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Map: (6)Ancient Bridges

Forum Index > BW General
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2012-05-09 04:53:39
May 08 2012 23:53 GMT
#1
[image loading]

Another 3v3 shared base map, not quite so macro-heavy as my previous one. There are a total of 12 gas expansions and 4 min only expansions, but due to the design of the map (what the SC2 mappers would call "circle syndrome") it is difficult for every base to be taken and held at the same time. The 1 and 7 o'clock expansions are designed as pseudo-naturals for the 3rd player on each team - they're farther away than the 2 normal nats for each team, but they're also easier to defend with the narrow ramp.

Must be played in UMS mode to ensure shared bases.

The larger main ramps are wallable (ling tight) with 2 depots and a barracks, aided by the nearby doodads.

I definitely put more time into aesthetics on this map than on any of my previous maps - might have gone a bit overboard on the use of bridges lol.

Download (Version 1.0 - broodwarmaps.net)
vibeo gane,
Jukado
Profile Blog Joined May 2011
805 Posts
May 09 2012 01:45 GMT
#2
Holy Crumpets! Im going to be playing this quite a bit Im certain of that. We should play together sometime. Im in GMT timezone and I play in the evenings on ICCup. Account name is the same.

But yeah all the extended bridges look really cool and the sizes of the mains looks good too. I really like the small side entrance too, Ive been thinking about adding one like that to Magnus.

I think youve pulled off the shared natural too. Cant wait to play it tomorrow.
Star Tale Public Domain project. Maps: (2)Gates Of Memphis, (2)Marshmallow Toast, (4)Bubbles, (4)Clay Fields, (6)Numbskull Desert. Also the Vaylu Public Domain Tileset. Also Ramp Palettes, Brood War guides and some fun stuff. Links in my profile
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
May 09 2012 01:48 GMT
#3
looks really good

if people find me on op teamliquid please invite me to the game!
"When the geyser died, a probe came out" - SirJolt
FlaShFTW
Profile Blog Joined February 2010
United States10195 Posts
May 09 2012 02:14 GMT
#4
omnomnomnom delicious map.

really good, but the only problem is how is the 3rd person going to take their expo?
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
oBlade
Profile Blog Joined December 2008
United States5672 Posts
May 09 2012 03:59 GMT
#5
This is a map, so Terran can put tanks on it, so it must be a map that favors Terran (typical PL map analysis).

Actually, it looks like there's some potential for superteching. Blue can take all 3 of the north team's gases, and orange can take 2 of the south team's. It would take more workers, but would mean more DTs or wraiths. Or a nice 1base carrier.
"I read it. You know how to read, you ignorant fuck?" - Andy Dufresne
EchOne
Profile Blog Joined January 2008
United States2906 Posts
May 09 2012 07:48 GMT
#6
My friends and I played some of the Twilight 3v3 map you released (Ascend) a couple nights ago and one concern we encountered was a general lack of building space for production buildings in the main. We ended up building more production in the nats and deeper into the map, but it seems that might be difficult on this map since the area right outside the nats is unbuildable.
面白くない世の中, 面白くすればいいさ
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
May 10 2012 04:27 GMT
#7
On May 09 2012 11:14 FlaShFTW wrote:
omnomnomnom delicious map.

really good, but the only problem is how is the 3rd person going to take their expo?

They'll just have to stay on 1 base a couple minutes longer, get a few more units out, and then take the 1 or 7 o'clock expo (which are actually easier to defend than the real natural). This is 3v3, so I'm not too worried about people having to play slightly non-standard. Obviously you'd let the zerg(s) on your team take the close natural first.

On May 09 2012 16:48 EchOne wrote:
My friends and I played some of the Twilight 3v3 map you released (Ascend) a couple nights ago and one concern we encountered was a general lack of building space for production buildings in the main. We ended up building more production in the nats and deeper into the map, but it seems that might be difficult on this map since the area right outside the nats is unbuildable.

The mains on this map are larger than on Ascend, so it shouldn't be as big of a problem. If you play this map and still run into problems, let me know and I'll try to enlarge the mains or add some other buildable area. Also I did enlarge the mains on Ascend - the new version is downloadable, you should try it out!
vibeo gane,
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