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[G]Map Distance & Travel Time

Forum Index > StarCraft 2 Strategy 1 2 3 All
 
 Orek   March 29 2012 01:14. Posts 1391
Profile # 
[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 +

[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 +

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

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

How to read
+ Show Spoiler +

Orek's Articles/Guides
+ Show Spoiler +
Last edit: 2013-03-07 15:31:00
Old Post

 
 TangSC   Canada. March 29 2012 01:30. Posts 1614
Profile Blog # 
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 TangStarcraft.com | Team All-Inspiration.com | Stream Twitch.TV/TangSC
Old Post

  Barrin   United States. March 29 2012 01:56. Posts 4206Profile Blog # 
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
Last edit: 2012-03-29 02:14:08
"It is dangerous to be right in matters where established men are wrong." -Voltaire
Old Post

 
 lwwkicker   United States. March 29 2012 03:34. Posts 134
Profile Blog # 
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.
If you want advice on something, include a god damn replay!
Old Post

 
 Lionbacker   United States. March 30 2012 03:04. Posts 47
Profile # 
Orek, thanks for taking the time to share this research! Anything to get an edge.
Old Post

 
 Orek   March 30 2012 06:16. Posts 1391
Profile # 
Added Season 7 Maps announced recently.
Old Post

 
 Damnight   Germany. April 01 2012 05:25. Posts 158
Profile Blog # 
Thank you <3, good work man
Old Post

 
 IronManSC   United States. April 01 2012 05:47. Posts 1660
Profile # 
wrong ohana image. Might wanna fix that
ESV Map Maker. || twitter: @ESVironManSC || Author of Ohana, Khalis, Ravage, Khaydaria, Spring
Old Post

 
 BreakeR.   Austria. April 01 2012 06:07. Posts 220
Profile # 
Nice.
Thx for your work!
The hardest part about being smart is accepting that others are stupid. -Tasteless
Old Post

 
 Orek   April 01 2012 06:24. Posts 1391
Profile # 

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.
Old Post

 
 vaderseven   United States. April 01 2012 08:32. Posts 2204
Profile # 
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.
♥TL Mafia Game, check us out and play with us in the TL Mafia section! / If we hit that bullseye, the rest of the dominos will fall like a house of cards. Checkmate. -Zapp B.
Old Post

 
 monk   United States. April 01 2012 15:12. Posts 6831
Profile Blog # 
Really cool. Can you do Calm before the Storm just for fun and to see just how far those distances are?
@TL_monk
Old Post

  ThePlayer33   Australia. April 01 2012 16:35. Posts 2377Profile # 
map symmetry is indeed screwed up in some maps
| Idra | YuGiOh | Leenock | Coca |
Old Post

 
 moskonia   Israel. April 02 2012 04:29. Posts 933
Profile # 

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
"He who learns to walk, should never crawl again"
Old Post

 
 Merikh   United States. April 10 2012 15:30. Posts 913
Profile Blog # 
Thank you, been looking for something like this. Appreciate it
G4MR | I mod day9, djwheat and GLHF's stream
Old Post

 
 Lasbike   France. April 10 2012 15:39. Posts 2833
Profile # 
That's funny. 42 seconds between Metalopolis cross and 44 seconds between TDA cross. Never realized that.

Thanks for the work.
Old Post

 
 Bashnek   Australia. April 10 2012 15:55. Posts 247
Profile # 
this is brilliant, ty
"Yeah it's almost as if people have different opinions and are discussing them by disagreeing on an internet forum"-Hotbid
Old Post

 
 kofman   Andorra. April 10 2012 15:56. Posts 697
Profile # 
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.
Old Post

 
 Arcane86   United States. April 11 2012 00:44. Posts 65
Profile Blog # 
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
Old Post

 
 jimbob615   Uruguay. April 11 2012 01:11. Posts 438
Profile Blog # 

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.
Last edit: 2012-04-11 01:12:25
Old Post

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