| >In Starcraft, nearly everything has a keyboard shortcut, and can be accessed in milliseconds. Professional players have average APM's of around 300. During intense battles, with their careers on the line, they can get up to 500 or 600. That's almost 10 separate moves per second! EAPM (Effective APM) is more pertinent than raw APM. APM arguments have raged on for more than a decade (since Broodware at the very least), and there have been many top players with low apm (300 vs 100). For HNers, an appropriate analogy would be typing speed for coding. We have ongoing (pointless) arguments about the importance of typing speed for programmers. Whatever one's opinion/preference for this subject may be, we've seen plenty of programmers be successful with high typing speeds but many mistypes, and other with relatively low typing speeds but very accurate. There's a pretty wide range in which one can be successful. >The Starcraft equivalent of a boilerplate template is a build order, which informs which buildings to construct in the beginning of the game. Build orders need to be informed by the map choice and opponent. I think similar considerations would apply in the template selection in photoshop as well, though not covered in OP. I wonder what the equivalent of such meta considerations would be in design. >Rush / Macro Is this the common terminology in SC2 these days? It's strange since the standard counterpoint to "Macro" (economy and production) has been "Micro" (unit control). |
He's talking about a style of play. Generally, "macro" play is going to for the long-game with many bases and huge armies. He calls the opposite of this as "rush." Other synonyms for "rush" are something like "timing attack" or "all-in."