2v2 WWPC Map pool

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2v2 WWPC Map pool

Postby Tokyto » 22 Dec 2014, 21:07

2v2 WWPC Map pools

There are 2 map pools, just like in classic WWPC. First one is for knockouts, smaller list with about 24 maps, majority of them should be well known and they should be easy to practise on. Second pool is large with great variation of maps, they are for BO5 where players choose what they want to play.

We tried to make both pools filled with maps where you can apply lot of different strategies, but also keep them balanced, so one overpowered strategy dont (like rushing frigate) wins the game.

Please, if you dont like some maps or would like some added write below! :)

Rules
- If both teams agree it's allowed to play a map that's not in the BO5 map pool.
- When in doubt different versions of maps should be discussed with the TD.
- Complaints about a map that wasn't in the pool or something similar after the game has been played will most likely be ignored.
- If slots are not specified, use first 4 slots with teams together

here is an up-to-date list

Knockout Pool

5x5
Crimson Feud
Desert Joust
Dry Canyon v3
Jungle Valley 2v2 v5 (top vs bottom)
Theta Passage 2v2

10x10
6_Icelands v6 (mid+side, enemy diagonally)
canis 4v4 spezial edition
Diversity 4,6 vs 3,5
Fields Of Isis
Forbidden Passv4
ForestPlanet FA V2b
Goodlands 8P (mid positions)
High Noon
Seraphim Outpost
massif
mountain_lakes (pos:2,3 vs 6,5)
Open Palms (pos:1,3 vs 2,4)
Syrtis Major
Twin Rivers
Vya-3 Protectorate
White Fire v2 (pos:1,5 vs 2,6)
wonder 4v4 V3b (1-4 - enemy diagonally)

20x20
Crossfire Canal (no slots between teams)
Lost Paradise IIII (pos:1,3 vs 2,4 )
Seraphim Glaciers (pos:1,5 vs 2,6)
the Bermuda locket


BO5 Pool

2v2 Boogie-Woogie
2v2 Death valley
2v2 tag_voi_vitu
4A4 A Good Place to Die (both teams play down, (right vs left))
6_Icelands v6 (mid+side,enemy diagonally)
Ambush Pass
Blasted Rock
Canis 4v4 spezial edition
Craftious Maximus
Crimson Feud
Crossfire Canal (no slots between teams)
Desert Joust
Desert Planet II
DesertOasisV6
Diversity 4,6 vs 3,5
Dry Canyon v3
Emerald Crater
Eye of the Storm
Fields Of Isis
Finn's Revenge 3v3 v2
Forbidden Passv4
ForestPlanet FA V2b
Four-Leaf Clover
Goodlands 8P (mid positions)
High Noon
Island Zero 3vs3 v3
Jungle Valley 2v2 v5 (top vs bottom)
Kill Box Alpha (1,2 vs 5,6)
Last Oasis
Lost Paradise IIII (1,3 vs 2,4)
massif
mountain pasture
mountain_lakes (2,3 vs 5,6)
o8o_road_to vega
Octam - diagonal
Open Palms (mid and side position - enemy diagonal)
Point of Reach v4
Pyramid
Regicide (3,5 vs 4,6)
Roanoke Abyss
Rumble in the Jungle (3,5 vs 4,6)
Sands of Ablicka v2 (down vs top)
Seraphim Glaciers (1,5 vs 2,6)
Seraphim Outpost
Syrtis Major
The Drunken Pirates Dance (2,3 vs 7,8)
the alpsv3
The Swamp Gameplay edition (left vs right)
The Wilderness
Theta Passage 2v2
Twin Rivers
Vya-3 Protectorate
White Fire v2 (1,5 vs 2,6)
wonder 4v4 V3b (1-4 - enemy diagonally)

update: Team Showdown removed
Last edited by Tokyto on 03 Jun 2015, 16:07, edited 5 times in total.
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Re: 2v2 WWPC Map pool

Postby Freedomfighter » 04 Feb 2015, 22:31

Unbalanced map in the map pool

Hrungdaks Canyon Rage v2

check attached replay
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Re: 2v2 WWPC Map pool

Postby Ithilis_Quo » 15 Feb 2015, 02:42

thx for info, i replace that map. would be nice when someone fix it, because its nice map for teamplay.
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Re: 2v2 WWPC Map pool

Postby Turkey » 07 Mar 2015, 01:49

Seraphim Galaciers starting positions (1,4 vs 2,6) are assymetrical. Is it supposed to be 1,4 vs 2,3 (an island per player, north vs south) or 1,5 vs 2,6 (teams have one island each in opposite corners)?
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Re: 2v2 WWPC Map pool

Postby Tokyto » 07 Mar 2015, 12:34

1,5 vs 2,6 , corrected. Thanks for the report :)
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Re: 2v2 WWPC Map pool

Postby TheKoopa » 23 Mar 2015, 13:34

Add Badlands to the list plx :D
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Re: 2v2 WWPC Map pool

Postby Morax » 23 Mar 2015, 17:14

Kopia wrote:Add Badlands to the list plx :D


I can't find the thread in the search, but there are several imbalance concerns regarding badlands. Two of which I know from memory/experience are as follows:

1) bottom spot can put MML launchers on the side mountains and hit right/left extreme expansions while top spot cannot (this extends to t3 mobile arty range)
2) Distance to reclaim in the crater pockets is FAR closer for the top spot than the bottom (this makes the race to get reclaim too favorable to the top spot)

Badlands is a vanilla SupCom (2007) map that has not been updated properly and in my opinion should not even exist in multi play.
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Re: 2v2 WWPC Map pool

Postby Vee » 23 Mar 2015, 17:17

Would it be difficult to move the craters and sides to the middle?
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Re: 2v2 WWPC Map pool

Postby speed2 » 23 Mar 2015, 17:38

I was looking at badlands with thought I could fix it, mirror heghtmap, reclaim, mexes starting positions. It is doable, would take much work. And by that I also looked at decals and stratums. Holy shit, there are just 33 decals on that map!!! So ugly, then if you look at the hills how sharp they are, omg, I wanna cry, so ugly map. So question is how much to fix.
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Re: 2v2 WWPC Map pool

Postby Ithilis_Quo » 23 Mar 2015, 18:25

Kopia wrote:Add Badlands to the list plx :D


I decide to skip badlands for slither unbalance and replace it with much more pretty goodlands, that have total same map concept only looks much better ;)
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