
I'm finding that you want to make lots of squiggles when you do a follow-your-trail defense. That keeps most attackers from grinding your wall and gives you room, so you can pull up some of your wall so you can attack people who come near you, replacing some squiggly walls with a straight wall on that circuit. Keeps a wall around the fortress and gives you some play, so your'e not just waiting for someone to cut you off and take the zone, you can actively work against them. It also gives you room to double parts of your wall should you suspect the enemy of trying to use a torpedo to blast their way in.
I have two more examples of how not to take the zone. Both of these are with me as defender.
First. I was goalie, making my wall. Some idiot came along and surrounded my wall with his. Then he cut inside if his wall, so he was between mine and his walls. So I gave him room for about a quarter of a lap. He kept going, and committed himself to the path. Then I closed it. Now, we already know that trying to enter the maze like this gives the goalie all the advantages and is already dumb. However, since he had been so kind to surround my zone, even his buddy who was waiting for a chance couldn't exploit the hole before I came back around in a regular lap to close it. The sad part is that the two attackers were combined good enough to beat me, but they didn't combine their efforts and lost instead.
Second, I wasn't goalie. It was 3 on 3 and we'd decided to run no goalie. So a guy got past me, and I was giving chase. He entered our zone and immediately started making radiator coils. He had the upper hand! He was ahead, and well in a position to close off my way. But he didn't do it. Instead he made radiator coils. I was quick to surround him, and he died.
When you are racing your opponent to their zone, the guy in front has the upper hand, and he just needs to throw a defensive wall around the enemy's zone. Don't worry if you have to step out to make it a proper defensive wall, because once the wall's there, nobody's getting in fast enough to take it from you. Getting into the zone isn't enough to take it, you still have to hold it against your opponent for 2 seconds. So hold it!