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

Forum Index > Brood War Strategy
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BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-11-23 12:31:00
November 18 2007 10:06 GMT
#1
Now let me first tell you that this is an open-ended guide, so everyone who is willing may and should contribute. This thread will deal with the right PvZ Forge FE formations. A right formation usually means:

1) One gateway and one forge block the entrance.
2) There is exactly one spot zerglings can pass through.
3) That spot is 1-matrix wide to allow passage of dragoons.
4) Pylon placement leaves rom for cannons so that both forge and gateway are in range.

Now, if the wall-in meets all the requirements listed above, a protoss will generally have a MUCH easier time vs whatever zergling attacks that might happen. In fact, when the gap is blocked by zealots not probes, a zergling all-in is pretty much totally ineffective.

Important notice #1: on many maps perfect wall-ins are impossible. So post those that you find best for the given map and the given location.

Important notice #2: these wall-ins are optimized vs zergling aggression. They are NOT the best ones vs hydra as most of them leave your forge exposed to hydra fire just due to their nature.

Important notice #3: They are surely not the only way to block your choke. Experiment is the king of all sciences.

EDIT: As more general wall-in rules:

- Forge below gateway is impassable.
- Usually gateway below obstacle is passable despite looking very tight
- Forge below obstacles is usually impassable.
- Gateway above obstacle is usually impassable, but make sure you don't trap your zealots like in that famous game when some protoss went 2 gate proxy and trapped his initial zealots, so he gg'd before even being scouted.
- Gateway to the left of an obstacle is often impassable.
- Forge to the right of an obstacle is oten impassable.
- Forge is generally more likely to block than gateway.
- Pylons don't block anything except minerals.
- Minerals have 100% collision size (2 matrices), therefore, they block with nearly anything.

So, I'll start with Tau Cross and Longinus (EDIT: I will actually update the OP with all maps done here):


+ Show Spoiler [Longinus] +

3 o'clock:
[image loading]


7 o'clock:
[image loading]


11 o'clock:
[image loading]



+ Show Spoiler [Tau Cross] +

2 o'clock:
[image loading]


10 o'clock:
[image loading]


7 o'clock:
[image loading]


Kudos for the last two goes to ZerG~LegenD


+ Show Spoiler [Blue Storm] +

bottom:
[image loading]


top:
[image loading]



+ Show Spoiler [Python] +

6 o'clock:
[image loading]


12 o'clock:
[image loading]


9 o'clock:
[image loading]


3 o'clock:
[image loading]


Kudos to ZerG~LegenD and humblegar


+ Show Spoiler [Luna] +

Note that at this moment I've only seen one wall-in that I've found satisfactory. Depending on further feedback the wall-ins that didn't get here now might get through if noone finds better.

5 o'clock:
[image loading]


Kudos to ZerG~LegenD


+ Show Spoiler [Shin Peaks of Baek-Du] +

top:
[image loading]


bottom:
[image loading]


Kudos to humblegar


"That should be all for now. Not that this took me a great effort to do, but after watching the WGT reppack I was downright amazed at how many tosses die to zerglings due to poor building placement. I urge everyone who has wall-ins for other maps memorized to post their screenies."

EDIT: OP massively updated. This will now be kept more or less up to date. Note that the OP will only contain one wall-in for each position, usually it will be the best one posted up to date^^
You want 20 good men, but you need a bad pussy.
SoMuchBetter
Profile Blog Joined April 2003
Australia10606 Posts
November 18 2007 10:08 GMT
#2
none of ur images work
AUSSIESCUM
TeamLiquid eSTROgeneral #1 • RIP
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-11-18 10:09:05
November 18 2007 10:08 GMT
#3
Really? ^^
You want 20 good men, but you need a bad pussy.
FirstBorn
Profile Blog Joined March 2007
Romania3955 Posts
November 18 2007 10:16 GMT
#4
They work fine for me.

Thanks for the images, hope they'll prove to be useful.
SonuvBob: Yes, the majority of TL is college-aged, and thus clearly stupid.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
November 18 2007 12:59 GMT
#5
Images are fine to me too.

Great stuff.
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
November 18 2007 13:32 GMT
#6
wich units can get through that ? Lings cant get in ? It confuses me a little since it seems there is alot of room for units to get through
A weak will coupled with delusions of grandeur
Nick_54
Profile Blog Joined November 2007
United States2230 Posts
November 18 2007 15:35 GMT
#7
Images work for me. There should be enough of a space so goons can pass through, but only 1 route for lings to get through, so they can't flood past. Good idea, this will help me a lot. I would like to request python images.

Thanks a lot!
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
November 18 2007 15:41 GMT
#8
On November 18 2007 22:32 besiger.cry wrote:
wich units can get through that ? Lings cant get in ? It confuses me a little since it seems there is alot of room for units to get through


pretty much every unit can.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
fanatacist
Profile Blog Joined August 2007
10319 Posts
November 18 2007 16:33 GMT
#9
On November 18 2007 22:32 besiger.cry wrote:
wich units can get through that ? Lings cant get in ? It confuses me a little since it seems there is alot of room for units to get through

The point is to make the enemy's units come in single file when they try to attack your base, and to also leave room for your own units to exit to go on the offensive when the time is right.
Peace~
w3jjjj
Profile Joined April 2007
United States760 Posts
November 18 2007 17:03 GMT
#10
also the point is to put 2 zealot between the buildings to form a complete blockade in early battles and let the cannons do free damage. ^^
Chuck Norris can salvage his opponent's structures.
Purind
Profile Blog Joined April 2004
Canada3562 Posts
November 18 2007 17:23 GMT
#11
I think it would be useful if you included the conditions where zerglings can't pass. Like, sometimes they can pass underneath the gateway, sometimes they can't, and I believe there's a way to do a perfect gateway/forge wall-in where lings can't pass through the gap. It's one of those things that I never quite understood.

Everytime I watch a pro FE, I'm like "Oh Ooooh, lings are gonna pass thr.... oh wait nevermind no they're not"
Trucy Wright is hot
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
November 18 2007 17:46 GMT
#12
Forge above obstacle and gate above forge is unpassable.
Even a broken clock is right twice a day
relaxxl
Profile Joined June 2007
Japan78 Posts
Last Edited: 2007-11-18 18:08:09
November 18 2007 18:06 GMT
#13
Very nice, thanks for posting, but do you always need 2 cannons? Also, these wall-ins leave your gates and forge open to hydra fire, which the zerg will invariably do, due to the fact that you have made his zergling aggression ineffective.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
November 18 2007 18:12 GMT
#14
Good guide, I've been having problems with this and having to make 4+ cannons when zergs put pressure on me cause I didn't know how to block properly before.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 18 2007 19:14 GMT
#15
On November 19 2007 03:06 relaxxl wrote:
Very nice, thanks for posting, but do you always need 2 cannons? Also, these wall-ins leave your gates and forge open to hydra fire, which the zerg will invariably do, due to the fact that you have made his zergling aggression ineffective.


1) 2 cannons on those screenies indicate wuth such a wall-in, there is room to put cannons in should you need them. The number of cannons you build is totally dependent on the number of lings you see, with 12 hatch eco builds, you can usually skip the second one before core/tech.

2) These blocks' main function is not to stop ling or hydra all-ins, it's the perfect counter to speedling runs with low ling number that, is successful, hurt your economy much more than zerg's. He doesn't have to resort to hydra all-in afterwards and can continue with his normal lair tech builds.

3) Other wall-ins are viable with zealot blocks, the thing is, speedlings often come before you have any zealots, and 1-matrix-wide chokes are quite easy to block with 2 probes. It is happening because probes have a larger collision size than zealots and they can't pass in many chokes zealots can. Since probe doesn't have hold position, it is quite hard to make it stand right behind the choke, in the wall-in depicted above, they are standing inside it. For example, 12 pool on Longinus. You still build a 14 nex, forge, 2 cannons (you may risk building one, but I wouldn't) and then close the wall-in with a gateway. When lings come, you simply won't have the zealots to block the choke with. There, probes come in handy. The best way to block is ofc blocking 0-matrix-wide, but you will have trouble getting any units other than zealots out later on. Sometimes progamers even sacrifice their gateway later to get a solid defense early-on.

4) I haven't been able to figure out a pattern of how buildings interact with terrain on different tilesets. Sometimes lings pass through extremely tight chokes you never thought were passable, sometimes they can't go through gaps ridiculously wide (refer to the screenshot on Longinus 11 main - the gap between the gateway and the cliff looks very wide, but it is in fact impassable).
You want 20 good men, but you need a bad pussy.
Hot_Bid
Profile Blog Joined October 2003
Braavos36374 Posts
November 18 2007 19:29 GMT
#16
Do Python and Blue storm!
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-18 22:14:52
November 18 2007 22:10 GMT
#17
These two variants are actually slightly better than the ones in the op, as the lings has to run a slightly longer path when passing the cannons.

[image loading]


[image loading]


Oh, I'll say it agaim. Building above obstacle is unpassable and gate above forge is unpassable.
I think building to the right/left of obstacle is unpassable but im not sure of it. Building below obstacle is passable, mostly.
Even a broken clock is right twice a day
xBTx
Profile Blog Joined July 2007
Canada542 Posts
November 18 2007 22:45 GMT
#18
Thank you very much for the information. This may be the answer to my 9 pool losses
stuffing feathers up your butt doesnt make you a chicken
micronesia
Profile Blog Joined July 2006
United States24644 Posts
Last Edited: 2007-11-18 22:50:33
November 18 2007 22:50 GMT
#19
For python, aren't the entrances to the natural too big to wall? There are probably smart formations that protect the ramp and the nexus, but not as well as in the two maps shown above.
ModeratorThere are animal crackers for people and there are people crackers for animals.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
November 18 2007 23:03 GMT
#20
But if you go 10 forge, like I do, and see that he's 9 pooling - you only have time to lay down two cannons I thought, and no additional gateway? Wouldn't your layouts be very open to zergling aggression then?
What fun is it being cool if you can’t wear a sombrero?
Hot_Bid
Profile Blog Joined October 2003
Braavos36374 Posts
November 18 2007 23:04 GMT
#21
On November 19 2007 07:50 micronesia wrote:
For python, aren't the entrances to the natural too big to wall? There are probably smart formations that protect the ramp and the nexus, but not as well as in the two aps shown above.

None of these formations are air tight either, it's assumed I'm asking for the optimal building placements.
@Hot_Bid on Twitter - ESPORTS life since 2010 - http://i.imgur.com/U2psw.png
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-11-19 00:02:05
November 18 2007 23:57 GMT
#22
On November 19 2007 08:03 GrandInquisitor wrote:
But if you go 10 forge, like I do, and see that he's 9 pooling - you only have time to lay down two cannons I thought, and no additional gateway? Wouldn't your layouts be very open to zergling aggression then?

Cut probes. You should definetely be able to build everything in time, just remember that the gateway produces an obstacle even if it's at 100 hp building, so you can build it right before lings reach your nat (well, it builds quite fast, but still better get a head start). The timing of 9 pool is largely dependent on map/position, so on some maps you are better off building a forge right after you scout an empty main. Again, I haven't faced a 9pooler in a while, but vs 12 pool, on most maps you 14 nexus, forge, cut probes, 2 cannons, resume probes, pylon, gateway. It is also very important to scout well. On python, you never scout the closest main - if he is there, you know it right after the first main revealed. This way, no matter where zerg is, you find him in 2 tries. (A nice tip for 9 poolers on Python would be to scout a distant main with first ovie)

Ok, I've watched some VODs on Blue Storm and I should say the wall-in's are quite hard there. The easy thing with maps like Tau Cross and Longinus is that both of them have a choke at natural. Blue Storm does not. Neither does it have a ramp to main, so the logic of the game changes vastly, including wall-in building. For Blue Storm-like maps you would your wall-in to have the following features:

1) Your actual wall is most of the time gateway+forge. Forge should be below like the kind man above me posted. You use this wall to cut off a direction lings can come from.

2) Another part of the wall is your actual nexus. It tightens the choke even more.

3) The "passable area" should be as close to the nexus as possible because it makes using probes to block that much easier.

4) Make totally sure that there is at least one cannon that protects at least 2/3 of the probe mining area and make totally sure that each of your buildings are covered by at least one cannon as well.

5) Your pylon doesn't generate artificial chokes anywhere, but it may be quite vulnerable to ling aggression, so it should be placed slightly behind. In the ideal scenario, it is placed in such a way that it can't be a priority target for lings, but still serves as some kind of obstacle if lings decide to break through.

So let's see how progamers do it:

Free's wall-in at bottom spawn:
[image loading]


My attempt to mirror Free's wall-in at top spawn:
[image loading]


Kal's wall-in at top spawn (note that Kal had indeed built 3 cannons before his gate, but he was facing a 9 pool speedling build):
[image loading]


Much's wall-in at bottom spawn (I didn't do mirrors for Kal and Much because they are very akin to Free's wall-in):
[image loading]


Stork's wall-in at top spawn:
[image loading]


My attempt to mirror Stork's wall-in at bottom spawn:
[image loading]


Now let's analyze what we have here: Free's, Kal's and Much's wall-in's are essentially the same idea with slight variations. They get a cannon that covers the nexus, a pylon slightly in behind, a cannon that covers the gate/forge wall, and the actual wall blocks the wide ramp passage. Much's wall-in differs slightly from what Free did, he has a more safely-positioned cannon, but the same cannon of Free blocks a larger part of the choke. So Free's wall-in is superior if zerg tries to run past through it, and Much's is better if zerg tries to kill the cannons. However, keep in mind that cannon placement actually can be dependent on the scouting information - if zerg has a handful of lings but an early extractor, he might not be able to kill the cannons, if zerg opens 12 hatch, a run-through is highly improbable.

Stork's wall-in is quite different from the others. Stork builds his wall right close to the wide ramp, so he might have better spacing and more time to react vs a ling attack directed from there. His second cannon is placed in such a way that a couple of probes placed in the small choke with proper pull-back control would be able to halt or completely stop any kind of ling attack from there. But buildings don't give vision of high ground and his wall will do nothing if lings from the small choke actually break through, his cannon is also exposed to lings in a frightening way. So Stork's way of handling FE is by definition based on premium micro. Imo, for an average player, Free's/Kal's/Much's wall-in with some variation on cannon/pylon placement is superior.

Hope that helped, I would really love someone to do Python ^^.

EDIT: and kudos to Zerg~Legend, his wall-ins for Tau are indeed better both due to better-protected forge and larger detour route.
You want 20 good men, but you need a bad pussy.
NonY
Profile Blog Joined June 2007
8748 Posts
November 19 2007 00:43 GMT
#23
This is top quality stuff. Thanks Bluzman and Zerg~Legend. I have always been amazed at the number of Protoss that don't know these formations and also the number of Zerg who attempt a speedling build when the Protoss is showing a solid formation. It happens tons on iCCup and also occasionally among professionals, though I think coaches and players of professional teams have taken notice and made sure to correct such an easy thing. The one game I beat Mondragon in a tournament, he went speedling on Longinus when I was at 11 and I was using the proper formation. It looks like the lings can go past the gateway on the right but of course they can't. So I got an easy advantage to start off the game.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
NonY
Profile Blog Joined June 2007
8748 Posts
November 19 2007 00:51 GMT
#24
Stork's Blue Storm formation is better for defending against hydralisks. He probably had some nightmare games during practice when he saw a hydralisk timing attack coming and, despite adding more cannons, he still couldn't defend. His formation allows for units to retreat back to the cannons and attack with the cannons.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
ff7legend
Profile Blog Joined April 2007
United States213 Posts
November 19 2007 05:43 GMT
#25
Can anyone make these for Python and maybe even Luna, those maps are tough.
I am the best ever... aka Truth, Judge, Legend
WhatisProtoss
Profile Blog Joined February 2004
Korea (South)2325 Posts
Last Edited: 2007-11-19 07:07:07
November 19 2007 07:06 GMT
#26
Zeus vs Savior
[image loading]



Reach vs Mingu
[image loading]



Luna Idea 1
[image loading]



Luna Idea 2
[image loading]
CustomXSpunjah
Profile Blog Joined June 2007
United States1093 Posts
November 19 2007 09:11 GMT
#27
oh wow i love reach's block for that 10 spot on Luna, makes the lings run a nice distance if they want to scout if the ramp is blocked or not, and the bottom hole can be blocked with any one unit
beware, the rise of the Protoss is upon us!
WhatisProtoss
Profile Blog Joined February 2004
Korea (South)2325 Posts
November 19 2007 09:27 GMT
#28
Yeah. It's not bad. Lings can easily run past on top though...

The other spots are more terrible. Zeus had a bad time with Savior's lings running past him. 2'oclock is impossible to make a "good" block, so I never bothered making a sample. Out of all the games played on Luna the Final, there wasn't a FE at that location by Protoss.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-19 16:57:34
November 19 2007 15:53 GMT
#29
Here's my attempt for python.

The cannon placement is arguable but I tried to place them after Bluzman's recommandations.

[image loading]


[image loading]


I still haven't found any great combinations for the 6 pos but this one is at least better than most 'on the fly' stuff.

[image loading]


Maybe the cannon should be lowered alittle to tighten the choke. But I'm too lazy to retake the screen.

[image loading]



Even a broken clock is right twice a day
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
November 19 2007 16:09 GMT
#30
Maybe we could archieve all working combinations in the op using a spoiler system. Like in that crazy "Strategy Indexing Project".
Even a broken clock is right twice a day
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 19 2007 16:33 GMT
#31
Well, I'm thinking about that, but I feel we should collect abit more data before merging it all into a giant OP.

Btw, Python wall-in's are easier that Blue Storm because of the ramp. You still have to worry about all-in attacks, but runs are that much harder to do due to how easy it is to block the ramp with probes.

Btw, those walls look very, very nice! Can you tell me which of the gaps between wall/cliff on those screens are actually impassable? The screen for main at 3 shows a gate below cliff which is most of the time passable despite looking super-tight.
You want 20 good men, but you need a bad pussy.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-19 16:59:28
November 19 2007 16:45 GMT
#32
The gaps between the building and the wall should be impassable in all positons. I MC:ed a ling and tried to run past. A micro mistake could still have made it's way though but I doubt it. I'll test again just to be safe.

Edit: The darn gate was passable, so I moved it. The choke is now alittle wider but it can't be passed above.
Even a broken clock is right twice a day
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-11-19 17:18:15
November 19 2007 17:07 GMT
#33
^^

It isn't a great deal, but the forge at 9 is unpowered ^^

EDIT: also, I think I have a better formation for 6:

[image loading]
You want 20 good men, but you need a bad pussy.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
November 19 2007 17:23 GMT
#34
It is? ;P At least it's easy fixed by moving the pyl alittle.

Your 6 do indeed look better. =)
Even a broken clock is right twice a day
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
November 19 2007 17:31 GMT
#35
Added to recommended threads.
Moderator
borg
Profile Joined September 2005
171 Posts
November 19 2007 18:12 GMT
#36
im reading this thread too, ill make the strategy indexing project general enough so that this too can be added to it
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
November 19 2007 18:15 GMT
#37
If needed I can provide pictures for Reverse Temple if BluzMan would be interested in them
^-^
grobo
Profile Blog Joined February 2007
Japan6199 Posts
November 19 2007 18:29 GMT
#38
Amazing thread, always wanted to learn these placements but was always to lazy to start up SC and do it myself.
We make signature, then defense it.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-11-19 18:59:18
November 19 2007 18:53 GMT
#39
On November 20 2007 03:15 Equinox_kr wrote:
If needed I can provide pictures for Reverse Temple if BluzMan would be interested in them


I think there are far more people interested in them than just me. I've already stated that this should be a thread everyone could contribute to, there's a ton of maps out there, and one man simply can't do them all. ^^ RTL's wall-in's are quite unique (but very easy due to maximum collision size of the minerals) so it is definetely helpful.
You want 20 good men, but you need a bad pussy.
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2007-11-19 22:28:15
November 19 2007 20:33 GMT
#40
On November 20 2007 02:07 BluzMan wrote:
^^

It isn't a great deal, but the forge at 9 is unpowered ^^

EDIT: also, I think I have a better formation for 6:

[image loading]


Thank you for this thread! Sorry for posting similar positioning, but I already had the savegame
I kind of spent time on this same thing this weekend, here are some of my attempts of blocking:

My cover of the forge/gateway is only one cannon, a bit safer pylon and better protection for gas/probes. The line is zergling proof with those three probes placed like that. A DT would have to walk around the bottom cannon for those brave enough to FE in pvp.
[image loading]


Python 3, the rightmost probe has to be exactly there to block lings. Notice the lack of cover for my mining probes though.
[image loading]


Python 12, the pylon kind of sucks there if you want to build more cannons close to the gas, but it makes it easier to block with probes.
[image loading]


Python 9, very similar til zerg~legend's post, so just to complete my suggestions for Python:
[image loading]


Python 6 I think I stole directly from a recent game (but he had one cannon to the left of the Nexus), but can't remember what game right now. I don't have the skill of some people posting here, so this is simply trial and error.

*ninjaediting done if I don't find any broken links a.s.o.
boudiou
Profile Joined October 2007
France190 Posts
Last Edited: 2007-11-21 10:06:10
November 20 2007 16:57 GMT
#41
OK here comes my views on Luna the final. (since no one seems to post it)
This is far from perfect but I did my best.

Position 1:
Nuked better job done

Position 4:
Nuked better job done

Position 7:
Nuked better job done

Position 10:
[image loading]

*EDITED*
note: OK this one is far better than the previous one. Apart from the way out of your base you need one zealot at the bottom left of the ramp or lings may go through.
forge and nexus are fully protected. However there is still litle room to harass gas. (long way to go to do this)
clearly the bottom canon is a little bit weak but tell me what you think of this.



EDIT: end of ninja edits or so I hope

RIEN.
IntoTheWow
Profile Blog Joined May 2004
is awesome32274 Posts
November 20 2007 17:36 GMT
#42
Sorry but on some of those, lings can hit nexus because cannons are out of reach
Moderator<:3-/-<
boudiou
Profile Joined October 2007
France190 Posts
November 20 2007 17:47 GMT
#43
On November 21 2007 02:36 IntoTheWow wrote:
Sorry but on some of those, lings can hit nexus because cannons are out of reach

y I know ITW that's why I went for only one canon.
I'll update this soon but got to buy some food before everything closes.
RIEN.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
November 20 2007 17:48 GMT
#44
Position 1 layout is terrible. That nexus is toast.

I dislike position 7 due to the exposed cannon.

I don't want to be rude, but I think the luna layouts are weak. ~_~

Position 4 is the only solid sim city I see.
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
thedeadhaji *
Profile Blog Joined January 2006
39489 Posts
Last Edited: 2007-11-20 17:53:38
November 20 2007 17:53 GMT
#45
On November 21 2007 01:57 boudiou wrote:
OK here comes my views on Luna the final. (since no one seems to post it)


Look more carefully next time, WhatisProtoss posted good Luna setups in the previous page.
boudiou
Profile Joined October 2007
France190 Posts
November 20 2007 18:09 GMT
#46
On November 21 2007 02:53 thedeadhaji wrote:
Show nested quote +
On November 21 2007 01:57 boudiou wrote:
OK here comes my views on Luna the final. (since no one seems to post it)


Look more carefully next time, WhatisProtoss posted good Luna setups in the previous page.


Damn my bad. Dunno how I skip it. :/
feel free to nuke as much as u want.
RIEN.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-20 20:31:59
November 20 2007 20:18 GMT
#47
Here's a few reworks of boudiou's work.


Luna 5

[image loading]


This one is great =) The cannon isn't bothering the peons mining gas.


Luna 7

[image loading]


You can either place the second cannon to the right of the gate in order to protect the gas or next to the first cannon in order to protect it from an all in.
The path between the gate and the nexus is lingwalkable but is quite the detour.


Luna 1

[image loading]


The only thing that bothers me with this one is that the gas still isn't protected. Maybe it's worth it to move out the wall. That would make it worse vs runbys but the gas would get protected just as much as the rest of your base.
Even a broken clock is right twice a day
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
Last Edited: 2007-11-20 21:00:46
November 20 2007 20:59 GMT
#48
Btw, I think I've figured out the general rules for the building placement.

The internal structure of the wall should be gate above forge if they are to be placed next to each others.

The gate can be placed above obstacles and to the left of walls (not water though).

The forge can be placed above and below obstacles, to the right of walls (not water though) and to the left of walls (not water though.)

Everything was tested on the twilight tileset.
Even a broken clock is right twice a day
ketomai
Profile Joined June 2007
United States2789 Posts
Last Edited: 2007-11-21 20:30:59
November 21 2007 03:32 GMT
#49
This is how I normally wall in on peaks of baekdu. The top one, I have seen pros use, however the bottom, just is my copy. It might have some flaws.

TOP--PEAKS OF BAEKDU

[image loading]





BOTTOM--PEAKS OF BAEKDU

[image loading]



Edit: Not sure why picture doesn't show, but I'll fix it later.

Edit2: Thanks humblegar =].
liosama
Profile Blog Joined October 2007
Australia843 Posts
November 21 2007 10:10 GMT
#50
holy shit
this thread is pro.

thanks
Free Palestine
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 21 2007 10:22 GMT
#51
I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
boudiou
Profile Joined October 2007
France190 Posts
November 21 2007 10:29 GMT
#52
On November 21 2007 19:22 evanthebouncy! wrote:
I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun.

Yes this could be nice to know with how much speedlings zerg can get a breakthrough that bothers protoss economy. (something like 5-6 lings or more)
RIEN.
FatChicken
Profile Joined November 2007
China15 Posts
November 21 2007 10:54 GMT
#53
On November 21 2007 19:29 boudiou wrote:
Show nested quote +
On November 21 2007 19:22 evanthebouncy! wrote:
I think it'll be a good idea if we can play some practice games where all protss do is make a formation at every single spawn Nat and zerg makes some ling and try to break it. Should be fun.

Yes this could be nice to know with how much speedlings zerg can get a breakthrough that bothers protoss economy. (something like 5-6 lings or more)


3 lings is often all you need to really bother toss economy early game.. assume toss doesn't have more than 1 zealot.
I would rather be ignorant and happy than knowledgeable and sad.
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2007-11-21 11:38:37
November 21 2007 11:35 GMT
#54
On November 21 2007 12:32 nevake wrote:
...
Edit: Not sure why picture doesn't show, but I'll fix it later.


For the first image use "http://img510.imageshack.us/img510/2129/peakstopwallingk2.png", for second use "http://img214.imageshack.us/img214/7085/peaksbottomwallinzo9.png" in your tags. You get them from the "direct" field at imageshack below your image.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 21 2007 13:49 GMT
#55
Usually, people wall-in on Peaks with their pylon on high ground. I will do Peaks later, bit busy atm.
You want 20 good men, but you need a bad pussy.
ketomai
Profile Joined June 2007
United States2789 Posts
November 21 2007 17:50 GMT
#56
Ok I fixed peaks, but can someone make an LT wall-in picture xP (especially for 12 if it's even possible)
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
November 21 2007 18:07 GMT
#57
Nice. A lot of these are really good, but I think a lot of these can be improved. Specifically nevake's Peaks. You should be considering the following when you place your Cannons, in descending order of importance:

- Are they blocked in by buildings (Forge, Pylon, Nexus, Gateway) to prevent an easy surround?
- Do they cover all buildings?
- Do they cover Probes?
- Can they easily be run by into my main?

In the top Peaks, both Cannons are fairly exposed and side-by-side, meaning they will easily die to 12 Zerglings. The top position doesn't even cover the Forge, meaning you will lose that to Zerglings. Once the Forge is gone your ramp is exposed, even though you should have Zealots by this time.

It's a similar problem for the bottom Peaks. The Cannons are exposed and not easily protected by Zerglings. This position is slightly better because the Forge isn't exposed.

There must be a better formation for Peaks. I realize it's tough because you need to have your Gateway and Forge blocking the ramp, but I think we can find (or come up with) something better.

On the top Peaks I'm not sure because that Forge is so exposed if you try to block the ramp. I would probably move the bottom cannon to the top left of the Nexus, at the very least, but I think this formation needs to be entirely redone.

On the bottom Peaks I would move the top Cannon to the left of the Pylon so it's more protected. I'd still be really nervous with that formation, and would probably use a Pylon or Cybernetics Core to block the Cannons from the top.
Moderator
ketomai
Profile Joined June 2007
United States2789 Posts
Last Edited: 2007-11-21 20:44:32
November 21 2007 20:35 GMT
#58
I see your point with the top (but I think it's more my mistake that the cannons didn't reach than anything else, so I re did it and I think the cannons reach now). I'll try to get a different top wall-in I have seen from a replay I have (and edit it into this post).

Edit: I think this is Kal's top wall-in from one of his replays. It has a wider choke, but the cannons are further apart.

[image loading]
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
November 21 2007 21:13 GMT
#59
I think the gate on the bottom spot should be moved to atop the forge. That would limit the possibel angles of approach. And I think the cannons should be moved to below nexus for better protection.
Even a broken clock is right twice a day
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2007-11-22 22:51:15
November 22 2007 22:48 GMT
#60
Alright, so I'll stick my neck out and try this

First of all, I checked like 10 pvts with top players just now. And they don't seem to rely as much (based on those 10) on a perfect wall-in on peaks (unlike blue storm), especially not at 12.

In addition they often build only the forge and a cannon first, and they sometimes place the forge where I place the gateway (on 12), they don't have the luxury of placing it all at the same time and therefore have to choose differently. When expecting lings all of them built three or more cannons at 12, often two along the Nexus and one behind it leaving big holes otherwise, just slapping a gate under the forge. I am quite sure they have good reasons for this, but that did not stop me for trying to make something more along the lines of this thread.

Peaks 12:
[image loading]


Peaks 6:
[image loading]


Buildings and gas are covered in both positions (the gas cannot be surrounded by lings afaik here either). Minerals are mostly covered too. 12 is obviously harder to defend. With probes placed like shown the lings have to run around the Nexus (or attack).
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
November 23 2007 02:21 GMT
#61
MASSIVE OP UPDATE HAHAHAHAHAHA
You want 20 good men, but you need a bad pussy.
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
November 23 2007 11:40 GMT
#62
Great update, but at least one error made it's way in there. Minerals don't block with gateways unless placed below the gate.
Even a broken clock is right twice a day
boudiou
Profile Joined October 2007
France190 Posts
Last Edited: 2007-11-28 15:09:29
November 28 2007 14:54 GMT
#63
OK I came up with a new idea for a wall in on the f***ing position 1 for Luna.
First I'll tell you what bothered me on Zerg~LegenD work:
1. Gaz isn't protected. As you will see this particular drawback can't be helped. I turned the problem in every way possible it seems that you can't help it.
2. Open photon canons. This will be corrected in the following.
3. The path betwen gateway and Pylon I pulled out a trick for this precise thing.
I just tried hard on a wall-in close to minerals but I couldn't do anything really better. That's why I went for a wall in on the path to your FE. As you will see the wall itself is pretty nice but this place has drawbacks later in the game.

Second this has to be discussed. I couldn't make every piece of testing and I won't be able before a long time.

Let's go for the picture:

[image loading]


So there are now two things that should be discussed.

(really) Early game:
The wall itself sounds strong, you can wall with 2 zealots but there is a path between gate and the upper canon. However you can stick an almost invisible probe in there. (which is targetable by a direct Attack clic but this assumes the zerg sees it and is able to do it without losing most of his zerglings. Once you get yourself a 3rd zeal you may advance your line of defense a little bit and get straight defense for your canons. But unless your left canon is damaged enough it is better to let your two zealots where they are and get the third in the place of the probe.

(late)Early game:
Hydras: well I FEd Hydras are gonna be tough to counter but this has nothing to do with the wall.
Mutas: OMG this is where the pain comes. We don't have anything to protect our beloved probes from muta harass. And there I need advice from better players than me: is there any hope of countering them with early dragoons and a templar tech delayed. I don't know and I have noone to test it right now.
Another point is that if you scout your opponent good enough to see that there isn't a critical amount of zerglings you can keep the money from the second canon and set it up at your nat.

Anyway if the fool zerg is willing to take your wall down with his mutas to get his zerglings into your economy be confident since everything is protected. Precisely if you go for the 3 zeal in a line be wary that only one canon can fire on mutas as long as they target the zealot on the left side you should go back to the 2+1 position.
RIEN.
Lisk
Profile Blog Joined May 2006
Latvia376 Posts
November 28 2007 19:27 GMT
#64
How about some LT walls?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2007 01:35 GMT
#65
dirty fucking protosses and their wall maps.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
November 29 2007 01:56 GMT
#66
dirty fucking protosses and their wall maps.
..and then I would, ya know, check em'. (Aka SpoR)
xBTx
Profile Blog Joined July 2007
Canada542 Posts
November 29 2007 02:57 GMT
#67
I didnt know FE was popular on 2 player maps (due to risk)
stuffing feathers up your butt doesnt make you a chicken
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
Last Edited: 2007-12-02 16:25:30
December 02 2007 14:12 GMT
#68
I tried to figure out some wall-ins for Zodiac. Because I can't remember them instantly I made screens so I guess I can add them to this thread. These are ones that are decent that I could come up with. There could very well be some problems with one of them. Or maybe the second cannon can be better.

I looked and copied some of them from progames.

[image loading]


[image loading]


[image loading]


[image loading]



Ooh, and the 11 o'clock position on Python has the forge out of the pylon range. It's not easily fixed either.

[edit]

This works, 12 o'clock Python:
[image loading]

InRaged
Profile Joined February 2007
1047 Posts
December 02 2007 17:08 GMT
#69
How about that for 12@python
[image loading]
Hyperionnn
Profile Blog Joined September 2007
Turkey4968 Posts
December 09 2007 10:33 GMT
#70
Very good guide, I won't be screwed by zerglings but,

On November 18 2007 19:06 BluzMan wrote:
- Gateway above obstacle is usually impassable, but make sure you don't trap your zealots like in that famous game when some protoss went 2 gate proxy and trapped his initial zealots, so he gg'd before even being scouted.



HE'S NOT SOME PROTOSS HE'S DEVIL TOSS.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
December 09 2007 13:57 GMT
#71
Right now, he qualifies perfectly as "some protoss".

I will update the OP later with the well-done walls for Zodiac, nice job.
You want 20 good men, but you need a bad pussy.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
December 09 2007 15:27 GMT
#72
for those protoss users that have trouble with the exact place where nexus should be located ( I had that problem before), use the vaspene geyser as a reference point, then make pylons according to it (you should practice by yourself first ofc) If you do this, then many maps become more or less same to block. usually i would build one unit space away from where nexus should be built so units can pass through. This practice shuld help vs'in 9 poolers or even 5 poolers. sometimes lots of protoss users panic and just build pylon wherever possible and end up not being able to build nexus at all (classic example = tau cross 3 starting position)

Other possible reference points could be cracks on certain places. for example, for tau cross or arcadia, i look for certain features of a specific area. this will help you block more consistently

http://puciek.pl/replays/files/92.rep

I saw that the luna 5 position needs a better block (maybe better only in my mind), so i added a replay where it shows the block. I wasn't sure how to upload screenshots...so I here's the replay instead. hopefully someone can ss it.

www.memoryexpress.com
No_eL
Profile Joined July 2007
Chile1438 Posts
February 02 2008 16:51 GMT
#73
impressive, great post... its going to my favorites, please keep actualizing with the new maps...
5 thumbs up!
Beat after beat i will become stronger.
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
February 02 2008 15:37 GMT
#74
Anyone has proper ways to wall in on Luna?
Yaqoob
Profile Blog Joined March 2005
Canada3319 Posts
February 11 2008 19:19 GMT
#75
Can someone upload how to FE on Katrina please. I would be very thankful for that.
김택용 Fighting!
ZergZergling
Profile Joined December 2004
United States29 Posts
February 13 2008 04:05 GMT
#76
katrina:
[image loading]


[image loading]


[image loading]


[image loading]
Yaqoob
Profile Blog Joined March 2005
Canada3319 Posts
February 13 2008 07:28 GMT
#77
Thank you so much.
김택용 Fighting!
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
February 13 2008 20:20 GMT
#78
On December 03 2007 02:08 InRaged wrote:
How about that for 12@python
[image loading]


Taking a probe that far out to FE would probably make you have to build a pylon at 7 instead of 8.

On February 03 2008 00:37 ReiKo wrote:
Anyone has proper ways to wall in on Luna?


There are luna ones by bluzman in the first page, btw what is OP?


qwikified
Profile Joined January 2008
Sweden1 Post
February 18 2008 22:04 GMT
#79
Thanks a bunch, this really helps!
lololol
Profile Joined February 2006
5198 Posts
February 18 2008 22:33 GMT
#80
On February 14 2008 05:20 il0seonpurpose wrote:
Show nested quote +
On December 03 2007 02:08 InRaged wrote:
How about that for 12@python
[image loading]


Taking a probe that far out to FE would probably make you have to build a pylon at 7 instead of 8.

Show nested quote +
On February 03 2008 00:37 ReiKo wrote:
Anyone has proper ways to wall in on Luna?


There are luna ones by bluzman in the first page, btw what is OP?




OP means original post, i.e. the first post in the thread. Sometimes it's used as original poster, too.
I'll call Nada.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
February 18 2008 22:34 GMT
#81
On February 14 2008 05:20 il0seonpurpose wrote:
Show nested quote +
On December 03 2007 02:08 InRaged wrote:
How about that for 12@python
[image loading]


Taking a probe that far out to FE would probably make you have to build a pylon at 7 instead of 8.

Show nested quote +
On February 03 2008 00:37 ReiKo wrote:
Anyone has proper ways to wall in on Luna?


There are luna ones by bluzman in the first page, btw what is OP?




In addition to that, the choke is super wide, requiring 3 zealots and a probe to block. the problem with that should be obvious
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
xBTx
Profile Blog Joined July 2007
Canada542 Posts
February 18 2008 23:56 GMT
#82
On February 14 2008 05:20 il0seonpurpose wrote:

There are luna ones by bluzman in the first page, btw what is OP?



OP - ORiginal Post?
stuffing feathers up your butt doesnt make you a chicken
GinNtoniC
Profile Blog Joined October 2007
Sweden2945 Posts
March 01 2008 14:30 GMT
#83
Some of the Python images are complete bullshit, no offense

The 12'o clock build is simply impossible, because the pylons doesn't provide power to where you positioned the forge.
Huge fan of JulyZerg, HonestTea and that guy Kim Taek Yong.
Proposal
Profile Joined December 2007
United States1310 Posts
March 02 2008 06:44 GMT
#84
thanks for images, i always wanted to test these but was too lazy
LossLeader
Profile Joined December 2007
Canada10 Posts
Last Edited: 2008-03-04 22:34:55
March 04 2008 03:59 GMT
#85
On March 01 2008 23:30 GinNtoniC wrote:
Some of the Python images are complete bullshit, no offense

The 12'o clock build is simply impossible, because the pylons doesn't provide power to where you positioned the forge.



12:00 build works if you move the gateway up a bit:

[image loading]


geno
Profile Blog Joined October 2007
United States1404 Posts
March 21 2008 06:55 GMT
#86
With that positioning, units from your base have to go through your probe line to get out of the base if rallied to the front, and that sucks. Heres the one I've used on 12:00:

[image loading]


I know there is more than 1 pylon, but let me explain. The first pylon is all you really need to power any of that, but since its out in front, its somewhat vulnerable later on. So later, I build the second pylon and then eventually the third. The second one powers the forge and cannon, and the third one powers everything but the forge.
Spaceball
Profile Joined November 2007
United States213 Posts
April 14 2008 02:30 GMT
#87
Is it just me or have the images for blue storm disappeared? Everything else still seems to be there... Any chance those can get re uploaded? Thanks!
Centric
Profile Blog Joined March 2008
United States1989 Posts
Last Edited: 2008-04-14 07:16:36
April 14 2008 07:12 GMT
#88
Can anyone fix that one on the 12 o'clock for Python?
Super serious.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
April 14 2008 07:34 GMT
#89
On April 14 2008 16:12 Centric wrote:
Can anyone fix that one on the 12 o'clock for Python?


Several have been posted. I also made ones for zodiac. The TS wanted to update but never did. I am also looking at the new maps.
Jolle
Profile Joined June 2007
Norway185 Posts
April 14 2008 08:45 GMT
#90
On April 14 2008 11:30 Spaceball wrote:
Is it just me or have the images for blue storm disappeared? Everything else still seems to be there... Any chance those can get re uploaded? Thanks!


Was looking for the BS images too... Anyone have them?
pachi
Profile Joined October 2006
Melbourne5338 Posts
April 14 2008 13:04 GMT
#91
fyi blue storm expansion has changed, so the blue storm pictures might be outdated anyway.
Moderatorpachi fanclub http://goto.tl/6DI9 。◕‿◕。
Superbia
Profile Blog Joined April 2008
Netherlands8889 Posts
April 14 2008 15:55 GMT
#92
This is what I made of Andromeda:

+ Show Spoiler +

1½ o'clock:

[image loading]


4½ o'clock:

[image loading]


7½ o'clock:

[image loading]


10½ o'clock:

[image loading]

Minimal effort.
Warbux
Profile Joined April 2008
47 Posts
April 14 2008 18:52 GMT
#93
if u do 1gate+1forge expo, then its gonna cost more and slower.. personally i just do forge + 2 cannons then expo then gate.
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
April 14 2008 20:32 GMT
#94
Having a front building be a Cannon is never a good idae in a wall.
Moderator
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
April 14 2008 20:34 GMT
#95
You'll be able to put down before a zergling runby no matter what type of fe you choose to use. I agree that making gate before nexus is stupid, and that's probably why no one has said that it should be done.
Even a broken clock is right twice a day
sappling
Profile Joined April 2008
Germany22 Posts
April 25 2008 17:30 GMT
#96
this thread sucks for a zerg player
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2008-04-25 20:47:42
April 25 2008 20:46 GMT
#97
Gate before nexus is fine if you're going some weirdo build like what Stork used on Katrina. It's also fine with a gate first build (gate/forge) that is a starter for a zealot/cannon rush. It is also fine on maps like Longinus or Tau Cross where blocking a choke with your gate actually improves your defense more than an extra cannon (but this is only a case for 6-9 pool, 12 pool works with 14 nex, overpool with forge/nex).

A front cannon is not so bad if you're not afraid of a ling all-in. Later on, it serves a nice purpose vs hydra (if you have enough zealots) and especially vs early lurker builds.

EDIT: oh and sorry for not updating this, I will try to do it in the near future. I've kinda halted playing SC for like 3 months now.
You want 20 good men, but you need a bad pussy.
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2008-04-25 21:19:37
April 25 2008 21:16 GMT
#98
I tried a bunch of combos on a lot of the new maps (and the new version of Blue Storm). I still need to do the new OSL map, and I'm sure most of these probably aren't the best, but they for the most part meet the criteria.

+ Show Spoiler [Blue Storm 1.2] +
1:30:
[image loading]


7:30:
[image loading]


+ Show Spoiler [Andromeda 1.0] +
10:30:
[image loading]


1:30:
[image loading]


4:30:
[image loading]


7:30:
[image loading]


+ Show Spoiler [Othello 1.1] +
10 o'clock:
[image loading]


1 o'clock:
[image loading]


5 o'clock:
[image loading]


Pretty sure I did one for 7 o'clock too, but I must not have taken a screenshot.. I'll do it later when I do the OSL map.


+ Show Spoiler [Wuthering Heights] +
Only did 4:30 on this map, because I realized you could just block your main/nat choke, lol. Still, I guess a partial block would be relatively helpful in slowing down an attempt anyways:
[image loading]


+ Show Spoiler [Tiamat 1.0] +
10:30:
[image loading]


4:30:
[image loading]

Both of these would obviously be useless if they killed the neutrals and went around with like a hydra all in build though. Building near the expo spot was really hard to make a reasonable choke though, so I figured I would include these.


+ Show Spoiler [Athena 1.0] +
9 o'clock:
[image loading]


3 o'clock:
[image loading]


7 o'clock:
[image loading]
NonY
Profile Blog Joined June 2007
8748 Posts
April 25 2008 23:32 GMT
#99
i put my othello formations up at iccup here: http://sc.iccup.com/iccalbum/203/

i think all of mine are better than geno's.

problems with geno's:
5:00 lings break through probes, run behind minerals never getting hit by cannons. too many get through

1:00 the two cannons don't support each other. too wide open. lings kill the bottom cannon and run behind minerals. the SS of mine is incorrect. the top left cannon should be one matrix to the right so it supports the blocking probes better. it can still cover the neutral building from that position

10:00 again just cannon placement. mine has both cannons supporting the blocking probes better and it also has one cannon that'll kill lings trying to run behind minerals

7:00 geno didn't give 7 but mine is a little weird. this position sucks. basically you block with probes between nex and gate and you block your ramp. zerg can kill the top left cannon, but the other is still in good position. it can cover everything, including your ramp. it's likely he'll die trying to get up your ramp rather than attack the top left cannon anyway

remember you can kill the neutral buildings later to let your units come out easier
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2008-04-26 05:08:19
April 26 2008 03:56 GMT
#100
Yeah I really didn't like my 1:00 on othello, yours looks a lot better. The cannon by the min line seems a lot stronger than trying to prevent them from going behind in the first place since it supports the rest of the buildings better. The other ones are mainly cannon differences, but yours do look better.

Here is the one I had for Othello at 7:00:
edit: nevermind, doesn't work.

And here are some that I came up with on Hwarangdo:
10:30:
[image loading]


4:30:
[image loading]


Both cannons full protect the forge, and one partially protects gateway (other fully protects it).

I have a question though. I've been testing these on single player, so I can't try with lings. Probes could pass through cannon above forge, and forge above cannon (used in those screenshots), so I put one there to block. Dark templars couldn't fit though (at least at cannon over forge, I don't think I tested the other one). Do lings fit in that gap? If they don't then these would only require a single probe block (cannon by nexus is fully impassible I think).
geno
Profile Blog Joined October 2007
United States1404 Posts
Last Edited: 2008-04-26 05:06:49
April 26 2008 04:36 GMT
#101
edit: Nevermind, I just tried the 7:00 othello ones I made with lings instead of probes/DTs. Too many holes, lol.

Also I tried out some new combos at 1:00, and I kinda like this one:
[image loading]


Neither cannon is exposed, both cover both forge and gateway, one covers the min line in case of a successful run through, and it can be blocked with 3 probes.
NonY
Profile Blog Joined June 2007
8748 Posts
April 26 2008 11:37 GMT
#102
the neutral building isn't covered. i think at least 6 lings can attack it so it'll die pretty quickly and you'll have a huge gap
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
April 27 2008 01:07 GMT
#103
maybe you could shift the forge and gate one to the left and put the cannon in the corner between the two, although this would sacrifice coverage of your min line, it should cover both the other cannon and the neutral while allowing units to move thru later game.
more weight
OctoPuSs
Profile Blog Joined May 2004
Canada5279 Posts
April 27 2008 02:01 GMT
#104
I have better ones for tau cross. If anyone is interested, I'll post them.
Depression is just a sarcastic state of mind. Liquid`HerO Fighting!
geno
Profile Blog Joined October 2007
United States1404 Posts
April 27 2008 10:16 GMT
#105
On April 27 2008 10:07 alphafuzard wrote:
maybe you could shift the forge and gate one to the left and put the cannon in the corner between the two, although this would sacrifice coverage of your min line, it should cover both the other cannon and the neutral while allowing units to move thru later game.

I don't think the gateway can be moved left from its spot. Its impassable when its to the right of the neutral, I think its passable neutral over gate.
Vaanelo
Profile Joined March 2008
Canada128 Posts
April 27 2008 19:46 GMT
#106
just proxy cannons while expoing..
Centric
Profile Blog Joined March 2008
United States1989 Posts
April 27 2008 22:26 GMT
#107
geno does your pylon on Blue Storm at 1:30 block the gas?
Super serious.
Chameleon
Profile Blog Joined January 2008
United States604 Posts
May 06 2008 17:32 GMT
#108
I'm having trouble figuring out good placement for Vampire, this is what I've got so far:

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


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


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


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


I think the 10 is ok but i don't know how decent the other ones are, any suggestions/help plz?
TL's #1 Horang2 fan
ZerG~LegenD
Profile Blog Joined August 2007
Sweden1179 Posts
May 06 2008 18:14 GMT
#109
Are you guys trying those ones out with lings? Or are you just posting what you think might work? Gate on the site of an assimilator looks very passable to me, but of course, looks can decieve. So are they verified or not?

Anyway, Vampire is a bad map for walls because of the extremely large choke. You'd probably be best off trying to block the nat/main choke with a probe maynard if he tries to run through.
Even a broken clock is right twice a day
Chameleon
Profile Blog Joined January 2008
United States604 Posts
Last Edited: 2008-05-06 18:33:35
May 06 2008 18:32 GMT
#110
the gateway/assim gap is passable in the 4 o'clock pic but not the other one, but even with it being passable any lings trying to squeeze in there at that spot are gonna get pounded by the cannons, they'd have to go single file and the gap is covered by both cannons

edit: i only tested w/ probes, not lings
TL's #1 Horang2 fan
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2008-06-02 21:00:57
June 02 2008 20:57 GMT
#111
edit: my b page 5
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 11 2008 14:42 GMT
#112
Check this out for blue storm: You can block completely with 5 probes if placed correctly..
[image loading]


(The second pylon doesnt have to be there, my bad )
Chill
Profile Blog Joined January 2005
Calgary25977 Posts
June 11 2008 15:31 GMT
#113
I think the standard wallins are much better than that. There's a gaping hole asking Zerglings to run through.
Moderator
stet_tcl
Profile Blog Joined May 2008
Greece319 Posts
June 11 2008 17:33 GMT
#114
You sure??
Cause I'm pretty sure lings cant get through and since you never omit to mention Mondragon's run bys i think an air tight wallin is not useless at all

Please correct me if im wrong but how do you block with the setup in the op?
Centric
Profile Blog Joined March 2008
United States1989 Posts
June 12 2008 05:17 GMT
#115
The old standard wall-ins don't work on Blue Storm 1.2 though.

Despite all that, your wall-ins are very bad not only because it takes quite a few probes to block (so they're definitely not airtight) but because the cannons are exposed, so even if the run-by problem is eliminated (and it's not) your opponent could just target the cannons and then you'd be in a heap of trouble.

The old wall-ins were really good because of how well everything fit together (Chill's recent chat with 50Cal.Stalife on that replay project explains it). Mondragon's run-by was super strong because it came right as the final piece of the wall-in was put down, the cybernetics core.
Super serious.
KrinkleStyle
Profile Joined April 2008
United States25 Posts
June 15 2008 00:40 GMT
#116
I came up with these for Blue Storm 1.2. They are probably bad, so I am accepting criticisms.

Top
[image loading]

Bottom
[image loading]

BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
June 15 2008 01:03 GMT
#117
That's the standard way to wall in, those forge-gateway-cannon formations.

I don't see how the 1.2 version changes things. Maybe I didn't pay attention, but I didn't see progamers change their wall ins afaik. Maybe the second cannon though.
KrinkleStyle
Profile Joined April 2008
United States25 Posts
June 15 2008 01:32 GMT
#118
For the screenshots in the OP for blue storm there is more room between the nexus and the gate/forge. That's really the only difference. I think I like mine more than the ones geno posted a page back.

Although I tested them out with some actual lings and I would need a minimum of 5 probes to completely seal everything off if I had to.
Centric
Profile Blog Joined March 2008
United States1989 Posts
August 17 2008 06:55 GMT
#119
KrinkleStyle, your cannons block the path of workers gathering gas. I finally took the time to post up the wall-ins that I use for Blue Storm. I saw NonY use the one for 1 o'clock in the TSL, and I based my 7 o'clock wall-in off that one.

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


7 o'clock
+ Show Spoiler +
[image loading]
Super serious.
KwarK
Profile Blog Joined July 2006
United States42421 Posts
August 17 2008 07:06 GMT
#120
Move the pylon to the right of the cannon so it helps block the choke a little. Also you can move the entire gate/forge thing down 1 matrix so there is more room above it for adding defences vs a hydra break.
ModeratorThe angels have the phone box
Centric
Profile Blog Joined March 2008
United States1989 Posts
August 17 2008 08:34 GMT
#121
I think you're talking about 7 o'clock right? I see what you mean Kwark. I should move the entire wall-in down 1. I'll change it later when I have time.
Super serious.
Return
Profile Joined June 2005
Ivory Coast856 Posts
August 19 2008 03:47 GMT
#122
great thread, just wanna add that the game you are reffering to(OP) is Kingdom vs July @ Korhal Ceres(correct name?) from WCG Korea quallis some years ago
Diiiscoo-oh, thats where the happy people go!
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 27 2008 21:25 GMT
#123
On April 26 2008 08:32 Liquid`NonY wrote:
i put my othello formations up at iccup here: http://sc.iccup.com/iccalbum/203/

i think all of mine are better than geno's.

problems with geno's:
5:00 lings break through probes, run behind minerals never getting hit by cannons. too many get through

1:00 the two cannons don't support each other. too wide open. lings kill the bottom cannon and run behind minerals. the SS of mine is incorrect. the top left cannon should be one matrix to the right so it supports the blocking probes better. it can still cover the neutral building from that position

10:00 again just cannon placement. mine has both cannons supporting the blocking probes better and it also has one cannon that'll kill lings trying to run behind minerals

7:00 geno didn't give 7 but mine is a little weird. this position sucks. basically you block with probes between nex and gate and you block your ramp. zerg can kill the top left cannon, but the other is still in good position. it can cover everything, including your ramp. it's likely he'll die trying to get up your ramp rather than attack the top left cannon anyway

remember you can kill the neutral buildings later to let your units come out easier


NonY I really like your 1, 10, and 7 o clock FE layouts, but at the 5 oclock one wouldn't you need 4 or 5 probes to cover? There's the gaping hole between the cannon and the neutral building, there's the hole between the cannon and pylon, and there's a hole between the pylon and gateway. Is your screenshot wrong? Or am I reading it wrong or something?

Othello is motw this week so I need to get these FE's right lol.

I just started a game without learning them first to wing it, and found when I went to build my nexus that my gateway was slightly in the way and immediately alt>QQ'd lol....
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
Last Edited: 2008-10-27 21:52:30
October 27 2008 21:52 GMT
#124
On October 28 2008 06:25 -orb- wrote:
Show nested quote +
On April 26 2008 08:32 Liquid`NonY wrote:
i put my othello formations up at iccup here: http://sc.iccup.com/iccalbum/203/

i think all of mine are better than geno's.

problems with geno's:
5:00 lings break through probes, run behind minerals never getting hit by cannons. too many get through

1:00 the two cannons don't support each other. too wide open. lings kill the bottom cannon and run behind minerals. the SS of mine is incorrect. the top left cannon should be one matrix to the right so it supports the blocking probes better. it can still cover the neutral building from that position

10:00 again just cannon placement. mine has both cannons supporting the blocking probes better and it also has one cannon that'll kill lings trying to run behind minerals

7:00 geno didn't give 7 but mine is a little weird. this position sucks. basically you block with probes between nex and gate and you block your ramp. zerg can kill the top left cannon, but the other is still in good position. it can cover everything, including your ramp. it's likely he'll die trying to get up your ramp rather than attack the top left cannon anyway

remember you can kill the neutral buildings later to let your units come out easier


NonY I really like your 1, 10, and 7 o clock FE layouts, but at the 5 oclock one wouldn't you need 4 or 5 probes to cover? There's the gaping hole between the cannon and the neutral building, there's the hole between the cannon and pylon, and there's a hole between the pylon and gateway. Is your screenshot wrong? Or am I reading it wrong or something?

Othello is motw this week so I need to get these FE's right lol.

I just started a game without learning them first to wing it, and found when I went to build my nexus that my gateway was slightly in the way and immediately alt>QQ'd lol....


They can't pass under your forge there, but yes, 5 is the hardest to block properly. You need like 3-4 probes still, even if you count that in. I tried a lot of different setups at Othello 5...I must go to sleep now (early class), but should I forget to add my pictures (WCG practice) to this thread in an effort to contribute, someone could be kind and remind me . They're the "old" WCG mappack maps (Troy, Blue Storm - covered here - , Othello, Andromeda), all starting position naturals.

Edit: a justified bump imo, this topic is pretty resourceful.
Complete the cycle!
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 27 2008 23:00 GMT
#125
On October 28 2008 06:52 Naib wrote:
Show nested quote +
On October 28 2008 06:25 -orb- wrote:
On April 26 2008 08:32 Liquid`NonY wrote:
i put my othello formations up at iccup here: http://sc.iccup.com/iccalbum/203/

i think all of mine are better than geno's.

problems with geno's:
5:00 lings break through probes, run behind minerals never getting hit by cannons. too many get through

1:00 the two cannons don't support each other. too wide open. lings kill the bottom cannon and run behind minerals. the SS of mine is incorrect. the top left cannon should be one matrix to the right so it supports the blocking probes better. it can still cover the neutral building from that position

10:00 again just cannon placement. mine has both cannons supporting the blocking probes better and it also has one cannon that'll kill lings trying to run behind minerals

7:00 geno didn't give 7 but mine is a little weird. this position sucks. basically you block with probes between nex and gate and you block your ramp. zerg can kill the top left cannon, but the other is still in good position. it can cover everything, including your ramp. it's likely he'll die trying to get up your ramp rather than attack the top left cannon anyway

remember you can kill the neutral buildings later to let your units come out easier


NonY I really like your 1, 10, and 7 o clock FE layouts, but at the 5 oclock one wouldn't you need 4 or 5 probes to cover? There's the gaping hole between the cannon and the neutral building, there's the hole between the cannon and pylon, and there's a hole between the pylon and gateway. Is your screenshot wrong? Or am I reading it wrong or something?

Othello is motw this week so I need to get these FE's right lol.

I just started a game without learning them first to wing it, and found when I went to build my nexus that my gateway was slightly in the way and immediately alt>QQ'd lol....


They can't pass under your forge there, but yes, 5 is the hardest to block properly. You need like 3-4 probes still, even if you count that in. I tried a lot of different setups at Othello 5...I must go to sleep now (early class), but should I forget to add my pictures (WCG practice) to this thread in an effort to contribute, someone could be kind and remind me . They're the "old" WCG mappack maps (Troy, Blue Storm - covered here - , Othello, Andromeda), all starting position naturals.

Edit: a justified bump imo, this topic is pretty resourceful.


I actually made one just now that only needs 3, but all these stupid pcx converters cost money and the cracks are terrible.

I'll get it converted some time later and post it to see what u guys think
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
aaro
Profile Joined December 2006
United States228 Posts
October 28 2008 05:34 GMT
#126
Might as use this thread since the question is similar.

Does anyone know how to wall for T on Python's 3 and 9 position?
Your drill is one that shall pierce through the heavens!
Centric
Profile Blog Joined March 2008
United States1989 Posts
October 28 2008 05:43 GMT
#127
On October 28 2008 14:34 aaro wrote:
Might as use this thread since the question is similar.

Does anyone know how to wall for T on Python's 3 and 9 position?

http://www.teamliquid.net/forum/viewmessage.php?topic_id=73364

Did you even try using search? It also should be in the recommended threads for the Strategy forum.
Super serious.
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
October 28 2008 23:22 GMT
#128
On October 28 2008 08:00 -orb- wrote:
Show nested quote +
On October 28 2008 06:52 Naib wrote:
On October 28 2008 06:25 -orb- wrote:
On April 26 2008 08:32 Liquid`NonY wrote:
i put my othello formations up at iccup here: http://sc.iccup.com/iccalbum/203/

i think all of mine are better than geno's.

problems with geno's:
5:00 lings break through probes, run behind minerals never getting hit by cannons. too many get through

1:00 the two cannons don't support each other. too wide open. lings kill the bottom cannon and run behind minerals. the SS of mine is incorrect. the top left cannon should be one matrix to the right so it supports the blocking probes better. it can still cover the neutral building from that position

10:00 again just cannon placement. mine has both cannons supporting the blocking probes better and it also has one cannon that'll kill lings trying to run behind minerals

7:00 geno didn't give 7 but mine is a little weird. this position sucks. basically you block with probes between nex and gate and you block your ramp. zerg can kill the top left cannon, but the other is still in good position. it can cover everything, including your ramp. it's likely he'll die trying to get up your ramp rather than attack the top left cannon anyway

remember you can kill the neutral buildings later to let your units come out easier


NonY I really like your 1, 10, and 7 o clock FE layouts, but at the 5 oclock one wouldn't you need 4 or 5 probes to cover? There's the gaping hole between the cannon and the neutral building, there's the hole between the cannon and pylon, and there's a hole between the pylon and gateway. Is your screenshot wrong? Or am I reading it wrong or something?

Othello is motw this week so I need to get these FE's right lol.

I just started a game without learning them first to wing it, and found when I went to build my nexus that my gateway was slightly in the way and immediately alt>QQ'd lol....


They can't pass under your forge there, but yes, 5 is the hardest to block properly. You need like 3-4 probes still, even if you count that in. I tried a lot of different setups at Othello 5...I must go to sleep now (early class), but should I forget to add my pictures (WCG practice) to this thread in an effort to contribute, someone could be kind and remind me . They're the "old" WCG mappack maps (Troy, Blue Storm - covered here - , Othello, Andromeda), all starting position naturals.

Edit: a justified bump imo, this topic is pretty resourceful.


I actually made one just now that only needs 3, but all these stupid pcx converters cost money and the cracks are terrible.

I'll get it converted some time later and post it to see what u guys think


Just google Irfanview, that should solve all the easy image convertion tasks you should ever encounter. Hell, I use it to some semi-advanced stuff over Photoshop because it's way more convenient for me.

Oh and please hold me on to my promise...damn busy days lately. Maybe 2 days from now on. Or Friday. Gah
Complete the cycle!
LemOn
Profile Blog Joined July 2005
United Kingdom8629 Posts
October 28 2008 23:39 GMT
#129
Can somebody update the recent maps into the guide?
Much is the father figure that I miss in my life. Go Daddy! DoC.LemOn, LemOn[5thF]
Axieoqu
Profile Joined October 2005
Finland204 Posts
November 05 2008 14:07 GMT
#130
Updates would be greatly appreciated. I'm having problems especially with Chupung Ryeong and it's tricky natural.
goatrope
Profile Joined March 2008
Canada41 Posts
November 05 2008 20:38 GMT
#131
On November 05 2008 23:07 Axieoqu wrote:
Updates would be greatly appreciated. I'm having problems especially with Chupung Ryeong and it's tricky natural.


I've been doing some for recent maps which I've put here. Every one of these (so far) is copied directly from a progamer vod, though some of them aren't that great. The Chupung one doesn't really cover the back entrance, but I've found putting a probe or a pylon down that path will give you enough warning to lings sneaking behind that you can pull probes with time to spare. As always, experiment a bit.

On another note: I was planning on doing the rest of the maps and compiling them for myself, but I noticed that this thread's OP hasn't been updated since 2007. Would there be interest in a new thread? I've got the time and wouldn't mind keeping it updated.
GearitUP
Profile Joined November 2008
United States337 Posts
November 07 2008 15:44 GMT
#132
Awesome Thread definatly helped me :D thanks
Own<Owned<Ownt<Pwn<Pwned<PwnT< YOU NEWB!
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-11-07 21:00:40
November 07 2008 16:51 GMT
#133
I think the Blue Storm layouts could be improved. Here's what I came up with:

Blue Storm
+ Show Spoiler [1 o'clock] +
[image loading]

+ Show Spoiler [7 o'clock] +
[image loading]


The selected cannon should be built first. Pick between one of the other two, I couldn't decide which would be better. I think the cannons are a little more protected in this setup and the runby distance is a little longer.

edit: format to match my byzantium post.
내 호버크라프트는 장어로 가득 차 있어요
-orb-
Profile Blog Joined September 2007
United States5770 Posts
November 07 2008 18:48 GMT
#134
Hey guys I redid the othello 5 wall-in and took a screenshot.

Here's what I did, it requires 3 probes to block effectively:

+ Show Spoiler +
[image loading]


Oh now that I see that that probe on the right blocks that spot, I realize that nony's screenshot blocks it if you have the probe high enough (aka where it is in his screenshot), that's fantastic I hadn't realized that before.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 07 2008 19:16 GMT
#135
On November 08 2008 01:51 vAltyR wrote:
I think the Blue Storm layouts could be improved. Here's what I came up with:

+ Show Spoiler [Blue Storm, 1] +
[image loading]


+ Show Spoiler [Blue Storm, 7] +
[image loading]


The selected cannon should be built first. Pick between one of the other two, I couldn't decide which would be better. I think the cannons are a little more protected in this setup and the runby distance is a little longer.

I think in both cases the cannon closer to the mineral line should be build second, since it covers your probes as they're mining. I think your pylons both block gas miners, but I could be wrong.
Super serious.
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-11-07 20:25:14
November 07 2008 19:16 GMT
#136
Someone asked about Chupung-Ryeong, here's what I got:

Chupung-Ryeong
+ Show Spoiler [1 o'clock] +
[image loading]

+ Show Spoiler [7 o'clock] +
[image loading]


They are essentially mirrors. At 7, the probe must be there or lings will get through the forge and gateway. Just tell it to move to the forge from below and it should go there. 1 o'clock is lingproof. they have to run all the way around the gateway and between the two cannons to get to your base.

The cannons by the nexi just *barely* cover far minerals. they should be fine, unless your probe decides to mine on the other side of the patch.
내 호버크라프트는 장어로 가득 차 있어요
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-11-07 19:19:39
November 07 2008 19:18 GMT
#137
On November 08 2008 04:16 Centric wrote:
Show nested quote +
On November 08 2008 01:51 vAltyR wrote:
I think the Blue Storm layouts could be improved. Here's what I came up with:

+ Show Spoiler [Blue Storm, 1] +
[image loading]


+ Show Spoiler [Blue Storm, 7] +
[image loading]


The selected cannon should be built first. Pick between one of the other two, I couldn't decide which would be better. I think the cannons are a little more protected in this setup and the runby distance is a little longer.

I think in both cases the cannon closer to the mineral line should be build second, since it covers your probes as they're mining. I think your pylons both block gas miners, but I could be wrong.

*shrugs* I just figured that one should be built first because i was certain it should go there. I guess it's more of a judgement call. And I checked to make sure the gas wasn't blocked.

EDIT: I'll work on some of the more recent maps to see what I can come up with. I'll post them as I finish them.
내 호버크라프트는 장어로 가득 차 있어요
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-11-07 21:23:24
November 07 2008 20:22 GMT
#138
Finished with Byzantium II.

Byzantium 2
+ Show Spoiler [1 o'clock] +
[image loading]
Between the cliff and the gateway is a one-way path for lings. They can go out, but for the runby, they can't get through.

+ Show Spoiler [4 o'clock] +
[image loading]

+ Show Spoiler [7 o'clock] +
[image loading]

+ Show Spoiler [11 o'clock] +
[image loading]


EDIT: Instead of quadruple-posting, I'll just edit this one until someone comments.

Destination
+ Show Spoiler [12 o'clock] +
[image loading]
Probe is required or else lings will get through.

+ Show Spoiler [6 o'clock] +
[image loading]
Probe is there to prevent lings from going between the pylon and gateway. Not needed, but perhaps useful.

NOTE: gas is not covered with either of these layouts. Improvements are definitely welcomed.

Medusa coming next.
내 호버크라프트는 장어로 가득 차 있어요
GearitUP
Profile Joined November 2008
United States337 Posts
November 08 2008 05:44 GMT
#139
Ah wow I was doing the 7 o clock Chupung-Ryeung Wall so wrong Thanks !
Own<Owned<Ownt<Pwn<Pwned<PwnT< YOU NEWB!
simon311A
Profile Joined October 2008
United States29 Posts
Last Edited: 2008-11-08 08:13:21
November 08 2008 08:13 GMT
#140
Centric, on your 7 Chupung Ryeung, why not move the pylon and lower cannon down 1, then swap the forge and gate?
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 08 2008 08:30 GMT
#141
On November 08 2008 17:13 simon311A wrote:
Centric, on your 7 Chupung Ryeung, why not move the pylon and lower cannon down 1, then swap the forge and gate?

It isn't mine? But I agree...the forge and gate should be switched, otherwise it's not ling-safe.
Super serious.
RandomForeigner
Profile Joined November 2008
United States6 Posts
Last Edited: 2008-11-09 21:46:12
November 09 2008 21:44 GMT
#142
Katrina 12 o clock ez..
[image loading]
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
November 09 2008 21:55 GMT
#143
Tribunal instead of core?
No I'm never serious.
RandomForeigner
Profile Joined November 2008
United States6 Posts
November 09 2008 21:59 GMT
#144
no you build them from top to bottom... how could i make a tribunal?? kk??
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 09 2008 23:30 GMT
#145
On November 10 2008 06:55 Nytefish wrote:
Tribunal instead of core?

It's a joke.
Super serious.
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-11-10 03:02:39
November 10 2008 02:54 GMT
#146
On November 08 2008 17:13 simon311A wrote:
vAltyR, on your 7 Chupung Ryeung, why not move the pylon and lower cannon down 1, then swap the forge and gate?


Fixed.

I think i tried that and it wasn't ling proof between the cliff and the gateway, but I will try it your way and see. Currently, the setup is ling-proof, but only if they probe is where it is in the picture. Otherwise, yeah, lings can get through.

EDIT: Just checked, and your idea has a hole between the cliff and the gateway. You could do it that way and put a probe to block if you wanted.
내 호버크라프트는 장어로 가득 차 있어요
Sauron
Profile Joined November 2008
Romania169 Posts
November 10 2008 03:23 GMT
#147
Hi guys I've been reading this site for a pretty long time and i decided to make an account today.

This thread really helped my PvZ. It's really important to know how to wall in properly in this matchup.One building placement mistake and the zerg can totally own your wall or your troops might get stuck and you get raped again
Soothsayer
Centric
Profile Blog Joined March 2008
United States1989 Posts
November 10 2008 03:48 GMT
#148
On November 10 2008 12:23 Sauron wrote:
Hi guys I've been reading this site for a pretty long time and i decided to make an account today.

This thread really helped my PvZ. It's really important to know how to wall in properly in this matchup.One building placement mistake and the zerg can totally own your wall or your troops might get stuck and you get raped again

Agreed...I've been trying to get my friend to read this thread for a long, long time but he never does and always gets owned by ling run-by's.
Super serious.
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-12-30 18:01:12
November 16 2008 01:25 GMT
#149
EDIT: Apparently my placements sucked, so I went through MSL vods and copied the progamers. Probes are there to block holes. Edited again after better placements were suggested.

Medusa
+ Show Spoiler [3 o'clock] +
[image loading]
Courtesy of Bisu

+ Show Spoiler [7 o'clock] +
[image loading]
Credit: Gnojfatelob

+ Show Spoiler [11 o'clock] +
[image loading]
Credit: Gnojfatelob
내 호버크라프트는 장어로 가득 차 있어요
Shauni
Profile Blog Joined July 2004
4077 Posts
November 16 2008 01:35 GMT
#150
vAltyR, that's some bad placement, both against massling and hydras... progamers usually wall further outside, at the chokepoint. Your 'walls' are way too wide.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
vAltyR
Profile Blog Joined July 2008
United States581 Posts
November 16 2008 04:41 GMT
#151
Thanks for pointing that out. I went back, looked over vods and fixed mine accordingly.

Do my other ones look good (Chupung-Ryeong, Destination, Byzantium)?
내 호버크라프트는 장어로 가득 차 있어요
vAltyR
Profile Blog Joined July 2008
United States581 Posts
November 17 2008 09:34 GMT
#152
I went back and double-checked the ones on Chupung-Ryeong and Destination, and they were actually really close to the pros except for my Chupung-Ryeong 7 o'clock. I feel mine is just as effective, however, since both ways have a hole that needs to be blocked by a probe. However, I'll probably change it at some point to the pro layout.

Anyways, since Athena II is MOTW this week, I figured I'd go ahead and work that one out. Let me know if you see any problems with these.

Athena II
+ Show Spoiler [2 o'clock] +
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+ Show Spoiler [6 o'clock] +
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+ Show Spoiler [10 o'clock] +
[image loading]


Also, I know people already have some setups for Andromeda, but I figured I'd add my contribution since I felt they could be improved. Let me know if you see any problems. Thanks to DarkRidley6 for helping me with the Andromeda layouts.

Andromeda
+ Show Spoiler [1 o'clock] +
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+ Show Spoiler [5 o'clock] +
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+ Show Spoiler [7 o'clock] +
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+ Show Spoiler [11 o'clock] +
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내 호버크라프트는 장어로 가득 차 있어요
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
November 17 2008 11:13 GMT
#153
thanks on the ones on destination, I'll just need a good BO, hehe.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
vAltyR
Profile Blog Joined July 2008
United States581 Posts
November 17 2008 11:32 GMT
#154
It usually goes pylon-forge-cannon-cannon-nexus-gateway. If you scout the zerg doing a 12-hatch, you can safely do a 14 nexus, though. If he does a pool before expanding, you should put down the forge and a cannon or two depending on how early the pool is (1 cannon for 12pool, 2 for 9pool/overpool).

I'm only D-, though, so I could be wrong. Anybody higher ranked want to help me out on this?
내 호버크라프트는 장어로 가득 차 있어요
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
November 17 2008 13:21 GMT
#155
yeah, I got the part where he does 12 hatch..

8 pylon
10 forge
12 cannon
14 nexus

if its a 9 pool...
8 pylon
9/10 forge
then add 2 cannons
then add nexus....

bah, anyone with the specific build orders?
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2008-11-17 13:23:47
November 17 2008 13:21 GMT
#156
On November 10 2008 06:59 RandomForeigner wrote:
no you build them from top to bottom... how could i make a tribunal?? kk??


Well since you didn't make an assimilator I assumed the rules were somewhat bent already.

Thanks for the placements vAltyR.
But I always end up just winging it anyway.
No I'm never serious.
vAltyR
Profile Blog Joined July 2008
United States581 Posts
November 17 2008 15:34 GMT
#157
*shrugs* i'm sure someone will make use of them.
내 호버크라프트는 장어로 가득 차 있어요
CoL_Drake
Profile Joined March 2005
Germany455 Posts
December 08 2008 18:33 GMT
#158
any updates ? xD new maps plz xD
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-12-08 19:27:31
December 08 2008 19:20 GMT
#159
I have a couple more at home. do you have any maps in particular you want?

EDIT: i'm in class right now, will be home around 4 EST
내 호버크라프트는 장어로 가득 차 있어요
KwarK
Profile Blog Joined July 2006
United States42421 Posts
December 08 2008 19:21 GMT
#160
On November 17 2008 22:21 Infinity.SkyLark wrote:
yeah, I got the part where he does 12 hatch..

8 pylon
10 forge
12 cannon
14 nexus

if its a 9 pool...
8 pylon
9/10 forge
then add 2 cannons
then add nexus....

bah, anyone with the specific build orders?

There are no specific build orders. Vs scouted 12 hat 11 pool I often go 8p, 13n, 15g, 16p, 17f, 19a. You need to look at what they're doing and make only as many cannons as you absolutely need to.
This is a huge misunderstanding a lot of players have. If you try to follow a strict build order you'll get owned by either massdroning or allins. You need to adapt much more.
ModeratorThe angels have the phone box
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2008-12-19 00:29:03
December 16 2008 22:34 GMT
#161
Edit: decided to redo all on Andromeda, didn't quite get the suggestions posted by Geno and Valtyr.

All solutions stop lings when probes are placed as shown (tested). Cannons (usually both) cover pylon, gateway, forge, nexus, gass, blocking probes and mostly minerals and ramp.

Andromeda
+ Show Spoiler [1 o'clock] +
Kind of weird, but ok if you watch the inside of the gateway
[image loading]


+ Show Spoiler [5 o'clock] +
Watch the ramp (both cover some of it though)
[image loading]


+ Show Spoiler [7 o'clock] +
I think Free does it like this, notice the probe by the gass, he only used 1 probe at the ramp to let cannons get some shots at lings running for the main though.
[image loading]


+ Show Spoiler [11 o'clock] +
Looks easy! (famous last words)
[image loading]




Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2008-12-19 02:32:27
December 18 2008 21:24 GMT
#162
Well I'm too tired to play right now so I went through the thread and sorted/collected these wall-ins.

So I'll start filling in gaps now.

Colosseum II

This one is very easy, the forge and gateway placement is fixed but you can move the pylon/cannons however you like.
+ Show Spoiler [11 O'Clock] +
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+ Show Spoiler [1 O'Clock] +
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+ Show Spoiler [5 O'Clock] +
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+ Show Spoiler [7 O'Clock] +
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Destination 1.1

I saw a lot of variations for this one. Some are aimed more towards defending against hydras rather than run-bys so the pylon/initial cannon is further out. I picked the ones I thought looked neatest.

+ Show Spoiler [12 O'Clock] +
[image loading]

You can put the pylon or cannon where the probes are but you'll have to kill something to get units out.
[image loading]


+ Show Spoiler [6 O'Clock] +
[image loading]

[image loading]



Rush Hour 3

I would feel very uneasy FE'ing on this map, but it should be possible. These probably aren't optimal since I didn't use progamer's placements except at 7 o'clock.

+ Show Spoiler [11 O'Clock] +
[image loading]

+ Show Spoiler [3 O'Clock] +
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+ Show Spoiler [7 O'Clock] +
[image loading]

Goon is just there to show you can get those clunky things out.



Not sure about these Othello ones:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

No I'm never serious.
Gnojfatelob
Profile Joined April 2008
Belgium216 Posts
December 30 2008 14:39 GMT
#163
Thought i update this one, since i dont think the medusa ones are optimal and seeing that it's motw on iccup.

Medusa 1.1

+ Show Spoiler [3 O'Clock] +
[image loading]

+ Show Spoiler [7 O'Clock] +
[image loading]

+ Show Spoiler [11 O'Clock] +
[image loading]
Probably the best starcraft player in the world
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 30 2008 14:46 GMT
#164
I tried doing Yellow, the map by NastyMarine and edited by NightmareJoo, but there are some nats that have 2 ways to wall in.

1. Wallin infront of the Nexus.
2. Wallin behind the Nexus but the cannons are covering the mineral lines and it uses the Nexus as part of the wall.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Gnojfatelob
Profile Joined April 2008
Belgium216 Posts
Last Edited: 2008-12-30 15:59:29
December 30 2008 15:59 GMT
#165
I gave yellow a try, seems the 11 O'Clock you need three probes, all other positions it can be done with 2 probes to block. Shouldn't matter to much in a game though.

Yellow

+ Show Spoiler [1 O'Clock] +
[image loading]

+ Show Spoiler [5 O'Clock] +
[image loading]

+ Show Spoiler [7 O'Clock] +
[image loading]

+ Show Spoiler [11 O'Clock] +
[image loading]
Probably the best starcraft player in the world
vAltyR
Profile Blog Joined July 2008
United States581 Posts
Last Edited: 2008-12-30 17:49:00
December 30 2008 17:21 GMT
#166
Gnojfatelob, did you check to see where lings can get through on your Medusa? I think there's a few holes, I'll test them out really quickly and let you know

EDIT: Tested, and I like your 7 and 11 better. Both of mine needed an extra probe to plug a hole, whereas yours didn't need it. My only suggestion there is at 7, I would move the pylon left 1 matrix and up two matrices, however where you have it works just as well.

Our setups at 3 are almost exactly the same. Your forge is shifted right one matrix and your gateway is shifted left two matrices from my placements. In terms of blocking zerglings, they'll do the exact same thing, but I like my setup with having one of the cannons forward a bit more relative to the gateway.

I'll update my previous post with your 7 and 11 setups (giving you credit of course) since they are better. I guess it goes to show that even the progamers make mistakes (since I took my medusa setups directly from the progamers).
내 호버크라프트는 장어로 가득 차 있어요
Gnojfatelob
Profile Joined April 2008
Belgium216 Posts
December 30 2008 17:34 GMT
#167
On December 31 2008 02:21 vAltyR wrote:
Gnojfatelob, did you check to see where lings can get through on your Medusa? I think there's a few holes, I'll test them out really quickly and let you know.


Nono, no holes, except ofc the probes, but you gotta micro those a little. The're not my designs, i took them from bisu.
Probably the best starcraft player in the world
vAltyR
Profile Blog Joined July 2008
United States581 Posts
December 30 2008 17:49 GMT
#168
On December 31 2008 02:34 Gnojfatelob wrote:
Show nested quote +
On December 31 2008 02:21 vAltyR wrote:
Gnojfatelob, did you check to see where lings can get through on your Medusa? I think there's a few holes, I'll test them out really quickly and let you know.


Nono, no holes, except ofc the probes, but you gotta micro those a little. The're not my designs, i took them from bisu.



Aahhhh, that explains it. I got my 3 from bisu, which is why it's so similar.
내 호버크라프트는 장어로 가득 차 있어요
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 31 2008 04:11 GMT
#169
dude, at the 1 position at yellow, the lings can pass between the stone tower and the gateway, that was what pissed me off when I was trying it. Good job on the 7 though, I had a different version of your wall.haha.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
December 31 2008 04:15 GMT
#170
and I think the one at 3, the last time I checked, you need 2 probes to block the space between the gateway and the assimilator.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
Abydos1
Profile Blog Joined October 2008
United States832 Posts
Last Edited: 2009-01-26 04:04:38
January 26 2009 04:04 GMT
#171
Here are my attempts at Othello since I can't view Nony's album right now.

+ Show Spoiler [Othello] +

Red lines are notable places where lings can pass. I generally tried to increase the distance lings would have to run and made sure cannons could cover each other, the ramp, and the back of the minerals.

At the 1 o'clock while only zealots can pass through you can destroy the neutral building to facilitate movement once the ling threat is over. Note that at the 1 o'clock position lings can hit the far corner of the gateway without being in cannon range; the gateway may be able to be moved up one but it might make it harder to block with probes.

[image loading]

[image loading]

[image loading]

[image loading]

"...perhaps the greatest joy possible in Starcraft, being accused of being a maphacker" - Day[9]
Centric
Profile Blog Joined March 2008
United States1989 Posts
Last Edited: 2009-01-26 06:04:52
January 26 2009 05:42 GMT
#172
On January 26 2009 13:04 Abydos1 wrote:
Here are my attempts at Othello since I can't view Nony's album right now.

+ Show Spoiler [Othello] +

Red lines are notable places where lings can pass. I generally tried to increase the distance lings would have to run and made sure cannons could cover each other, the ramp, and the back of the minerals.

At the 1 o'clock while only zealots can pass through you can destroy the neutral building to facilitate movement once the ling threat is over. Note that at the 1 o'clock position lings can hit the far corner of the gateway without being in cannon range; the gateway may be able to be moved up one but it might make it harder to block with probes.

[image loading]

[image loading]

[image loading]

[image loading]


NonY's are a lot better than this. Let me see if I can duplicate them.

EDIT: Here they are. I'm a little iffy about 7 o'clock, but I'm pretty sure the rest of them are NonY's.

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


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


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


10 o'clock
+ Show Spoiler +
[image loading]
Super serious.
Centric
Profile Blog Joined March 2008
United States1989 Posts
January 26 2009 06:06 GMT
#173
Actually upon looking at 7 o'clock I think the cannon on the right should be directly to the right of the pylon.
Super serious.
vAltyR
Profile Blog Joined July 2008
United States581 Posts
February 11 2009 20:01 GMT
#174
MrHoon was so kind as to do a translation on the proper wall-ins on Tears of the Moon. Here's the article.
내 호버크라프트는 장어로 가득 차 있어요
Yaqoob
Profile Blog Joined March 2005
Canada3319 Posts
Last Edited: 2009-02-11 21:23:20
February 11 2009 21:21 GMT
#175
I actually saved Nony's pictures of his wall-ins on Othello a while back so here they are:

+ Show Spoiler [1 o'clock] +
[
[image loading]


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


+ Show Spoiler [7 o'clock] +
[
[image loading]


+ Show Spoiler [10 o'clock] +
[image loading]
김택용 Fighting!
Zerum
Profile Joined February 2008
Sweden348 Posts
February 20 2009 00:15 GMT
#176
On November 17 2008 18:34 vAltyR wrote:
Anyways, since Athena II is MOTW this week, I figured I'd go ahead and work that one out. Let me know if you see any problems with these.

Athena II
+ Show Spoiler [2 o'clock] +
[image loading]

+ Show Spoiler [6 o'clock] +
[image loading]

+ Show Spoiler [10 o'clock] +
[image loading]


I was wondering about thes walls if they are realy the best way to wall on that map as it seams like they got huge openings and make it veary easy to do a run by or should I just block my ramp and let the canons take car of the zerglings? I'm realy noob so I don't realy know trying to learn how to do a fe build better...
ccou
Profile Joined December 2008
United States681 Posts
Last Edited: 2009-03-21 21:53:55
March 21 2009 21:52 GMT
#177
My group has been playing Spinel Valley quite a bit.

+ Show Spoiler [left] +
[image loading]


+ Show Spoiler [right] +
[image loading]


I liked these simcities because:
1) lots of room for your army before pushing out and army doesn't have to step through probe line
2) only takes 1 probe or 2 if feeling insecure to block

Things that are less than desirable:
1)ain't too great against hydra break
2)far away from nat nexus

Any suggestions for alternate simcities would be great.

======
Also, it may be a lot of work, but I'm sure the community would appreciate it if a kind-hearted mod would help update the OP to include the new simcities.
Wake up Mr. B!
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
March 21 2009 22:50 GMT
#178
the pylon can really power those cannons next to the nexus? that's surprising
What fun is it being cool if you can’t wear a sombrero?
Sonu
Profile Blog Joined December 2008
Canada577 Posts
March 22 2009 00:05 GMT
#179
there is something on the recommended threads similar to this stuff
"I really like this wall-in, because its not a fucking wall" - DAy[9]
ccou
Profile Joined December 2008
United States681 Posts
Last Edited: 2009-03-22 17:59:49
March 22 2009 17:44 GMT
#180
On March 22 2009 09:05 Sonu wrote:
there is something on the recommended threads similar to this stuff


This is that recommended thread. XD
Wake up Mr. B!
ccou
Profile Joined December 2008
United States681 Posts
March 24 2009 02:50 GMT
#181
This is an alternate 2'o clock arrangement on Tau Cross from a recent Bisu game:

+ Show Spoiler +
[image loading]


It's more sunken into the expansion allowing better defense against hydras. I suppose it would be harder to break out of a contain by the same virtue. With a slight modification

+ Show Spoiler +
[image loading]


If the right cannon is shifted over a bit, archons will be able to move freely to help fend off mutas. Other cannons/core shows pylon range.
Wake up Mr. B!
azndsh
Profile Blog Joined August 2006
United States4447 Posts
Last Edited: 2009-04-01 11:03:24
April 01 2009 10:45 GMT
#182
Tau Cross -- these seal completely with 1 zealot and still allow dragoons to pass for 1'oclock and 5'oclock mains... the picture for the OP for 9'oclock works well

+ Show Spoiler +

[image loading]


[image loading]

goatrope
Profile Joined March 2008
Canada41 Posts
April 01 2009 15:24 GMT
#183
Neo Harmony (aka Sword in the Moon on iCCup) is MOTW this week, so I decided to look up some VODs and copy FE formations. Three of these are exact copies of progamer wall-ins. The 5 oclock formation is copied but slightly modified: I moved the gateway right so there's only 1 square between it and the nexus. Some of these are not so great (ling all-ins are a fairly big risk) but that's just the nature of the map.

+ Show Spoiler [1 o'clock] +

[image loading]



+ Show Spoiler [5 o'clock] +

[image loading]



+ Show Spoiler [8 o'clock] +

[image loading]



+ Show Spoiler [10 o'clock] +

[image loading]


Sonu
Profile Blog Joined December 2008
Canada577 Posts
April 05 2009 12:00 GMT
#184
why are all the forges up in the front. If they get sniped by hydras you are screwed right?
"I really like this wall-in, because its not a fucking wall" - DAy[9]
Gnojfatelob
Profile Joined April 2008
Belgium216 Posts
April 05 2009 13:13 GMT
#185
On April 05 2009 21:00 Sonu wrote:
why are all the forges up in the front. If they get sniped by hydras you are screwed right?


These wall-ins are designed to counter any form of zergling runby. You can throw billions of zerglings at it and you will deflect them easily. The only time your forge will get sniped is when he goes all-in hydra with range, otherwise you will have enough units to hold him off. And if he goes all-in hydra, you can afford to lose a forge, if you know how to counter it well.
Probably the best starcraft player in the world
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
April 05 2009 17:46 GMT
#186
On April 05 2009 22:13 Gnojfatelob wrote:
Show nested quote +
On April 05 2009 21:00 Sonu wrote:
why are all the forges up in the front. If they get sniped by hydras you are screwed right?


These wall-ins are designed to counter any form of zergling runby. You can throw billions of zerglings at it and you will deflect them easily. The only time your forge will get sniped is when he goes all-in hydra with range, otherwise you will have enough units to hold him off. And if he goes all-in hydra, you can afford to lose a forge, if you know how to counter it well.


Also typically your +1 will be close to finishing, so when that upgrade is done you can lose the forge if need be, but lately that hasn't been happening. Typically the Zerg will go for the cannons since they are your support defense, but if you micro your zealots correctly in time for storm, you can deflect the first rush rather easily. If they do target your forge you can target storm them, and even make a new forge in your main, since when your +1 is done you would want to get your second forge up for additional upgrades
"We have unfinished business, I and he."
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
April 28 2009 22:20 GMT
#187
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]

"We have unfinished business, I and he."
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 29 2009 01:19 GMT
#188
God's Garden (not sure if these are the most optimal walls)

+ Show Spoiler +
[image loading]


[image loading]


[image loading]


[image loading]
..and then I would, ya know, check em'. (Aka SpoR)
RedTerror
Profile Blog Joined December 2008
New Zealand742 Posts
April 29 2009 01:32 GMT
#189
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?
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 29 2009 04:21 GMT
#190
I'm sorry, It was just a bad attempt to confuse protoss so I can rape them with Z
..and then I would, ya know, check em'. (Aka SpoR)
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
April 29 2009 04:53 GMT
#191
On April 29 2009 13:21 CharlieMurphy wrote:
I'm sorry, It was just a bad attempt to confuse protoss so I can rape them with Z

rofl.... terrible
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
April 29 2009 06:37 GMT
#192
i tend to like to make wallins that protect the choke to my main also. I usually do so in outsider as well.

Haven't tried if my wallins work vs allin lings or anything thoug
stevethemacguy
Profile Joined September 2008
United States137 Posts
April 29 2009 15:07 GMT
#193
On April 29 2009 10:32 ViruX wrote:
Show nested quote +
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).
"What we do in life, echoes in eternity" -maximus decimus meridius
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
April 30 2009 19:25 GMT
#194
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]

No I'm never serious.
Hiicantpk
Profile Joined March 2009
Canada72 Posts
May 06 2009 12:43 GMT
#195
if you want, i can probably get you some wallins on BGH.
Defence bound and Shit like that
Liquid`Drone
Profile Joined September 2002
Norway28621 Posts
May 06 2009 13:09 GMT
#196
its not a problem if you have to kill 1 cannon to get out.. really, that doesnt affect you at all, the cannons are necessary early game but if you still need them in mid or late game you're almost always losing anyway.
Moderator
icJuice
Profile Joined March 2009
United States41 Posts
May 09 2009 18:10 GMT
#197
forgive my ignorance, but how are you guys practicing these wall ins? is there a UMS map that lets you control both races or something?
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2009-05-09 22:06:09
May 09 2009 22:05 GMT
#198
Single player +

black sheep wall
operation cwal
food for thought
show me the money
power overwhelming
modify the phase variance
the gathering

Make a DA and mind control the cpu zerg.
No I'm never serious.
icJuice
Profile Joined March 2009
United States41 Posts
May 11 2009 04:20 GMT
#199
wow, i've been playing sc for maybe a year now and never knew of the cheat codes haha. thanks
rich-
Profile Joined February 2008
United States130 Posts
May 11 2009 04:26 GMT
#200
kid has to cheat to win games...
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 States11390 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
Netherlands2747 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."
zenner
Profile Joined July 2009
Costa Rica1 Post
July 05 2009 05:03 GMT
#221
some ideas for luna, any critics are welcome
pos 1
+ Show Spoiler +
[image loading]

pos 4
+ Show Spoiler +
[image loading]

pos 7
+ Show Spoiler +
[image loading]

pos 10
+ Show Spoiler +
[image loading]

You speak of knowledge, Judicator? You speak of experience?
epicdoom
Profile Blog Joined January 2009
United States489 Posts
July 05 2009 05:27 GMT
#222
I can't stop thinking about combat-ex reading through this =/
geegee1
Profile Blog Joined April 2009
United States618 Posts
July 05 2009 06:35 GMT
#223
lol combat-ex always do it the pro way, No space for zealots OR any units he destorys the building
pew pew
blabber
Profile Blog Joined June 2007
United States4448 Posts
July 05 2009 07:01 GMT
#224
On July 05 2009 15:35 geegee1 wrote:
lol combat-ex always do it the pro way, No space for zealots OR any units he destorys the building

AND he makes it so that zerglings can run through easily!
blabberrrrr
Probe.
Profile Joined May 2009
United States877 Posts
July 05 2009 07:49 GMT
#225
Someone do Medusa and Colosseum please
meow
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
July 05 2009 07:59 GMT
#226
On July 05 2009 16:49 Probe. wrote:
Someone do Medusa and Colosseum please

You'll find them on page 9
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
Deleted User 37864
Profile Blog Joined June 2008
780 Posts
July 21 2009 08:06 GMT
#227
I think someone needs to edit the first page..
Revabug
Profile Blog Joined June 2009
United Kingdom147 Posts
July 21 2009 16:08 GMT
#228
Do the Blue Storm ones in the OP actually cover the mineral line? I've seen countless times lings being able to harass the probes on it
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 21 2009 16:18 GMT
#229
Very nice, cant wait to try these out, i also have a good block for the 3 o'clock position on Heartbreatk Ridge. Ill upload that later when i find teh replay.
Why would you ever choose failure, when success is an option.
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
July 21 2009 16:40 GMT
#230
On July 21 2009 17:06 scyper wrote:
I think someone needs to edit the first page..


this would be very helpful
Hwaseung Oz fan for life. Swing out, always swing out.
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
July 21 2009 16:59 GMT
#231
Or move everything useful here: http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling
No I'm never serious.
Muirhead
Profile Blog Joined October 2007
United States556 Posts
July 21 2009 18:20 GMT
#232
Yeah it would be REALLY useful if liquipedia included a complete list of walls on all maps somewhere, instead of just a few examples. Maybe on the pages for the maps themselves or something?
starleague.mit.edu
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
July 21 2009 20:47 GMT
#233
On July 22 2009 03:20 Muirhead wrote:
Yeah it would be REALLY useful if liquipedia included a complete list of walls on all maps somewhere, instead of just a few examples. Maybe on the pages for the maps themselves or something?


I thought each map article would have "how to do forge fe for protoss" images for each position.

I'm probably mistaken.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Flow.of.soul
Profile Blog Joined July 2007
United States210 Posts
July 22 2009 00:32 GMT
#234
On July 22 2009 03:20 Muirhead wrote:
Yeah it would be REALLY useful if liquipedia included a complete list of walls on all maps somewhere, instead of just a few examples. Maybe on the pages for the maps themselves or something?


Just search for a map on Liquipedia and on that page you should find the wall-in. Most if not all of the current maps have the fast expand layouts added to their respective pages.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
July 22 2009 12:02 GMT
#235
lot of these closure are simply or too weak or need too many probes..
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
July 30 2009 13:17 GMT
#236
I attempted lost temple (although the choked are huge, and effective walls are often really hard)

Red lines are where zerglings can pass, everywhere else is impassable.
[image loading]

[image loading]

[image loading]

[image loading]


I like the walls at 9 and 6 a lot better than the other two, with 9 being an actual decent wall-in. All buildings are covered by the 2 cannons also, (this includes the corners of the nexus, despite what it might look like. (obviously the mineral line is much more vulnerable). If you were to play FE at 3 or 12, blocking the gap and your ramp, is an absolute necessity. PS: the weird line going on at 6, is because the lings can get past the gateway gap, but surprisingly not past the forge ;o.

Comments/criticism welcome =]
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Clasic
Profile Blog Joined January 2009
Bosnia-Herzegovina1437 Posts
July 30 2009 23:55 GMT
#237
Here are ones that I got for holy world,

3
[image loading]


6
[image loading]


8
[image loading]


11
[image loading]


please excuse the scscrnshot thing im pretty baked.

these might not be the best but they work good!

No no no no its not mine!
o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
August 11 2009 15:15 GMT
#238
I couldn't find any for Carthage and since it's motw this week I thought I'd make one myself and share it.

Carthage:
+ Show Spoiler +
+ Show Spoiler [12 oclock] +
[image loading]


+ Show Spoiler [6 oclock] +
[image loading]


I'm not too fond of either of these walls but they were the best I came up with. If anyone has any better wall ins please share
windragon
Profile Joined August 2009
United States4 Posts
August 11 2009 20:25 GMT
#239
the problem with many of the optimized cannon positioning for zergling rush is that its usually not good against front door hydras. the cannons are separate so picking off cannons with micro is that much easier. it forces one to make more cannons than necessary. i find its better to create cannons so that they are in a position to fend off hydras together. zergling rushes are usually blockable by proper micro as long as the cannons are in decent position blocking the entranceway to the main, and in range of gas or nexus harassment.

the only maps i would create cannons separately are on strange maps with large front door openings such as vampire or a map where ling cheese is very common like destination.
Help me get better!
Tuke
Profile Joined January 2009
Finland1666 Posts
August 11 2009 22:07 GMT
#240
Damn you! Because of you lings run-bys are harder to make if you tell everyone how to wall-in properly. T_T

On August 12 2009 05:25 windragon wrote:
the problem with many of the optimized cannon positioning for zergling rush is that its usually not good against front door hydras. the cannons are separate so picking off cannons with micro is that much easier. it forces one to make more cannons than necessary. i find its better to create cannons so that they are in a position to fend off hydras together. zergling rushes are usually blockable by proper micro as long as the cannons are in decent position blocking the entranceway to the main, and in range of gas or nexus harassment.

the only maps i would create cannons separately are on strange maps with large front door openings such as vampire or a map where ling cheese is very common like destination.

Shush, or even hydra breaks will be harder, don't let them know.
TeamLiquid CJ Entusman #42
SirLectro
Profile Joined August 2009
3 Posts
Last Edited: 2009-08-18 21:17:06
August 18 2009 20:45 GMT
#241
Hello. I was wondering what to do against a fast lurker build. If they create like 5-7 lurkers really fast and then just run into your natural away from your cannons. What do I do? thank you. I think I have to always scout him right? To see what he is doing and get a defense before he does it.

-~!SirLectro!~-
Aesop
Profile Joined October 2007
Hungary11284 Posts
August 18 2009 21:17 GMT
#242
On August 19 2009 05:45 SirLectro wrote:
Hello. I was wondering what to do against a fast lurker build. If they create like 5-7 lurkers really fast and then just run into your natural away from your cannons. What do I do? thank you.

-~!SirLectro!~-

Welcome to TL.net SirLectro,

I think the thread you chose to post in is not tailored to answer these questions - we discuss building placement only here. If you have a specific problem you want to talk about, you are allowed to make a seperate post, following the guidelines here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=60175 Usually that means describing in detail what the question is about and posting a relevant replay of yours:

best,

Aesop

ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
SirLectro
Profile Joined August 2009
3 Posts
Last Edited: 2009-08-18 22:36:42
August 18 2009 22:34 GMT
#243
Thank you Aesop. I'll read the rules.

But couldn't I ask if this build works against fast lurkers? Or ask what the building placement should be against fast lurks?

Cause I didn't want to create an entire topic just to ask something about this build.

-~!SirLectro!~-
shafiru
Profile Joined January 2009
111 Posts
August 18 2009 23:17 GMT
#244
You see it, add cannons, block your ramp.

Don't be so lazy next time.
bengaliToss ftw...
SirLectro
Profile Joined August 2009
3 Posts
August 18 2009 23:51 GMT
#245
They don't go up my ramp. They attack my natural Nexus. It's ok, no one needs to answer my question. I think I know what to do.

-~!SirLectro!~-
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2009-08-29 05:18:07
August 29 2009 04:57 GMT
#246
heres my wall-in for the new map moon glaive (note: it was made without the consideration of a flank from the zerg player):

+ Show Spoiler +


[image loading]

4 o clock nat

[image loading]

7 o clock nat

[image loading]

12 o clock nat



and heres my way of dealign with the 2nd opening in the nat:

+ Show Spoiler +


[image loading]

4 o clock

[image loading]

7 o clock

[image loading]

12 o clock



edit:
i also just tried my hand at "match point" as well, but i don't think i was as successful:

+ Show Spoiler +


[image loading]

1 o clock

[image loading]

7 o clock



personally i think the 7 o clock one is pretty vulnerable to hydra breaks
I like haikus and / I can not lie. You other / brothers can't deny
Afasia
Profile Joined August 2009
Finland70 Posts
August 29 2009 08:44 GMT
#247
now that this is up I might as well post my gratitude
I may not have gone where I intended to go, but I think I have ended up where I intended to be.
Aesop
Profile Joined October 2007
Hungary11284 Posts
Last Edited: 2009-08-29 14:16:59
August 29 2009 14:16 GMT
#248
I tried forge-walling off the current version of Asgard (see new maps). Comments and critique please? My criteria included having a cannon cover the minerals from attacks from the backdoor. Both the cannons are able to reach melee units that approach the highest / lowest mineral patch. The Forge at 11 can be moved to the left if preferred. The first 5 position has the problem so far that Zerglings can funnel through the gap between forge and lower cannon. The second avoids that problem but needs 3 units to block the entrance.

+ Show Spoiler [11 o clock] +

[image loading]

Although it looks like the Zergling is through, it cannot pass!

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

[image loading]
ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
Postaljester
Profile Joined December 2002
United States128 Posts
August 29 2009 16:03 GMT
#249
the two entrance maps will rape forge fe. there is no way to stop a hydra break on those without spending all your tech money
If you cant do something well, learn to enjoy doing it poorly
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
August 29 2009 18:15 GMT
#250
i actually redid the wall for 7-oclock @ matchpoint, and i got something better:

+ Show Spoiler +

[image loading]



although my only concern is if the zerg player mines out the minerals, then these walls are pretty useless
I like haikus and / I can not lie. You other / brothers can't deny
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2009-08-30 01:25:40
August 30 2009 01:22 GMT
#251
ive also created wall-ins for tornado and roadrunner, criticism appreciated =)

tornado:
+ Show Spoiler +

[image loading]

4 o clock

[image loading]

7 o clock

[image loading]

11 o clock

[image loading]

1 o clock


road runner:
+ Show Spoiler +

[image loading]

12 o clock

[image loading]

6 o clock

[image loading]

9 o clock

[image loading]

3 o clock


some notes on these wall-ins:
for tornado's 7 o clock expo, i think the wall is a bit too far from the nexus
and for road runner's 9 o clock expo, the 2 probes by the gateway must be placed in this way:
1 probe really close to the gateway and the other probe in some precise spot between the pylon and first probe, otherwise the zerglings will be able to come through and u will need 4 probes to block in total instead of 3
I like haikus and / I can not lie. You other / brothers can't deny
aeroH
Profile Blog Joined February 2009
United States1034 Posts
August 30 2009 01:50 GMT
#252
someone needs to edit the op T.T
Aesop
Profile Joined October 2007
Hungary11284 Posts
Last Edited: 2009-08-30 05:15:01
August 30 2009 05:12 GMT
#253
On August 30 2009 10:50 aeroH wrote:
someone needs to edit the op T.T

Just store them in liquipedia. We have one centralized page and we also add it to the respective map pages (see Destination for example). I just posted in this thread before uploading since I wasnt sure about the quality.
ModeratorNon veritas sed auctoritas facit legem. | Liquipedia: Don't ask me, I'm retired.
Tom Phoenix
Profile Blog Joined January 2009
1114 Posts
September 12 2009 01:25 GMT
#254
Does anyone know if it is possible to do a Forge FE on Ride of Valkyries? I have been looking at some of the older maps to mix up the usual choice of maps and this map seems preety good due to it`s simplistic, yet intriguing design. However, it seems like Forge FE would be really difficult on it due to the mineral entrance at the top and the unbuildable terrain in front.of the choke.
You and your "5 years of competitive RTS experience" can take a hike. - FrozenArbiter
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2009-09-19 16:23:43
September 19 2009 15:34 GMT
#255
i was able to get a forge wall-in for judgement day, except its conditional because it doesn't cover if the zerg were to mine out ur minerals by the nat gas and send lings in there
comments and suggestions would be appreciated

+ Show Spoiler +

[image loading]

1 o clock

[image loading]

5 o clock

[image loading]

11 o clock
7 o clock

[image loading]



i will try to make a wallin by the main's choke to prevent both scenarios as soon as i can

edit:
got them: comments and suggestion?

+ Show Spoiler +

[image loading]

1 o clock

[image loading]

5 o clock

[image loading]

7 o clock

[image loading]

11 o clock
I like haikus and / I can not lie. You other / brothers can't deny
ReKuN
Profile Joined July 2009
United States15 Posts
September 20 2009 15:53 GMT
#256
Nice job
Kyadytim
Profile Joined March 2009
United States886 Posts
September 20 2009 16:23 GMT
#257
Speaking of judgement day, a pylon in the main choke blocks lings on two of the start locations. On the other two, lings can fit through, workers can't.
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 26 2009 08:06 GMT
#258
On September 12 2009 10:25 Tom Phoenix wrote:
Does anyone know if it is possible to do a Forge FE on Ride of Valkyries? I have been looking at some of the older maps to mix up the usual choice of maps and this map seems preety good due to it`s simplistic, yet intriguing design. However, it seems like Forge FE would be really difficult on it due to the mineral entrance at the top and the unbuildable terrain in front.of the choke.


http://www.teamliquid.net/tlpd/games/2404_July_vs_Rock/vod

It may be rock, but it's a nice wallin for the right side.
sAviOr...
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
September 26 2009 16:10 GMT
#259
here's my wall-in for acro:

+ Show Spoiler +

[image loading]

1 o clock

[image loading]

5 o clock

[image loading]

7 o clock

[image loading]

11 o clock
I like haikus and / I can not lie. You other / brothers can't deny
Phrogs!
Profile Blog Joined August 2008
Japan521 Posts
Last Edited: 2009-10-25 10:46:48
October 25 2009 10:20 GMT
#260
Hi,
Compiled walls for couple of the new maps.
Is bumping this thread ok? I didn't think I should add to liquipedia as I couldn't find a pro game for a couple of the positions so I had to make my own wall based on the pros.

+ Show Spoiler [Eye of the Storm] +

Top Left (Movie's Wall-in)
[image loading]


Top Right (Storks Wall-in)
[image loading]


My wall based on Movie's top left wall
+ Show Spoiler [Top Right] +

[image loading]

The rules of Movie's wall seemed to be Pylon 1 pylon's distance from Nex, Gate one cannon's distance from pylon, Gate towards base, Forge towards center


Bottom Right (Bisu's Wall-in)
[image loading]

Selected cannon first

Bottom Left (Couldn't find pro game - made wall based on Bisu's bottom right wall)
[image loading]

Selected cannon first



+ Show Spoiler [Matchpoint] +

Top Position (Best's Wall-in)
[image loading]

Build selected cannon first. Mine out the minerals (very quick) to fit dragoons out.

Bottom Position (My interpretation of how Best's wall would be in this position)
[image loading]

Zerum
Profile Joined February 2008
Sweden348 Posts
November 05 2009 16:14 GMT
#261
dose anyone have some good ways to wall on fighting spirit I'm not really sure how to wall on that map...
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-11-05 18:36:51
November 05 2009 18:32 GMT
#262
Fighting Spirit 5oclock. Move forge over to left and you can fit another cannon in.
+ Show Spoiler +
[image loading]


2oclock.
+ Show Spoiler +
[image loading]

8oclock. Dont really like this one, but not sure what can be done.
+ Show Spoiler +
[image loading]

10oclock. This ones okay, but still a line right to ramp.
+ Show Spoiler +

[image loading]

| www.ArtofProtoss.vze.com |
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
Last Edited: 2009-11-09 15:43:45
November 09 2009 15:30 GMT
#263
I think this one for 8 is better:
+ Show Spoiler +
[image loading]


Or like this (looks like there's a gap but there isn't, z may waste lings trying to click past)
+ Show Spoiler +
[image loading]


A narrower version of 10 (can move pylon/cannons around a bit)
+ Show Spoiler +
[image loading]
No I'm never serious.
stevethemacguy
Profile Joined September 2008
United States137 Posts
December 10 2009 02:49 GMT
#264
I gave Fighting Spirit a shot today. I try to put the pylons close to the nexus so you can build additional cannons if needed, but it does me no good to make the perfect wall if I can't remember how to do it, so I also put pylons in easy-to-remember spots. Sorry for lack of proper "probe placement."

1 oclock + Show Spoiler +
[image loading]


4 oclock + Show Spoiler +
[image loading]


8 oclock + Show Spoiler +
[image loading]


10 oclock + Show Spoiler +
[image loading]
"What we do in life, echoes in eternity" -maximus decimus meridius
seRapH
Profile Blog Joined April 2009
United States9756 Posts
December 10 2009 04:37 GMT
#265
for the 8 oclock at fighting spirit, why cant you have forge all the way on the left and gateway above that with cannons and pylon underneath?

thats what i've been doing (but i suck at PvZ, so w/e)
boomer hands
Chameleon
Profile Blog Joined January 2008
United States604 Posts
December 10 2009 06:58 GMT
#266
Since its MOTW I decided to try some on El Nino.

+ Show Spoiler [Top] +
[image loading]

The pro's I saw use a different wall that is more on a diagonal like this "\" from the nat gas to ramp, I don't know why this one isnt better though.

+ Show Spoiler [Right] +
[image loading]

I just copied this from Stork. I saw Jangbi or somebody do a different one but then Kwanro rolled him with a ling runby so....

+ Show Spoiler [left] +
[image loading]

Copied from Pure. I'm not crazy about it but couldnt figure out a better one.
TL's #1 Horang2 fan
Empyrean
Profile Blog Joined September 2004
16971 Posts
December 10 2009 07:18 GMT
#267
On December 10 2009 11:49 stevethemacguy wrote:
I gave Fighting Spirit a shot today. I try to put the pylons close to the nexus so you can build additional cannons if needed, but it does me no good to make the perfect wall if I can't remember how to do it, so I also put pylons in easy-to-remember spots. Sorry for lack of proper "probe placement."

10 oclock + Show Spoiler +
[image loading]


Fairly certain lings can run right above that Gateway into the ramp
Moderator
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2009-12-30 12:32:27
December 30 2009 12:10 GMT
#268
well there have been no definite answers on wall-ins on fighting spirit so I'm bumping with wall-ins that have been used in A-team PvZs on fighting spirit

this is 1 oclock
+ Show Spoiler +
[image loading]

source: anytime vs hoejja 2009-12-19



this is 7oclock
+ Show Spoiler +
[image loading]

source: bisu vs hero 2009-11-28



this is 11 o clock
+ Show Spoiler +
[image loading]

source: ZerO vs GosI[Flying] 2009-11-11



this is 5 oclock
+ Show Spoiler +
[image loading]

source: EffOrt vs JangBi 2009-11-10
yarkO
Profile Blog Joined September 2009
Canada810 Posts
Last Edited: 2010-01-08 03:26:14
January 08 2010 03:23 GMT
#269
does anyone have some good walls for Match Point?

edit: i saw the ones posted in this thread but they seem to leave too much exposed.
When you are prepared, there's no such thing as pressure.
Majk
Profile Blog Joined January 2009
Sweden146 Posts
January 27 2010 15:00 GMT
#270
Dunno if Neo Moon Glaive is up, but here's my try:

12 o clock
+ Show Spoiler +
[image loading]


4 o clock
+ Show Spoiler +
[image loading]


8 o clock
+ Show Spoiler +
[image loading]
Rock.zombie
Profile Joined June 2010
Germany1 Post
Last Edited: 2010-06-16 16:52:12
June 16 2010 16:48 GMT
#271
Hey,
I search Wall-Ins for the latest MotW.
They're Tau Cross, Return of the King, Match Point 1.2, Heartbreake Ridge 2.1, Judgment Day 1.1

Maybe you just post a link to an older post, because I don't wanted to creat a new Thread.

Gratz,
Rock.zombie
I probably lie.
FlameSworD
Profile Blog Joined December 2009
United States414 Posts
June 16 2010 20:24 GMT
#272
acutally on like god garden loki 2 1 gate expand to back is wayyy better
skyhighftw on iccup
haLs
Profile Blog Joined June 2010
United States27 Posts
June 17 2010 09:49 GMT
#273
Thanks for this helpful FE wall-in guide. I had been having a little trouble with a secure wall, as I sometimes make deceiving road blocks that actually have tiny cracks in them, even though the building placement grids are all tight and secure.

bravo
Think for yourself--question authority.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
June 17 2010 11:04 GMT
#274
This is a great guide and used it many times, thanks, but shouldn't you do it directly on Liquipedia ?
ॐ
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2010-09-10 02:50:46
September 10 2010 02:45 GMT
#275
bump with my wall-in attempts for (most of) the new proleague maps so far, will probly update when these maps are in their final forms.

Aztec (Note: I couldn't find an efficient wall-in for the 12 o clock position, so it is left out):
+ Show Spoiler +

[image loading]
5 o clock: 2 probes

[image loading]
9 o clock: 3 probes


Benzene:
+ Show Spoiler +

[image loading]
1 o clock: 3 probes

[image loading]
7 o clock: 3 probes


Bloody Ridge:
+ Show Spoiler +

[image loading]
1 o clock: 3 probes

[image loading]
7 o clock: 3 probes


Circuit Breakers:
+ Show Spoiler +

[image loading]
5 o clock: 4 probes

[image loading]
7 o clock: 4 probes

[image loading]
11 o clock: 3 probes

[image loading]
1 o clock: 3 probes


Empire of the Sun:
+ Show Spoiler +

[image loading]
11 o clock: 2 probes

[image loading]
1 o clock: 2 probes

[image loading]
5 o clock: 2 probes

[image loading]
7 o clock: 2 probes


Icarus:
+ Show Spoiler +

[image loading]
4 o clock: 2 probes

[image loading]
12 o clock: 3 probes

[image loading]
10 o clock: 3 probes

[image loading]
6 o clock: 2 probes


Middle Hill:
+ Show Spoiler +

[image loading]
12 o clock: 4 probes (note the zealot is placed where the 4th probe should be placed. For some reason, the zergling can't pass when it's placed there, but it can pass when the probe isnt placed there)

[image loading]
4 o clock: 4 probes

[image loading]
8 o clock: 4 probes


I didn't get the ones for Punchbowl Area, because there is a 2nd path that the zerglings can take to circumvent the wall completely
I like haikus and / I can not lie. You other / brothers can't deny
Metaspace
Profile Joined November 2006
Austria670 Posts
September 10 2010 07:28 GMT
#276
Note that the layout for python on position 12 is out of date with version 1.3 of the map - the ridge has been changed, and you cannot fit the forge as displayed.

Move the pylon up one matrix, and you'll make it work. This slightly impedes the ramp, though (goons still pass).
Wir haben zuwenig Vespingas!
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
May 06 2018 17:03 GMT
#277
Guys, any guides for the new ladder maps? many of them dont exist in the liquipedia article.
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