You even can see them in a live ASL game at this timestamp (39:37, in case my timestamped link doesn't work):
Why do these minerals exist only at 1 o'clock?
Forum Index > BW General |
mapquest
2 Posts
You even can see them in a live ASL game at this timestamp (39:37, in case my timestamped link doesn't work): Why do these minerals exist only at 1 o'clock? | ||
arb
Noobville17915 Posts
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mapquest
2 Posts
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JungleTerrain
Chile799 Posts
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Freakling
Germany1525 Posts
Also note the hallucinated critters at the right hand side of the SL that serve the same purpose (you cannot use minerals on the right hand side because that would cause stack bugs – where you could then build buildings on top of your resource depot). This same workaround has been used before on Roadkill and Sylphid, by the way. EDIT: Lol, Jungle :D EDIT': And here is CrystalDrag's guide to worker spawns, where this method is discussed in quite some detail, all the questions you never even thought you'd ever have answered and important matters considered such as the viability of stacking manner CCs on top of Protoss Nexuses to prevent all mining ;P | ||
RWLabs
Korea (South)273 Posts
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GTR
51135 Posts
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hasuprotoss
United States4611 Posts
On July 05 2019 14:33 Freakling wrote: (you cannot use minerals on the right hand side because that would cause stack bugs – where you could then build buildings on top of your resource depot). Is this why you could do weird things like build depots in your CC on Transistor in the upper-right spawn position? | ||
Freakling
Germany1525 Posts
On July 06 2019 11:40 hasuprotoss wrote: Show nested quote + On July 05 2019 14:33 Freakling wrote: (you cannot use minerals on the right hand side because that would cause stack bugs – where you could then build buildings on top of your resource depot). Is this why you could do weird things like build depots in your CC on Transistor in the upper-right spawn position? It's the same type of bug, yes. On Transistor it is caused by the neutral Khaydarin Crystal Formation that's used to block the ideal resource depot location on the unused spawn (due to overlap with the SL/resource depot building area the other ones at the spots where players spawn are removed by the engine upon game start, which is what causes the stack bug). Because of this I had been suggesting that he use disabled Installation Gates instead for the same purpose (Installation Gates are not buildings, which is why, for example, you can easily drill workers through them. Hence they do not cause stack bug when removed. The other advantage is that they do not have collision when disabled and thus do not unnecessarily displace starting workers). Only took them some three or so major map updates and a second season run on ASL to finally implement that fix on Neo Transistor | ||
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