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ramps on octagon

Blogs > StaticNine
Post a Reply
StaticNine
Profile Blog Joined March 2017
48 Posts
May 03 2026 02:46 GMT
#1
I overheard ahzi talk about the ramps on octagon so I decided to see what was going on. There are 3 different elevations.

Starting from the center of the 'octagon' and moving outward you have the lowest elevation until you walk up a few steps. The end of the "low" elevation is shown by the red lines. Then there is a narrow strip of "medium" elevation in between the red and black lines. Then there is a slightly bigger strip of "high" elevation which is only the area inside the black lines. As you walk down the steps you once again have medium elevation.

The top 2 ramps (NE & NW) operate how you would assume with the gray area actually being the high ground, but for the bottom 2 ramps (SE & SW) the high ground is actually in the middle/top of the stairs. While the lines might look carelessly drawn I put in effort to make them as accurate as I could, especially the bottom ramps. The borders just look like that. The top ramps may not be quite as accurate because I got frustrated since the elevation borders didn't follow straight lines as cleanly as the bottom ramps and I had already spent a lot of time on this.

[image loading]


Kraekkling
Profile Blog Joined June 2007
734 Posts
May 03 2026 19:13 GMT
#2
its easier to visualize this with scmdraft (bw map making tool)

check out the images here

(*^^)(^*)
StaticNine
Profile Blog Joined March 2017
48 Posts
May 03 2026 19:35 GMT
#3
On May 04 2026 04:13 Kraekkling wrote:
its easier to visualize this with scmdraft (bw map making tool)

check out the images here



doh, I didn't know scm draft showed that lol. My hand drawn lines ended up being pretty close eh. That link only shows the high ground though, does scmdraft also show the low and mid ground? The mid ground still gets high ground advantage to the low ground.
Kraekkling
Profile Blog Joined June 2007
734 Posts
May 04 2026 08:51 GMT
#4
ohh good point, I'll check later
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
734 Posts
May 04 2026 16:40 GMT
#5
it's kinda weird because of the blend of temple stairs into high temple terrain

on the pic the height levels are shown, the unmarked area is low ground, in blue its middle ground and high ground is red
  • so there's miss chance along the red arrows, which works as intended
  • however there is also miss chance on top of the ridge (yellow arrow)
  • there is no miss chance where the green arrow is
  • also top side ramps work different compared to bottom side ramps. on top side the high ground area is mostly made of grey temple tiles, but on the bottom side the high ground is made mostly of stair tiles

[image loading]
(*^^)(^*)
StaticNine
Profile Blog Joined March 2017
48 Posts
Last Edited: 2026-05-04 18:24:09
May 04 2026 18:15 GMT
#6
I guess that confirms what I worked out manually. I'm surprised my areas were so accurate for just firing units at each on the ramps. Your green arrow is firing on the same elevation so I wouldn't think people would expect a miss chance, it's just that they don't realize it's the same medium elevation.

Practically you only have to know where the high ground is and that you never want to be in the middle of the octagon fighting away from the octagon, that you at least want to be up a few stairs. When you're on the low ground you're missing shots no matter where they are on the ramp.
StaticNine
Profile Blog Joined March 2017
48 Posts
May 04 2026 23:29 GMT
#7
After looking closer at the images and confirming them in game, the shaded areas in scm draft are a little bit inaccurate. For example, the middle-ground borders of the bottom left actually look like this and are closer to my initial drawing.

[image loading]
iopq
Profile Blog Joined March 2009
United States1148 Posts
June 13 2026 12:10 GMT
#8
Literally what the fuck
Kraekkling
Profile Blog Joined June 2007
734 Posts
July 01 2026 13:55 GMT
#9
After looking closer at the images and confirming them in game, the shaded areas in scm draft are a little bit inaccurate.


the shaded areas accurate. there's no way for them to be "inaccurate"

rather, the geometry and how the conditions for miss chance work is not what one might expect without looking into details
(*^^)(^*)
StaticNine
Profile Blog Joined March 2017
48 Posts
Last Edited: 2026-07-04 22:51:37
July 04 2026 22:38 GMT
#10
On July 01 2026 22:55 Kraekkling wrote:
Show nested quote +
After looking closer at the images and confirming them in game, the shaded areas in scm draft are a little bit inaccurate.


the shaded areas accurate. there's no way for them to be "inaccurate"

rather, the geometry and how the conditions for miss chance work is not what one might expect without looking into details


I don't know why or how, but the shaded borders aren't accurate. I just made a video that demonstrates it on the southwest ramp. According to SCMdraft all 3 ghosts should be on middle ground, but only the center ghost is really on middle ground. The left ghost is on high ground and the right ghost is still on low ground. I eventually move the left ghost around so you can see that little 'triangle' of middle ground shown in SCMdraft doesn't exist. That border is parallel to the stairs.



I put X's where I have the ghost placed on the following picture:

[image loading]
TelecoM
Profile Blog Joined January 2010
United States10829 Posts
July 26 2026 03:26 GMT
#11
This shit can be really frustrating lol
AKA: TelecoM[WHITE] Protoss fighting
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