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mapID | Mapname (comments) | map size | Author | Rating | Type | play type | 4519 | (4)Dyad | 128*128 | CardinalAllin | 2.4 | beta | ground | The map has been rated 23 times and got a total of 55 points | <<>> You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
CardinalAllin | | | 22nd August 2012
Version 1.0 Dyad
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 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.
29th August 2012
Uploaded Version 1.1
-Wider ramps to highground Thirds
-Altered 12 and 6 o clock Naturals
5th October 2012
Uploaded Version 1.2
-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
-Decoration
A 'Dyad' is a group of two people. modified by CardinalAllin | Freakling | | | You should make the worker prisons bigger or add a second one per base, so workers don't push each other out when both players go air stacking
What happened to the fourth observer slot?
And what's with those freak minerals in the middle? | Taranok | | | what are worker prisons? | CardinalAllin | | | @Taranok, 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. They are in the mains next to blue and green. Players can group the trapped worker with air units to get them to stack. The main reason I made them is because the middle players (green and blue) cant trap a worker behind the mineral line.
@Freakling. The other two players can wall in a worker using their mineral line. However I have taken your advice and made them big enough for two workers now. Not too big though because you want to be able to evict a scout that might try to hide there. As an aside, you have to be careful where you put them because if they are too close to the main mineral line, workers start mining from the mineral.
3 obs slots was because I found 2 is enough normally and 4 was risking lag too much so why bother closing it everytime. But again, Ive put four obs slots now anyway.
I like the minerals in the middle, they are pretty and they are obstacles. Also, I know its unlikely especially in 2v2, but if the map was mined out they give the team with map control an edge. Its kind of nice. modified by CardinalAllin | CardinalAllin | | | 29th August 2012
Uploaded Version 1.1
-Wider ramps to highground Thirds
-Altered 12 and 6 o clock Naturals | greatn00b | | | Seems awesome :) | CardinalAllin | | | 5th October 2012
Uploaded Version 1.2
-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
| CardinalAllin | | | 9th October 2012
Uploaded Version 1.3
-Added walling markers for a pylon and cannons at the North and South Naturals
-Decoration | CrystalDrag | | | Only change i see in decoration is the overlord spot has water now....
i dont like the minerals of the players whose bases are in the middle... I would move the minerals to go along the edge for more building space, but you dont have to do that... |
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