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Overlord Placement Maps

Forum Index > StarCraft 2 Strategy
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1 2 Next All
Wilder
Profile Joined May 2010
United Kingdom33 Posts
Last Edited: 2011-02-03 12:24:41
January 25 2011 00:35 GMT
#1
This is my first thread on TL and I wanted to contribute something that would help other players. Many zergs will take this as common knowledge but for those struggling to know where to put Overlords without them getting killed maybe this will help:

Here are some maps showing the best places for overlords as a Zerg player. Note that you will have to mirror the placement for some maps as I have assumed the zerg spawn is at the bottom right in each map.

Disclamer: These placements are NOT Phoenix/Viking/Mutalisk proof. Any overlord deaths caused by use of these maps are at users responisbility.


Xel'Naga Caverns:
+ Show Spoiler +
[image loading]


Shakuras Plateau:
+ Show Spoiler +

[image loading]


Scrap Station:
+ Show Spoiler +
[image loading]


Metalopolis:
+ Show Spoiler +
[image loading]


Lost Temple:
+ Show Spoiler +
[image loading]


Jungle Basin:
+ Show Spoiler +
[image loading]


Delta Quadrant:
+ Show Spoiler +
[image loading]



Hope they help someone.


EDIT: I Have revamped Blistering Sands. Before I continue with the other maps, I just want to see if my new layout is more useful. A white cross denotes a scouting overlord, which will probably be killed for information. A green cross denotes a single zergling to control a watchtower.


Blistering Sands:
+ Show Spoiler +

VS Protoss
+ Show Spoiler +
[image loading]


VS Terran
+ Show Spoiler +
[image loading]


VS Zerg
+ Show Spoiler +
[url=http://imgur.com/O1aDG][image loading]




gg F10 n
iChau
Profile Joined December 2010
United States1210 Posts
January 25 2011 00:52 GMT
#2
Nice, now I know where to send my phoenixes. ^_^

jk Good work, though.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Toxigen
Profile Joined July 2010
United States390 Posts
January 25 2011 00:57 GMT
#3
I've actually been looking for something like this -- great contribution!

It's always interesting to see where other Zergs put their overlords. Just at a glance it's given me a couple more ideas.

Thanks!
regulator_mk
Profile Joined June 2010
United States127 Posts
January 25 2011 01:05 GMT
#4
Why do you have overlords on top of watchtowers? Towers give vision of the high ground, making the ovie really easy to kill. Putting a single ling at the tower instead actually gives you more vision while putting a less valuable unit at risk.
AngelusDeLetum
Profile Joined April 2010
United States98 Posts
January 25 2011 01:12 GMT
#5
On January 25 2011 10:05 regulator_mk wrote:
Why do you have overlords on top of watchtowers? Towers give vision of the high ground, making the ovie really easy to kill. Putting a single ling at the tower instead actually gives you more vision while putting a less valuable unit at risk.


i agree with this but otherwise good work!!
Wilder
Profile Joined May 2010
United Kingdom33 Posts
January 25 2011 01:19 GMT
#6
Why do you have overlords on top of watchtowers? Towers give vision of the high ground, making the ovie really easy to kill. Putting a single ling at the tower instead actually gives you more vision while putting a less valuable unit at risk.

I generally do this, not to watch the watchtower but to have a few overlords in relatively safe elevated positions, so if I need to sacrifice one to scout, or move them to spread creep, they are already in the area.

Also in a good scenario you are going to have map control anyway, so your overlords are going to be at no risk from being spotted.
gg F10 n
Laggy
Profile Blog Joined May 2010
United States385 Posts
January 25 2011 01:29 GMT
#7
That's kind of excessive, all you really need in my opinion is a circle around their. For expo scouting hunting you just need a control group of some lings.
D on iccup stands for diamond in SC2
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
January 25 2011 01:35 GMT
#8
Wow I wanted to make a thread like this but never took the time and then forgot about it. Add to that my uncertainty of the quality of overlord placement.

This is very helpful for someone like me, who is only just starting to get into 1's play recently and still picking up nuances of each map.

I agree about the XN watchtower overlords above.

If you wanted to get a bit more advanced about it you could include some kind of race modifier, although I suppose for zerg you pretty much ignore these maps completely and just make an OL trail from his ramp to yours.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Temporarykid
Profile Blog Joined November 2010
Canada362 Posts
January 25 2011 01:39 GMT
#9
You've got some awkward placements, but it's a good effort. If I was actually half decent at using photoshop or paint I would draw up my own set to show you what I mean kinda.

Not trying to sound unappreciative at all, this is a brilliant idea.
ㅈㅈ
smax
Profile Joined December 2010
8 Posts
Last Edited: 2011-01-25 01:47:22
January 25 2011 01:47 GMT
#10
That's another thing I always hated about JB. No good overlord spots to keep an eye on the enemy main. That overlord spot below the main will get killed most of the time.

Try to suicide in a overlord from the top right void and it will never get to there.

Thanks for the maps
BigSocks
Profile Joined October 2010
Australia24 Posts
January 25 2011 01:55 GMT
#11
I place mine in a lot of similar spots, but there were a few that I don't use and should, so thanks for the post!

I usually keep ovies away from the watch towers coz they get sniped easily. Generally speaking, high ground is good, or over sky/water terrian to get away from ground units.

On metalopolis there are so many good spots for OLs. I added a couple extra 'x's to show what mean... add a ling outside base and you almost don't need the towers in the middle this way

+ Show Spoiler +

[image loading]


Of course, the OP and I are assuming perfect map control. Keep your ovies safe and place them wisely!
Noob3rt
Profile Joined January 2011
Canada114 Posts
January 25 2011 01:58 GMT
#12
This was a great idea, however, you are missing some very key positions. Some of the positions make zero sense as well. If you are looking to spot on expansion places like on Xel'Naga - You wouldn't technically put it to the side so much as just simply block it off with a Creep spewing Overlord. No?

Example - On Scrap Station you should always have an Overlord between space and the ramp to see if they are walling off or not. The gap between the gas and the first expansion is not a viable place for an Overlord as it can be shot down by any ground units. You would ideally put it behind the mineral line.

There are plenty of other things to add, and take away. Some overlord positions just won't work as they will be shot down, etc.

Great list though, thanks! :D
"What is life without happiness?"
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
January 25 2011 02:13 GMT
#13
A place where the overlord can be killed by ground units is not necessarily a bad place to put it if it gives valuable information thats worth the life of the overlord, and you plan ahead for the loss of it. Especially later in the game when a single overlord is much less valuable.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Wilder
Profile Joined May 2010
United Kingdom33 Posts
January 25 2011 02:35 GMT
#14
I'll be making some improvements to the maps soon and adding Steppes of War also. Thanks for the feedback.
gg F10 n
TheRealzz
Profile Joined November 2010
150 Posts
January 25 2011 05:52 GMT
#15
LOL!!!!

It would be funny some P or T has a printed copy pulls out 2 phoenix and then depending on the map queues up attack moves in all these areas...

Thanks Bob im supply capped again hahaha Jokes very nice.
One-base play is aggression ?
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
January 25 2011 05:53 GMT
#16
On January 25 2011 11:35 Wilder wrote:
I'll be making some improvements to the maps soon and adding Steppes of War also. Thanks for the feedback.


Please do! It's admittedly a small part of the zerg game, but it certainly makes a difference, and plenty of higher level players don't seem to have adequate spotting. I know my own spotting is suspect at best.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Atlare
Profile Blog Joined April 2010
Australia893 Posts
January 25 2011 05:59 GMT
#17
Nice work but i suggest removing the overlord placement in the middle of metal because it is always reachable by one side of the gold expo's if he has tower sighting, this was tested by me and a friend a little while back.
To clarify, there is always a point where the OL is within range of the gold, meaning it could easily get sniped by marines early on who are scouting towers.
Considering learning BW
Indrium
Profile Joined November 2010
United States2236 Posts
January 25 2011 06:09 GMT
#18
Cool, thanks for that.
Noob3rt
Profile Joined January 2011
Canada114 Posts
Last Edited: 2011-01-25 09:45:39
January 25 2011 09:45 GMT
#19
I always stick an Overlord in the middle of Metal, and nobody has killed mine yet. O_O

Good job, if you need help with anything, feel free to PM Me. I love things like that. :D
"What is life without happiness?"
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
January 31 2011 06:13 GMT
#20
Would you consider updating these pics with input from the other posters here, and also if you might consider adding some kind of color-coding for 4-player map to show conditional OL placement there (pending cross-position, etc). I'd be happy to help if that's an issue, and think this thread can be a good resource for future reference for starting 1's players learning the maps.

Thanks again for doing this.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
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