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Map: (6)Ascend

Forum Index > BW General
Post a Reply
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2012-05-09 23:02:31
May 03 2012 05:46 GMT
#1
[image loading]

Surprisingly, this isn't a CardinalAllin map lol. I've actually made several team maps in the past for LAN games with friends, but this is the first one that's decent enough to publish in my opinion.

The main idea/theme for this map was keeping control of the central ascending high ground areas, similar to maps such as Blue Storm and Match Point. The map is very macro-heavy for a team map - there are 12 gas expansions and 8 min only expansions (not including mains). To compensate, resources are slightly reduced - each main has 8 mineral patches and each gas expansion, including naturals, has 6.

UMS mode must be selected to enable shared bases.

Download (Version 1.1 - broodwarmaps.net)

Previous Versions:
Version 1.0
+ Show Spoiler +
[image loading]


Changes:
Version 1.1:
-Increased size of mains (shifted some other terrain around to accommodate this)
-Removed min only bases in naturals (should also make more room for production facilities there)
vibeo gane,
sheaRZerg
Profile Blog Joined June 2009
United States613 Posts
May 03 2012 05:55 GMT
#2
Beautiful map. Its honestly been years since ive played a game with teams bigger than 2 players, so i cant say anything about how it would balance, but I really like the detail you've put into it.
"Dude, just don't listen to what I say; listen to what I mean." -Sean Plott
Taranok
Profile Joined September 2009
United States33 Posts
May 03 2012 08:06 GMT
#3
looks great!

the main bases seem a little close together, though.
Have no fear, the land is near
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
May 03 2012 08:18 GMT
#4
It needs more place in the main. How can a non-zerg build in the middle of two zerg allies spreading their disgusting creep ?
ॐ
Djabanete
Profile Blog Joined May 2008
United States2786 Posts
May 03 2012 11:05 GMT
#5
On May 03 2012 17:18 endy wrote:
It needs more place in the main. How can a non-zerg build in the middle of two zerg allies spreading their disgusting creep ?

Double five-pool w/ sunken rush & proxy everything.
May the BeSt man win.
Darksoldierr
Profile Joined May 2010
Hungary2013 Posts
May 03 2012 11:11 GMT
#6
I prefer Hunters like random spawn points, i dont get what is good taking over Sc2's "team spawn together" style
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
elmerpogs
Profile Joined August 2011
Philippines441 Posts
May 03 2012 11:20 GMT
#7
Great map!
SKT [img]http://i.imgur.com/1NuGXvx.png[/img] is still the best [img]http://i.imgur.com/MsxcOXX.png[/img]
elmerpogs
Profile Joined August 2011
Philippines441 Posts
May 03 2012 11:23 GMT
#8
I am checking broodwarmaps.net everyday to see if there's a new cool uploaded map and this one is a good catch hehe. Congrats to the mapmaker!
SKT [img]http://i.imgur.com/1NuGXvx.png[/img] is still the best [img]http://i.imgur.com/MsxcOXX.png[/img]
Jukado
Profile Blog Joined May 2011
805 Posts
May 03 2012 21:06 GMT
#9
Cool! Im going to give this a test run now on ICCup, looking forward to it. My username is the same on ICCup btw.

@Darksoldierr,
+ Show Spoiler +
The reason I personally like fixed spawns is for balance. You dont have to necessarily share a main and you dont have to even be on the same side of the map, but what is important is that it is fair for both teams, and obviously random spawns goes against that.
Its exactly the same in 1v1 though. 2 player maps are the best, 4 player mirrored maps come 2nd best, 4 player rotational maps are significantly worse and 3 player rotational maps are a bit worse again. They have inbuilt imbalance depending on spawns.

Personally I prefer fixed spawns but I also like random spawns aswell occasionally. You might be interested in these maps:

Twin Headed Snake
http://www.panschk.de/mappage/comments.php?mapid=3767
Jaguar
http://www.panschk.de/mappage/comments.php?mapid=3569
Thermopylae
http://www.panschk.de/mappage/comments.php?mapid=3489
AntiHunters
http://www.panschk.de/mappage/comments.php?mapid=3385
Sanctuaries
http://www.panschk.de/mappage/comments.php?mapid=2463
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
Chef
Profile Blog Joined August 2005
10810 Posts
May 03 2012 21:12 GMT
#10
Not bad at all, I like it.
LEGEND!! LEGEND!!
storkfan
Profile Joined March 2012
493 Posts
May 03 2012 22:48 GMT
#11
On May 03 2012 17:18 endy wrote:
It needs more place in the main. How can a non-zerg build in the middle of two zerg allies spreading their disgusting creep ?

Its kind of a push map.. the discusting slime wont be a problem anyway, instead the poor little dogs and hydras will need to worry about gas fumes and gunpowder clouds covering the air as the debris fails to settle from the endless tank slugging.
storkfan
Profile Joined March 2012
493 Posts
May 03 2012 22:49 GMT
#12
On May 03 2012 20:11 Darksoldierr wrote:
I prefer Hunters like random spawn points, i dont get what is good taking over Sc2's "team spawn together" style

far less punishing on noobs making crap builds. if you fuck up - your teammates are automatically there to hold your hand so it is far less anxious for noobs to play
FlaShFTW
Profile Blog Joined February 2010
United States10530 Posts
May 03 2012 23:04 GMT
#13
pretty good map, but i agree with the middle non-zerg with 2 zerg teammates. maybe build everything at the nat? xD
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
storkfan
Profile Joined March 2012
493 Posts
May 04 2012 08:45 GMT
#14
On May 04 2012 08:04 FlaShFTW wrote:
pretty good map, but i agree with the middle non-zerg with 2 zerg teammates. maybe build everything at the nat? xD

what if they 12 hatch
craz3d
Profile Joined August 2005
Bulgaria856 Posts
May 04 2012 15:02 GMT
#15
On May 04 2012 06:06 CardinalAllin wrote:
Cool! Im going to give this a test run now on ICCup, looking forward to it. My username is the same on ICCup btw.

@Darksoldierr,
+ Show Spoiler +
The reason I personally like fixed spawns is for balance. You dont have to necessarily share a main and you dont have to even be on the same side of the map, but what is important is that it is fair for both teams, and obviously random spawns goes against that.
Its exactly the same in 1v1 though. 2 player maps are the best, 4 player mirrored maps come 2nd best, 4 player rotational maps are significantly worse and 3 player rotational maps are a bit worse again. They have inbuilt imbalance depending on spawns.

Personally I prefer fixed spawns but I also like random spawns aswell occasionally. You might be interested in these maps:

Twin Headed Snake
http://www.panschk.de/mappage/comments.php?mapid=3767
Jaguar
http://www.panschk.de/mappage/comments.php?mapid=3569
Thermopylae
http://www.panschk.de/mappage/comments.php?mapid=3489
AntiHunters
http://www.panschk.de/mappage/comments.php?mapid=3385
Sanctuaries
http://www.panschk.de/mappage/comments.php?mapid=2463


Awesome looking maps. Has anyone thought about organizing some sort of 3v3/4v4 night where we can gives these maps a run?
Hello World!
konadora *
Profile Blog Joined February 2009
Singapore66364 Posts
May 04 2012 17:57 GMT
#16
this looks really interesting, i may even want to play on iccup with this map :o
POGGERS
3FFA
Profile Blog Joined February 2010
United States3931 Posts
May 07 2012 02:45 GMT
#17
On May 03 2012 20:11 Darksoldierr wrote:
I prefer Hunters like random spawn points, i dont get what is good taking over Sc2's "team spawn together" style


This was in way before SC2 ever came out. Take a look at one of your 2 [Allied] Folders of blizzard maps and you'll see in the descriptions is "UMS" for teams to spawn together....
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
May 09 2012 22:48 GMT
#18
Updated to version 1.1, download is available. I still have the old version, so if you don't like it I can revert the uploaded version back to the original.

Changes:
-Increased size of mains (shifted some other terrain around to accommodate this)
-Removed min only bases in naturals (should also make more room for production facilities there)
vibeo gane,
FlaShFTW
Profile Blog Joined February 2010
United States10530 Posts
May 10 2012 00:18 GMT
#19
On May 04 2012 17:45 storkfan wrote:
Show nested quote +
On May 04 2012 08:04 FlaShFTW wrote:
pretty good map, but i agree with the middle non-zerg with 2 zerg teammates. maybe build everything at the nat? xD

what if they 12 hatch

proxy everything
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
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