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Active: 1090 users

Arcadia PvZ wallin building position

Forum Index > Brood War Strategy
Post a Reply
lgn!
Profile Joined February 2010
Italy221 Posts
August 19 2017 11:31 GMT
#1
Hi guys, i'm trying to figure out the best wallin in this map.
This is what i've got so far:
http://imgur.com/a/LKORD

Anyone with better soltution?
화이팅
ProMeTheus112
Profile Joined December 2009
France1306 Posts
August 19 2017 11:36 GMT
#2
looks good
LRM)TechnicS
Profile Joined May 2008
Bulgaria1559 Posts
August 19 2017 11:36 GMT
#3
if they are ling tight, they are good to go
Enjoy the game
lgn!
Profile Joined February 2010
Italy221 Posts
August 19 2017 12:45 GMT
#4
On August 19 2017 20:36 LRM)TechnicS wrote:
if they are ling tight, they are good to go


yes it's all blocked.
화이팅
Alpha-NP-
Profile Joined September 2008
United States476 Posts
August 19 2017 12:50 GMT
#5
Does Arcadia have any matchups that are particularly hard? I figure it would be an easy PvZ map for Protoss to win.
Telecom is pyeong-gyun
castleeMg
Profile Blog Joined January 2013
Canada516 Posts
August 20 2017 04:42 GMT
#6
thanks i was going to test this out today but i see now i dont have to
AKA: castle[eMg]@USEast/ iCCup
kingJY
Profile Joined January 2011
United States39 Posts
August 21 2017 03:30 GMT
#7
Here's some I made with hydra busts in mind. Hope there's better ones out there than mine.

[image loading]
Can't put gateways against cliff on 8 and 10 o clock chokes as lings will squeeze through.
[image loading]
I think your 10 o clock is better than mine, drawn back and out of the middle. But the cannons will be at a wierd angle when your gate goes down.
[image loading]
Just put the pylon down in the highlighted spot.
[image loading]
I couldn't figure out a better one. Yours is ok but your pylon is in a very bad spot. Gotta have room for 4-6 cannons.
abuse
Profile Joined April 2011
Latvia1663 Posts
Last Edited: 2017-08-21 07:40:33
August 21 2017 07:38 GMT
#8
On August 19 2017 20:31 lgn! wrote:
Hi guys, i'm trying to figure out the best wallin in this map.
This is what i've got so far:
http://imgur.com/a/LKORD

Anyone with better soltution?


doesn't your 10 o clock's pylon block the nexus placement?
overall this thread is great, thanks guys.
Been having troubles with arcadia too, with the 8 minerals in main and hydra busts and all
I don't believe you.
GGzerG
Profile Blog Joined January 2010
United States8938 Posts
August 21 2017 08:56 GMT
#9
On August 21 2017 16:38 abuse wrote:
Show nested quote +
On August 19 2017 20:31 lgn! wrote:
Hi guys, i'm trying to figure out the best wallin in this map.
This is what i've got so far:
http://imgur.com/a/LKORD

Anyone with better soltution?


doesn't your 10 o clock's pylon block the nexus placement?
overall this thread is great, thanks guys.
Been having troubles with arcadia too, with the 8 minerals in main and hydra busts and all

Looks like there is just enough space, and thanks for this, my wall offs are pretty wild so this will help lol
AKA: TelecoM[WHITE] Protoss fighting
shall_burn
Profile Joined January 2016
252 Posts
Last Edited: 2017-08-21 10:41:26
August 21 2017 10:10 GMT
#10
Might be a silly question, but is there a reason for zerg to attack in 6-8 cannons? Other than deadly, it's like 900-1200 minerals spent, so zerg might as well take over the entire map.
Also, this new nexus looks like it's been damaged severely and now burning.
abuse
Profile Joined April 2011
Latvia1663 Posts
August 21 2017 11:08 GMT
#11
On August 21 2017 19:10 shall_burn wrote:
Might be a silly question, but is there a reason for zerg to attack in 6-8 cannons? Other than deadly, it's like 900-1200 minerals spent, so zerg might as well take over the entire map.
Also, this new nexus looks like it's been damaged severely and now burning.


The cannons are against hydra busts.
You can't hold without 4+ cannons.
You don't just make them when you feel like it, you make them when you scout zerg going 3hatch or 5hatch hydra.
I don't believe you.
shall_burn
Profile Joined January 2016
252 Posts
August 21 2017 11:25 GMT
#12
On August 21 2017 20:08 abuse wrote:
Show nested quote +
On August 21 2017 19:10 shall_burn wrote:
Might be a silly question, but is there a reason for zerg to attack in 6-8 cannons? Other than deadly, it's like 900-1200 minerals spent, so zerg might as well take over the entire map.
Also, this new nexus looks like it's been damaged severely and now burning.


The cannons are against hydra busts.
You can't hold without 4+ cannons.
You don't just make them when you feel like it, you make them when you scout zerg going 3hatch or 5hatch hydra.

Oh, ok, thanks.
kingJY
Profile Joined January 2011
United States39 Posts
August 25 2017 21:46 GMT
#13
I tested out your 10 o clock there Ign! and your 10 o clock is not ling tight at all, the forge is out of that corner a tile and lings can run past ez.
[image loading]


I did make some alternatives to my mediocre wall cuz I didn't like it. If it was a pylon forge gate wall like on circuit breaker you can hide the probe directly above the gateway and they can't click it but not these.

Second pylon is placed for hydra bust. We don't need artosis to assist our zerg opponent.
[image loading]

[image loading]

The second one is better only requiring 2 zealots but goons cannot leave. When the gate goes down midgame ling runby can be problematic.
Freakling
Profile Joined October 2012
Germany851 Posts
Last Edited: 2017-08-26 09:43:56
August 26 2017 09:39 GMT
#14
[image loading]

Top left one is a bit worse than the others because…
  • …the choke is wider for some reason, so there are two gaps to block
  • …big units like Dragoons cannot get out unless the Pylon is destroyed.
  • …Units spawn on the outside of the wall.


Units also spawn on the outside for top right, and the Nexus really gets in the way for some reason. Weird old maps...

Here is a version of the map that you can test wall#ins with in ScmDraft. It also has some bugs (ramp vortices) fixed.
GGzerG
Profile Blog Joined January 2010
United States8938 Posts
Last Edited: 2017-08-27 05:36:35
August 27 2017 05:36 GMT
#15
look at http://walls.tips , really nice info for Protoss users on how to wall off, just found it myself.
AKA: TelecoM[WHITE] Protoss fighting
kingJY
Profile Joined January 2011
United States39 Posts
August 27 2017 22:19 GMT
#16
Good tool but those are some mediocre walls that the majority can be done better. Yeah sure they work but it could be more efficient placement on pylons on most. Fighting spirit has one wall that's good, the rest don't take hydra busts into account. Circuit breaker is so easy but 8 o clock has bad pylon pos. Arcadia walls work but also suffers from having no planning for hydra busts. I'm personally not comfortable playing the other maps as toss.
r.Evo
Profile Joined August 2006
Germany9728 Posts
August 28 2017 07:29 GMT
#17
Could still be worth messaging the guy and/or supplying him with some examples that correct issues with his designs. The way that site is designed is so incredibly useful compared to opening multiple wiki pages and similar things.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
goatrope
Profile Joined March 2008
Canada41 Posts
August 29 2017 03:44 GMT
#18
Hey! I'm the walls.tips guy.

Every wall-in on the site was copied directly from a Korean pro VOD or replay, but I'm always open to suggestions! I think different people have different philosophies about walls so there's inevitably going to be some disagreement.

Eventually I'd like to add buttons like "Anti-ling" and "Anti-hydra" which show different layouts that work better against different types of busts.

I'm glad people like the site design so far - I plan to keep improving and updating it as long as there are people playing Brood War.
kingJY
Profile Joined January 2011
United States39 Posts
August 29 2017 16:13 GMT
#19
Hey goatrope, weren't you zerg main on #sasc? Call it korean bad habits like their choice in peripherals but here's a few recommendations. Most of the time there's tradeoffs with these minor adjustments, so it's understandable why their placements are the way they are but sometimes its just plain oversight.

[image loading]
FS 1 oclock. Pylon goes one tile to the left of the pro placement. If you add up to 4 cannons you'll have to blow one up at least. Here only the 8th cannon may need removing so goons can get past.


[image loading]
FS 4 oclock. Pylon, gate, and forge go one tile left if you want more than 4 cannons. This position is the worst for walling because it requires 3 units to block lings and if facing hydra bust, gotta destroy a couple cannons to get goons out no matter what.

[image loading]
FS 7 oclock. Pylon backed up, forge more exposed, more cannons in front.

[image loading]
FS 1 oclock. Cannons readjusted so you can fit more than 3 on first row.


All of circuit breaker is straight forward. Push the pylon/gate/forge out a tile its more exposed but you have more room for cannons. Just be sure to build the 4th pylon that can also power the cannons and hopefully your robo.

When doing screenshots of placements, go ahead and build out the natural so viewers can see the where things go in relation to other buildings, shortcomings, as well as minor mistakes that can be avoided.

Also sidenote. Arcadia 10oclock. I refer back to my original wall that's super exposed and pushed way out with cannons covering nothing important rather than a 3 tile gap.
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