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Active: 2213 users

[I]Zerg Building Positioning - Page 2

Forum Index > Brood War Strategy
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SynC[gm]
Profile Blog Joined October 2008
United States3127 Posts
August 13 2009 02:09 GMT
#21
Heh. I have OCD so my building placement is always clean.
twitch.tv/dizzywee
n.DieJokes
Profile Blog Joined November 2008
United States3443 Posts
August 13 2009 03:29 GMT
#22
Nice thread, I was kind of hoping you would tell us which buildings in which ways make perfect walls (or zealot walls)
MyLove + Your Love= Supa Love
29 fps
Profile Blog Joined March 2008
United States5724 Posts
August 13 2009 03:39 GMT
#23
i remember reading somewhere that using a spire creates an impassable wall against zealots, but risking a spire isnt worth it.

btw, the minimap in the last few pics looks like a giant .......... johnson.
4v4 is a battle of who has the better computer.
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2009-08-13 03:59:33
August 13 2009 03:46 GMT
#24
On August 13 2009 12:29 n.DieJokes wrote:
Nice thread, I was kind of hoping you would tell us which buildings in which ways make perfect walls (or zealot walls)

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes

A hatchery OVER an evolution is ling tight. An evolution chamber over a hatchery is not even zealot tight.

Other than that, the knowledge isn't really useful. The info is all there in the wiki though if you wanna do the math.


hAHAHAHAHA OMFG. Look what I just discovered. I wasn't able to do it on any other position, but 9 o clock you can make a ling tight wall.

[image loading]


I was very tempted not to even share this, but in the interests of science, I suppose I won't pretend I didn't discover it
LEGEND!! LEGEND!!
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2009-08-13 04:15:06
August 13 2009 04:11 GMT
#25
On August 13 2009 09:48 aokces wrote:
Show nested quote +


[image loading]

09182958.png



Sunken placement is everything. In the above picture the sunken covers the gas, but doesn't protect your workers mining the bottom minerals. A few marines/vultures behind the mineral line can still do a lot of damage.

Personally I would move the sunken down more, but still enough to cover the extractor from melee units. I've seen a few ZvZ games where one player screwed the other over because he could zergling snipe the extractor before mutas come out, just because the sunken was a tile too low.

You can easily move your drones away from the bottom. You need to put the sunken there so your drones can slide along the bottom/right sides of the sunken to glitch the zerglings when they are attacking the sunk. Although the spawning pool should be moved down 1 space, the space left open under the spawning pool is too big in that setup.

Also, you can use the same hatch-den-hatch setup in desti's nat in ZvP as you can in ZvT. As long as you place the sunkens on the ramp-side of the wall.

Can we get some wall setups for HBR and Medusa?
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 13 2009 04:14 GMT
#26
On August 13 2009 12:46 Chef wrote:
Show nested quote +
On August 13 2009 12:29 n.DieJokes wrote:
Nice thread, I was kind of hoping you would tell us which buildings in which ways make perfect walls (or zealot walls)

http://wiki.teamliquid.net/starcraft/List_of_Unit_and_Building_Sizes

A hatchery OVER an evolution is ling tight. An evolution chamber over a hatchery is not even zealot tight.

Other than that, the knowledge isn't really useful. The info is all there in the wiki though if you wanna do the math.


hAHAHAHAHA OMFG. Look what I just discovered. I wasn't able to do it on any other position, but 9 o clock you can make a ling tight wall.

[image loading]


I was very tempted not to even share this, but in the interests of science, I suppose I won't pretend I didn't discover it

lol, that's a weird ass wall

Do you use that 3rd setup on desti often? I still use Shark's old setup of Den-Hatch-Hatch. It seems like the units would have a tough time getting out through that base unless the units can pass to the left of the leftmost hatchery.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2009-08-13 06:02:37
August 13 2009 05:32 GMT
#27
Hopefully we can get some people posting their sim cities here, I'll try to update this with a few more later. There are really only a few that I know work really well, the others i just kind of half ass it.

HBR 3rd+ Show Spoiler +
[image loading]


Zealots can barely fit between the 2 hatcheries, although they are really are pain to micro through there. Most P's will just run their zealots away, but if they try to attack through the gap between the left-hatch/gas it's pretty easy to micro your drones to survive.

HBR Nat+ Show Spoiler +
[image loading]

With the evo chamber this is 100% zealot tight. You can add the evo chamber at the last second and either cancel it after P leaves, or just destroy it later. 75 minerals is completely worth the added defense. If you don't want to add the evo, you can move the hydra den over 1 space to the left, and that will close the gap a bit more.

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

The evo can be added last second to make the wall zealot proof for the most part. 1 zealot can attack the top sunken colony, but that's not going to matter. I use this one a ton since you can still fit 2 more hatcheries in the nat using this set-up.

Colo2 anti-vult runby wall that you will probably never use+ Show Spoiler +
[image loading]
It's kind of useless since this is really the only position I could figure out a wall for, but if you 2hatch muta alot vs mech, it can pretty much win a game outright for you vs 2fact vult.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
ImNotBisu
Profile Joined July 2009
Canada142 Posts
August 13 2009 06:09 GMT
#28
As a protoss player who's gone C+ from speedlot rushing, I hate you, so very very much.
StarBrift
Profile Joined January 2008
Sweden1761 Posts
August 13 2009 06:26 GMT
#29
On August 13 2009 08:33 Marine50 wrote:
What about if the Terran runs vultures around the right hand side of your minerals and into your main? He could only take 1 or 2 hits from the sunken and completely bypass it.

Thanks for the zvp positioning on desti. I always have trouble with that


You have lings there blocking.
Zapdos_Smithh
Profile Blog Joined October 2008
Canada2620 Posts
August 13 2009 07:21 GMT
#30
Zerg building positioning I find is crucial in 2v2 and 3v3. I have literally defended like @ least 7 zealots one time just with drones and good sunken placement, so it's good to know.
rapistzerg
Profile Joined August 2009
37 Posts
August 13 2009 08:26 GMT
#31
ZerO vs Pure on Carthage 3. This is the best zerg simcity i have ever seen.
Papvin
Profile Joined May 2009
Denmark610 Posts
August 13 2009 09:03 GMT
#32
Awesome thread! I like your critique of zerg "not having to wall like t or p lol", and I myself is kinda bad at walling/ forget to do it and lose plenty of games because of it. Keep up the pictures of the walls guys! It's a great inspiration!
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
Lurgee
Profile Blog Joined April 2008
Australia252 Posts
August 13 2009 09:15 GMT
#33
On August 13 2009 10:10 APurpleCow wrote:
Show nested quote +
On August 13 2009 10:07 Chef wrote:
On August 13 2009 09:41 APurpleCow wrote:
Agreed with Marine50.

Stronger positioning vs vultures:
+ Show Spoiler +
[image loading]

I don't like the bridge control that sacrifices, which becomes important later in the game, but I added it to the OP.


=S

What bridge control? If a mech Terran pushes into your natural, I think you're doin something wrong.


Vulture opening does not necessarily mean mech.
Batibot
Profile Blog Joined August 2008
Philippines348 Posts
August 13 2009 12:17 GMT
#34
It lacks a good main base layout to help us on where to place hatches and tech buildings.
Jaedong has to be a Bonjwa. Tired of of rooting for July.
Nosmo
Profile Joined August 2008
Canada210 Posts
August 13 2009 13:11 GMT
#35

[image loading]


Beautiful. Simply...beautiful.
Killer next Bonjwa//Much is also good//Savior what happened//Fuck yeah, Nal_ra!
arlber
Profile Joined June 2009
United States58 Posts
August 13 2009 14:05 GMT
#36
Does anyone have any pics of walls for Python?
MutaDoom
Profile Blog Joined January 2009
Canada1163 Posts
August 13 2009 14:39 GMT
#37
On August 13 2009 15:09 ImNotBisu wrote:
As a protoss player who's gone C+ from speedlot rushing, I hate you, so very very much.

As a player who was consistently losing to speedlot rushing, I love this very very much.
whatusername
Profile Blog Joined November 2008
Canada1181 Posts
August 13 2009 14:56 GMT
#38
images dont work for me
im gay
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 13 2009 15:08 GMT
#39
nice work, that's certainly useful, pity I hate learning building-pplacements (that's part of the reason i chose zerg back in the day)
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
stroggos
Profile Joined February 2009
New Zealand1543 Posts
August 13 2009 16:32 GMT
#40
really good post, building placement as zerg is something that has been overlooked for a long time. (mainly because zergs have been too lazy to try and get the best wall in in case they screw up placement.)
hi
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