Pro non's guide to jb

nonconus
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Pro non's guide to jb

Postby nonconus » Sun Nov 09, 2014 7:55 am

Jump Basing
What is it?
Normally when you base you need to leave lanes in order to re-wall. If the titan has vision of the base (floater, pearl, etc.) they will most likely try to stop you, as you can be seen walking all the way up the lanes and back every time you need to place a wall, leaving you vulnerable to nukes / ward blocks. Jump basing removes these lanes, teleporting you from the safety of your base to the walls and back instantaneously.
Base:ImageJump Base:Image
But Non, how is this possible?
There are two principles at play here,
    First is the positioning of a builder after he completes a structure; a wall walker will always exit the bottom left corner of a structure, regardless of the side entered.
Image
    Second, WC3 pathing works on basic rules, when the square you occupy is taken up the engine assigns you to a new square automatically, the interesting part comes with how this square is decided upon. The unit defaults (or jumps) to the closest possible square of equal elevation.
Elevation levels can be seen here: (Disclaimer: rough outline to illustrate point, not actual exact elevation of area, as next picture shows)Image Combining these two principles allows us to jump by positioning our final location (post construction) on a different elevation than our initial elevation, thus forcing the engine to physically jump the character a distance to the closest area of matching elevation. Image
But Non, where can I jump base? Aren't there like 2 bases that it works with?
No, any base that is elevated can be jumped, some are just a little more difficult or more practical than others.
These are the bases that are known to be able to be jumped (in any semi-decent way):Image
Although I split the bases up into three categories, jump bases are subdivided into two main categories those being the leftward/downward opening bases and the rightward/upward opening bases.
Image
Leftward/ Downward opening bases do not require offset walling, while Rightward/upward opening bases do. Each base has a Jump Line, or the line at which a wall on the right side of the line will no longer place you on the bottom left corner after cancellation or completion. While this makes sense for the leftward/downward, the rightward upward may be a little confusing. The general idea here is to find the line in which two planes of elevation meet. You can think of elevation in warcraft as a set of stairs rather than a sloping hill, with our goal being to find the drop off point from one stair to the next.ImageImage
From here just fill up the base as it logically would; L/D are usually pretty cooperative, but the offset walling of R/U can leave a gap, the easiest way to close this gap is with fruits.
ImageImage
Some bases do not fill properly, requiring workers to fill the gaps that remain. - 4 workers = 1 shelter, or 1 worker= 1 builder - While workers do take up space they are not always reliable, especially when lumbering/moving. For the same reason that workerstacking is possible, it is possible to jump your builder on top of workers, stacking yourself inside them and putting you somewhere in the base that you do not want to be. More workers within range = higher probability of jumping to them. This also applies to using workers to lumber within the base. For this reason some jump bases must be seeded to work smoothly.
ImageImage
Wait non, so if I jump base I have to seed? But seed = feed :(
Some jump bases do have places that you can lumber at, this brings us to the second subdivision of all jump bases. While some jump bases are level and maintain a constant elevation across the entire area, others have multiple levels of elevation within the base. These Multi-elevation bases (ME) are much better than the single elevation bases because they allow room for workers, and guests.
TWERK IN PROGRESS
Last edited by nonconus on Sun Nov 09, 2014 6:59 pm, edited 2 times in total.

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Re: Pro non's guide to jb

Postby Burn » Sun Nov 09, 2014 8:24 am

Please use www.imgur.com to upload all your images for convenience. Thanks!

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Re: Pro non's guide to jb

Postby Merex » Sun Nov 09, 2014 11:38 am

Off topic:
Lames op
--
I support Pro non's guide. #1 jump baser top left :)
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Re: Pro non's guide to jb

Postby FollowingPath » Sun Nov 09, 2014 1:51 pm

Finally a proper guide to walling
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Re: Pro non's guide to jb

Postby Stealer » Sun Nov 09, 2014 6:17 pm

inc, ward block.

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Re: Pro non's guide to jb

Postby Lynx » Sun Nov 09, 2014 9:55 pm

inc, invis chicken block.

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Re: Pro non's guide to jb

Postby Stealer » Sun Nov 09, 2014 10:38 pm

But to get a chicken you have to let a mini die.
Shit strategy.

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Re: Pro non's guide to jb

Postby Burn » Mon Nov 10, 2014 12:32 am

inc, floating eye recipe block
inc, main titan invis block
inc, wind catcher block
inc, titanic ward block
inc, consumable wards block
inc, wotw block
inc, WW sync chain nuke

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Re: Pro non's guide to jb

Postby Sat » Mon Nov 10, 2014 12:39 am

inc crusty old ih party poopers

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Re: Pro non's guide to jb

Postby Merex » Mon Nov 10, 2014 12:59 am

Inc jb comeback ID 2015
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Re: Pro non's guide to jb

Postby TooNoobForU » Mon Nov 10, 2014 2:15 am

how to counter JP Noob's guide
-use float
-ward at the space u killed or use items to block
-ww and kill.
Image

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Re: Pro non's guide to jb

Postby ApomTom » Tue Nov 11, 2014 4:38 am

You guys are making this too complicated. Titan can just item jump in. However, that shouldn't diminish the quality of this guide.

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Re: Pro non's guide to jb

Postby nonconus » Fri Nov 14, 2014 10:21 pm

Burn wrote:inc, floating eye recipe block
inc, main titan invis block
inc, wind catcher block
inc, titanic ward block
inc, consumable wards block
inc, wotw block
inc, WW sync chain nuke

-Burn

TooNoobForU wrote:how to counter JP Noob's guide
-use float
-ward at the space u killed or use items to block
-ww and kill.

At this point in time pub Island Defense games should be for nothing more than fun.. and jump basing is just one way to break from the monotony. Obviously you might not want to jump base in an ih game, or if you're a gigantic elo whore, for the reasons above. Jump basing isn't perfect and it can be a challenge, just like wingbasing or fun basing; that doesn't mean you have to go bashing it to hell though. Maybe you'd like it if I made a how to quad base euro guide instead?

PS I have college apps due in a week or two so I'll finish the guide thereafter, and include sections on pros/cons/concerns, to help address the drawbacks of jumpbasing as well as possible ways to prevent/ mitigate them.


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