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United States9947 Posts
awesome.
I didn't really feel as if the ones on LP were the best, as they only showed like one cannon, and as we all know one cannon isn't the best... I never see the pros use any of the example wall-ins either, or at least, very rarely.
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On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p
Like this:
edit: >.>
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The above is good, but forge on the left and gate on the right. On there u have 3 gaps.
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The 7 oclock wall is a bit funny. You have to kill both the pylon as well as the cannon to get your goons out. fabiano's wall except with the forge and gateway positions reversed is what Bisu did on Bnet attack.
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On November 01 2011 08:03 fabiano wrote:On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p Like this: + Show Spoiler +edit: >.>
ok i fixed the op and fixed those walls up.
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Walling in PvZ is actually fairly straightforward. As a general rule of thumb the Forge goes on the left and the Gateway goes on the right if you have a horizontal wall (For instance, on the 7 o clock and 1 o clock positions on Fighting Spirit). If you have a vertical position you place the Pylon so it is touching the top left (or right) of the Forge (Whichever corner is closer to your Nexus). You build your Forge on the bottom of your choke point and place the Gateway directly above the Forge.
In most situations this is how professional players wall their expansions in PvZ.
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On November 01 2011 08:03 fabiano wrote:On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p Like this: edit: >.>
First of all, put your Forge on the left side and your wall will be Zergling tight, presuming you block between the Gateway and Forge. Secondly, place your Pylon so its in horizontal alignment with your Pylon. This will make it so if you are Hydralisk all inned the Zerg literally has to focus down your wall until he/she can effectively target fire your Cannons. If your wall goes down prior to having sufficient Zealots to act as a wall, you can also pull Probes off the line. Placing the Cannons back a hex or two makes your choke point more effective against a Hydralisk bust.
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On November 01 2011 11:25 tryummm wrote:Show nested quote +On November 01 2011 08:03 fabiano wrote:On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p Like this: edit: >.> First of all, put your Forge on the left side and your wall will be Zergling tight, presuming you block between the Gateway and Forge. Secondly, place your Pylon so its in horizontal alignment with your Pylon. This will make it so if you are Hydralisk all inned the Zerg literally has to focus down your wall until he/she can effectively target fire your Cannons. If your wall goes down prior to having sufficient Zealots to act as a wall, you can also pull Probes off the line. Placing the Cannons back a hex or two makes your choke point more effective against a Hydralisk bust. i updated and added medusa+python. there is a completely different variation of a wall build for that location now.
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Australia7069 Posts
On November 01 2011 08:03 fabiano wrote:On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p Like this: edit: >.> thats wrong, forge goes on the left, gate on the right.
as for these walls you've done, your pylons aren't really ideal. eg: 4 on aztec if you put the pylon 2 to the left, you can fit an extra cannon in case of a hydra break
edit: same with 12
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On November 01 2011 14:18 Kiante wrote:Show nested quote +On November 01 2011 08:03 fabiano wrote:On FS isnt it better to have the gate and the core forge side by side with a zealot gap between them at 7? Or is it too vulnerable to hydra bust? Humble questions, I'm just a D player :p Like this: edit: >.> thats wrong, forge goes on the left, gate on the right.As for these walls you've done, your pylons aren't really ideal. eg: 4 on aztec if you put the pylon 2 to the left, you can fit an extra cannon in case of a hydra break edit: same with 12
I actually posted what I believe to be the best wall for 7 o'clock. Scrap the old style of forge left+gateway right. wishbones: 7 - 1 Zealot or 1 Probe (copied from OP)
@Aztec recommendation = Fixed 12 & 4 thanks for input. Very big difference now.
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Australia7069 Posts
those type of walls suck tho because you have to kill the pylon to get goons out and its a vulnerable target in case of a hydra bust.
actually it looks like heaps of your walls look like that. Also you shouldn't be FFEing on central plains regardless, because you get a back expo 1 gate with an expo behind it holding the ramp with zealots is superior.
also i really dont like these "have to kill the pylon to get out" walls at all. Sure it makes ling allins a little easier to hold, but 2 space walls are fine for that if you scout properly and have time to pull a couple of probes to plug the gap, then u dont need to make extra pylons and stuff to power your wall after u have to kill the pylon to get out later.
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Its ok you dont have to like them if they don't suit your style of FE protoss, but top level koreans have used these (kill pylon later walls) so I know they are fine, if you dont like them, you don't have to use them.
As for Central Disctricts someone told me its a broken map that proleague let go of, but correct me if I am misinformed.
As for the back door, and I'm not saying don't take it first, but here is a good reason why one might not want too depending on spawn locations.
Central Districts Practice PvsT
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Man, that's great. I really use the weirdest walls on Polaris, so cool to be able to use something that makes a little more sense. ^^
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Hey no problem, keep your eyes on this thread for the next few months. I will do my best to add wall-off pics for every map that is in the iCCup map pack.
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The only map I play is Fighting Spirit, so I give a lot of attention to my walls.
+ Show Spoiler +This is the best wall for FS 7 o'clock position. You can get 7 cannons in excellent positions in this wall (the two places, on the right of the gate, and the left of the forge are particularly cool, being a bit further out. Place these two cannons first if you see a hydra bust coming) Pylon: + Show Spoiler +Anti-hydra: I like this one for 5 (you can get 3 really tight cannons in front of the wall if you scout a hydra bust early enough, saving your forge + gate) Pylon: + Show Spoiler +1 o'clock: Pylon: + Show Spoiler +11 o'clock: Pylon: + Show Spoiler +
(i took the best ones from posts in this thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=111235)
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Australia7069 Posts
oo i like that bottom left wall, i was doing mine one hex up, the one you have looks GREAT for hydra busts.
as for your top wall i go forge - gate gap core from bottom to top, kinda the opposite of yours. no idea if the core is tight on the top (probably isn't) but i find people dont try ^_^
tested it: yes its tight
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Yeah, the bottom left one is so beautiful (thanks to Fontong for it!). However, make sure that you have 2 units blocking it. Lings will get past a single zealot there, although it looks like it will be tight.
I think that core on the bottom is best for the 11 o'clock, because you want your forge closer to the ramp before you have your core built, and to protect the important cannon at the top a bit. I'm going to do some more testing now to find some even better walls
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Those are not bad at all. Its good to have variety in one thread.
Also keep in mind that with the style I propose it is completely safe to do 12 nexus/12 forge + 15 cannon/15 gateway, thus allowing you to skip 15 pylon completely due to the nexus' completion timing. Gives a faster cyber core as well. Also the probe transfer is much greater with 12 nexus/12 forge. The style I show is good for many reasons other than these listed.
Here's the replay I got the idea of 1 o'clock FS wall from. http://repdepot.net/replay.php?id=49443
As you can see these style of walls allow for great flexibility. This is why I used them anywhere they can work in my examples.
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Great job updating and cataloging new walls to suit new playstyles.
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