Ramp Imbalances!
Apr 10 2010, 1:49 am
By: Super Duper  

Apr 10 2010, 1:49 am Super Duper Post #1



Whenever I play melee, whether it be PvT or PvP (Not PvZ, because I usually do Bisu Build), I always noticed that there is a ramp imbalance.

Look at this picture.


Clearly, a probe or SCV can fit through and pass the zealot, right? It would take two zealots to block off the ramp completely or you would have to pull a probe (which is valuable mining time, especially at that time of game). Though, if you bought another zealot to block the ramp, that would cause a huge disturbance to your build order.

Now, look at THIS picture.



...One zealot blocks the ramp :-( . Compared to the previous ramp, where TWO zealots have to block the ramp, or one zealot and a probe.
Now, I know this may not seem like a "big deal", but it is, this is experience talking. I was going for a standard DT rush build order against a protoss, but I wanted to do a ZCore build order, I did NOT want to pull a probe off, since its that early, thats valuable mining time, especially since I went 11 - Gas.
He squeezed by my zealot and scouted that I went DTs.

Again, its a bigger deal than it seems. It's NOT just a thing that happens every 100 games, this happens sooo much, I would say once in every 3 games. Scouting is a huge deal in StarCraft (obviously) and that one ramp completely makes scouting "imbalanced" (Lol, that sounds funny).

Now you might say "But... You can just move the zealot down a little bit and it will block it off 100%!".
That doesnt always work. I try to do that. :dontgetit:
But heres a problem, if you move the zealot down, its on low ground and the scouting scv/probe will see that you blocked the ramp with your zealot, since its on low ground vision. So, the probe can just glitch by the zealot (which has happened to me dozens of times) and get in my main and scout. :flamer:
Again, you may say "Ciara, one probe at that time does not matter".
That's what a lot of D+ players say. It is incorrect, period. :-_-:

Anyways, now that I am done ranting, its time to do something about this "ramp" nonsense. Whenever we make maps, we need a ramp that can only be blocked by a single zealot. Everyone should start using these ramps if we find them. So what I REALLY am requesting, is a ramp that can be blocked by a single zealot.



None.

Apr 10 2010, 1:58 am Aristocrat Post #2



They exist. Take a look at my jungle custom ramp (see post some terrain) for instance. That is exactly 1 matrix wide/tall, but with the flaw of being all high ground. Replacing dirt tiles with ramp tiles will fix that.



None.

Apr 10 2010, 2:02 am Excalibur Post #3

The sword and the faith

They already know, and this does not go here.




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Apr 19 2010, 9:48 pm Koltz Post #4



the first ramp is blockable by a single zealot :) (and itll be on high ground)
youre just putting the zealot in the wrong spot



None.

Apr 20 2010, 9:04 pm Aristocrat Post #5



The second ramp is narrower, actually. Not by much, since it's designed to be as similar as possible (hence the blocky terrain), but it makes a difference if you're pushing up it with lings and trying to break a worker wall.



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[10:04 pm]
Suicidal Insanity -- Oh_Man
Oh_Man shouted: Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
In SC:R - yes you can. In normal SC: no, cause many tilesets use colors unavailable in others
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
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