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Map (4)Dyad 2v2 - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
Jukado
Profile Blog Joined May 2011
805 Posts
August 29 2012 16:30 GMT
#21
I have uploaded Version 1.1 now.
-Wider ramps to highground Thirds
-Altered 12 and 6 o clock Naturals
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
August 29 2012 17:47 GMT
#22
Yo cardinal, you should make it so that you have an optional 3v3. id really like to see how that would play out with one random guy spawning in the corner
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
greatnoob
Profile Joined September 2012
Hungary50 Posts
September 12 2012 20:28 GMT
#23
Me and some of my friends played on this map. It's awesome!
Jukado
Profile Blog Joined May 2011
805 Posts
October 05 2012 18:14 GMT
#24
I have uploaded Version 1.2 now.
-Cheese wedges at the lowground Thirds
-Reduced the size of the central hills
-Added overlord spots to the centre
-Zergling tight walls with only one depot and one barracks are now possible
-Many minor tweaks
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
Ryshi
Profile Blog Joined June 2004
Canada361 Posts
October 06 2012 02:11 GMT
#25
Played a racewar PvT on this map, was a tight game. P seemed a bit overpowered from the easy expos, but I think good vulture scouting can balance it, then tornado with terran ball.
The World God Only Knows
Cele
Profile Blog Joined December 2008
Germany4016 Posts
Last Edited: 2012-10-07 01:04:58
October 07 2012 01:02 GMT
#26
hey, felt somewhat the same as ryshi about the map considering pvt. But on the other hand i feel im not really able to judge it well enough yet. I'd need to play more games. But my guess is Terran can use the map terrain pretty good to do a turtle style to get 3 base econ and do very strong pushes from it.
The area next to the 12 and 6 o clock natural seems very abusable with carriers to me. not much space from the edge to the CC Position and good space to maneuver.

But its a great map, i liked it quite well (;
Broodwar for life!
Bebop07
Profile Blog Joined January 2010
United States291 Posts
October 07 2012 05:05 GMT
#27
Just wanted to say its my favorite 2v2 map and can make for really amazing long games. Also like the new depot/barracks wallsa lot. Keep up the good work!
Jukado
Profile Blog Joined May 2011
805 Posts
October 08 2012 20:36 GMT
#28
@FlashFTW
could work out as a 3v3 map too, one ally is stuck in the middle of nowhere

Im saving a layout a bit like that for another map! There isnt enough space in the corners for a main base so Im going to keep this one 2v2 only.

@s.Q.uelched
I didn't play it yet, but the 4 main ramps worry me.

Allay your fears

@bITt.mAN
its not clear what those random mineral patches in the middle low-ground are for

They are pretty obstacles, and are 750 minerals.

Since its UMS...how about...making the middle two ridges like Xel'Naga Watchtowers.

It is possible, Ive done it on a previous map. However, I dont think this map needs them, and I want to keep it 'pure'. I specifically want to keep this map free of neutral buildings and spells aswell.

Nightmarjoo knows

Ofcourse he does. I imagine omniscience has its perks!

@Pucca
Wait, wasn't this "Lloyds Beacon"?

Thats a different map, see Lloyds Beacon here
Are there any replays available?

Not yet, Im working on that.

@bITt.mAN
*Massive Post*

You bring up many interesting things, and Im finding it really hard to word my response.
Your post shows that you love having a wide variety of tactics available early in the game, and that you enjoy being able to use micro with just a few units to get massively ahead. In a way, you want more and more options to attack early.

This map is the polar opposite of that design philosophy. This map is the epitome of what people call 'solid, standard, safe'. In a way, it limits the effectiveness of all timing attacks as much as possible. This leads to satisfying, skillbased gameplay. It leads to longer games, where the later and later game gets explored more often. It leads to stability whereas the other design philosophy leads to chaos. Now, understand that chaos is allowed and useful. I consider Plasma and Pathfinder examples. Experimental maps have their place, they spark off ideas and can sometimes help push things forward. Its simply just that Dyad isnt designed for that style. (Im making a map that is though)

Ofcourse I have greatly oversimplified things in the above paragraph to the point at which Im kind of lying but I dont want to waste your time if its not required. Ive already spent ages trying to word this correctly, redrafting and deleting things over and over haha

So leaving the philosophical topics alone for now, I will touch on a few details.
+ Show Spoiler +
Regarding expansions on the centre hills, they are too small now so thats out.
Regarding drop spots/ledges, they dont fit well with this map imo but hopefully you like the cheese wedges at 12 and 6 o clock instead.
Referencing 11 maps was indeed awesome, and I look forward to playing on some of your maps one day.



And to everyone else, thankyou.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
October 08 2012 21:58 GMT
#29
wow. i like the idea of overlord spots in the center! really nice idea.

good changes. solid map.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Jukado
Profile Blog Joined May 2011
805 Posts
October 09 2012 19:44 GMT
#30
I have uploaded Version 1.3 now.
-Added walling markers for a pylon and cannons at the North and South Naturals
-Decoration

Ive also added 18 Pictures, including my favourite:
[image loading]
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
FlaShFTW
Profile Blog Joined February 2010
United States10253 Posts
October 09 2012 21:05 GMT
#31
hard as hell to see the forge FE placements for the east and west.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Jukado
Profile Blog Joined May 2011
805 Posts
Last Edited: 2012-10-10 00:17:24
October 10 2012 00:03 GMT
#32
That would be because there arent any. The entrances to the east and west naturals are especially comfortable to wall for Protoss; vertical 8 tile gaps. You put your pylon at the bottom, then forge on top, then gate on top of that in a straight line. There is a 1 tile gap at the top for units to get out. The gap between the pylon and forge must be plugged against zerglings though.

[image loading]

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]


For the north and south, its like this:
[image loading]

+ Show Spoiler +
[image loading]


[image loading]

+ Show Spoiler +
[image loading]
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
bITt.mAN
Profile Blog Joined March 2009
Switzerland3693 Posts
October 10 2012 00:06 GMT
#33
<3 PM me some time to try it out, lookin gooood
BW4LYF . . . . . . PM me, I LOVE PMs. . . . . . Long live "NaDa's Body" . . . . . . Fantasy | Bisu/Best | Jaedong . . . . .
greatnoob
Profile Joined September 2012
Hungary50 Posts
October 30 2012 19:02 GMT
#34
Ahm planning to make a tournament on this map. Not tottaly certain when. Ah was considering this weekend (November 3). Anyone interrested?
Pucca
Profile Blog Joined January 2012
Taiwan1280 Posts
October 30 2012 19:49 GMT
#35
On October 31 2012 04:02 greatnoob wrote:
Ahm planning to make a tournament on this map. Not tottaly certain when. Ah was considering this weekend (November 3). Anyone interrested?

I'd recommend trying to contact one of the iCCup admins when you planning to run this tournament has they have the announcment ability to get more people to sign up for your tournament. If I'm not busy at that time I'd join but I'm terrible at 2x2
Master Chief
greatnoob
Profile Joined September 2012
Hungary50 Posts
October 30 2012 19:57 GMT
#36
Well, originally ah was planning to do it with some of my low level friends (ranging from D- to C-). Although ahm not sure how many of them would come, so ah decided (using Cardinals tip) to post here.
Fogotten.Blade
Profile Joined December 2012
Afghanistan9 Posts
December 21 2012 16:35 GMT
#37
CARDI plz give me ur mail
Do u have M64 MAP?????/
It was our 1st meeting on it
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