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A 2vs2 player map where allies spawn together under Use Map Settings.
Features: 1. Defeat screen only when you and your allies have all died.
2. Map is greyed out at the start of the game rather than blacked out, so the layout of bases and terrain is visible.
3. Slots for two observers.
4. Cover tiles. The green squares below the ramps create a 50% chance to miss a ranged attack. Similar to darkswarm, projectiles are displaced so the point of impact is closer to the firing unit. Splash damage still affects units fully.
Changelog + Show Spoiler +11th May 2012 Version 1.0 Torrent
17th May 2012 Version 2.0 Torrent -Added expansion at 6 and 12 o clock. -Added paths to the 3 and 9 o clock. -Moved minerals at 2nd naturals and at 3/9 o clock bases to inside edge.
Picture
Download (4)Torrent from this page
@Falling, Could you please add this map to your Fun maps thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=309902
Also add -NegativeZero-'s two excellent maps:
(6)Ascend
(6)Ancient Bridges
Don't forget to check out Broodwarmaps.net for many brilliant 1v1 maps.
A random example: (3)Grains Of Sand
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Nice, looks better with the improved decoration. The idea of the cover tiles is very interesting, but the almost-perfect rectangular shape in which they're placed looks kind of odd - you should make it a bit more natural looking and match the isometric tile shape (2 horizontal : 1 vertical). I still think it might be too hard to attack a team turtling on 4 or maybe even 5 bases, with the ledge in the main overlooking one attack path and the cover tiles making it easier to defend the other.
Also, what's the purpose of the minerals next to the ramps to the main?
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They are low resource expansions. They help Zerg mostly (because a hatchery can be put near them). Also Zerg players who want to strategically put sunkens there can get a little back for the investment.
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looks pretty good
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United States9929 Posts
low base count lol. i guess uve moved on from macro style maps? btw we need to get on and play more 3v3/2v2s.
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On May 14 2012 03:14 CardinalAllin wrote: They are low resource expansions. They help Zerg mostly (because a hatchery can be put near them). Also Zerg players who want to strategically put sunkens there can get a little back for the investment. In other words totally random but it can be used for worker stacking lol.
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Hmm quite a few people are asking what the minerals at the ramp are for. They are indeed for worker stacking to block the ramp yep. I was ofcourse being sarcastic about them being expos lol. @FlashFTW, I wouldnt say Ive moved on from macro maps. Here you can expand very quickly compared to standard, so I would argue that this map is actually alot higher economy than normal 2v2. Also, technically the same number of bases (and amount of resources) as Fighting Spirit and Jade etc.
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I have uploaded Version 2.0 now. -Added expansion at 6 and 12 o clock. -Added paths to the 3 and 9 o clock. -Moved minerals at 2nd naturals and at 3/9 o clock bases to inside edge.
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