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The new version of Backwater Gulch is an improvement over its predecessor, with each starting location's natural expansion being much easier to defend. The ramp leading to the main base has also been altered, walling-in on this new version is different from what we're used to.
I created this slideshow because I accidentally trapped myself in my main the last time I was Protoss on this map (I play Random, by the way), and I'd rather spare my fellow players the pain of such a blunder. A picture is worth a thousand words, and here it is:
![[image loading]](http://imgur.com/xikds.jpg)
![[image loading]](http://imgur.com/Rg91Q.jpg)
![[image loading]](http://imgur.com/k5VDu.jpg)
![[image loading]](http://imgur.com/QURV4.jpg)
![[image loading]](http://imgur.com/Yhk6U.jpg)
![[image loading]](http://imgur.com/1QC3u.jpg)
![[image loading]](http://imgur.com/YSI4e.jpg)
![[image loading]](http://imgur.com/Cb7Je.jpg)
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Eh? What happened to my uploaded images?
Edit: Alright, fixed.
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If some1 cant figure out how to wallin he should just change the game he is playing ><
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On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp
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On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing ><
The weird ramp.
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On March 24 2011 06:31 101toss wrote:Show nested quote +On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp
I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight.
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On March 24 2011 06:34 DrGreen wrote:Show nested quote +On March 24 2011 06:31 101toss wrote:On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight.
The weakness of pylon gateway is that it has two weaknesses: the pylon AND the zealot.
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On March 24 2011 06:36 iChau wrote:Show nested quote +On March 24 2011 06:34 DrGreen wrote:On March 24 2011 06:31 101toss wrote:On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight. The weakness of pylon gateway is that it has two weaknesses: the pylon AND the zealot.
Still better then not zergling tight wall, huh?
I would rather have baneling weak wall-of which is zergling proof then the other way. The only real weakness of this is early lings attacking, forcing you to pull probe to block choke and move zealot to clear lings. Still better then not tight wall.
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On March 24 2011 06:38 DrGreen wrote:Show nested quote +On March 24 2011 06:36 iChau wrote:On March 24 2011 06:34 DrGreen wrote:On March 24 2011 06:31 101toss wrote:On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight. The weakness of pylon gateway is that it has two weaknesses: the pylon AND the zealot. Still better then not zergling tight wall, huh? I would rather have baneling weak wall-of which is zergling proof then the other way. The only real weakness of this is early lings attacking, forcing you to pull probe to block choke and move zealot to clear lings. Still better then not tight wall.
A pylon gateway wouldn't fit though if that picture looks right. You'll still need something else. Also, the pylon gateway is still vulnerable to zerglings because a) he'll harass your pylon and b) if you try to come out of probes, you'll get right into a sexy choke for zerglings to rip you apart. If you try to mineral walk, he can simply step back and repeat.
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On March 24 2011 06:40 iChau wrote:Show nested quote +On March 24 2011 06:38 DrGreen wrote:On March 24 2011 06:36 iChau wrote:On March 24 2011 06:34 DrGreen wrote:On March 24 2011 06:31 101toss wrote:On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight. The weakness of pylon gateway is that it has two weaknesses: the pylon AND the zealot. Still better then not zergling tight wall, huh? I would rather have baneling weak wall-of which is zergling proof then the other way. The only real weakness of this is early lings attacking, forcing you to pull probe to block choke and move zealot to clear lings. Still better then not tight wall. A pylon gateway wouldn't fit though if that picture looks right. You'll still need something else. Also, the pylon gateway is still vulnerable to zerglings because a) he'll harass your pylon and b) if you try to come out of probes, you'll get right into a sexy choke for zerglings to rip you apart. If you try to mineral walk, he can simply step back and repeat.
a) just set probe on hold position while repeling lings with 1st zealot. I dont understand your point b)
Here's how i wall off: http://img814.imageshack.us/img814/2716/screenshot2011032322415.jpg You can do that in every spawn position
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Enabling building grids in the options should solve this problem too.
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On March 24 2011 06:34 DrGreen wrote: I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight.
You guys should try these for yourselves instead of spreading misinformation. I did test them, and nothing could get through other than mineral-walking workers. It's a bit tricky setting up the zealot in the first three starting positions because there's only one square that they can block everything.
Basically, to figure out where to place the zealot, use a probe set to build a pylon to see the building grid. There should be exactly one square that turns up green between edge of the cliff and the edge of the gateway, and you have to place your zealot exactly in the middle of that square to block everything.
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This wall-in also works, but it's far more vulnerable than the one I posted. The difference is 600 to 650 HP depending on your building placement.
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On March 24 2011 07:05 Eternal Dalek wrote:Show nested quote +On March 24 2011 06:34 DrGreen wrote: I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight. You guys should try these for yourselves instead of spreading misinformation. I did test them, and nothing could get through other than mineral-walking workers. It's a bit tricky setting up the zealot in the first three starting positions because there's only one square that they can block everything. Basically, to figure out where to place the zealot, use a probe set to build a pylon to see the building grid. There should be exactly one square that turns up green between edge of the cliff and the edge of the gateway, and you have to place your zealot exactly in the middle of that square to block everything.
Yeah, u need to put your zealot perfectly if you want to cover that choke. And you cant check if its tight with probe cause probe model is bigger then zergling. You need to be very precise to pull it off every time perfectly. Also i dont like if there's space above the ramp. It makes me feel weird.
BTW did they fix the bug when you could move zealot with lings by spamming hold position on zerglings?
edit: White-ra also wallins with pylon+gate on this map.
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The zealot in those is vulnerable to roaches on low ground! I prefer something like these: + Show Spoiler +
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It all depends on what you're most weakest against, I guess. (or hate)
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On March 24 2011 07:24 CecilSunkure wrote:The zealot in those is vulnerable to roaches on low ground! I prefer something like these: + Show Spoiler + But then you can't FF the ramp. I prefer a pylon next to a gateway then a zealot
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I guess I'll just downvote the map...
...oh wait, I already have 
Anyways, good suggestions both by the OP and Cecil. Will theory-craft myself about this a bit tomorrow.
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On March 24 2011 08:00 hitman133 wrote:But then you can't FF the ramp. I prefer a pylon next to a gateway then a zealot Sure you can. FF the ramp, attack the lings with your zealot, and plug the hole with your sentry -walla you should be able to kill like 6 ling easy.
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On March 24 2011 08:00 hitman133 wrote:But then you can't FF the ramp. I prefer a pylon next to a gateway then a zealot It actually makes it easier to FF trap on the ramp, so you can get more zealots to the trapped units to kiiiiiiilllll them.
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I must confess that roughly 70% of all my losses against zerg are due to bad wall offs, and any information I can get about how to do it better is quite valuable to me.
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On March 24 2011 08:31 Carbonthief wrote: I must confess that roughly 70% of all my losses against zerg are due to bad wall offs, and any information I can get about how to do it better is quite valuable to me. To check your wall, attempt to run a probe through. If it can make it through, your wall is not functional, and you need to build something to fill up the hole.
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Yay :D
I wonder why the Ramp is like that though o.o
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On March 24 2011 07:24 CecilSunkure wrote:The zealot in those is vulnerable to roaches on low ground! I prefer something like these: + Show Spoiler +
Glad to see that you're implementing IMYongHwa's wall-in on the new maps . Perhaps I'll update my original thread with some examples of the wall-in for the rest of the new maps. If I do would you mind if I stole your examples?
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Canada13389 Posts
Thank you this saves me so much time of going in custom and climb this myself. Caused a loss cuz I walled myself in vs zerg earlier and then couldn't expo right time and keep a wall properly from run bys. I was so surprised when I saw that I walled myself in lol its a dif ramp than normal after all
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I didnt play this map for a while, till it jumped up and slapped me in the face today - when did this change go down? and is it now completely necessary to downvote this map? :|
I feel required to downvote delta, and now this is another required downvote as protoss?
Only leaves me with 1 playstyle/preference veto (I choose scrap)
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I like walling in the BOTTOM of the ramp better. You close one of the paths to your natural as well by doing this.
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On March 31 2011 00:07 Khaladas wrote: I like walling in the BOTTOM of the ramp better. You close one of the paths to your natural as well by doing this.
screenshot? i don't understand how to block off the initial ling runby and one natural entrance with a bottom-ramp wall
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Thank you OP for this. I have been dying to Zergs on this map quite a lot due to inappropriate walling. For those in the same predicament as me and that are curious: This wall off does indeed still work after patch 1.3.3 and the pylon radius change.
Thanks again! Great small guide to the proper wall offs on every position on this map :3
Gl and Hf!
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I do a funky wall in thats pushed back a little. Not sure if its totally zergling tight, maybe 2 lings can hit it but cant squeeze through in the wall in I do. Also, are you sure only 1 ling at a time can attack the zealot in this one? I feel 2 or 3 lings can hit the zealot at the same time, making a speedling all in or quick pool very effective.
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Umm.. 99% positive most of those are incomplete wall-offs. Look how much room there is around the zealots! Can't zerglings fit through there?
EDIT: Oh, nevermind. Didn't notice how old the thread was.. Pretty sure people have figured this out by now. ^_^
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ah the things i could bitch about about this map. i just downvote it. i also hate the 'split' leading to your natural expo.
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Good, I couldn't figure out how to wall in on this map worth shit. And I love this map (I'm crazy, I know).
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On May 26 2011 08:35 dreamsmasher wrote: ah the things i could bitch about about this map. i just downvote it. i also hate the 'split' leading to your natural expo.
Forge + pylon = Walled off one of the splits. Preferably the one closer to your ramp to make runbys harder.
Problem Solved.
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On March 24 2011 06:47 DrGreen wrote:Show nested quote +On March 24 2011 06:40 iChau wrote:On March 24 2011 06:38 DrGreen wrote:On March 24 2011 06:36 iChau wrote:On March 24 2011 06:34 DrGreen wrote:On March 24 2011 06:31 101toss wrote:On March 24 2011 06:28 DrGreen wrote: If some1 cant figure out how to wallin he should just change the game he is playing >< Walling in on this map is somewhat finnicky given the weird hump at the top of the ramp I know, still zerglings would sneak by in most of proposed wall-ins. This topic is like useless. IMO you should wall-in with pylon and gateway. If baneling bust comes you need forcefields anyway and at least its zergling tight. The weakness of pylon gateway is that it has two weaknesses: the pylon AND the zealot. Still better then not zergling tight wall, huh? I would rather have baneling weak wall-of which is zergling proof then the other way. The only real weakness of this is early lings attacking, forcing you to pull probe to block choke and move zealot to clear lings. Still better then not tight wall. A pylon gateway wouldn't fit though if that picture looks right. You'll still need something else. Also, the pylon gateway is still vulnerable to zerglings because a) he'll harass your pylon and b) if you try to come out of probes, you'll get right into a sexy choke for zerglings to rip you apart. If you try to mineral walk, he can simply step back and repeat. a) just set probe on hold position while repeling lings with 1st zealot. I dont understand your point b) Here's how i wall off: http://img814.imageshack.us/img814/2716/screenshot2011032322415.jpgYou can do that in every spawn position Ahhh though that is more vulnerable to Baneling busts, 6 pools should instantly fail with that 2-building wall in. Good find for both the OP and yourself.
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