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Active: 14964 users

! [G] Walling

Forum Index > Brood War Strategy
Post a Reply
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xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2010-05-07 02:48:27
June 14 2008 04:26 GMT
#1
[image loading]


I. Walling Overview
+ Show Spoiler +
            Ahh walling. The most classic of all Terran artforms, the barrier protecting a handful of marines and whatever else you may be planning behind it from just about everything that uses the ground to move. Although the recent innovations in TvZ have caused some to take a second look at the art, still, many masses of uninformed Terran players remain, simply unaware of the raw power and beauty that constitutes a perfectly crafted Terran wall, and as a result, the walling technique still goes drastically underused.

The purpose of this guide is to encourage the usage of walling by Terran players through education and demonstration via images of premade walls.

To you Zerg and Protoss fellows, fuck you you can utilize this guide as well, using the knowledge it provides to punish a leaky wall whenever you see one.


In the main..

Pros- (Assuming the wall is built correctly)
  • Overall it limits your opponents scouting, thus keeping them guessing about what tech you have, thus resulting in a psychological advantage.
  • Makes defending vs zerglings and zealots a WHOLE lot easier, making fast expand builds with CC's built inside the main that much safer.
  • It may cause your opponent to react in a more certain way, either safer, resulting in an economic advantage for you, or more agressive.
  • Walling is basically free.

Cons-
  • May not be able to wall every map
  • Unit pathing while going down the ramp may suck (especially when transferring workers)
  • Need to pull scvs when under attack, resulting in economic loss.
  • Rarely has a purpose after early game / Fast DTs.
  • Tank vs Goons attacking wall is annoying as hell.
  • Scouting workers get in if scouted first / early.
  • During Muta harass, walls can get in the way / become targets for the mutas.


At the Natural..

Very Similar pros and cons to walling in the main, save for a few differences.

Pros-
  • Safer from attacks to the natural (obviously)
  • Compliments TvZ mech builds well.

Cons-
  • Greater distance, may not be able to repair in time from goons.
  • Not as useful in TvP and nearly useless in TvT
  • A large of maps are not able to wall correctly at the natural.


When to Wall

A couple basic rules, if it takes only 2 buildings, wall. If its a 4 player map, wall. Reasoning behind these rules are simple, it's very likely that your opponent will not be able to get his scout inside your base before your wall completes. This is a major advantage.

If you're facing a random player, wall, as in this case the defense it provides vs cheese is priceless.

When doing something cheesy / risky, wall. The off chance that stuff gets into your base and scouts your stuff can seriously screw up anything cute you had planned.

For everything else, it's up to you, but personally I always wall if I'm able to. Especially on ICCup, damn cheesers.

When to Wall.. At the Natural

In TvZ.. walling at the natural is a perfect compliment to any mech or fast expansion build, as you can use few to no marines to defend effectively vs zerglings.

In TvP.. There aren't many benefits to doing this early on, as its more likely to lose you the game vs goon pressure than help you win it. Furthermore, a perfectly sealed wall isn't that necessary for dealing with mid game attacks, when you can already form a "good enough" wall with a turret, engineering bay, barracks etc. If you're going to wall here in TvP, I'd say build it just before or during midgame to get the full benefit.

In TvT.. Nigh useless. Probably will actually hinder you in tank battles around your nat. Only use if your opponent only builds vultures or something.


Walling Tips
  • Lift your barracks and send it somewhere to scout or block your natural after Early / Midgame if you walled at your main. It's not going to be doing anything else just floating there.
  • If the natural is really close to your main, and even closer to your main entrance, it probably isn't a bad idea to wall at the natural if you can when compared to other maps.
  • If you feel goon pressure or cheese coming, hotkey a couple scvs in a group and location hotkey your wall for quick repairing.

II. The Building of a Wall
+ Show Spoiler +
Zergling Tight
  • Depots directly over each other vertically
  • Depots over barracks.

Zealot Tight
  • Everything that is Zergling tight
  • If 2 depots touch each other, they block zealots.
  • Depot to the right of barracks.
  • Depot to the top right corner of barracks

Marine Tight
  • Same as Zergling Tight

[image loading]



Construction
Ideally, you want:
  • No leaks obviously
  • Marines to spawn on the safe side and not be trapped.
  • Good unit pathfinding down ramp.
  • The ability to repair quickly and the ability to repair each building with multiple SCVs.
  • As little room for protoss Dragoons to stand as possible.
  • Marines to be able to walk through in Anti-Protoss walls.
  • Even surface on both supply depots so more zerglings can not attack one more than the other.


Testing
If marines can walk through, zerglings can too.
If SCVs can get through, so can zealots.

*Note:
It has come to my attention that in some circumstances, even if a marine can not walk through a wall, a zergling may be able to. This is rare and from what I understand, only happens around terrain that uses square tiles next to where you build your building (such as the square tiles found in bounds). For complete accuracy, test with zerglings with walls up against square style terrain, but normal marine testing should work for everything else.

III. Map Specific Walls
+ Show Spoiler +
Wall Information
+ Show Spoiler +
List of Maps Walled / Attempted
+ Show Spoiler +
Acro
Andromeda
Asgard
Athena
Battle Royal
Blood Bath
Blue Storm
Byzantium
Carthage
Chupung-Ryeong
Colosseum
Destination
Fighting Spirit
Gaia
God's Garden
Harmony
Heartbreak Ridge
Holy World
Judgment Day
Katrina
Longinus
Lost Temple
Match Point
Medusa
Moon Glaive
Othello
Outsider
Peaks of Baekdu
Plasma
Python
Requiem
Return of the King
Roadrunner
Rush Hour
Shades of Twilight
Tau Cross
Tears of the Moon
The Hunters / BGH
Tornado
Wuthering Heights
Zodiac

Mains Blocked by a Single Depot
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Tau Cross
Wuthering Heights

Unwallable Maps
+ Show Spoiler +
Mains
Carthage
God's Garden
Harmony 1'O Clock
Judgment Day
Luna
Plasma 7'O Clock
Tornado 1'O Clock

Naturals
Battle Royal
Byzantium
Carthage
Destination: All save for 1 Bridge @ 6'O Clock
Fighting Spirit @ 5 & 11'O Clock
Gaia
God's Garden Accept for 1'O Clock
Lost Temple 3'O Clock
Luna 5'O Clock
Neo Harmony 1'O Clock
Peaks of Baekdu
Python 12 & 3'O Clock
Requiem
Return of the King All accept 5'O Clock
Rush Hour
Tears of the Moon 1'O Clock
Tornado 5 & 11'O Clock
Zodiac

The followings walls are built upon the foundations laid down in section 2. I've organized each wall by Main / Natural, then player number, and finally map name in alphabetical order.

If you do not find specifically Zergling-Tight or Zealot-Tight walls for a certain position, you will have to adapt accordingly. Often times Z walls are suitable for TvP use, however marines may spawn on the wrong side, and are unable to pass freely through the wall. To adapt P walls for TvZ usage, simply plug the gaps with scvs as zerglings approach, and if possible, change the wall so that only 1 zergling passable opening exists. Note that this drastically reduces the effectiveness of a wall.

All images the work of myself, unless stated otherwise.

Mains
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2 Player Maps
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Asgard
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Zealot Tight
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5
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11
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Zergling Tight
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5
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11
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Battle Royal
+ Show Spoiler +
Zergling Tight
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5
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11
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Blue Storm
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Zergling Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Zealot Tight
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1
[image loading]

7
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Chupung-Ryeong
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Zergling Tight
+ Show Spoiler +
1
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Destination
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Zergling Tight
+ Show Spoiler +
6[image loading]
12 - Thanks to Equinox_kr[image loading]

Zealot Tight
+ Show Spoiler +
6
[image loading]

12
[image loading]

Heartbreak Ridge
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Zealot Tight
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3
[image loading]

9
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Match Point
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Zealot Tight
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1
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7
[image loading]

Zergling Tight
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1
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7
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Peaks of Baekdu
+ Show Spoiler +
Zergling Tight
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1
[image loading]

7
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3 Player Maps
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Athena
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
3
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6
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9
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Longinus
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Zergling Tight
+ Show Spoiler +
11
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Zealot Tight
+ Show Spoiler +
3
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7
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11
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Medusa
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Zergling Tight
+ Show Spoiler +
3
[image loading]

7 - Thanks to Equinox_kr
[image loading]

11 - Thanks to Equinox_kr
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Zealot Tight
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3 - Thanks to Equinox_kr
[image loading]

7
[image loading]

11
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Moon Glaive
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Zealot Tight
+ Show Spoiler +
5
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Zergling Tight
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7
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12
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Plasma
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Zealot Tight
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3
[image loading]

11
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Rush Hour
+ Show Spoiler +
Zergling Tight
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7
[image loading]

Zealot Tight
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3
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7
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11
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Tau Cross
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Zergling Tight
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1
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6
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10
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Zealot Tight
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10
[image loading]

Tears of the Moon
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Zergling Tight
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6
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11 - Thanks to VorcePA
[image loading]

Zealot Tight
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3 - Thanks to VorcePA
[image loading]

6 - Thanks to VorcePA
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11
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4 Player Maps
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Acro
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Zealot Tight
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1
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5
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7
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11
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Andromeda
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Zealot Tight
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1
[image loading]

5
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7
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11
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Blood Bath
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Zealot Tight
+ Show Spoiler +
Thanks to CharlieMurphy
All Positions (Not Blizzard Version)[image loading]

Byzantium
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Zergling Tight
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1
[image loading]

5 - Thanks to Zoler
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7
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11
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Zealot Tight
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1 - Thanks to Zoler
[image loading]

5
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7 - Thanks to Zoler
[image loading]

11 - Thanks to Zoler
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Colosseum
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Zergling Tight - Thanks to Equinox_kr
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1
[image loading]

5
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7
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11
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Zealot Tight
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5
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7
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Fighting Spirit
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Zealot Tight
+ Show Spoiler +
1[image loading]
5[image loading]
7
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11
[image loading]

Gaia
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
6
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7
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12
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

7
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12
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Harmony
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
7
[image loading]

Zealot Tight
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5
[image loading]

11
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Holy World
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1
[image loading]

5
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7
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11
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Zealot Tight
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1
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Katrina
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Zergling Tight
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6
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9
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12
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Zealot Tight
+ Show Spoiler +
3
[image loading]

6
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9
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12
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Lost Temple
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
9
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

6
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9
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12
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Othello
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
5
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7
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Zealot Tight
+ Show Spoiler +
1
[image loading]

5
[image loading]

7
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11
[image loading]

Python
+ Show Spoiler +
Zergling Tight
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6
[image loading]

12
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Zealot Tight
+ Show Spoiler +
3
[image loading]

6
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9
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12
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Requiem
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
3
[image loading]

3 Choke 2
[image loading]

5
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9
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12
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Zealot Tight
+ Show Spoiler +
3 Choke 2
[image loading]

9
[image loading]

12
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Return of the King
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
11
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

5
[image loading]

7
[image loading]

11
[image loading]

Roadrunner
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
3
[image loading]

6
[image loading]

9
[image loading]

12
[image loading]

Shades of Twilight
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
11
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

5
[image loading]

7
[image loading]

Tornado
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
4
[image loading]

7
[image loading]

10
[image loading]

Zodiac
+ Show Spoiler +
Zergling Tight[
+ Show Spoiler +
3
[image loading]

6
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

6
[image loading]

9
[image loading]

12
[image loading]


Naturals
+ Show Spoiler +
2 Player Maps
+ Show Spoiler +
Asgard
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
5
[image loading]

11
[image loading]

Zergling Tight
+ Show Spoiler +
5
[image loading]

11
[image loading]

Blue Storm
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Chupung-Ryeong
+ Show Spoiler +
Back entrance can be sealed by any building the size of a barracks.

Zergling Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Zealot Tight
+ Show Spoiler +
1
[image loading]

7
[image loading]

Destination
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
6 Right Bridge
[image loading]

Heartbreak Ridge
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
3
[image loading]

9
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

9
[image loading]

Match Point
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1
[image loading]

7 - Thanks to Monokeros
[image loading]

3 Player Maps
+ Show Spoiler +
Athena
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
3
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

6
[image loading]

11
[image loading]

Longinus
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
3
[image loading]

7
[image loading]

11
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

7
[image loading]

11
[image loading]

Medusa
+ Show Spoiler +
Zergling Tight - Thanks to 404.Nitrogen
+ Show Spoiler +
3
[image loading]

7
[image loading]

11
[image loading]

Zealot Tight
+ Show Spoiler +
3
[image loading]

7 - Thanks to Equinox_kr
[image loading]

11 - Thanks to Equinox_kr
[image loading]

Moon Glaive
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
3[image loading]
7[image loading]
12[image loading]

Outsider
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1
[image loading]

5
[image loading]

9
[image loading]

Zealot Tight
+ Show Spoiler +
5
[image loading]

9
[image loading]

Tau Cross
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1
[image loading]

6
[image loading]

9
[image loading]

Tears of the Moon
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
6
[image loading]

11
[image loading]

Zealot Tight
+ Show Spoiler +
6[img: http://i32.tinypic.com/14w9j5h.jpg]
11[img: http://i26.tinypic.com/xdi3xx.jpg]

4 Player Maps
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Acro
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Zealot Tight
+ Show Spoiler +
1[img: http://i30.tinypic.com/28r1pwp.jpg]
5[img: http://i32.tinypic.com/14mt2k1.jpg]
7[img: http://i27.tinypic.com/9axo2g.jpg]

Zergling Tight
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5[img: http://i31.tinypic.com/312i55i.jpg]
7[img: http://i32.tinypic.com/5low44.jpg]
11[img: http://i26.tinypic.com/2ccszvc.jpg]

Andromeda
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Zergling Tight
+ Show Spoiler +
1[img: http://i29.tinypic.com/n1s0t1.jpg]
5[img: http://i32.tinypic.com/1zptqf7.jpg]
7[img: http://i30.tinypic.com/i44lxi.jpg]
11[img: http://i29.tinypic.com/ta6lna.jpg]

Zealot Tight
+ Show Spoiler +
1[img: http://i25.tinypic.com/15w084.jpg]
5[img: http://i27.tinypic.com/6iyzxv.jpg]
7[img: http://i29.tinypic.com/wldd75.jpg]
11[img: http://i30.tinypic.com/izydd0.jpg]

Fighting Spirit
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1[img: http://i46.tinypic.com/105sfw9.jpg]
7[img: http://i48.tinypic.com/2r4s7cm.jpg]

God's Garden
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1[img: http://i29.tinypic.com/rbe8ba.jpg]

Harmony
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
5[img: http://i31.tinypic.com/2rrx6dj.jpg]
11[img: http://i32.tinypic.com/9jivkh.jpg]

Zealot Tight
+ Show Spoiler +
5[img: http://i26.tinypic.com/2hnavls.jpg]
7[img: http://i26.tinypic.com/2l95evr.jpg]
11[img: http://i29.tinypic.com/2zxqvwh.jpg]

Holy World
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1[img: http://i26.tinypic.com/mryfs6.jpg]
5[img: http://i31.tinypic.com/35m0h2g.jpg]
7[img: http://i30.tinypic.com/3480ysp.jpg]

Zealot Tight
+ Show Spoiler +
1[img: http://i30.tinypic.com/2rdw0p3.jpg]
5[img: http://i32.tinypic.com/2zs8keu.jpg]
7[img: http://i26.tinypic.com/20b1qap.jpg]
11[img: http://i28.tinypic.com/2wmp3bp.jpg]

Judgment Day
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1[img: http://i28.tinypic.com/2m5j60j.jpg]
5[img: http://i26.tinypic.com/t04uva.jpg]
7[img: http://i30.tinypic.com/2mov9f4.jpg]
11[img: http://i31.tinypic.com/osgb2v.jpg]

Lost Temple
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
6[img: http://i28.tinypic.com/30jh4qa.jpg]
9[img: http://i25.tinypic.com/2w220zm.jpg]
12[img: http://i29.tinypic.com/242wsah.jpg]

Luna
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1[img: http://i27.tinypic.com/2uiyjhf.jpg]

Zealot Tight
+ Show Spoiler +
1[img: http://i26.tinypic.com/243ev7n.jpg]
7[img: http://i25.tinypic.com/wtio2f.jpg]
11[img: http://i30.tinypic.com/293d1j7.jpg]

Othello
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1 - (SCV needed to plug)[img: http://i25.tinypic.com/102js7o.jpg]
5[img: http://i30.tinypic.com/v5iyjq.jpg]
11[img: http://i29.tinypic.com/11kl4w3.jpg]

Zealot Tight
+ Show Spoiler +
5[img: http://i26.tinypic.com/160qtqv.jpg]
7 - (SCV needed to plug)[img: http://i31.tinypic.com/2wlvfw8.jpg]
11[img: http://i26.tinypic.com/25kosv4.jpg]

Python
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
6[img: http://i32.tinypic.com/30myb0h.jpg]
9[img: http://i31.tinypic.com/wvqtxl.jpg]

Return of the King
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
5 - (Needs SCV plug)[img: http://i27.tinypic.com/2vshmqe.jpg]

Roadrunner
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
6[img: http://i28.tinypic.com/zsvlur.jpg]
12[img: http://i25.tinypic.com/295wp6e.jpg]

Zergling Tight
+ Show Spoiler +
3[img: http://i25.tinypic.com/2zqzjmg.jpg]
9[img: http://i30.tinypic.com/2iurqpx.jpg]

Shades of Twilight
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1[img: http://i28.tinypic.com/245enit.jpg]
5[img: http://i29.tinypic.com/2m6lwed.jpg]
7[img: http://i30.tinypic.com/ajulxl.jpg]
11[img: http://i29.tinypic.com/258b339.jpg]

Zealot Tight
+ Show Spoiler +
5[img: http://i26.tinypic.com/vy44zb.jpg]
7[img: http://i27.tinypic.com/jk8z2e.jpg]
11[img: http://i31.tinypic.com/aa810o.jpg]

Tornado
+ Show Spoiler +
Zealot Tight
+ Show Spoiler +
1[img: http://i49.tinypic.com/29urbbd.jpg]
7[img: http://i46.tinypic.com/htz43l.jpg]

Wuthering Heights
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1[img: http://i28.tinypic.com/o0wbqh.jpg]
5[img: http://i31.tinypic.com/mh6d8n.jpg]
7[img: http://i25.tinypic.com/2r5z1ax.jpg]
11[img: http://i28.tinypic.com/2nw3k0j.jpg]

Zealot Tight
+ Show Spoiler +
1[img: http://i30.tinypic.com/2a7tpbn.jpg]
5[img: http://i28.tinypic.com/qs195h.jpg]
7[img: http://i32.tinypic.com/rc58jc.jpg]
11[img: http://i32.tinypic.com/zt9ceo.jpg]


The Hunters / BGH
+ Show Spoiler +
Mains
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1[img: http://i26.tinypic.com/154tzcx.jpg]
3[img: http://i27.tinypic.com/28rgmft.jpg]
5[img: http://i32.tinypic.com/ab5sfk.jpg]
6[img: http://i31.tinypic.com/2podtnn.jpg]
7[img: http://i25.tinypic.com/5e5u29.jpg]
9[img: http://i30.tinypic.com/i5n3tk.jpg]
11[img: http://i30.tinypic.com/5bda52.jpg]
12[img: http://i30.tinypic.com/5oa1lf.jpg]

Zealot Tight
+ Show Spoiler +
1[img: http://i32.tinypic.com/jj9r1l.jpg]
5[img: http://i26.tinypic.com/fkbd3b.jpg]
6[img: http://i30.tinypic.com/2vwyd5j.jpg]
7[img: http://i28.tinypic.com/2lx88xu.jpg]
9[img: http://i32.tinypic.com/5uqliv.jpg]
11[img: http://i27.tinypic.com/ostklj.jpg]
12[img: http://i27.tinypic.com/fo0iuw.jpg]

Naturals and Joint Chokes
+ Show Spoiler +
Zergling Tight
+ Show Spoiler +
1 Choke 1[img: http://i27.tinypic.com/2rp2n4l.jpg]
1 Choke 2[img: http://i26.tinypic.com/v6spzp.jpg]
3 Choke 1[img: http://i32.tinypic.com/2hwda40.jpg]
3 Choke 2[img: http://i25.tinypic.com/2zptfg0.jpg]
5[img: http://i26.tinypic.com/2irkdn9.jpg]
6&7 Joint[img: http://i27.tinypic.com/110apdt.jpg]
7[img: http://i27.tinypic.com/2crrips.jpg]
9[img: http://i27.tinypic.com/205a2w6.jpg]
11&12 Joint[img: http://i26.tinypic.com/6se2c2.jpg]
11&12&1 Joint[img: http://i31.tinypic.com/eqyxsi.jpg]

Zealot Tight
+ Show Spoiler +
1 Choke 2[img: http://i32.tinypic.com/v44hfa.jpg]
3 Choke 2[img: http://i31.tinypic.com/2rf7eq0.jpg]
5[img: http://i31.tinypic.com/66jmeg.jpg]
6[img: http://i25.tinypic.com/2j9nc0.jpg]
7 Choke 1[img: http://i29.tinypic.com/2dipydc.jpg]
7 Choke 2[img: http://i31.tinypic.com/15pfuyf.jpg]
11&12&1 Joint[img: http://i28.tinypic.com/24cgtpi.jpg]


Wall Image Pack
For those who don't want to load 100000 images every time they go into this thread, I've created a package that basically contains everything found in section 3, all in this handy zip file that can be found here. (Let me know if you guys want other mirrors, post which site you would like to see)
http://www.mediafire.com/?qioyo2hzmmm
It's about 86MB. This is out of date and contains errors, but should be mostly right, especially for the old maps


What YOU Can Do
I am not perfect, and likely have made errors somewhere along the making of this guide. If you see any errors or anything that looks wrong, out of place, or something, please notify me via pm and I will fix it as soon as I possibly can.

On that note, it would also be helpful to know if any updates to a map render any of my walls useless, or if any of my walls don't work (Test it yourself, don't just say it looks wrong). Again, pm works best to contact me about these issues.

As I don't keep up with OSL / MSL / Proleague, I'll eventually be out of date with the current maps, or probably won't know of the new ones right away. If you want to see a map walled, new or old, post in this thread and I'll get around to it, eventually. Alternatively, create walls of your own, and I'll credit them to you, and add them with the rest of the pack.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
June 14 2008 04:30 GMT
#2
Sick guide! Terran players (especially newer ones) really should wall a lot more than they do.
What fun is it being cool if you can’t wear a sombrero?
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-06-14 04:32:24
June 14 2008 04:31 GMT
#3
Wow! Thanks for this guide, when offracing my walls are usually harmful to myself rather than helpful. This is like the Protoss FE guide :D Of course, Terran and Zerg aren't

Protoss scum

I'm glad we agree there, Terran one. Looks like you took a lot of time making this and it is very much appreciated! Thanks.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Archaic
Profile Blog Joined March 2008
United States4024 Posts
June 14 2008 04:34 GMT
#4
Wow, very comprehensive guide. I know there have been guides like this before, but this was simple and straight forward. Whenever I end up playing T by accident, or just testing it out, I can't tell you how many times my walls have failed (gaps that tanks can fit through). Thanks for the pics and how to wall off the nat.
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
June 14 2008 05:03 GMT
#5
Haven't even seen some of these wall-ins as a Terran myself. Great job!
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
h4xh4xh4x
Profile Joined May 2008
Canada90 Posts
June 14 2008 05:12 GMT
#6
When would it be most benificial to wall in a nat?
lings
Divinek
Profile Blog Joined November 2006
Canada4045 Posts
June 14 2008 05:41 GMT
#7
Guide's like this are so perfect.
Never attribute to malice that which can be adequately explained by stupidity.
Oh goodness me, FOX tv where do you get your sight? Can't you keep track, the puck is black. That's why the ice is white.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2008-06-14 06:07:15
June 14 2008 06:04 GMT
#8
On June 14 2008 14:12 h4xh4xh4x wrote:
When would it be most benificial to wall in a nat?

Whenever you would want to expand more safely than normal, or trick your opponent into thinking you're fast expanding, and then 2Fact him or something.

Walling in at the nat is more geared towards 1Fact Siege rather than FD, which is again doing something out of the ordinary and messing with your opponents comfort level because you're not limited to FD on open nats on maps without a cliff.

Furthermore this is really helpful if your opponent is set on doing some sort of 2 base timing push blindly into your nat. Getting out may be a bit rough but after you push out and secure a third, you should be rallying your facts past the wall anyways.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
June 14 2008 06:13 GMT
#9
The pics are nice. Something that you should know:
Nat walls are either really good or really bad. Vs smart players going 2gate goon range, They will save up enough goons to kill a depot before you can get scvs to repair it. The distance is too far for scvs to get to get there in time to repair it. You might be able to get a tank there, but i seriously doubt 1 tank and maybe siege will stop 4-6 goons from killing a depot and breaking in.

Also, All you really needed to say was that
a. Dont build depots to the left or under a rax
b. Depots build above or below each other are impassable
c. Depots built to the sides of each other are passable to small fighting units. Workers cant get through.
d. Depots can be built diagonally next to another depot and still be a wall.
im deaf
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
June 14 2008 07:20 GMT
#10
On June 14 2008 15:13 imBLIND wrote:
The pics are nice. Something that you should know:
Nat walls are either really good or really bad. Vs smart players going 2gate goon range, They will save up enough goons to kill a depot before you can get scvs to repair it. The distance is too far for scvs to get to get there in time to repair it. You might be able to get a tank there, but i seriously doubt 1 tank and maybe siege will stop 4-6 goons from killing a depot and breaking in.


That's not true, you can always wall in after you FE, just lift your barracks or e bay.

Good guide, thanks!
samachking
Profile Blog Joined August 2007
Bahrain4949 Posts
June 14 2008 07:44 GMT
#11
Thanks, great guide and Great pics, now I can wall in properly on most of theese maps.
"And then Earthlings discovered tools. Suddenly agreeing with friends could be a form of suicide or worse. But agreements went on, not for the sake of common sense, or decency, or self preservation, but for friendliness."
IntoTheWow
Profile Blog Joined May 2004
is awesome32273 Posts
June 14 2008 07:46 GMT
#12
Nice guide. Pictures always help to understand : ]
Moderator<:3-/-<
axel
Profile Blog Joined March 2007
France385 Posts
June 14 2008 08:50 GMT
#13
the first python wall DOES NOT WALL if u move a zealot at the left of the depot, still nice walls.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
June 14 2008 09:08 GMT
#14
The pictures!! :D they're so intuitive, thx for the charte.
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!
Stimpacked
Profile Joined June 2008
Philippines368 Posts
June 14 2008 10:15 GMT
#15
very very very helpful! thanks man! sometimes i dont wanna play certain MOTW maps coz i dont know how to wall.. thnx!!!
live and let live...
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
June 14 2008 11:35 GMT
#16
When I started as a übernoob I ALWAYS walled (I played only at Lost Temple). Then later I started playing at Python and saw pros didn't wall there instead getting a more early factory than I usually did (against toss ofc) and 4-5 marines for wall.
Lim Yo Hwan forever!
Chill
Profile Blog Joined January 2005
Calgary25975 Posts
June 14 2008 13:13 GMT
#17
Holy shit. So sick. THANKS!
Moderator
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
June 14 2008 13:22 GMT
#18
the pic for tau at 6 pos i wrong.

good job! this really helps! :D
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
axel
Profile Blog Joined March 2007
France385 Posts
Last Edited: 2008-06-14 14:18:44
June 14 2008 14:18 GMT
#19
terrans should always wall asap vs P whatever they plan.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
June 14 2008 16:44 GMT
#20
On June 14 2008 16:20 il0seonpurpose wrote:
Show nested quote +
On June 14 2008 15:13 imBLIND wrote:
The pics are nice. Something that you should know:
Nat walls are either really good or really bad. Vs smart players going 2gate goon range, They will save up enough goons to kill a depot before you can get scvs to repair it. The distance is too far for scvs to get to get there in time to repair it. You might be able to get a tank there, but i seriously doubt 1 tank and maybe siege will stop 4-6 goons from killing a depot and breaking in.


That's not true, you can always wall in after you FE, just lift your barracks or e bay.

Good guide, thanks!


I would rather use a wall with a rax and ebay than one with depots after i FE. If you look at pros when they wall in at the beginning, they rarely wall in at the nat choke because it puts you slightly more behind, and if they go 2gate goon range, they will kill the wall before 3 scvs can come repair it. All they have to do is save 4-6 goons and attack one depot.
im deaf
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 14 2008 19:18 GMT
#21
On June 15 2008 01:44 imBLIND wrote:
Show nested quote +
On June 14 2008 16:20 il0seonpurpose wrote:
On June 14 2008 15:13 imBLIND wrote:
The pics are nice. Something that you should know:
Nat walls are either really good or really bad. Vs smart players going 2gate goon range, They will save up enough goons to kill a depot before you can get scvs to repair it. The distance is too far for scvs to get to get there in time to repair it. You might be able to get a tank there, but i seriously doubt 1 tank and maybe siege will stop 4-6 goons from killing a depot and breaking in.


That's not true, you can always wall in after you FE, just lift your barracks or e bay.

Good guide, thanks!


I would rather use a wall with a rax and ebay than one with depots after i FE. If you look at pros when they wall in at the beginning, they rarely wall in at the nat choke because it puts you slightly more behind, and if they go 2gate goon range, they will kill the wall before 3 scvs can come repair it. All they have to do is save 4-6 goons and attack one depot.

Are you not scouting this or something? It should be fairly obvious when a protoss is going 2 gate range goon pressure. You should have 4-6 scvs hotkeyed and sending them to the wall before the goon even get there.

Even if they do break the wall, you have scvs there blocking the hole and it should be enough to hold the goons off. If your scvs start dieing, then send more, you will still be ahead economically because of the significantly faster command center. Not to mention the scvs you're using the defend can just maynard to the expo right away.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2008-06-14 19:25:26
June 14 2008 19:22 GMT
#22
On June 14 2008 17:50 axel wrote:
the first python wall DOES NOT WALL if u move a zealot at the left of the depot, still nice walls.

I think you're putting your depots 1 square too far right.

On June 14 2008 22:22 quirinus wrote:
the pic for tau at 6 pos i wrong.

good job! this really helps! :D

I'll fix that.
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
Last Edited: 2008-06-14 20:10:34
June 14 2008 20:07 GMT
#23
Sending scvs there wastes a lot of money. You got travel time, the time they arent mining, and the chance that 2-3 of them will be killed. That makes you lose the money you made from skipping the marines. The time wasted traveling makes you lose even more money, which is probably between 30-80 minerals. If you just put the wall in the choke and not the nat choke, you only waste about 30-50 minerals per scv, and you still retain an advantage from skipping the marines.

If you put the wall in the choke, then you waste less time and you retain more of your advantage from skipping the marines. If you spend more time and you send more scvs for a longer period of time, you are negating your advantage and making the weakness of the build more exploitable. I can understand "o i just have to make 1 wall and it will cover both early and mid game", but it damages your economy just because scvs have to go to and fro from one place to another.
This is like the same reason why zergs like skipping sunken colonies, because every worker is important to economical success. The longer they are mining, the better.
im deaf
Hypnosis
Profile Blog Joined October 2007
United States2061 Posts
June 14 2008 20:23 GMT
#24
Walling a nat against protoss is a bad idea until you have 2-3 sieged tanks there + a bunker.. Its just too easy to pick off depots with range goons. But later game its fucking annoying for toss because they cannot kill your nat if you wall it.
Science without religion is lame, Religion without science is blind
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2008-06-14 21:00:35
June 14 2008 20:59 GMT
#25
On June 15 2008 05:07 imBLIND wrote:
Sending scvs there wastes a lot of money. You got travel time, the time they arent mining, and the chance that 2-3 of them will be killed. That makes you lose the money you made from skipping the marines. The time wasted traveling makes you lose even more money, which is probably between 30-80 minerals. If you just put the wall in the choke and not the nat choke, you only waste about 30-50 minerals per scv, and you still retain an advantage from skipping the marines.

If you put the wall in the choke, then you waste less time and you retain more of your advantage from skipping the marines. If you spend more time and you send more scvs for a longer period of time, you are negating your advantage and making the weakness of the build more exploitable. I can understand "o i just have to make 1 wall and it will cover both early and mid game", but it damages your economy just because scvs have to go to and fro from one place to another.
This is like the same reason why zergs like skipping sunken colonies, because every worker is important to economical success. The longer they are mining, the better.


You have a point, however we are not playing zerg, we are playing Terran. You don't seem take into consideration that the Protoss' natural will come much later than your own, and if he does make an early nexus, his goon harass will come too late to do any damage.

Have you even tried to wall do this more than once before you gave up and decided it was an ineffective strategy? I don't see why you're trying so hard to shoot it down when its completely viable. A Protoss player will not just keep eating tank shots trying to kill your depot. If you're losing your first tank, then thats why this wont work for you. So you lose 2-3 scvs; How much faster is your 2nd command center? Fast enough to make up for the lost mining time and dead scvs? Yes.

It's kinda sad to see people being so negative to something new because they don't know how to properly utilize the strategy.
Elite]v[arine
Profile Joined October 2007
United States264 Posts
Last Edited: 2008-06-14 22:18:12
June 14 2008 22:06 GMT
#26
can zealots fit thru the nat at 9 o clock nat for python? there's 1 spot that looks awfully large where a zealot can get in.
edit: what do i do on some positions where the marines will spawn outside of the wall? mostly when the zealot arrives and your marine just popped and you can lift because you will let the zealot in. so now you will have a zealot attacking the wall with Goons comming soon and virtually no marines to kill the zealot. help?
P.S. LOL@The link at the end of the op!! haha
AKAs: Pyro]v[aniac ,
PH
Profile Blog Joined June 2008
United States6173 Posts
June 14 2008 22:39 GMT
#27
Awesome guide...the pictures are great. Thanks.
Hello
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 15 2008 00:21 GMT
#28
On June 15 2008 07:06 X.xDeMoNiCx.X wrote:
can zealots fit thru the nat at 9 o clock nat for python? there's 1 spot that looks awfully large where a zealot can get in.
edit: what do i do on some positions where the marines will spawn outside of the wall? mostly when the zealot arrives and your marine just popped and you can lift because you will let the zealot in. so now you will have a zealot attacking the wall with Goons comming soon and virtually no marines to kill the zealot. help?
P.S. LOL@The link at the end of the op!! haha

You should have enough time to build 1 marine, and run him to the safe side of the wall if you can run through it. Otherwise should still have enough time to build 1 marine, and lift / land. If the zealot is coming before this, then you're either building your barracks or marine later than you should, or your splitting needs some work.

With your marine safely behind a wall, he SHOULD send his zealot away, and you can make more marines if you choose do so.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
June 15 2008 02:17 GMT
#29
On June 14 2008 14:12 h4xh4xh4x wrote:
When would it be most benificial to wall in a nat?


rofl i just cracked up when i read your name
^-^
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
June 15 2008 02:55 GMT
#30
Great guide shake. This clears a lot of doubts, now my bgh terran will be impeccable.
BlueLaguna on West, msg for game.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
June 15 2008 03:13 GMT
#31
an alternative to walling off is to make a zealot proof miniwall in your main and just micro around that

against goon pressure it can be nice to have a healthy wall tho, especially on those pesky low level maps, like longi
more weight
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
June 15 2008 03:39 GMT
#32
On June 15 2008 05:59 XMShake wrote:
Show nested quote +
On June 15 2008 05:07 imBLIND wrote:
Sending scvs there wastes a lot of money. You got travel time, the time they arent mining, and the chance that 2-3 of them will be killed. That makes you lose the money you made from skipping the marines. The time wasted traveling makes you lose even more money, which is probably between 30-80 minerals. If you just put the wall in the choke and not the nat choke, you only waste about 30-50 minerals per scv, and you still retain an advantage from skipping the marines.

If you put the wall in the choke, then you waste less time and you retain more of your advantage from skipping the marines. If you spend more time and you send more scvs for a longer period of time, you are negating your advantage and making the weakness of the build more exploitable. I can understand "o i just have to make 1 wall and it will cover both early and mid game", but it damages your economy just because scvs have to go to and fro from one place to another.
This is like the same reason why zergs like skipping sunken colonies, because every worker is important to economical success. The longer they are mining, the better.


You have a point, however we are not playing zerg, we are playing Terran. You don't seem take into consideration that the Protoss' natural will come much later than your own, and if he does make an early nexus, his goon harass will come too late to do any damage.

Have you even tried to wall do this more than once before you gave up and decided it was an ineffective strategy? I don't see why you're trying so hard to shoot it down when its completely viable. A Protoss player will not just keep eating tank shots trying to kill your depot. If you're losing your first tank, then thats why this wont work for you. So you lose 2-3 scvs; How much faster is your 2nd command center? Fast enough to make up for the lost mining time and dead scvs? Yes.

It's kinda sad to see people being so negative to something new because they don't know how to properly utilize the strategy.


Ok. What i am saying is that you wall at your normal choke. Build the cc inside and lift it off to the nat while making tanks and seige upgrading. When cc is done, then you make a 2nd wall with ebay and rax and, if nessacary, depots. Just to make things clear.

This might work on stupid toss that do a build that is too balanced to make any major difference, but vs C lv players, walling in at your nat choke first will be more troublesome than you think.

Walling at your nat choke gives you:
-advantages and disadvantages of a normal wall-in that you mentioned
-2 walls for the price of 1
-protects nat
-the timing for repairing a wall at your nat is off by about 2-3 seconds, which is more than enough time for an extra 80-160 dmg from goons, which means that your depot could die in those two seconds.

-the timing will fuck up BO. The only reason you dont see this is because you are making up for it by not building many marines. This advantage is then negated by repairing the wall when the goons come and extenuated by the huge travel distance and is multiplied by the # of scvs that you send back and forth. This timing that i am talking about is not early game BO, but rather the mid game BO. This is rather crucial when you mass facs in particular. Here, you must decide whether to put ur self behind even more for a proper fac timing or catch up in econ while you delay your facs. Either way, the toss will see this and react accordingly.

-It limits your mobility until you get your 3rd running. Its really annoying to push out because the wall basically funnels your units and it requires a lot of micro just to get them in the right position. This might hinder people that cant multitask.

Advantages of making two walls
-Inherent advantages and disadvantages you mentioned
-the cost is trivial because you are going to get depots and an ebay anyways, and you can just lift your rax to the 2nd wall.
-if you wall with rax and ebay only, then you can lift them and regain much needed mobility. This wall doesnt have to be perfect because the sole purpose of this wall is to prevent goons from rushing in when you have 3-5 tanks behind it.
-First wall gives a more of an economical advantage by being closer to the base than a nat wall. Also, the timing where the goons start attacking is perfect. The depot will not die before you send 3 scvs to repair it.
-Econ advantages by skipping marines are partially maintained
-Overall BO will be faster than if u walled in at nat
-2nd wall might be slower if you did not pre-set it before your tanks moved out.
-All advantages of making just 1 nat wall is inherent in making two walls. The disadvantages of making 1 nat wall are mostly gone when you make two walls.

And also
A. Toss nexuses are up and running jsut as fast as cc's are.
B. SCVs are just as important as Drones and Probes. Even losing a few puts you behind 200-400 minerals. The more they are on the move, the more minerals that arent being mined.
C. Im not being negative towards this: im saying you should be safe and play on economy rather than chance. Have i said that making a nat wall is stupid? I said that you should make it as a 2nd wall, not your primary wall to keep the toss out.
D. Look at pro and semi-pro replays. When you them wall, 95% of the time they are not walling at their nat choke, but their normal choke instead. Why? Its easier to defend and it doesnt fuck your econ as much. Then if you want, you can make cc at nat and use mines to keep toss out while making a second wall.
im deaf
Groceryheist
Profile Blog Joined March 2008
United States57 Posts
June 15 2008 03:56 GMT
#33
!great guide!

TvP is my worst matchup because my walls are flawed. Study this in depth i shall.
I am D again!
SilverSkyLark
Profile Blog Joined April 2008
Philippines8437 Posts
June 15 2008 03:58 GMT
#34
Nice guide.
"If i lost an arm, I would play w3." -IntoTheWow || "Member of Hyuk Hyuk Hyuk cafe. He's the next Jaedong, baby!"
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
June 15 2008 04:21 GMT
#35
Wow, I am so impressed at your hard work.

As a "Terran" player, I did not know a lot of these "wall ins".

Thank you so fucking much!
w/e
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 15 2008 04:39 GMT
#36
On June 15 2008 12:39 imBLIND wrote:
Show nested quote +
On June 15 2008 05:59 XMShake wrote:
On June 15 2008 05:07 imBLIND wrote:
Sending scvs there wastes a lot of money. You got travel time, the time they arent mining, and the chance that 2-3 of them will be killed. That makes you lose the money you made from skipping the marines. The time wasted traveling makes you lose even more money, which is probably between 30-80 minerals. If you just put the wall in the choke and not the nat choke, you only waste about 30-50 minerals per scv, and you still retain an advantage from skipping the marines.

If you put the wall in the choke, then you waste less time and you retain more of your advantage from skipping the marines. If you spend more time and you send more scvs for a longer period of time, you are negating your advantage and making the weakness of the build more exploitable. I can understand "o i just have to make 1 wall and it will cover both early and mid game", but it damages your economy just because scvs have to go to and fro from one place to another.
This is like the same reason why zergs like skipping sunken colonies, because every worker is important to economical success. The longer they are mining, the better.


You have a point, however we are not playing zerg, we are playing Terran. You don't seem take into consideration that the Protoss' natural will come much later than your own, and if he does make an early nexus, his goon harass will come too late to do any damage.

Have you even tried to wall do this more than once before you gave up and decided it was an ineffective strategy? I don't see why you're trying so hard to shoot it down when its completely viable. A Protoss player will not just keep eating tank shots trying to kill your depot. If you're losing your first tank, then thats why this wont work for you. So you lose 2-3 scvs; How much faster is your 2nd command center? Fast enough to make up for the lost mining time and dead scvs? Yes.

It's kinda sad to see people being so negative to something new because they don't know how to properly utilize the strategy.


Ok. What i am saying is that you wall at your normal choke. Build the cc inside and lift it off to the nat while making tanks and seige upgrading. When cc is done, then you make a 2nd wall with ebay and rax and, if nessacary, depots. Just to make things clear.

This might work on stupid toss that do a build that is too balanced to make any major difference, but vs C lv players, walling in at your nat choke first will be more troublesome than you think.

Walling at your nat choke gives you:
-advantages and disadvantages of a normal wall-in that you mentioned
-2 walls for the price of 1
-protects nat
-the timing for repairing a wall at your nat is off by about 2-3 seconds, which is more than enough time for an extra 80-160 dmg from goons, which means that your depot could die in those two seconds.

-the timing will fuck up BO. The only reason you dont see this is because you are making up for it by not building many marines. This advantage is then negated by repairing the wall when the goons come and extenuated by the huge travel distance and is multiplied by the # of scvs that you send back and forth. This timing that i am talking about is not early game BO, but rather the mid game BO. This is rather crucial when you mass facs in particular. Here, you must decide whether to put ur self behind even more for a proper fac timing or catch up in econ while you delay your facs. Either way, the toss will see this and react accordingly.

-It limits your mobility until you get your 3rd running. Its really annoying to push out because the wall basically funnels your units and it requires a lot of micro just to get them in the right position. This might hinder people that cant multitask.

Advantages of making two walls
-Inherent advantages and disadvantages you mentioned
-the cost is trivial because you are going to get depots and an ebay anyways, and you can just lift your rax to the 2nd wall.
-if you wall with rax and ebay only, then you can lift them and regain much needed mobility. This wall doesnt have to be perfect because the sole purpose of this wall is to prevent goons from rushing in when you have 3-5 tanks behind it.
-First wall gives a more of an economical advantage by being closer to the base than a nat wall. Also, the timing where the goons start attacking is perfect. The depot will not die before you send 3 scvs to repair it.
-Econ advantages by skipping marines are partially maintained
-Overall BO will be faster than if u walled in at nat
-2nd wall might be slower if you did not pre-set it before your tanks moved out.
-All advantages of making just 1 nat wall is inherent in making two walls. The disadvantages of making 1 nat wall are mostly gone when you make two walls.

And also
A. Toss nexuses are up and running jsut as fast as cc's are.
B. SCVs are just as important as Drones and Probes. Even losing a few puts you behind 200-400 minerals. The more they are on the move, the more minerals that arent being mined.
C. Im not being negative towards this: im saying you should be safe and play on economy rather than chance. Have i said that making a nat wall is stupid? I said that you should make it as a 2nd wall, not your primary wall to keep the toss out.
D. Look at pro and semi-pro replays. When you them wall, 95% of the time they are not walling at their nat choke, but their normal choke instead. Why? Its easier to defend and it doesnt fuck your econ as much. Then if you want, you can make cc at nat and use mines to keep toss out while making a second wall.

Can you please stop trying so hard?
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
June 15 2008 05:42 GMT
#37
Trying to what? I'm not saying your guide is bad; its pretty good actually.
I'm just stating some important facts people should know before they set up their wall.
im deaf
qet
Profile Joined May 2007
Australia244 Posts
June 15 2008 05:44 GMT
#38
I think the python wall at nat is a good strategy to have in a terran players repertoire.

Just the fact that it is unusual carries a lot of weight - so many opponents cannot adapt to an unusual strategy.
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 15 2008 12:38 GMT
#39
I would like to point out that Brat_OK walled at his natural choke quite a few times in TSL
NotSupporting
Profile Joined February 2008
Sweden1998 Posts
June 16 2008 15:07 GMT
#40
Andromeda 5 nat is not working
Xeofreestyler
Profile Blog Joined June 2005
Belgium6768 Posts
June 16 2008 15:18 GMT
#41
Sa-weet!
Graphics
Cloud
Profile Blog Joined November 2004
Sexico5880 Posts
June 16 2008 17:03 GMT
#42
I dont like the blue storm wall at 7. It doesnt block lings, better to have supply above the barracks.
BlueLaguna on West, msg for game.
Kingsp4de20
Profile Blog Joined February 2007
United States716 Posts
June 16 2008 18:58 GMT
#43
How the hell am i supposed to cheese vs terrans now -_-
thunk
Profile Blog Joined March 2008
United States6233 Posts
June 16 2008 19:20 GMT
#44
A pretty sweet guide. I personally think that Terrans shouldn't wall in, but I can definitely see how one could justify walling in.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
anotak
Profile Blog Joined March 2008
United States1537 Posts
June 16 2008 19:24 GMT
#45
thanks for this guide though, bookmarked it.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 17 2008 00:00 GMT
#46
On June 17 2008 00:07 NotSupporting wrote:
Andromeda 5 nat is not working

Fixed it, Thanks.
On June 17 2008 02:03 Cloud wrote:
I dont like the blue storm wall at 7. It doesnt block lings, better to have supply above the barracks.

I made the walls specifically for TvP, in this case, its so the marine can go through the wall without lifting the barracks to kill scouting probes.
But yes, supply above the depot would be better for TvZ as it blocks zerglings.
G5
Profile Blog Joined August 2005
United States2893 Posts
Last Edited: 2008-06-17 00:17:47
June 17 2008 00:16 GMT
#47
Cons-
-Easy to build incorrectly.
-Unit pathing while going down the ramp may get screwy (especially when transferring workers)
-Wall may die before scvs can repair it.
-Useless after early game.
-Good goon micro can really mess up your wall while tank is building. (Scvs repairing wall while goons take target practice nightmare)
-Scouting workers can still get in if they scout fast enough, and they may also try to mess up your worker building a wall, or stop you from laying down the second depot.
-More spots to defend from hardcore harass.

i disagree with "useless after early game". I've seen it save many players. And the rest of your cons is pretty much stating that a player is bad. all of the cons can easily be fixed with practice and proper builds including the unit pathing..

edit: the only real disadvantage it could bring u is the fact that ur scvs have to go father to build stuff which means less mining time and they can get picked off by probes every once and a while. Weigh that vs safe from a dt rush and decide on your own weather its worth it or not. as a P though, i like seeing no wall more then a wall.. 100%
SpaCe)Ment-rA
Profile Joined November 2005
Canada389 Posts
July 09 2008 16:56 GMT
#48
Wait, that 9 main on Python seems wrong. Huge spot on the right.

And you guys will have to explain me why you think walling in TvZ is useless. I mean, it is the most efficient way to block lings rush. That can easily be done by putting SCV just after the hole between the two depots. You'll have to put marines behind SCV and select ALL UNITS to click on Hold Position. I said select all units because SCVs can't hold position when selected alone.

So, how do you stop ling rush without a wall-in?.
In the moonlight, dancing madly backwards
xmShake
Profile Blog Joined February 2007
United States1100 Posts
July 09 2008 18:28 GMT
#49
On July 10 2008 01:56 SpaCe)Ment-rA wrote:
Wait, that 9 main on Python seems wrong. Huge spot on the right.

And you guys will have to explain me why you think walling in TvZ is useless. I mean, it is the most efficient way to block lings rush. That can easily be done by putting SCV just after the hole between the two depots. You'll have to put marines behind SCV and select ALL UNITS to click on Hold Position. I said select all units because SCVs can't hold position when selected alone.

So, how do you stop ling rush without a wall-in?.

Looks are deceiving, I'm positive that 9 blocks zealots and probes.

I believe the discussion was that walling in TvP at the natural was not beneficial, and had nothing to do with TvZ, however stopping ling rushes although being easier with a wall in, can be stopped with proper scouting and just blocking the ramp with scvs and holding position.

I'd like to add that if you are walling vs a zerg, you should modify any of the walls I made for TvZ use, by putting depots above the barracks whenever possible.
Goosey
Profile Blog Joined September 2005
United States695 Posts
July 09 2008 18:41 GMT
#50
Really nice guide. Now just add an addendum on safely securing a natural and 3rd and camping till 200/200 and you have a 1,2,3 guide to TvP.

No, not bitter.
#1 Shuttle Fan.
ShaLLoW[baY]
Profile Blog Joined January 2007
Canada12499 Posts
July 09 2008 18:57 GMT
#51
On June 17 2008 09:16 G5 wrote:
i disagree with "useless after early game". I've seen it save many players. And the rest of your cons is pretty much stating that a player is bad. all of the cons can easily be fixed with practice and proper builds including the unit pathing..


I think every single Artosis TvP on Python that I've watched, he always ends up landing his Barracks back to reseal his wall and stop Protoss units from pouring through sometime during the lategame :p
ALEXISONFIRE ARE FUCKING BACK (sAviOr for life)
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
July 10 2008 07:13 GMT
#52
On June 14 2008 13:26 xmShake wrote:
Don't wait until he is pummeling your wall with kamehamehas

LOL that was my favourite part
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
minus_human
Profile Blog Joined November 2006
4784 Posts
Last Edited: 2008-07-10 17:23:58
July 10 2008 17:23 GMT
#53
On July 10 2008 03:28 xmShake wrote:
Show nested quote +
On July 10 2008 01:56 SpaCe)Ment-rA wrote:
Wait, that 9 main on Python seems wrong. Huge spot on the right.

And you guys will have to explain me why you think walling in TvZ is useless. I mean, it is the most efficient way to block lings rush. That can easily be done by putting SCV just after the hole between the two depots. You'll have to put marines behind SCV and select ALL UNITS to click on Hold Position. I said select all units because SCVs can't hold position when selected alone.

So, how do you stop ling rush without a wall-in?.

Looks are deceiving, I'm positive that 9 blocks zealots and probes.

I believe the discussion was that walling in TvP at the natural was not beneficial, and had nothing to do with TvZ, however stopping ling rushes although being easier with a wall in, can be stopped with proper scouting and just blocking the ramp with scvs and holding position.

I'd like to add that if you are walling vs a zerg, you should modify any of the walls I made for TvZ use, by putting depots above the barracks whenever possible.


It does, rest assured. It was a pain in the ass for me to find out how to wall in that spot, but it's the correct way.

Thanks a ton for this guide, the effort you put in shall really pay off to many players. I've bookmarked it and will definitely return to look at the pictures when I'll need it.

grateful to you
cheers
SiCkShuttle
Profile Joined July 2008
United States24 Posts
July 10 2008 18:33 GMT
#54
wow great post, im a protoss player who likes to dabble in terran from time to time, and i screw up walls more than anyone hehe --v This will be really nice to take a look at and start trying. So glad i joined this forum ^^
The Shuttle flies
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
July 10 2008 18:37 GMT
#55
Lol wow i can't believe it never came to me to put the sd back further on longings walling lulz makes scene to draw in the goons
I have ass for brains so,
even when I shit I'm droping knowledge.
IzzyCraft
Profile Blog Joined June 2007
United States4487 Posts
July 10 2008 18:47 GMT
#56
On June 17 2008 09:16 G5 wrote:
Cons-
-Easy to build incorrectly.
-Unit pathing while going down the ramp may get screwy (especially when transferring workers)
-Wall may die before scvs can repair it.
-Useless after early game.
-Good goon micro can really mess up your wall while tank is building. (Scvs repairing wall while goons take target practice nightmare)
-Scouting workers can still get in if they scout fast enough, and they may also try to mess up your worker building a wall, or stop you from laying down the second depot.
-More spots to defend from hardcore harass.

i disagree with "useless after early game". I've seen it save many players. And the rest of your cons is pretty much stating that a player is bad. all of the cons can easily be fixed with practice and proper builds including the unit pathing..

edit: the only real disadvantage it could bring u is the fact that ur scvs have to go father to build stuff which means less mining time and they can get picked off by probes every once and a while. Weigh that vs safe from a dt rush and decide on your own weather its worth it or not. as a P though, i like seeing no wall more then a wall.. 100%


I agree esp for lower apm players i've used walling for tvp as a way to slow the goon and zealot cuz frankly i cannot micro my rines constantly while i 2 rax i don't need wall if i use older builds but 2 rax my tank comes out a bit slow and i usually resort to a wall or bunker to survive againist a better protoss player
I have ass for brains so,
even when I shit I'm droping knowledge.
EnergyTraction
Profile Blog Joined May 2008
Canada233 Posts
Last Edited: 2008-07-10 19:24:16
July 10 2008 19:18 GMT
#57
imBLIND is right, and when he provides a nice detailed post the OP says "stop trying so hard" and refuses to continue replying to it

Also your wall at 6 on python spawns marines outside and requires lifting the rax, and the wall at 12 on python can also be made with the left depot above the right depot to block lings as well if needed

Wall at 6 to not require lifting is depot, rax under, then depot to right and under rax, but limits the number of scvs that can repair the bottom depot. pics below, shows where marine spawns

+ Show Spoiler +

[image loading]

[image loading]
He who adores the Beast shall drink of the wrath of God
Unbelievable237
Profile Joined July 2008
Korea (South)78 Posts
July 10 2008 22:05 GMT
#58
Wow, this guide is perfect for Terran beginners, Good Work!
지고나서 후회하지말자 - 임요환
calgar
Profile Blog Joined November 2007
United States1277 Posts
July 10 2008 22:08 GMT
#59
Yeah, very nice, have it bookmarked for quick reference!
Red.Cloud
Profile Joined September 2007
Canada235 Posts
July 11 2008 04:59 GMT
#60
wow well done
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.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
August 05 2008 17:05 GMT
#81
On August 05 2008 17:13 IzzyCraft wrote:
Plasma looks like an easy wall small ramp looks promising

You'd be surprised. I updated the OP with Plasma and Return of the King walls and let me say Plasma was an absolute nightmare to wall on. I was expecting to be able to wall with 2 buildings but that was not the case. Furthermore you can't even wall properly at one of the positions.

I guess it doesn't really matter though because of the eggs, I don't see why it would be useful to wall on this map, however I took the screens before realizing this so they're there.
illeszt
Profile Blog Joined December 2007
United States350 Posts
August 05 2008 18:09 GMT
#82
On August 06 2008 02:05 xmShake wrote:
Show nested quote +
On August 05 2008 17:13 IzzyCraft wrote:
Plasma looks like an easy wall small ramp looks promising

You'd be surprised. I updated the OP with Plasma and Return of the King walls and let me say Plasma was an absolute nightmare to wall on. I was expecting to be able to wall with 2 buildings but that was not the case. Furthermore you can't even wall properly at one of the positions.

I guess it doesn't really matter though because of the eggs, I don't see why it would be useful to wall on this map, however I took the screens before realizing this so they're there.


BTW, 11 spawn ramp on Plasma can be blocked with just 1 supply and 1 barracks (refer to Sea v Pure game 1)
xmShake
Profile Blog Joined February 2007
United States1100 Posts
August 06 2008 06:34 GMT
#83
On August 06 2008 03:09 illeszt wrote:
Show nested quote +
On August 06 2008 02:05 xmShake wrote:
On August 05 2008 17:13 IzzyCraft wrote:
Plasma looks like an easy wall small ramp looks promising

You'd be surprised. I updated the OP with Plasma and Return of the King walls and let me say Plasma was an absolute nightmare to wall on. I was expecting to be able to wall with 2 buildings but that was not the case. Furthermore you can't even wall properly at one of the positions.

I guess it doesn't really matter though because of the eggs, I don't see why it would be useful to wall on this map, however I took the screens before realizing this so they're there.


BTW, 11 spawn ramp on Plasma can be blocked with just 1 supply and 1 barracks (refer to Sea v Pure game 1)

Thank you for this information. I watched the first couple minutes of the game and was very surprised when the exact same wall I tried before blocked his probe. As I thought about it though, I came to the realization that probes are slightly larger units than zealots, which is the unit I normally test my walls on. Since there obviously is no threat of zealots on plasma, (if zealots are running up your ramped you might as well gg) I have updated the walls for plasma to account for this.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
August 09 2008 08:42 GMT
#84
Updated with Byzantium walls at the natural.
foeffa
Profile Blog Joined August 2007
Belgium2115 Posts
August 09 2008 09:23 GMT
#85
omg tx
觀過斯知仁矣.
Chill
Profile Blog Joined January 2005
Calgary25975 Posts
August 29 2008 21:51 GMT
#86
What the fuck. Why isn't this in the recommended threads? Fuck my life.
Moderator
HooHa!
Profile Blog Joined February 2006
United States688 Posts
August 29 2008 22:18 GMT
#87
Just a request.

I know Simcity has been talked about before by Frozen Arbiter, and more recently I heard the term from Daniel Lee. Now. Theres some other strategic simcity placements to help on other maps. I don't know if we needed another thread on it, but why not add some to this?

Some get pretty complex, but look cool and work well. I don't think its a major issue or anything, but it might make the difference in polishing someones play.
Hoo Ra!
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2008-08-30 00:24:06
August 30 2008 00:23 GMT
#88
On August 30 2008 07:18 HooHa! wrote:
Just a request.

I know Simcity has been talked about before by Frozen Arbiter, and more recently I heard the term from Daniel Lee. Now. Theres some other strategic simcity placements to help on other maps. I don't know if we needed another thread on it, but why not add some to this?

Some get pretty complex, but look cool and work well. I don't think its a major issue or anything, but it might make the difference in polishing someones play.

Simcity is a term coined for Protoss players, it wouldn't make sense to put this kind of information in a guide about walling for Terran All you really need to know about simcity is place your cannons behind a row of gateways / robotics facilities. Pictures aren't required for someone to understand this, as the this contains the same concept in building fast expand defenses with gate/forge/cannon. Furthermore, it certainly isn't worth the time to memorize more than the general area of where you should begin to make your barrier of buildings.

The closest I'll ever get to Simcity with Terran is putting bunkers behind supplies / barracks / engineering bays at my expos which I only do rarely.
Insane
Profile Blog Joined November 2003
United States4991 Posts
Last Edited: 2008-08-30 01:00:08
August 30 2008 00:57 GMT
#89
I hadn't seen this before, but I'll comment on the BGH walls.

It's possible to wall in the 3 so that marines come out on the inside (they'll come out on the outside of that wall unless you put an SCV or something else in the right position on the outside, which sucks )
It's possible to wall the 7 in further back and still be lingproof.

(I'm not at home where I have BW or else I'd post them)
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2008-08-30 01:14:09
August 30 2008 01:11 GMT
#90
On August 30 2008 09:57 HnR)Insane wrote:
I hadn't seen this before, but I'll comment on the BGH walls.

It's possible to wall in the 3 so that marines come out on the inside (they'll come out on the outside of that wall unless you put an SCV or something else in the right position on the outside, which sucks )
It's possible to wall the 7 in further back and still be lingproof.

(I'm not at home where I have BW or else I'd post them)

Fixed

I'll post the new (and apparently old too) proleague map walls when they come out.
Insane
Profile Blog Joined November 2003
United States4991 Posts
August 30 2008 02:09 GMT
#91
Also FYI you grouped hunters and BGH, but the BGH 6 wall doesn't work on hunters because the gas is in a different location.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2008-08-31 05:43:32
August 31 2008 05:26 GMT
#92
hey for the bb walls in OP, you forgot bottom right wall (it only works on my version though, otherwise you'd have to use 3). You can find pic in my blog

edit- wow, I guess I never uploaded the pic. well here is huge pic of all 4 walls
[image loading]

If you want, that other pic with the academy walls is the same position as the depot wall.
..and then I would, ya know, check em'. (Aka SpoR)
dickless123
Profile Joined August 2008
Korea (North)33 Posts
September 01 2008 01:30 GMT
#93
good guide tyvm
Juanpe
Profile Joined May 2008
Uruguay283 Posts
September 26 2008 16:12 GMT
#94
Nice thread :D~
C+ rank Terran training harder every day to be like ChinaTTTT :D~ Lee Jae Dong phan o(∩_∩)o <3 <3 <3
Tonkerchen
Profile Blog Joined June 2006
680 Posts
September 26 2008 17:03 GMT
#95
awes0me.
you did a great job. I never knew how to wall correctly -_-;;
The time is just an illusion... created by mankind... /// Lee Young Ho last Bonjwa on earth! /// «I'll... destroy everyone in 2009. Ok...? Thank you.» - Ma Jae Yoon - Maestro Of Zerg
NiGoL
Profile Joined September 2008
1868 Posts
September 26 2008 22:51 GMT
#96
haha so fun thread, well some people should really learn how
to wallin, cause it's pretty good if u can wall in a good way haha.

Well some people doesn't even use wallins so, it's up to u
http://www.twitter.com/NiGoLBW playing league on a competitive level
writer22816
Profile Blog Joined September 2008
United States5775 Posts
September 26 2008 23:29 GMT
#97
Anyone know how to properly wall-in on Byzantium II? I tried twice with 3 buildings but I always seem to leave a small space at the top or bottom open which my scv would have to block.
8/4/12 never forget, never forgive.
capek
Profile Joined September 2008
United States585 Posts
September 27 2008 06:05 GMT
#98
thx for the guide man.
jhNz
Profile Blog Joined September 2006
Germany2762 Posts
September 27 2008 10:37 GMT
#99
this thread is so awesome
i'm no terran player but when i play terran von time to time i almost always screw up my wallings... T_T

keep it up with new maps
http://twitter.com/jhNz
DhakhaR
Profile Blog Joined August 2007
United Kingdom721 Posts
September 27 2008 12:45 GMT
#100
On September 27 2008 08:29 writer22816 wrote:
Anyone know how to properly wall-in on Byzantium II? I tried twice with 3 buildings but I always seem to leave a small space at the top or bottom open which my scv would have to block.


How NOT to wall on Byzantium II

o3.power91
Profile Blog Joined November 2007
Bahrain5288 Posts
September 27 2008 13:55 GMT
#101
Awesome awesome guide. Thx a whole lot Shake :D
Folca
Profile Blog Joined October 2006
2235 Posts
September 27 2008 15:14 GMT
#102
Wtf nice bump, These are really good tips on Walling...
+ Show Spoiler +
Lol Fagling
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
clazziquai
Profile Blog Joined October 2007
6685 Posts
September 27 2008 15:20 GMT
#103
I'm not sure if this has been asked but how did you edit out the map (I could tell since you have both Terran and zealot/probe..)?

I think the maps were protected.
But great guide, should really come in handy ^^
#1 Sea.Really Fan / #1 Nesh Fan / Terran Forever~
Muey
Profile Joined August 2007
Finland149 Posts
September 27 2008 16:09 GMT
#104
On September 28 2008 00:20 clazziquai wrote:
I think the maps were protected.


There are a number of tools to remove the protection on maps so you can open them in an editor, though you can't use the auto-title brush to modify the terrain, and instead have to "build" the terrain from scratch if you want to change any geographical features on unprotected maps.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
September 27 2008 16:35 GMT
#105
On September 27 2008 21:45 DhakhaR wrote:
Show nested quote +
On September 27 2008 08:29 writer22816 wrote:
Anyone know how to properly wall-in on Byzantium II? I tried twice with 3 buildings but I always seem to leave a small space at the top or bottom open which my scv would have to block.


How NOT to wall on Byzantium II

http://www.youtube.com/watch?v=WWSaF8USezU


Well that map is just plain hard to wall, isn't it? You need 3 Depots, was it? Goddamn D:
^-^
SilverskY
Profile Joined September 2008
Korea (South)3086 Posts
October 01 2008 21:15 GMT
#106
I love the pictures, so helpful. Thanks a lot!
Graphics
blabber
Profile Blog Joined June 2007
United States4448 Posts
November 04 2008 20:38 GMT
#107
I would just look at some VODs, but I was too lazy to search. So I just found some myself. Anyways, here's Medusa:

These are all zergling-proof!

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


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


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


hey so I put this on hosting that I have, so it's not guaranteed to stay there forever, so maybe some people can save them for backup? ^^
blabberrrrr
KillerMan2k
Profile Joined October 2008
Norway13 Posts
November 06 2008 06:14 GMT
#108
thanks for the post. that buildings are fatter/slimmer on different sides is something i haven't contemplated (even though i have played terran for ages). so every time i have improvised a wall i am sitting there praying this time it'll work. so hopefully this will help me from keeping the protoss scum out in the future.. zerg to for that matter..
Its time to kick ass and chew bubble gum... and Im all out of gum.
jhk82094
Profile Joined October 2008
United States43 Posts
November 12 2008 03:24 GMT
#109
On June 14 2008 17:50 axel wrote:
the first python wall DOES NOT WALL if u move a zealot at the left of the depot, still nice walls.

Yup, the first supply depot has to be moved 1 click to the right, making the other supply depot 1 click to the right as well, and then its perfect.
hi
Tensai176
Profile Blog Joined March 2007
Canada2061 Posts
November 12 2008 06:26 GMT
#110
You should make an epic guide for players to wall with protoss and zerg =).
We see things they'll never see
merach
Profile Blog Joined July 2008
United States182 Posts
November 14 2008 07:17 GMT
#111
screw Byzantium II


[image loading]
Axieoqu
Profile Joined October 2005
Finland204 Posts
November 14 2008 10:17 GMT
#112
Haha. Ya it's totally ruined
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
Last Edited: 2008-11-14 10:43:44
November 14 2008 10:32 GMT
#113
On November 05 2008 05:38 blabber wrote:
I would just look at some VODs, but I was too lazy to search. So I just found some myself. Anyways, here's Medusa:

These are all zergling-proof!

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


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


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


hey so I put this on hosting that I have, so it's not guaranteed to stay there forever, so maybe some people can save them for backup? ^^

11 o clock isnt that good because rines spawn outside and cant go through the gaps either
On August 30 2008 09:23 xmShake wrote:
Show nested quote +
On August 30 2008 07:18 HooHa! wrote:
Just a request.

I know Simcity has been talked about before by Frozen Arbiter, and more recently I heard the term from Daniel Lee. Now. Theres some other strategic simcity placements to help on other maps. I don't know if we needed another thread on it, but why not add some to this?

Some get pretty complex, but look cool and work well. I don't think its a major issue or anything, but it might make the difference in polishing someones play.

Simcity is a term coined for Protoss players, it wouldn't make sense to put this kind of information in a guide about walling for Terran All you really need to know about simcity is place your cannons behind a row of gateways / robotics facilities. Pictures aren't required for someone to understand this, as the this contains the same concept in building fast expand defenses with gate/forge/cannon. Furthermore, it certainly isn't worth the time to memorize more than the general area of where you should begin to make your barrier of buildings.

The closest I'll ever get to Simcity with Terran is putting bunkers behind supplies / barracks / engineering bays at my expos which I only do rarely.

Sim city can mean building setups but can also mean the overall layout of your base. For example if your supply depots are all neatly lined up and in one section where your rax are lined up and in one section I would compliment that your simcity is nice. But if your supplies are all placed randomly and your base looks messy i would say your simcity is bad.

"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
Synneby
Profile Joined October 2005
Sweden61 Posts
November 14 2008 11:03 GMT
#114
On June 14 2008 13:26 xmShake wrote:

In TvZ walling is less advantageous as those pesky little anorexic zerglings can fit through just about anything. However, if you do choose the wall it will definitely raise your Zerg opponent's eyebrows, and he may suspect something suspicious when you are actually doing a normal 1 rax expand. (Mind gamessss) If you are doing a tech build then walling makes defending much easier even if zerglings can breach your wall.


If its a 3 building wall, you can make your wall ling safe by putting an academy in the middle intead of a secound supplie. I used that trick often in the "LT days" when i spawned at 12. Teching in TvZ is sooo fun. I miss the good old micro days.
iloveyOu
Profile Joined December 2008
United States2 Posts
December 20 2008 03:17 GMT
#115
Wow freakin sweet guide, thanks!
I lol in ur general direction
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
December 30 2008 13:33 GMT
#116
I'm having a lot of trouble walling at the 1 o'clock position on Sword in the Moon 2.1; for whatever reason, zealots can always slip through. All other positions are easy enough -- hell, I can even do a perfect wall at the 7 o'clock position.

Anybody else have some luck?
Shitposting
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
December 30 2008 14:44 GMT
#117
On December 30 2008 22:33 VorcePA wrote:
I'm having a lot of trouble walling at the 1 o'clock position on Sword in the Moon 2.1; for whatever reason, zealots can always slip through. All other positions are easy enough -- hell, I can even do a perfect wall at the 7 o'clock position.

Anybody else have some luck?

fuck, that 1 o'clock can't be walled with Baracks + 2supplies. You can do it with 3 supplies like this, but the question is if a 3 supplies+baracks wall is of any use in a standard tvp.

1 o'clock position:
[image loading]


And here's the 7 o'clock position:
[image loading]


If you make it like in the picture, the marine can go in between, but the zealot cant.
If you need a ling tight wall on that position, put the barracks one square to the right.
synapse
Profile Blog Joined January 2009
China13814 Posts
January 01 2009 03:17 GMT
#118
quite the orgasmic guide <3
:)
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
January 05 2009 03:04 GMT
#119
Tears of the Moon 1.1, for all you ICCup'ers. =D

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


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


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


NOTE: This wall-in is a perfect wall. Zerglings cannot fit through.
Shitposting
Glioburd
Profile Joined April 2008
France1911 Posts
January 05 2009 10:17 GMT
#120
Thx very much for the guide.
I'm the worst waller in the world lol, so this guide is a benediction ;D
"You should hate loosing, but you should never fear defeat." NaDa.
deathgod6
Profile Blog Joined January 2008
United States5064 Posts
January 05 2009 10:34 GMT
#121
On November 14 2008 20:03 Synneby wrote:
Show nested quote +
On June 14 2008 13:26 xmShake wrote:

In TvZ walling is less advantageous as those pesky little anorexic zerglings can fit through just about anything. However, if you do choose the wall it will definitely raise your Zerg opponent's eyebrows, and he may suspect something suspicious when you are actually doing a normal 1 rax expand. (Mind gamessss) If you are doing a tech build then walling makes defending much easier even if zerglings can breach your wall.


If its a 3 building wall, you can make your wall ling safe by putting an academy in the middle intead of a secound supplie. I used that trick often in the "LT days" when i spawned at 12. Teching in TvZ is sooo fun. I miss the good old micro days.

Mech build TvZ? Day9 made a thread about Fantasy's build.
4.0 GPA = A rank 5.0 GPA = Olympic --------- Bisu, Best, Fantasy. i ♥ oov. They can get in my BoxeR anyday.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
January 05 2009 14:34 GMT
#122
On January 05 2009 19:34 deathgod6 wrote:
Show nested quote +
On November 14 2008 20:03 Synneby wrote:
On June 14 2008 13:26 xmShake wrote:

In TvZ walling is less advantageous as those pesky little anorexic zerglings can fit through just about anything. However, if you do choose the wall it will definitely raise your Zerg opponent's eyebrows, and he may suspect something suspicious when you are actually doing a normal 1 rax expand. (Mind gamessss) If you are doing a tech build then walling makes defending much easier even if zerglings can breach your wall.


If its a 3 building wall, you can make your wall ling safe by putting an academy in the middle intead of a secound supplie. I used that trick often in the "LT days" when i spawned at 12. Teching in TvZ is sooo fun. I miss the good old micro days.

Mech build TvZ? Day9 made a thread about Fantasy's build.

Academy comes in far too late to be effective where the wall in fantasy build helps, (to help negate early ling pressure) and normally you aren't getting academy for a while anyways.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 06 2009 20:16 GMT
#123
awesome guide. this'll be my bible for a while.
And all is illuminated.
JaZz
Profile Joined December 2008
United States23 Posts
January 07 2009 00:32 GMT
#124
great guide thanks alot bro
Glioburd
Profile Joined April 2008
France1911 Posts
January 07 2009 19:24 GMT
#125
haa how can I wall on colosseum 2 ? lol ^^
"You should hate loosing, but you should never fear defeat." NaDa.
ish0wstopper
Profile Blog Joined October 2008
Korea (South)342 Posts
January 07 2009 19:37 GMT
#126
an interesting thing is to wall at ur 3rd base or whatever with supplies, similar to what protosses do when they take another main and block with pylons

flash did it against bisu on destination with mixed results
ish0wstopper effect
CoL_Drake
Profile Joined March 2005
Germany455 Posts
January 14 2009 11:02 GMT
#127
destination missing ^^ ofc easy but some couldnt know ^^
DoX.)
Profile Joined December 2008
Singapore6164 Posts
January 14 2009 11:20 GMT
#128
Great guide
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
January 20 2009 18:47 GMT
#129
bump! xmShake!!! we need updates with the new maps for the newbie terrans

Im sure teamliquid has been getting more and more new members. They need to read this =)
w/e
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 20 2009 19:29 GMT
#130
On January 21 2009 03:47 InfeSteD wrote:
bump! xmShake!!! we need updates with the new maps for the newbie terrans

Im sure teamliquid has been getting more and more new members. They need to read this =)


I can do the new wall-ins but I can't edit xmShake's post
^-^
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2009-01-20 19:43:23
January 20 2009 19:42 GMT
#131
Walls for Byzantium II

(edit them in your post and then I'll remove them from this post )

[image loading]


[image loading]


[image loading]


[image loading]
Lim Yo Hwan forever!
Chill
Profile Blog Joined January 2005
Calgary25975 Posts
January 20 2009 19:55 GMT
#132
The bottom right one walls completely against Zealots? There isn't space south (I can't see in your picture)?
Moderator
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 20 2009 20:07 GMT
#133
On January 21 2009 04:55 Chill wrote:
The bottom right one walls completely against Zealots? There isn't space south (I can't see in your picture)?


It works because the geyser is on the very bottom of the map. Just tested it now.
^-^
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
Last Edited: 2009-01-20 20:33:04
January 20 2009 20:16 GMT
#134
Destination 12
[image loading]


Destination 6
[image loading]


Chupung Ryeong 7
[image loading]


Chupung Ryeong 1
[image loading]


Chupung Ryeong 7 natural
[image loading]


Chupung Ryeong 1 natural
[image loading]


Colosseum 4
[image loading]


Colosseum 2
[image loading]


Colosseum 11
[image loading]


Colosseum 7
[image loading]
^-^
InfeSteD
Profile Blog Joined December 2006
United States4658 Posts
January 20 2009 20:33 GMT
#135
Thank you guys so much.. Equinox IMp retty sure if u do it.. just send shake a pm and hell edit his post later..

Destination, medusa, chupungreyong, etc
w/e
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
January 20 2009 20:39 GMT
#136
On January 21 2009 04:55 Chill wrote:
The bottom right one walls completely against Zealots? There isn't space south (I can't see in your picture)?


It works
Lim Yo Hwan forever!
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
January 20 2009 21:03 GMT
#137
On January 21 2009 05:33 InfeSteD wrote:
Thank you guys so much.. Equinox IMp retty sure if u do it.. just send shake a pm and hell edit his post later..

Destination, medusa, chupungreyong, etc


I'll do Medusa in a few hours after I get back home
^-^
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2009-01-21 00:44:30
January 21 2009 00:43 GMT
#138
Tau Cross - none naturals

I had some problems with 1 o'clock, if someone knows a better one be sure to let me know!

1 o'clock
[image loading]


5 o'clock
[image loading]


9 o'clock
[image loading]
Lim Yo Hwan forever!
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2009-01-21 01:19:06
January 21 2009 01:16 GMT
#139
Updated with the posted walls and compressed the sections into spoilers so it wasn't such a task to go right to where you need to go.

Sorry about dropping the ball about updating, I've been feeling really lazy lately and my school workload is starting to pickup.

Hopefully one day I'll get around to adding more maps, test the effects of the academy on walls, and organize the maps more coherently.
Equinox_kr
Profile Blog Joined December 2006
United States7395 Posts
Last Edited: 2009-01-21 02:36:07
January 21 2009 02:33 GMT
#140
Pictures are jumbled up but I captioned them for convenience.

Medusa 1
[image loading]


Medusa 11 natural
[image loading]


Medusa 1 natural
[image loading]


Medusa 11
[image loading]


Medusa 7 natural
[image loading]


Medusa 7
[image loading]


God I swear 1 o clock was the most frustrating thing ever. Must've destroyed a hundred Depots figuring out what the wall was. Much love to Sea[shield] for finally showing it to me in a VOD on TLPD :O
^-^
NeVeR
Profile Blog Joined January 2009
1352 Posts
Last Edited: 2009-01-21 03:49:12
January 21 2009 03:48 GMT
#141
I disagree that walls are more useful in TvT than they are in TvZ. They are the least useful in TvT, and I would actually argue that they are MOST useful nowadays in TvZ, since mech has become quite popular and a lot of maps allow for ling-tight wall-ins at the natural, allowing you to take your expo without having to build more than one marine and not having to worry about any early ling cheesiness. They can of course be useful in TvP, but you sometimes have to be careful when you wall. If they proxy a gateway near your base, you have to worry about blocking their probe from building a pylon in your wall. If they manage to do so, it becomes much harder to defend than if you had just sim citied near your command. Dealing with probe harass is also a lot easier and affords you more mining time if you don't wall.
arb
Profile Blog Joined April 2008
Noobville17920 Posts
January 21 2009 03:59 GMT
#142
alternate walls for Destination :

Top
[image loading]

Bottom
[image loading]


Both are zealot and fagling proof
Artillery spawned from the forges of Hell
xmShake
Profile Blog Joined February 2007
United States1100 Posts
January 21 2009 05:36 GMT
#143
On January 21 2009 12:48 NeVeR wrote:
I disagree that walls are more useful in TvT than they are in TvZ. They are the least useful in TvT, and I would actually argue that they are MOST useful nowadays in TvZ, since mech has become quite popular and a lot of maps allow for ling-tight wall-ins at the natural, allowing you to take your expo without having to build more than one marine and not having to worry about any early ling cheesiness. They can of course be useful in TvP, but you sometimes have to be careful when you wall. If they proxy a gateway near your base, you have to worry about blocking their probe from building a pylon in your wall. If they manage to do so, it becomes much harder to defend than if you had just sim citied near your command. Dealing with probe harass is also a lot easier and affords you more mining time if you don't wall.

You have to realize that I wrote this about 6 months ago with minimal editing afterwards to the actual text involved, (I intend to update eventually once I start playing more). Anyway, most useful or not, walls have their benefits in all match ups. Even with a perfect wall you are not invulnerable to ling cheese.

Update : Added Medusa and alternate Destination walls. (Keep them coming!)
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
Last Edited: 2009-01-21 12:35:11
January 21 2009 12:29 GMT
#144
xmShake: You forgot adding my Byzantium II !

On January 21 2009 11:33 Equinox_kr wrote:
God I swear 1 o clock was the most frustrating thing ever. Must've destroyed a hundred Depots figuring out what the wall was. Much love to Sea[shield] for finally showing it to me in a VOD on TLPD :O


Look at Tau Cross Took me some time finding those walls, so weird placement
Lim Yo Hwan forever!
Nitrogen
Profile Blog Joined February 2008
United States5345 Posts
January 23 2009 07:05 GMT
#145
ling tight walls on medusa

[image loading]


[image loading]


[image loading]
UNFUCK YOURSELF
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-01-26 09:13:32
January 26 2009 09:11 GMT
#146
Does anyone know why it is that a wall that blocks zeal/probe + and probably even marines can sometimes let ling fit, let ghost fit, let ling/ghost fit, let ling/ghost fit through different places and not the same spots? And sometimes it won't allow you to just click once and move behind the wall, sometimes you have to guide the unit through the opening.

It's so weird. Also If you put an assimilator on the very left edge of the map a zergling can run between the edge and the assim but once you kill it he cant fit anymore.


See my 2nd post on page 4 to see what I mean.
..and then I would, ya know, check em'. (Aka SpoR)
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
January 26 2009 16:04 GMT
#147
If you guys actually read my part of the OP, and spent 5 minutes mastering it, you would know that there are often many possible variations of walls. I can make a wall on any 'wallable' map without much thinking.

Can be also found here:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=64938

Learn how to fish, don't come here for fish, kk?
HeaDStrong
Profile Blog Joined January 2009
Scotland785 Posts
April 21 2009 22:31 GMT
#148
is there a way of walling in gods garden?
i played around with it and the area around the ramps on the high ground is unbuildable and the enterance to the expansion is quite wide. I only managed to figure out a wall-in for the 1 o'clock position, because you can use the minerals there to help you wall in.

And for battle royale you could just destroy the assimilators to create a wall in?

I just dont trust my micro and I feel more comfortable if the protoss scum is outside my base.
theobsessed1
Profile Blog Joined February 2009
United States576 Posts
April 22 2009 18:30 GMT
#149
How do you wall on God's Garden? I could only do it using 3 supplies and 1 rax...
정명훈 화이팅!~
SnowFantasy
Profile Blog Joined September 2006
4173 Posts
April 22 2009 18:41 GMT
#150
you cant.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
April 22 2009 20:26 GMT
#151
On April 23 2009 03:30 theobsessed1 wrote:
How do you wall on God's Garden? I could only do it using 3 supplies and 1 rax...


Yea, the map is unwallable probably to stop terran from like double FE builds or some cheap shit.

Someone should post the 3 depot walls though (kinda helpful for team games).
..and then I would, ya know, check em'. (Aka SpoR)
HeaDStrong
Profile Blog Joined January 2009
Scotland785 Posts
Last Edited: 2009-04-23 01:04:13
April 23 2009 01:02 GMT
#152
This is the wall I made on gods garden 1 o'clock. i didnt actaully test it with zealots but as far as i understand walls it should work. (the scv couldnt get out if that means anything)

Btw how do you test it? you start with protoss and mindcontrol enemy scv or smth?

can anyone confirm this wall?

+ Show Spoiler +

[image loading]

randombum
Profile Blog Joined April 2007
United States2378 Posts
April 23 2009 03:52 GMT
#153
That wall works just fine versus zealots

And for the other 3 bases I don't think its possible to get zealot proof walls with 3buildings. although if you are willing to add your factory ( Or third supply I suppose, but third supply comes later than factory) there too you can use the 4 buildings to get a zealot proof wall and have tanks spawn in your base, but that seems silly since you get a free base behind anyways.

But I don't see any situation where exposing your factory like that for a walled in nat will be worth it.
uglymoose89
Profile Blog Joined November 2008
United States671 Posts
April 23 2009 06:36 GMT
#154
very cool guide. This will help immensly when scrimming on bnet too!
arb
Profile Blog Joined April 2008
Noobville17920 Posts
April 28 2009 20:14 GMT
#155
Here are the walls i came up with for outsider, You can wall the natural too but i cant see it being useful(goon bait anyone?)

Top : only zealot proof
[image loading]

Bottom : Only zealot proof
[image loading]

Left Base : zealot/fagling proof.
[image loading]
Artillery spawned from the forges of Hell
PH
Profile Blog Joined June 2008
United States6173 Posts
May 25 2009 03:54 GMT
#156
Sorry to bump this again, but can OP update the pictures of the diagrams for the buildings? Basically all but the first image in the spoiler under the "How to Build a Wall" section. The image URLs don't work anymore...:\
Hello
Reason
Profile Blog Joined June 2006
United Kingdom2770 Posts
May 25 2009 04:36 GMT
#157
Depots next to each other are zealot proof and depots above/below each other are zealot + ling proof.
If the barracks is below or to the left of the depot that is a block.(not sure about lings but definitely zeals + probe)
Speak properly, and in as few words as you can, but always plainly; for the end of speech is not ostentation, but to be understood.
Ry-Masta-T
Profile Blog Joined April 2008
United States478 Posts
May 25 2009 05:30 GMT
#158
I'm pretty sure the wall suggested for outsider's left side expo (9:00) lets lings through the depots.
Speak the word...
xmShake
Profile Blog Joined February 2007
United States1100 Posts
May 25 2009 06:04 GMT
#159
I am a terribly incompetent fool and have misplaced my folder full of these pictures.

However, within the next week ill salvage whats still here, fill in the missing pieces and reupload everything to a new imagehost. If I'm up to it I'll include some new maps as well.

Can anyone suggest a good long term imagehost? I was thinking about just uploading to tinypic but I haven't used it for long term image hosting before.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
May 26 2009 11:03 GMT
#160
http://www.teamliquid.net/blogs/viewblog.php?topic_id=94097
ghermination
Profile Blog Joined April 2008
United States2851 Posts
May 26 2009 14:38 GMT
#161
I'm pretty sure lings can get through all of the outsider walls, not just the first two.
U Gotta Skate.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
May 26 2009 14:47 GMT
#162
On May 26 2009 23:38 ghermination wrote:
I'm pretty sure lings can get through all of the outsider walls, not just the first two.

reed the walling critieria
SlayerS_`HackeR`
Profile Joined November 2008
United States190 Posts
Last Edited: 2009-06-18 03:09:26
June 18 2009 02:49 GMT
#163
Lots of newbs still use LT in battlenet, so here are the wall-ins for the natural.
Like Python, the 3 Nat is the only area in the map that cannot be walled-in with 1 rax/2 supply

All credits go to me

6 Nat
[image loading]


9 Nat
[image loading]


12 Nat
[image loading]


- i pwn n00bs -
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-06-18 02:58:40
June 18 2009 02:55 GMT
#164
Problem with those walls though is that you would need to keep an SCV there really early, then another, and probably a 3rd until a tank or two pops out vs protoss.

Otherwise probe,2-3 zeal, 1-3 goon are gonna smash a depot in a second, even if you have a few marines there. So for 12 v 3 you might as well just wall a P into his nat in the first place lol.edit- where is the 3 wall? (cant be done?)
..and then I would, ya know, check em'. (Aka SpoR)
Pieguy314
Profile Blog Joined November 2008
Canada262 Posts
June 18 2009 05:34 GMT
#165
BTW here's a ZERGLING TIGHT WALLIN
on Python at 12.
Not sure if this is common knowledge or not, but I think it's better than the wallin that the OP has.
[image loading]
asdfasdf
SlayerS_`HackeR`
Profile Joined November 2008
United States190 Posts
June 18 2009 18:15 GMT
#166
Vertical wall-ins are zergling-tight. Horizontal wall-ins are only zealot/scout-tight.

Replace OP's Python 12 Main with Pieguy314's, and replace the 6 Main with this:
[image loading]
- i pwn n00bs -
conCentrate9
Profile Blog Joined December 2007
United States438 Posts
June 18 2009 18:23 GMT
#167
In the OP:

MAYBE IT WASNT CLEAR BUT I MADE ALL THESE WALLS FOR TVP. I DO REALISE ZERGLINGS CAN PASS THROUGH MOST OF THESE. IF YOU WANT ZERGLING TIGHT WALLS, SUPPLY ABOVE BARRACKS IS THE ONLY WAY TO GO. MOST OF THE TIME YOU CANT GET ZERGLING TIGHT WALLS WITH THREE BUILDINGS, BUT IF YOU CAN MAKE AT LEAST ONE PART TIGHT, YOU CAN BLOCK THE OTHER WITH AN SCV.
arb
Profile Blog Joined April 2008
Noobville17920 Posts
June 18 2009 18:24 GMT
#168
On May 25 2009 14:30 Ry-Masta-T wrote:
I'm pretty sure the wall suggested for outsider's left side expo (9:00) lets lings through the depots.

im pretty sure it doesnt
if a ghost cant get through nothing can
Artillery spawned from the forges of Hell
AttackZerg
Profile Blog Joined January 2003
United States7454 Posts
June 18 2009 18:27 GMT
#169
I have used this thread a few times since its inception to gauge whether a wall on a new map is done correctly or not.

It is usefull to know for sure!

Thanks op!
Pieguy314
Profile Blog Joined November 2008
Canada262 Posts
Last Edited: 2009-06-18 21:13:06
June 18 2009 21:12 GMT
#170
On June 19 2009 03:23 conCentrate9 wrote:
In the OP:

Show nested quote +
MAYBE IT WASNT CLEAR BUT I MADE ALL THESE WALLS FOR TVP. I DO REALISE ZERGLINGS CAN PASS THROUGH MOST OF THESE. IF YOU WANT ZERGLING TIGHT WALLS, SUPPLY ABOVE BARRACKS IS THE ONLY WAY TO GO. MOST OF THE TIME YOU CANT GET ZERGLING TIGHT WALLS WITH THREE BUILDINGS, BUT IF YOU CAN MAKE AT LEAST ONE PART TIGHT, YOU CAN BLOCK THE OTHER WITH AN SCV.


Well I guess you can use the zergling tight wallins for TVP i guess? If you place the depot diagonal to the other depot, you can get marines through but not zealots/probes
EDIT: Referring to my post about 12 main at python.
asdfasdf
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-06-19 00:45:07
June 19 2009 00:40 GMT
#171
This is relevant (lots of pics throughout the thread) http://www.teamliquid.net/forum/viewmessage.php?topic_id=95004


[image loading]
[image loading]
[image loading]

[image loading]

[image loading]


[image loading]


..and then I would, ya know, check em'. (Aka SpoR)
SlayerS_`HackeR`
Profile Joined November 2008
United States190 Posts
June 19 2009 01:06 GMT
#172
CharlieMurphy what do those numbers mean?
- i pwn n00bs -
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2009-07-12 00:53:10
July 12 2009 00:52 GMT
#173
I came back to finish what I started.

Long story short, I basically spent the last 4 days of my summer creating images, uploading them, rewriting the entire thing, and creating an easier to use format than the previous so that you can find walls for a certain map quickly and efficiently. Furthermore, I've created a zip file with all the map images inside of it which can be found near the bottom of section 3. And, of course, I added a bunch of new maps.

Sorry for my lack of updates throughout the past year, I hope this makes up for it. I'll start editing the Terran walling page of liquipedia maybe in a couple weeks, gotta take a break for now.

Let me know if I forgot to credit you somewhere.
ActualSteve
Profile Blog Joined April 2009
United States627 Posts
July 12 2009 01:36 GMT
#174
Very helpful. Thanks.
You are now breathing manually.
Revabug
Profile Blog Joined June 2009
United Kingdom147 Posts
July 12 2009 17:13 GMT
#175
Thanks a ton :D
arb
Profile Blog Joined April 2008
Noobville17920 Posts
July 12 2009 17:21 GMT
#176
On June 19 2009 10:06 SlayerS_`HackeR` wrote:
CharlieMurphy what do those numbers mean?

they are sprite size in pixels or something i think(its something like that)
Artillery spawned from the forges of Hell
Monokeros
Profile Blog Joined November 2005
United States2493 Posts
September 01 2009 13:46 GMT
#177
Heres some ways to wall on one of the new Proleague maps, Match Point
It looks like for TvP you put the rax next to the minerals while for TvZ you put the depot next to the minerals, while its not a ling proof if you spare an scv and have a few marine you should be bale to hold off an all-in. Well whether the rax is in the middle or next to the mineral patch it's still not ling proof
2 o'clock
+ Show Spoiler +
[image loading]


7 o'clock
+ Show Spoiler +
[image loading]
Keep the Dream Alive twitch.tv/monokerros
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2009-09-01 15:16:48
September 01 2009 14:20 GMT
#178
On September 01 2009 22:46 Monokeros wrote:
Heres some ways to wall on one of the new Proleague maps, Match Point
It looks like for TvP you put the rax next to the minerals while for TvZ you put the depot next to the minerals, while its not a ling proof if you spare an scv and have a few marine you should be bale to hold off an all-in. Well whether the rax is in the middle or next to the mineral patch it's still not ling proof
2 o'clock
+ Show Spoiler +
[image loading]


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

Thanks. Don't bother doing the rest though, they're already in the works and they should be done within an hour, since school was canceled for me. California fires.
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
September 01 2009 15:38 GMT
#179
wow

awesome job !!
Enjoy the game
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
September 01 2009 16:33 GMT
#180
On June 19 2009 10:06 SlayerS_`HackeR` wrote:
CharlieMurphy what do those numbers mean?

They mean you can wall really easily with factory add-ons.
Don't hate the player - Hate the game
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2009-09-01 17:35:42
September 01 2009 17:09 GMT
#181
Added the Mains and Naturals for the following new proleague maps:
Acro
Asgard
Judgment Day
Moon Glaive
Match Point
Roadrunner
Silver Wing
Tornado

Tell me if the names ever change from GTRs translations, the maps change rendering certain walls useless, or something gets scrapped. I'll react accordingly.

I'll upload a new version of the wall image pack soon.
It's up.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
September 01 2009 18:21 GMT
#182
I found an error! but im keeping it to myself so i can run in my zerglings.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
September 21 2009 04:57 GMT
#183
:O!! this is going to help me so much
Nada's body is South Korea's greatest weapon.
Amnesia
Profile Blog Joined September 2009
United States3818 Posts
September 21 2009 04:58 GMT
#184
On September 02 2009 03:21 nttea wrote:
I found an error! but im keeping it to myself so i can run in my zerglings.


You are a prick. </3
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 21 2009 05:22 GMT
#185
Thanks for consistently keeping this updated Shake!
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Armathai
Profile Joined October 2007
1023 Posts
September 21 2009 11:17 GMT
#186
Yes thank you, this has greatly improved my confidence as a terran, knowing your fortress is impenetrable is always a comfort :D
Looking for ArcticCerebrate formerly from @USEast
Mr. Bean
Profile Joined October 2009
82 Posts
October 09 2009 16:02 GMT
#187
Hi!

Very nice and helpful thread,thanks.
I just wanna mention that you can wall off Gods Garden also,if you do it downside the ramp.
There´s very few room to micro,but decide for yourself:

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Later on at the expansion (not all zealot-,but almost goon-tight [if goons are as big as tanks,i don´t know exactly}):

+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


Note: On the upper left and down right expansion,the room becomes very small,if you´re about to move out,so it may be viable to destroy a depot there,when it is time.
And on the upper right expansion,the scvs spawn outside and can´t get in anymore without lifting a building.

Well,i´m done,maybe this helps someone.
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
November 17 2009 15:17 GMT
#188
When testing a wall, use zealots! A rule of thumb is that if an SCV can't walk through a zealot can't either. But SCVs are 23x23 and zealots are 23x19.

Since Fighting spirit is one of the motw I made some test and noticed that the wall at 1 o'clock main is wrong. You can also make a wall at 7 with only one supply and a barracks. And you use the same image for 7 and 11. Here is the real walls:

+ Show Spoiler +

1
[image loading]


7
[image loading]


11
[image loading]

stambe
Profile Joined May 2005
Bulgaria492 Posts
November 17 2009 17:00 GMT
#189
I dont know is it just me but i cant download the file in the link. I shows an error page. Maybe add another mirror ?
Valks rulzz
Impervious
Profile Blog Joined March 2009
Canada4198 Posts
November 29 2009 09:10 GMT
#190
Got a comment about the "match point" wall at 7 o'clock.

I played against someone, and got lings through it..... They went around the left side of the barracks..... I can upload rep if needed.....
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
November 29 2009 10:48 GMT
#191
5 stars - interesting that add-ons are negative though haha.
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
mangomango
Profile Joined September 2009
United States265 Posts
November 29 2009 12:41 GMT
#192
On June 14 2008 13:34 Archaic wrote:
Wow, very comprehensive guide. I know there have been guides like this before, but this was simple and straight forward. Whenever I end up playing T by accident, or just testing it out, I can't tell you how many times my walls have failed (gaps that tanks can fit through). Thanks for the pics and how to wall off the nat.


That is so true.
Husky: Every drone you lose is like a needle in the eye. Nony: probes win $10k (Earn it! Idra Fighting) :P
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
November 29 2009 16:39 GMT
#193
On November 29 2009 18:10 lMPERVlOUS wrote:
Got a comment about the "match point" wall at 7 o'clock.

I played against someone, and got lings through it..... They went around the left side of the barracks..... I can upload rep if needed.....


This is how you do it.

[image loading]
xmShake
Profile Blog Joined February 2007
United States1100 Posts
November 29 2009 18:32 GMT
#194
On November 30 2009 01:39 Necosarius wrote:
Show nested quote +
On November 29 2009 18:10 lMPERVlOUS wrote:
Got a comment about the "match point" wall at 7 o'clock.

I played against someone, and got lings through it..... They went around the left side of the barracks..... I can upload rep if needed.....


This is how you do it.

[image loading]

This is clearly 1 o'clock, but the wall works in the same way.

I fucked up because I test my walls with marines (I'm lazy) as opposed to with actual zerglings. This results in very rare errors that almost always have to do with barracks and terrain collisions that zerglings can fit through but not marines.

Again, The latest batch I created was strait from the beta maps, so they're different from the final versions. If you find more errors (theres probably a ton) or have any more maps to request, please pm me or post here, and I will do my best to edit them into the guide.
Necosarius
Profile Blog Joined September 2009
Sweden4042 Posts
November 29 2009 19:04 GMT
#195
Lol I got no idea how I could mix them up Here is 7 o'clock:

[image loading]
mmp
Profile Blog Joined April 2009
United States2130 Posts
November 29 2009 19:31 GMT
#196
I think the Match Point 7'o-clock nat has the 1'o-clock image, although it's pretty easy to figure out.

Surprising that ebay alone is ling tight on sides there.
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
GreEny K
Profile Joined February 2008
Germany7312 Posts
November 29 2009 19:39 GMT
#197
Were those ss from a game with a friend? I don't see why any protoss would get that many lotz lol.
Why would you ever choose failure, when success is an option.
airtown
Profile Blog Joined May 2009
United States410 Posts
Last Edited: 2009-12-20 16:17:59
December 20 2009 16:17 GMT
#198
Looks like the Moon Glaive walls don't work for the iccup version.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
heroyi
Profile Blog Joined March 2009
United States1064 Posts
December 20 2009 18:34 GMT
#199
i never really understood why terran players dont wall off. i mean the pros outweigh the cons. though i do love when they dont cause that means i just have to go 2 gate and i win the game.

if a terran walls off, that forces a whole new strategy to be played out by the other player. like pvt. if i see him not walling, i go 2 gate and win. however if he does wall off, then i have to go 1 gate tech and have to stick it out with their faggot tanks and watch them turn their flaccid dick to a insta-boner and explode all over my troops
wat wat in my pants
xmShake
Profile Blog Joined February 2007
United States1100 Posts
December 20 2009 18:55 GMT
#200
On December 21 2009 01:17 4iner wrote:
Looks like the Moon Glaive walls don't work for the iccup version.

If you could be more kind as to be more specific...
(Which ones? Zealot? Zergling? Naturals? All of them?)
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
December 20 2009 19:58 GMT
#201
On December 21 2009 03:34 heroyi wrote:
i never really understood why terran players dont wall off. i mean the pros outweigh the cons. though i do love when they dont cause that means i just have to go 2 gate and i win the game.

if a terran walls off, that forces a whole new strategy to be played out by the other player. like pvt. if i see him not walling, i go 2 gate and win. however if he does wall off, then i have to go 1 gate tech and have to stick it out with their faggot tanks and watch them turn their flaccid dick to a insta-boner and explode all over my troops


so, in other words, you kinda blow at PvT?

that's too bad...
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
airtown
Profile Blog Joined May 2009
United States410 Posts
December 20 2009 20:24 GMT
#202
On December 21 2009 03:55 xmShake wrote:
If you could be more kind as to be more specific...
(Which ones? Zealot? Zergling? Naturals? All of them?)


Yeah, none of them work at all. It's impossible to build in those places with the new map.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
CapO
Profile Blog Joined March 2007
United States1615 Posts
January 03 2010 20:22 GMT
#203
the walling pics for fighting spirit should be fixed... i just lost a tvp game on iccup because of this,, 5 o clock and 7 o clock positions need to be re-done asap. thanks.
SNSD fan
xmShake
Profile Blog Joined February 2007
United States1100 Posts
January 03 2010 21:20 GMT
#204
Sorry for the delay:
Moon Glaive and Fighting Spirit have been updated.
Should be accurate now.

Again, notify me if anything needs to be changed.
mmp
Profile Blog Joined April 2009
United States2130 Posts
February 01 2010 08:21 GMT
#205
Moon Glaive mains?
I (λ (foo) (and (<3 foo) ( T_T foo) (RAGE foo) )) Starcraft
fly.stat
Profile Blog Joined December 2008
United States449 Posts
February 16 2010 19:51 GMT
#206
Tornado walls aren't even the right map.
Until I write you again, take care of your precious person.
huameng
Profile Blog Joined April 2007
United States1133 Posts
March 01 2010 00:01 GMT
#207
On February 17 2010 04:51 FridgeToss wrote:
Tornado walls aren't even the right map.


This; I have TvP walls on that map at 4, 7, and 10 but can't figure out how to wall at 1's main. Any help?
skating
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2010-03-01 08:04:12
March 01 2010 00:27 GMT
#208
On February 17 2010 04:51 FridgeToss wrote:
Tornado walls aren't even the right map.

Haha I'll get on that.

Edit: They're up.

Let me know if any other maps are incorrect, or any maps you want walled.
xmShake
Profile Blog Joined February 2007
United States1100 Posts
Last Edited: 2010-03-01 00:46:31
March 01 2010 00:45 GMT
#209
On March 01 2010 09:01 huameng wrote:
Show nested quote +
On February 17 2010 04:51 FridgeToss wrote:
Tornado walls aren't even the right map.


This; I have TvP walls on that map at 4, 7, and 10 but can't figure out how to wall at 1's main. Any help?

You can't wall it. You can wall the natural though.
GeMicles
Profile Blog Joined January 2010
Canada307 Posts
March 01 2010 06:22 GMT
#210
thanks for the pics. really helps me out walling vs zerg.
walls can help you deal with cheeses as they will just lock the zeeals or lings outside while your rines deal with them.
thx for teh guide
i pikachu in the shower
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 01 2010 06:30 GMT
#211
Extremely helpful, thank you so much. Bookmarked!
airtown
Profile Blog Joined May 2009
United States410 Posts
April 25 2010 16:06 GMT
#212
By my testing, the main at 1 o'clock on fighting spirit is not wallable with the arrangement given in the article. A zealot can fit though.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2010-04-25 16:49:31
April 25 2010 16:49 GMT
#213
On April 26 2010 01:06 4iner wrote:
By my testing, the main at 1 o'clock on fighting spirit is not wallable with the arrangement given in the article. A zealot can fit though.

+ Show Spoiler +
[image loading]
Zealot proof
WeMade FOX would be a deadly SC2 team.
airtown
Profile Blog Joined May 2009
United States410 Posts
April 25 2010 18:31 GMT
#214
On April 26 2010 01:49 whitelynx wrote:
+ Show Spoiler +
[image loading]
Zealot proof


K thanks. I also found out that this will work if anyone's interested:
+ Show Spoiler +
[image loading]
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
xmShake
Profile Blog Joined February 2007
United States1100 Posts
April 25 2010 18:34 GMT
#215
On April 26 2010 01:06 4iner wrote:
By my testing, the main at 1 o'clock on fighting spirit is not wallable with the arrangement given in the article. A zealot can fit though.

Ok I updated it with the wall posted whitelynx posted. Thanks guys.
airtown
Profile Blog Joined May 2009
United States410 Posts
April 25 2010 19:10 GMT
#216
btw, 5oclock for fighting spirit doesn't work.
Use this pic instead:

+ Show Spoiler +
[image loading]
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
xmShake
Profile Blog Joined February 2007
United States1100 Posts
April 25 2010 19:14 GMT
#217
On April 26 2010 04:10 4iner wrote:
btw, 5oclock for fighting spirit doesn't work.
Use this pic instead:

+ Show Spoiler +
[image loading]

Fixed, thanks.
airtown
Profile Blog Joined May 2009
United States410 Posts
May 02 2010 01:55 GMT
#218
The mains for moon glaive should be wallable w the most recent iccup edition.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
xmShake
Profile Blog Joined February 2007
United States1100 Posts
May 02 2010 02:36 GMT
#219
On May 02 2010 10:55 4iner wrote:
The mains for moon glaive should be wallable w the most recent iccup edition.

Thanks, updated.
Harlekuin
Profile Joined October 2009
Australia10 Posts
May 02 2010 04:00 GMT
#220
The 7 oclock natural for the zling tight nat on matchpoint shows position 1 oclock again
What Would Julyzerg Do?
xmShake
Profile Blog Joined February 2007
United States1100 Posts
May 02 2010 04:13 GMT
#221
On May 02 2010 13:00 Harlekuin wrote:
The 7 oclock natural for the zling tight nat on matchpoint shows position 1 oclock again

They don't work anymore on the current version so I just deleted them, thanks for alerting me.
TriniMasta
Profile Joined December 2009
United States1323 Posts
Last Edited: 2010-05-03 01:24:43
May 03 2010 01:10 GMT
#222
On June 14 2008 23:18 axel wrote:
terrans should always wall asap vs P whatever they plan.

lol are you serious?
The main summary should to always avoid walling as much as you can. Only do it if you're not confident in your positioning and micro... lmfao funny

Anyways I thought if a simple guide like this was to be posted it would automatically be locked...
its already on youtube and liquipedia

EDIT: Wow didn't look at this date, whoever bumped this, thanks.
정명훈 FIGHTING!!! Play both T and P.
airtown
Profile Blog Joined May 2009
United States410 Posts
May 07 2010 01:23 GMT
#223
The walls for moon glaive at natural are out of date. Here are the ones that will work for the current version (all are zealot proof):

3oclock:+ Show Spoiler +
[image loading]


7oclock:+ Show Spoiler +
[image loading]


11oclock:+ Show Spoiler +
[image loading]
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
xmShake
Profile Blog Joined February 2007
United States1100 Posts
May 07 2010 02:49 GMT
#224
On May 07 2010 10:23 4iner wrote:
The walls for moon glaive at natural are out of date. Here are the ones that will work for the current version (all are zealot proof):

3oclock:+ Show Spoiler +
[image loading]


7oclock:+ Show Spoiler +
[image loading]


11oclock:+ Show Spoiler +
[image loading]

Much obliged, updated.
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines526 Posts
May 12 2010 17:21 GMT
#225
needs a protoss version, since walls in pvz are natural now
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
xmShake
Profile Blog Joined February 2007
United States1100 Posts
May 12 2010 21:29 GMT
#226
On May 13 2010 02:21 Crimson)S(hadow wrote:
needs a protoss version, since walls in pvz are natural now


Well I'm not going to spend my time doing that since I'm a Terran player but I can point you to where you can find most of the popular walls, although these aren't nearly as comprehensive or complete as my guide.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652
http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling
DemiSe
Profile Blog Joined May 2010
883 Posts
May 12 2010 21:48 GMT
#227
Well written and very educational. I really appreciate your time and effort put into this.
Keep up the good work !
Let's See Who's Stronger, Your Tricks, Or My Skills.
Papvin
Profile Joined May 2009
Denmark610 Posts
Last Edited: 2010-06-24 19:03:18
June 24 2010 18:27 GMT
#228
Edit: I'm a retard.
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
xmShake
Profile Blog Joined February 2007
United States1100 Posts
June 24 2010 18:34 GMT
#229
On June 25 2010 03:27 Papvin wrote:
Just wanna bump this to ask, why hasn't it been stickied ? Like in recommended threads.

It is in the recommended threads. Notice the "!" in front of the thread title, indicating its status as such.
Papvin
Profile Joined May 2009
Denmark610 Posts
June 24 2010 19:03 GMT
#230
On June 25 2010 03:34 xmShake wrote:
Show nested quote +
On June 25 2010 03:27 Papvin wrote:
Just wanna bump this to ask, why hasn't it been stickied ? Like in recommended threads.

It is in the recommended threads. Notice the "!" in front of the thread title, indicating its status as such.

I'm such a fucking moron, lol.
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
Rio
Profile Blog Joined June 2010
Vietnam598 Posts
June 24 2010 23:35 GMT
#231
Nice
What ever ---------------------------------------------------™
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
June 28 2010 05:29 GMT
#232
Is there anyway to make zergling proof walls on say, python or fighting spirit at your natural??
USER WAS SEXUALLY ABUSED FOR THIS POST.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2010-06-28 05:35:20
June 28 2010 05:33 GMT
#233
On June 28 2010 14:29 Chunkybuddha wrote:
Is there anyway to make zergling proof walls on say, python or fighting spirit at your natural??


No, but if the Z is going all in ling you could just build a semi-wall with bunker/depot/ebay or something and fill holes and ramp with scv and tech up to firebat.
WeMade FOX would be a deadly SC2 team.
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
June 28 2010 15:57 GMT
#234
On June 28 2010 14:33 whitelynx wrote:
Show nested quote +
On June 28 2010 14:29 Chunkybuddha wrote:
Is there anyway to make zergling proof walls on say, python or fighting spirit at your natural??


No, but if the Z is going all in ling you could just build a semi-wall with bunker/depot/ebay or something and fill holes and ramp with scv and tech up to firebat.

I decided not to accept your answer and play around with walling.

Here is what I came up with, and should be added to the thread's guide...

[image loading]

[image loading]

[image loading]

[image loading]

USER WAS SEXUALLY ABUSED FOR THIS POST.
CraftyStars
Profile Joined June 2010
Canada47 Posts
July 06 2010 17:09 GMT
#235
Yay! Thank you! Reading this helped my vP and vZ games so much. Plus it amuses me to no end to see a zergling rush mill around uselessly outside of my base while my 'rines pick em off.
"The queen forces a creep tumor out of her bowels" WTF?! Gotta love the Zerg
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
July 06 2010 17:28 GMT
#236
On June 29 2010 00:57 Chunkybuddha wrote:
Show nested quote +
On June 28 2010 14:33 whitelynx wrote:
On June 28 2010 14:29 Chunkybuddha wrote:
Is there anyway to make zergling proof walls on say, python or fighting spirit at your natural??


No, but if the Z is going all in ling you could just build a semi-wall with bunker/depot/ebay or something and fill holes and ramp with scv and tech up to firebat.

I decided not to accept your answer and play around with walling.

Here is what I came up with, and should be added to the thread's guide...

images


When on earth would you ever wall with CCs? Wtf?
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
airtown
Profile Blog Joined May 2009
United States410 Posts
July 06 2010 18:48 GMT
#237
On July 07 2010 02:28 Pokebunny wrote:
When on earth would you ever wall with CCs? Wtf?

I believe a terran (leta?) did this once vs Kwanro. Too lazy to look up the game though.
http://www.gwu.edu/~nsarchiv/news/20010430/northwoods.pdf
aeroH
Profile Blog Joined February 2009
United States1034 Posts
Last Edited: 2010-09-10 17:06:39
September 10 2010 16:01 GMT
#238
My attempts at walling in on the new proleague maps.

Aztec
+ Show Spoiler [8 'o clock] +
[image loading]
Zealot Tight

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

+ Show Spoiler [4 'o clock] +
[image loading]
Zealot tight.


Bloody Ridge
+ Show Spoiler [2 'o clock] +
[image loading]
Zealot Tight

+ Show Spoiler [2 'o clock Alternative] +
[image loading]
A ling tight wall for some fun cheeses ^^

+ Show Spoiler [7 'o clock] +
[image loading]
Zealot and ling tight.

+ Show Spoiler [7 'o clock Alternative] +
[image loading]
A ling tight wall for some fun cheeses ^^


Benzene
+ Show Spoiler [2 'o clock] +
Somebody help me out here. A barracks or a supply depot on the left side will create a gap no matter what.

+ Show Spoiler [7 'o clock] +
[image loading]
Allows a little space for dragoons to gather, but otherwise zealot and ling tight.


Circuit Breakers
+ Show Spoiler [1 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [5 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [7 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [11 'o clock] +
[image loading]
Zealot tight.


Empire of the Sun
+ Show Spoiler +
CANNOT WALL
Any building against the vertical portion of the wall surrounding your base will be passable.
+ Show Spoiler +
99% sure


Punchbowl Area
+ Show Spoiler [12 'o clock] +
[image loading]
Zealot tight

+ Show Spoiler [3 'o clock] +
Don't have a good one.. but for now+ Show Spoiler +
[image loading]
three depots!
+ Show Spoiler +
[image loading]
three more depots... :/

+ Show Spoiler +
[image loading]
fuu.. dunno if that'd actually be a wall though. all of these 3 depot walls are zeal tight


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

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


If you have better walls, tell me and I'll update.
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
September 11 2010 23:45 GMT
#239
On July 07 2010 02:28 Pokebunny wrote:
Show nested quote +
On June 29 2010 00:57 Chunkybuddha wrote:
On June 28 2010 14:33 whitelynx wrote:
On June 28 2010 14:29 Chunkybuddha wrote:
Is there anyway to make zergling proof walls on say, python or fighting spirit at your natural??


No, but if the Z is going all in ling you could just build a semi-wall with bunker/depot/ebay or something and fill holes and ramp with scv and tech up to firebat.

I decided not to accept your answer and play around with walling.

Here is what I came up with, and should be added to the thread's guide...

images


When on earth would you ever wall with CCs? Wtf?


If you're playing on Blue Storm TvZ, and spawn at the 1 o'clock position, and you're trying to go 15cc, then you do this. You can try to wall-in with a rax and supply depot, but then you have to lift the rax to get marines back into your main, and that's a hassle. Much easier is to build the rax in your main, and make a ling tight wall with a supply depot and CC. Then, when your CC is finished and you have enough marines, you can move out and take your natural that way. Much simpler than the alternative.
안지호
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
Last Edited: 2010-09-12 01:05:11
September 12 2010 01:01 GMT
#240
Yo dawg, I heard ya like spoila's so I put a spoiler in yo spoila in yo spoila in yo spoila so you can spoil and spoil while ya spoil yo spoila's while ya get get spoiled by yo spoila's.

Otherwise, very interesting, and will use in the future.
What the Fu- REAPERS?!
xmShake
Profile Blog Joined February 2007
United States1100 Posts
September 12 2010 01:25 GMT
#241
On September 11 2010 01:01 aeroH wrote:
My attempts at walling in on the new proleague maps.

Aztec
+ Show Spoiler [8 'o clock] +
[image loading]
Zealot Tight

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

+ Show Spoiler [4 'o clock] +
[image loading]
Zealot tight.


Bloody Ridge
+ Show Spoiler [2 'o clock] +
[image loading]
Zealot Tight

+ Show Spoiler [2 'o clock Alternative] +
[image loading]
A ling tight wall for some fun cheeses ^^

+ Show Spoiler [7 'o clock] +
[image loading]
Zealot and ling tight.

+ Show Spoiler [7 'o clock Alternative] +
[image loading]
A ling tight wall for some fun cheeses ^^


Benzene
+ Show Spoiler [2 'o clock] +
Somebody help me out here. A barracks or a supply depot on the left side will create a gap no matter what.

+ Show Spoiler [7 'o clock] +
[image loading]
Allows a little space for dragoons to gather, but otherwise zealot and ling tight.


Circuit Breakers
+ Show Spoiler [1 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [5 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [7 'o clock] +
[image loading]
Zealot tight.

+ Show Spoiler [11 'o clock] +
[image loading]
Zealot tight.


Empire of the Sun
+ Show Spoiler +
CANNOT WALL
Any building against the vertical portion of the wall surrounding your base will be passable.
+ Show Spoiler +
99% sure


Punchbowl Area
+ Show Spoiler [12 'o clock] +
[image loading]
Zealot tight

+ Show Spoiler [3 'o clock] +
Don't have a good one.. but for now+ Show Spoiler +
[image loading]
three depots!
+ Show Spoiler +
[image loading]
three more depots... :/

+ Show Spoiler +
[image loading]
fuu.. dunno if that'd actually be a wall though. all of these 3 depot walls are zeal tight


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

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


If you have better walls, tell me and I'll update.

Yo thanks for doing this. I'll get around to adding these whenever I get the motivation to wade through my mess of BBCode in the op. I'll also probably add some more maps at that time but give me like a week to do this.
sakurazuka
Profile Joined August 2010
Poland19 Posts
November 01 2010 21:20 GMT
#242
Anyone got the compiled files? Download is no longer available.
"God does not play dice with the universe; He plays an [...] obscure and complex version of poker in a pitch-dark room, with blank cards, for infinite stakes, with a Dealer who won't tell you the rules, and who smiles all the time." ~Neil Gaiman
xmShake
Profile Blog Joined February 2007
United States1100 Posts
November 01 2010 21:57 GMT
#243
On November 02 2010 06:20 sakurazuka wrote:
Anyone got the compiled files? Download is no longer available.

Sorry, I don't have the files anymore but you can easily download all the images separately through a browser extension like downthemall.
Kleinmuuhg
Profile Blog Joined September 2010
Vanuatu4091 Posts
Last Edited: 2010-11-01 22:52:29
November 01 2010 22:51 GMT
#244
On November 02 2010 06:57 xmShake wrote:
Show nested quote +
On November 02 2010 06:20 sakurazuka wrote:
Anyone got the compiled files? Download is no longer available.

Sorry, I don't have the files anymore but you can easily download all the images separately through a browser extension like downthemall.

which is a firefox addon for those wondering
This is our town, scrub
ArvickHero
Profile Blog Joined October 2007
10387 Posts
November 02 2010 00:24 GMT
#245
walls are so old fashioned in TvP, its all about the simcity
Writerptrk
SubPointOA
Profile Joined November 2010
United States183 Posts
November 02 2010 04:21 GMT
#246
just the supply above and to the right of barracks is good enough for new people
Just stick with the flow to rock the whole globe
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
April 27 2019 13:20 GMT
#247
Soo I'm not really sure where to post this, but I went to Liquipedia, and it does not have these walls (and does not allow images to uploaded larger than 1MB). Broodwall.com also doesn't have these, and the upload feature seems to be broken... So here it goes.

Ling-tight main wall-ins on CB with a factory:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


If this was not the right place to post this, please move it whereever it needs to be moved to (and let me know how to share stuff like this the next time around).
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
April 27 2019 13:29 GMT
#248
On April 27 2019 22:20 fazek42 wrote:
Soo I'm not really sure where to post this, but I went to Liquipedia, and it does not have these walls (and does not allow images to uploaded larger than 1MB). Broodwall.com also doesn't have these, and the upload feature seems to be broken... So here it goes.

Ling-tight main wall-ins on CB with a factory:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


If this was not the right place to post this, please move it whereever it needs to be moved to (and let me know how to share stuff like this the next time around).


Nice work dude
kogeT
Profile Joined September 2013
Poland2031 Posts
Last Edited: 2019-04-27 18:58:00
April 27 2019 18:57 GMT
#249
On April 27 2019 22:20 fazek42 wrote:
Soo I'm not really sure where to post this, but I went to Liquipedia, and it does not have these walls (and does not allow images to uploaded larger than 1MB). Broodwall.com also doesn't have these, and the upload feature seems to be broken... So here it goes.

Ling-tight main wall-ins on CB with a factory:

+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]


If this was not the right place to post this, please move it whereever it needs to be moved to (and let me know how to share stuff like this the next time around).


Someone is looking to do some wraith play.
https://www.twitch.tv/kogetbw
BurboNSC
Profile Joined November 2018
2 Posts
May 21 2019 18:53 GMT
#250
On April 27 2019 22:20 fazek42 wrote:
Broodwall.com also doesn't have these, and the upload feature seems to be broken...



Upload doesn't work like on wikipedia or liqui, it just sends things to the server where we have to add it manually (otherwise, it would create a mess). Thanks for the mail; I'll add those with your nickname annotation
fazek42
Profile Blog Joined April 2011
Hungary438 Posts
Last Edited: 2019-05-31 15:37:32
May 21 2019 22:47 GMT
#251
On May 22 2019 03:53 BurboNSC wrote:
Show nested quote +
On April 27 2019 22:20 fazek42 wrote:
Broodwall.com also doesn't have these, and the upload feature seems to be broken...



Upload doesn't work like on wikipedia or liqui, it just sends things to the server where we have to add it manually (otherwise, it would create a mess). Thanks for the mail; I'll add those with your nickname annotation


Ah okay, cool! It's a great website btw maybe just add a small popup that shows on finishing the upload telling the user this as well and that it'll be looked at eventually.

edit.: They are still not up yet :/
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