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Active: 1503 users

! [G] Forge FE wall-ins on popular maps. - Page 11

Forum Index > Brood War Strategy
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shinbum
Profile Joined May 2009
Korea (South)2 Posts
May 12 2009 06:20 GMT
#201
7 pylon 8 forge -> nexus or 1 cannon(depending on zerg build) and gateway basically does it because your probes hold off very well when they surround the cannon.
Jayme
Profile Blog Joined February 2009
United States5866 Posts
May 12 2009 06:38 GMT
#202
On May 12 2009 15:20 shinbum wrote:
7 pylon 8 forge -> nexus or 1 cannon(depending on zerg build) and gateway basically does it because your probes hold off very well when they surround the cannon.


How on earth do you 8 forge?

I ALWAYS have 10 supply when I start my forge because that's just the way it works out and well.. you need the pylon up before you even build the forge in the first place...
Python is garbage, number 1 advocate of getting rid of it.
T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
May 12 2009 06:46 GMT
#203
On May 12 2009 15:20 shinbum wrote:
7 pylon 8 forge -> nexus or 1 cannon(depending on zerg build) and gateway basically does it because your probes hold off very well when they surround the cannon.

Bad build order. You never 8 forge. You adapt your FE build order depending on what the zerg is doing.
Oracle comes in, Scvs go down, never a miscommunication.
Adeny
Profile Blog Joined January 2009
Norway1233 Posts
May 12 2009 07:50 GMT
#204
Guess he's listing a build for FMP or something. Forge goes down on 10 or 11 depending on map. If you're gonna get to the zergs base after righter after forge on 10, delay your forge and scout if the zerg instead. 10 forge if it's a big map or w/e.
Hiicantpk
Profile Joined March 2009
Canada72 Posts
May 17 2009 15:19 GMT
#205
I finally got around to getting the pictures.
I must warn you they are not very practical but they are good for keeping scouts out.
Also, i did not find a way to practically wall off 12's nat without completley walling it off from the owner of the expo.

without further delay...
+ Show Spoiler +
[image loading]

5 o'clock

[image loading]

4 o'clock (this allows 1 o'clock to access base so not advised)

[image loading]

4 o'clock again (blocking both entrances but impractical)

[image loading]

1 o'clock (blocks entrance from 4's nat)

[image loading]

12 o'clock (cannot wallin the expo)

[image loading]

11 o'clock

[image loading]

9 o'clock

7 o'clock (will edit with)

[image loading]

6 o'clock
Defence bound and Shit like that
blipster8
Profile Joined January 2009
United States71 Posts
May 20 2009 22:32 GMT
#206
Any chance of someone posting walls on Lost Temple? (Specifically, I have a hard time walling at 12 o'clock - but I'd be interested to see "recommended" walls at other positions as well.)
R04R
Profile Joined March 2009
United States1631 Posts
Last Edited: 2009-05-20 23:43:30
May 20 2009 23:41 GMT
#207
Lost Temple

9 o'clock

+ Show Spoiler +
[image loading]


6 o'clock

+ Show Spoiler +
[image loading]


3 o'clock

+ Show Spoiler +
[image loading]


12 o'clock

+ Show Spoiler +
[image loading]
ô¿ô
Dreadwave
Profile Joined January 2008
Netherlands254 Posts
May 20 2009 23:52 GMT
#208
On May 21 2009 08:41 R04R wrote:
+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]

3 o'clock
+ Show Spoiler +
[image loading]


12 o'clock
+ Show Spoiler +
[image loading]

Those images are really small. From what I can make out, you need to kill something to get out at 9 o'clock, 6 pylon could be placed better, 3 leaves a large gap. I can't see the ramp at 12 so it looks like it is placed to far forward. Did you test these with lings to guarantee everything that looks blocked is really blocked?
And you make images like this it helps to include the nexus so people have a frame of reference, larger would be nice too.
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 21 2009 00:16 GMT
#209
On April 30 2009 00:07 stevethemacguy wrote:
Show nested quote +
On April 29 2009 10:32 ViruX wrote:
On April 29 2009 10:19 CharlieMurphy wrote:
God's Garden (not sure if these are the most optimal walls)

+ Show Spoiler +
[image loading]


[image loading]


[image loading]



How to you propose to get you're units out?


Agreed. I did something very similar to this 1 oclock FE just spur of the moment the first time I tried God's Garden and it was terrible. My units kept getting stuck when they moved through the probe line. That said, I don't think FE is the best build on this map anyway (judging by the few pro games we've seen so far).


Lol its not. 1gate expo is 230947829347x better than forge FE... its kinda ridiculous.
RIP eSTRO :(
o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
Last Edited: 2009-05-26 12:08:11
May 25 2009 22:55 GMT
#210
Since I couldn't find one for Hearbreak Ridge, I decided to make one myself since it's motw on icc:

Heartbreak Ridge:
+ Show Spoiler [3 o'clock] +
[image loading]


+ Show Spoiler [9 o'clock] +
[image loading]


Notes:
- Similarly to Troy and Battle Royal, without the assimilators, nothing can pass between the geyser and the adjacent building (gateway/forge). With assimilator built though, zerglings are free to pass hence the probe I had put in the gap. I didn't try this with other units though. I didn't test if the ghost would be able to pass through the gap between building-geyser but I'm hoping you don't have to deal with that...
- These wall-ins DO NOT protect you from attacks from the backdoor. You will have to carefully monitor that area for any gay backstab play of any sort.
- In the 9 o'clock wall in, you can move the pylon-gateway-forge-adjacent canon 1 block to the left. This way you can block with 2 probes only even with an assimilator built. Also this will not affect gas mining.
o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
May 25 2009 23:22 GMT
#211
On May 01 2009 04:25 Nytefish wrote:
Show nested quote +
On April 29 2009 07:20 Amber[LighT] wrote:
So I'm bumping this to see if anyone has any placement suggestions for Outsider? I tried a couple, but they require a bit of well placed buildings and a lot of luck to pull off. Basically for the 1 oclock position (the easiest IMO) you can do a gateway over forge and place the cannons as I have. They defend every building including the natural mineral line. You only need 1-2 probes to block, and the matrix between the pylon and the cannon is enough for archons and dragoons to pass. The other two positions I had a bit more trouble maneuvering. The wall-ins I came up with are in the following screenshots, but for the one at 9 o'clock I'm weary of because of that huge gap. The forge/gateway combo didn't really work in any position. Zerglings were able to get around the buildings anyway I put it. I figured it would be best to keep the gateway and the forge closer to the top since the ramp is north of the expansion. The cannons are more-or-less arbitrarily placed as I couldn't find the best position for them with the wall, which isn't perfect. You need a probe wedged between the wall and the buildings to stop zerglings from entering.


+ Show Spoiler [1 o'clock] +

[image loading]



+ Show Spoiler [5 o'clock] +

[image loading]



+ Show Spoiler [9 o'clock] +

[image loading]



Here's what I tried, 1 and 5 aren't really improvements but 9 might be a bit better.

+ Show Spoiler [1 o'clock] +

[image loading]



+ Show Spoiler [5 o'clock] +

[image loading]



+ Show Spoiler [9 o'clock] +

[image loading]


Wasn't really too fond of either of your 5 o'clock bases since zerglings can still pass between gas and nexus.
I tried to make one on my own. See how you find it:

+ Show Spoiler [5 o'clock] +
[image loading]


Notes:
- 4 probes minimum are necessary for a perfect block
- canon placement under gateway should NOT be moved any spaces to the left since this position would be perfect for goons to exit the gateway on the left side of the canon therefore not taking the long way to the exit.
ix
Profile Joined July 2003
United Kingdom184 Posts
May 26 2009 05:41 GMT
#212
[image loading]


I think this wall-in on Python's 6 o'clock is better. You can block with only 2 probes and goons and archons can walk through the cannon/pylon gap. Lower level players also often seem to think their lings will reach the ramp by going left which costs them one or two lings right away. With the addition of your Cybernetics Core you can create a complete wall with 4 probes or leave two one-ling gaps, one of which is partially blocked by exiting gas probes.

[image loading]

Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
May 26 2009 09:14 GMT
#213
On May 26 2009 08:22 o3.power91 wrote:
Show nested quote +
On May 01 2009 04:25 Nytefish wrote:
On April 29 2009 07:20 Amber[LighT] wrote:
So I'm bumping this to see if anyone has any placement suggestions for Outsider? I tried a couple, but they require a bit of well placed buildings and a lot of luck to pull off. Basically for the 1 oclock position (the easiest IMO) you can do a gateway over forge and place the cannons as I have. They defend every building including the natural mineral line. You only need 1-2 probes to block, and the matrix between the pylon and the cannon is enough for archons and dragoons to pass. The other two positions I had a bit more trouble maneuvering. The wall-ins I came up with are in the following screenshots, but for the one at 9 o'clock I'm weary of because of that huge gap. The forge/gateway combo didn't really work in any position. Zerglings were able to get around the buildings anyway I put it. I figured it would be best to keep the gateway and the forge closer to the top since the ramp is north of the expansion. The cannons are more-or-less arbitrarily placed as I couldn't find the best position for them with the wall, which isn't perfect. You need a probe wedged between the wall and the buildings to stop zerglings from entering.


+ Show Spoiler [1 o'clock] +

[image loading]



+ Show Spoiler [5 o'clock] +

[image loading]



+ Show Spoiler [9 o'clock] +

[image loading]



Here's what I tried, 1 and 5 aren't really improvements but 9 might be a bit better.

+ Show Spoiler [1 o'clock] +

[image loading]



+ Show Spoiler [5 o'clock] +

[image loading]



+ Show Spoiler [9 o'clock] +

[image loading]


Wasn't really too fond of either of your 5 o'clock bases since zerglings can still pass between gas and nexus.
I tried to make one on my own. See how you find it:

+ Show Spoiler [5 o'clock] +
[image loading]


Notes:
- 4 probes minimum are necessary for a perfect block
- canon placement under gateway should NOT be moved any spaces to the left since this position would be perfect for goons to exit the gateway on the left side of the canon therefore not taking the long way to the exit.


The idea was to block with probes mining in the natural. A quicker run-by will be a problem but then there's less lings to worry about. Still I think I prefer your placement.
No I'm never serious.
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 30 2009 02:34 GMT
#214
can some one
makes all iccup map with a lot of money and intant build
to practice how to block
or how can i do that
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
Harem
Profile Joined November 2007
United States11392 Posts
May 30 2009 02:43 GMT
#215
On May 30 2009 11:34 LuisMl8 wrote:
can some one
makes all iccup map with a lot of money and intant build
to practice how to block
or how can i do that

Go to single player.

Use cheats.
Moderator。◕‿◕。
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 30 2009 04:32 GMT
#216
On May 30 2009 11:43 Harem wrote:
Show nested quote +
On May 30 2009 11:34 LuisMl8 wrote:
can some one
makes all iccup map with a lot of money and intant build
to practice how to block
or how can i do that

Go to single player.

Use cheats.


in single player you cant use map from iccup
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
Michaelj
Profile Joined February 2008
United States186 Posts
May 30 2009 05:12 GMT
#217
On May 30 2009 13:32 LuisMl8 wrote:
Show nested quote +
On May 30 2009 11:43 Harem wrote:
On May 30 2009 11:34 LuisMl8 wrote:
can some one
makes all iccup map with a lot of money and intant build
to practice how to block
or how can i do that

Go to single player.

Use cheats.


in single player you cant use map from iccup


What are you talking about... just open the iccup map folder, select a map, and start a custom melee game in single player
---
Navane
Profile Blog Joined February 2007
Netherlands2748 Posts
Last Edited: 2009-06-18 15:50:06
June 18 2009 15:34 GMT
#218
The picture for wallin at python at 12 o clock is impossible for me. My pylon is not as powerful Does anyone have a good one?

[image loading]


so after some browsing in this thread I found these two. Can the best of them be edited in the OP?

http://img178.imageshack.us/img178/384/1200wallwk8.jpg
http://img110.imageshack.us/img110/1763/scscrnshot120207172439bf9.png
Kinavca
Profile Joined June 2009
29 Posts
June 18 2009 16:07 GMT
#219
Most of these walls are bad

Probably best to just recreate images of how proleague tosses wall
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
June 18 2009 16:38 GMT
#220
On May 30 2009 13:32 LuisMl8 wrote:
Show nested quote +
On May 30 2009 11:43 Harem wrote:
On May 30 2009 11:34 LuisMl8 wrote:
can some one
makes all iccup map with a lot of money and intant build
to practice how to block
or how can i do that

Go to single player.

Use cheats.


in single player you cant use map from iccup


oh yes you can. just make sure its not too far down on a list (aka make a separate folder for all the icc maps)
"We have unfinished business, I and he."
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