(4)Lloyds Beacon, A 2vs2 map where allies spawn together under UMS
Post #1 Cardinalallin May 11 2012, 3:50 pm
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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 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 attacks. 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 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 ![]() Download (4)Lloyds Beacon from this page This post was edited 3 times, last edit by Cardinalallin: Aug 21 2012, 10:37 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #2
UnholyUrine
May 11 2012, 6:07 pm
Post #3
Mini Moose 2707
May 11 2012, 6:36 pm
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Everything was beautiful and nothing hurt.
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Post #4 Cardinalallin May 17 2012, 2:12 am
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Ive uploaded Version 2.0 now.
Hi again. Indeed the green patch provides 50percent mis chance vs ranged attacks. The side bases and the 2/8 o clocks have had tweaks. I considered putting a ramp to 6/12 o clock with an egg wall but resisted this. I will use that layout in other maps so I wanted to keep this map with just the one exit area from the mains. A bit more teamwork and focus this way I hope. But it does cause balance issues. I definately dont wanna make th mid smaller though. There are lots of thin chokes on this map and the expos are all tight i fully agree. Ive done this deliberatly though, and Im keeping an eye on it. The idea is that small immobile armies can defend vs bigger ones and spash damage is strong. ie lurkers vs rines, storm vs zerg and ofcourse tanks vs all unfortunately. What do you think of the map now with the extra path out of the naturals, extra base and cleaner army movement through expansions? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #5
Jack[RCDF
Jun 9 2012, 2:54 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Thirds are quite difficult to hold onto. Naturals aren't too bad if you can hold the bridges, but there are a lot of ways in.
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Post #6 Cardinalallin Jun 28 2012, 2:14 am
Post #7 3FFA Jun 29 2012, 3:51 am
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Yep. I did not expect that update since you usually make your maps, test them a little bit, and leave them as is lol.
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Post #8 Cardinalallin Aug 21 2012, 10:38 pm
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