This is what i've got so far:
http://imgur.com/a/LKORD
Anyone with better soltution?
Forum Index > Brood War Strategy |
lgn!
Italy224 Posts
This is what i've got so far: http://imgur.com/a/LKORD Anyone with better soltution? | ||
ProMeTheus112
France2027 Posts
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LRM)TechnicS
Bulgaria1565 Posts
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lgn!
Italy224 Posts
On August 19 2017 20:36 LRM)TechnicS wrote: if they are ling tight, they are good to go yes it's all blocked. | ||
Alpha-NP-
United States1242 Posts
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castleeMg
Canada744 Posts
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kingJY
United States39 Posts
Can't put gateways against cliff on 8 and 10 o clock chokes as lings will squeeze through. 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. Just put the pylon down in the highlighted spot. 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
Latvia1923 Posts
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 | ||
TelecoM
United States10583 Posts
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 | ||
shall_burn
252 Posts
Also, this new nexus looks like it's been damaged severely and now burning. | ||
abuse
Latvia1923 Posts
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. | ||
shall_burn
252 Posts
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
United States39 Posts
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. 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
Germany1525 Posts
Top left one is a bit worse than the others because…
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. | ||
TelecoM
United States10583 Posts
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kingJY
United States39 Posts
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r.Evo
Germany14054 Posts
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goatrope
Canada41 Posts
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
United States39 Posts
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. 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. FS 7 oclock. Pylon backed up, forge more exposed, more cannons in front. 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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