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[–]dk64 225 points226 points ago

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Classic Boxer and his genius depot placements! Brings back good memories.

[–]measuredinyears 13 points14 points ago

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Hm... I agree this is really cool. I'm not sure who came up with this idea, but I have seen KawaiiRice doing it for several weeks now, but he does it by his mineral line so he can pull SCVs away from hellion drops. Just making sure credit is given where credit is due >_>.

[–]Brisco_County_III 11 points12 points ago

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That is quite a useful application!

[–]Eddicus 33 points34 points ago

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No kidding. Day9 once talked about the concept of getting the most out of buildings and units, and this is a good demonstration.

The depots remind me of these: Dragon's teeth

[–]Cael87 5 points6 points ago*

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yeah, Ketroc had been doing the same thing with his bases right after the rise of the blue-flame drop, using both depots and turrets to help block it in. (I know, he's a lesser known youtube caster who's known best for his appearance on when cheese fails s1e7 ["dude just got raped by BUILDINGS" episode, he literally produced 0 attacking units and won as a Terran], but I've been watching his play since beta... he always comes up with the most interesting meta-game builds)

[–]themooseymoose 2 points3 points ago

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At first I read your comment referring to the when cheese fails (I've seen a few but don't follow it much) and figured 'probably just another cannon rush.' Watched the episode and my mind was blown. That was actually pretty brilliant, the guy is one quick thinker. Does Ketroc still stream?

[–]Cael87 2 points3 points ago

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he's going to be streaming sometime in the future, but he posts a shiste-ton of VODs on youtube at http://www.youtube.com/user/Ketroc21

He also offers even more of his replays for download at http://drop.sc/search?order=date_played&player=ketroc

[–]belligerent_bear 1 point2 points ago

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There was something really similar done in broodwar, it may have even been boxer who did it, but the player built depots in certain parts of the map and the commentators thought it was just random positions, and then when his opponent went to move out the pathing was changed so across the whole map it gave him an advantage in battle.

Unfortunately i didn't watch broodwar so i only remember someone talking about it.

[–]Ciryandor 8 points9 points ago

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This is the game:

Boxer vs HiyA on Blue Storm

[–]clubhouse 3 points4 points ago

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After winning the game (video part 3) Boxer points to his head like athletes point to their bicepts.

[–]iofthestorm 5 points6 points ago

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That was a game by boxer, yes.

[–]Paz436 4 points5 points ago*

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It was Boxer, I forgot which game though.

EDIT: Why the downvotes? It was Boxer!

Here's the link: http://www.reddit.com/r/starcraft/comments/fx361/example_8284_why_boxer_is_a_legend/

[–]Ketroc21 0 points1 point ago

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I think it's been common knowledge to some since the alpha/beta when people failed at simple ramp wall offs. It became apparent fast, what units can get through what.

[–]prebbual -1 points0 points ago

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Weeks? More like months.

[–]pr0foak 30 points31 points ago

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This reminds me of sheep tag from wc3. That was a fun custom.

[–]TheFreshestMove 6 points7 points ago

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Also cat and mouse from BW :)

[–]DharmaTurtleSC 12 points13 points ago

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God I miss that map.

I can't find any good/popular remakes in SC2 :(

[–]ricktencity 41 points42 points ago

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Thats because SC2 has the single worst custom game finding system in the world.

[–]Tossrock 2 points3 points ago

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Seriously.

[–]pr0foak 11 points12 points ago

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Yeah, and it doesn't help that the bnet 2.0 custom map system is terrible. So you can't get players for a map unless its popular.

[–]Forgettable_Face 8 points9 points ago

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You can't get players for a map unless it's popular, and it won't get popular until you get players for it. Yay!

[–]bananabm 0 points1 point ago

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And that's why we don't play monobattles on fastest

[–]fiction8 2 points3 points ago

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I wish The Black Road makers would switch over. :( TBR was the most fun WC3 RPG I've ever played.

The sad part about it is that they CAN'T switch over because the size of the map file is too big for SC2's arbitrary limitation. (And yet it works just fine in WC3...)

[–]Lugonn 1 point2 points ago

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Only people that are really into S&M are still making custom maps.

I doubt we'll be seeing any good remakes of the old fun maps.

[–]remaker12 44 points45 points ago

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That's... fucking genius. Now if only Boxer would play Zerg so he can think of something for me.

[–]concussedYmir 9 points10 points ago

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Checkerboard spinecrawlers will let zerglings through

[–]Zruku 47 points48 points ago

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Spine crawlers in any position will let zerglings through :P

[–]Bhelyer 5 points6 points ago

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______ crawlers are designed to not work as wall offs. We'll have to think of something involving evo chambers. :P

[–]Shredder13 0 points1 point ago

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Hatcheries so you can place them at your opponent's main.

[–]iamcurrentlyatwork 1 point2 points ago

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They will wall off areas if you put them in corners correctly. So an evo chamber and a spine can complete a wall off when placed in close proximity.

[–]Zruku 1 point2 points ago

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Well, you can place an evo chamber and a spine crawler at the bottom of your ramp to prevent hellions from going in and it still allows zerglings to go through it.

[–]Athox 0 points1 point ago

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The rest of your army is fucked though...

[–]SpontaneousComb 8 points9 points ago

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If only Zerg has a building that could move and you could make them crawl or something.

[–]Athox 1 point2 points ago

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What, like terran? They're both OP, you don't have to tell me...

[–]Zruku 0 points1 point ago

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Never said it was effective, however you would only do it if you had lings to defend

[–]Bhelyer 1 point2 points ago

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TIL. Neat.

[–]ArBair 2 points3 points ago

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Spine crawlers will let zerglings through if they are passing vertically, but not horizontally.

[–]Rimathil 0 points1 point ago

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Spines don't seal.

[–]Manofonemind 0 points1 point ago

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If you evo chamber and spine crawler your ramp it lets drones though but not hellions.

[–]Stooben 27 points28 points ago

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Is there a resource for unit radius? This would be useful to see if it works for pylons as well and if staplers could fit through.

[–]alotofdavid 44 points45 points ago

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if staplers could fit through.

I don't think staplers are gonna be added until Legacy of the Void.

[–]Stooben 26 points27 points ago

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That autocorrect

[–]tophatter 23 points24 points ago

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The best kind of correct.

[–]Athox 0 points1 point ago

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the correct kind of wrong

[–]jward 12 points13 points ago

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Zealots can go through diagonal blocks, but stalkers can't :/

[–]Stooben 13 points14 points ago

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But.... But the marauders can :(

[–]eRWT 10 points11 points ago

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Marauders actually have smaller unit size than Roaches and Stalkers, for some reason.

[–]jward 34 points35 points ago

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Because terran imba ;)

[–]Romeo3t 20 points21 points ago*

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If it had a bigger size doesn't that give the terran an advantage by spreading out units more? Therefore the bane of MMM, splash damage would actually do less?

[–]vombert 15 points16 points ago

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It goes both ways. Small unit size means more of them can attack at once, it's like having concave without having concave. Perhaps that's one of the main factors that determines MMM efficiency in the first place.

[–]Itlan 8 points9 points ago

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Even still, the whole counter to MMM is area of effect damage because the units stack so nicely. If Marauders were made larger, it'd give better surface area to the Terran to mitigate the splash, no matter who's bringing it: banelings, tanks, colossi, etc.

God I hate when my marauders get destroyed a tank line. :(

[–]skyride 2 points3 points ago

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I think if you were to include a marine size increase in that as well, it's a trade I would gladly accept.

[–]jward -1 points0 points ago

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If you had more surface area, my chargelots could hit more of your guys at once. Your firing arch wouldn't have twice as many marauders per area as I have stalkers. It would be easier for me to sub divide your army with force fields.

If you packed less guys into the same area, yeah AOE wouldn't be as good but it also wouldn't be as needed to deal with your army. It would also be harder for you to micro out of my storms since you would have a larger mass to move.

It is also harder to just look at a terran army and look at my toss army and know which one is 'bigger' because yours is more condensed.

[–]Itlan 1 point2 points ago

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Chargelots aren't usually the deciding factor - it's usually Colossus damage or Archons vs. Marauders or storms. Any good T still kites, even if they do have charge.

I wouldn't mind your second point. :P

And this may be valid. But usually if you see a big ball of crap vs. a reasonable ball of crap, you have a different reaction.

[–]iamcurrentlyatwork -1 points0 points ago

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Damn your logic!

[–]outerspacepotatoman 0 points1 point ago

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Smaller unit => more units fit on the same arc => easier to get favorable engagements.

It is weaker vs splash though.

[–]theLmovingKnight 0 points1 point ago

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Also, a larger radius means more lings can attack something.

[–]AfroKona 5 points6 points ago

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Human beings the size of houses be illogical in this sci fi war game about cowboys v space bugs vs space monks.

[–]Glowinglight -1 points0 points ago

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A resource? Not exactly sure what you are saying, but it is possible to edit a unit's radius in the map editor.

[–]Ostmeistro 0 points1 point ago

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For anyone else that wonders; no, this does not work with spines (they have almost no radius because blizzard does not think zerg should be able to wall). But probably with pylons however then immortals won't go through.

[–]yuki2nagato -1 points0 points ago*

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Here you go. Each unit has the collision radius, hp listed as well as usage guides etc.

[–]mulletarian 1 point2 points ago

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Maraduer: 0.5625
Stalker: 0.625

Visual comparison

[–]dome210 54 points55 points ago

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I can't wait until we start seeing more of this type of strategy (no matter how small of an advantage it gives) implemented in every game. Players were still learning to sim city correctly 10 years after BW came out!

[–]100rp 5 points6 points ago

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Yes, perhaps my favorite thing with SC2 is seeing it evolve from the start^ Just 6 more months to evolve before the expansion.

[–]ShobiTrd 7 points8 points ago

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Boxer is doing this since Boorwar so the Clasic vulture cant enter to some places.

[–]bill_nydus 13 points14 points ago

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Ah good old Boorwar, wild pig hunting was never more fun.

[–]brian44cali 54 points55 points ago

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This is exactly what r/sc should be made of.

[–]musemike 28 points29 points ago

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Even TL doesn't have these posts very often. This subreddit would be dead.

[–]DocPlatypus -5 points-4 points ago

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instead its filled with picture of Gregory Field dancing.

[–]Shredder13 14 points15 points ago

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All one picture of it.

[–]Athox 0 points1 point ago

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Well, one can dream...

[–]Zeabos 15 points16 points ago

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This is absolutely genius and will help my TvT significantly! I don't have the APM to constantly make my depots go up and down and have been victimized by hellion runbys before.

[–]Randemonium 2 points3 points ago

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Also, it's a little annoying that raise and lower are on the same key. Sometimes I'll intend to lower a depot, hold the key down a little too long, and it winds up lowering and immediately raising back up again!

I haven't looked at custom key bindings ... maybe there's a way to put them on different keys.

[–]zyxwvutsr 4 points5 points ago

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If you have a group of half raised half burrowed supply depots....

If you double click/control click a depot that is raised and press "r" (the hotkey for burrow/unburrow) all the depots will burrow. If you initially select a depot that is burrowed and press "r," all the depots will unburrow.

[–]Randemonium -1 points0 points ago

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I don't think anybody was confused about that point. I'm only confused now because I don't understand why you thought we were confused about that.

[–]zyxwvutsr 2 points3 points ago

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You were having trouble because raise and lower are on the same key.

[–]cruzlee 0 points1 point ago

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I think few people knew this. Thanks.

[–]Randemonium 0 points1 point ago*

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Yes, and my point was that if you hold it down just a little too long, you get a "lower-raise" sequence, instead of a single lower. That wouldn't happen if they were on separate keys, but I really just need to stop holding it down. Just a weird habit I need to break.

Edit: My trouble was never that I didn't know what it was going to do (I use the "default to lowering everything if there's a mix" behavior on purpose all the time). My trouble is that it will do more than one thing if you hold it down long enough. I guess I didn't make that clear because it's not a typical problem. I just have a weird habit of leaning on keys (probably from playing Zerg so much).

[–][deleted] ago

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[deleted]

[–]Randemonium 0 points1 point ago

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Really? The way it works normally with a mixed group (some raised/some lowered) is that it guesses that you meant to make them all lowered. So ... if I had a mixed group and I explicitly told it to make them all lowered, why would it not comply? That's actually a more specific command.

[–]dfkvj 0 points1 point ago

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nope I'm wrong. I assumed it was the same like with burrow

[–]Randemonium 0 points1 point ago

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That's ok. I'm at work so I can't test it, but it didn't seem to make sense!

[–]atm0 1 point2 points ago

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I don't play Terran but I read a tip on here for T's once that had never occurred to me as a Zerg. Rebind your tilde key (or something else that you don't use but is in an accessible spot) to 0, then hotkey the supply depots that make up your wall to whatever that key is.

This way, when you see a runby coming on your minimap or past your units, you can very quickly hit whatever that hotkey is and then press the 'raise depots' button, without even having to look at the supply depots.

[–]amackera 5 points6 points ago

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I rebound my "~" key to show each Nexus in sequence, a function that the backspace key provides by default.

[–]otaia 1 point2 points ago

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I just always have them bound to 4.

[–]MoOdYo 3 points4 points ago

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Game has been out for a year and I never thought of this.

Boxer is a fucking genius.

[–]WarpMePlz 18 points19 points ago

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I made a post about this several months ago but it was shunned. Boxer says it and he's genius, Q.Q http://www.teamliquid.net/forum/viewmessage.php?topic_id=260043

[–]fiction8 -1 points0 points ago

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Yup, pretty much. Welcome to /r/starcraft.

[–]Milquetoast312 0 points1 point ago

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Welcome to the real world, kid. Ingenuity isn't enough, you also need star power.

[–]oops_i_pooped 4 points5 points ago

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[–]kibbles_n_bits 2 points3 points ago

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So is there space between the depots at all? I can't tell from the picture.

[–]hyperrifts 14 points15 points ago

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Imagine the building's unit radius as an actual circle. When they are next to each other, nothing can fit through because the circles touch. But when they are placed diagonally, the circles have a gap between them, allowing smaller units to pass through.

Here is a small image to visually demonstrate this: Imgur

[–]failburt 0 points1 point ago

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I think there was an image that showed building footprints as being rectangles with cropped corners (uneven octagons), this allows units through with the same idea as your image.

[–]lolifell[S] 3 points4 points ago

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according to the building grids, no. but its part of the game physics I guess where the buildings don't form a full wall when placed diagonally

[–]RicardoM -1 points0 points ago

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I thought it was something they added patch 1.2 "- Players can no longer block off ramps with two 2x2 buildings."

[–]koushiro 2 points3 points ago

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That was a change to the footprint of the ramp, not anything to do with buildings themselves.

[–]gramathy -1 points0 points ago

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That was two 3x3 buildings, not two 2x2 buildings.

[–]hofodomo 2 points3 points ago

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Oh God, this brings back bad memories from trying to wall in Brood War. "Oh come on, the forge is flush against the wall, there's no way that zerglings cou--WHAT THE HELL!!"

[–]Randemonium 0 points1 point ago

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At least now we have the "building placement grid" we can use to easily get it right.

[–]AfroKona 1 point2 points ago

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The problem wasn't the placement grid, brood war buildings just interacted strangely. If I remember correctly (might have this backwards) a cyber under a forge would close the gap but a forge under a cyber wouldn't, even though they're both 3x3.

[–]Randemonium 0 points1 point ago

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Interesting. I was never good enough at Brood War to even think about Sim City'ing so I'll take your word for it!

[–]hofodomo 1 point2 points ago

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I ended up just memorizing set wall positions for PvZ. I'd load up the ICCup map in singleplayer, and personally test the walls--and memorize those exact positions for ladder play. I'd also use map doodads--for example on Heartbreak Ridge: "ok, build my pylon one space under that patch of dark mud, etc."

I'd also dodge PvZ matches as much as I could for this very reason.

[–]Ciryandor 1 point2 points ago

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Here's how walling works in BW:

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes

If a unit is smaller than the combined number of the 2 buildings, they can move through that space, but if they are larger, then they cannot.

[–]CableSC 2 points3 points ago

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This is exactly like the the "czech hedgehog" concept on normandy beach in WWII. Boxer = Strategic Genius

[–]jimchoi1 2 points3 points ago

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boxer uses his brains unlike many players

[–]spacebarbarian 0 points1 point ago

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That is so creative, love to see cool techniques like this still being discovered!

Wonder if this is a Boxer creation (or from one of his disciples). Either way its great to see his style of strategic thoughts continuing to effect the game today.

[–]discorax 0 points1 point ago

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Wow, I really could have used this tip yesterday! ^

[–]pryan12 -5 points-4 points ago

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why is it I always find you on reddit?

-iChromatiC

[–]discorax 0 points1 point ago

Because I'm everywhere!

[–]aznsacboi 0 points1 point ago

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Boxer is the king of supply depot placements. Long live the emperor!

[–]stepppes -1 points0 points ago

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wow

[–]fabe -1 points0 points ago

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sweed you can block the xelnaga backdoor with 1 pylon/depot

[–]Litschi 0 points1 point ago

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I do this with Zerg Buildings, too. My Drones can escape, but the Hellions can't follow.

[–][deleted] 1 point2 points ago

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3 spine crawlers at the top of a ramp, lings can run through, make your large units at your expansion bases.

Same idea, and it encourages creep spread :)

[–]gramathy 0 points1 point ago

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in other news, marauders' collision radius is way too fucking small.

[–]Mr42 0 points1 point ago

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Make it too big and they just won't die to splash.

[–]gramathy 0 points1 point ago

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True, but they're small enough that DPS density for bio is just insane. They can bring much more of their army to bear at once because of it.

[–]UsingYourWifi 0 points1 point ago

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And they're all the more vulnerable to AoE.

Trade offs.

[–]fadingcross 0 points1 point ago

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It's the same with roaches and stalkers so it's good for TvZ and TvP too!

[–]zyxwvutsr 0 points1 point ago

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This is terrible for TvZ.

[–][deleted] 0 points1 point ago

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Yup. This does nothing to prevent roaches. Additionally, stalkers would just pick away at the wall off and take some free supply off of you. This is realistically useful only against hellions.

[–]fadingcross 0 points1 point ago

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If the zerg goes for lings yes, but you can stear him away from that =)

[–]Jampackedeon 0 points1 point ago

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I will say that no one walls off better than the Emperor, I hope he stays in the game for a long time to come.

[–]zyxwvutsr 0 points1 point ago

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Pretty sure only marines can pass through this. Marauders will not be able to pass through. I'm surprised nobody has commented this yet.

[–]zmansman17 0 points1 point ago

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Boxer is so handsome!

[–]btmalon 0 points1 point ago

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its like the alternating pawn wall I learned in chess when I was 10.

[–]bsl 0 points1 point ago

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:( I thought you were talking about Sid Meier's Sim City.

[–]Penryn_ 1 point2 points ago

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The emperor protects...

[–]frenzyfol 0 points1 point ago

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Is this applicable to pylon placment vs terrain hellion run bys?

[–]Ketroc21 0 points1 point ago

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yes. The only exceptions are nexus/cc/hatcheries which have no corner hex so you gotta overlap by 1 to get the same effect... and gas geysers which have a curved corner hex, so you can only block both units or neither. I'm guess stalkers are as "fat" as hellions though, fyi (although marauders are surprisingly not, so probably worth testing)

[–]RPBiohazard 0 points1 point ago

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If only you could do this with spinecrawlers...

[–]lilsamuraijoe 1 point2 points ago

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Sim city tips from samuraijoe: tax the hell out of the rich and build a lot of farms.

[–]kibbuls 0 points1 point ago

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Is there a way to get this effect at the bottom/top of a ramp?

[–]M40A1 0 points1 point ago

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Just put some of the buildings (but not if it's a CC) corner to corner.

[–]Ketroc21 0 points1 point ago

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2 3x3 structures at the top of ramp would work... like 2 barracks. Can do it with 2x2+ structures at the bottom. So 2 supply depots, or supply+barracks, etc. Just gotta be sure to place them correctly.

[–]pugwalker 0 points1 point ago

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I used to use this trick when blue flame drops were really popular and strong to make an area where I can run my workers and they couldn't be hit by the Hellions.

[–]iLuVtiffany 1 point2 points ago

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Anyone else find it weird since Marauders are fatter than Hellions.

Anyways classic Boxer. I hope to God he wins a GSL or an MLG. That'll cause fucking riots.

[–]Scott674 0 points1 point ago

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I was really hoping he'd take Providence. Expectant? no... but hoping. That would have made for the most epic event in SC2 to date.

[–]IDKJue 0 points1 point ago

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reminds me of those vehicle road blocks in company of heroes xD

[–]eXe_Diamond 0 points1 point ago

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It also blocks stalkers.

[–]Ketroc21 0 points1 point ago

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There are exceptions to this diagonal placement in terms of when hellions and bio can/can't fit through. It's covered here:

http://www.youtube.com/watch?v=F2g-W_Zx2N0#t=2362s

[–]MajorLeeScrewed 0 points1 point ago

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We're not worthy!

[–]Cepical 2 points3 points ago

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Boxer!!!!!!!!!!!!!!!!!! hes the fucking man

[–]Yarcofin -1 points0 points ago

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I need to learn to inject / drop mules perfectly on time and never get supply blocked long before I start doing stuff like this.

[–]Blancgab 9 points10 points ago

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Not really, you can learn both! You're going to have to put your buildings down any ways, why not do something creative while you're at it?

[–]zeeteesc 7 points8 points ago

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uh, why?

[–]ArturosII 1 point2 points ago

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Those are incredibly important and yes you should learn to do those before you start trying to be innovative with stuff but things like this are easy to set up and will make life easier for you without having to take away from other things you are trying to do.

[–]tigerw00ds 0 points1 point ago

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you need to play more starcraft instead of misunderstanding day9... that is stop thinking that not playing perfectly is a waste of time

[–]DarknessXIII 1 point2 points ago

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OMG.. SlayerS`BoxeR the Emperor does it again!

[–]Sporadic44 1 point2 points ago

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thats fucking sweet

[–]SCDeNtitY -4 points-3 points ago

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When did he say that?

[–]NeverQuiteEnough 6 points7 points ago

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he did it in a game I think, not said it

[–]lolifell[S] 1 point2 points ago

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The link is a screenshot from SlayerSBoxer vs MVPDream. Played in code A recently. A really good match that showcases Boxer's bio play

[–]Number_J 0 points1 point ago

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Boxer you sly dog you!

[–]ravenx1 -5 points-4 points ago

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Boxer is garbage. He's eze mode yo. Destiny can beat him.