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< GG2

Maps (work in progress)

Learning how to best plan your Servant delivery routes to block the your opponents capture units while keeping yours flowing is important. Knowing where you and your opponent can reinforce easily is important to keeping an advantage as well.

1v1 Maps

Holy Knight's Fortress

Holy Knight's FortressLong ganks through the line of 2,9,10, and 3

Three Lanes 1,2,6,7; 12,9,10,11; and 4,3,5,8.
This map may look like an intimidating pretzel at first but you can break it down to 3 lanes a long route down the middle of them. Those lanes being Ghosts 1,2,6, and 7; Ghosts 12,9,10, and 11; and Ghosts 4,3,5, and 8

Red can reinforce 1 and 12 easily making pushing 2 and 9 non committal, while 5 is harder for Red to send units to. This setup is mirrored for Blue with 4 and 11 being easy to reinforce and 6 being hard to reinforce. Ghosts 1,7, and 5 and Ghosts 4,8, and 5 are the two shortest lines between Masterghosts. Likewise 2,9,10, and 3 have a long through them representing a jungle for ganks from lane to lane.

2v2 Maps

Underworld Hill

Underworld Hill2 large 1v1 maps stacked on top of each other
Very Large

4 Loops 3, 4, 10, 1, 2, 7; 8, 9, 5, 6;12, 13, 14, 11; 17, 18, 15, 16.
There are 4 loops to worry about making it so each player has 4 lanes of sorts to cover. There are two floors with two loops on each floor. The Masterghosts reside on or near the intersection point of the two Outer Loops.

  • Outer Upper Loop 3, 4, 10, 1, 2, 7 This loop is the largest. It goes in the outside and connects to the Upper Inner Loop.
  • Outer Lower Loop 8, 9, 5, 6 This loop is the 2nd largest. It goes on the outside and connects to the Lower Inner Loop.
  • Inner Upper Loop 12, 13, 14, 11 This loop is the 2nd smallest with spots a Master can drop down from to reach the Inner Lower Loop.
  • Inner Lower Loop 17, 18, 15, 16 The smallest loop and most chaotic part of the map. Connects to Ghosts in the Outer Lower Loop which happen to have close proximity to the Masterghost allowing easy harrassment from all players.

Red and Yellow have the shortest travel distance to both Upper Loops. Meanwhile Blue and Green have the shortest travel time to Both Lower loops.

Each team has a Ghost between them on the the intersection of the two Outer Loops that acts as a place to travel between floors. Blue and Green also have a long path to the upper floor and a short path to the lower.

Point Match Maps

The mode no one plays so expect to see this placeholder text here for a long time.


System Links