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[G] How Geysers and Refineries Block Pathing - Page 2

Forum Index > SC2 Maps & Custom Games
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G_Wen
Profile Joined September 2009
Canada525 Posts
January 19 2011 06:48 GMT
#21
This is great stuff. I'd be interested in seeing if HY geysers had any affect on it. I know in beta they had weird pathing issues but now i'm wondering if they can be exploited.
ESV Mapmaking Team
Quixxotik
Profile Joined December 2010
United States54 Posts
January 19 2011 08:41 GMT
#22
I love when I see someone curious about something small in the game, and, instead of just posting an "open for discussion on TL", he or she goes out and learns, quite literally, everything there is to know about the topic.

Kudos to you.

My sentence is not a run-on.
Foresteye
Profile Joined July 2010
United States23 Posts
January 23 2011 20:45 GMT
#23
Good post keep it up.
pirsq
Profile Blog Joined September 2010
Australia145 Posts
February 01 2011 06:55 GMT
#24
A few more facts:

1. Corner gap between refineries.
In a block of buildings that looks like
RB
RB
where R = refinery, B = other building, there is a gap right in the middle where the 4 corners meet (it does not work when two B positions are occupied by a single building). A worker that blocks itself in here will not teleport out like they usually do. When this worker mines gas at the refinery, it pops out at the same spot (even if the spot is now occupied - see below) and remains stuck.

2. Dropping things between geysers.
You can never drop a unit between two geysers, even if it can walk there. However, you can drop a small unit into the gap described above, as long as the spot is not already occupied. You cannot warp in a unit there. I haven't tested with infested terrans or viking landings.

3. Construction of refineries.
You can never block the construction of a refinery by standing units at locations that would be inaccessible if the refinery were built. The refinery builds anyway, and the units remain there. They can walk in either direction as if it was an unbuilt geyser, but once they reach the corner of the refinery, they can't move back.

I tested this on the map Crossfire, which has two adjacent geysers at the natural.
WenHe
Profile Joined February 2017
34 Posts
November 14 2017 05:57 GMT
#25
so can we see the interesting Protoss gas of Tory an Battle to Royal in StarCraft2?
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2017-11-14 09:52:19
November 14 2017 09:52 GMT
#26
On November 14 2017 14:57 WenHe wrote:
so can we see the interesting Protoss gas of Tory an Battle to Royal in StarCraft2?

http://wiki.teamliquid.net/starcraft2/CalDeum

as far as i know, this old GSL map is the only pro map to ever take advantage of the geyser collision boxes, featuring a neutral assimilator which can be destroyed to open a narrow gap into the nat.

highly doubt anything like this will make it onto ladder unfortunately, it'll be deemed "too complex/unintuitive for noobs" or something like that
vibeo gane,
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
November 18 2017 07:29 GMT
#27
Bit late to the party, but iirc they changed the footprint of gas extraction structures, so Caldeum and this thread might not work very well anymore.
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
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