While recreating a SC classic melee map ($mallest map 64x64), I found 2 bugs.
First bug:
Units shoot through raised cliffs that shouldn't be able to. I created 2 tiles wide cliffs. And when 1 enemy unit is standing on top of the cliff. Units behind the cliff can shoot through it. In SC only siege tanks could shoot over the walls. But now marines / Hydralisks etc can shoot through the walls.
Also a walker (who can see over cliffs) shoots through them as well. The particle effects of his gun go stop at cliff and appears out of thin air on the other side.
Extra info:
I used for dependencies "melee (liberty)", texture set "Haven (Jungle) and Initial texture "Haven Grass Light". The cliffs are normal 2 tile wide 1 level high raised cliffs.
Second bug:
SCV's and probes (not sure about zerg) have pathing issues when entering / exiting Vespene geysers.
Hmm hard to describe. First unit walks to geyser. Second unit instead of waiting, walks to the other side of geyser. When he finally is on other side he enters. The first unit was already out of the geyser. 3th unit walks away from geyser, and when the second unit exits. He finally starts walking towards the geyser which again takes an extra few second before he enters.
To my knowledge are these problems not my lack of programming skills because its a melee map with no triggers. So I suspect it to be a starcraft 2 bug.
If anyone experiences the same thing, or knows a solution, please let me know.
First one is kind of new to me. Wonder why they let that happen. I have no idea what you're talking about the second one. May be its some mechanic to make sure that 3 scv per gas is always maximum efficiency
Yeah i put 3 SCV's on the geyser. But normally the SCV would wait like 0.5sec before entering. Now he starts to move to a other point to enter the geyser before retrying to enter :S.
Tried with other units as well and same thing happens.
Bug 2:
Here you see with arrows the way the SCV behaved on trying to enter the Geyser.
Here you see another screen shot but now with one exiting. Instead of the normal exit on top. The SCV exitted (sp?) on the bottom and walked a weird line back to the command center.
While recreating a SC classic melee map ($mallest map 64x64), I found 2 bugs.
First bug:
Units shoot through raised cliffs that shouldn't be able to. I created 2 tiles wide cliffs. And when 1 enemy unit is standing on top of the cliff. Units behind the cliff can shoot through it. In SC only siege tanks could shoot over the walls. But now marines / Hydralisks etc can shoot through the walls.
Also a walker (who can see over cliffs) shoots through them as well. The particle effects of his gun go stop at cliff and appears out of thin air on the other side.
Extra info: I used for dependencies "melee (liberty)", texture set "Haven (Jungle) and Initial texture "Haven Grass Light". The cliffs are normal 2 tile wide 1 level high raised cliffs.
Second bug:
SCV's and probes (not sure about zerg) have pathing issues when entering / exiting Vespene geysers.
Hmm hard to describe. First unit walks to geyser. Second unit instead of waiting, walks to the other side of geyser. When he finally is on other side he enters. The first unit was already out of the geyser. 3th unit walks away from geyser, and when the second unit exits. He finally starts walking towards the geyser which again takes an extra few second before he enters.
To my knowledge are these problems not my lack of programming skills because its a melee map with no triggers. So I suspect it to be a starcraft 2 bug.
If anyone experiences the same thing, or knows a solution, please let me know.
yea i know the first bug :/ anoying
but i never had the 2nd one
First one is kind of new to me. Wonder why they let that happen. I have no idea what you're talking about the second one. May be its some mechanic to make sure that 3 scv per gas is always maximum efficiency
@progammer: Go
Yeah i put 3 SCV's on the geyser. But normally the SCV would wait like 0.5sec before entering. Now he starts to move to a other point to enter the geyser before retrying to enter :S.
Here are some pictures of the 2 problems:
Bug 1:
Tried with other units as well and same thing happens.
Bug 2:
Here you see with arrows the way the SCV behaved on trying to enter the Geyser.
Here you see another screen shot but now with one exiting. Instead of the normal exit on top. The SCV exitted (sp?) on the bottom and walked a weird line back to the command center.
my scv (wbf) wait itfront of it till the other comes out....