrit le: 07 Sep 2012
Messages: 32
Masculin
Race: Terran
Ligue: Diamant
Verseau (20jan-19fev)

MessagePosté le: Mar 5 Fév - 18:48 (2013)    Sujet du message: Map Distance & Travel Time Répondre en citant

J'ai pas encore tout lu, mais c'est sympa d'avoir mis ça ! J'vais enfin avoir 2/3 timings en tête ^^
_________________
トラファルガー・ロー : " 死の外科医 "


Revenir en haut
EsSainT
Développeur

Hors ligne

Inscrit le: 07 Sep 2012
Messages: 58
Localisation: Bourgogne
Masculin
Race: Zerg
Ligue: Master
Taureau (20avr-20mai)

MessagePosté le: Jeu 7 Fév - 12:12 (2013)    Sujet du message: Map Distance & Travel Time Répondre en citant

Pour timer sur une upgrade, si il reste 40s et qu'il y a 40s de trajet c'est parfait =)
_________________


Revenir en haut
Skype
Contenu Sponsorisé






MessagePosté le: Aujourd’hui à 14:50 (2018)    Sujet du message: Map Distance & Travel Time

Revenir en haut
Montrer les messages depuis:   
Poster un nouveau sujet   Répondre au sujet    Clan Saint Index du Forum -> Stratégie -> Divers Toutes les heures sont au format GMT + 2 Heures
Page 1 sur 1

 
Sauter vers:  

Index | Creer un forum | Forum gratuit d’entraide | Annuaire des forums gratuits | Signaler une violation | Conditions générales d'utilisation
Powered by phpBB © 2001, 2005 phpBB Group
Traduction par : phpBB-fr.com