QUOTE (Jaidelm @ Nov 27 2009, 11:03 PM)

As far as map awareness goes, I feel like I have a small excuse in that I've only played that map a few times.
In regard to the building placement, I'm trying to improve that by using nearly all my tech buildings as walls, though specific ideas evade me. I just want to try and keep sunkens behind/surrounded by buildings, right?
I think what I'm most confused about is whether to get hydras or not, and when. Some people seem to get hydralisks and then move from there, others seem to run to lurkerling. I tend to not know what to pick and end up screwing myself, or start production too late and die to that godly +1 rush. Is there a guideline for which to choose? do the builds vary for each before the point of that "tech decision"? Or is it just personal preference? I ask a lot of questions, sorry =/
I also have no idea what lucksack means. Are you saying I should have better building placement in my main, too? I dont think I have enough buildings to place to protect a natural, a third, and a main.
If you're a protoss I'd love to practice with you, I seem to learn most via getting whooped and then discussing. I really have no clue as to the protoss perspective, and everything helps. Thanks.
http://www.teamliquid.net/forum/viewmessag...?topic_id=99705 and
http://wiki.teamliquid.net/starcraft/Walling_as_Zerg are good references for learning how to wall better. (Liquipedia is pretty awesome resource in general btw) In addition, vods are another great resource.
http://www.teamliquid.net/tlpd/games/30578_Jaedong_vs_Kal and
http://www.teamliquid.net/tlpd/games/32244_Pusan_vs_sAviOr show some specific zerg walls on this particular map.
In regards to what to get and when, a lot of this is dependent on scouting. It's one of the greatest strengths of Neo-Sauron as scourge can tell you exactly what they are planning on doing. (such as low amount of gateways can indicate intention of wanting an earlier third while a stargate and citadel but delayed temp archives could mean a sair/speedzealot timing attack.) For example, if you go Neo Sauron but you see +1 spinning and no stargate then just add a 4th hatch, second gas and go muta to stop it. If you are planning to get lurks but your scourge see that P isn't stopping sair production then proceed to get hydra speed before researching lurker aspect. If you see a late natural gas then the P is probably going for some kind of early speedzealot pressure after FE so be sure to sunk up a bit more at nat and third. In addition, you can "re-arrange the pieces" as you see fit ie opening lurks into muta into hydra or muta into lurk into hydra etc. (see day9 stuff for much more indepth about this particular subject and good example of it zvp where he expounds on it is Jaedong vs Bisu on Desti in WCG)
Uh, it basically meant that the Protoss was planning to sacrifice his DTs without any regard to consequences as it is something that mainly only lower level players do as higher levels realize that it will hardly ever work like that (where a dt or two destroyes a third base by themselves)in modern pvz and instead just use the DTS to scout and make sure that you don't take a 4th so early.
im a zerg too >_>
If I were you then I'd go watch vods of zergs with sick zvp such as jd, zero hero etc and try to understand why they made decisions that they did and also consider army compositions of both players. In addition, there was a recent huge leak of sick amount of pro replays that you can watch as well which really helps to see timings and stuff that is really hard to learn from vods.
http://sc.replays.hu/download.php?download=156 While watching replays, watch from Z's POV and turn off P's POV and at certain points pause and compare what you would have done in X situation to what he did and try to understand why he did what he did and also why he didn't do what you would have done.
After that, it's just maknig sure that you actually play the game and trying to improve mechanics as much as possible.