. I've planned placements for some of the existing ladder maps, and would like input/opinions.
Cloud Kingdom:
Here's the basic outline:
There are 2 chokes in a line which can be held against zerglings by a single zealot each or a single forcefield. It's also quite nicely set up to trap a group of units between a zealot and a forcefield or 2 forcefields.
The reason for the relatively weird positioning of the large structures is so that from any angle a single cannon can attack roaches that are attacking any building. There is one location that is vulnerable to roach attack on the gateway (this is inevitable with a cannon behind a wall) but it can be attacked by a high-ground stalker easily, and can only fit 1 or 2 roaches.
Daybreak:
Basic outline:
Believe it or not, lings can't fit through that gap.
It can be held by a single zealot against zerglings.
If the zealot and pylon at the edge are killed, you can fall back to your main and warp in a second cannon, 2 pylons to keep the 2 cannons powered, and a gateway that walls of your main and prevents lings from attacking the new cannon.
Entombed Valley: Basic outline:
Zergling-proof. The one cannon can shoot anything that gets high enough up the ramp to get vision.
If the zealot dies you can warp in a second gateway and second cannon to make a new wall defending your main and natural. You could also have the gateway and cybernetics core the other way around, this strengthens the wall but puts your tech more in danger because it's more likely to be focussed down and also makes it easier to mess up the wall as you have to place the gateway first.
Korhal Compound: Basic outline:
There is one point where a roach can attack the cybernetics core and the cannon can't attack it but this leaves it vulnerable to stalker fire and only 1 or 2 roaches can fit there.
If the opening is busted then you can make a half-wall by placing another gateway, and pylons and cannons to taste. Metropolis:
Basic outline:
You can do a complete wall-off here and open it up when you knock the rocks down. At that point you get this:
The cannon can hit any roach trying to attack any point along the wall. Another pylon and cannon can be created in these locations to strengthen the wall.
2 additional gateways can be warped in here to create a very strong half-wall with the nexus.
Last edited by mGGMueX; Thu, 31st-May-2012 at 1:12 PM.
For your imgur links you need to click on the picture then link the url with .jpg on the end. The URLs you currently have are only to the imgur page displaying your pic, hence it shows as broken.
But with ALL the maps!(i think?)
i like it!
Although i like pinders more, (No Pylons in walls) , you've got some nice ideas, its great how you considered the roaches on all of them, and i love how you've explained the follow-up for if they manage to break it.
Although i like pinders more, (No Pylons in walls) , you've got some nice ideas, its great how you considered the roaches on all of them, and i love how you've explained the follow-up for if they manage to break it.
It's easy to do it with no pylons on a map like Shakuras, but on the wider ones it's impossible. For Cloud Kingdom I opted for safety against roaches attacking important buildings in the wall over not including pylons, so I had to move them further back. In Pinder's one the forge and possibly cybernetics core can be easily attacked by roaches with no defense.
Avoiding pylons in the wall is a bit of an old-fashioned way of walling. A zealot is just as much of a weak point as a pylon against roach all-ins, and against baneling all-ins you're dead without forcefields even if you don't have any pylons in your wall - so I don't worry too much these days about avoiding pylons.
Haha had a game like sase's one a few weeks ago so much fun! I ended up having my 3rd wall broken similar to him but managed to get 6 gates up warping in zealots n smashed it
Those walls are good vs roaches and attempted ling runbys, but watch out for baneling busts. It's better if you can build one or two gateway/cybercores behind the weak spots (zealot/pylon) to wall off completely with stronger buildings. But most of it comes down to scouting anyway, so if it works for you, then that's great!
It's really good, I suck at simcitying, my buildings look so awkward and I build like a little maze cause I always end up with a gap of two grids and try to somehow fix it LOL
I hate these things. Honestly, there is nothing worse in the world as a zerg player than being shut out by wall off after wall off. Don't get me wrong, I understand that it's part of the game, but it is so frustrating to know that you can kill this guy and end this game, but you cant get through his 450 minerals worth of gateways. It really sucks to lose a game from this. I hope they improve worms a lot in the expansion.
Honestly, if worms either didn't cost gas after the first building, OR didn't make a huge screeching noise when they arose from the ground, these things would be so much easier to deal with. But maybe I'm just terribad.
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