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[I]Zerg Building Positioning - Page 3

Forum Index > Brood War Strategy
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w3jjjj
Profile Joined April 2007
United States760 Posts
August 13 2009 16:33 GMT
#41
Good work!

Most of the time zerg walls are not meant to be so tight to the point where units can't get by, but just tight enough to make movements difficult. The wall on desti's third base, for example, doesn't block anything, but it makes it really hard for units to reach the sunkens, which is all that is needed.
Chuck Norris can salvage his opponent's structures.
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2009-08-13 17:41:31
August 13 2009 17:40 GMT
#42
You're exactly right, w3jjjjj. Don't worry about perfect perfect building positioning in most cases guys. As long as you're impeding zealot movement, you're improving your settup. Later in the game adding a lurker in that mess just makes Protoss players give up on attacking your 3rd on Desti (at least after they've lost 10 Zealots trying to get to the action ^^). At worst you're giving yourself more time to create reinforcements.

The perfect wall though, is just such an interesting concept to me. I'm going to post the idea on BWMN and see if they want to make a few maps incorporating that, and if they do, Korean's will probably see it to and have some fun with it and we might see it in progaming :O That's how it happened with neutral D-web ahahah.
LEGEND!! LEGEND!!
Wotans_Fire
Profile Blog Joined November 2008
United Kingdom294 Posts
Last Edited: 2009-08-13 19:25:36
August 13 2009 18:44 GMT
#43
I would like to see some ideas for new maps like outsider, medusa, heartbreak (i know this one should upload) etc. I find that paying attention when watching proleague really helps here are two used by great and ace that are a bit different

Great:
+ Show Spoiler +
[image loading]


Ace:
+ Show Spoiler +
[image loading]


Heartbreak Ridge:
+ Show Spoiler +
[image loading]

[image loading]

or
+ Show Spoiler +
[image loading]

[image loading]
"OMG this is pivotal!" ~ Tasteless "Indeed" ~ Artosis
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 13 2009 23:43 GMT
#44
On August 14 2009 02:40 Chef wrote:
You're exactly right, w3jjjjj. Don't worry about perfect perfect building positioning in most cases guys. As long as you're impeding zealot movement, you're improving your settup. Later in the game adding a lurker in that mess just makes Protoss players give up on attacking your 3rd on Desti (at least after they've lost 10 Zealots trying to get to the action ^^). At worst you're giving yourself more time to create reinforcements.

The perfect wall though, is just such an interesting concept to me. I'm going to post the idea on BWMN and see if they want to make a few maps incorporating that, and if they do, Korean's will probably see it to and have some fun with it and we might see it in progaming :O That's how it happened with neutral D-web ahahah.

idk if you can be that lackadaiscal about your wall. If you have 8+ hydras behind a decent wall with some sunkens, you are probably going to be ok, but with certain builds in ZvP you are just going to be defending with lings/drones and sunkens until mutas get out. And a great wall will be the difference between stalling the zealots for 20 seconds to get your mutas out, and watching as speedlots wreck your shit.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
hefty
Profile Joined January 2005
Denmark555 Posts
August 14 2009 02:42 GMT
#45
[image loading]
ghermination
Profile Blog Joined April 2008
United States2851 Posts
August 14 2009 04:15 GMT
#46
Oh god those LT building placements are sexy... i don't even play zerg and i think that they are amazing. Hopefully zerg will start to realize that they can and should wall-in and then we can have another huge change in metagame.
U Gotta Skate.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
August 14 2009 04:26 GMT
#47
I <3 JD's wall in this game


Off-topic question: Chef was PsychoTemplar your ID some time ago? I just checked 1 thread from like a year ago and I'm curious
wwww
Chef
Profile Blog Joined August 2005
10810 Posts
August 14 2009 07:42 GMT
#48
Yes. Many say the ID change made me a worse poster
LEGEND!! LEGEND!!
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
August 14 2009 08:05 GMT
#49
Nah... this thread is great and Story About a Zergling was pure pwnage x)
wwww
JohnBall
Profile Joined December 2008
Brazil1272 Posts
August 14 2009 09:47 GMT
#50
This thread is very interesting. Please, post more.
perfecting the art of five pool forever
Shauni
Profile Blog Joined July 2004
4077 Posts
August 14 2009 11:29 GMT
#51
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.
[/img]

Well, this placement was for ZvZ, and to deal with the problem of vulnerable mineral patches below you could make a temporary evo on the bottom of your minerals (and cancel it if zerglings doesn't attack. I believe this has been done in a couple of ZvZ games, most recently hyvaa vs hoejja on colosseum. The sunken is placed that high to protect the drones so they can drill between the gap of the sunken and pool. If it's placed any lower it kind of loses its purpose.
I'm taking whatever coverage I can get, because frankly, I'm busy working on this million dollar deal at my job. Early retirement is a good thing brotha man. - MessengerASL
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 14 2009 12:53 GMT
#52
The best thing about the wall in the last picture is that you can use the larvae trick to get larvae outside of the wall;;
Administrator~ Spirit will set you free ~
Chef
Profile Blog Joined August 2005
10810 Posts
August 14 2009 17:49 GMT
#53
I hate you, Plexa
LEGEND!! LEGEND!!
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 14 2009 17:58 GMT
#54
On August 14 2009 13:15 ghermination wrote:
Oh god those LT building placements are sexy... i don't even play zerg and i think that they are amazing. Hopefully zerg will start to realize that they can and should wall-in and then we can have another huge change in metagame.

Zerg's already do realize they can wall in. Watch any ZvP or most mech ZvT and you will see that. There are just much fewer situations where a zerg wall is possible, or even helpful. Zergs cant just wall off random places because of creep limitations, and in most situations cluttering up the battlefield will end up hurting the zerg instead of helping. In almost all of the situations where a wall is possible and helpful for zerg are already, they are already being used.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
August 14 2009 19:07 GMT
#55
My God
I feel so stupid for neglecting good building placement all this time haha.
Thanks, you have opened my eyes. This will definitely help me prevent losing my 3rd all the damn time on Destination
FUCKING GAY LAGS
King K. Rool
Profile Blog Joined May 2009
Canada4408 Posts
Last Edited: 2009-08-14 20:02:49
August 14 2009 20:01 GMT
#56
I've always tried to do building placement such that it's hard for zealots to run in and kill my sunkens (or just run right past my entire nat into my main -_-).

However, I've discovered that you should be very careful when making your simcities. Alot of the times I find that fatass lurkers get stuck when you have a nice wall and the only way for them to get out is through the mineral lines (you could always destroy stuff, but usually I use evo chambers to wall and they're doing upgrades..)
Navane
Profile Blog Joined February 2007
Netherlands2757 Posts
Last Edited: 2009-08-24 20:39:31
August 24 2009 20:13 GMT
#57
[image loading]


bottom position on Destination

i was watching lz's stream and he had to fight against this simcity, he said it was so good that he would use it. The dead building was an evo.
sixghost
Profile Blog Joined November 2007
United States2096 Posts
August 24 2009 20:34 GMT
#58
On August 25 2009 05:13 Navane wrote:
[image loading]


bottom position on Destination

i was watching lz's stream and he had to fight against this simcity, he said it was so good that he would use it. The dead building was an evo.

Can't see the image.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Saracen
Profile Blog Joined December 2007
United States5139 Posts
Last Edited: 2009-08-24 22:28:24
August 24 2009 22:24 GMT
#59
Well, for all you Zerg users, here are some completely zeal-tight walls (no need to egg block) for both positions on Desti. They each use 2 evos, 1 den, 4 hatch, and 1 spire per spawning location (nat + 3rd). Enjoy...

Top:
+ Show Spoiler +
[image loading]

[image loading]


Bottom:
+ Show Spoiler +
[image loading]

[image loading]


EDIT: These building orientations are zeal-proof

Hatch/Evo
+ Show Spoiler +
Hatch-Evo

Hatch
-
Evo

Hatch/Den
+ Show Spoiler +
Den-Hatch-Den

Hatch
-
Den

Den-Evo
+ Show Spoiler +
Den-Evo

Evo
-
Den
-
Evo

Spire is really fucking tight and can block most things.
DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
August 24 2009 22:36 GMT
#60
Chef. I dont even PLAY zerg and i feel like i've learned alot
you're posts always make me smile and i always leave feeling satisfied.
<3
cw)minsean(ru
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