Overlord Placement Maps - Page 2
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clayn
Germany444 Posts
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Snickersnee
United States241 Posts
Thank you good sir /salute | ||
GrapeD
Canada679 Posts
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lowlypawn
United States241 Posts
Also I would like to point out the Z vs Z OL placement is totally different. Forget being discrete with OL placement in Z vs Z! Place them right along the main paths from base to base. Just keep em away from your opponents creep. Also watch for a spire, if the game makes it that far start retreating all the OL early or they will get sniped. The unique OL placement used in Z vs Z is one of the few things I like about the Z vs Z matchup. Xel'Naga Caverns: Pretty good except the left expansion and middle, the OL should be over the water like on the right side expansion. Over the towers is also a bad idea, zerglings should be used to monitor the towers, NOT overlords! Shakuras Plateau: I keep the OL mostly over the water located on the outside edge of the map. Mostly to keep tabs on expansions, Also monitoring the middle-bottom (happy face) and middle-top expansion with an OL is a must. I don't keep any OL in the middle of the map because lings can hold the towers not to mention creep will also give you scouting in the middle. Scrap Station: Pretty good but the middle ramp OL should be over space just out of range of marines and stalkers. Also at the start placing an OL over space near your opponents ramp is a must. Metalopolis: The smoke will not protect your OL, everyone checks those spots. The middle is also very bad and the OL will get killed most of the time. Besides the towers can be held by a zerglings so why waste the OL? Lost Temple: ONE OL in the middle (not at the tower) would be ok but I certainly wouldn't keep 4 out in the middle, losing 4 OLs is too much of a risk when 2 lings can do the job. Blistering Sands: OL at the gold expansions should be behind the minerals, not over the distrustable rocks. You probably get the concept of my thinking by now. Scouting with overlords is nice but you got to try and protect them and not place them in high risk locations, especially early game! Getting supply blocked at the wrong time can and will cost you games. Instead of relying on OLs use aggressive creep spread, and lings as much as possible. Mid-game burroed lings are WAY underused. Late game things change and losing an OL to delay an expansion probably worth it (dropping creep) but also keep using burroed ling to double delay expansions. Nothing is funnier then watching my opponent send a SCV to expand. See the OL creeping up the expansion. Send some marines to kill the OL, waits for creep to disappear, then he still cant land command center due to burroed zergling, Sends marines back to the expansion and wastes a scan! The only thing better is 8 burroed banelings in the chilling in the mineral line. | ||
Wilder
United Kingdom33 Posts
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P0ckets
United States430 Posts
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michaelhasanalias
Korea (South)1231 Posts
I'm especially concerned about ST, since I feel like there aren't really any good spots at all. ![]() Red = My spawn / all matchups Yellow = Opp spawn 1 Blue = Opp spawn 2 Green = Opp spawn 3 White = Xel Naga (with zergling) The main issue I have is that, especially in close positions, I can't really ever get in position to see when the opponent is coming. This map is so flat that you really can't hide OLs anywhere on the map, only on the outskirts, and they don't provide useful information there. Of all these OL placements, only the ones at the gold provide any use, and they must be SUPER micro'd in order to keep them alive... and they don't reveal much. What have other zergs been doing for this map? It seems I can't get any useful vision without leaving my OL out in the open. Even on Metal there are cliffs (albeit with easy access ramps) to use OL for spotting. It's risky, but at least it's safe if terran walks by and not up a ramp. | ||
Wilder
United Kingdom33 Posts
![]() Post them in here and I'll add them to the post (with credit of course). | ||
StutteR
United States1903 Posts
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