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[Walls] Protoss vs Zerg

Forum Index > Brood War Strategy
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1 2 3 Next All
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-25 21:05:21
October 31 2011 20:21 GMT
#1
iCCup MOTW #12 PvsZ wallins have been added to Liquipedia. - 5 New maps next week!
http://wiki.teamliquid.net/starcraft/index.php?title=Protoss_Fast_Expand_Forge_Walling&oldid=50226#Monte_Cristo
http://wiki.teamliquid.net/starcraft/index.php?title=Protoss_Fast_Expand_Forge_Walling&oldid=50226#Beltway_2.0
http://wiki.teamliquid.net/starcraft/index.php?title=Protoss_Fast_Expand_Forge_Walling&oldid=50226#Bloody_Ridge_2.1
http://wiki.teamliquid.net/starcraft/index.php?title=Protoss_Fast_Expand_Forge_Walling&oldid=50226#Python_1.3
http://wiki.teamliquid.net/starcraft/index.php?title=Protoss_Fast_Expand_Forge_Walling&oldid=50226#Sin_Chupung-Reyong_2.1

All submissions will be sent to Liquipedia for review and possibly added.
So lets all help BWLP grow some more!


[image loading]Protoss Fast Expand Forge Walling - draft version for when LP1 Editors/Reviewers are not available.



Basic Guidelines

Please select the pylons to show the power grid.
Power grids will usually reach far enough to protect minerals.
Units listed are shown for what is needed to finish walls.
Some examples will show Photon Cannons, these will try to outline the furthest spot a Cannon can be placed.
Positions are labeled by 12 hour clock positions.

Please send the image links to me in a PM.



Correct image format of walls

Please name the images as such: (map)(position) -> EXAMPLE: aztec 4 oclock.jpg, aztec 4 oclock.png, etc..

Also, please center the image so that cliff edges are visible.

Having the image centered properly makes it easier to reproduce any of the wall-off's.

Not both sides of cliff can be seen.+ Show Spoiler [Incorrect] +
[image loading]

Both sides of the cliff can be seen.+ Show Spoiler [Correct] +
[image loading]

Your wall style will then be sent to http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling to be reviewed and accepted.



Click to see your submissions

[image loading]Protoss Fast Expand Forge Walling
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
FlaShFTW
Profile Blog Joined February 2010
United States10148 Posts
October 31 2011 20:47 GMT
#2
awesome.

I didn't really feel as if the ones on LP were the best, as they only showed like one cannon, and as we all know one cannon isn't the best... I never see the pros use any of the example wall-ins either, or at least, very rarely.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
Last Edited: 2011-11-01 00:52:25
October 31 2011 23:03 GMT
#3
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

[image loading]

edit: >.>
"When the geyser died, a probe came out" - SirJolt
GoTuNk!
Profile Blog Joined September 2006
Chile4591 Posts
October 31 2011 23:42 GMT
#4
The above is good, but forge on the left and gate on the right. On there u have 3 gaps.
fold
Profile Blog Joined November 2010
Australia665 Posts
November 01 2011 00:39 GMT
#5
The 7 oclock wall is a bit funny. You have to kill both the pylon as well as the cannon to get your goons out. fabiano's wall except with the forge and gateway positions reversed is what Bisu did on Bnet attack.
t.t
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 01:42:09
November 01 2011 00:51 GMT
#6
On November 01 2011 08:03 fabiano wrote:
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

+ Show Spoiler +
[image loading]


edit: >.>


ok i fixed the op and fixed those walls up.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
tryummm
Profile Joined August 2009
774 Posts
November 01 2011 02:21 GMT
#7
Walling in PvZ is actually fairly straightforward. As a general rule of thumb the Forge goes on the left and the Gateway goes on the right if you have a horizontal wall (For instance, on the 7 o clock and 1 o clock positions on Fighting Spirit). If you have a vertical position you place the Pylon so it is touching the top left (or right) of the Forge (Whichever corner is closer to your Nexus). You build your Forge on the bottom of your choke point and place the Gateway directly above the Forge.

In most situations this is how professional players wall their expansions in PvZ.
tryummm
Profile Joined August 2009
774 Posts
November 01 2011 02:25 GMT
#8
On November 01 2011 08:03 fabiano wrote:
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

[image loading]

edit: >.>


First of all, put your Forge on the left side and your wall will be Zergling tight, presuming you block between the Gateway and Forge. Secondly, place your Pylon so its in horizontal alignment with your Pylon. This will make it so if you are Hydralisk all inned the Zerg literally has to focus down your wall until he/she can effectively target fire your Cannons. If your wall goes down prior to having sufficient Zealots to act as a wall, you can also pull Probes off the line. Placing the Cannons back a hex or two makes your choke point more effective against a Hydralisk bust.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 04:47:19
November 01 2011 03:23 GMT
#9
On November 01 2011 11:25 tryummm wrote:
Show nested quote +
On November 01 2011 08:03 fabiano wrote:
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

[image loading]

edit: >.>


First of all, put your Forge on the left side and your wall will be Zergling tight, presuming you block between the Gateway and Forge. Secondly, place your Pylon so its in horizontal alignment with your Pylon. This will make it so if you are Hydralisk all inned the Zerg literally has to focus down your wall until he/she can effectively target fire your Cannons. If your wall goes down prior to having sufficient Zealots to act as a wall, you can also pull Probes off the line. Placing the Cannons back a hex or two makes your choke point more effective against a Hydralisk bust.

i updated and added medusa+python. there is a completely different variation of a wall build for that location now.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
Last Edited: 2011-11-01 05:18:55
November 01 2011 05:18 GMT
#10
On November 01 2011 08:03 fabiano wrote:
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

[image loading]

edit: >.>

thats wrong, forge goes on the left, gate on the right.


as for these walls you've done, your pylons aren't really ideal. eg: 4 on aztec if you put the pylon 2 to the left, you can fit an extra cannon in case of a hydra break

edit: same with 12
Writer
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 06:35:00
November 01 2011 05:20 GMT
#11
On November 01 2011 14:18 Kiante wrote:
Show nested quote +
On November 01 2011 08:03 fabiano wrote:
On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p

Like this:

[image loading]

edit: >.>

thats wrong, forge goes on the left, gate on the right.

As for these walls you've done, your pylons aren't really ideal. eg: 4 on aztec if you put the pylon 2 to the left, you can fit an extra cannon in case of a hydra break

edit: same with 12


I actually posted what I believe to be the best wall for 7 o'clock.
Scrap the old style of forge left+gateway right.
wishbones: 7 - 1 Zealot or 1 Probe (copied from OP)

@Aztec recommendation = Fixed 12 & 4 thanks for input. Very big difference now.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
Last Edited: 2011-11-01 06:37:40
November 01 2011 06:35 GMT
#12
those type of walls suck tho because you have to kill the pylon to get goons out and its a vulnerable target in case of a hydra bust.

actually it looks like heaps of your walls look like that. Also you shouldn't be FFEing on central plains regardless, because you get a back expo 1 gate with an expo behind it holding the ramp with zealots is superior.


also i really dont like these "have to kill the pylon to get out" walls at all. Sure it makes ling allins a little easier to hold, but 2 space walls are fine for that if you scout properly and have time to pull a couple of probes to plug the gap, then u dont need to make extra pylons and stuff to power your wall after u have to kill the pylon to get out later.
Writer
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 09:11:00
November 01 2011 06:48 GMT
#13
Its ok you dont have to like them if they don't suit your style of FE protoss, but top level koreans have used these (kill pylon later walls) so I know they are fine, if you dont like them, you don't have to use them.

As for Central Disctricts someone told me its a broken map that proleague let go of, but correct me if I am misinformed.

As for the back door, and I'm not saying don't take it first, but here is a good reason why one might not want too depending on spawn locations.

Central Districts Practice PvsT
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Kassploj
Profile Joined April 2010
Sweden67 Posts
November 01 2011 08:26 GMT
#14
Man, that's great. I really use the weirdest walls on Polaris, so cool to be able to use something that makes a little more sense. ^^
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 09:22:13
November 01 2011 08:59 GMT
#15
Hey no problem, keep your eyes on this thread for the next few months.
I will do my best to add wall-off pics for every map that is in the iCCup map pack.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
JGodbout
Profile Joined June 2010
Australia198 Posts
Last Edited: 2011-11-02 10:09:06
November 01 2011 10:06 GMT
#16
The only map I play is Fighting Spirit, so I give a lot of attention to my walls.


+ Show Spoiler +
This is the best wall for FS 7 o'clock position. You can get 7 cannons in excellent positions in this wall (the two places, on the right of the gate, and the left of the forge are particularly cool, being a bit further out. Place these two cannons first if you see a hydra bust coming)

[image loading]

Pylon: + Show Spoiler +
[image loading]


Anti-hydra:

[image loading]

I like this one for 5 (you can get 3 really tight cannons in front of the wall if you scout a hydra bust early enough, saving your forge + gate)

[image loading]

Pylon: + Show Spoiler +
[image loading]


1 o'clock:

[image loading]

Pylon: + Show Spoiler +
[image loading]


11 o'clock:

[image loading]

Pylon: + Show Spoiler +
[image loading]





(i took the best ones from posts in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=111235)
Kiante
Profile Blog Joined December 2009
Australia7069 Posts
Last Edited: 2011-11-01 10:34:30
November 01 2011 10:29 GMT
#17
oo i like that bottom left wall, i was doing mine one hex up, the one you have looks GREAT for hydra busts.

as for your top wall i go forge - gate gap core from bottom to top, kinda the opposite of yours. no idea if the core is tight on the top (probably isn't) but i find people dont try ^_^

tested it: yes its tight
Writer
JGodbout
Profile Joined June 2010
Australia198 Posts
November 01 2011 10:40 GMT
#18
Yeah, the bottom left one is so beautiful (thanks to Fontong for it!). However, make sure that you have 2 units blocking it. Lings will get past a single zealot there, although it looks like it will be tight.

I think that core on the bottom is best for the 11 o'clock, because you want your forge closer to the ramp before you have your core built, and to protect the important cannon at the top a bit. I'm going to do some more testing now to find some even better walls
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 11:14:15
November 01 2011 10:52 GMT
#19
Those are not bad at all. Its good to have variety in one thread.

Also keep in mind that with the style I propose it is completely safe to do 12 nexus/12 forge + 15 cannon/15 gateway, thus allowing you to skip 15 pylon completely due to the nexus' completion timing. Gives a faster cyber core as well. Also the probe transfer is much greater with 12 nexus/12 forge. The style I show is good for many reasons other than these listed.

Here's the replay I got the idea of 1 o'clock FS wall from.
http://repdepot.net/replay.php?id=49443

As you can see these style of walls allow for great flexibility. This is why I used them anywhere they can work in my examples.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Mottz
Profile Joined September 2010
Portugal101 Posts
November 01 2011 12:51 GMT
#20
Great job updating and cataloging new walls to suit new playstyles.
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