Escalade 1.0 bug
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StRyKeR
United States1739 Posts
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radley
Poland577 Posts
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StRyKeR
United States1739 Posts
On February 24 2020 04:35 radley wrote: So what? Just switch to protoss if it bothers you. There is no reason to create separate thread for smth that is visible and obvious for everyone. Contact map creator instead. I created this thread actually to figure out how to contact the map creator. If someone can report it or let me know who it is we can delete this thread. [EDIT] I just realized how unreasonably aggressive your reply was. I'm not whining about Zerg balance. Just noting something unusual. Plus, it's not like we're overflowing with Brood War threads. At least this one is relevant and interesting as it involves some map making tricks. | ||
Dewaltoss
100 Posts
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Freakling
Germany1525 Posts
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konadora
Singapore66060 Posts
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Ikirouta
Finland726 Posts
On February 24 2020 11:56 konadora wrote: It "fixes" the mineral line pathing, without it the workers go a long route This. Its a choice made by the map maker, not a bug. | ||
konadora
Singapore66060 Posts
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StRyKeR
United States1739 Posts
On February 24 2020 06:53 Freakling wrote: Dewalt is basically correct although, more generally speaking, this actually works by modyfying the layout of the pathfinding regions on the map and there is no reason to put this stuff directly in the mineral line. I find it done very badly on this map. It's much more elegant to do this by editing some tiles around some edges or hide them under Geysers. That being said, this method works not due to unbuildability but because of (partial) unwalkability (or terrain level…) of those tiles. So you can just wall tight against those tiles with a Pool (or other building) as you would have otherwise done against the mineral lines directly – which you would have known, of course, if you had just tested it before you started this thread. Not sure if I follow what you mean? You can't build anything to the right of the top mineral patch if you're Zerg because there is no creep. I'm sure your theory is correct about what people are trying to do, but I was in an actual game where I wanted to build the pool there and couldn't. Here's a test in single player mode: | ||
StRyKeR
United States1739 Posts
On February 24 2020 12:57 konadora wrote: iirc Circuit Breaker top right position also has the same pathing hotfix tile Interesting. Creep gets created fine there though and you can also build there. | ||
StRyKeR
United States1739 Posts
On February 24 2020 05:58 Dewaltoss wrote: Its not a bug, it's future of every modern maps. You can find same stuff on WhiteOut for example. It was made for better mining from top and bottom mineral patches. And it's not only on bottom left spawn. I see. However, I think it's the first time creep actually wasn't able to form? I think you can build as Zerg anywhere in the base on WhiteOut. | ||
konadora
Singapore66060 Posts
unbuildable terrain, not simply unwalkable like wise for bottom right. | ||
StRyKeR
United States1739 Posts
On February 24 2020 14:12 konadora wrote: unbuildable terrain, not simply unwalkable like wise for bottom right. Nice find, I didn't even realize bottom right had something similar. Positional balance wise not as big a deal as bottom left as you can still build a Pool right above and block the path to your mineral line. Actually looking at bottom left, it seems like the one tile above the hotfix terrain is actually buildable, but Zerg cannot because creep fails to spread there and thus makes two tiles unbuildable. | ||
Freakling
Germany1525 Posts
On February 24 2020 13:50 StRyKeR wrote: Not sure if I follow what you mean? You can't build anything to the right of the top mineral patch if you're Zerg because there is no creep. I'm sure your theory is correct about what people are trying to do, but I was in an actual game where I wanted to build the pool there and couldn't. Here's a test in single player mode: Build the pool against the tile, not the minerals! On February 24 2020 13:51 StRyKeR wrote: Interesting. Creep gets created fine there though and you can also build there. That's because this is a bullshit claim, CB has nothing of that kind. It was made in era before balancing via pathfinding manipulation was even a thing. On February 24 2020 13:55 StRyKeR wrote: I see. However, I think it's the first time creep actually wasn't able to form? I think you can build as Zerg anywhere in the base on WhiteOut. Top right and top left mains on Whiteout also have unwalkable tiles (parts of tree doodads) next to the topmost mineral patches. On February 24 2020 14:12 konadora wrote: + Show Spoiler [show image] + unbuildable terrain, not simply unwalkable Unwalkable automatically implies unbuildable, even if the unbuildable flag is not set, with the caveat that if it's unwlkable but not unbuildable it will not block creep spread, as can be seen, incidently, on your following example of Escalade bottom right main: The latter effect is nice for natural choke designs where you want Zerg to be able to wall against bottom edges without a gap. On February 24 2020 14:18 StRyKeR wrote: Nice find, I didn't even realize bottom right had something similar. Positional balance wise not as big a deal as bottom left as you can still build a Pool right above and block the path to your mineral line. Actually looking at bottom left, it seems like the one tile above the hotfix terrain is actually buildable, but Zerg cannot because creep fails to spread there and thus makes two tiles unbuildable. this is because of the difference in Creep spread I just described. | ||
FK
Hungary52 Posts
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LML
Germany1702 Posts
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pebble444
Italy2477 Posts
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Ej_
47656 Posts
On February 24 2020 18:47 LML wrote: Why does everyone who has the knowledge about it feel so superior and has to write in such an arrogant and condescending way, instead of explaining it in a normal manner? Clearly the person asking isn't familiar with the ins and outs of map making. Ins and outs of map making? This comes down to understanding what pathable terrain is. | ||
Qikz
United Kingdom12010 Posts
On February 24 2020 19:42 pebble444 wrote: this thread escaladed pretty quickly I feel like this happens a lot, but at least I also learn a lot when we find out the answers :D | ||
juvenal
2448 Posts
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