Edit: They are correct, in some ways.
[Walls] Protoss vs Zerg - Page 2
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LegaCy_
Canada75 Posts
Edit: They are correct, in some ways. | ||
wishbones
Canada2600 Posts
The Cybernetics Core where it is at on the 12 and 6 location creates a wall between Geyser & Nexus. Lings have to go around the Gas Geyser. (until Assimiliator) If you miss place the Cybernetics Core though, you will mess up gas mining. So be careful on that part. The 12 o'clock gas mining is actually improved with the Cyber Core in that position. So you create a wider wall, and improve gas mining on that natural. Its a 2 bird with 1 stone situation@12 o'clock. When cyber is touching that part of the Nexus it creates a wall, not passable by any unit. The Gas Geyser actually takes up many more hexes then what is visible, so those open looking spaces between the Gas and Cyber are actually not passable as well. (until Assimilator) | ||
XsebT
Denmark2980 Posts
+ Show Spoiler + And here's a saved game with those specific walls and a cpu zerg you might want to worry about when checking them out ingame (sorry lazy ^^): http://wikisend.com/download/117936/PvZ walling on FS.snx Edit, I didn't check the OP walls first which are ok, the only difference is that he doesn't mind goon tight wallins, and I do. I hate having to kill my own pylon for just a slightly smaller entrance. Especially on FS, where the holes in the wall on top right and bottom left are so small to begin with. The advantage to his 11o'clock is that units spawn in the nat. This is great, but I prefer the extra space for cannons. Oh btw, a severe disadvantage to OP's 1 o'clock wall is that a potential early goon will be stuck on the outside, so you're unable to kill the overlord in your base if you want to. | ||
wishbones
Canada2600 Posts
Please spoiler them, it will be nice to have many different forms of wall-off's for every map. This will make this thread more community friendly as it seems lagging slowly behind in that department. I did not take into account that some don't like to kill the pylons, I completely let that slip my mind, so I apologize. If anyone has any suggestions, first check all the current examples, see if your idea differs from the current examples. If it does, then feel free to PM me by creating the entire post in the message with your name in the spoiler. Example: + Show Spoiler [Xsebt] + | ||
FlaShFTW
United States9947 Posts
On November 01 2011 19:06 JGodbout wrote: The only map I play is Fighting Spirit, so I give a lot of attention to my walls. This is the best wall for FS 7 o'clock position. You can get 6 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) 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) I do a similar one to this for 1 o'clock, but with the gateway (and the cannon above it) down 2 places, so that the bottom edge of the gateway is in line with the bottom edge of the forge. Also, I prefer placing the cannon on the left 1 place to the right, so that it's right edge is in line with the right edge of the forge. This makes additional cannons fit better. 11 o'clock: (i took the best ones from posts in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=111235) for 11, wouldn't it be better for cannon to be one down a hex so that yo u can fit in another cannon between the pylon and cannon? these walls look really good. ill think about trying them out. EDIT: I mean the very bottom cannon. Didn't specify which cannon. | ||
wishbones
Canada2600 Posts
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JGodbout
Australia198 Posts
On November 02 2011 08:36 FlaShFTW wrote: for 11, wouldn't it be better for cannon to be one down a hex so that yo u can fit in another cannon between the pylon and cannon? these walls look really good. ill think about trying them out. EDIT: I mean the very bottom cannon. Didn't specify which cannon. I can't quite tell from the picture whether a second cannon can fit in below that pylon and above the cannon (I didn't make the pictures).... but yes, when I do that wall, I put my first cannon touching the pylon, so that a third cannon can fit in nicely below it. EDIT: I added a fixed picture to my last post | ||
Pholon
Netherlands6142 Posts
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Fontong
United States6454 Posts
On November 01 2011 19:29 Kiante wrote: oo i like that bottom left wall, i was doing mine one hex up, the one you have looks GREAT for hydra busts. tested it: yes its tight Haha I can't believe that 7 o clock wall I made up is still being passed around! It looks ridiculous at first doesn't it? I love walls which keep your wall relatively flush to your nexus, as it can protect run-bys, muta harass, and hydra busts well. Oh and thanks to JGodbout for mentioning me so that I know ^_^ Hmm, I don't get why the guy replaced my wall on LP with the other wall. Seems like it would be much more vulnerable to runby harass on the natural mineral line, as well as giving less pylon coverage for cannons in the minline. | ||
wishbones
Canada2600 Posts
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dRaW
Canada5744 Posts
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wishbones
Canada2600 Posts
The cliff is more visible now, should be much clearer if trying to reproduce the wall-off. | ||
wishbones
Canada2600 Posts
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wishbones
Canada2600 Posts
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dRaW
Canada5744 Posts
On November 01 2011 15:35 Kiante wrote: 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. The only reason to do these pylon specific placement in the walling is for; 12nexus (viable vs overpool on FS) / gateway opening. The point is so you can get your timing even faster and require only 1 cannon and 1 zealot. 100 minerals in the mid game is practically free when you save 25 seconds or more on a timed attack which can win you the game. | ||
wishbones
Canada2600 Posts
Added all the current maps from this thread over there. (waiting for the submissions to be reviewed/accepted) I will keep updating LP section from now on. Anyone with any good walls that wants to share, just read the OP of this thread for info on getting me to add it to LP for you. | ||
wishbones
Canada2600 Posts
To anyone who added walloffs, they have all been added to liquipedia | ||
wishbones
Canada2600 Posts
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling | ||
wishbones
Canada2600 Posts
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Byzantium_3.0 http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Empire_Of_The_Sun_2.0 http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Eye_of_the_Storm http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Gladiator_1.1 http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Othello_1.1 | ||
Skeggaba
Korea (South)1556 Posts
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