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Active: 4840 users

[G] PvZ Tornado Wall-ins

Forum Index > Brood War Strategy
Post a Reply
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2010-02-09 03:08:02
February 06 2010 08:35 GMT
#1
im gonna be trying to do more of these every week depending on the motws. for a lot of the newer maps wall-ins haven't been unanimously decided on so it's up to us protoss players to figure it out together (YAY) anyway, here's tornado.

PRO GAMER WALLS

10 o clock

+ Show Spoiler +
[image loading]


1 o clock

+ Show Spoiler +
[image loading]


4 o clock

+ Show Spoiler +
[image loading]


7 o clock

+ Show Spoiler +
[image loading]



sources:

10oclock: GosI[Flying] vs HoeJJa PL
+ Show Spoiler +


1oclock: best vs effort WL
+ Show Spoiler +


4oclock: movie vs great WL
+ Show Spoiler +


7oclock: free vs Jaedong WL
+ Show Spoiler +
http://www.youtube.com/watch?v=X-4XhWz5hyI


ALTERNATIVE WALLS

7 o clock [fontong]

+ Show Spoiler +
[image loading]


10 o clock [fontong]

+ Show Spoiler +
[image loading]




If anyone has any criticisms or alternatives to the above wall-ins, post them here.

HFGL


ajmbek
Profile Joined November 2008
Italy460 Posts
February 06 2010 09:27 GMT
#2
i think when i was playing on tornado i used some different more tight wall ins
also the one for 10 oclock is so so stupid, you can put here a cybernetic then it have a sense, but at the point you have citadel usually you dont need more the wall in
Sic iter ad astra
lazz
Profile Blog Joined January 2009
Australia3119 Posts
February 06 2010 09:44 GMT
#3
i just tested 10 oclock with a cybercore instead of the citadel and a goon fits fine, so it's definitely an option.
preacha
Profile Joined January 2010
Norway210 Posts
February 08 2010 20:03 GMT
#4
wow. thank you very much for this ive gone 1gate-tech for a while xD now i dont need to xD gonna try out the walls. keep up the good work!
dont pet a burning dog
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
February 09 2010 00:29 GMT
#5
Eh don't have to check atm but wasn't this posted earlier last week? And a better wall in for some positions given?
LorDo
Profile Joined December 2008
Sweden485 Posts
February 09 2010 00:38 GMT
#6
On February 09 2010 09:29 EtherealDeath wrote:
Eh don't have to check atm but wasn't this posted earlier last week? And a better wall in for some positions given?


No, that was for Fighting Spirit.
Fontong
Profile Blog Joined December 2007
United States6454 Posts
February 09 2010 01:17 GMT
#7
10 o clock is unacceptably bad, wow. Lazz you need to redo that one. You can't rely on tech buildings to block that top area. It would make a 10+ ling runthrough so damn easy. You'll never have the core out so fast that it blocks it from a 9 pool speed into runby.

Not only that, you are openly broadcasting your tech.
[SECRET FONT] "Dragoon bunker"
NovaTheFeared
Profile Blog Joined October 2004
United States7232 Posts
February 09 2010 01:20 GMT
#8
Is it just me or do both 10 and 1 look insanely vulnerable to hydra breaks?
日本語が分かりますか
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 09 2010 01:42 GMT
#9
Any reason at 10 o'clock the photon cannons aren't next to the gateway/forge to prevent hydras from picking it off easily?
Fontong
Profile Blog Joined December 2007
United States6454 Posts
February 09 2010 01:58 GMT
#10
Alternate walls for 7 and 10.

[image loading]

This wall for 7 is a trade-off from the other wall. It is tight except as indicated by the probes. NOTE: the forge/gas becomes zergling passable after you create an assimilator. However, I assume you will be more or less safe from a ling all in by now....

[image loading]

This wall pulls the buildings further in towards the nexus, and uses the pylon to help close the huge hole present in other wall-ins. It still leaves ample room for a cannon line in case of a hydra break.
[SECRET FONT] "Dragoon bunker"
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2010-02-09 02:43:07
February 09 2010 02:42 GMT
#11
the problem with 10 oclock is similar to one of the positions on fighting spirit.. it's difficult to make a ling tight wall-in without making it vulnerable to hydra breaks or too claustrophic in terms of placement. the placement i used is directly copied from progamers, and i believe ive seen that particular wall at 10 oclock used in more than one game. if your deeply suspect a speedling runby, you can always pylong where the citadel is.

fontong: I fail to see how your 7 o clock is an improvement. could you explain? also the cannon on the left seems awkwardly placed, shouldnt it be directly to the left of pylon?

for your 10 oclock i really dont like the pylon placement, it makes it too exposed during hydra breaks. maybe switch the position of the bottom cannon and the pylon?
lazz
Profile Blog Joined January 2009
Australia3119 Posts
Last Edited: 2010-02-09 03:50:46
February 09 2010 03:11 GMT
#12
if you pylon and block with 3 probes 10 oclock is ling tight:

+ Show Spoiler +
[image loading]


On February 09 2010 10:20 NovaTheFeared wrote:
Is it just me or do both 10 and 1 look insanely vulnerable to hydra breaks?


10 oclock is pretty good against hydra breaks, it's very roomy

+ Show Spoiler +
[image loading]


same with 1

+ Show Spoiler +
[image loading]


10 o clock is getting a lot of heat, i welcome more people to try to come up with their own



edit:found a ling tight wall-in for 10 oclock that only requires 2 probes, but it's ugly and claustrophic :/

+ Show Spoiler +
[image loading]
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