ZvP (vs insomniak)
This is another game with unorthodox builds, but it works out to your advantage because your opponent didn't wall.
Against protoss, it's usually best to delay zergling speed until 6+ minutes into the game. The proper protoss setup is to build a wall with a zealot for the door, or to expand with a forge and make a wall with cannons behind it. Either way, higher mobility with zerglings will not help you be aggressive, and if protoss expands they won't have a large army until midgame. If your opponent plays on 1 base, you should grab gas at 18 or 20 supply after expanding.
Given that your opponent didn't wall, you could have opened 15 hatch, 16 gas 16 pool. When your queens are out, make your first larva injection into zerglings and run them across the map. Your speedlings are fast enough to avoid fighting zealots, and counter stalkers. You could do significant economic damage with good micro. There's a reason protoss players wall.
At roughly 6 minutes in, you pull back all your scouts and move your overlord back across the map. The correct position for the overlord is over the gap of air by the expansion. Try to hang out far enough to see a nexus start, but not far enough that you'll attract unwanted attention.
IF they haven't expanded 6 minutes in, you can expect an all in and should be prepaired for it. Identifying what all in they are doing will help significantly, and you may want to sack an overlord if your unable to figure it out with a zergling. Standard defense against an all in would be 3 spines and an evo. Roughly 7 minutes in, start a spore crawler if they haven't attacked.
Against a 4 gate, it's very important that you spread creep out a little ways so your spine crawlers can be past the ramp to your natural. If protoss is able to land forcefields on that ramp, the game is over. Good spine positioning would allow them to hit units as they come up the ramp to the natural. Remember those units can't see up the ramp, so any damage you do while they are moving in range is free damage. Your spines were a bit far back, which gave you some issues microing your army. Your opponent was able to hit units and draw out small portions of your army. With good spine positioning this won't happen.
A good 4 gate will hit at 5:30. It's rare to see one pulled off that crisp because the players who are able to do it have moved on to sentry immortal all in. Your biggest issue was your economy being too low. Protoss had a superior economy when they attacked. Because you felt threatened, you kept making combat units and time favored the enemy. Making combat units is required, so the correct thing to do is go back and see where we can squeeze out additional drones. Changing your gas timing would help significantly. If your getting early gas, you need to be able to do damage, otherwise you should hold off until after your 2nd base is started.
There are 2 replays that are the same, so this is all I can do for reviews.
If you have any questions or need another review, feel free to ask.