<div class="IPBDescription">Someone care to enlighten us noobz?</div> I've seen the term used before, but no actual explanation of what one is, or where it came from.
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
edited June 2003
<span style='font-size:7.9pt;line-height:100%'><span style='color:orange'><span style='font-family:Impact'>A WoL = Wall Of Lame, it is produced from the gorges when they make chambers in a certain formation - making defense chambers 3 in a line and making 3 offense chambers infront of the def chambers and making another 3 offense chambers on top of the def chambers, If some one would be as kind to post a pic of a WoL??</span></span></span>
Wall of Lame is from the older versions where the healing of DC's were not capped and where siege cannons would not work in certain areas, thus allowing "indestructible" walls of 8 OC and 8 DC.
After that it has just become the name for any cluster of more then one OC/DC.
Wall Of Lame. In my opinion the word "lame" perfectly describes this tactic. There is nothing more annoying and sucky as being a marine and facing a fully built WOL with an LMG. The standard LA/LMG marine has no chance of destroying this kind of construction. Destroying a WOL requires a siege (expensive and usually useless for other purposes besides destroying the WOL), lots of HMGs or GLs. WOLs used to be quite common until people realized the importance of resource rushing (and teching to JP/HMGs).
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller -Offense chamber cost increased (I'm not quite sure about this one) -Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense. 2.) Stop entrance blocking. 3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I agree, and it's not only annoying to marines looking to pass through, but i would say it's even more irritating being a fade/onos and not being able to get through. I've evolved into an Onos and been completely blocked in the hive with no way out before and there is nothing more annoying than that.
<!--QuoteBegin--Pege+Jun 2 2003, 03:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pege @ Jun 2 2003, 03:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wall Of Lame. In my opinion the word "lame" perfectly describes this tactic. There is nothing more annoying and sucky as being a marine and facing a fully built WOL with an LMG. The standard LA/LMG marine has no chance of destroying this kind of construction. Destroying a WOL requires a siege (expensive and usually useless for other purposes besides destroying the WOL), lots of HMGs or GLs. WOLs used to be quite common until people realized the importance of resource rushing (and teching to JP/HMGs).
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller -Offense chamber cost increased (I'm not quite sure about this one) -Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense. 2.) Stop entrance blocking. 3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> WoLs are less powerful than big turret farms. Yes, sieges cost ressources, but WoLs cost ressources too so it's OK.
Well, thats funny. I suppose they decreased OC size and health and gave TFs' electrification, because sentry farms were stronger than WOLs?! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The "walls of lame" is an old expression , as said , it appeared pre-1.04... it's not lame at all anymore , since one HMG with enough ammo can destroy them while GL , sieges or HA teamwork were supposed to be the only counters to them. Still , they're effective because of their big collision boxes.
WOL's are a good stratigy! The marine equivilent to this is mining up an intrance at one hive. Both strats are made to block entrances and both are widley used. Once aniens get 2 hives and fades then the M-WOL's (mine wall of lame) are gone. Same for marines once they get HA GL WOL's are gone. So shut it and quit complaining because you don't win every stinking game you are in!
From what I know its not lame until you start stacking, making it impossible to jump over. But just clumps of o chambers and d is just plain old static d.
<!--QuoteBegin--Pege+Jun 2 2003, 01:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pege @ Jun 2 2003, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, thats funny. I suppose they decreased OC size and health and gave TFs' electrification, because sentry farms were stronger than WOLs?! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> They did this because killing the tf turns off all 50 turrets that were there, whereas each ot has to be killed separately.
Also, I remember reading somewhere that ot's were never supposed to have as much health as they did in 1.04.
<!--QuoteBegin--SinSpawn+Jun 2 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Jun 2 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:7.9pt;line-height:100%'><span style='color:orange'><span style='font-family:Impact'>A WoL = Wall Of Lame, it is produced from the gorges when they make chambers in a certain formation - making defense chambers 3 in a line and making 3 offense chambers infront of the def chambers and making another 3 offense chambers on top of the def chambers, If some one would be as kind to post a pic of a WoL??</span></span></span><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Please stop using this font
Well, a WoL Can be very usefull for defending Res Nozzles and what-not, espescially in the the Sewer Vestible <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--i'm lost+Jun 2 2003, 07:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jun 2 2003, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SinSpawn+Jun 2 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Jun 2 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:7.9pt;line-height:100%'><span style='color:orange'><span style='font-family:Impact'>A WoL = Wall Of Lame, it is produced from the gorges when they make chambers in a certain formation - making defense chambers 3 in a line and making 3 offense chambers infront of the def chambers and making another 3 offense chambers on top of the def chambers, If some one would be as kind to post a pic of a WoL??</span></span></span><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Please stop using this font <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.
As for if WoL is lame or not I would say that they are ok. A good vanilla marine can most of the time take one out without getting hurt and no WoL can survive a whole marine squad that is concentrating their fire.
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
<!--QuoteBegin--Okabore+Jun 2 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Okabore @ Jun 2 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--i'm lost+Jun 2 2003, 07:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jun 2 2003, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SinSpawn+Jun 2 2003, 06:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Jun 2 2003, 06:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:7.9pt;line-height:100%'><span style='color:orange'><span style='font-family:Impact'>A WoL = Wall Of Lame, it is produced from the gorges when they make chambers in a certain formation - making defense chambers 3 in a line and making 3 offense chambers infront of the def chambers and making another 3 offense chambers on top of the def chambers, If some one would be as kind to post a pic of a WoL??</span></span></span><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Please stop using this font <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I would agree as well
it makes you stand out and all
but is more annoying than helpfull
if I was a mod I would be a nuking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wall Of Lame. In my opinion the word "lame" perfectly describes this tactic. There is nothing more annoying and sucky as being a marine and facing a fully built WOL with an LMG. The standard LA/LMG marine has no chance of destroying this kind of construction. Destroying a WOL requires a siege (expensive and usually useless for other purposes besides destroying the WOL)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You mean unupgraded, unequipped, individual marines can't take out an alien defense formation? How incredibly unfair! Everyone knows that marines are supposed to have a free run of bases.
Ok, enough sarcasm. WoLs are perfectly valid. Alien defenses aren't actually that dangerous to marines - they just take time to remove. Considering how much time and resources they take to set up, their effectiveness is fully justified. The whole point of alien defense is to slow down the attackers so that help can arrive - if a LMG\LA can easily take out a WoL then the whole point is defeated.
WoL's, structures, are what Aliens use to 'own' an area. If a room is empty, it is up for grabs. If it has an OC (or better yet, a couple of OC's and DC's) it belongs to the aliens until Marines can clear it out.
I love them. My favorite thing to do in NS is to plan and build WoL's. Well-placed WoL's help aliens tremendously (healing and providing a 'safe' base/retreat as well as hurting the Marines). Last I heard OC's were made cheaper, more accurate, powerful and healthy (since they now regen themself).
Building stuff is what it's all about! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
When/if I use the term "WOL" these days, it's just because that's what they're called, not because I believe them to be lame. They're relatively easily countered and yeah, if you let the alien team get them up extensively in 1.04 it's sort of your fault anyways.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
the only ting I find lame is how you can stack structures. And that fact that when being built, the structures are indestructable unless eiged (becuase everytime the gorge builds a bit the health is reset). And yes, the O chambers need to be made smaller, so the aliens can't hide behind them so god damned much. Make them stronger, more accurate, I don't care. Just make it so aliens can't HIDE behind them all day long.
In my opinion there is no such thing as a Wall of Lame, it is actualy a wall to stop lamers. Its the only way to defend a hive against a JP rush that starts in the opening seconds, such as when The commander spends his opening Ru's on a proto lab and a advanced armory
I wouldn't mind the WOLs so much if they didn't completely block map access. I mean, sure, turtle all you want, mine all the vents, PG all your outpost as a marine, but you can't compete with the WOLs efficiency in blocking routes. One gorgie spit and your mines are down, sentry tracking is so slow you can run past 10 unharmed as a skulk, you can easily use vents to bypass just about any base with skulks and lerks... [Web combined with WOL isn't really worth discussing, because at 2 hives and enough resources the aliens own marines anyway]. Only practical counter to WOL is the JP. I mean, how many times do you see marines build a SUCCESFUL siege base next to a WOL? I've seen many, many attempts, but there are usually skulks all over the marines and thanks to the WOLs indestructible (you can't even see them) DCs skulks have no problem chewing any marines trying to even get near. WOLs aren't such a huge problem anymore, because they are too costly and because JP is overpowered, but I can well remember the time people didn't use JPs and WOLs owned just about everything.
I doubt the idea of static defense in NS ever was "BEYOND THIS POINT YOU DO NOT GO!" and a nice little red flag on top of the unmanned fortress. Instead, I like the sound of "Go beyond this point, but you won't do it with full health". The WOL is a map blocker now. In 1.1 OC is smaller, so you can easily jump over it, but if there are many, you will take damage. This sounds a lot better. If you rely on WOLs, the marines can run around the map (without JP) unnoticed, but will be a lot easier prey for aliens. I'm not unhappy, because 1.1 will (in the recent builds anyway) do exactly to WOLs what is needed. They will be nerfed in strenght (not in cost as I understand, they're cheaper) and static defense will play a smaller role. Say NO to marines vs. WOLs and aliens vs. farms and say YES to marines vs. aliens. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
it is now becomg clearer to me that a wol is not the best static defence.
i prefer a string of ocs. if i was defending maintenace i would put the first oc near horseshoe, then place another one a bit further back, so there are about 3 or 4 in the hall way from horseshoe to south loop. if the marines start attacking the ocs, you will have very advanced warning of their approach. if they run past, they will run into oc after oc, each taking their health down a little.
A ramboing HA marine will survive enough to get into the small room in maintenance from south loop, but will be so damaged he will be very quick skulk fodder.
this strategy is made even more viable for 1.1 by ocs healing themselves and a sensory chamber here and there will make the way seem clear.
Hopefully strategies such as the one above will become more popular. Instead of creating "walls" to obstruct marine movement and in worst case halt it altogether (game gets stuck into one part of the map), there will be "strings" or other formations that will weaken the marines as they go forward. By venturing deeper into alien territory and closer to a hive, they will lose more health and men, require commanders attention and be more vulnerable to alien attacks. Still, if they are lucky and skulks are lazy (don't patrol etc.), they can move around the map and try sneak-attacks supported by a PG. OCs and SCs will give nice warnings if the whole marine team is advancing (theres always someone dumb enough to shoot them in publics and SCs might be able to detect marines somehow). Aliens would have to be more flexible and move around the map instead of waiting their gorges to build massive walls to an entrance and forget about marines coming that way... I'm sure those who like playing "a safe tiny gorgie" hidden inside their giant WOLs and waiting for help the minute one marine LMG bullet hits their precious construction will find new strategies and get over the change.
I think WoLs are perfectly fine and fair the way they are. I only use them to defend the hive, not block up the map. Occasionally I'll throw up an OC or 2 to protect a res tower, but other than that DCs are really the only thing I build away from the Hive to support the fighters. I build 2 res tower, 3 DCs, 2nd Hive, and then I build HUGE walls of lame with full webs on each one so the Hives are literally impenetrable. Powersilo is my best work, the Marine team once threw 6 JP/HMGers at my defenses and they all died. The price is what justifies them. I onlt build WoLs after the 2nd Hive when the game is a lot closer to victory and I can afford the cost of choking off key points like the hives and double res rooms, etc. My typical WoL consists of 5 OCs and 3 DCs; in 1.04 that's 112 resources right there. Fair. The only problem is when the Gorge survives the death of the hive and keeps itself alive in a box of 8 OCs and many DCs. The worst case of this is on ns_caged at the double doors on the way from the Marine base to Stability monitoring. I once played a game where my Marines needed 2 grenade launchers to get that guy out. Took 10 minutes of time that could've been spent actually enjoying another game of NS on another map...
I think the arguement that they're lame because your average marine cannot get past it is the only lame thing here. The whole point of these walls is to form defence. Thats why they're there. So you can't get past and waltz into hive/res node. It is no different from mining your structures or sticking mines on the entrance to the marine spawn.
wol cost min 84 res (3oc+3dc) a gl to destroy it just cost 68 (35 for armoryupgrade 33 for gl) oc life 1000 gl dmg 200 so u could kill a wol with 2 gl clips <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> ownz all
Comments
After that it has just become the name for any cluster of more then one OC/DC.
Ps. Unless I build it, then it's a Wall of Cool
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller
-Offense chamber cost increased (I'm not quite sure about this one)
-Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense.
2.) Stop entrance blocking.
3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
At least as a marine you can damage them.
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller
-Offense chamber cost increased (I'm not quite sure about this one)
-Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense.
2.) Stop entrance blocking.
3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
WoLs are less powerful than big turret farms. Yes, sieges cost ressources, but WoLs cost ressources too so it's OK.
it's not lame at all anymore , since one HMG with enough ammo can destroy them while GL , sieges or HA teamwork were supposed to be the only counters to them. Still , they're effective because of their big collision boxes.
But just clumps of o chambers and d is just plain old static d.
They did this because killing the tf turns off all 50 turrets that were there, whereas each ot has to be killed separately.
Also, I remember reading somewhere that ot's were never supposed to have as much health as they did in 1.04.
Please stop using this font
Please stop using this font <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.
As for if WoL is lame or not I would say that they are ok. A good vanilla marine can most of the time take one out without getting hurt and no WoL can survive a whole marine squad that is concentrating their fire.
Please stop using this font <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I would agree as well
it makes you stand out and all
but is more annoying than helpfull
if I was a mod I would be a nuking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You mean unupgraded, unequipped, individual marines can't take out an alien defense formation? How incredibly unfair! Everyone knows that marines are supposed to have a free run of bases.
Ok, enough sarcasm. WoLs are perfectly valid. Alien defenses aren't actually that dangerous to marines - they just take time to remove. Considering how much time and resources they take to set up, their effectiveness is fully justified. The whole point of alien defense is to slow down the attackers so that help can arrive - if a LMG\LA can easily take out a WoL then the whole point is defeated.
wol like turrets wont' keep mairnes out but they will delay their entrance.
I love them. My favorite thing to do in NS is to plan and build WoL's. Well-placed WoL's help aliens tremendously (healing and providing a 'safe' base/retreat as well as hurting the Marines). Last I heard OC's were made cheaper, more accurate, powerful and healthy (since they now regen themself).
Building stuff is what it's all about! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I doubt the idea of static defense in NS ever was "BEYOND THIS POINT YOU DO NOT GO!" and a nice little red flag on top of the unmanned fortress. Instead, I like the sound of "Go beyond this point, but you won't do it with full health". The WOL is a map blocker now. In 1.1 OC is smaller, so you can easily jump over it, but if there are many, you will take damage. This sounds a lot better. If you rely on WOLs, the marines can run around the map (without JP) unnoticed, but will be a lot easier prey for aliens. I'm not unhappy, because 1.1 will (in the recent builds anyway) do exactly to WOLs what is needed. They will be nerfed in strenght (not in cost as I understand, they're cheaper) and static defense will play a smaller role. Say NO to marines vs. WOLs and aliens vs. farms and say YES to marines vs. aliens. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i prefer a string of ocs. if i was defending maintenace i would put the first oc near horseshoe, then place another one a bit further back, so there are about 3 or 4 in the hall way from horseshoe to south loop. if the marines start attacking the ocs, you will have very advanced warning of their approach. if they run past, they will run into oc after oc, each taking their health down a little.
A ramboing HA marine will survive enough to get into the small room in maintenance from south loop, but will be so damaged he will be very quick skulk fodder.
this strategy is made even more viable for 1.1 by ocs healing themselves and a sensory chamber here and there will make the way seem clear.
oc life 1000 gl dmg 200 so u could kill a wol with 2 gl clips
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> ownz all
(exept for nsadmin)
What I mean :
\ = Marine Path
x = OC
d = DC
|| = wall
||x\ ||
||d/x||
||x\ ||
|| / x||
||x|d||
and so on and so forth..
It's makes sense, why block door way when you can block an entire hall?