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Active: 674 users

! [G] Walling - Page 4

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 3 4 5 6 11 12 13 Next All
Red.Cloud
Profile Joined September 2007
Canada235 Posts
July 11 2008 04:59 GMT
#61
GOGOGOGOGOG WALLER i hate then as zerg, make me waste ovi
Februarys
Profile Blog Joined February 2008
Korea (South)259 Posts
July 11 2008 05:23 GMT
#62
I always hated walling in TvP when playing Protoss because it was such an unfair advantage that T had when he was going straight to Factory...that period of time was when T was vulnerable unit-wise, and walling made it possible for T to defend against P with much less units just by a race advantage...imba? maybe. gay? yes.
Jaedong is the Hope of Zergs.
Stimpacked
Profile Joined June 2008
Philippines368 Posts
July 11 2008 06:12 GMT
#63
best guide of all time for me... really helps early game as i like to go 2 fac vult and only 1 tank.
live and let live...
Kaptein[konijn]
Profile Joined August 2005
Netherlands110 Posts
July 11 2008 13:20 GMT
#64
Nice guide, especially the pictures. Myself i've always kept walling in, but the last two years, for some reason it's become popular not to do it, tvp. Maybe it's a macho thing, but i always thought it was just giving your opponent an advantage he shouldn't have by allowing him to harrass with a zealot, dragoons after, etc, all the while seeing everything you do.
intotheflameS
Profile Joined July 2008
8 Posts
July 13 2008 21:00 GMT
#65
Great guide, the pictures really help, especially the map specific ones. The terrans I play against (as P) don't wall like this though, which is a good thing when my dts get into their base.
Viledica
Profile Joined May 2008
Canada361 Posts
July 14 2008 01:46 GMT
#66
Truly epic guide,
It's good to see a specific technique guide like this.
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
July 14 2008 05:03 GMT
#67
As a protoss player?
YOU JACKASS
Liquid | SKT
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
July 14 2008 05:13 GMT
#68
Impressive guide, great job with pictures and explanations.

Loved the map specific guides.
God Bless
Centric
Profile Blog Joined March 2008
United States1989 Posts
July 14 2008 06:50 GMT
#69
I was trying to find this in the Recommended Threads for my friend, but I couldn't find it. Then I realized it wasn't in there at all. I think it'd be a worthy add-on.
Super serious.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-07-15 19:27:20
July 15 2008 19:26 GMT
#70
For walls on Bloodbath, refer to my BB blog guide.

OG Blood Bath Sucky walls:
+ Show Spoiler +

[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]



NEW IMPROVED WALLS:
If any of you don't know how to wall on BB I put plating on the floor to give a semi blueprint. and here are the screen shots if you're still confused.

+ Show Spoiler +

[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]


[image loading]



**
The mini-map in the screen shots does NOT represent this version of the map.
..and then I would, ya know, check em'. (Aka SpoR)
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-26 09:08:22
July 15 2008 19:28 GMT
#71
Academy is usually a good alternative to block smaller units like lings, it can complete block and do it with more angles.

EDIT- I guess lings, ghosts and marines have different angle sizes or something because they fit differently through walls. The original 4 I posted may or may not leave a space for lings to run through. I'm posting some fixes below them.


I was fucking around with different kinds of walls and I found that you can fully wall (block small units) at every base in at least 1 way. I also found about 1-5 different ways to wall normally (just blocking zeals/workers & larger) at each spot too.

Here are the complete blocks/walls (using acad):
+ Show Spoiler +
11 TL:
[image loading]


5 (BR):
[image loading]


1 (TR):
[image loading]


7 (BL):
1
[image loading]

2
[image loading]


OK FIXED WALLS HERE:

[image loading]

Walls lings & Marines + out, but as you see a ghost can fit through in that spot

[image loading]

Ok, this spot is weird. Ghost can fit there although nothing else can and he can't fit where the ling is but nothing else can. But the unusual thing about where the ling is, is that u can't just click move behind the wall you have to kinda guide him through the spot. It's realyl strange, try it to see what I mean.

[image loading]

This wall is perfect. No lings & ghosts + can fit through anywhere.

[image loading]

Bottom Left Is totally screwy, I can't get a wall to work right there. Gave up trying to find a perfect one. Here is the original one I found with a red X where a ling can fit. Ghosts & Marines + can't fit through anywhere though.
..and then I would, ya know, check em'. (Aka SpoR)
FreeDoM[YA]
Profile Blog Joined July 2007
Canada855 Posts
July 15 2008 22:13 GMT
#72
Very nice and thorough guide thank you
RO.Word
Profile Joined December 2007
United Kingdom62 Posts
July 23 2008 11:23 GMT
#73
This guide got me to c-, thanks!
Safe Terran
uppTagg
Profile Blog Joined May 2007
Sweden473 Posts
July 24 2008 08:13 GMT
#74
Great guide! Thank you!
men du... Tagga!
gamecrazy
Profile Blog Joined January 2008
United States421 Posts
July 24 2008 22:06 GMT
#75
This guide is brilliant! You put a lot of effort into those pictures.
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
July 24 2008 22:13 GMT
#76
I wish walling, with terran AND toss (for fe) would be able to be done by looking at the spot
Liquid | SKT
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
July 24 2008 22:28 GMT
#77
I made a Very nice guide myself a while ago, but I put it in blog section because there were some similar threads already. I REALLY think more people should see it as I think I cover some things not covered here.

Here, TAKE A LOOK at my work:
I did a research on this subject also, because I tought that skyglow's original guide didnt explore all the options. I have a good bunch of screenshots which i'll post here and you can include it in your post if you like them. I think you'll find some of them interesting.
I was going to create a thread, but I just couldnt get myself to start typing. I covered all possibilities of making CC, Barax and supply next to each other because that's basicall all you have to work with in the early game.
Some block better than the others, some are useful - some suck. What I really focused on is exploiting the matrix, so keep an eye on which parts of the buildings overlap before going to do it yourself.
After I did this research, went to play some games, it took me some time to actually use the things I learned, because I kept doing it wrong. Anyway, have a look:
  • CC+Baracks combos:
    + Show Spoiler +

    1. Baracks left, CC right:
    [image loading]


    2. Baracks up, CC down:
    [image loading]


    3. Baracks right, CC left:
    [image loading]


    4. Baracks down, CC up:
    [image loading]




  • Barracks + Supply combos
    + Show Spoiler +

    1. Supply left&right of the baracks:
    [image loading]


    2. Supply up&down of the barracks:
    [image loading]



  • CC + supply combos:
    No matter how you put them next to each other, not a marine nor a zealot can go in between.
    (Had a picture of it, but apparently I dont have it anymore. This one shouldnt be too hard to understand )



Practical use:
I made all starting positions for the RLT and RHIII so that you get the idea of how to use this in a real game.

  • Reverse Temple:
    + Show Spoiler +

    1. 12 o'clock position:
    [image loading]


    2. 6 o'clock position:
    [image loading]


    3. 8 o'clock position:
    [image loading]


    4. (Once again, it seems that the 2 o'clock position of RLT has disappeared from my hard drive so you'll just have to do this as a homework ^ ^)

  • Rush Hour III:
    + Show Spoiler +

    1. 3 o'clock position:
    [image loading]


    2. 7 o'clock position:
    [image loading]


    3. 11 o'clock position:
    [image loading]





There, hope it helps! cheers!
xmShake
Profile Blog Joined February 2007
United States1100 Posts
July 25 2008 01:13 GMT
#78
On July 25 2008 07:28 niteReloaded wrote:
+ Show Spoiler +
I made a Very nice guide myself a while ago, but I put it in blog section because there were some similar threads already. I REALLY think more people should see it as I think I cover some things not covered here.

Here, TAKE A LOOK at my work:
I did a research on this subject also, because I tought that skyglow's original guide didnt explore all the options. I have a good bunch of screenshots which i'll post here and you can include it in your post if you like them. I think you'll find some of them interesting.
I was going to create a thread, but I just couldnt get myself to start typing. I covered all possibilities of making CC, Barax and supply next to each other because that's basicall all you have to work with in the early game.
Some block better than the others, some are useful - some suck. What I really focused on is exploiting the matrix, so keep an eye on which parts of the buildings overlap before going to do it yourself.
After I did this research, went to play some games, it took me some time to actually use the things I learned, because I kept doing it wrong. Anyway, have a look:
  • CC+Baracks combos:
    + Show Spoiler +

    1. Baracks left, CC right:
    [image loading]


    2. Baracks up, CC down:
    [image loading]


    3. Baracks right, CC left:
    [image loading]


    4. Baracks down, CC up:
    [image loading]




  • Barracks + Supply combos
    + Show Spoiler +

    1. Supply left&right of the baracks:
    [image loading]


    2. Supply up&down of the barracks:
    [image loading]



  • CC + supply combos:
    No matter how you put them next to each other, not a marine nor a zealot can go in between.
    (Had a picture of it, but apparently I dont have it anymore. This one shouldnt be too hard to understand )



Practical use:
I made all starting positions for the RLT and RHIII so that you get the idea of how to use this in a real game.

  • Reverse Temple:
    + Show Spoiler +

    1. 12 o'clock position:
    [image loading]


    2. 6 o'clock position:
    [image loading]


    3. 8 o'clock position:
    [image loading]


    4. (Once again, it seems that the 2 o'clock position of RLT has disappeared from my hard drive so you'll just have to do this as a homework ^ ^)

  • Rush Hour III:
    + Show Spoiler +

    1. 3 o'clock position:
    [image loading]


    2. 7 o'clock position:
    [image loading]


    3. 11 o'clock position:
    [image loading]





There, hope it helps! cheers!

Thank you, very helpful post, added it to the guide.

Also updated it with more maps, (LT, Gaia, Katrina, and BGH / The Hunters) as well as CharlieMurphy's Blood Bath walls.
Axieoqu
Profile Joined October 2005
Finland204 Posts
August 05 2008 08:11 GMT
#79
Any good suggestions for the new maps? Especially Plasma.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=76251
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
August 05 2008 08:13 GMT
#80
Plasma looks like an easy wall small ramp looks promising
I have ass for brains so,
even when I shit I'm droping knowledge.
Prev 1 2 3 4 5 6 11 12 13 Next All
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