Staredit Network > Forums > SC1 Melee Map Projects > Topic: (4)Lloyds Beacon
(4)Lloyds Beacon
May 11 2012, 3:50 pm
By: Cardinalallin  

May 11 2012, 3:50 pm Cardinalallin Post #1



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

Post has been edited 3 time(s), last time on Aug 21 2012, 10:37 pm by Cardinalallin.



None.

May 11 2012, 6:07 pm UnholyUrine Post #2



Again, because of the tight entrances, this favors terran.
I don't know what that weird square green patch is for ...?
The side bases are a bit too tight as well, and the nat that's at the side of the map at 8 and 2 o'clock are really ugly and feels forced in.

I think a third ramp that leads to the 2nd bridge would balance things out.
Also, the middle can be made smaller so more space can be given elsewhere.



None.

May 11 2012, 6:36 pm Moose Post #3

We live in a society.

Quote from UnholyUrine
I don't know what that weird square green patch is for ...?
Quote from Cardinalallin
Features:
[...]
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.





May 17 2012, 2:12 am Cardinalallin Post #4



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?



None.

Jun 9 2012, 2:54 am Jack Post #5

>be faceless void >mfw I have no face

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.

Muta micro is great fun :D gg, let me know who won.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 28 2012, 2:14 am Cardinalallin Post #6



Updated the map significantly.



None.

Jun 29 2012, 3:51 am 3FFA Post #7



Yep. I did not expect that update since you usually make your maps, test them a little bit, and leave them as is lol.



None.

Aug 21 2012, 10:38 pm Cardinalallin Post #8



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



None.

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