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I've always wondered why this kind of thread isn't a running theme in the same vein as Protoss wall-in guides. So, I made one.
WHITE LINE - Direct line base to base as refrence RED LINE - FIRST OVERLORD YELLOW LINE - SECOND OVERLORD GREEN LINE - THIRD OVERLORD
Red circles - good overlord positions and sight range ( usually pedestals or out of reach ) White circles - xelnaga towers sight range.
Feel free to correct, suggest, or add anything of value. I'll be adding the rest of the maps tomorrow. Paths are based on my limited experience and opinion, any explained improvements would be most welcome.
Abyssal Reef ZvT
+ Show Spoiler +
Abyssal Reef ZvZ
+ Show Spoiler +
Abyssal Reef ZvP
+ Show Spoiler +
Acolyte ZvT
+ Show Spoiler +
Acolyte ZvZ
+ Show Spoiler +
Acolyte ZvP
+ Show Spoiler +
Odyssey ZvT
+ Show Spoiler +
Odyssey ZvZ
+ Show Spoiler +
Odyssey ZvP
+ Show Spoiler +
Mech Depot ZvT
+ Show Spoiler +
Mech Depot ZvZ
+ Show Spoiler +
Mech Depot ZvP
+ Show Spoiler +
Ascension ZvT + Show Spoiler +
Ascension ZvZ + Show Spoiler +
Ascension ZvP + Show Spoiler +
Interloper ZvT + Show Spoiler +
Interloper ZvZ + Show Spoiler +
Interloper ZvP + Show Spoiler +
Catallena
+ Show Spoiler + NOPE
Guidelines:
T - first ov goes almost straight to his natural ( just aside enogh to avoid marine opener ) then loops around behind the natural when possible and into his ramp to scout. second ov goes to proxy rax location then to his third. Third ov scouts reaper entery into base then goes to drop spots.
P - First ov goes straight to his natural ( slight curve if you can scout a proxy location ) then to a safe spot near his nat. Second ov goes to proxy gateway location then to a drop location for his main Third ov goes to proxy stargate location
Z - First ov goes straight to his natural then towards his third Second goes along ling run-around path then usually toward his fourth Third ov goes to ling/bane muster point against your nat.
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730 pixels wide, of course, sure, why not
Third times the charm
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The image you intend to embed must have its url end with an actual image format (.jpg,.png,.bmp,.gif). You have to link to image's address. Not the site where image is hosted.
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On September 04 2017 06:16 Ej_ wrote: The image you intend to embed must have its url end with an actual image format (.jpg,.png,.bmp,.gif). You have to link to image's address. Not the site where image is hosted. Thanks!
Fourth time the charm it is then
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LOL at the Catallena tips
Im a toss player, but Im still happy to see this. Now I know where to look for the overlords with my phoenixes :D
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Nice work!
What I see a lot of good Zergs do in ZvT now is to move their first overlord halfway across the map and let it sit there to assess whether it's reaper(s) or a marine opener.
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This is an awesome idea. I think there are some overlord paths that might be good alternatives on some of these and I might try to draw them out and see what you guys think. I like a lot of the stuff you drew though and learned some definite new approaches / places to put overlords :D
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What do you guys think about sending the first overlord past proxy locations and the second one straight cross map in ZvT?
Your first overlord won't reach the opponent's base in time to react to proxies and the second overlord will only spot proxy rax when they're close to finishing up (making a drone pull way less effective). Reversing the order gives you a chance of spotting the proxy shortly after it starts whilst the delay on the crossmap overlord doesn't seem as relevant. Thoughts?
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On September 04 2017 11:37 Saechiis wrote: What do you guys think about sending the first overlord past proxy locations and the second one straight cross map in ZvT?
Your first overlord won't reach the opponent's base in time to react to proxies and the second overlord will only spot proxy rax when they're close to finishing up (making a drone pull way less effective). Reversing the order gives you a chance of spotting the proxy shortly after it starts whilst the delay on the crossmap overlord doesn't seem as relevant. Thoughts?
Too inconsistent I think.
Proxies are the exception not the rule and most maps have at least two possible locations, so you're betting on both the opponent proxying and you picking the right proxy spot over getting a crucial read ( whether they expanded ) additionally, the first overlord will actually overshoot some proxy locations.
If you can path your first overlord in a way that glances a common proxy spot without losing too much time that would be best. But that would probably be just a bad proxy location.
If you are on the next level meta-gaming, and you KNOW your opponent is proxying you then yeah, sure. but if that's the case, why are you even scouting? drop the early pool and go kick his ass.
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On September 04 2017 08:06 Superiorwolf wrote: This is an awesome idea. I think there are some overlord paths that might be good alternatives on some of these and I might try to draw them out and see what you guys think. I like a lot of the stuff you drew though and learned some definite new approaches / places to put overlords :D
That's great, you can send me a rough image and I'll format it to be identical to the ones I did.
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It's a percentage play yes. It's more that the initial overlord doesn't scout anything the second overlord doesn't scout in my eyes. Assuming you're not willing to gamble your overlord into their natural you'll have to wait to see if they made a reaper. The only things that require you to change your build this early are proxy rax and 3 rax reaper (afaik). You can't scout their base in time to defend a proxy and the way to deduce 3 rax reaper without risking your overlord to marine openers is to have an overlord midmap and see how many reapers pass by. Your second overlord will be midmap approximately the same time a standard reaper crosses mid map (~2:15), whereas your first overlord would just sit idle.
Edit. I looked closer at the ZvT overlord patterns and there's nothing spotting the middle of the map. I feel you need to be able to see reapers move across the map more than you need to see their natural at a time where 1 base all-ins would already have hit.
Edit 2. It would look something like this: + Show Spoiler +
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A lot of the pathing you have on your first overlord is going to get it killed almost every time
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On September 05 2017 07:22 McMonroe22 wrote: A lot of the pathing you have on your first overlord is going to get it killed almost every time
These aren't theorycrafted, these are the paths I play and that doesn't happen. Or do you mean for zvt where I show the first overlord going into his ramp? Because that's a sacrifice, of course it dies.
Can you please pick a specific case and we'll go over it.
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Mech Depot ZvZ is wrong, you send first 2 ovies to the sidelines so you can see lings coming from 13/12
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On September 05 2017 19:53 Ej_ wrote: Mech Depot ZvZ is wrong, you send first 2 ovies to the sidelines so you can see lings coming from 13/12
Second overlord should cover north path, I haven't been hit by people going south yet, I guess because that should be scouted by a simple second overlord to the third so people go north. Have you been hit by people going south enough to justify the delay on the first overlord scouting the natural?
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is there a reason not to fly straight to your opponents natural wall in zvp with first overlord? i see you making detours for some reason, like your ascension path
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On September 16 2017 03:26 xaoras wrote: is there a reason not to fly straight to your opponents natural wall in zvp with first overlord? i see you making detours for some reason, like your ascension path
Scouting popular proxy locations
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The Mech Depot ZvP image seems to be broken, other than that great thread! Very useful.
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