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Forum - main
is egg concept broken or it's the way its meant to be
page: 1
What I see in current maps is a bunch of eggs blocking a ramp and 2 mineral patches on both sides, right?. Even if there is no mineral patches, you can pass through them just by clicking a mineral on a far far away expand that is accessible by the blocked ramp.

For example, in Shipwreck, there is a inbase expand which is blocked with eggs. Whats the point of blocking it if you can access it from the first minute as a zerg (using overlord get sight on minerals) or at the second minute as a terran? ( lifting a base to see minerals ). This is kinda disfavouring protoss since they have nothing to see on top early game.

Texascoco has also the same problem. Or maybe it is ment to be like this, a accessible expand that is safer than usual because of egg protection.

What is the difference between eggs, neutral buildings and mineral walls then?

From what I've tested, Drones and scvs can pass through egg walls very easily early game while protoss don't have such advantage

Neutral buildings can't be hopped so it makes more a real island when blocked with neutrals

Mineral walls can be passed by using tricks with buildings but minerals can be mined quite fast allthough putting high mineral value would discourage this

and eggs are easier to kill than neutral buildings + they can be hopped.

So if some1 can clear out what's the point of the egg walls I would appreciate. Maybe I'm missing something!

2009, 02, 21 21:18
neutral buildings CAN be "hopped".
On some version of sound barrier we even had a replay as a proof.

It is true that any mineral block will do for passing eggs, so if you incorporate them in your map, make sure you take that into account. I don't know how well this was considered in the various maps that use them, though.
2009, 02, 21 22:11
I didn't know neutrals buildings could be "hopped". Any kind of buildings or only small ones?
modified by trcc
2009, 02, 21 22:43
as long as you get to float on a building the size should not matter. Depending on how close to the unwalkable area you can build different buildings may beahve differently.
So pylons/bunkers might be hard to hop, while cybernetics cores should be easy.
2009, 02, 21 23:27
I've been playing Volcano/Tsunami Run too much.

You can hop any building or mineral with any building or mineral. for example, in Volcano/Tsunami run, people often jump Supply depots and machine shops with pylons. Newbies use nexi because it's easier but it wastes money to cancel it.

Through testing, I figured out that rather than being right up against the side of the building you want to jump over, you have to have a bit of space between it and your probe so that your probe is actually pushed by the pylon.
2009, 02, 22 04:27
K so you can hop over eggs, minerals, buildings.

What about unwalkable doodads?
2009, 02, 22 04:34
unwalkable tiles can't be jumped, it's like trying to make youyr probe walk through the watter, it will not.

for example, at Medusa, there are some mineral fields near the blocking protoss temple, you can hop the protoss temple bi gathering the mineral fields.

now, in shipwereak, if you hop a terran SCV it won't be able to build a command cententer ANYWHERE, you need a engineering bay and a missil turret to see the spider mine (or a science vessel)

protoss will have shutles and observers vs terran/protoss and they will have sorsairs vs zerg, so there is no problem.

once they have a corsair, they'll jump the eggs, place a pylon and a single cannon will kill the spider mine!!

then it'll be a 3 base protoss vs a 3 base zerg...
Shipwreak has a "Tears of the moon" nat, so it's very hard for zerg to play vs terran because of the backdoor.

that's why zerg can use overlord to jump the eggs AND KILL THE SPIDERMINE because overlord is a detector. then zerg can have it's 2nd gass vs terran.

while terran can just take the nat because the double choke it not very important TvZ.
2009, 02, 22 05:35
Unwalkable tiles CAN be hopped as well, uctually. But only with terran and a lot of luck: You need to build some building close to the unwalkable terrain and hope that the SCV floats quite far away onto the unwalkable terrain. Then you cancel the build and the SCV may be able to cross the unwalkable terrain.

I once built a missile turret on the 12's cliff on LT, at the bottom end of the cliff. When I checked back later to issue some more orders the SCV was gone: It had floated across the water to a ledge near 3's main. The SCV probably had floated so far off that it already was on lower terrain and thus couldn't float back to the cliff as that would have meant to float to higher terrain, so it chose the next free spot on lower terrain.
2009, 02, 22 09:36
i remember a game at Hitch Hicker where bisu Probe uumped from the 12 o'clok minonly to the outpost cliff, like a starcraft II colosus :)

so yes, units can hop unwalkable tiles.
i'm not sure if it as sAviOr vs Bisu at the blizzard thing (and sAviOr won that game)
2009, 02, 22 18:11
i thought this bug was solved
2009, 02, 22 22:36
nope, bisu's probe jumped from lowground to high ground :)
2009, 02, 23 04:15
Unless you show me the vid.

C'est impossible
2009, 02, 23 05:00
http://www.panschk.de/mappage/comments.php?mapid=1867
i am talking about this map, after i heard this bug was solved. -.-
2009, 02, 24 14:28
page: 1

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