Would be really useful to know. All i know is gateway above forge - impassable. nothing else tho

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lovepenny1
3 Posts
Would be really useful to know. All i know is gateway above forge - impassable. nothing else tho ![]() | ||
TelecoM
United States10674 Posts
http://wiki.teamliquid.net/starcraft/Fighting_Spirit#Terran_vs_Protoss_1_Rax_FE_Wall-Ins | ||
lovepenny1
3 Posts
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kogeT
Poland2039 Posts
Also factory + barrack make a safe wall (factory on the right side). Same factory + depot on it is a full wall. | ||
lovepenny1
3 Posts
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Highgamer
1410 Posts
If you're Terran, check this out: Walling Liquidpedia is very helpful in general, should be your first stop, right before using the search function. The guide I posted a link to is linked on Liquidpedia too. | ||
wind`
6 Posts
Liquipedia - Unit & Building Sizes This is the link that has the data that you want. It lists the sizes of the units, and also the sizes of gaps that buildings have on each of their sides. The gap sizes are very inconsistent - for example a supply depot has a gap of '5' on the bottom but '10' on the top. Barracks have a gap of '8' on top and '15' on the bottom. If you have a supply depot directly above a barracks, the gap inbetween will be: 5 + 8 = 13. If you have a supply depot directly below a barracks, the gap inbetween will be: 10 + 15 = 25. This is why wall-ins tend to have supply depots above a barracks. The gap of 13 means that only units of a height of less than or equal to 13 will be able to fit. No unit besides the scarab fits this criteria, so it is practically a 100% tight wall. A gap of 25 means that zealots and zergling will be able to fit through, as they have a height of 19 and 16 respectively. Here's a good Liquipedia article (Walling) that explains the concept further. | ||
JungleTerrain
Chile799 Posts
You are able to see collision boxes (which is what the guys here are referring to but don't exactly have a name for). Each unit is comprised of a collision box and the 2D art sprite that goes on top of the unit, this is why "the looks" don't match the actual size of the buildings. Then, find unprotected versions of maps you want to test or get a map unprotector which allows you to open maps like Fighting Spirit, Circuit Breaker, etc. (all the ladder maps, or even others). There you can test things out yourself so you can come up with layouts that work for you for each map. For example: Here I have Arcadia open in SCMDraft. + Show Spoiler + ![]() In the picture, I put locations over the buildings to show how their grid placement on the map doesn't reflect their collision box. You can see that the zealot is wider than zerglings and marines, and that marines and zerglings are about the same width but marines are "taller". This explains why depot right of barracks is zealot-tight but not marine or zergling tight. You can also see that the gap between depot on top of barracks is ling tight. The picture also shows that mineral patches have perfect collision boxes in relation to their grid placement, which is why they wall with basically any building that is adjacent to it. Downloads: SCMDraft Download page. The newest build is the one at the top of the list. I don't want to post an unprotector download here, but you can easily get one if you just search "Unused Unprotector 2" on google. Here are the options you want/need if you want to test walls on a map: + Show Spoiler + To see collision boxes: Debug (on the top right side)>Enable Debug... Now you can select Debug>Show unit collision sizes Overlay Settings>Use Defaults OFF Microtile Overlay>Impassable Options: Grid>(whatever is to your liking here, "Normal" is what the game uses to place buildings) Units>Buildings Snap to Tile ON ..........Units Snap to Tile OFF | ||
wind`
6 Posts
On August 19 2017 17:46 JungleTerrain wrote: Here are the options you want/need if you want to test walls on a map: + Show Spoiler + To see collision boxes: Debug (on the top right side)>Enable Debug... Now you can select Debug>Show unit collision sizes Overlay Settings>Use Defaults OFF Microtile Overlay>Impassable Options: Grid>(whatever is to your liking here, "Normal" is what the game uses to place buildings) Units>Buildings Snap to Tile ON ..........Units Snap to Tile OFF This is much better than testing in-game, thanks for this! Concerning SCMDraft, I have a question. It does not allow me to place units within matrices that are occupied by a building, even though there is enough space for the unit to exist. Is there a setting that allows me to place units within these spaces? | ||
JungleTerrain
Chile799 Posts
On August 20 2017 04:57 wind` wrote: Show nested quote + On August 19 2017 17:46 JungleTerrain wrote: Here are the options you want/need if you want to test walls on a map: + Show Spoiler + To see collision boxes: Debug (on the top right side)>Enable Debug... Now you can select Debug>Show unit collision sizes Overlay Settings>Use Defaults OFF Microtile Overlay>Impassable Options: Grid>(whatever is to your liking here, "Normal" is what the game uses to place buildings) Units>Buildings Snap to Tile ON ..........Units Snap to Tile OFF This is much better than testing in-game, thanks for this! Concerning SCMDraft, I have a question. It does not allow me to place units within matrices that are occupied by a building, even though there is enough space for the unit to exist. Is there a setting that allows me to place units within these spaces? Yes, under Options: Units -> Allow Stack ON and -> Place Units Anywhere ON | ||
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