Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: In game zerg stacking.
In game zerg stacking.
Oct 9 2007, 2:25 am
By: AntiSleep  

Oct 9 2007, 2:25 am AntiSleep Post #1



Give the player a probe, and lights, when they construct a specific protoss building, remove and replace it with the zerg building of choice. The limitation is that you cannot stack on it again after you see it.



None.

Oct 10 2007, 9:46 pm Joshgt2 Post #2



I don't understand what you're getting at here... So I have a probe, and I build a Nexus. The Nexus is then replaced with a Zerg Hatchery... then what?



None.

Oct 10 2007, 9:50 pm who Post #3



then you can keep building more zerg buildings there until you turn the lights back on!



None.

Oct 11 2007, 1:38 am AntiSleep Post #4



You can stack as many nexus's as you want and they all get replaced with hatcheries.



None.

Oct 13 2007, 3:55 am Aoe325 Post #5



Wouldnt the creep stop you from building a second nexus?



None.

Oct 13 2007, 8:50 am AntiSleep Post #6



Not if your lights are out, if you cant see the creep, sc pretends it isnt there.



None.

Oct 13 2007, 10:16 am Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

and make ground out of tileset creep.
That prevents the creep of spreading and you can build new toss or terran buildings everywhere where you do not have a zerg building.
But the lights have to be off to build on tileset creep.




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