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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.
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.
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1 o'clock (North East Start Location)
Pylon Placement:
+ Show Spoiler +
Hydra Break Cannons:
+ Show Spoiler +
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5 o'clock (South East Start Location)
Pylon Placement:
+ Show Spoiler +
Hydra Break Cannons:
+ Show Spoiler +
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7 o'clock (South West Start Location)
Pylon Placement:
+ Show Spoiler +
Hydra Break Cannons:
+ Show Spoiler +
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11 o'clock (North West Start Location)
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 +
Alternate Configuration used in TSL ladder and Proleague:
+ Show Spoiler +
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.
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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 Stork and 1 from Movie. Durring my research I saw 2 Protoss take significant losses from run-bys in the 1 o'clock 1 being Reach and the other was Stats I believe.