A location can move around as fast as the triggers can fire. And thats damn fast. the only challenge is getting the trigger order correct.
Check out my one location bound for a example of this.
as for your examples your first example wouldn't acomplish anything, the location would move to both spots but since the actions are in the same trigger with no waits between them it is impossable for other trigger conditions or effect to detect the presence of the location being there.
Your second trigger is more on track. The only thing that would need to be changed is the action would specify "current player". This way when each player runs the trigger the location would center on THERE unit. The best thing to do would be to put that trigger first in the trigger list. That way you can have another trigger following it that is player specific. Since the center location trigger would happen first thing in each players fireing sequince it would remain in that spot thoughout the time he fires all the rest of his triggers until the next player moves it.
Here is an exmaple of that, in the way you would use it in a bound map.
| Trigger |
| Description: |
| Center Location Trig (first in trigger order) |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
| ¤ Always |
| Actions: |
¤ Center location X on zergling for current player at anywhere
|
| ¤ Preserve Trigger |
| Trigger |
| Description: |
| Responce Trigger (after the center location trigger) |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
| ¤ Player 8 brings at least one "fire wall" to location x |
| Actions: |
¤ Kill all men owned by current player at location X
|
| ¤ Preserve Trigger |
Now these two triggers would make up the type of thing you would see i a bound, where you have to walk around archons but not touch them. But the neat thing is all the players use the same location. The trick is that because you know the trigger order you know that if the second trigger has the chance to fire the first trigger would have fired before it. therefore the location will be on the correct players zergling. You don't have to worry about the second trigger going off for the other players because when they start running there triggers the location is recentered on there zergling.
Now this is the most basic of examples. Once you understand the concept fully you can do alot more stuff with less triggers.