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12 gas 11 pool build orders

I counted Steamhammer’s zerg openings, and found 222. Most of those I wrote as variations of standard builds, or when inspired to copy somebody else’s build ideas, or to systematically fill out a range of possibilities. A few are novel ideas that I had myself. Steamhammer’s new 12 gas 11 pool builds I have not seen elsewhere, though Steamhammer did already have a build named ZvZ_12Gas11Pool which is similar (it was an example of filling out a range of possibilities).

Why did I write over 200 opening builds? It’s obvious that Steamhammer can’t effectively use that many, because it doesn’t know how to choose between them without trying each one repeatedly. Against a difficult opponent, Steamhammer would have to play thousands of games to be likely to make the best choices, and even then it would risk being wrong—the opponent is learning too. I wrote them all anyway, because I have been planning from the beginning to make learning smarter. If the opening timing project works as well as I hope, the bot will be able to quickly zero in on promising builds from its large library, perhaps turning up surprising but effective tries. Compare my post Precomputing a catalog of build orders from April 2016, before I started work on Steamhammer.

11 gas 10 spawning pool is a standard zerg opening stem. It continues into fast one-hatchery mutalisks for ZvZ (implemented in Steamhammer in version 1.0 in January 2017 and for a long time Steamhammer’s favorite ZvZ build), or into one-hatchery lurkers for other matchups (mainly useful against terran). The timings have a good feeling, because when the spawning pool finishes, you can start your lair immediately and simultaneously start zerglings. You’re spending a lot to get fast tech, so the second hatchery comes much later.

go to 11 drones
extractor
spawning pool
2 more drones
when the pool finishes:
lair
3 pairs of zerglings
(continue with spire or lurkers)

I noticed that if you squeeze in a couple drones and drop one of the zergling pairs, you can get a second hatchery right after without delaying your tech. The only delay is in getting one extra drone before the extractor (you do have to wait a bit for the larva to spawn); after that, the build is every bit as smooth as the classic version. For the cost of that delay plus a lower number of zerglings, you get a stronger economy and a second hatchery, with a much wider selection of follow-up plans.

go to 12 drones
extractor
spawning pool
3 more drones
when the pool finishes:
lair
2 pairs of zerglings
hatchery
(continue with spire or lurkers)

The build shares ideas with 12 pool builds, where you use the high number of early drones to get a second hatchery, but gets the lair before the second hatch. It also shares ideas with 2.5 hatch muta builds, where you get your tech first and add the extra hatchery along the way. You could think of it is as a 1.5 hatchery lurker/muta build.

I prefer the lurker version. Steamhammer wins a lot of games versus terran with 1 hatch lurker builds, but it is not skilled at using its lings along with the fast lurkers. And many terrans stay safe at home anyway, so that lings have little value before lurkers; all they can do is keep an eye on the front line. Getting an extra hatchery and stronger economy seems like a good tradeoff.

Here are the timings of some of Steamhammer’s lurker builds. The lurker column is the number of lurkers made in the first wave, for an initial attack (Steamhammer’s lurkers always attack). The time given is the frame that the first lurker hatches from its egg, median of 3 runs.

buildsecond hatchlurkersframe
11 gas 10 pool lurkerafter lurkers3 then 1 more7405
12 gas 11 pool lurkerafter lair4 at once7551
12 pool lurkerbefore lair5, as gas allows7785
12 hatch lurkerbefore pool5 at once8513

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Comments

Dan on :

Five minutes and eight seconds -- That's a fast Lurker, much less 3-4! Do the Hydralisks get a chance to cross the map before morphing?

When you mentioned 12Gas11PoolMuta I was expecting to see a writeup on the pool-first 6-Mutalisk timing.

PurpleSwarm runs the 13 pool (12 gas, 13 hatch) Mutalisk rush (you can of course build the pool on 12 without cutting but the extra mining time for the 12th drone smooths things out). Insofar as Swarm is mostly a bag of exploit builds, it's valuable because it produces the fastest possible 6 Mutalisk timing. I ran it every game on Sparkle in AIST1 because without needing ground defense you can make it a 7 Mutalisk timing with 3 Hatcheries already complete.

With better Mutalisk usage than Swarm's (like Monster or McRaveZ's) I think this eats every current Terran alive that doesn't do an earlier timing attack; I've almost never seen those six Mutalisks arrive and thought the Terran bot had much of a chance of defending against it.

Jay Scott on :

In Steamhammer 1.0, that 13 pool 12 gas build was Steamhammer’s favorite ZvT opening (of 8 at the time). I agree, terrans are still rarely ready.

Jay Scott on :

The hydras usually make it much or all of the way across the map, depending on events. Sometimes they foolishly die in the fight before they can morph....

Jay Scott on :

By the way, for anyone who hasn’t seen or has forgotten, I wrote about the fastest lurker builds in a series of 3 posts in 2019. The timings I used then are the frame when the lurker STARTS to morph, rather than completes. Add 600 frames plus a little latency to compare to the numbers in this article.

http://satirist.org/ai/starcraft/blog/archives/815-timing-openings-the-fast-lurker-challenge-1.html

(There are < previous | next > links at the bottom of each post.)

Those hydras did not make it out of the base before morphing, let alone across the map! The dawn lurker builds seem to be only of theoretical interest, though. Steamhammer hasn’t found a practical use for any of them.

Bytekeeper on :

The earliest frame, BASIL registered a Lurker hatching: 6618

And it was done by Steamhammer!

4:37 mark:
https://ibb.co/GRyk4mt

Jay Scott on :

Cool, the stars must have aligned to make it fast. Though judging by the minimap, Steamhammer must have lost the game. 2 lurkers very early do not defeat forge expand. As I mentioned in a comment above, Steamhammer has not found a practical use for the dawn lurker rush.

Jay Scott on :

By the way, Steamhammer also has a dawn mutalisk rush with the same 7 pool 6 gas. It is even less useful. It doesn’t even matter whether the enemy makes air defense. Almost any attack or defense will beat the rush.

Bytekeeper on :

Time for mory data noise from BASIL :)

The game with the earliest lurker that was actually won has the first lurker at frame 6768. Steamhammer vs Ecgberht on Icarus.

It is only available in the BASIL archive. So here's a game that is still watchable online, with two lurkers at ~4:44:
http://www.openbw.com/replay-viewer/?rep=https://data.basil-ladder.net/bots/Steamhammer/Steamhammer%20vs%20PurpleDestiny%20Overwatch(n)%20CTR_7096CC67.rep
Two lurkers hatching at frame 6789. The earliest for any online BASIL game which was won. And it is Steamhammer again. Congrats!

Steamhammer started a spire, although it already had won :)

Jay Scott on :

Terran was almost prepared....

Steamhammer regularly makes a spire when it is winning. It wants mutalisks for cleanup, to cope with islands and floating buildings, and simply to search the map quickly.

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