*indent* I scouted early speedlings right off the back. With cross positions, that probably only meant that they were going to be used to try to contain me from sending out any other probes after my first scouting probe died. The possible options zerg could have done, was try for a runby, go for a standard build, or try for a fast 2 hatch build. I kept my probe around the hatchery so that I could see if he would have attempted a runby or not. After I saw more then 6-8 zerglings(can't remember exactly) I knew that he was going for a runby. I just put up a third cannon incase he made 12 zerglings and destroyed my cannons. You can't make decisions in starcraft based on what you will assume he will do. Since I didn't know what was in his mind, I took all precautions so that I wouldn't lose to a simple runby. I got my nexus up before my third cannon though, because we were at cross positions.
*indent* I was sort of lucky that I had gotten a second probe into his base. That was a very crucial mistake(or skill) by him/me. From that second probe, I saw that there were 3 hatches, which eliminated a 2 hatch very fast tech build, he was only on 1 gas, meaning not that aggressive tech to lurkers/mutas just yet, and he wasn't mining gas off of his extractor(I think that's what was happening). That meant that I would be safe from any sort of sneaky or cheesey build. 3 hatch speedlings was an option still, but it was very unlikely, as there wasn't a proper amount of zerglings and there was the appropriate amount of drones(not being cut for military units or anything).
*indent* I opened with the standard Stargate/citadel build. It was the most appropriate build I could do. Judging that he went 3 hatch hydras, he would most likely take some more expansions, turtle with lurkers having that third gas secured, and basically tech to ultras/speedlings with upgrades. That was a pretty possible scenario that he could have taken and what I was shaping my game plan to be against. The Zerg was trying to be a bit tricky with me, because he was making a lair at his third hatchery. That implied that he wasn't going to go for mass hydras(his style of play) and that he was going to use lurkers. Muta harass that late also wasn't going to be a viable option because of the lateness of the lair.
*indent* Advancing into mid-game, as far as I was concerned, he could have still tried something tricky so until my sair came out, I would get an early templar archives and literally wait until my sair gave me sufficient scouting information to react from there. I put down my robotics bay after I saw that the hydras had no speed. Zerg players generally go for speed first and then range(otherwise they get run over by speed lots). Notice though that I didn't put down my observatory thingy until I was certain there were lurkers. The observatory thingy and observers take so little time to build that it doesn't hurt you that much. The amount of gas it takes though is alot, enough for several high templar. You don't want to make an observatory thingy unless you need it. The tricky part now is to keep the lurkers at bay until you have your observers. I think of it sort of like a PvT push, when your just trying to bide time for more units. Thats what I try to do too. If the Zerg player tries to flank me and put some lurkers at my natural already, I will either keep my army moving across the map and inflicting as much harassment as possible, or if there are only 1-3 lurkers(very few) I will try to storm or just run my way across.
*indent* What you want to do with your corsair, is not to lose it. Also you want to scout for expansions and to see the zerg's tech to make sure you don't get suprised. I believe that in PvZ, scouting is the most important thing for both sides(more importantly protoss). It is a very tricky thing to do, but once you can analyse what the zerg has in mind, you can set up an appropriate counter for the situation and you will be prepared for whatever he has coming at you. Knowledge is power! Now I don't really think i did the best job of breaking out of the contain or anything, but it's just so that people have a general idea what to do. You always want to be macroing, and have templars available. Templar storms make lurkers completely useless almost. They weaken them alot. The zerg player here didn't quite get a contain on me. We both battled for it and I ended up winning. One thing to note is that he didn't unclump his lurkers. That really helped me alot. He was either incompetent or didn't have time to unburrow his lurkers and spread them out.
*indent* After I broke out of the contain, I was able to stomp over the zerg because he over expanded. I think that he sort of underestimated me in that matter, but whatever;my win. A little thing I like to do when I take my third expansion, is just incase, I send out two probes to two different locations. That way I have a better chance of putting down a nexus and not being blocked by zerglings or something like that.
Note:At the end he asked me my max rank. I don't know what to say really :/ I haven't played iccup long enough and I still have alot of potential to keep moving upward. Normally I say I'm D+ and then people get pissed at but this time I said C XD. He was still pissed though >_>
Peace! Also I will try to get better quality :/ Was in a bit of a rush to upload the second part because there was a 1 day gap already