• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:22
CEST 11:22
KST 18:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro4 Preview: Mirror Mirror3[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10
Community News
SC4ALL: II SC2 Complete Invited Player Lineup8StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026)67Weekly Cups (Sept 21-27): herO and ByuN double2Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2316
StarCraft 2
General
How do you feel about the mass reverts in the 5.0.17 PTR? SC4ALL: II SC2 Complete Invited Player Lineup StarCraft II 5.0.17 PTR Patch Notes (Sept 30, 2026) Back to SC2 after 14 years - Protoss CTRL groups? October World Ranking: herO stays #1, ByuN returns
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Grand Finals Sea Duckling Open (Global, Bronze-Diamond) SC2 INu's Battles#21 [ 3-Days tournament ]
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 546 Catch the Train The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble
Brood War
General
mca64Launcher 2.0 Sagi.gg Launcher Released [ASL22] Ro4 Preview: Mirror Mirror Fantasy returning? BW General Discussion
Tourneys
[ASL22] Semifinal A [Megathread] Daily Proleagues [ASL22] Ro8 Day 4 2v2v2v2 Tournament
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Total Annihilation Zero
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Artificial Intelligence Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Escaping Into Video Games: G…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6206 users

Defusion by terrain – interesting Mine behaviour

Forum Index > Brood War Strategy
Post a Reply
1 2 Next All
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2021-02-27 11:15:58
February 21 2021 17:00 GMT
#1
This clip was brought up on the NHFFA discord, together with the question: "Why was there no damage here?"


The answer, it turns out, is rather interesting, courtesy of tscmoo:

tscmoo on SSCAIT discord wrote:
spider mines explode through the "castspell" iscript opcode, this leads to this check https://github.com/OpenBW/openbw/blob/master/bwgame.h#L14942 and then this spider mine specific check https://github.com/OpenBW/openbw/blob/master/bwgame.h#L14610 which, because of this line https://github.com/OpenBW/openbw/blob/master/bwgame.h#L5656, checks if the spider mine itself is on walkable terrain. if the spider mine is not on walkable terrain, then it does not deal any damage

bw pathfinding being what it is, put the spider mine on unwalkable terrain the moment it got in range
also slightly worth noting that this walkability test is buildtile/megatile resolution, so effectively it checks if more than 12 minitiles within that are are walkable
in that regard, the bw pathfinding might not be doing anything wrong here, it's just a resolution issue with the walkability test.


To add some more background to that:
  • Each terrain tile is made up of 4×4 minitiles, which are either walkable or unwalkable.
  • At game-start the game classifies each tile with at least 4 unwalkable minitiles as unwalkable, all other tiles as walkable.
  • Whether a ground unit can occupy a location depends solely on the minitile walkability property.
  • The tile the mine from the clip detonates on has 8/16 unwalkable minitiles and is thus classified as an unwalkable tile, which makes the Mine dud out.


Conclusion: Near unwalkable terrain, such as cliff edges, in particularlyin tight chokes, or doodads, there is a certain chance that Mine damage will be completely mitigated.

EDIT: Here's the whole situation recreated in ScmDraft with overlays showing the relevant walkabily properties:
+ Show Spoiler [Show animation] +
[image loading]


EDIT2: Thanks to StaticNine for another video demonstrating the effect. Note that the video title does not explain the conditions and cause of the effect correctly:
+ Show Spoiler [show video] +
kogeT
Profile Joined September 2013
Poland2042 Posts
February 21 2021 17:36 GMT
#2
Just another argument for PvT imba. :D
https://www.twitch.tv/kogetbw
Highgamer
Profile Joined October 2015
1473 Posts
February 21 2021 19:56 GMT
#3
And they complain about goon AI...
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
February 22 2021 02:54 GMT
#4
Time to lose all my dragoons trying to abuse this in a game.
FlaShFTW
Profile Blog Joined February 2010
United States10568 Posts
February 22 2021 03:22 GMT
#5
I love how this one clip is getting so much traction. My goon is a hero now, and his tale will be echoed throughout Auir.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
ggsimida
Profile Joined August 2015
1156 Posts
Last Edited: 2021-02-22 06:01:36
February 22 2021 06:01 GMT
#6
what an intriguing 20+ yr old game

thx for sharing
Freakling
Profile Joined October 2012
Germany1534 Posts
February 22 2021 10:13 GMT
#7
On February 22 2021 12:22 FlaShFTW wrote:
I love how this one clip is getting so much traction. My goon is a hero now, and his tale will be echoed throughout Auir.

Wait till Bisu finds out – and perfects his cliff-hugging technique
MeSaber
Profile Joined December 2009
Sweden1235 Posts
February 22 2021 13:35 GMT
#8
Cool and all, my question then is how do i know where the unwalkable terrain is? Is it randomized on game start or in map editor?

No way of knowing?
-.-
Freakling
Profile Joined October 2012
Germany1534 Posts
February 22 2021 14:26 GMT
#9
If you want to know for sure, the easiest way it to open the map in ScmDraft:
[image loading]
Highgamer
Profile Joined October 2015
1473 Posts
February 22 2021 14:58 GMT
#10
Jeez, no wonder stuff gets stuck on ramps sometimes...
Freakling
Profile Joined October 2012
Germany1534 Posts
February 22 2021 15:04 GMT
#11
The red is unwalkable tiles. As I explained where stuff can go is determined on the minitile level, which is the grey overlay.
As far as this topic is concerned: Grey prohibits movement, red makes Mines dud.
Highgamer
Profile Joined October 2015
1473 Posts
Last Edited: 2021-02-22 19:12:19
February 22 2021 19:10 GMT
#12
Just one quick question: What exactly do you mean by "grey prohibits movement"?

From your explanation above - 'ground units can occupy walkable mini-tiles' - I had the impression that units can walk/move on walkable mini-tiles, despite the whole tile being classified as unwalkable. Maybe only by patch-finding accident, but isn't that what the mine in the video did, no?

Or did you mean: "Normally units won't step on walkable mini-tiles if the whole tile is unwalkable"?
Are units being pushed off of a walkable mini-tile (in an unwalkable whole-tile) should they accidentally move onto it?

Thx in advance.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2021-02-22 20:28:46
February 22 2021 20:25 GMT
#13
Units can occupy any walkable space they can fit in. But if the tile is flagged unwalkable any mine explosions on it will be duds. The mine can move onto the tile because it is partly walkable (has walkable minitiles), but doesn't deal damage because the whole tile is flagged as unwalkable.

Or, to be very technical about it:
  • A ground unit's collision box may not overlap with any unwalkable minitiles
  • If a ground unit overlaps with unwalkable terrain it will be force-moved to the "nearest" (according to the game's idea of nearest…) walkable area (this just as a side note, it is not relevant for the effect discussed in this thread).
  • The centre of the collision box (rounded up coordinates) is the actual unit position, which is what is checked to determine the terrain flag checks for the unit.


Maybe it's not quite clear what I mean with grey, because the grey overlay actually looks dark red under the red overlay… Can you see that there are two overlays visible on that image, the darker one with 4× the resolution of the other? Maybe I should make a gif…
Highgamer
Profile Joined October 2015
1473 Posts
Last Edited: 2021-02-23 09:57:55
February 23 2021 09:52 GMT
#14
Thx Freakling, it's all cleared up now that you mentioned that the grey overlay is where it's deep red.

I think you're fine if you maybe just use the terms "deep red/light red" instead of "grey/red" in your above post.

Other than that, precise in-depth BW-knowledge as always.
Freakling
Profile Joined October 2012
Germany1534 Posts
February 23 2021 10:10 GMT
#15
I added an animation to the OP that shows the terrain analysis step by step.
MeSaber
Profile Joined December 2009
Sweden1235 Posts
February 23 2021 18:40 GMT
#16
Nice!
-.-
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2021-02-23 20:30:27
February 23 2021 20:13 GMT
#17
So there are mini-tiles that are either walkable or unwalkable, but a tile as a whole is either flagged as walkable or unwalkable? Are there any other circumstance where a whole tile being flagged walkable or unwalkable matters? Other than building placment presumably. Scarab duds too due to this perhaps?

I guess with this info the best way to make a spider mine dud is make it hit a unit on the sides of a ramp or throw your unit to a corner and hope for the best.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2021-02-25 20:13:14
February 24 2021 10:15 GMT
#18
On February 24 2021 05:13 Dangermousecatdog wrote:
So there are mini-tiles that are either walkable or unwalkable, but a tile as a whole is either flagged as walkable or unwalkable? Are there any other circumstance where a whole tile being flagged walkable or unwalkable matters? Other than building placment presumably.
Pathfinding regions are generated and connected based on the walkability and terrain level tile flags (both generated from the respective minitile flags at game-start), so indirectly they have a huge bearing on long-range pathfinding and a plethora of associated behaviours.

Buildability is only determined by the buildability flag, a game-generated "partially walkable" flag (which is set as soon as one minitile of a tile in unwlkable) and a creep flag for Zerg (there are some special cases regarding partially unwalkable, but buildable tiles).
Creep spread is only determined by the buildability flag though (and has some unintended buggy interaction with a deprecated "flipped doodad sprite" flag).

Scarab duds too due to this perhaps?
Read the quote from the OP, follow the references! The relevant flag check is specifically hardcoded for Mines only.
Scarabs dud due to timeout, when they cannot reach their target due to other units blocking the way, or when the Reaver owner aborts the attack (gives the Reaver a stop order).

I guess with this info the best way to make a spider mine dud is make it hit a unit on the sides of a ramp or throw your unit to a corner and hope for the best.
Something like this. In practice it is situationally useful to know and somewhat luck based, I guess.
Freakling
Profile Joined October 2012
Germany1534 Posts
Last Edited: 2021-02-25 20:10:40
February 24 2021 10:20 GMT
#19
double post, delete please
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2021-02-25 20:51:16
February 25 2021 20:50 GMT
#20
Thanks Freakling, for the informative answers.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Calm 4846
Leta 954
actioN 525
BeSt 419
Larva 160
Mong 120
Dewaltoss 97
sorry 91
Killer 70
ToSsGirL 51
[ Show more ]
sSak 44
Bale 30
Aegong 25
NotJumperer 24
scan(afreeca) 19
HiyA 12
yabsab 12
Counter-Strike
byalli641
Other Games
summit1g9652
olofmeister1169
Happy287
crisheroes191
Sick179
Pyrionflax149
KnowMe110
Organizations
Other Games
gamesdonequick671
Dota 2
PGL Dota 2 - Main Stream37
[ Show 12 non-featured ]
StarCraft 2
• LUISG 13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1012
• Stunt404
Other Games
• WagamamaTV146
Upcoming Events
Afreeca Starleague
38m
Rush vs Light
WardiTV Weekly
1h 38m
Monday Night Weeklies
6h 38m
Replay Cast
13h 38m
Afreeca Starleague
1d
Soma vs Soulkey
INu's Battles
1d 1h
SHIN vs Cure
ByuN vs Zoun
PiGosaur Cup
1d 14h
The PondCast
3 days
INu's Battles
3 days
Replay Cast
4 days
[ Show More ]
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
6 days
Patches Events
6 days
BSL Open Qualifier
6 days
BSL Open Qualifier
6 days
Liquipedia Results

Completed

CSL 2026 AUTUMN (S22)
Blizzard Classic Cup 2026
Copium Cup

Ongoing

ASL Season 22
Super Anchor Qualifying S3
Acropolis #5
Acropolis #5 - GSB
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual

Upcoming

Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.