Since Fighting Spirit and Tornado are now motw, now is a good time as any for reference points on how to sim city on these two maps. (Note: credit for the following simcities goes to anonymous koreans on pgr21)
Tear stained american saints and dirty guitar dreams across a universe of desert and blue sky , gas station coffee love letters and two dollar pistol kisses from thirty five dollar hotel room stationary .
1.) On top of hatchery, zerglings can pass but hydras and zealots can't. 2.) Between hydra den and hatchery, zerglings and hydra can pass but zealots can't 3.) Zerglings Hydras, and Zealots can all pass to right of hatchery
1.) Between hydra den and hatchery, zerglings, hydras, and zealots can pass. 2.) Hatchery and evolution chamber equals zerglings can pas but not hydras or zealots.
1.) Between hydra den and hatchery, zerglings and hydras can pass but not zealots. 2.) On top of hatchery or to the right, zerglings, hydras, and zealots can all pass.
Zealots can only pass between hatchery and evolution chamber and you can stop that with larvas. Zergling and hydra pass through hydralisk den and hatchery.
Credit goes to anonymous koreans as well as google translate. l10f deserves special mention and thanks for helping me slay the beast that can be google translate at times too.
Using a Den AND and evo is probably not the greatest idea. Sure, you defend your nat, but why are you two basing vs an FE protoss? Against vulture harass you can pretty easily do hatch den sunk hatch to block off your stuff. Vs protoss zealot harass you can just tuck a sunk between a hatch and a den, it's no big deal. That way you get to use an evo and 2 hatches at your expo.