Fighting Spirit is one of my favorite maps currently in use. Its a good macro map, that also has utility for fast push builds. Unlike Gods Garden, its not a purely dedicated Macro map but maintains a good balance. This map will generally reward very well executed standard openings, which has lead to many epic End-Game battles. Likewise, it you can easily be punished for sloppy and poorly executed standard openings. Neither too choked or too wide open, this is indeed one of my favorite maps in TSL and Korean Proleague at the moment.
I've also noticed lots of people I play with on ICCup or BattleNet don't seem to "know" the map. So this is a naive attempt to help make it easier for people to familiarize themselves with this great map.
The Guide: There will be a section below for each start location. The displayed image will be the Wall-In I recommend for the most safety from early Zerglings. !! These builds are susceptible to Range-Upgraded Hydra pushes, so beware !!
Each section will display the final build, including:
1 Nexus 1 Pylon 1 Gateway 1 Forge 2 Cannons (position for 1 Probe and/or Zealot to prevent run-by)
-There will be spoilers in each section displaying where you place the original pylon, so its easy to see where it goes relative to Terrain and Dodads (trees, bushes, rocks)
-Another spoiler shows why I like these particular builds during Hydra Breaks. They should leave room to add extra cannons in a nice line if you scout a Hydra All-In.
The exception is the spoiler for the last location: + Show Spoiler +
The 1 o'clock start is hardest to wall. There is no good seal around the top edge, so the alternate spoiler will contain a second configuration that I have seen a few progamers use (and lose to Zergling Runbys) with. The obvious benifit is that its tight around the cannons, but it leaves a nice runby path along the top edge.
PLEASE NOTE: The First Zealot (or building Probe) should be positioned between the Gateway and Forge as shown here, to make the wall for the cannons tight. The long corridor between them should make it easy for him to plug it when you hear the cannons start to fire. The probe is blocking the typical space between the wall and the nexus.
Alternate Configuration used in TSL ladder and Proleague: + Show Spoiler +
The reason I DON'T reccomend this build is because it allows a straight path to the Ramp that is neither blocked by cannons or buildings. It takes 3 (as you can see) units to block the path in a nice neat line. If youre not Bisu or Stork, I wouldnt recommed using this configuration... being that 3 seconds may not be enough time to micro your units to the correct spots.
I sorted through about 30 pages of the Small Vod Thread to find the most used builds, and the most effective from testing with Zerglings. Big thanks to all the guys who keep that tread so dependable and full of great VoDs.
I hope many people find this guide useful. Thank you for looking at it, any upgrade recommendations are welcome.
2 Walls taken from Stork and 1 from Movie. Durring my research I saw 2 Protoss take significant losses from run-bys in the 1 o'clock 1 being Reach and the other was Stats I believe.
Good Call, I like mine a little better of course... and its nice to have it in a thread. Those are some good wall in's too. But I'm really glad whoever did that encountered the same problem at 11.
TYVM, now I know where to find more walls for different maps, thanks a lot.
I spent a lot of time on them, and not to be boastfull, but they seem far superior to those on Liquipedia (no disrespect intended of course). Especially the 7 o'clock.
I checked all with Mind Control'd Zerglings from a computer opponent.
Also, I tried at least 2 confirgurations and up to 5 for each start location.
On January 31 2010 14:24 thunk wrote: The 1 o'clock one on liquipedia is the one all the progamers.
1 o'clock is the most varried because its the easiest to wall. I chose Movie's setup because he had a cannon that was surrounded by buildings, far forward, and seemed easier to defend. Especially if you chose 1 cannon.
On January 31 2010 14:18 cUrsOr wrote: I spent a lot of time on them, and not to be boastfull, but they seem far superior to those on Liquipedia (no disrespect intended of course). Especially the 7 o'clock.
I checked all with Mind Control'd Zerglings from a computer opponent.
Also, I tried at least 2 confirgurations and up to 5 for each start location.
The 7 oclock wall-in is a direct copy from Bisu.
You think your wall-in is better. Perhaps you should get in contact with bisu and correct his wall-in?
The 7 o'clock I used is a direct copy from Stork, and yes I think its superior. The gateway isn't so far out to be sniped, and the cannon line is straight across so they all fire together.
Hah, then it comes down to whos PvZ you think is better, storks or bisu's
it's a matter of preference. both wall-in's are perfectly viable. you shouldnt mislead people by saying that one wall-in is better than another when both are usable
i like bisu, so ill use his wall-in, haha
edit: one example is against hydra busts. with storks placement, there is only room to place cannons behind the pylon. with bisu's, there's a lot more room.
The forge and gateway can both be shifted up 1 tile to allow for a nice wall of cannons against hydra breaks.
As a note, I generally engineer my walls to be as effective as possible against ling all-ins, because if you have a good wall and react well, you can survive a ling all-in without having scouted it. Against hydra breaks, it generally doesn't matter if you have a good wall or not if you don't scout it. Also, ling all-ins seem to be a bit more common on ICCup than hydra breaks. That being said, the adjustments I mentioned for each wall will allow room for cannons against hydra breaks without compromising the integrity against Zerglings. The trade-off is that the cannons end up that much farther away from the Nexus and mineral line, so it's less effective against mutas.
I use bisu's cause you can put core and stargate at nat without the second pylon there.
On January 31 2010 14:31 cUrsOr wrote: The 7 o'clock I used is a direct copy from Stork, and yes I think its superior. The gateway isn't so far out to be sniped, and the cannon line is straight across so they all fire together.
Sorry but 7 and 11 o'clock wallins are absolutely TRASH. I don't fucking care if Stork used the one for 7 o'clock too, it SUCKS. Thats like 3 spots where Zerglings can pass, forge and gateway don't even wall together. 11 o'clock is same bullshit, GATEWAY ON TOP OF FORGE NEVER REVERSED. That's the only way to get it lingtight. As for 11 o'clock you would put a forge on the bottom cliff, a gateway on top of it and put 2 cannons behind it. Bisu's placement for 7 is better just because you don't have to place 6 probes at 3 different spots in order to get it closed, but just 4. But Bisu's cannon placement on your screenshot is ridicolously bad as well, just put the cannons + pylon next to the gateway = kthx.
I see no reason why you'd want to have your forge above your gate. Lings will get through, and it requires you to block with more units which is always bad. You could have your forge where your gate is and your gate where your forge is. you'd have a much better wall-in that way, though its a bit harder to make its definately worth it. + Show Spoiler +
terrible wall-in. lings get through from between your pylon/gate, maybe even from the right side of the pylon as well. I see no reason at all for this, you could just place your gate next to the cliff instead of leaving a big gap like that.
lings might get through from the right side of the forge. Not sure tho. this is also weak against hydra pushes, which is why I like to place my forge against the left side of the cliff since there's more room for cannons too.
The forge and gateway can both be shifted up 1 tile to allow for a nice wall of cannons against hydra breaks.
As a note, I generally engineer my walls to be as effective as possible against ling all-ins, because if you have a good wall and react well, you can survive a ling all-in without having scouted it. Against hydra breaks, it generally doesn't matter if you have a good wall or not if you don't scout it. Also, ling all-ins seem to be a bit more common on ICCup than hydra breaks. That being said, the adjustments I mentioned for each wall will allow room for cannons against hydra breaks without compromising the integrity against Zerglings. The trade-off is that the cannons end up that much farther away from the Nexus and mineral line, so it's less effective against mutas.
you rely on your cybercore too much. If they make a ling runby you probably wont have started your core yet. Secondly, it allows them to scout your tech timing too easily and makes it easier for lurks/hydras to snipe. In other words, dont use your core like that unless you're forced to. which you normally aren't. You can replace a core with a pylon if you really feel like you need it.
I only use wall like this on 5 clock rest are kinda trash like infernal said. 7 and 11 are really bad positioned and 1 clock is asking like pls hydra allin rush me.
On January 31 2010 22:54 Ahzz wrote: you rely on your cybercore too much. If they make a ling runby you probably wont have started your core yet. Secondly, it allows them to scout your tech timing too easily and makes it easier for lurks/hydras to snipe. In other words, dont use your core like that unless you're forced to. which you normally aren't. You can replace a core with a pylon if you really feel like you need it.
I edited 7' o clock, and the pylon placement picture. This is a very slight variation on the one in Liquipedia, and with the cannons both in a row. Thank you for the help.
Also, for the critisizm of 11'... read the post. In the alternate setup I have is the more common build on the south wall, that you described. But have explained why I do not like it for runbys.
Yes, at 7 the forge and the gate are separated, but tight against the walls.
Lets not forget: The point is to keep Zerglings from running up your ramp. Or harrassing your probes at natural (though would probably go up the ramp if they could). My point is, if you have a zergling tight wall on the south side of 11 o'clock, its pretty pointless if they can just run right up your ramp to the north. Same with "Bisu" build at 7, the gate is far out, and IF those lings come from the NW around that western wall, its REALLY easy to run up the ramp. Blocking ramps, and making a long run for the lings so they take cannon hits, is the point.
There's a lot of extra room in the choke for cannons against hydra breaks, and it's much less exposed than other wallins that don't take advantage of the unintuitive forge placement. Also, the cannons are flush with the nex for more protection against mutas.
LoL yes its tight, I tested it too. You might get shit for not stacking your Gate on Forge though. I just put mine a bit foward, for a cannon line later... but it seems to be the best setup right there... ^ ^ ^ Hence the edit.
On February 01 2010 06:01 Fontong wrote: Ugh such bad wallins for this 7. Here's mine:
There's a lot of extra room in the choke for cannons against hydra breaks, and it's much less exposed than other wallins that don't take advantage of the unintuitive forge placement. Also, the cannons are flush with the nex for more protection against mutas.