It's interesting, not sure how applicable it is.
Altering Worker Spawning Position - Page 2
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sluggaslamoo
Australia4494 Posts
It's interesting, not sure how applicable it is. | ||
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figq
12519 Posts
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traceurling
United States1240 Posts
Also Crystal, is it better to use hallucinated minerals, this way in like 3/4 player maps you wont have buildings spawned in the other locations? | ||
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thezanursic
5497 Posts
On January 04 2013 12:03 Pucca wrote: Is there actual statics of how many more minerals this will give each player? This would be very interesting to know! | ||
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Freakling
Germany1529 Posts
Normally you really really want to avoid placing minerals at the top of main hatch/CC/Nex. Simply because a good worker split is hard to do at that position and will always delay you initial income a bit - which subsequently will delay all worker production (until the point where you would cut workers first at least), which aggregates to a small, but definitely noticeable econ disadvantage. Exact numbers depend on the actual setup of minerals, the map and the player micro of course. But even without exact numbers, it's not only a matter of actual disadvantage, but also of player comfort. This problem usually occurs on 3-player maps that have a start position on the top side of the map. Look at Great Barrier Reef, Outsider, Ouloer, Triathlon or Aztec for example, they all have at least a major part of their mineral lines to the side, although that makes them more vulnerable. However, the solution isn't as straight forward... The stack bug, mentioned in the article, is a real problem, and also appears if you place overlapping minerals (or any building-unit) at the right side of the SL. Hallucinated critters are an alternative. If you use neutral buildings instead, the problem is that on maps with more than 2 spawns, the free spawns will have neutral buildings partially blocking them. There's one neat thing you can do with that, though: place neutral command centers on each spawn of a (3) map, and you'll get an infestable CC for Zerg on the free spawn in each game. Example: + Show Spoiler + | ||
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radley
Poland582 Posts
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traceurling
United States1240 Posts
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CrystalDrag
173 Posts
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LML
Germany1772 Posts
On January 04 2013 12:19 konadora wrote: think i saw this somewhere where someone used a neutral temple to achieve the same results. regardless, this will possibly open up to more balanced / rotation symmetrical maps ![]() yea, definitely not the first attempt to do something like this, it has been there before but never really was anything that anyone cared about enough to use it as it's not really a problem, usually at least. btw, why are some of the pictures having full mineral fields? Just set it to 0 minerals and hallucinations in order to make it so that players do not gain any extra minerals and also don't have to bother with these. | ||
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traceurling
United States1240 Posts
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Freakling
Germany1529 Posts
If any unit is overlapping the 4x3 tile area that makes up a spawn point (i.e. the initial CC/Nex/Hatch) at game start, it is removed (the exact order seems to be place CC/Hatch/Nex/place workers [hence the position changing works], finally remove the unit). If that unit is a building-unit (this includes resources), it can happen that the part of the main building [CC/Nex/Hatch], that would have been covered by the removed building, becomes buildable again (any full overlapping tiles will become buildable, as well as tile-high overlaps of only one pixel [or more obviously] a the right side of the spawn [hence you cannot use buildings to move workers beyond the right side], other partial overlaps depend [it's complicated]...) So, because part (or all) of the area, that's taken up by your initial main building is buildable now, you can stack further buildings on it (only one stack, after that the engine will correctly recognize that area as build on, but the bug won't disappear, even if you repeatedly destroy and rebuild the stacked buildings, unless the main building itself is destroyed or, in case of a CC, lifted). So what's the problem?: First of, it's just something that will alienate players, it's something one is not used to, that is not supposed to happen, that one would not expect. But there are some serious balance/gameplay implications as well. Think protoss vs. x: Manner pylon? Laughable. We can go manner proxy gateway now! Or just defensively , you could place pylons/sunks/canons that are [almost] unreachable for melee units and hard to target (i.e. click on) for any other unit. Just think of a ZvZ with an invincible sunken in the main... Other abuses, that I haven't tried out yet, is, if the stack bug applies to the whole spawn point (the whole 4x3 tile area of your main building) you could try one of the following things: I. TvP: Build a CC or factory on top of the enemy Nexus (both have larger collision boxes than a Nex) and thereby stop probes from returning gathered resources (not sure if this even works, but if it did...) II. ZvP [or ZvT]: Abuse the smaller collision box of hatches to place a proxy hatch right on top of the enemy main building, where it would be hard (or even impossible) to reach by melee units) [not tested as well]... However, melee units still have a little bit of range and hence may still be able to hit a stacked building. But I am sure, some will test it out immediately ![]() | ||
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Foolishness
United States3044 Posts
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CrystalDrag
173 Posts
![]() Terran and Protoss cannot build on hatchery, because of creep. ![]() Apparently very strange for jerg. if a HCN is completely obscured by neutral buildings, then workers will spawn farther away. Andd anyway... Terran hardly has melee units, and protoss zealots do have range enough to hit the hatchery. | ||
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traceurling
United States1240 Posts
Also, if a player were to build their buildings arranged around the CHN ingame in the proper positions, would that spawn them on the close side to the minerals? Not very practical but useful to kno... | ||
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Freakling
Germany1529 Posts
Spawning principles for StarCraft are very simple: Start below the bottom left corner of the building, if that spot is blocked, spawn counterclockwise at the nearest spot, were the spawned unit would fit in, if there's no space, display "building exit is blocked" message and don't spawn... Crystal, does the first picture mean, that it actually works? | ||
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CrystalDrag
173 Posts
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