So, a couple people have mentioned this already, but early pool is very much an aggressive move where you're trading economy for pressure; if you find your unable to apply that pressure that is definitely a disadvantage.
But let's assume you find yourself in this position:
POP QUIZ HOT SHOT
You early pooled only to find a wall off... What, do. You... DO?
So the first thing you'll notice is that you've achieved map control. This means your opponent is going to have to militarize before being able to take his natural. As a result this leaves you in a good position to take your natural. Usually, an early pool is followed by an overlord, so you'll want to expand on 14-16. Expanding earlier is not recommended because you won't be able to take advantage of it.
At this point your goal is to use your Zerglings to "scout" your opponents (ie. run up the ramp and see what shoots at you). What you want to do is get a good feel for what your opponent is building and responding appropriately. This will usually mean either some sort of Roach/Ling play, or teching to quick Banelings.
Ultimately your going to be behind economically, so your goal is to survive the first push by your opponent. If you able to survive that first push, then your second base will start kicking in and you'll rebalanced the economic advantage in your favor.
Alternatively, if your opponent takes too long to push, then use your map control to shut down any expos and expand to a third. The value of a wall is that it allows him to tech earlier to a good early-mid game push (6 minute mark). If he doesn't push at this time, expect some high tech, or cheese play, as he's essentially giving away his advantage.
This may not be the answer you want, exactly, as it doesn't cover how to recover from a situation where you mass up marines before scouting your opponent going for a tech build.
Skill levels between opponents being equal, it is not cost-effective to try to stick to a mass marines build vs an opponent going for marines and siege tanks. Siege tanks are a direct counter to marines, and any resources spent on trying to overwhelm siege tanks with marines are better spent on other tactics.
When you are a Terran player going against a Terran opponent, that should be your first indication to expect siege tanks. It doesn't always happen, but siege tanks are seen often in TvT play simply because they're a great answer to an opponent who might be massing the standard marine/marauder rush or teching up to the marine/marauder/medivac (MMM) ball. Because of this, it is dangerous to enter a TvT match-up and just start pumping out marines without proper scouting of your opponent.
Think of it this way: as a Terran vs another Terran, you have the following outcomes if you are dead-set on massing marines:
- You mass marine, they mass marine: Draw.
- You mass marine, they mass marine/marauder: You win.
- You mass marine, they tech to hellions: You lose.
- You mass marine, they tech to tanks: You lose.
If you are scouted as going mass marine, you'll end up encountering mech of some sort, and that is not good news for you. You're a bit better off if you have marauders as well since they do pretty well against hellions and siege tanks (provided you have concussive shells vs hellions and line-of-sight on the tanks (and stim always helps)).
The reason mass marines worked for you in lower-level play is because you were dealing with players who did not macro/tech as fast. I would suggest you abandon this strategy altogether in higher-level play. I could get away with mass reapers in Bronze, but trying that in higher level play is going to get me killed more often than not. It's better to go with a more traditional build.
Best Answer
No good player fails to scout, and information is one of the few staples needed to secure a win. Even gimmicky strategies benefit from scouting, so you should learn to deal with it, and do it too, especially when doing one-base tech - don't want to hit a turtling fast expander, do you?
I watched the video and saw no (well-executed) strategy. You went 1-1-1 and fast cloak, but then the harass failed. If the win was supposed to be a good example of the strategy at work, the harass should've worked, as that is apparently the goal. From there, you proceeded to make a tank-marine-banshee army and push, and frankly, the only reason you won was that the enemy sacrificed his army early on and didn't compensate for the ensuing disparity.
As day9 says, solid wins are granted more through solid play than through gimmicky strategies. Thus, although slightly irrelevant to the question, I'll advise you to improve your scv timing - the queue was empty for a few seconds, at least once in the video. You should strive to always have workers in production, and even a single second lost is a flaw in you macro. Additionally, especially by the end, your resources were overflowing. More than 100 is OK if you're about to finish a tech building and pop a tech and a unit at the same time, more than 250 is not good, 500 means that your expo/second production building is long overdue. And if you're passing 1000, you're having serious trouble macroing.
On to a tip about your particular build. I didn't see when the turrets started being built, but it was around the time of the red push, and I'm almost certain it happened in response to you showing your banshee. You basically showed your hand to him. Considering that the tech was almost done, the banshee shouldn't even have been in your base, it should've been in or near his, waiting for cloak to finish, starting the attack as soon as possible.
Generally, your response to being scouted depends on the time of being scouted. Your strategy is only 100% discernible at its later stage - a ling wandering in as you're making a factory on double gas tells the zerg nothing. If the enemy saw a banshee though, you can be sure they're taking steps to defend from cloak. Those countermeasures cost money, meaning that the enemy is already recouping your losses from having the strategy busted. Save the banshee, poke a bit if you have time to, don't research cloak if you don't have it already. Make a raven or two (for PDD) with the lab and swap to MMM/whateveryouwant, expanding and generally going for a solid game. If the enemy got two turrets or an overseer to counter cloak, they just spent about as much money as you did for the banshee, so your resource loss is nil. Enough banshee action might convince them to devote even more resources to the perceived threat of cloak harass.
And if the enemy spots the factory in production, and for some reason you're absolutely sure they're going for anti-banshee, just go MMM or blueflame hellion rush.
TL;DR: Banshee - 150/100. Turret - 100. An enemy building two turrets means you aren't behind at all, just don't sacrifice the banshee by using it as a normal marine, harass with it for the entire game if you can. Aside from that, play normally, shifting to MMM and getting a reactor on the starport - you should always have enough units to survive a desperate all-in push when going for a harass strategy anyway.