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Myths dispelled: Building exit is blocked. - Page 2

Forum Index > BW General
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c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
Last Edited: 2016-04-05 01:57:42
April 05 2016 01:57 GMT
#21
Since it reminded me of Horang2 I decided to look up two games of his.
+ Show Spoiler +
[image loading]
This one looks good. The goon will spawn at the bottom left I think


+ Show Spoiler +
[image loading]
This one's pylon grid is not in the same line as the gates but I think the goon will spawn at the top right.


I already knew about the refund from before but seeing example 1 made me rethink some things lol.

WriterMovie, 진영화 : "StarCraft will never die".
Probemicro
Profile Joined February 2014
3708 Posts
Last Edited: 2016-04-05 02:37:07
April 05 2016 02:35 GMT
#22
On April 04 2016 23:35 Zilver wrote:
TLDR: You get full refund from blocked units, never place gateways like in first picture.



wrong

you can put gateways like in the first picture, just do not put more than 3 pylons
4 pylons is ok but you have to watch out give space for the middle gate
do not put more than 3 straight rows of that configuration

also this only apply for goons, skinnier units like zeals are not blocked
SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
April 05 2016 02:47 GMT
#23
Are High Templars and Dark Templars blocked as well?
twitch.tv/dizzywee
Jealous
Profile Blog Joined December 2011
10141 Posts
Last Edited: 2016-04-05 05:05:29
April 05 2016 04:56 GMT
#24
On April 05 2016 11:47 SynC[gm] wrote:
Are High Templars and Dark Templars blocked as well?

HT/DT shouldn't be blocked unless you have stuff on the other side of the Pylons also. I often block an HT/DT at 1 o' clock FS between Gateway Pylon and Nexus and another building, even when I have only 2x2 Gateways.

Like:


All buildings tight

GGG
GGG = 1 Gate

CC = Cybernetics

GGG GGG P NNN
GGG GGG P NNN
GGG GGG P CC
GGG GGG P


DT/HT can get stuck between the Nexus, Cyber, Pylon, and Gateway in this example, IIRC.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
April 05 2016 07:56 GMT
#25
I love how hilariously complex the interactions in stuff like this are.
@RealHeyoka | ESL / DreamHack StarCraft Lead
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
April 05 2016 10:22 GMT
#26
On April 05 2016 02:21 Vo-one wrote:
This can also happen to terran
[image loading]
It's also possible to happen to zerg, but it needs to be a very tight build so there will be no room for larvae to respawn like 3x3 square with hatcheries. But this is doubtly possible situation.


Something shittier happens to zerg, your hatch doesn't even have to be blocked.
If you place your hatch weird, larva can just die randomly. The larva is still on creep and you'll see 3 larva, then randomly 1 will die off as if it crawled off the creep. This only happens to hatches used to complete walls/sim cities, where the hatch is next to some weird tile.
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Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2016-04-05 12:20:02
April 05 2016 12:18 GMT
#27
@razorsuKe
I have done some experimenting regarding the larvae spawn and death, and wrote briefly about it here:
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=36

There has to be buildable tiles to allow enough creep to generate, and there has to be walkable tiles to accomodate the larvae.

Latin Quarter natural at bottom right uses this.
Also the top right natural (2 o clock) on Niobe/Tantalus.
(the mains and nats in Niobe/Tantalus are identical (or mirrored) to Latin Quarter).

Heres another picture of Horang2 gates from him streaming in 2015:
[image loading]
If he were to make a 5th pylon then the goon would get blocked.

Also slightly related and amusing is how protoss buildings can be powered ingame but not in the editor. For example if you look at the gateways at 17.46 in this vod
http://www.teamliquid.net/tlpd/korean/games/104906_BeSt_vs_Reality/vod
The lower left gateway is not powered if you recreate this in the editor, but it works ingame.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Chef
Profile Blog Joined August 2005
10810 Posts
April 05 2016 14:17 GMT
#28
On April 05 2016 10:57 c3rberUs wrote:
Since it reminded me of Horang2 I decided to look up two games of his.
+ Show Spoiler +
[image loading]
This one looks good. The goon will spawn at the bottom left I think


+ Show Spoiler +
[image loading]
This one's pylon grid is not in the same line as the gates but I think the goon will spawn at the top right.


I already knew about the refund from before but seeing example 1 made me rethink some things lol.


I was totally wrong in my last post then. So he definitely knew exactly about the one pylon vertical rule, cool stuff.
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