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Scroll down past the special updates to see the normal rush distance comparison chart.
Special Additions 2011-04-28
On April 15 2011 16:44 RibsNGibs wrote: Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush. Okay, so here are the main2opponent'sNatural distances going CW and CCW on DQ, Backwater and Tal'Darim Altar. I included air distances, too, and calculated the CW-CCW disparity like this:
main2oppnat CW by ground = X main2oppnat CCW by ground = Y disparity = (X - Y) / MAX(X, Y) and expressed as an absolute percentage
So the disparity is how much shorter, as a percentage of the longer distance, is the shorter distance?
Note: ignore old map pictures from Liquipedia, I did run the analyzer on the latest Blizzard versions of these maps.
On Backwater Gulch the wide ramps to the natural plateau point into the center which brings the ground distances very close, so there is little ground rush disparity. But since the actual natural is nested on the CCW side of the main, the CW main2oppnat by air is much shorter. Watch for banshees!
RibsNGibs is right that for Delta Quadrant the CCW ground is ridiculous short, and 12% disparity by ground and air is definitely significant. The fact of the matter is, every measurement on this map is short!
What?! I have new respect for Tal'Darim Altar with its cleverly low disparity between the spawns. Good job, LSPrime!
On April 20 2011 01:12 ZeroTalent wrote: Thanks for updating this for the new map pool!
I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps? Shakuras is the only map like that because it has a very unusual (and subtle) layout. Check the last spoiler called "Wacky Shakuras." You'll see that the 4 spawns are a rhombus meaning the top-left spawn and bottom-right (we normally say cross for this, right?) are on the shorter path across the rhombus. This path is shorter by ground than going to the close-by-air positions. NOW, if you spawn in the other cross-positions (BL and TR) its not true anymore, this spawn is longer than the walks to the close-by-air positions.
On April 20 2011 01:12 ZeroTalent wrote: Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia? Yes. But don't use this as gospel for several reasons:
- The analyzer does not consider the exact path a unit would take (it only considers 16 possible directions to take each step.) It's within a few percent of the distance a unit takes.
- The distances between equivalent spawns (like there are two ways to spawn cross positions on Metalopolis) are in general not actually the exact same distance. I don't list every one individually, so whatever number I picked is just one of the possible spawns of approximately the same distance.
- Units bork each other up a little when there is more than one. Especially if there are doodads on the shortest path to where they are going.
I'd say use this method to get a time that is about +/- 5 seconds accurate.
Updated 2011-04-14
The data for this chart was generated with the SC2 Map Analyzer. main2main is measured from start location to start location, choke2choke refers to the main chokes, nat2nat is measured from natural to natural.
Some interesting points:
- The Shattered Temple's shortest choke2choke is shorter than Delta Quadrant.
- Shakuras Plateau has really tight distributions in each measurement because the shortest paths are very similar. This suggests timings can be very reliable in any spawn. Typhon Peaks has pretty tight distributions for such a big map as well.
- Metalopolis and Slag Pits have a lot of spread, so pick this map if you want your opponent to sweat the variations.
- Xel'Naga Caverns has a solid reputation; maybe its not a coincidence its data point is practically the mean for each measurement across the maps.
- Backwater Gulch is interesting because in choke2choke it measures medium-short compared to the map pool, but main2main and nat2nat is measures medium-long. I suspect this is a good pattern for a balance between aggressive and greedy styles being effective.
- Tal'Darim Altar's longest choke2choke is longer than the longest choke2choke on Shakuras Plateau by a good shot. The biggest maps in ascending order are Typhon Peaks, then Shakuras, then Tal'Darim.
Link to the raw data.
+ Show Spoiler [2010-10-12 Ladder] +Note: Desert Oasis is still on the chart in light grey just as a point of comparison.
+ Show Spoiler [2010-08-05 Ladder] +
+ Show Spoiler [Beta Ladder] +I searched around for this and didn't find what I wanted, so I compiled a comparison of rush distances for the Blizzard maps that I will use as a reference point for maps I create and post in my blog. I figure the comparison is interesting enough other folks might want to take a look at it. And a link to the raw data.The experiments were simple custom games where I spawned as Terran with no opponent. Then, I positioned one SCV next to the CC and ordered it to move to another start location. If it was a 4 player map I sent an SCV, one at a time, from the same spot next to my CC to the other three locations. Then I checked the replays and subtracted the arrival time of an SCV from the departure time, pretty simple stuff. The SCV is just a convenient unit for this experiment, the point is to get data plotted so we can get a feel for the relative rush distances on maps, which have a linear relationship with the SCV rush times. There are some interesting facts in the data. -Incineration Zone is as short a rush as LT or Metalopolis, but you don't have to scout to find that out. Not a big surprise, but its nice to know for sure just how short it is. -Desert Oasis is a whopping 36% further rush distance than the 2nd longest, Blistering Sands. I've been experimenting, like I'm sure others have, with larger maps and I expect my rush distances to come out somewhere just shy of Desert Oasis. It just goes to show you how "small" the majority of the Blizzard maps really are. -Kulas Ravine's various spawns are very closely related in rush distance, which we can clearly see is because the paths converge on the center area for any spawns. This could be interesting information when designing builds for Kulas Ravine--you can count on timing attacks to be fairly consistent. -Metalopolis has the widest variation. Again, this could be helpful for tweaking a build to allow for variations in timings, or exploiting the short spawn when you get it. -I don't know if other people realize this, but it feels to me as though Scrap Station has a significantly longer rush distance than Blistering Sands, when in fact Sands is a little longer.
+ Show Spoiler [Wacky Shakuras] +Now, there has been some debate about Shakuras Plateau so in case you've been living under a rock, a really important fact about this map is that the closest spawns (NW+SW and NE+SE) are disabled! I looked at the Advanced Teams tab to verify this, and anyone can create custom maps with this spawning behavior. And it turns out that Blizzard did something really clever and cool by including this former 2v2 map in the 1v1 pool, in terms of spawn possibilities: I'm not sure if this phrase is geometrically correct, but Shakuras Plateau has 1-axis rotational symmetry, like Blistering Sands for instance, except that its a four player map. Look at how the ramps below the natural form a rhombus; usually on a 4-player map (rotational or mirror symmetry) the choke points form a rectangle like on Lost Temple or Delta Quadrant. What this means is that Shakuras Plateau has three distinct rush distances, but in a different pattern than LT or Metalopolis. On SP if you spawn NW and SE then its the short path across the rhombus, while SW and NE is the long path across the rhombus. If you spawn both N or both S then the rush distance is the same, but the terrain is slightly asymmetrical (look at where the ramp for the empty base is for each player--either jutted in or out). So to recap, there are three rush distances (short cross, mid, and long cross) but there are four isomorphic spawns from one player's perspective: short, long, nat ramp pushed in, or nat ramp pushed out. Overall the rush distances range from Xel'Naga Caverns to Blistering Sands, and are clearly the longest (on average) for a four player map. I don't know if this map will hold up in the long run, but I think that Blizzard just showed us a new family of map layouts we can experiment with, and one they might drop on us in future maps.
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Excellent work. Perhaps you could do additional research into how these rush distances compare with those on the BW Map Ports for SC2 or BW maps?
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Nice chart! I was just wondering less than 60 minutes ago how rush distances compare with common BW maps. That would be a nice addition
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Excellent job. If you're in the mood here is some other information I am curious about?
The full data sets for 4 player maps.
The travel times from the CC to the choke point so we can figure out how long it takes choke to choke.
Data about air travel times would be nice and/or reaper times.
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Data about air travel times would be nice and/or reaper times.
yes this please. and how do you pick what point on your cc to send them from ?
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distance to their natural expo would be nice, although im guessing it would just be like 5 seconds faster than these times.
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-I don't know if other people realize this, but it feels to me as though Scrap Station has a significantly longer rush distance than Blistering Sands, when in fact Sands is a little longer.
Wow, that is surprising. I never would have guessed that. Great work!
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On May 10 2010 11:58 gogogadgetflow wrote: how do you pick what point on your cc to send them from ?
I position the SCV next to the CC and closest towards the choke it will exit the main from. And the position I click for the SCV to move to is roughly where the CC/Nexus/Hatch would be at a spawn. The times are probably +/- 1s because there is some subjectivity when I watch the replay and I choose the start/end time, meaning the SCV is decelerating but did he come to a complete stop at 1:21 or 1:22? I don't really care because I always intended for the final comparison to be about the big-picture.
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o.O would never have thought sands is longer then scrap
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Another thing to note is even if the rush distances were longer, midgame u can still move 50 units way easier and more quickly on any map than u could in scbw. This also makes maps feel small.
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As I stated above I intend to use this info as a rough gauge when I make a new map. If I whip up a 4-player map and every rush distance is equivalent to Incineration Zone I'd like to realize that before I spend more time on the map.
That said, I can see where fly-distance and main-to-choke, reaper distance and all these other measurements could be very interesting to know precisely. (I pretty much ignore fly distance in map design--if it is balanced on LT with practically back-to-back mains, most layouts should be fine)
I'm noting all the suggestions and will see what I can come up with!
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On May 10 2010 11:02 dimfish wrote:
-I don't know if other people realize this, but it feels to me as though Scrap Station has a significantly longer rush distance than Blistering Sands, when in fact Sands is a little longer.
Great work Dimfish! This is a very good graph, and yes finding out that Blistering Sands rush distance is longer than Scrap Station was def the biggest surprise to me.
On May 10 2010 12:05 CowGoMoo wrote: Another thing to note is even if the rush distances were longer, midgame u can still move 50 units way easier and more quickly on any map than u could in scbw. This also makes maps feel small.
To me this is the biggest thing I look forward to with the map editor. That is, seeing how map designers take unit path finding into account with rush distances.
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I think the more important data would be ramp to ramp distances honestly. If you could post those I would be grateful.
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Really nice, but it would be interesting to compare this with 1. air unit data, and 2. Cliff jumping (reaper) data.
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Really nice thread. There should be more like this. Thanks for taking the time to figure this out and post it.
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An alternative to that process for choosing at what point next to the CC the SCV starts would be to just build an SCV and rally it to the opponent's base.
Still wouldn't really change the data. Cool stuff!
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if you are going from CC to CC then yes blistering sands is longer than scrap station, but i have a feeling going from ramp to ramp they are almost even because scrap has a very short ramp to CC distance where blistering sands has a long one.
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Also could you do the timing for maps with destructable rocks? how much time are you saving from the rocks ect.
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That's really interesting, thanks for that
And yea I support the air/cliff data Desert Oasis must be so bad
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The more you know...
This is important.
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Blistering sands has a longer rush than Crap Station... Really?
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Wow that really is some news for me.. Thanks for your research dude.
Might be quite helpful :-)
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Thanks for the research. Scrap Station seems further than Blistering Sands but both are bad maps so whatever.
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Good stuff! always nice to see data.
although I would like to see the new 2v2 maps.
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Any graph is cool if you ask me, thanks for the effort!
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This is exactly what I was looking for, thanks a lot!
Do you know if there is any precise and up to date chart somewhere with all unit speeds?
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dam desert is so massive compared to the rest. nice work
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Thanks for your work. It's rare to see a theorycraft post which is really useful
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Hang onto your hats--I'm writing a tool that opens a map file and computes shortest path distance in map units.
@Draken If you know or figure out what the units (measurement) of unit (zergling, etc.) speed is I can include the equation.
For instance, zergling unit speed is some wacky number like 2.591, but is that number in map cells/game second or what?
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This is fantastic! Thanks for the info!
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nicely done, well presented data...
sheesh, desert oasis is so obnoxious with its ground traveling distance, and the shorter air distance and 2 seperate ground path just doesn't really help it : /
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wow thanks a lot for this, i was thinking which map would they 10 pool me on.
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Very interesting. /hate on desert oasis , I always lose on that map.
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Very interesting to see the huge disparity between the different Metalopolis times. Especially as opposed to how close together the Kulas Ravine times are.
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I couldn't find any other threads on rush distances so I'm bumping this since it's still pretty relevant, also I'm looking for the rush distance on Xel Naga Caverns and the 2v2 maps, if anyone has a source (2v2 maps less important).
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I wrote a tool to do this automatically, the SC2 Map Analyzer. I'm in the middle of improving it and adding features, so it has some undocumented changes, but you can grab the 1.3.2 version that can handle the post-release map format.
If you don't feel like fiddling with it, I'll run it when I get home from work and make another chart with the new ladder maps.
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A chart would be very much appreciated!
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Hmm, tricky. map analyzer thinks the rock-blocked third on Delta Quadrant should be the natural because its so close by distance... gotta fiddle with code to get the right rush distances.
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Updated the OP with measurements for the current 1v1 ladder maps.
If you are dying to know 2v2 I can do that, but I have to figure out exactly what to measure. Do main2main or nat2nat mean as much on a 2v2 map? I'd think choke2choke is key for a shared-base map. I don't play 2v2 though, so if A) you want to know 2v2 data and B) you have a good suggestion for what to calculate AND C) I can use the map analyzer to get it, I'll make that chart, too.
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Alright awesome thanks, this is very useful since I only have like 32 1v1s player and very few on Delta Quadrant (although a disproportionately large number on X'NC heh). Looks like the closespawns on DQ are extremely close, which is what it felt like in the few games I played. I play Zerg so basically if the rush distance is at least crossspawn LT length I feel safe to 14pool15hatch, if not then I 1base. X'NC seems to be just a little under crossspawn LT so it's probably "safe" timing wise, but the openness of the nat makes it really tricky to defend so I'm still undecided on what to do... actually I just looked at the map and it has the Kulas-like double choke for some reason, f that. Still good to know it's a fairly long walk.
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!
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Delta Quadrant is freaky close quarters any way you look at the chart. I haven't had many games on it compared to time with the beta maps, but as a fellow Zerg player I suspect spine crawlers can hold down the natural if you use them for defense.
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.
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How about adding flying distance and reaper distance?
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Those numbers are all available from the analyzer, true, but for this hand-made rush distance chart I was trying to keep it simple and pretty.
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.
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I think I need to print this out, that is how helpful it is!
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Updated OP with the 2010-10-14 ladder, including Shakuras Plateau and Jungle Basin.
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wow, never realized shakuras had such a long distance between bases. great info, keep it up! =]
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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
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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.
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Awesome update and analysis of Shakuras. This is probably one of my most 'read' posts on TL, I refer back to it all the time to compare rush distances and what not.
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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.
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ahh... i will always like scrap station...
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Very nice thread.
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.
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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.
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What? How did I miss this the first time :D
Favorited. Very useful information for a mapmaker.
When reading it I'm like "hey this guy is smart"... then I'm like "hey those numbers are from the map analyzer he should give dimfish credit, who is this person?"
And then I look at OP's name... HI DIMFISH ^_^ <3
Any other useful posts I might have missed? lol
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thanks to whoever bumped this, hadn't seen it yet!
this is awesome, tnx
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Oh nice, I must've missed this the first time around. Well done. Also, I haven't played SC2 recently and had no idea close spawns on Shakuras were disabled, so thanks for the heads up.
Gotta love Scrap Station.
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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.
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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.
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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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Updated for ladder season 2. There's a lot of data with choke2choke in there also.
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go back to the old way, it was better
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♥ jk dimfish, this is awesome
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If I can muster the will I'll remake the chart in the old separated way with main2main, choke2choke and nat2nat in different partitions
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Doesn't matter when you can warp in at a pylon.
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On April 15 2011 06:49 Smiggins wrote: Doesn't matter when you can warp in at a pylon.
Don't you want to know which map has the longest walk for your probe to put down the pylon in the first place? ;p
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A bit cluttered but the information is there. Great job thanks for the update!
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Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush.
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Thanks for updating this for the new map pool!
I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps?
Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia?
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On April 15 2011 16:44 RibsNGibs wrote: Would be nice to see main->opponent-nat distances on maps that are not symmetric (rotational symmetry). e.g. Delta quadrant main->nat is ridiculously short if going CCW, which is important for, say, defending a fast expand from a rush. Haha, I agree, but I would consider that secondary information; as you can see the image is a circus of colored lines with the primary data plotted already.
I could generate a side table or image just for the rotational symmetry maps if you consider this data particularly helpful.
On April 20 2011 01:12 ZeroTalent wrote: Thanks for updating this for the new map pool!
I checked to see if this is covered in the thread, but I've heard that the walk distance for close air is actually longer than cross positions on some (all?) maps with 4 spawn points. Is that true, and if so for which maps? If I was a boss and wanted to spend my nights coding instead of sleeping I would automatically filter out which maps have the property you are asking about. I do know that Shakuras is like that, though, but it is because it has a very unusual (and subtle) layout. Go to the OP and check the last spoiler called "Wacky Shakuras." You'll see that the 4 spawns are a rhombus meaning the top-left spawn and bottom-right (we normally say cross for this, right?) are on the shorter path across the rhombus. This path is shorter by ground than going to the close-by-air positions. NOW, if you spawn in the other cross-positions (BL and TR) its not true anymore, this spawn is longer than the walks to the close-by-air positions. Capice?
I will put the calculation of which maps have this property on my list of interesting things to do, so it might pop up in a future update of the OP.
On April 20 2011 01:12 ZeroTalent wrote: Also how do I go from distance (in map cells) to time (in game seconds)? Divide by the unit's speed as listed in Liquipedia? Yes. But don't use this as gospel for several reasons:
- The analyzer does not consider the exact path a unit would take (it only considers 16 possible directions to take each step.) It's within a few percent of the distance a unit takes.
- The distances between equivalent spawns (like there are two ways to spawn cross positions on Metalopolis) are in general not actually the exact same distance. I don't list every one individually, so whatever number I picked is just one of the possible spawns of approximately the same distance.
- Units bork each other up a little when there is more than one. Especially if there are doodads on the shortest path to where they are going.
I'd say use this method to get a time that is about +/- 5 seconds accurate.
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Thanks, love reading this. Nice summaries.
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thanks for updating this! Exactly what I was looking for.
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Updated the OP with CW-CCW disparity measurements for maps with rotational symmetry and some other questions asked in the thread.
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Calgary25937 Posts
This thread is fantastic. I remember it from beta and didn't know it was being updated. Thanks!
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Yeah I didn't know this was being updated, always love to see how close is close pos.
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United Kingdom35816 Posts
Brilliant thread.
What I think would be the most useful as a measuring tool is main - nat, or more likely choke - nat.
Choke - nat is basically what you need to know when making decisions about fast expanding - how fast can a one-baser try to punish my FE?
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Cool information. This makes me like Tal'Darim Altar even more, no positional advantages.
Oh Incineration Zone, the worst map of all time...
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Awesome thread - the point about Shakuras having three distinct rush distances is particularly interesting. Great work!
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Thanks for updating this! It's got some really good information on it. Oh, tal'darim, you so crazy <3
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Ooh, thanks for update on the main->natural distances!
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nice
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Thanks for checking out whether other maps have the Wacky Shakuras property! Good to know that close-air is still closer than cross ... though that puts an end to my eccentric scout pattern :/.
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A choke to nat distance would be nice, because that's what matters in TvZ and PvZ.
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Oh my, this thread is awesome.
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On May 12 2011 06:34 Elean wrote: A choke to nat distance would be nice, because that's what matters in TvZ and PvZ.
Except for the rotationally symmetric maps (TDA, BG, and DQ), Isn't it just this? choke2choke - 0.5*(choke2choke-nat2nat)
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I felt on Backwater Gulch that the distance of NW & SW, were shorter than the other close positions so I checked it out Ramp to Ramp:
I put a drone centered on top of a ramp and let it travel on the top of another ramp. This is of course not 100% accurate but I concluded NW & SW ramp to ramp takes my drone 34sec, whereas all the other close positions take 36 sec.
Kind of weird, why is it closer?
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Warning: The last post in this thread is over two months old. If you bump this, you better have a good reason. My good reason is "bumping to remind the totally awesome OP that there are new ladder maps".
:D
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On July 29 2011 07:26 ZeroTalent wrote:Show nested quote +Warning: The last post in this thread is over two months old. If you bump this, you better have a good reason. My good reason is "bumping to remind the totally awesome OP that there are new ladder maps". :D
You probably should have just PMed the OP...
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Since it seems to be a commonly used metric, I've measured all the ramp-to-ramp distances. Hopefully it can be educational. I report them here as worker travel time in game-seconds.
+ Show Spoiler [2p and 3p maps] +Steppes of War 27s
Incineration Zone 30s
Bel'Shir Beach 40s Blistering Sands 40s Crossfire SE 39s Jungle Basin 38s Testbug 38s Xel'Naga Caverns 41s Xel'Naga Fortress 39s
Dual Sight 43s Starlight Breaker 45s Scrap Station 46s
Daybreak 48s Sanshorn Mist AE 49s
Desert Oasis 63s + Show Spoiler [4p maps] +Delta Quadrant 24s (close) 32s (cross)
Shattered Temple 24s (close) 34s (close air) 38s (cross)
Searing Crater 30s (horizontal) 30s (vertical) 38s (cross)
Nerazim Crypt 30s (close) 38s (cross)
Kulas Ravine 33s (vertical) 36s (horizontal) 38s (cross)
Lost Temple 26s (close) 37s (close air) 40s (cross)
Slag Pits 24s (close) 34s (close air) 42s (cross)
Backwater Gulch 35s (close) 44s (cross)
Crevasse 41s (close) 44s (cross)
Abyssal Caverns 33s (horizontal) 34s (vertical) 45s (cross)
Metalopolis 26s (close) 33s (12-3) 36s (9-6) 43s (9-3) 46s (12-6)
Typhon Peaks 38s (vertical) 41s (horizontal) 46s (cross)
Neo Enigma 40s (close) 48s (cross)
Shakuras Plateau 42s (11-5) 45s (horizontal) 49s (7-1)
Terminus SE 42s (close) 51s (cross)
Tal'darim Altar LE 43s (close) 52s (cross)
Antiga Shipyard 43s (close) 54s (cross) + Show Spoiler [Method] +Create a Multiplayer Custom game,
Mode: 1v1, no opponent, no AI, Speed: Faster.
(These settings should make no difference, but I haven't tested that.) Pick Protoss.
Right-click a Probe on a mineral patch in an opposing main, then shift-click Stop. Repeat for the other mains.
(In some cases, this will not find an optimal path. Since the shortest possible distance is really what we are interested in, I had to help the pathfinding algorithm in places, either by reversing direction or setting a waypoint.)
Load replay.
Pause replay when Probe crosses the threshhold at the top of the ramp or main entrance. Note the time on the replay timer.
Pause and note the time when Probe reaches the top of the ramp or entrance at the destination.
The rush distance is the difference of these two times.
Sources of error or bias include the precision of the replay timer and judgment of the main entrance crossing. + Show Spoiler [Notes] +The pathing on Tal'darim Altar is 2-3 seconds faster in the clockwise direction.
The pathing between the 4 and 7 o'clock mains on Delta Quadrant is 3-4 seconds slower than optimal in either direction. You can force it to take the shortcut by setting a waypoint at the corner.
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