• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:34
CET 03:34
KST 11:34
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
BGE Stara Zagora 2026 cancelled10Blizzard Classic Cup - Tastosis announced as captains12Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series18BSL Season 224
StarCraft 2
General
BGE Stara Zagora 2026 cancelled BGE Stara Zagora 2026 announced ByuL: The Forgotten Master of ZvT Terran AddOns placement Blizzard Classic Cup - Tastosis announced as captains
Tourneys
[GSL CK] Team Maru vs. Team herO StarCraft Evolution League (SC Evo Biweekly) WardiTV Team League Season 10 Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ ASL21 General Discussion BW General Discussion Gypsy to Korea Are you ready for ASL 21? Hype VIDEO
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread No Man's Sky (PS4 and PC)
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Mexico's Drug War NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
Formula 1 Discussion 2024 - 2026 Football Thread General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2294 users

[G] How Geysers and Refineries Block Pathing

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 Next All
sevia
Profile Joined May 2010
United States954 Posts
Last Edited: 2011-01-18 20:52:46
January 18 2011 08:44 GMT
#1
While examining some old BW maps, one concept that immediately interested me was the reverse semi-island map. These maps have two assimilators that allow all units to pass through, until they are destroyed, after which almost no units can pass through: a few examples are (Wiki)Troy and (Wiki)Battle Royal. It got me wondering if vespene geysers behaved similarly in SC2. I did a few simple tests, and it turns out they behave very differently. However, they still work in an odd way, with certain combinations allowing some units to pass through while others do not.

I couldn't find any other resource on this topic, so I wrote a simple guide as to what can pass through what. Everything here applies to extractors and assimilators as well.

First off, I found that when dealing with geysers, you can divide units into three size categories:

[image loading]

Note: Colossi are MEDIUM, archons are LARGE. I accidentally left them out of the picture.

Large units can never pass next to a vespene geyser or refinery if it is adjacent to another geyser, refinery, or cliffside. The notable unit here is siege tanks: although they appear to be smaller than immortals and queens, they actually are counted the same as thors and ultras.

Now, as for small and medium units. They behave mostly the same, except for one special case: diagonal cliffside + geyser, which I'll get to in a second. So, what exactly can small and medium units pass through?




Small/medium units CAN pass through two adjacent geysers, vertical or horizontal, OR a refinery and a geyser, stacked vertically (if the geyser is on the bottom):

[image loading]

Small/medium units can NOT pass through two adjacent refineries, vertical or horizontal, OR a refinery and a diagonal cliffside:

[image loading]

Small units CAN pass through a diagonal cliffside + a geyser, but medium units can NOT:

[image loading]

Small/medium units CAN pass through a vertical refinery + geyser, IF the geyser is on the bottom. If the geyser is on top, units can NOT pass through.

[image loading]




So now that we have this information, how can we use it? What sort of creative terrain can you make with adjacent refineries and geysers? Well, for one example, take an expansion like this:

[image loading]

It starts off as an island, blocked by two 500hp refineries with 1 armor. After destroying both refineries, you can fit workers, queens, and other small/medium units through. Now, you have a choice: you can take one or both geysers, turning the expansion back into an island, OR you can leave them unharvested, giving you a mineral-only expansion that can still be defended by marines/hydras/stalkers/etc. Of course, that's only one example.

Feel free to use this info without credit, I just felt like clearing up a somewhat nebulous issue in mapmaking. I think SC2's geyser behavior is much more interesting than BW's and could provide for some very unique maps.

Post corrections/feedback if needed!
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
MavercK
Profile Joined March 2010
Australia2181 Posts
January 18 2011 08:46 GMT
#2
you could achieve the same thing as in BW by changing the footprints of the refineries or vespene geysers.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
sevia
Profile Joined May 2010
United States954 Posts
January 18 2011 08:56 GMT
#3
On January 18 2011 17:46 MavercK wrote:
you could achieve the same thing as in BW by changing the footprints of the refineries or vespene geysers.


Wouldn't modifying footprints make it non-melee? This is more intended for standard melee maps, just explaining how they block in SC2 rather than trying to recreate BW.
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 18 2011 09:01 GMT
#4
not necessarily - it depends on the exact unit that you modify. not sure about refineries
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Magrath
Profile Joined August 2010
Canada292 Posts
January 18 2011 10:06 GMT
#5
Pretty interesting concept. Would require that to be common knowledge before it is used in any high level setting. It's definatly not something explored enough, but the game is still yound and I can't wait to see a map with this in to change up the game a little.

I'm assuming Colossus is a large unit when considering two gysers.
Anything can be acheived through persistence and thought
shawty
Profile Joined June 2010
United Kingdom294 Posts
January 18 2011 10:40 GMT
#6
that does sound quite interesting, however it does seem like the geysers would be too vulnerable, and it would annoy me!

also troy and battle royal were two of my most hated maps in BW.
EunByuL
Profile Joined September 2010
Vietnam77 Posts
January 18 2011 14:06 GMT
#7
This is interesting, reminds me of walling of in SC1 where you really had to know your building placement quite a bit to make stuff zergling tight.
Tôi không
Arccotangent
Profile Joined October 2010
519 Posts
January 18 2011 14:39 GMT
#8
Interesting; thanks for taking the time to test out this idea. I could definitely see these ideas incorporated into future maps.
"Taste the zombie's drug, now you want more."
baskerville
Profile Blog Joined April 2010
541 Posts
Last Edited: 2011-01-18 14:48:59
January 18 2011 14:40 GMT
#9
sorry off topic:
thanks, i'd like someone to discuss the same thing for minerals
+ Show Spoiler +
(link anyone?)

on topic:

love "mapmaking" rants/posts/banwagon/stickied/balance ... mapmaking discussions threads like this one+ Show Spoiler +
but would rather discuss more common "issue" of minerals
someone should link the two recent "balanced" maps with gas issues...+ Show Spoiler +
Gas Chamber comes of course to mind (catchy still)... but there was another with a "gas only base" map...iwillreturnifnooneget'sit
http://www.teamliquid.net/mirror/smilies/random-big.gif
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 18 2011 16:42 GMT
#10
Is the footprint the same for assimilators and extractors?
(One can assume so, but I don't think that is a good thing to do )

Otherwise it is a neat idea, and it will certainly be interesting to try
The Planetary Workshop - TPW - Mapmaking Team
sevia
Profile Joined May 2010
United States954 Posts
Last Edited: 2011-01-18 17:31:51
January 18 2011 17:21 GMT
#11
On January 19 2011 01:42 NullCurrent wrote:
Is the footprint the same for assimilators and extractors?
(One can assume so, but I don't think that is a good thing to do )


As far as I can tell, they do. I copied over all the tests with assimilators and extractors and didn't notice anything different.

----

One more thing that I just noticed a few minutes ago, that's actually quite important: When a geyser and a refinery/assim/extractor/etc. are stacked vertically, the geyser must be on the bottom for units to pass through. If the refinery is on the bottom, it forms a solid wall.

+ Show Spoiler +
[image loading]


I'll edit this into the OP in a second.

최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Antares777
Profile Joined June 2010
United States1971 Posts
January 18 2011 17:36 GMT
#12
Cool. I'll try to implement this in a future map.

prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 18 2011 18:26 GMT
#13
On January 18 2011 18:01 iGrok wrote:
not necessarily - it depends on the exact unit that you modify. not sure about refineries

You can modify any unit in the game and keep the map melee. Large tournaments will not pick up a map knowing that the map has altered some core game mechanics like that (This was a subject of huge internal debate on my mapmaking team in regards to Obsidian Inferno)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
pullarius1
Profile Blog Joined May 2010
United States523 Posts
January 18 2011 18:27 GMT
#14
Great post. Very interesting.
@pullarius1
Chill
Profile Blog Joined January 2005
Calgary25995 Posts
January 18 2011 18:38 GMT
#15
Amazing post. I love when someone focuses on a smart part of SC/SC2 and summarizes everything you could want to know about it. It's great
Moderator
BuuGhost
Profile Joined December 2010
Netherlands340 Posts
January 18 2011 19:33 GMT
#16
I'd say this is somewhat imbalanced for toss, As who ever uses archons in actual combat, but collosus are mosly used as combat unit
Now, I don't want to start off a balance discussion, But im just pointing it out in a somewhat quesitonable form.

However, this seems to be pretty damn nice if implented into maps. It adds to security and aswell to danger.
Your gas is heavily under easy pressure without you being able to do little. But your mineral line is well protected in return.

Whatsoever, All in all, Nice read and a great post. Like pointed out already.
"Kinda like this thing but there’s something you should know, I just came to say hello."
Diamond
Profile Blog Joined May 2009
United States10796 Posts
January 18 2011 19:38 GMT
#17
On January 19 2011 03:38 Chill wrote:
Amazing post. I love when someone focuses on a smart part of SC/SC2 and summarizes everything you could want to know about it. It's great


Got to agree here. I love little tidbits of info like this quite a bit .

Sort of reminds me of the Troy Gates from BW.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
January 18 2011 20:34 GMT
#18
That is... a really interesting thing to consider. I guess I never really thought about it. I assumed that geysers would have the same collision as refineries. I take it all these rules apply to Assimilators and Extractors, as well?

Also, that expansion idea would be even more awesome (for any mappers looking at this thread) if..
a) the cliffs were thinner, so no tanks on it
b) line of sight blockers in front of the gas geysers? If possible, to the point where you are forced to send a small unit to investigate.
beep beep boop
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
January 19 2011 03:00 GMT
#19
Wow this is a great post. I can foresee some interesting maps in the future utilizing this! Thanks ^^
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2011-01-19 03:23:29
January 19 2011 03:21 GMT
#20
On January 19 2011 04:38 iCCup.Diamond wrote:
Show nested quote +
On January 19 2011 03:38 Chill wrote:
Amazing post. I love when someone focuses on a smart part of SC/SC2 and summarizes everything you could want to know about it. It's great


Got to agree here. I love little tidbits of info like this quite a bit .

Sort of reminds me of the Troy Gates from BW.


Sounded exactly like troy and battle royal. Haha, didn't know the same thing would pop up in SC2.
Gosh, he even addressed both those maps in the OP. Who reads the opening paragraph when there isn't a banner anyways?^^
WeMade FOX would be a deadly SC2 team.
1 2 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
Code For Giants Cup #28
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiLiPiLi 18
ProTech12
StarCraft: Brood War
NaDa 53
Icarus 2
Dota 2
monkeys_forever462
LuMiX1
League of Legends
JimRising 474
Counter-Strike
taco 835
Super Smash Bros
C9.Mang0331
hungrybox316
Other Games
summit1g13365
ViBE64
RuFF_SC241
Organizations
Other Games
gamesdonequick2117
ComeBackTV 98
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 192
• davetesta69
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 52
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21223
League of Legends
• Doublelift5574
• Lourlo587
Other Games
• Scarra1295
Upcoming Events
CranKy Ducklings
7h 26m
RSL Revival
7h 26m
MaxPax vs Rogue
Clem vs Bunny
WardiTV Team League
9h 26m
uThermal 2v2 Circuit
14h 26m
BSL
17h 26m
Sparkling Tuna Cup
1d 7h
RSL Revival
1d 7h
ByuN vs SHIN
Maru vs Krystianer
WardiTV Team League
1d 9h
Patches Events
1d 14h
BSL
1d 17h
[ Show More ]
Replay Cast
1d 21h
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Team League
3 days
GSL
4 days
The PondCast
5 days
WardiTV Team League
5 days
Replay Cast
5 days
WardiTV Team League
6 days
Liquipedia Results

Completed

Proleague 2026-03-13
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
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.