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Cliff Jump Revisited (1 in a 1000 strategy)

Forum Index > Brood War Strategy
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LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2019-06-14 19:48:52
June 14 2019 19:41 GMT
#1
[image loading]

Its the Year of the Protoss (so far).

My hope is people of ALL ranks use these secrets in their games to expand the Protoss cheese plate, build upon what I will reveal, share more maps and ways this can be done and have some fun exploring the limits of the game.

CAUTION:

DO NOT TRY THIS ON LADDER WITHOUT ADULT SUPERVISION
OR HOURS OF OFFLINE TRAINING! MAY CAUSE EXTREME LOSS OF LADDER POINTS! I CAN NOT BE HELD ACCOUNTABLE FOR ANY DAMAGES RESULTING FROM YOU NOT TAKING THIS WARNING SERIOUSLY!


My experiments and research are inspired by ancient quadrupedal cliff jumping Dragoon training techniques by
(and I can only assume its this person):

(Wiki)Zelniq

What he showed made it to the Pimpest Plays 2007 Honorable Mentions:

(Wiki)Pimpest Plays/2007

(in my opinion should've been higher on the list)



The magic happens at the bottom side of the gateway.
So its the bottom bases of a few maps that allow this.
If you plug all the holes and the gateways is close enough to the cliff
your fatter units will spawn up the cliff!

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Ive probably lost most Terrans at this point.. But for those of you (and I know you are out there) who are still reading and do not like to lift your buildings or want to be extremely sneaky... YOU CAN DO IT TOO!

[image loading]

Ive said too much already.
LET THE JUMPS BEGIN!



ko-fi.com/luckynoob
Ej_
Profile Blog Joined January 2013
47656 Posts
June 14 2019 20:02 GMT
#2
One gulag for you.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
June 14 2019 20:10 GMT
#3
On June 15 2019 05:02 Ej_ wrote:
One gulag for you.


To run or rot in? ; D
ko-fi.com/luckynoob
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
Last Edited: 2019-06-15 10:28:46
June 15 2019 10:28 GMT
#4
+ Show Spoiler +
On June 15 2019 04:41 ProllTarodies wrote:
[image loading]

Its the Year of the Protoss (so far).

My hope is people of ALL ranks use these secrets in their games to expand the Protoss cheese plate, build upon what I will reveal, share more maps and ways this can be done and have some fun exploring the limits of the game.

CAUTION:

DO NOT TRY THIS ON LADDER WITHOUT ADULT SUPERVISION
OR HOURS OF OFFLINE TRAINING! MAY CAUSE EXTREME LOSS OF LADDER POINTS! I CAN NOT BE HELD ACCOUNTABLE FOR ANY DAMAGES RESULTING FROM YOU NOT TAKING THIS WARNING SERIOUSLY!


My experiments and research are inspired by ancient quadrupedal cliff jumping Dragoon training techniques by
(and I can only assume its this person):

(Wiki)Zelniq

What he showed made it to the Pimpest Plays 2007 Honorable Mentions:

(Wiki)Pimpest Plays/2007

(in my opinion should've been higher on the list)


http://www.youtube.com/watch?v=q3j5fUraMaQ&t=7m28s

The magic happens at the bottom side of the gateway.
So its the bottom bases of a few maps that allow this.
If you plug all the holes and the gateways is close enough to the cliff
your fatter units will spawn up the cliff!

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Ive probably lost most Terrans at this point.. But for those of you (and I know you are out there) who are still reading and do not like to lift your buildings or want to be extremely sneaky... YOU CAN DO IT TOO!

[image loading]

Ive said too much already.
LET THE JUMPS BEGIN!






Lol make a depot, a second factory, and a barracks just so you can achieve the same thing you would with floating a single factory :D Seems legit
ggsimida
Profile Joined August 2015
1148 Posts
June 15 2019 11:39 GMT
#5
On June 15 2019 19:28 fazek42 wrote:
Lol make a depot, a second factory, and a barracks just so you can achieve the same thing you would with floating a single factory :D Seems legit


a ling or any unit can block that from landing, this one in OP you have to make a whole row of buildings along the cliff side to block this, much more effective XD
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
June 15 2019 13:54 GMT
#6
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...


ko-fi.com/luckynoob
Jealous
Profile Blog Joined December 2011
10253 Posts
June 15 2019 15:04 GMT
#7
I love how players generally practice build orders, or grind ladder games, or play 3v3 BGH or whatever casual game modes, while other people only make maps or only make tools for the game, and then you have a small tiny handful of people like you who just do absurd stuff with their time in the game haha. This is dope. Never change.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
art_of_turtle
Profile Blog Joined September 2012
United States1202 Posts
June 15 2019 21:12 GMT
#8
This doesnt help me at all as a zerg.
Flash should fear Sacsri
Counc1l
Profile Joined April 2019
33 Posts
June 15 2019 23:14 GMT
#9
This looks like the final stage of evolution of Jordaddy's PvT
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
June 16 2019 07:50 GMT
#10
@Jealous love u too... <3

@art_of_turtle WELL... Hopefully some1 will try against your Zerg and you will kill them... If I find anything that can help a Zerg out I will share it immediately you can be sure of that... (Floating drone comes to mind, so practice that)

@Counc1l ; D SO TRU!
ko-fi.com/luckynoob
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
Last Edited: 2019-06-19 01:33:10
June 17 2019 21:51 GMT
#11
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]
EntusGalleries.com - CJ Uniform Sale
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2019-06-17 21:58:34
June 17 2019 21:58 GMT
#12
Maybe some one should just make a map with multiple spots where you can do this very easily ;D
Jealous
Profile Blog Joined December 2011
10253 Posts
June 17 2019 22:06 GMT
#13
On June 18 2019 06:58 Freakling wrote:
Maybe some one should just make a map with multiple spots where you can do this very easily ;D

There was a guy on East back in the day, SirViolator, that only played on this one map that he kept adding cheesy stuff to. Like, there were perfect locations for making and floating Barracks/Factories, Ghost- and Tank-sized islands and platforms that could range into your base. The map had no discernible pattern/rhythm/symmetry. It was just a sadistic man's torture house.

Playing him dozens of times over the course of years, you would be exposed to all the potentially abusive combinations of Terran play and map features, and they changed gradually. Like, there might have been a Tank platform he used against you in January, and by February it's gone or been replaced with some other crap.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Freakling
Profile Joined October 2012
Germany1529 Posts
June 17 2019 22:10 GMT
#14
Just an island map with your main minerals against a cliff and multiple jump spots to said cliff would be fun. Zerg would be screwed, but TvP could actually be manageable.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
June 18 2019 10:28 GMT
#15
@Jealous Ive done shit like that as well but it got boring real fast :D
ko-fi.com/luckynoob
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2019-06-18 10:29:20
June 18 2019 10:28 GMT
#16
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]


404 - image not found...
ko-fi.com/luckynoob
oshibori_probe
Profile Blog Joined July 2006
United States2934 Posts
June 18 2019 23:16 GMT
#17
The real question is can a DT do this?
Fuck KeSPA.
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2019-06-19 00:35:30
June 19 2019 00:04 GMT
#18
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
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
Last Edited: 2019-06-19 01:33:27
June 19 2019 01:32 GMT
#19
On June 18 2019 19:28 ProllTarodies wrote:
Show nested quote +
On June 18 2019 06:51 razorsuKe wrote:
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]


404 - image not found...



thx

+ Show Spoiler +
[image loading]
EntusGalleries.com - CJ Uniform Sale
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
June 19 2019 05:47 GMT
#20
On June 19 2019 10:32 razorsuKe wrote:
Show nested quote +
On June 18 2019 19:28 ProllTarodies wrote:
On June 18 2019 06:51 razorsuKe wrote:
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]


404 - image not found...



thx

+ Show Spoiler +
[image loading]


I knew it was wroth it... :D
ko-fi.com/luckynoob
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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 Kingdom6639 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
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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
Bulgaria1509 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.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
December 26 2022 17:49 GMT
#41
On December 27 2022 02:34 Akio wrote:
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


100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^
ko-fi.com/luckynoob
Jealous
Profile Blog Joined December 2011
10253 Posts
Last Edited: 2022-12-26 22:17:05
December 26 2022 22:15 GMT
#42
On December 27 2022 02:49 LUCKY_NOOB wrote:
Show nested quote +
On December 27 2022 02:34 Akio wrote:
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


100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^

No offense to Zelniq but that is not a pro game lol. This has never been done in a pro game. Even the page on Pimpest Plays elaborates on this:
(Wiki)Pimpest Plays/2007
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
December 27 2022 12:48 GMT
#43
On December 27 2022 07:15 Jealous wrote:
Show nested quote +
On December 27 2022 02:49 LUCKY_NOOB wrote:
On December 27 2022 02:34 Akio wrote:
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


100% all you need to make sure is other potential spawn points are blocked. Of course this is easily countered if the opponent knows what they are doing or scouts it before u can start spawning. The images I've shown are by no means optimal. They are just experimental as you said. So on some maps you can get away with far less structures or probes to plug potential spawns. Worked in a pro game years ago (as shown in the original text) so it can work for you! I am not responsible for any damages tho... ^_._^

No offense to Zelniq but that is not a pro game lol. This has never been done in a pro game. Even the page on Pimpest Plays elaborates on this:
https://liquipedia.net/starcraft/Pimpest_Plays/2007


I would guess it's the same person (Wiki)Zelniq ??? Sure I'll give you that he may not have been a pro but if I were you I would have gone after the other person. I really can't find any info about them.

I would bet pro pros have tried this strategy in their private games but since it's easy to counter no one has used it in an actual high stakes game (that we know of). To claim it's never been done in a pro game (which using a strict definition I would consider any game with 2 players who are or have been pros in the past) is a much crazier statement.

The point I was making is the proof of concept is there. So if you truly want to be a dirty Protoss go for it. I am no longer impressed by regular proxy gates and robos... ^_._^





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IvaNioX_twitch
Profile Joined August 2022
25 Posts
Last Edited: 2022-12-29 16:41:32
December 29 2022 16:41 GMT
#44
is allowed to island-jump with scv? (for tournaments)


is technique or bug?
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
December 29 2022 17:45 GMT
#45
On December 30 2022 01:41 IvaNioX_twitch wrote:
is allowed to island-jump with scv? (for tournaments)


is technique or bug?



What do you mean island-jump with SCV? That's flying SCV (not allowed) and totally different than what I'm showcasing here (which is just a spawn location on certain maps).
ko-fi.com/luckynoob
IvaNioX_twitch
Profile Joined August 2022
25 Posts
December 29 2022 21:25 GMT
#46
when you build turret for example, and cancel when scv gets into the island
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2022-12-30 10:19:43
December 30 2022 10:16 GMT
#47
On December 30 2022 06:25 IvaNioX_twitch wrote:
when you build turret for example, and cancel when scv gets into the island


You have a replay or video of that working in Remastered? I think it was patched but maybe works again. It's flying SCV so that's illegal.
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-12-31 15:04:27
December 31 2022 14:55 GMT
#48
Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.

While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.

This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D

You probably refer to this bug that is fixed:

-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
December 31 2022 16:38 GMT
#49
On December 31 2022 23:55 MeSaber wrote:
Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.

While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.

This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D

You probably refer to this bug that is fixed:

https://youtu.be/DGBbcfxXwvc


No I was referring to SCV flying to complete a building over any terrain. But you should showcase tank stacking none the less.
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-12-31 19:44:52
December 31 2022 19:43 GMT
#50
On January 01 2023 01:38 LUCKY_NOOB wrote:
Show nested quote +
On December 31 2022 23:55 MeSaber wrote:
Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.

While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.

This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D

You probably refer to this bug that is fixed:

https://youtu.be/DGBbcfxXwvc


No I was referring to SCV flying to complete a building over any terrain. But you should showcase tank stacking none the less.


That bug still works but can only be done with protoss as you need recall. You start a building from A to B and recall the SCV to impassable terrain, then it will start completing the building without being present. There might be a requirement that the building has to exist before it works, ive only done it on Trick maps.

Sure will show both this bug and stacking. Will also try the turret jump over cliff.
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
December 31 2022 21:27 GMT
#51
On January 01 2023 04:43 MeSaber wrote:
Show nested quote +
On January 01 2023 01:38 LUCKY_NOOB wrote:
On December 31 2022 23:55 MeSaber wrote:
Canceling SCV on the other side isnt flying SCV. Flying SCV is SCV moving over cliffs by intention.

While an SCV builds a structure you have no control where it ends when its completed, you do have control with cancel but this is the same as Vulture mine jumps where you intentionally want to jump over a pylon wall.

This could be done with worker stacking too where you add a worker among army and stack with mineral then unstack jumping on army causing army to move stacked wherever you wanna go. You could in theory walk like this over the whole map with a big enough army that doesnt unstack. Edit: I can showcase this when i get a PC its pretty hilarious and especially with mass tanks as you can siege all tanks ontop of each other making a super cannon :D

You probably refer to this bug that is fixed:

https://youtu.be/DGBbcfxXwvc


No I was referring to SCV flying to complete a building over any terrain. But you should showcase tank stacking none the less.


That bug still works but can only be done with protoss as you need recall. You start a building from A to B and recall the SCV to impassable terrain, then it will start completing the building without being present. There might be a requirement that the building has to exist before it works, ive only done it on Trick maps.

Sure will show both this bug and stacking. Will also try the turret jump over cliff.


Correct!
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2022-12-31 22:31:10
December 31 2022 22:10 GMT
#52
https://ufile.io/tfzj826m = recall + stack. (SinglePlayer replay)

https://ufile.io/njdohlpz = recall x2 = builds without SCV present. (SinglePlayer replay)

Looks like cliff jumping has been fixed. Its when you build a structure with SCV and it goes way off from center and end up on a cliff where you cancel and it stays. It seems to never go even close to cliffs now.


-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2023-01-01 10:25:52
January 01 2023 09:49 GMT
#53
On January 01 2023 07:10 MeSaber wrote:
https://ufile.io/tfzj826m = recall + stack. (SinglePlayer replay)

https://ufile.io/njdohlpz = recall x2 = builds without SCV present. (SinglePlayer replay)

Looks like cliff jumping has been fixed. Its when you build a structure with SCV and it goes way off from center and end up on a cliff where you cancel and it stays. It seems to never go even close to cliffs now.





Freakling may correct me but I would assume it may have to do with how a map is made rather than a patch.. I could be wrong.

Anti Tesagi dream - super stacked tanks kek. Did some explode during the stacking or did you target murder them?

I like that u spawned as P and MCed T instead of spawning as T haha

I thought I showcased the SCV flying to build one in my Remastered Glitches video but it turns out I didn't kek... I've known about it for a long time. Lockdown works too instead of recall which is much more useful.
ko-fi.com/luckynoob
MeSaber
Profile Joined December 2009
Sweden1235 Posts
Last Edited: 2023-01-01 14:29:40
January 01 2023 14:26 GMT
#54
Yes you cannot siege on buildings or minerals/gas then it explodes. Its an anti-measure against stacking tanks under buildings but its not been fully fixed, you can still stack tanks on buildings but the sieging (sieging sound) has to be AFTER building has landed.

How you do that? You put tank in the opposite sieging direction so when you click siege just before building has landed it has a small window where tank turns around to siege.
-.-
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
January 01 2023 15:27 GMT
#55
On January 01 2023 23:26 MeSaber wrote:
Yes you cannot siege on buildings or minerals/gas then it explodes. Its an anti-measure against stacking tanks under buildings but its not been fully fixed, you can still stack tanks on buildings but the sieging (sieging sound) has to be AFTER building has landed.

How you do that? You put tank in the opposite sieging direction so when you click siege just before building has landed it has a small window where tank turns around to siege.


Yup. I did a video testing that exact thing:
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LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2025-02-12 15:38:28
February 12 2025 15:25 GMT
#56
Necromancy! Happy to report this is still possible on some modern maps.
I now realize I should have put 1 in a million strategy in the title instead lel...
Here are some not optimized examples, if you needed a reason to hate em more ; D:

Minsterel 0.8

[image loading]

Monty Hall SE 2.1

[image loading]




ko-fi.com/luckynoob
Nirli
Profile Joined February 2023
Bulgaria378 Posts
February 14 2025 06:52 GMT
#57
P finally has a chance on MH. I'm calling Bisu right now.
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
February 14 2025 14:20 GMT
#58
On February 14 2025 15:52 Nirli wrote:
P finally has a chance on MH. I'm calling Bisu right now.


You better! ^______._______^

If any1 can do it it's the scoutmaster:


ko-fi.com/luckynoob
LUCKY_NOOB
Profile Blog Joined June 2013
Bulgaria1509 Posts
Last Edited: 2025-09-28 13:10:56
September 28 2025 13:05 GMT
#59
(Uldolmok) Roaring Currents

Just quick tests as usual. There are likely much more optimal combos of buildings and probes to block bottom exists so a goon can spawn up the cliff and surprise a noob or overconfident opponent.

Top Right:

[image loading]


Bottom Left

[image loading]

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