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Cliff Jump Revisited (1 in a 1000 strategy) - Page 2

Forum Index > Brood War Strategy
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Prev 1 2 3 Next All
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
June 19 2019 05:49 GMT
#21
On June 19 2019 09:04 Freakling wrote:
The weird thing is that sometimes units can spawn at unlikely distances from the production building and sometimes there's just a "building exit blocked" message even though there is a valid spawn space pretty close by…

EDIT: Under further investigation it turns out that you cannot spawn units into non-connected (in other words: island to each other) regions this way.
Luckily there are workarounds around such puny limitations >:D


Starcraft is full of weird things. Part of the reason I love it...
ko-fi.com/luckynoob
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
June 19 2019 05:52 GMT
#22
On June 19 2019 08:16 oshibori_probe wrote:
The real question is can a DT do this?


DTs used to be able to fly! They are pretty slim so it would be hard if not impossible...
ko-fi.com/luckynoob
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
June 19 2019 09:43 GMT
#23
You're nuts hahaha
On June 18 2019 06:51 razorsuKe wrote:
Show nested quote +
On June 16 2019 06:12 art_of_turtle wrote:
This doesnt help me at all as a zerg.


FEAR NOT!
I have devised this excellent strategy just for you:

+ Show Spoiler +
[image loading]

hahahaha nice
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
[AS]Rattus
Profile Joined March 2017
427 Posts
June 19 2019 10:37 GMT
#24
On June 15 2019 22:54 ProllTarodies wrote:
Eye roll... Terrans...

The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...

For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations.
The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...



i think they changed that in RM.
I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line.
Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
Last Edited: 2019-06-19 16:56:48
June 19 2019 16:38 GMT
#25
On June 19 2019 19:37 [AS]Rattus wrote:
Show nested quote +
On June 15 2019 22:54 ProllTarodies wrote:
Eye roll... Terrans...

The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...

For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations.
The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...



i think they changed that in RM.
I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line.
Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out.


You can still lose a unit if Building exit is blocked.

And this still happens in SCR. I give you the fat blimp example below...

SCR looks shiny but it doesnt change core things in BW (which is good).

[image loading]

Happens to ground units with terrible building placement:

[image loading]

And to loop it back to my thread in this case as well:

[image loading]

Of course none of this is of any concern in normal play...
ko-fi.com/luckynoob
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
June 20 2019 14:44 GMT
#26
On June 20 2019 01:38 ProllTarodies wrote:
Show nested quote +
On June 19 2019 19:37 [AS]Rattus wrote:
On June 15 2019 22:54 ProllTarodies wrote:
Eye roll... Terrans...

The point IS exactly that... Terrans dont need to do fancy things because their units AND buildings are already made to do those things better...

For the record you CAN block the spawn point if you know where it is as well... On some maps its a few spawn locations.
The smartest counter is to kill one of the blocking probes downstairs. That way the goon spawns down, sometimes trapped or the unit is lost because all spawn points are blocked...



i think they changed that in RM.
I know some examples from my earliest BW days when i just build marines around my rax till i got the error with the spawn points. But doing the same stuff now just spawns the marine in second line.
Might have been patched in 2001 or 2. It has been awhile since i tried the "trick" before RM came out.


You can still lose a unit if Building exit is blocked.

And this still happens in SCR. I give you the fat blimp example below...

SCR looks shiny but it doesnt change core things in BW (which is good).

[image loading]

Happens to ground units with terrible building placement:

[image loading]

And to loop it back to my thread in this case as well:

[image loading]

Of course none of this is of any concern in normal play...

When the building exit is blocked you do at least get the money for the unit back.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
June 20 2019 14:56 GMT
#27
@jello_biafra YES this is true "When the building exit is blocked you do at least get the money for the unit back."
ko-fi.com/luckynoob
Freakling
Profile Joined October 2012
Germany1529 Posts
June 22 2019 23:38 GMT
#28
Next ASL map for sure!!!

Enjoy.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
June 23 2019 05:48 GMT
#29
On June 23 2019 08:38 Freakling wrote:
Next ASL map for sure!!!

Enjoy.


Thanks a lot! It does work indeed:

[image loading]
ko-fi.com/luckynoob
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
Last Edited: 2022-12-23 17:26:22
December 23 2022 16:56 GMT
#30
Time for Necromancy. Saw my thread and decided to test it on newer ladder maps. It's time again for big brain Protosses to go ape shit! ^_._^ (The stuck goon on Largo is experimental. Ideally there would be a probe there.

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-12-24 08:08:25
December 24 2022 07:04 GMT
#31
Retract.
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
December 24 2022 13:17 GMT
#32
On December 24 2022 16:04 MeSaber wrote:
Retract.


Elaborate?
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
December 24 2022 14:46 GMT
#33
On December 24 2022 22:17 LUCKY_NOOB wrote:
Show nested quote +
On December 24 2022 16:04 MeSaber wrote:
Retract.


Elaborate?


Elaborate my retraction? Irrelevant information posted
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
December 24 2022 14:54 GMT
#34
On December 24 2022 23:46 MeSaber wrote:
Show nested quote +
On December 24 2022 22:17 LUCKY_NOOB wrote:
On December 24 2022 16:04 MeSaber wrote:
Retract.


Elaborate?


Elaborate my retraction? Irrelevant information posted


I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-12-24 18:17:18
December 24 2022 18:16 GMT
#35
On December 24 2022 23:54 LUCKY_NOOB wrote:
Show nested quote +
On December 24 2022 23:46 MeSaber wrote:
On December 24 2022 22:17 LUCKY_NOOB wrote:
On December 24 2022 16:04 MeSaber wrote:
Retract.


Elaborate?


Elaborate my retraction? Irrelevant information posted


I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek


No, was doing my own tests and was gonna make an addition but my findings werent interesting enough.

I did find out this only works on cliffs that can be accessed from the current layer. IE it doesnt work on cliffs at Lost Temple as there is no ramp.

Also that its doable facing north with a slight modification necessary.
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
Last Edited: 2022-12-24 18:40:04
December 24 2022 18:18 GMT
#36
On December 25 2022 03:16 MeSaber wrote:
Show nested quote +
On December 24 2022 23:54 LUCKY_NOOB wrote:
On December 24 2022 23:46 MeSaber wrote:
On December 24 2022 22:17 LUCKY_NOOB wrote:
On December 24 2022 16:04 MeSaber wrote:
Retract.


Elaborate?


Elaborate my retraction? Irrelevant information posted


I was imagining you thinking at some point the post is irrelevant and now u have converted to the believer side... I gotta assure everyone this has been tested vs real E and D ranks! While you may say every strategy can work at that level I say that is correct this strategy is fun and makes games weird kek


No, was doing my own tests and was gonna make an addition but my findings werent interesting enough.

I did find out this only works on cliffs that can be accessed from the current layer. IE it doesnt work on cliffs at Lost Temple as there is no ramp.

Also that its doable facing north with a slight modification necessary.


I am interested in any replays that utilize it vs real players too ; D (I think Freakling mentioned something about tiles and layers earlier in the thread)

It does work on Lost Temple.. The original image of the programer is on LT. And I did a quick test below to show it on another base too. Or you mean the cliffs behind the natural?

Yeah I just tested cliffs behind naturals too and can't spawn up there. Not that you would ever want to. That would trap your units there. Unless the opponent is hiding there with antiair and u don't want to make a shuttle or arbiter so you must spawn up... Ur fucked.

[image loading]

ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
December 25 2022 05:46 GMT
#37
The way i found out is that i made a quick cliff in editor and it didnt work until i added a ramp 😂
-.-
ajmbek
Profile Joined November 2008
Italy460 Posts
December 26 2022 14:38 GMT
#38
interesting topic
Sic iter ad astra
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1426 Posts
December 26 2022 16:28 GMT
#39
On December 26 2022 23:38 ajmbek wrote:
interesting topic


Person of culture! If you try em on ladder or vs friends do tell and post replays. https://repmastered.app
ko-fi.com/luckynoob
Akio
Profile Blog Joined January 2019
Finland1838 Posts
Last Edited: 2022-12-26 17:34:39
December 26 2022 17:34 GMT
#40
This is super interesting. What kind of consistency rates are we talking about if you execute the sim city like intended? Considering the amount of infra you need to essentially sac to get to high-ground it looks kinda impractical but who doesn't like the most experimental of cheeses
Mine gas, build tanks.
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