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[G] FFE Walls, the Ladder Pool, and You

Forum Index > StarCraft 2 Strategy
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Sleight
Profile Blog Joined May 2009
2471 Posts
Last Edited: 2011-10-04 22:22:57
October 04 2011 03:14 GMT
#1
Hey y'all,

We have all watched Protoss player after Protoss player struggle to create a wall that both covers his Nexus, his buildings, AND his mineral line in some cases. Trying to estimate whether or not a Cannon can quite hit a given spot is a bit of trial by fire and we all have lost ladder points experimenting.

WARNING: These walls are the walls I have found solid and useful and met the criteria I am looking for. I do NOT believe in solid wall-offs. I played BW. When you wanted a wall, you blocked with Probes like a man, by God, you made it work. If people suggest good wall-ins to add, I will HAPPILY add them.

Abyssal Caverns

+ Show Spoiler +
[image loading]


EDIT: Added build grid. Proof of Zealot block and Forge spacing.
+ Show Spoiler +
[image loading]


Believe it or not, this is a solid wall between the Forge and ramp. This pattern works at all locations basically identically. The pylon placement is not critical, but it is completely flush with the Cannon, and is most optimal to prevent getting the Cannon targetted down. The Zealot fully blocks the space, it does take a little getting used to how to position him so practice and it gets easy. Probes can fill the gap just as easily. The Cannon could be placed anywhere except with it placed as is, you can fully wall in with an Emergency Pylon if they early pool.

FFE Rating: 5/5


Shakuras Plateau

+ Show Spoiler +
[image loading]


Most people default to the full wall-in and break something down to escape. I think this is quite sufficient with appropriately applied micro. Importantly, your placement order should be the Pylon far from the ramp FIRST!! This lets you fully wall in with a 3rd big structure if you see an early pool. After you scout your immediate safety, this wall in is more than sufficient. Again, you have a LOT of cannon space this way and you can get out if necessary to take the fight to fast Hydras.

FFE Rating: 5/5


Nezarim Crypts

EDIT: Added grid. Shows my 2nd pylon placement further back to goad attempts and Zealot marks where a Cannon can be dropped to reinforce full wall in.
+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


This is obviously post-rocks. Note my probe is unsuccessfully trying to force his way past the Zealot. Now, what you don't see but can easily be expected is that your 2nd pylon needs to cover your Gate and where the Core will eventually go. If you aren't going to be using your Forge early, it's not completely necessary to make sure the Pylon gets it (in case you reverse the Forge and Gateway from the picture). Why use the pylon? Because the solid wall in is safe, and once you throwdown your Gateway, you can build a 2nd cannon or Pylon immediately to the right of the current pylon and finish the wall. If you open 14 Forge, 16 Nexus, 17 Gate, Cannon, Pylon, you will have enough money to pile on stuff in the way. It also is cute because it goads Zergs into trying to take down the Pylon if they don't spy the backup. And finally, there are a lot of good spots for Cannons against scouted all-ins.

FFE Rating: 4/5


Antiga Shipyards

+ Show Spoiler +
[image loading]


What a sexy little wall, eh? Importantly, this wall-in works ONLY in bottom right and top left because Blizzard deems it unnecessary to actually generate identical spawns and naturals :-(. This one is great for its absolute lack of an immediate 2nd big structure and walling at the big ramp is worse than even on TDA. I illustrated the 2nd cannon spot because the two cover every mineral patch though they miss a single Zergling space between the 3rd and 4th patches from the left, but they can't hit your probes if you just don't let probes path between those two. Furthermore, the first cannon safely covers laying down the 2nd, no thought required!

FFE Rating: 4/5

+ Show Spoiler +
[image loading]


On the top right spot, you have 7 hexes of space to fill, meaning you need to go Forge, Gate, and a miserably awkward pylon to block it in. Luckily, this cannon covers the entire mining area, Nexus, and Forge, so you just need the 2nd Pylon. Here is where I place it, you could always put it in front if you so desired, I guess, but I wouldn't recommend it.

FFE Rating: 4/5

+ Show Spoiler +
[image loading]


So the bottom left spot is more traditional in the Forge-Gateway wall with a safely placed pylon. The Cannon placement is actually pretty crucial here because otherwise you can't cover most of the mineral line! I cropped the image so you can see the safe places for your Probes to mine, hang out, eat apps (that's slang for appetizers), etc.

FFE Rating: 4/5


Tal'Darim Altar

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[image loading]


Another classic in FFE'ing, but, funnily enough, one of the more subtle ones! Because its size, I recommend not trying the full wall-in and going for boss mode as depicted. Note: PLEASE do not put the gap in your wall closer to your ramp than the Cannon or you increase the risk of early Roach pressure. You definitely can fully wall this in using pylons and such, but honestly, if you open Pylon, Forge, Nexus, Gate/Cannon, you can throw down at least 1 pylon and stuff the remaining space with probes as needed. No fear, brethren.


FFE Rating: 4/5

Backwater Gulch

BL:
+ Show Spoiler +
[image loading]


Ooooooof. None of the glamour of many of the other neat wall-ins. Note the odd angles and stupid planning needed. Furthermore, this position, bottom left, is the only one that you can easily get a Cannon to cover your 2nd one while it's going up that protects your Nexus AND your mineral line. You definitely need a 2nd Pylon behind the Gate-Forge-Cannon portion, and that means you can block the remaining areas with probes as needed in case of attempted runbys.

EDIT: Added other Backwater positions so you can see the problems.
*IMPORTANT* If you try to put a cannon flush to the Nexus but with half of it offset, so "straddling the edge", as seen below, it is NOT a solid wall between the Cannon and Nexus. Stuff CAN slip thru and you NEED the Pylon filling the Gateway & Nexus to stop Ling pwnage.

TL:
+ Show Spoiler +
[image loading]


BR:
+ Show Spoiler +
[image loading]


TR: Note this does not protect top left of Nexus. If you move it 1 hex up, it doesn't cover the Forge.
+ Show Spoiler +
[image loading]



The other positions follow this setup *roughly* but I honestly don't know whether or not it is worth it to try. None of them can wall neatly like this AND have a first Cannon cover both the Forge and Nexus AND safely toss down a 2nd cannon based on the first pylon that covers the Nexus and mineral lines. Top right CANNOT put down a cannon AND wall AND cover all the buildings; Zerglings will always be able to hit either Forge or Nexus. Top left and bottom use the same setup, but suffer from the 2nd cannon issue and barely cover the minerals. My recommendation: Open up lots of Chrono'd Zealots and give yourself breathing room to drop a 2nd Cannon. Look at the cannon ranges to see what I am talking about.

Bottom Left FFE Rating: 3/5

Top Left and Bottom right FFE Rating: 2/5

Top right FFE Rating: 0/5. You will lose to a player who notices that Cannons are not Colossi and thus don't have 13 range.


Xel'Naga Caverns



Uhhhh. Don't do it. I know people have done it. But off a standard FFE, you cannot cover most fo the mineral line with 1 cannon, and the 2nd cannon can ONLY cover the mineral line and the Nexus is vulnerable to any number of Roaches, meaning you need at least 2 more Pylons and cannons after your first Nex, Forge, Gate, Core, and Cannon, while praying their Roaches come after 6 minutes...

FFE Rating: 1/5. It's possible they don't build 3 Roaches in the first 7 minutes. Otherwise... who needs 2 Nexus anyways? It's rough. Nuff said.


EDIT: Since people don't believe me, allow me to illustrate why this is a terrible map to FE on.

#1- This illustrates the ONLY location a Cannon can cover your entire Nexus and entire Forge from Lings using a Wall-in suggested by Geiko. Try to find other spots for a Cannon to cover everything... Won't work.
+ Show Spoiler +
[image loading]


#2- How could I have missed such an elegant solution? Wait for it...
+ Show Spoiler +
[image loading]


#3- So here is a Zealot+Pylon wall-in that is actually tight.
+ Show Spoiler +
[image loading]


#4- Here is an alternate only Pylon wall (which is super weak) that also shows your 2nd Cannon only being able to cover 3/4ths of your mineral line.
+ Show Spoiler +
[image loading]


It takes Forge, Gate, 2xCannon, 2xPylon, and your Nexus to cover 3/4ths of the mineral line, the Nexus, and wall JUST FROM LINGS. Not one of these Cannons protects Forge or Nexus from Roaches and wait for it... The GATEWAY can even be ranged for 2-3 Roaches at an angle.


Searing Crater

Lol.

FFE Rating: -5/5. Stop thinking about it, you are getting dumber.


Typhon Peaks

You can't get a Cannon to both cover all your builds needed to block ramp AND have it cover the Nexus, except on Top Right. And guess what? Your 2nd Cannon, if covered by the first Cannon, can't even defend the whole mineral line. Uhhh. Who needs all the mineral patches anyways, amirite?

FFE Rating: 1/5 MAYBE opening 2 gate into Forge MIGHT work if they refuse to build Roaches or attack with them.


Shattered Temple

This suffers degrees of problems between Typhon and Backwater Gulch. It's super icky to try and make it work and you are praying they don't all-in you. It's a map where you can get the Nexus down and maybe start mining, but it is a long arduous process full of rectal discomfort and anal leakage. Any number of Gates into an expansion + Forge is muuuuuch safer. Due to the wideness of the choke, some number of FFs are almost needed.

FFE Rating: 1/5. 2 gate used to work on LT because of narrower choke... I haven't gotten to work and walling off sucks. So a real FFE is mostly out of the question.


Conclusions
The current map pool only has 2 auto-FFE's, and the rest take a little bit of effort to pull off against aggressive Zergs, but even so... It's pretty EZPZ to do it on the "real" maps. Real maps are ones that don't have absurd positional imbalances (Backwater), aren't stupid (Searing Crater), and weren't specifically altered to make it harder on Protoss FE's(Shattered Temple). And we all are sick of XNC anyways, right? So 4gate that shit and move on to a real man's map. Or 5gate with Nexus-Cancel. Or pick your own faovrite all-in to make a Zerg QQ and grow stronger from their rage. Let it fill you until you need the energy to man up and Nexus first.


For newer players:
Nexus first vs. Forge first is based on scouting. A Nexus-Forge-Gate-Cannon is safe vs 14g14p or later. Forge-Nexus-(Gate)-Cannon is better for the middle pool builds (10 overpool or later), and Forge-Cannon-Nexus is for silliness like <10 pools. Please remember that a 14 Forge will not hold a 6 pool if they can run straight at you, even if you full wall in, so on Shakuras, consider 12 or 13 Forge.

Cheers y'all!
One Love
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
October 04 2011 03:15 GMT
#2
I can't see your pictures!
NoisyNinja
Profile Joined February 2011
United States991 Posts
October 04 2011 03:16 GMT
#3
Maybe it's just me but none of the pictures are showing up. Can you please check them just to make sure they work? I would LOVE to do FFE vs. Zerg on everyday all day on as many maps as possible.
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 03:17 GMT
#4
AHHH PICS NOT WORKING EMERGENCY RE-UPLOADING.

Don't Panic. I got this.
One Love
NoisyNinja
Profile Joined February 2011
United States991 Posts
October 04 2011 03:18 GMT
#5
On October 04 2011 12:17 Sleight wrote:
AHHH PICS NOT WORKING EMERGENCY RE-UPLOADING.

Don't Panic. I got this.


I hope so
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 03:21 GMT
#6
Fixed! Normality has been restored. Cheers
One Love
coL.hendralisk
Profile Joined September 2009
Zimbabwe1756 Posts
October 04 2011 03:30 GMT
#7
I don't agree with your antiga shipyards walloff, I found it's better to walloff by the ramp outside your nat which makes roachling allins easier to defend
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 05:19 GMT
#8
On October 04 2011 12:30 HenryZ wrote:
I don't agree with your antiga shipyards walloff, I found it's better to walloff by the ramp outside your nat which makes roachling allins easier to defend


It takes at least 4 buildings to wall ramp, 3 of which need to be 3x3 hexes. You literally HAVE to sacrifice your wall to a fast pool. With the walls I suggest on Antiga, you only have to sac the wall to the earliest, most aggro of pool builds, but even 11 Overpool can bust a big ramp wall easily. As soon as they scout it they can send 8 drones and rallying in constant Lings will take down the wall just before you can actually complete it.

These sort of Ling/Drone all-ins aren't viable vs. smaller tighter walls. Once more Zergs realize how easy the drone-pull timing is to make, I expect it to become a standard response to big walls. It even can work on Nezarim if they don't use Pylon in wall.
One Love
eidol
Profile Joined July 2011
United States20 Posts
October 04 2011 05:35 GMT
#9
Awful post. Your walls are terrible. You do not want pylons in the wall at all, i know from experience you can wall every map of these with buildings that aren't pylons. ALso on antiga you want to wall the huge ramp, which does require one pylon contrary to my previous statement

User was warned for this post
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
October 04 2011 05:44 GMT
#10
On October 04 2011 14:35 eidol wrote:
Awful post. Your walls are terrible. You do not want pylons in the wall at all, i know from experience you can wall every map of these with buildings that aren't pylons. ALso on antiga you want to wall the huge ramp, which does require one pylon contrary to my previous statement


Immediately above your post he clearly and accurately explains why walling the ramp can be a bad idea
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
bopoznpvt
Profile Joined January 2011
United States51 Posts
October 04 2011 05:44 GMT
#11
So as a master zerg player who loves to get easy wins off of bad FFEs, I think you always need a full wall-off or at the very least a zealot wall off.

Here's my evaluation of your pictures(from the enemy):
The abyssal caverns one doesn't look solid from the picture, I think the zealot is too small to cover that gap, but if you move the cannon one square to the left, he definitely holds that choke.

There are much much better walloffs for shakuras, that map is extremely standard FFE, wall off with big buildings more.

I don't play on nerazim, but obviously 'post-rocks' isn't what you want to plan for. Be careful of the artosis pylon on that one.

The ones on Antiga are particularly vulnerable to speedling runby, most master that I play go for a 1, 2, or 3 gate sentry expand on Antiga.

The Tal'darim FFE is solid, most players prefer walloff instead of zealot, but this one is very good.

And finally, Backwater Gulch... This is just not a good idea. The better wall is gateway forge across the pathway closest to the ramp then other stuff out further, but sentry expand is a lot lot safer as speedling runby can be brutal on this map as well.

Also, note that I open up speedling expand, so some FFEs might be safer against gasless expands, but you can't scout that until after you've committed to the FFE with your pylon placement.
There is no cow level.
Sleight
Profile Blog Joined May 2009
2471 Posts
Last Edited: 2011-10-04 05:56:05
October 04 2011 05:48 GMT
#12
On October 04 2011 14:35 eidol wrote:
Awful post. Your walls are terrible. You do not want pylons in the wall at all, i know from experience you can wall every map of these with buildings that aren't pylons. ALso on antiga you want to wall the huge ramp, which does require one pylon contrary to my previous statement


I get that you are new here, so I will pretend you gave a post with some quality.

1)The walls with Pylons involved are all out of necessity to stop wins vs early Pools. You cannot hold Nezarim without a full wall in vs 11overpool or earlier, even if you go Forge-Cannon before Nexus, unless they scout you last. On Shakuras, IF YOU READ, I pointed out you do the Zealot-Pylon wall if you don't have to do the standard panic 3x3 hex in their place. I clearly explain that. If you are walling in on Antiga's big ramp, you are not beating any pool before 11overpool. Furthermore, you are playing to stop Lings and deter Roaches. Your walls don't need to be impenetrable forces of nature like some may believe. Leaner is better.

2) You can't wall in Antiga's big ramp without a pylon in the wall if you are going to do it without severely delaying Nexus. You can definitely do a Gate-Forge-Core-Zealot/Probe wall but that is NOT useful against early pool builds. You cannot-panic fill-in that wall.

3) If you disagree, offer counter evidence more than "I know better, cause I do." I said I would gladly add in other walls and start a compendium.

4) Don't be needlessly inflammatory or aggressive. Manner up.

On October 04 2011 14:44 bopoznpvt wrote:
So as a master zerg player who loves to get easy wins off of bad FFEs, I think you always need a full wall-off or at the very least a zealot wall off.

Here's my evaluation of your pictures(from the enemy):
The abyssal caverns one doesn't look solid from the picture, I think the zealot is too small to cover that gap, but if you move the cannon one square to the left, he definitely holds that choke.

There are much much better walloffs for shakuras, that map is extremely standard FFE, wall off with big buildings more.

I don't play on nerazim, but obviously 'post-rocks' isn't what you want to plan for. Be careful of the artosis pylon on that one.

The ones on Antiga are particularly vulnerable to speedling runby, most master that I play go for a 1, 2, or 3 gate sentry expand on Antiga.

The Tal'darim FFE is solid, most players prefer walloff instead of zealot, but this one is very good.

And finally, Backwater Gulch... This is just not a good idea. The better wall is gateway forge across the pathway closest to the ramp then other stuff out further, but sentry expand is a lot lot safer as speedling runby can be brutal on this map as well.

Also, note that I open up speedling expand, so some FFEs might be safer against gasless expands, but you can't scout that until after you've committed to the FFE with your pylon placement.


Okay well:

1) The Zealot DOES fill the gap. Actually test before mindlessly disagreeing.

2) Read my POST and I explain that I am offering an alternative to just placing a Core which I describe clearly.

3) I DISCUSS THE PYLON IF YOU READ POST.

4) Antiga is not vulnerable to speedlings for the reasons I describe. You have to go along way around and I will have Zealots+ probes to block my small area.

5) Incorrect friend. What you are describing does not work against the Speedlings you describe from Antiga. This is the only method to truly FFE. I also DISCUSS WHY YOU SHOULDN"T DO IT in my post.

TL:DR Read post, don't just look at pictures and make assumptions.
One Love
NtroP
Profile Joined July 2010
United States174 Posts
October 04 2011 06:00 GMT
#13
Love this thread already. I had at one point started drawing walls on some graph paper I printed out, but gave up. I like the walls, and I like the explanations as well.

Thanks a ton Sleight!
warblob004
Profile Joined January 2011
United States198 Posts
October 04 2011 06:07 GMT
#14
You sir, are a boss at simcity
"I have not failed; I've simply found 10,000 ways it won't work." ~Thomas Edison
bopoznpvt
Profile Joined January 2011
United States51 Posts
October 04 2011 06:24 GMT
#15
On October 04 2011 14:48 Sleight wrote:
Okay well:

1) The Zealot DOES fill the gap. Actually test before mindlessly disagreeing.

2) Read my POST and I explain that I am offering an alternative to just placing a Core which I describe clearly.

3) I DISCUSS THE PYLON IF YOU READ POST.

4) Antiga is not vulnerable to speedlings for the reasons I describe. You have to go along way around and I will have Zealots+ probes to block my small area.

5) Incorrect friend. What you are describing does not work against the Speedlings you describe from Antiga. This is the only method to truly FFE. I also DISCUSS WHY YOU SHOULDN"T DO IT in my post.

TL:DR Read post, don't just look at pictures and make assumptions.

Hm, excuse me for giving constructive criticism if it wasn't wanted, but I will respond to your arguments.

1) The zealot MIGHT fill the gap if placed *perfectly*, I assure you he would get poked by my speedlings to make sure, but there is also the issue that that zealot can be attacked by 2, maybe even 3 zerglings because of his placement, which means he dies faster than usual. I know you might say 'Oh well I'm going to be a man and pull probes to block', but probes die faster than zealots do in that position, and a stream of speedlings towards that wall ends the game quickly.

2) Surprisingly enough I did read your post, but I think the bigger buildings walling off is better, if you want a way out, leave a gap on the side of the ramp and wall off with the zealot there. Roaches poking can take down that pylon faster than they would a core, which leaves you vulnerable.

3) Once again, I read your post the first time and my warning was simply that. If you want to bait me into breaking your wall, I play aggressive and I will and many probes will die.

4) When I say speedling runby I don't mean 6 zerglings running around that can be easily dispatched by a zealot and some probes. When I run in with zerglings, I want to kill probes, so when you block with probes, I am happy. Also, pulling probes for that purpose takes gosu reaction time since speedlings are the fastest unit in the game. It's not like I am making this stuff up, I beat high masters on ladder because of these simple mistakes the make.

5) If you don't seriously consider FFE on this map as an option (which it shouldn't be), then don't list it. I honestly think that FFE on shattered might be safer than on backwater gulch.

I know you may think that since I play zerg I don't know how to FFE and maybe I don't, but I do know what a bad FFE looks like and when I see one, I take the free win.
There is no cow level.
attwell
Profile Joined July 2011
United States220 Posts
October 04 2011 20:32 GMT
#16
Very good post I must say, I will be reading this again in depth when I get the chance.

I hate to be a bother...but the same pics with the building grid enabled and uncropped would be a little more helpful, it can be a little confusing without it when you are trying to figure out where there are gaps, and in the first one it is confusing as to where your forge is in relation to your ramp, especially since you cut the ramps mostly out of your pics.

Great post though!
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
October 04 2011 20:42 GMT
#17
Awesome dude - thanks!!
"Trash Micro but Win. Its Marin." - Min Chul
Korinai
Profile Joined February 2011
Canada413 Posts
October 04 2011 20:47 GMT
#18
I don't play 'toss, but this is awesome stuff. Thanks for the writeup.
"There is nothing more cool than being proud of the things that you love." - Day[9]
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 20:50 GMT
#19
On October 05 2011 05:32 attwell wrote:
Very good post I must say, I will be reading this again in depth when I get the chance.

I hate to be a bother...but the same pics with the building grid enabled and uncropped would be a little more helpful, it can be a little confusing without it when you are trying to figure out where there are gaps, and in the first one it is confusing as to where your forge is in relation to your ramp, especially since you cut the ramps mostly out of your pics.

Great post though!


On it, doing Abyssal Caverns, just request others if they aren't intuitive.
One Love
-orb-
Profile Blog Joined September 2007
United States5770 Posts
October 04 2011 20:54 GMT
#20
Thanks for the post, but you use pylons in most of your walls in front. This is extremely dangerous.

Many zergs (especially on ladder where everyone cheeses) will baneling bust before you can have sentries out, and if you have a pylon in front like that (especially with some of your walls where your cannon is right behind the pylon and will get killed immediately afterwards) you will lose every single time.

You say you address the pylon issue in your post but nowhere do I see you addressing the issue of baneling busts. I even ctrl>f'd your post for bane and nothing showed up. Players like July have said they will always baneling bust a wall like this against FFE and it's always successful.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Dauntless
Profile Joined May 2010
Norway548 Posts
October 04 2011 20:57 GMT
#21
Nice thread. Bookmarked!

If you have time, it would be awesome if you added pics for all spawning locations on each map =)
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
rtsAlaran
Profile Blog Joined July 2010
Germany383 Posts
October 04 2011 20:58 GMT
#22
I really needed that! This saves me so much time

TYVM! <3
Geiko
Profile Blog Joined June 2010
France1947 Posts
Last Edited: 2011-10-04 21:03:30
October 04 2011 21:02 GMT
#23
Good post,

To add to the discussion, here are some of the concerns I have :

-I don't really like pylons in wall off. In the shakuras wall off, a baneling bust can kill the pylon easily and even if you wall off with a 3x3 building behind, the lings can finish off the injured cannon right behind it.

-I don't like the zealot wall off on abyssal caverns, it looks like it can be attacked by multiple lings at once (3 ?) which would mean that just a mass speedling build could break it. Is there no way to make it so the zealot is in a little choke like on the other maps ?

-On open natural maps (where nexus is part of the wall off), I feel it is important to be able to emergency wall off your ramp in case of mass ling runby. Some of your building placement don't have pylon power to build at the ramp, and too wide spaces to block with a single pylon. This isn't much of a problem since you can build your second pylon in the natural, but against very early pools, you might need to probe micro to prevent the lings from running up the ramp instead of simply putting down a gateway or something.

-Personally, I FFE on all maps, even though the maps you talked about at the end are more difficult, it would be still useful to have building placements for those maps.
geiko.813 (EU)
lorestarcraft
Profile Joined April 2011
United States1049 Posts
October 04 2011 21:07 GMT
#24
I generally do not FFE because it gives up map control and delays tech, but I find these building placements to be absolutely fatastic. It almost made me wanna FFE. Almost =)
SC2 Mapmaker
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 21:10 GMT
#25
On October 05 2011 05:54 -orb- wrote:
Thanks for the post, but you use pylons in most of your walls in front. This is extremely dangerous.

Many zergs (especially on ladder where everyone cheeses) will baneling bust before you can have sentries out, and if you have a pylon in front like that (especially with some of your walls where your cannon is right behind the pylon and will get killed immediately afterwards) you will lose every single time.

You say you address the pylon issue in your post but nowhere do I see you addressing the issue of baneling busts. I even ctrl>f'd your post for bane and nothing showed up. Players like July have said they will always baneling bust a wall like this against FFE and it's always successful.


Excellent point, orb, thanks! As of now, I am working on default Walls to stop early Lings and Ling runbys/all-ins. When dealing with either Roaches or Banelings, your units (re: Sentries) are the most critical aspect of your survival. Ideally you would scout the Baneling Nest and reinforce your wall and chrono Sentries, but I don't know that any choice EXCEPT a solid-wall could be guaranteed safe vs. Banelings, which is not ideal, i think. Instead, I think using an early 2nd Cannon and reinforcing your wall if your Zealot cannot scout gives you the same security.

This post isn't intended to be a guide to FFEs, only techniques for walling. Note I did not discuss Forge vs Nexus first other than in passing. Banelings and Roaches are as much build order issues as they are wall issues, seeing as any wall *can* be busted in lieu of unit support.
One Love
ZeromuS
Profile Blog Joined October 2010
Canada13400 Posts
Last Edited: 2011-10-04 21:12:56
October 04 2011 21:11 GMT
#26
I have been waiting for a thread like this for a very long time, Now to memorize these

Reading some more banelings would be a problem but with good scouting you can block the hole I guess.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 21:15 GMT
#27
On October 05 2011 06:02 Geiko wrote:
Good post,

To add to the discussion, here are some of the concerns I have :

1-I don't really like pylons in wall off. In the shakuras wall off, a baneling bust can kill the pylon easily and even if you wall off with a 3x3 building behind, the lings can finish off the injured cannon right behind it.

2-I don't like the zealot wall off on abyssal caverns, it looks like it can be attacked by multiple lings at once (3 ?) which would mean that just a mass speedling build could break it. Is there no way to make it so the zealot is in a little choke like on the other maps ?

3-On open natural maps (where nexus is part of the wall off), I feel it is important to be able to emergency wall off your ramp in case of mass ling runby. Some of your building placement don't have pylon power to build at the ramp, and too wide spaces to block with a single pylon. This isn't much of a problem since you can build your second pylon in the natural, but against very early pools, you might need to probe micro to prevent the lings from running up the ramp instead of simply putting down a gateway or something.

-4Personally, I FFE on all maps, even though the maps you talked about at the end are more difficult, it would be still useful to have building placements for those maps.


1) I mention this in replying to Orb, but frankly, any walls with even a Zealot can be busted. it is a matter of prioritizing Sentries and handling Banelings with your units and build order. All of my suggestions allow for secondary reinforcing if you see the Banelings coming.

2) I can only get 2 Lings to attack it at a time. 1 Zealot + 1 cannon shot kills a Ling and if they flood *a lot* of lings, you can fill that space in just behind it with a cannon or Pylon, like I discuss.

3) All of my walls allow for panic blocking the ramp if you incorporate your 2nd pylon. Additionally, they all narrow off the back area enough that you can hold position probes and bug out lings while your cannon shoots.

4) I would really appreciate your help on those maps then Geiko, because I have yet to find a satisfactory wall in method, despite numerous attempts, on any of the maps I left off.
One Love
ZeromuS
Profile Blog Joined October 2010
Canada13400 Posts
October 04 2011 21:19 GMT
#28
On October 05 2011 06:15 Sleight wrote:
Show nested quote +
On October 05 2011 06:02 Geiko wrote:
Good post,

To add to the discussion, here are some of the concerns I have :

1-I don't really like pylons in wall off. In the shakuras wall off, a baneling bust can kill the pylon easily and even if you wall off with a 3x3 building behind, the lings can finish off the injured cannon right behind it.

2-I don't like the zealot wall off on abyssal caverns, it looks like it can be attacked by multiple lings at once (3 ?) which would mean that just a mass speedling build could break it. Is there no way to make it so the zealot is in a little choke like on the other maps ?

3-On open natural maps (where nexus is part of the wall off), I feel it is important to be able to emergency wall off your ramp in case of mass ling runby. Some of your building placement don't have pylon power to build at the ramp, and too wide spaces to block with a single pylon. This isn't much of a problem since you can build your second pylon in the natural, but against very early pools, you might need to probe micro to prevent the lings from running up the ramp instead of simply putting down a gateway or something.

-4Personally, I FFE on all maps, even though the maps you talked about at the end are more difficult, it would be still useful to have building placements for those maps.


1) I mention this in replying to Orb, but frankly, any walls with even a Zealot can be busted. it is a matter of prioritizing Sentries and handling Banelings with your units and build order. All of my suggestions allow for secondary reinforcing if you see the Banelings coming.

2) I can only get 2 Lings to attack it at a time. 1 Zealot + 1 cannon shot kills a Ling and if they flood *a lot* of lings, you can fill that space in just behind it with a cannon or Pylon, like I discuss.

3) All of my walls allow for panic blocking the ramp if you incorporate your 2nd pylon. Additionally, they all narrow off the back area enough that you can hold position probes and bug out lings while your cannon shoots.

4) I would really appreciate your help on those maps then Geiko, because I have yet to find a satisfactory wall in method, despite numerous attempts, on any of the maps I left off.


I think you mean stop. Putting them on hold position won't bug out the lings
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
SpearWrit
Profile Joined February 2011
United States300 Posts
October 04 2011 21:34 GMT
#29
I've been trying to learn FFE for the past few days and this is going to save me so much time. Thank you!

I do NOT believe in solid wall-offs. I played BW. When you wanted a wall, you blocked with Probes like a man, by God, you made it work.


Best part of the thread IMO.
"Special Tactics is...make surprise for your enemy, and also...eh, still work." -White-Ra
Sleight
Profile Blog Joined May 2009
2471 Posts
October 04 2011 21:43 GMT
#30
So I went ahead and added Build Grid illustrated versions for Backwater, Abyssal, and Nezarim to make it clear.

I am dragging my feet on doing build grids for every position. I have done pics for anytime it changes, but there are no tricks, otherwise, I would have shown specific spots (see Antiga, Backwater).

Thanks for the feedback, keep it coming!

Don't forget you can suggest pics and wall-offs and I will GLADLY add them.
One Love
Geiko
Profile Blog Joined June 2010
France1947 Posts
Last Edited: 2011-10-04 21:48:10
October 04 2011 21:46 GMT
#31
On October 05 2011 06:15 Sleight wrote:
Show nested quote +
On October 05 2011 06:02 Geiko wrote:
Good post,

To add to the discussion, here are some of the concerns I have :

1-I don't really like pylons in wall off. In the shakuras wall off, a baneling bust can kill the pylon easily and even if you wall off with a 3x3 building behind, the lings can finish off the injured cannon right behind it.

2-I don't like the zealot wall off on abyssal caverns, it looks like it can be attacked by multiple lings at once (3 ?) which would mean that just a mass speedling build could break it. Is there no way to make it so the zealot is in a little choke like on the other maps ?

3-On open natural maps (where nexus is part of the wall off), I feel it is important to be able to emergency wall off your ramp in case of mass ling runby. Some of your building placement don't have pylon power to build at the ramp, and too wide spaces to block with a single pylon. This isn't much of a problem since you can build your second pylon in the natural, but against very early pools, you might need to probe micro to prevent the lings from running up the ramp instead of simply putting down a gateway or something.

-4Personally, I FFE on all maps, even though the maps you talked about at the end are more difficult, it would be still useful to have building placements for those maps.


1) I mention this in replying to Orb, but frankly, any walls with even a Zealot can be busted. it is a matter of prioritizing Sentries and handling Banelings with your units and build order. All of my suggestions allow for secondary reinforcing if you see the Banelings coming.

2) I can only get 2 Lings to attack it at a time. 1 Zealot + 1 cannon shot kills a Ling and if they flood *a lot* of lings, you can fill that space in just behind it with a cannon or Pylon, like I discuss.

3) All of my walls allow for panic blocking the ramp if you incorporate your 2nd pylon. Additionally, they all narrow off the back area enough that you can hold position probes and bug out lings while your cannon shoots.

4) I would really appreciate your help on those maps then Geiko, because I have yet to find a satisfactory wall in method, despite numerous attempts, on any of the maps I left off.


Maybe something like this + Show Spoiler +
[image loading]


which you can reinforce later by adding a 3x3 building in front like this + Show Spoiler +
[image loading]


or behind (don't have a screen shot for that, very easy AI killed me while I was writing this post -_-, but behind seems better for not losing cybercore to early roaches). There might be better ways, i haven't really given it much thought. The obvious problem with this is that the forge can be sniped with roaches and your cannon is too far, but if he is roach all ining you, then you can afford to sack the forge I guess.

You're also gonna need extra cannons on Xnc. I personally always start off with 2 (one near the ramp, and one on the side covering the rest of the mineral line. And then add 0-4 cannons depending on what I scout.

Don't really have time to do this for other maps, but there are always ways of FFEing i think.
geiko.813 (EU)
BigPain
Profile Joined November 2010
United States10 Posts
October 04 2011 21:59 GMT
#32
Dude, I love you for this post, I will combine this with HUARGs moship stuff and claim ultimate power
Sleight
Profile Blog Joined May 2009
2471 Posts
Last Edited: 2011-10-04 22:24:36
October 04 2011 22:02 GMT
#33
On October 05 2011 06:46 Geiko wrote:
Show nested quote +
On October 05 2011 06:15 Sleight wrote:
On October 05 2011 06:02 Geiko wrote:
Good post,

To add to the discussion, here are some of the concerns I have :

1-I don't really like pylons in wall off. In the shakuras wall off, a baneling bust can kill the pylon easily and even if you wall off with a 3x3 building behind, the lings can finish off the injured cannon right behind it.

2-I don't like the zealot wall off on abyssal caverns, it looks like it can be attacked by multiple lings at once (3 ?) which would mean that just a mass speedling build could break it. Is there no way to make it so the zealot is in a little choke like on the other maps ?

3-On open natural maps (where nexus is part of the wall off), I feel it is important to be able to emergency wall off your ramp in case of mass ling runby. Some of your building placement don't have pylon power to build at the ramp, and too wide spaces to block with a single pylon. This isn't much of a problem since you can build your second pylon in the natural, but against very early pools, you might need to probe micro to prevent the lings from running up the ramp instead of simply putting down a gateway or something.

-4Personally, I FFE on all maps, even though the maps you talked about at the end are more difficult, it would be still useful to have building placements for those maps.


1) I mention this in replying to Orb, but frankly, any walls with even a Zealot can be busted. it is a matter of prioritizing Sentries and handling Banelings with your units and build order. All of my suggestions allow for secondary reinforcing if you see the Banelings coming.

2) I can only get 2 Lings to attack it at a time. 1 Zealot + 1 cannon shot kills a Ling and if they flood *a lot* of lings, you can fill that space in just behind it with a cannon or Pylon, like I discuss.

3) All of my walls allow for panic blocking the ramp if you incorporate your 2nd pylon. Additionally, they all narrow off the back area enough that you can hold position probes and bug out lings while your cannon shoots.

4) I would really appreciate your help on those maps then Geiko, because I have yet to find a satisfactory wall in method, despite numerous attempts, on any of the maps I left off.


Maybe something like this + Show Spoiler +
[image loading]


which you can reinforce later by adding a 3x3 building in front like this + Show Spoiler +
[image loading]


or behind (don't have a screen shot for that, very easy AI killed me while I was writing this post -_-, but behind seems better for not losing cybercore to early roaches). There might be better ways, i haven't really given it much thought. The obvious problem with this is that the forge can be sniped with roaches and your cannon is too far, but if he is roach all ining you, then you can afford to sack the forge I guess.

You're also gonna need extra cannons on Xnc. I personally always start off with 2 (one near the ramp, and one on the side covering the rest of the mineral line. And then add 0-4 cannons depending on what I scout.

Don't really have time to do this for other maps, but there are always ways of FFEing i think.


Well the problem there is that your Cannon placement does NOT even cover your Nexus from Zerglings. Soooo... Yeah. Not even close actually. There is exactly ONE point in each natural that your first cannon can cover your entire wall and Nexus on XNC. I am uploading pictures of this placement as we speak. And as you will see the walls suck, AND you still need at least 1 more cannon and pylon just to cover the mineral line from Zerglings.

Edit: Updated OP to illustrate systematically why 1) Geiko's wall doesn't work, 2) his cannon doesn't cover everything from even Lings, 3) a version that works (kind of), and 4) why XNC is a terrible map vs. intelligent Zergs aka one who makes ONE roach.
One Love
Geiko
Profile Blog Joined June 2010
France1947 Posts
Last Edited: 2011-10-04 22:48:02
October 04 2011 22:43 GMT
#34
Yeah that's why you get 2 cannons on xnc. First cannon covers second cannons which covers nexus.
I don't really have a problem with defending only ling attack if that's what you mean ?

Intelligent protosses make 1 stalker as well, what is your point ? ^^

What you don't get is that, if Z makes roaches, he's losing a lot of drone production. If he is all in, you can make more cannons, and if not, you can afford to lose one structure to roaches. Not going FFE because of that makes you lose a lot more minerals to be honest.
geiko.813 (EU)
eugalp
Profile Joined August 2011
United States203 Posts
October 22 2011 03:55 GMT
#35
You can make a wall on Shattered across the narrowest part of the choke. Just need to use 1 additional gateway. Don't have pictures but WhiteRa does this all the time.

General question - when you use the nexus as a part of your wall, how do you handle spinecrawler rushes (either quick lair or hatchery close to your nat)?
"More GG more skill" - White-Ra
zekie
Profile Blog Joined April 2008
Canada380 Posts
October 22 2011 04:38 GMT
#36
pics way....too....big but well done :D just had to copy and paste the pics into paint
AA.spoon
Profile Joined January 2011
Belgium331 Posts
October 28 2011 08:32 GMT
#37
You are wrong on many points tbh. It is perfectly fine to FFE on xelnaga or temple. i do it all the time and many other pros do it.
HeavyWeapons
Profile Joined October 2010
50 Posts
October 28 2011 08:39 GMT
#38
♥ Thank you.
I've already bookmarked this .. It's always hard to wall off "on the fly" when you scout a 6 pool.
Working hard or hardly working ?
mewo
Profile Joined July 2011
United States221 Posts
October 28 2011 08:52 GMT
#39
These walls aren't really the best. Pylons are never a good idea to wall with. Also walls where the zealot has to be in one pixel perfect spot are asking for a disaster.

Some of the general plans for the walls are weak too. Like on abyssal if they target the forge with banes they get two ways in.

And why would you not wall off at antiga's ramp?

After taking all this time to look carefully at your walls i really think you might be a zerg player making it easier for bane busts and roach allins to work.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
October 28 2011 09:05 GMT
#40
I don't like these wallins either.
Using pylons as part of the wall is not recommended if you can achieve a simple (or with 1 gap) wallin by just using gate/cyber/forge. This already dismisses half the pictures basically.
Another thing I dislike is the way you close your gap in case you leave a gap. 2 buildings touching diagonally with 1 gap in between is very tricky to plug with a probe and more importantly that probe can be attacked by 2 (or 3?) lings when it's plugging the wall, i never recommend that kind of plugging. Use a small alley of 1 tile width instead, it's much easier to plug, you can fully plug it with a pylon at the back and probes can only be attacked by 1 ling there when plugging.

FeyFey
Profile Joined September 2010
Germany10114 Posts
October 28 2011 09:35 GMT
#41
well they should work nicely against early pool indeed, but since this can end up in a baneling bust i guess you need good scouting or reaction to throw a building in front. But yes these wallin with 3 3x3 buildings often means terrible behind either they will block your walloff with drones and get lings into the main and stop your mining or they will trigger happy with the drone button and deny your third most likely.
Especially on antiga see the pylon at the ramp ? reaction take the gold, contain, take the next gold and have a 4 base with 2,8 base drones vs a 2 base toss.

But I always preferred a kiwikaki style wallin ^^, it needs good probe control but you can survive most aggression and punish to heavy eco play.
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