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Active: 680 users

[Walls] Protoss vs Zerg

Forum Index > Brood War Strategy
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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 States10149 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.
LegaCy_
Profile Joined May 2011
Canada75 Posts
Last Edited: 2011-11-02 18:32:34
November 01 2011 18:00 GMT
#21
Your 12 and 6 wall ins for python are correct but good effort. I'll see if I can contact you online and we'll discuss wall ins since I already practised them for a majority of maps. Then lets post some more wall ins =p

Edit: They are correct, in some ways.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 19:03:04
November 01 2011 18:39 GMT
#22
Maybe your referring to the Cyber Core placement. (if not, then this is new info not easily noticed by viewing a photo)

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)
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
XsebT
Profile Blog Joined June 2009
Denmark2980 Posts
Last Edited: 2011-11-01 20:02:12
November 01 2011 19:34 GMT
#23
I don't like the FS walling I'm seeing in this thread, so I'll just post mine ^^:
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]


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.
화이팅
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-01 20:53:42
November 01 2011 20:18 GMT
#24
If anyone wants their style of wall-off added just PM me. Please create the entire message with spoilers included so it is easier to add. This will help out this wall-off thread tremendously.

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] +
[image loading]

[image loading]

[image loading]

[image loading]
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 States10149 Posts
Last Edited: 2011-11-01 23:36:49
November 01 2011 23:36 GMT
#25
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)

[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]

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.

[image loading]

11 o'clock:

[image loading]



(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.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-02 05:59:52
November 02 2011 02:30 GMT
#26
circuit breaker added by Xsebt.
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 10:10:51
November 02 2011 06:41 GMT
#27
XsebT's walls are pretty good too. They seem to be further out, and more spacious in the natural, which I guess is good for holding an army in there, but it means that you will have a weaker chain of cannons if they go for mutas. I don't like the bottom left wall that you provided very much, our bottom right and top right walls are basically the same. I do think that your top left wall is superior, though.



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
Profile Blog Joined March 2008
Netherlands6142 Posts
November 02 2011 08:33 GMT
#28
add to LP plskthx :3
Moderator@TLPholon // "I need a third hand to facepalm right now"
Fontong
Profile Blog Joined December 2007
United States6454 Posts
Last Edited: 2011-11-02 10:49:11
November 02 2011 10:44 GMT
#29
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.
[SECRET FONT] "Dragoon bunker"
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-02 19:07:09
November 02 2011 18:51 GMT
#30
LegaCy_ is making the wall-off guide addition for Python.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
November 02 2011 23:18 GMT
#31
I will say unfortunately the 12oclock on python is bugged in some maps and that particular wall in does not work, the gateway has to be in a very specific position.
I don't need luck, luck is for noobs, good luck to you though
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-03 05:28:05
November 02 2011 23:47 GMT
#32
I fixed images for Python 6/12 o'clock.
The cliff is more visible now, should be much clearer if trying to reproduce the wall-off.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-08 05:05:00
November 07 2011 19:40 GMT
#33
updating to LP
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-08 03:40:51
November 08 2011 00:46 GMT
#34
updating to liquipedia
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
November 08 2011 04:14 GMT
#35
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.
I don't need luck, luck is for noobs, good luck to you though
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
November 08 2011 16:12 GMT
#36
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling

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.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-09 00:16:21
November 08 2011 23:54 GMT
#37
Guys read the new OP, send some walloff images if you have one that isnt already up on Liquipedia.

To anyone who added walloffs, they have all been added to liquipedia
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-11 08:33:35
November 11 2011 08:32 GMT
#38
The maps that were missing from this weeks iCCup MOTW have been updated into Liquipedia.
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-14 20:31:20
November 14 2011 20:06 GMT
#39
iCCup MOTW #11 PvsZ wallins have been added to Liquipedia. - 5 New maps next monday!
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
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Skeggaba
Profile Blog Joined April 2009
Korea (South)1556 Posts
November 14 2011 22:11 GMT
#40
I´d figured this would be bumped after yesterday´s games ^^
Bisu[about JD]=I was scared (laughs). The force emanating from his facial expression was so manly that I was even a little jealous.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-25 20:59:11
November 25 2011 19:46 GMT
#41
Waiting for LP1 "editors"/"reviewers" to accept the new additions this is a draft page accessible to the public.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
Last Edited: 2011-11-25 21:07:38
November 25 2011 20:48 GMT
#42
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.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Rawr
Profile Blog Joined October 2010
Sweden624 Posts
November 26 2011 11:06 GMT
#43
This helped a ton, thanks!
Joo Se-Hyuk
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
November 29 2011 00:06 GMT
#44
man im behind by 11 maps now because of the new proleague maps. lol
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
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