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On August 25 2009 07:24 Saracen wrote: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 +Bottom: + Show Spoiler +EDIT: These building orientations are zeal-proof Hatch/Evo + Show Spoiler +Hatch/Den + Show Spoiler +Den-Evo + Show Spoiler +Spire is really fucking tight and can block most things. Really, really nice work, thanks for figuring these out. What concerns me in game is the ability of your own units to get in and out of your base (such as in the case of being dropped, or just macroing units from your main hatchery and trying to get them out of your natural asap).
Knowing those key orientations however, is excellent.
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On August 25 2009 07:56 Chef wrote:Really, really nice work, thanks for figuring these out. What concerns me in game is the ability of your own units to get in and out of your base (such as in the case of being dropped, or just macroing units from your main hatchery and trying to get them out of your natural asap). Knowing those key orientations however, is excellent. Oops, bottom position is passable between hatch-hatch. I'll fix that in a sec. Yeah, you're right. Your units will have to struggle through the drone line. However, I'm pretty sure the larvae spawn on the outside of the hatchery, so it'll still be a problem for some of your hatcheries, but not all of them. Also, hydras can fit through den-hatch, whereas zealots can't, so the 3rds should be fine as long as you don't morph lurkers behind the hatches. (For the bottom 3rd, though, don't put your bottom sunk there. That happens to wall off your hydras - oops, lol.)
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On August 25 2009 05:13 Navane wrote: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. Off-topic: What's the name of the app between Iccup icon and Daemon's tools icon at the traybar?? I was trying very hard to remember it's name sometime ago, but i couldn't ^^ thanks a lot!
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Okay, Chef. Here's an updated version of Desti Walls. The walls for the 3rds are "perfect" (hydras can pass through but zealots can't). I included "open" and "closed" versions for the nat walls (note: you could make perfect nat walls as well if you were willing to build a second den), "open" being you need to egg block (you'll have to larva trick first to get your larvae in the correct position - the opening is between the two hatcheries) in order for the wall to be completely sealed, but it lets your hydras pass through, and "closed" being completely hydra/zealot/lurker/ultra/whatever-proof.
Top: + Show Spoiler +
Bottom: + Show Spoiler +
I figure it's about time Zergs started to do this, seeing as how Protoss and Terran were doing this ages ago...
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The following are visual examples of possible walls. Yellow means lings can go between the buildings, but Zealots can't, Red means neither can. A light blue 'H' means Hydras CAN go between them, but Zealots can't.
+ Show Spoiler +
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Chef, I'm pretty sure hydras can't fit when the den is to the right of the hatch. Anyways, nice testing.
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Saracen I'm a little concerned of the ability to build that spire so far away from the nat hatch. That 2nd hatch won't be complete, or even placed, by the time you need to make that spire, are you sure the creep extends that far without making a sunken first?
I think alot of those walls are a little impractical.
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Just tested, but no screenies cause I'm lazy sorry
Bottom spire is possible, but top one isn't. However, you can just move it up one space for the same effect.
They are impractical a bit. First of all, they expose your spire. Second, assuming +1 speedzeal timing, you're getting two evos as, supposedly, 5 hatch hydra, where you only get one in the beginning (i'm assuming for gas? i'm still not clear why you can't get both). However, you CAN morph the second evo as they're coming to attack, and you'll have money if they're timing is right since you're supposed to be just switching to hydras.
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On August 26 2009 21:27 Leg[end] wrote:Nice penis ^ OMG i laughed my ass off after seeing this. Cool stuff
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On August 26 2009 21:46 stambe wrote:OMG i laughed my ass off after seeing this. Cool stuff The nat is the bottom of the scrotum(hey it even rhymes :D)
Edit: sorry for the double post.
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On August 26 2009 21:47 stambe wrote:Show nested quote +On August 26 2009 21:46 stambe wrote:On August 26 2009 21:27 Leg[end] wrote:Nice penis ^ OMG i laughed my ass off after seeing this. Cool stuff The nat is the bottom of the scrotum(hey it even rhymes :D) Edit: sorry for the double post.
No worries, I'm glad you enjoyed it ^^
This actually reminds me.... on Zodiac (i think) the scouting paths between each main makes a swastika on the mini map :x
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How would you change the positioning in your first image for ZvZ if you knew you were going to be putting another hatchery in your main? I usually move the pool and the colony closer to my hatchery and then put my 2nd hatchery directly under (and one to the right due to closeness of minerals) my first hatchery - is there a better way?
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Good post. I've been trying to improve my building placement to optimize the protection that my sunkens provide, and to make my ramp less accessible. Thanks for this!
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I never use simcity as zerg. and desti for me is hardest map.. But since you guys are mainly focusing on desti makes me think this is why I have such trouble with it. But also I usually only get 1 sunken.. Should I be getting more?
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On October 22 2009 21:30 Mobius wrote: I never use simcity as zerg. and desti for me is hardest map.. But since you guys are mainly focusing on desti makes me think this is why I have such trouble with it. But also I usually only get 1 sunken.. Should I be getting more? Depends on what the opponent does. The only situation in which I get more than 1 sunken is if the opponent is ling all-inning (like what Jaedong did in g1 of OSL finals).
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Holy crap I can't believe I missed this gem of a thread
Two thumbs up, Chef!`
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On October 22 2009 12:38 Crunchums wrote: How would you change the positioning in your first image for ZvZ if you knew you were going to be putting another hatchery in your main? I usually move the pool and the colony closer to my hatchery and then put my 2nd hatchery directly under (and one to the right due to closeness of minerals) my first hatchery - is there a better way? pool left one pixel and sunken down one pixel. is how i do it
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On October 23 2009 08:45 HeavOnEarth wrote:Show nested quote +On October 22 2009 12:38 Crunchums wrote: How would you change the positioning in your first image for ZvZ if you knew you were going to be putting another hatchery in your main? I usually move the pool and the colony closer to my hatchery and then put my 2nd hatchery directly under (and one to the right due to closeness of minerals) my first hatchery - is there a better way? pool left one pixel and sunken down one pixel. is how i do it I find that putting the pool one to the left slows down my gas mining, but putting the sunken one down does cover the 2nd hatchery.
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