Aug 22 2012, 2:05 pm
By: Cardinalallin  

Aug 22 2012, 2:05 pm Cardinalallin Post #1

A 2vs2 player map where allies spawn together under Use Map Settings.

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 four observers.

4. Peon Prison. Trap a worker for air stacks.

5. Two pairs of pylons will wall the Thirds against vultures (plus markers).

6. One depot and one barracks will wall the main against zerglings (plus markers).

7. Walling markers for a pylon and cannons at the North and South Naturals.

22nd August 2012
Version 1.0 Dyad

29th August 2012
Version 1.1 Dyad
-Wider ramps to highground Thirds
-Altered 12 and 6 o clock Naturals

5th October 2012
Version 1.2 Dyad
-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

9th October 2012
Uploaded Version 1.3
-Added walling markers for a pylon and cannons at the North and South Naturals

Click this Link for Full Size Pictures

A 'Dyad' is a group of two people.

Download (4)Dyad from this page

Post has been edited 6 time(s), last time on Nov 9 2012, 5:24 pm by Cardinalallin.


Aug 22 2012, 7:29 pm UnholyUrine Post #2

It looks good and is an improvement from Lloyd's Beacon.

However, it looks really similar to LB, almost too similar.
The middle area is very big and bland. It'd be interesting to see some of the side bases put into the middle. Not saying it'd be necessarily better to do that, but just more interesting and unique.


Aug 24 2012, 3:48 pm Cardinalallin Post #3

Its hard, you might be surprised by how common max population armies are on this map. Its very different to normal 2v2, yet the map is the same size as for 1v1. The open space is really essential. We actually tested with two extra hills in the centre to give more mid game tactics but it was definately too tight for late game (if you're going for, I dont know, 'serious' gameplay). I want to put ridges in but Im very reluctant to do so for gameplay.

Also, its visually more interesting than many maps wouldnt you say? I mean how many times have you seen a random mineral field in the centre like this one. Circuit Breakers and Ground Zero are pro maps and have nothing but flat open centres. So while this map could be considered bland in the middle, relatively speaking its not so bad.
But, and this is a big but, my map is not played for money and serious competitions like those maps are. So perhaps I should be more bold with breaking the rules. Well I agree maybe I should, and I think my other maps to date have been a good mix (Revolver, Alcazar, Snowflake Sandwich are more party maps). This map I want to keep clean, and as bland and serious as possible though. However, I will probably make a 2v2 map where the centre is a huge micro arena and its somewhat low resource. Hopefully you will enjoy that one in the future!


Aug 24 2012, 4:58 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

The corner expos are way too easy to defend, especially with an expo right under them with such a small choke. I'd open up the chokes to those dirt-level expos, and then widen the ramps on the high dirt expos.

Post has been edited 1 time(s), last time on Aug 25 2012, 5:18 am by I Iz LEET.

Aug 25 2012, 2:29 am Cardinalallin Post #5

Hi, thanks for the feedback. Regarding the corner setup, its meant to reflect a 4 player 1v1 map. So there is space for building extra gateways etc on the highground, there is only a thin ramp to defend the high, and there is only an eight tile entrance into the lowground. One difference here is that the lowground base has 8 minerals rather than 7. Its one the key elements to this map that I really want to preserve.


Aug 29 2012, 4:52 pm Cardinalallin Post #6

I have uploaded Version 1.1 now.
-Wider ramps to highground Thirds
-Altered 12 and 6 o clock Naturals


Sep 4 2012, 5:34 am Pr0nogo Post #7

If you can, do something about how straight and edgy it is. It's very jagged and that takes a lot away from potential 'beauty.'

Sep 9 2012, 2:53 am Cardinalallin Post #8

Thanks for the comment Pr0nogo. This is why I like the Space tileset haha.


Sep 13 2012, 2:43 am Pr0nogo Post #9

Jungle has the potential to be really nice-looking. You just have to know how to work with it. Keep practising, and you'll improve.

Oct 5 2012, 6:21 pm Cardinalallin Post #10

Ive uploaded Version 1.2 now.


Oct 6 2012, 11:53 pm Pr0nogo Post #11

It looks much better now. I'll play it later on in the weekend.

Oct 9 2012, 8:47 pm Cardinalallin Post #12

Ive uploaded Version 1.3 now.
Also added 18 pictures.

@Pr0nogo, cool! If you see me hosting on iccup feel free to join. My username is the same.


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[04:03 am]
RdeRenato -- wow looks interesting, link please "Oh_Man"
[03:18 pm]
Oh_Man -- You can see this effect in the finale of my map One Piercing Note or in the last boss fight of Tuxedo Templar's RUSH.
[03:17 pm]
Oh_Man -- RdeRenato
RdeRenato shouted: Sirs, is it possible to add some kind of mod to the starcraft in which there is rain?
Create and remove observers.
[02:49 pm]
RdeRenato -- interesting, hopefully it works in remastered (?)
[12:54 pm]
NudeRaider -- RdeRenato
RdeRenato shouted: Sirs, is it possible to add some kind of mod to the starcraft in which there is rain?
it's possible. But you have to create it yourself ;)
[10:46 am]
SkywinDragoon -- is there discord of this community?
[2020-3-28. : 4:25 am]
Corbo -- You could spawn graphics on the screen which play a rain grp
[2020-3-28. : 4:25 am]
Corbo -- Sure.
[2020-3-28. : 3:11 am]
RdeRenato -- Sirs, is it possible to add some kind of mod to the starcraft in which there is rain?
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