it was written in seconds ... so no deeper thoughts ... so no problem it could izi misread even by me ... i just wondered why this was found out like years AFTER this map was played .... and .... i perhaps saw to much Uthermal GHOSTS to GM lately.
as a mapmaker I think it's likely Marras forgot to check remove doodad footprint on the doodads at the bottom of the ramp, and thus they are adding unpathable area onto the ramp making it so larger units like tanks can't get through. Would have to check in the the editor though if this hasn't already been patched tho.
so I just checked in the editor, it looks like it's already been patched because I can get tanks up and down with the same setup no problem. but I also tried unchecking don't use doodad footprint and the doodads don't seem to be blocking the ramp either. Maybe it was some manual pathing paint? *shrug* if it was neither of these things I don't have a clue what was stopping the tank from going down the ramp. Edit: ok, after messing around I think I know what it was. by default the main ramp is actually slightly narrower in the middle than at the top. but if you fill the pathing in a way that looks like only follows the ledge in editor the way it does most of the way up to the top of the ramp, then you're actually adding unpathable area at the top of the ramp that doesn't usually exist. in the editor it doesn't *look* like it would block anything, but it actually does! This seems like a very easy thing to overlook, especially considering the mapmaker, the guy QAing the maps, and the people judging the maps all didn't notice. fortunately it's something that takes 2 seconds to fix and the map appears to have been updated as of 7am PDT yesterday.
This is a STANDARD wallof vs Zerg.
Perhaps with Techlab insead of Reactor.
@Main Engie i ment perhaps its because of the reactor and techlab works fine
it was written in seconds ... so no deeper thoughts ... so no problem it could izi misread even by me ... i just wondered why this was found out like years AFTER this map was played .... and .... i perhaps saw to much Uthermal GHOSTS to GM lately.
Why are they stuck? There is space to fit tanks out of the main and nat
Map bug most definitely
as a mapmaker I think it's likely Marras forgot to check remove doodad footprint on the doodads at the bottom of the ramp, and thus they are adding unpathable area onto the ramp making it so larger units like tanks can't get through. Would have to check in the the editor though if this hasn't already been patched tho.
so I just checked in the editor, it looks like it's already been patched because I can get tanks up and down with the same setup no problem.
but I also tried unchecking don't use doodad footprint and the doodads don't seem to be blocking the ramp either. Maybe it was some manual pathing paint? *shrug*
if it was neither of these things I don't have a clue what was stopping the tank from going down the ramp.
Edit: ok, after messing around I think I know what it was. by default the main ramp is actually slightly narrower in the middle than at the top. but if you fill the pathing in a way that looks like only follows the ledge in editor the way it does most of the way up to the top of the ramp, then you're actually adding unpathable area at the top of the ramp that doesn't usually exist. in the editor it doesn't *look* like it would block anything, but it actually does!
This seems like a very easy thing to overlook, especially considering the mapmaker, the guy QAing the maps, and the people judging the maps all didn't notice.
fortunately it's something that takes 2 seconds to fix and the map appears to have been updated as of 7am PDT yesterday.
@@charact_r6929 what the hell are you on about
@@jeanneymar2603 well if you need a tldr:
The sc2 editor's pathing paint. That's what I'm on about.
people keep saying maps are useless now that we have GPS apps, so this happens...
? Did they found out later?
How Protoss wins that with 8 Stalker vs 20+MarinsMedivacs? Base snipe?
mAP's broken
Looks like a skill issue to me