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Lloyds Beacon A 2vs2 player map where allies spawn together under Use Map Settings. (Latest Version is 1.1)
Features: 1. Defeat screen only when you and your ally have both 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.
5. Peon Prison. Trap a worker for air stacks.
Changelog + Show Spoiler +28th June 2012 Version 1.0 Lloyds Beacon
21st August 2012 Version 1.1 Lloyds Beacon -Added patches of water at 4 and 10 -Reworked 12 and 6 -Changed to unbuildable outside natural around the green patch -Changed walling inside mains and added markers -Changed mineral formations -Tweaks to paths and decoration
Picture
![[image loading]](http://www.panschk.de/mappage/pics/4505.jpg)
Download (4)Lloyds Beacon from this page
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United States10123 Posts
wait where are the peon traps? and i love how you put those in there xD WRAITH PEW PEW STACKS :D
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Hey, this is not a new map is it ? I'm pretty sure I played it on Iccup already.
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Damn, nice looking 2v2 map. Now if I can only get my friends to play some BW lan with me. :D
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I have a question. The green cover tiles are essentially high ground tiles but on low ground which is why ranged units attacking them suffer the hit penalty right? Wouldn't that mean that units standing on the cover tiles shooting up onto the actual cliff would suffer no hit penalties because the game would consider it as a unit from high ground attacking another unit on high ground?
EDIT: Alright so I realized I shouldn't be so lazy and maybe it'd be cool if I actually tested stuff myself sometimes. Turns out units shooting to the cliff from the cover tiles still have hit penalties. Interestingly this is actually a two way street, anything shooting from the cliff down to the cover tiles has the same hit penalty.
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United States10123 Posts
On June 28 2012 15:11 Azure Sky wrote: I have a question. The green cover tiles are essentially high ground tiles but on low ground which is why ranged units attacking them suffer the hit penalty right? Wouldn't that mean that units standing on the cover tiles shooting up onto the actual cliff would suffer no hit penalties because the game would consider it as a unit from high ground attacking another unit on high ground?
EDIT: Alright so I realized I shouldn't be so lazy and maybe it'd be cool if I actually tested stuff myself sometimes. Turns out units shooting to the cliff from the cover tiles still have hit penalties. Interestingly this is actually a two way street, anything shooting from the cliff down to the cover tiles has the same hit penalty. oh wow. i thought that it would be imba to a contain if that rule applied. it still will be because you can park tanks into that area and they'll ahve a 50% chance not hitting! WOW
EDIT: First to say tanks imba ^.^
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On June 28 2012 15:26 FlaShFTW wrote:Show nested quote +On June 28 2012 15:11 Azure Sky wrote: I have a question. The green cover tiles are essentially high ground tiles but on low ground which is why ranged units attacking them suffer the hit penalty right? Wouldn't that mean that units standing on the cover tiles shooting up onto the actual cliff would suffer no hit penalties because the game would consider it as a unit from high ground attacking another unit on high ground?
EDIT: Alright so I realized I shouldn't be so lazy and maybe it'd be cool if I actually tested stuff myself sometimes. Turns out units shooting to the cliff from the cover tiles still have hit penalties. Interestingly this is actually a two way street, anything shooting from the cliff down to the cover tiles has the same hit penalty. oh wow. i thought that it would be imba to a contain if that rule applied. it still will be because you can park tanks into that area and they'll ahve a 50% chance not hitting! WOW EDIT: First to say tanks imba ^.^ Possibly since tanks placed into the cover tiles have a 50% chance of not being hit even from the cliff while the siege mode splash damage mostly negates the 50% hit penalty they would have attacking anything positioned on the cliff. What makes it more interesting is if your opponent is positioned in the cover tiles and has high ground vision then they are essentially negating a part of your defender's advantage because all units have an equal chance to hit each other, 50% hit. I can't really say how that will affect games but it does seem to make melee units much stronger in defensive scenarios..
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United Kingdom1685 Posts
It always amuses me how the first and foremost issue in anyone's mind with any new map is tanks imba! And Terrans never stop moaning nonetheless :p
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wait where are the peon traps? They're in the mains, at 12 and 6. Its a bit blurry but do you see the blue and white smudge? Its a mineral patch which is walled off and has a lurker egg gate. So you tell your worker to mine there and then tell it to stop once it enters the trap and it gets stuck there.
Damn, nice looking 2v2 map. Thanks, do you like the collapsed bridges?
The green cover tiles are essentially high ground tiles? No they are very much low ground tiles. Its like a weak dark swarm. Note that vultures when laying proxy spider mines next to siege tanks etc will be helped just as they would if there was a darkswarm.
this is not a new map? Its not brand new, but this is a significant update and new name. (only a couple weeks though)
I hope you like it!
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Definitely looks awesome :O
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Wow didn't get to test/see the changes with a couple new bridges, how has that effected games so far? :O
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Im going to host some games now if anyone wants to play. Cheers essbee, what happened to the 3v3 map you were making? 3ffa, I think the extra bridges are good so far. You will have to come play to see for yourself!
EDIT: Had a good number of games all with teamliquid people which was nice.
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I have uploaded Version 1.1 now. -Added patches of water at 4 and 10 -Reworked 12 and 6 -Changed to unbuildable outside natural around the green patch -Changed walling inside mains and added markers -Changed mineral formations -Tweaks to paths and decoration
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Whatis the purpose of the near-depleated mineral patches? Worker drills?
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On August 22 2012 08:31 hacklebeast wrote: Whatis the purpose of the near-depleated mineral patches? Worker drills? yeah worker drills.
also faster maynarding from the nat since you don't have to move the screen.
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Any replays of players playing on this map?
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