The Starcraft 2 Atlas - Page 2
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3JeanPierre3
Peru43 Posts
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SiEGEstarcraft
53 Posts
I agree that having the experience and knowing "I have enough time to do X" is far better than having to look up something like this. However, for a lot of people a helping hand towards gaining that experience is really handy. I for one, when I switched to Zerg and it really mattered, was having great difficulty estimating it. So it helped me out and I'm hoping has helped out a lot of oher people too. @ 3JeanPierre3 I have no problems viewing it, does anyone else? If so I'll re-upload it | ||
drooL
United Kingdom2108 Posts
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3JeanPierre3
Peru43 Posts
SS It's ok | ||
Sarley
United States11 Posts
On February 16 2011 03:10 ChickenLips wrote: With the amount of maps you can just wing it by experience, this might be interesting for theorycraft, but that's not gonna make you a better player anyways. When you "wing it by experience", your brain has already learned these timings and thus this may not be helpful for you, but to someone who hasn't learned by experience yet, these are extremely useful to associate different timings in your brain especially when combined with the unit production and build order timings which can be found in other threads here. Great work, Siege. Are you looking to expand on these at all, such as with race specific unit timings? | ||
Dezire
Netherlands640 Posts
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Sarley
United States11 Posts
On February 16 2011 04:11 Dezire wrote: but how does this tell u to drone or to make units etc? :/ not that i paly zerg but im most interested in figuring out all races Since Zerg can only produce out of one production building, we have to choose between either making Drones for an economy or units to defend/attack. If you're scouting properly, you will be able to see a push coming from your opponent, and using the information Siege has given us, you can know when to expect those units to arrive at your base and plan accordingly. | ||
ccJroy
United States483 Posts
Thanks for the post with detailed pictures. | ||
SiEGEstarcraft
53 Posts
SiEGE | ||
solistus
United States172 Posts
ChickenLips: having a "feel" for things is certainly very important, but starting from numerical info like this helps inform those feelings. It's at least helpful to have a general sense of which maps are similar in rush distance and which ones are unusually short or long, with some rough idea of how much shorter/longer than average they are. Memorizing the exact values is probably a waste of time for most players, but having the exact info available to review and decide for yourself how much detail you care about is a good thing. For me, that's a ballpark figure for rush distance from main to main and a general sense of how much the shorter/longer alternate paths are (shortcuts blocked by rocks, the back path on XNC, etc.). Then again, I play mostly Protoss and rarely get an early Forge; if I played a race and build that was more reliant on static defense to survive early pressure, I might want a more exact sense of when I need to scout. I can see a Zerg player who likes hatch first builds being especially interested in the exact timings. | ||
Sarley
United States11 Posts
Menu 1: Select the map Menu 2: Choose your starting positions Menu 3: Choose your desired match-up Menu 4: Choose which build order you or your opponent using For example, I'll choose Shakuras Plateau, diagonal positions, ZvP, and then the 4-gate timing. The map will show the earliest time the Protoss can be knocking on my front door with his push, as well as key pylon positions, and maybe some other useful little details. Just an idea. | ||
FILM
United States663 Posts
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Silu
Finland165 Posts
The map analyzer used in that thread is pretty handy. | ||
SiEGEstarcraft
53 Posts
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SiEGEstarcraft
53 Posts
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AwallFTW
United States103 Posts
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JerKy
Korea (South)3013 Posts
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SiEGEstarcraft
53 Posts
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SiEGEstarcraft
53 Posts
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