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[G] PvZ FightingSpirit Wall-In for Protoss

Forum Index > Brood War Strategy
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1 2 3 Next All
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2010-01-31 20:31:36
January 31 2010 04:53 GMT
#1
Protoss Guide to "Fast Expand" Wall-In's on:

Fighting Spirit!


[image loading]

Fighting Spirit


_____________________________________________________________


Fighting Spirit is one of my favorite maps currently in use. Its a good macro map, that also has utility for fast push builds. Unlike Gods Garden, its not a purely dedicated Macro map but maintains a good balance. This map will generally reward very well executed standard openings, which has lead to many epic End-Game battles. Likewise, it you can easily be punished for sloppy and poorly executed standard openings. Neither too choked or too wide open, this is indeed one of my favorite maps in TSL and Korean Proleague at the moment.

I've also noticed lots of people I play with on ICCup or BattleNet don't seem to "know" the map. So this is a naive attempt to help make it easier for people to familiarize themselves with this great map.

The Guide:
There will be a section below for each start location.
The displayed image will be the Wall-In I recommend for the most safety from early Zerglings.
!! These builds are susceptible to Range-Upgraded Hydra pushes, so beware !!

Each section will display the final build, including:

       1 Nexus
       1 Pylon
       1 Gateway
       1 Forge
       2 Cannons
       (position for 1 Probe and/or Zealot to prevent run-by)

-There will be spoilers in each section displaying where you place the original pylon,
so its easy to see where it goes relative to Terrain and Dodads (trees, bushes, rocks)

-Another spoiler shows why I like these particular builds during Hydra Breaks.
They should leave room to add extra cannons in a nice line if you scout a Hydra All-In.

The exception is the spoiler for the last location:
+ Show Spoiler +
The 1 o'clock start is hardest to wall.
There is no good seal around the top edge, so the alternate spoiler will contain a second configuration that I have seen a few progamers use (and lose to Zergling Runbys) with.
The obvious benifit is that its tight around the cannons, but it leaves a nice runby path along the top edge.


_____________________________________________________________


1 o'clock (North East Start Location)

[image loading]


Pylon Placement:
+ Show Spoiler +
[image loading]

Hydra Break Cannons:
+ Show Spoiler +
[image loading]

_____________________________________________________________


5 o'clock (South East Start Location)

[image loading]


Pylon Placement:
+ Show Spoiler +
[image loading]

Hydra Break Cannons:
+ Show Spoiler +
[image loading]

_____________________________________________________________


7 o'clock (South West Start Location)

[image loading]


Pylon Placement:
+ Show Spoiler +
[image loading]

Hydra Break Cannons:
+ Show Spoiler +
[image loading]

_____________________________________________________________


11 o'clock (North West Start Location)

[image loading]

PLEASE NOTE:
The First Zealot (or building Probe) should be positioned between the Gateway and Forge as shown here, to make the wall for the cannons tight. The long corridor between them should make it easy for him to plug it when you hear the cannons start to fire. The probe is blocking the typical space between the wall and the nexus.

Pylon Placement:
+ Show Spoiler +
[image loading]

Alternate Configuration used in TSL ladder and Proleague:
+ Show Spoiler +
[image loading]

The reason I DON'T reccomend this build is because it allows a straight path to the Ramp that is neither blocked by cannons or buildings. It takes 3 (as you can see) units to block the path in a nice neat line. If youre not Bisu or Stork, I wouldnt recommed using this configuration... being that 3 seconds may not be enough time to micro your units to the correct spots.

_____________________________________________________________


I sorted through about 30 pages of the Small Vod Thread to find the most used builds, and the most effective from testing with Zerglings. Big thanks to all the guys who keep that tread so dependable and full of great VoDs.

I hope many people find this guide useful.
Thank you for looking at it, any upgrade recommendations are welcome.

2 Walls taken from (P)Stork and 1 from (P)Movie. Durring my research I saw 2 Protoss take significant losses from run-bys in the 1 o'clock 1 being (P)Reach and the other was (P)Stats I believe.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
ExPresident
Profile Joined January 2010
United States215 Posts
January 31 2010 04:57 GMT
#2
Very nice. Should make the first one be the "1 o'clock" position tho instead of 11 o clock

Waffles
Profile Blog Joined July 2009
Romania605 Posts
January 31 2010 04:59 GMT
#3
very helpful
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 31 2010 05:00 GMT
#4
LOL TYVM sir.
Want to keep things in chronological order now
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
lazz
Profile Blog Joined January 2009
Australia3119 Posts
January 31 2010 05:01 GMT
#5
already been done

http://wiki.teamliquid.net/starcraft/Protoss_Fast_Expand_Forge_Walling#Fighting_Spirit
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 31 2010 05:06 GMT
#6
Good Call, I like mine a little better of course...
and its nice to have it in a thread. Those are some good wall in's too.
But I'm really glad whoever did that encountered the same problem at 11.

TYVM, now I know where to find more walls for different maps, thanks a lot.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Nal_rAwr
Profile Blog Joined July 2009
United States2611 Posts
January 31 2010 05:12 GMT
#7
are you sure these are the best possible walls?
Nony is Bonjwa
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2010-01-31 05:21:32
January 31 2010 05:18 GMT
#8
I spent a lot of time on them, and not to be boastfull, but they seem far superior to those on Liquipedia (no disrespect intended of course). Especially the 7 o'clock.

I checked all with Mind Control'd Zerglings from a computer opponent.

Also, I tried at least 2 confirgurations and up to 5 for each start location.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
thunk
Profile Blog Joined March 2008
United States6233 Posts
January 31 2010 05:24 GMT
#9
The 1 o'clock one on liquipedia is the one all the progamers.
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2010-01-31 05:37:14
January 31 2010 05:27 GMT
#10
On January 31 2010 14:24 thunk wrote:
The 1 o'clock one on liquipedia is the one all the progamers.


1 o'clock is the most varried because its the easiest to wall.
I chose (P)Movie's setup because he had a cannon that was surrounded by buildings, far forward, and seemed easier to defend. Especially if you chose 1 cannon.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
lazz
Profile Blog Joined January 2009
Australia3119 Posts
January 31 2010 05:27 GMT
#11
On January 31 2010 14:18 cUrsOr wrote:
I spent a lot of time on them, and not to be boastfull, but they seem far superior to those on Liquipedia (no disrespect intended of course). Especially the 7 o'clock.

I checked all with Mind Control'd Zerglings from a computer opponent.

Also, I tried at least 2 confirgurations and up to 5 for each start location.


The 7 oclock wall-in is a direct copy from Bisu.



You think your wall-in is better. Perhaps you should get in contact with bisu and correct his wall-in?
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2010-01-31 05:46:50
January 31 2010 05:31 GMT
#12
The 7 o'clock I used is a direct copy from Stork, and yes I think its superior.
The gateway isn't so far out to be sniped, and the cannon line is straight across so they all fire together.

Take a look, youll see what I'm saying:

Stork:
+ Show Spoiler +
[image loading]

Bisu:
+ Show Spoiler +
[image loading]
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2010-01-31 05:37:52
January 31 2010 05:35 GMT
#13
Hah, then it comes down to whos PvZ you think is better, storks or bisu's

it's a matter of preference. both wall-in's are perfectly viable. you shouldnt mislead people by saying that one wall-in is better than another when both are usable

i like bisu, so ill use his wall-in, haha

edit: one example is against hydra busts. with storks placement, there is only room to place cannons behind the pylon. with bisu's, there's a lot more room.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 31 2010 05:38 GMT
#14
-_-

With that gateway all the way off to the north like that? Okay. Use that one.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 31 2010 05:39 GMT
#15
On January 31 2010 14:35 lazz wrote:
edit: ...with bisu's, there's a lot more room.


(Z)Shine Insurance.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
leejas
Profile Blog Joined August 2007
United States440 Posts
January 31 2010 05:39 GMT
#16
GJ! Last thing I want to see as a zerg player =(
lazz
Profile Blog Joined January 2009
Australia3119 Posts
January 31 2010 05:50 GMT
#17
On January 31 2010 14:39 cUrsOr wrote:
Show nested quote +
On January 31 2010 14:35 lazz wrote:
edit: ...with bisu's, there's a lot more room.


(Z)Shine Insurance.

Lol. yeah.
commiboi
Profile Blog Joined June 2008
United States74 Posts
January 31 2010 06:04 GMT
#18
wow uncle, now I know what hours of ajskldaklsdjalsd#ll is for

..Slick...
Profile Blog Joined January 2010
United States202 Posts
January 31 2010 06:07 GMT
#19
Thank you very much. God damn that bottom left position was bothering me lol.
it was written
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 31 2010 06:15 GMT
#20
On January 31 2010 15:07 ..Slick... wrote:
Thank you very much. God damn that bottom left position was bothering me lol.


Ditto. I was looking for Terrain forEVER for my pylon, that is what actually got me researching.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
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