A 3vs3 player map where allies spawn together under Use Map Settings. The map is designed to feel familiar to current 1vs1 Korean tournament maps, especially Bloody Ridge but adapted for team play.
Thankyou to Nightmarjoo and others for their guides.
29th August 2011 Version 2.0 Redheart Ridge -Removed Player One and Player Fours nearest Third Base (12 o clock and 6 o clock)(Players spawns are clockwise). -Removed one set of minerals and gas from the North West and South East Bases (from 3 down to 2).
7th September 2011 Version 3.0 Redheart Ridge -Opened the vertical paths in the North West and South East -Filled Tank Spots -Adjusted Turret Spots -Improved Ramp Blends -Added Doodads
9th September 2011 Version 4.0 Redheart Ridge -Added reinforced concrete walls to the 1 o clock and 7 o clock Naturals. -Changed defeat triggers so that players will not see the defeat screen until they and their allies have all lost their buildings.
17th September 2011 Version 5.0 Redheart Ridge -Larger Main Bases and reworked shapes. -Blue and Orange Naturals moved closer to the Mains. -Altered buildable areas at the highground shared expansions. -New custom cliffs. -Altered lowground shared expansions.
23rd September 2011 Version 5.1 Redheart Ridge -Cosmetic improvements
Military Research has always enjoyed a large budget. The government of the Terran Confederacy was not an organisation that bucked this trend.
One significant focus of research for the Confederates was studies of the Zerg race. These studies were made in secret on the Fringe Worlds at facilities such as Jacobs Installation on Mar Sara and Flannum Installation on Chau Sara. However, they were primarily built for scientific laboratory tests. The military division of the Confederacy was keen to conduct its own experiments on the Zerg, and the Flannum Installation was chosen as the site to be extended for this purpose. An outdoor area was constructed initially for live fire exercises, and to improve bunker designs for use against the alien race.
General Edmund Duke while visiting the facility was impressed by the progress he witnessed and secured funding for further development. As the military simulations were expanded, an entire section of Redheart Valley was bulldozed with heavy plant to allow mechanized combat. In its final form before the Protoss cleansed the planet, the site was large enough to accommodate a full battalion of soldiers for the advancement of complex battle tactics. And ofcourse, Chau Sara with its resident penal colony meant that a ready supply of volunteers for the live fire training was always available.
@Taekwon, actually this is the ONLY pro map for next season. There is no longer any 1v1 and it is all going to be 3vs3 from now on. Midas was like, hmm we fucked. But Mind was more optimistic and persuaded Major to take Midas' place along with Baby to round out the team. Then Nada phoned and said to Mind, no seriously, you fucked. Thats the real reason why Wemade Fox is disbanding.
As for Hwaseung Oz, well JD, Killer and Hiya were laughing but later on Anytime had a word. He had just been chatting to Reach on Battlenet and had learned that KT were sending out Flash on his own. Apparently Flash wanted to have more bases to expand to, and thats when Killer started crying. Luckily JD slapped him, but the coaches realized it would be too embarassing. Thats the real reason why Hwaseung Oz is disbanding.
Military Research has always enjoyed a large budget. The government of the Terran Confederacy was not an organisation that bucked this trend.
One significant focus of research for the Confederates was studies of the Zerg race. These studies were made in secret on the Fringe Worlds at facilities such as Jacobs Installation on Mar Sara and Flannum Installation on Chau Sara. However, they were primarily built for scientific laboratory tests. The military division of the Confederacy was keen to conduct its own experiments on the Zerg, and the Flannum Installation was chosen as the site to be extended for this purpose. An outdoor area was constructed initially for live fire exercises, and to improve bunker designs for use against the alien race.
General Edmund Duke while visiting the facility was impressed by the progress he witnessed and secured funding for further development. As the military simulations were expanded, an entire section of Redheart Valley was bulldozed with heavy plant to allow mechanized combat. In its final form before the Protoss cleansed the planet, the site was large enough to accommodate a full battalion of soldiers for the advancement of complex battle tactics. And ofcourse, Chau Sara with its resident penal colony meant that a ready supply of volunteers for the live fire training was always available.
On August 26 2011 09:23 CardinalAllin wrote: Military Research has always enjoyed a large budget. The government of the Terran Confederacy was not an organisation that bucked this trend.
One significant focus of research for the Confederates was studies of the Zerg race. These studies were made in secret on the Fringe Worlds at facilities such as Jacobs Installation on Mar Sara and Flannum Installation on Chau Sara. However, they were primarily built for scientific laboratory tests. The military division of the Confederacy was keen to conduct its own experiments on the Zerg, and the Flannum Installation was chosen as the site to be extended for this purpose. An outdoor area was constructed initially for live fire exercises, and to improve bunker designs for use against the alien race.
General Edmund Duke while visiting the facility was impressed by the progress he witnessed and secured funding for further development. As the military simulations were expanded, an entire section of Redheart Valley was bulldozed with heavy plant to allow mechanized combat. In its final form before the Protoss cleansed the planet, the site was large enough to accommodate a full battalion of soldiers for the advancement of complex battle tactics. And ofcourse, Chau Sara with its resident penal colony meant that a ready supply of volunteers for the live fire training was always available.
^^ very enlightening sir
its a great map. ne1 wanna dl it and play it? op teamliquid iccup at 7-8 good? i want some of this.
On August 26 2011 09:23 CardinalAllin wrote: Military Research has always enjoyed a large budget. The government of the Terran Confederacy was not an organisation that bucked this trend.
One significant focus of research for the Confederates was studies of the Zerg race. These studies were made in secret on the Fringe Worlds at facilities such as Jacobs Installation on Mar Sara and Flannum Installation on Chau Sara. However, they were primarily built for scientific laboratory tests. The military division of the Confederacy was keen to conduct its own experiments on the Zerg, and the Flannum Installation was chosen as the site to be extended for this purpose. An outdoor area was constructed initially for live fire exercises, and to improve bunker designs for use against the alien race.
General Edmund Duke while visiting the facility was impressed by the progress he witnessed and secured funding for further development. As the military simulations were expanded, an entire section of Redheart Valley was bulldozed with heavy plant to allow mechanized combat. In its final form before the Protoss cleansed the planet, the site was large enough to accommodate a full battalion of soldiers for the advancement of complex battle tactics. And ofcourse, Chau Sara with its resident penal colony meant that a ready supply of volunteers for the live fire training was always available.
^^ very enlightening sir
its a great map. ne1 wanna dl it and play it? op teamliquid iccup at 7-8 good? i want some of this.
I would sugest putting the brown's and red's mineral lines to wards the wall else it's waay to prone to muta harass / cannoning compared to the other positions
On August 23 2011 11:29 oBlade wrote: It'd be nice to have a break from 3v3 hunters.
This is exactly why I made it (but the Terran Confederacy...Edmund Duke...you mean thats not real?). I wanted to play a 3vs3 map that is balanced and rewards/encourages cooperation. None exist so I have tried to fill the gap.
@Chef What do you mean by Redheat ridge?
Thanks for all the compliments, but they are a bit unwarranted. My map is no comparison to many maps that can be found on broodwarmaps.net where very talented map makers recently uploaded a collection of new high quality maps.
@stambe If you want to see some more foreign maps of very high quality, check out http://www.panschk.de/mappage/comments.php?mapid=4237 for example, a work in progress. Some of the maps there are far superior to this.
@ krndandaman, the spawns are clockwise so it is not random. This is good because: You can put the weaker player (or the pussy coughkrndandamancough lol) in the middle. You can plan strategies. You can play 2v2 and make sure the game is fair everytime.
It's actually a pretty good thing that there are no abusable cliffs that overlook mineral lines aside from the 2 overlooking the mineral only. It might be hard outmaneurvering Terran though, looking at the limited space when they get to slow push through a side ridge.
@Taekwon, actually this is the ONLY pro map for next season. There is no longer any 1v1 and it is all going to be 3vs3 from now on. Midas was like, hmm we fucked. But Mind was more optimistic and persuaded Major to take Midas' place along with Baby to round out the team. Then Nada phoned and said to Mind, no seriously, you fucked. Thats the real reason why Wemade Fox is disbanding.
As for Hwaseung Oz, well JD, Killer and Hiya were laughing but later on Anytime had a word. He had just been chatting to Reach on Battlenet and had learned that KT were sending out Flash on his own. Apparently Flash wanted to have more bases to expand to, and thats when Killer started crying. Luckily JD slapped him, but the coaches realized it would be too embarassing. Thats the real reason why Hwaseung Oz is disbanding.
On August 26 2011 17:21 Iplaythings wrote: I would sugest putting the brown's and red's mineral lines to wards the wall else it's waay to prone to muta harass / cannoning compared to the other positions
Thanks for the suggestion. Personally at the moment I feel that your ally should be able to help you easily enough though. However if playtesting reveals this to be an issue I will change it.
Hosting some games now for a couple of hours. Seriosuly though how cool would it be to see PTZ 3v3 korean pro play. I would put my money on Stars with a lineup of Free, Zero/Soulkey and Light. They would tear Bisu, Fantasy and S2 a new one. To be fair Airforce Ace would have a solid team aswell. It would be fun to see!
While ICCup is down, Ive uploaded a real nailbiter replay. Get it from here Download replay Its the 2on2 TPvsTP game and it shows how the map plays quite well. The other replay was uploaded by Flisky aka Lastcurse. There seems to be a group of players who are regularly joining when I host atm which is really nice. Ive been having great fun so thanks guys if your reading this (although I know most of them dont have tl accounts but still read here).
@Taekwon, actually this is the ONLY pro map for next season. There is no longer any 1v1 and it is all going to be 3vs3 from now on. Midas was like, hmm we fucked. But Mind was more optimistic and persuaded Major to take Midas' place along with Baby to round out the team. Then Nada phoned and said to Mind, no seriously, you fucked. Thats the real reason why Wemade Fox is disbanding.
As for Hwaseung Oz, well JD, Killer and Hiya were laughing but later on Anytime had a word. He had just been chatting to Reach on Battlenet and had learned that KT were sending out Flash on his own. Apparently Flash wanted to have more bases to expand to, and thats when Killer started crying. Luckily JD slapped him, but the coaches realized it would be too embarassing. Thats the real reason why Hwaseung Oz is disbanding.
you need to increase the cliff width that separates the 3rd and natural at the 3 and 9 o'clock positions cuz it's too easy to siege there and take out the natural
@djbhINIDI thanks! @Slaynte, thankyou for the suggestion. I take all suggestions very seriously. Just to let you know I have considered this already btw. At this point I will refer you to a game between Flash and Sea on Bloody Ridge: http://www.teamliquid.net/tlpd/korean/games/54464_Flash_vs_Sea/vod
The 6 and 12 o clock bases have unharassable gas naturals because they are slightly more cut off from their teamates initially, and are located nearest the 3rd base so they sometimes become the focus of attention from the enemies at the 10 minute mark. Therefore I wanted this on purpose to potentially shift attention onto the other players. Siege tanks can only kill the gas building and hit one patch. Again though, if playtesting reveals this to be too powerful I will alter it.
as requested by cardinalallin, im here to attempt a dicussion about this map.
ive played some games so far and im going to say this. tank drops are way op lololol. but only in 2s. you see the ridges surrounding your base are very small, so tank drops are easily able to come in from the other side and rape.
also, 3rds are way too hard to take. but its 3's kinda supposed to be hard. the map is so far very good. but we need more exposure so wecan play more games. we always need to wait like 10-15 minutes for a full house, and then some1 just leaves neways.
Haha, I like that 'as requested by' note. What I meant was that you were saying lots of suggestions to me in the lobby and you type very fast. This way it does bump the thread which is nice for me yes but it is also the correct place to post your thoughts in a structured manner. It is a forum, so you are allowed to post on threads!
@Falling, the map is specifically made to support weaker players and make the whole game more fun for everyone. D- players are totally welcomed, and are absolutely encouraged. I myself am probably F- anyway! Literally Ive just started playing starcraft last week when this map went live on Version 1.0 but I have watched proleague for about 5 years now so I know whats up, I just have no mechanics or control or hotkeys at all. Hell Im using a rollerball mouse at the moment because my good one recently broke. I feel like I have improved a bit so far but earlier this evening I learned about 4 pools the hard way. Yeah I picked Terran for the challenge so thanks for that hard lesson FlashFTW. Although to be fair, we won in the end My tanks killed some of your lurkers aswell haha.
Also @Falling, its just a map. You can download it and host it yourself, and then kick all the gosus to your (red)hearts content.
Lastly, FlashFTW suggested Flash, Hoejja, Stats as his dream team for KT Rolster. I still think Stars would beat that honestly.
OK I played a little bit on this map with map creater now. It has this nice balance feel to it. The thing I would like to see is if the middle double expo's(the ones next to mineral only) had someway of easier deffending against siege shelling. Maybe chokes not as wide since its easy to kill those expos esp if players push trough the double ramp passages or from 3rds. Put some thin barrier there.
I have uploaded Version 4.0 now. Now there is no need to desperately start screaming "Leave my ebay, I wanna Obs please" "Dude its just an extractor!!" "Yes I know my Cybernetics was upgrading air weapons 3 and that carriers are a bitch but srsly, you already KILLED them all, and besides I cancelled the upgrade anyway so please just stop shooting now pleeeeaaaase! Oh you fucker.."
On September 02 2011 07:24 CardinalAllin wrote: @Taekwon, actually this is the ONLY pro map for next season. There is no longer any 1v1 and it is all going to be 3vs3 from now on. Midas was like, hmm we fucked. But Mind was more optimistic and persuaded Major to take Midas' place along with Baby to round out the team. Then Nada phoned and said to Mind, no seriously, you fucked. Thats the real reason why Wemade Fox is disbanding.
As for Hwaseung Oz, well JD, Killer and Hiya were laughing but later on Anytime had a word. He had just been chatting to Reach on Battlenet and had learned that KT were sending out Flash on his own. Apparently Flash wanted to have more bases to expand to, and thats when Killer started crying. Luckily JD slapped him, but the coaches realized it would be too embarassing. Thats the real reason why Hwaseung Oz is disbanding.
This is sooo funny... ahahahaha Flash would probably beat any worker rushes too so it'd be pointless~ haha nice!!! I wanna play this anyone wanna play this weekend?
On September 08 2011 07:39 CardinalAllin wrote: Haha, I like that 'as requested by' note. What I meant was that you were saying lots of suggestions to me in the lobby and you type very fast. This way it does bump the thread which is nice for me yes but it is also the correct place to post your thoughts in a structured manner. It is a forum, so you are allowed to post on threads!
@Falling, the map is specifically made to support weaker players and make the whole game more fun for everyone. D- players are totally welcomed, and are absolutely encouraged. I myself am probably F- anyway! Literally Ive just started playing starcraft last week when this map went live on Version 1.0 but I have watched proleague for about 5 years now so I know whats up, I just have no mechanics or control or hotkeys at all. Hell Im using a rollerball mouse at the moment because my good one recently broke. I feel like I have improved a bit so far but earlier this evening I learned about 4 pools the hard way. Yeah I picked Terran for the challenge so thanks for that hard lesson FlashFTW. Although to be fair, we won in the end My tanks killed some of your lurkers aswell haha.
Also @Falling, its just a map. You can download it and host it yourself, and then kick all the gosus to your (red)hearts content.
Lastly, FlashFTW suggested Flash, Hoejja, Stats as his dream team for KT Rolster. I still think Stars would beat that honestly.
No probs for the practice. if you scout this, just make another depot quickly and pull 1/2 scvs to repair while making a bunker behind your wall as soon as you finish rax. constant rines is good.
also, my dream team for KT would never lose. Stars beat that? psh hell no. Light//ZerO//Soulkey aint good enough. Hoejja would just go SS4 and stomp everyone, stats would use ultra mega chin grow (since he's getting plastic surgery to remove it) and kill everyone, then Flash... well hes flash, GG no re
@FlashFTW Thanks for tips. Also, Light, Soulkey and you forgot Free. Hoejja? *smirks*. Though I must admit Stats is killing it right now. Airforce Ace would have a solid team aswell, especially if Pure and Great do move there.
But anyway, Mahallahooosive update, Check it Out.
@puppykiller, Thanks! Id also be interested to know what you mean by "didnt expect to at all."
On September 17 2011 23:30 CardinalAllin wrote: I have uploaded Version 5.0 now.
Its a big update.
@FlashFTW Thanks for tips. Also, Light, Soulkey and you forgot Free. Hoejja? *smirks*. Though I must admit Stats is killing it right now. Airforce Ace would have a solid team aswell, especially if Pure and Great do move there.
But anyway, Mahallahooosive update, Check it Out.
@puppykiller, Thanks! Id also be interested to know what you mean by "didnt expect to at all."
hm... interesting... just as a suggestion, keep the previous maps up, that way i can see how the map has come along and continue to give suggestions.
So far so good, though it would be nicer to have easier to take thirds. all the games we've played, our team never went to a third base (though legacy[ggee] did expand like crazy xD) possibly moving them closer or making them ore defendable? would be nice.
also, smirk at hoejja? hoejja smirks at you. and free is slumping so hard, flash could micro 1 scv and kill free. and yes, ACE would have a near amazing lineup, the likes of FBH, Iris, ggaemo, and now great and pure? strong team right there, might actually not get last place in WL or SPL.
just give me a few days, i have tons of homework in school, before i give you any more feedback.
Hi FlashFTW. Ah yes, where the map is hosted (Broodwarmaps.net great site!) you can only have one pic per map so thats why. I can throw them up somewhere if you really want though.
Thanks for the suggestions. I am considering all options carefully and may change these bases at a later date. There are several reasons why the lowground shared expansions have a wide entrance. One is that there needs to be space for large armies to manoeuvre compared to 1vs1 maps.
Yeah, I was just joking about Hoejja haha. I guess it would be M18M instead of Iris if we're talking PTZ but yeah, still solid. The Ace team always nets a few wins at the start of the season on fresh maps with carefully planned strategic plays. Therefore I would love to see what builds they could come up with in 3vs3. So much unexplored territory here. (And work before play always, but remember, procrastination before work!)
Hiya! Haha, you cant really just post 'hiya!' though. Its not really contributing to a discussion forum stlye lol. Good effort Toasterbaked, but I award you no points.
So I took my Mother to the train station and did a food shop all by 10am, then spent the whole day hosting the latest version of this map. Thankyou to all the regulars, I had a laugh. Infact, Im going to host some more now actually through the night. Trying to work out the perfect opening build of mnm tank then expand with 'mixed results' so far haha.
Card... What did I say about going MnM... GO FRIGGIN 2-3 FACT VULT + SPEED AND MINES!!! T.T We worked on that so many times, I'm sure you would have gotten it by now... heres the BO incase you forgot already... + Show Spoiler +
9 depot (right when 8th scv pop and 9th is building) 11 rax, 12 gas, 100 gas -> fact, another 100 -> fact take one SCV off gas so you have 2. depot at same time as first fact gets put down. rines as necessary. 1st fact 100% -> shop -> mines -> take one more scv off gas, so you have 1 guy on gas. 2nd fact done -> depot (you can depot faster if you have constant scv production. not too many rines, remember. mines 100% -> speed. continue pump vult and make depots and you should be able to mass up 400 for a CC. go CC, put 2 guys on gas again (should have at least 150 when speed fins, and then siege mode + tanks. basic BO for me, and it works. NOW GO TRY IT!!!
Ok now that I'm done with that, try making the game at ~6:30-7:00, that way I can join (parents go for about a 45 min walk, so I try to sneak in a game or two there) try? I'll understand if you cant. Also, yeah no probs, if you cant get more than one image, its fine. I just wanted to compare to previous versions. Keep up the good work man, I really appreciate it!
@FlashFTW Well funnily enough I just did that but with speed first for a couple of games and it was really fun. You get to choose the battlefield because you are faster than all others, cheers for the detailed BO to use as a start guide! I am in england so I dont know about specific times sorry. I hosted over 50 games today in two blocks so you must have missed it. I just really wanna make mnm tank work though, I cant help it, its a compulsive disorder or something! I think it could be legit aswell. I'll prove it one day (when my mechanics have improved alot hah).
8/9 depot 11 rax 150 minerals -> rax 15 depot both rax 100% -> gas + academy stim 100% -> ebay +1 attack and range once you got around 2 control groups, push and expand, drop 2 more rax and fact shop -> tank production if you really want to amp up the tank production (iloveoov style) then drop 1 more fact begin pushing someone or an area, and expand some more behind it, tank lines are key to defending starport good once you got like 3 tanks out with the siege -> dropship + 7 rines 1 med OR 6 rines 2 med and harass workers
I'm not too fluent with this build, so dont get mad at me
mnm tanks are designed against the zergs, who will simply leave you alone and attack other players, abusing your lack of mobility. After that, a bunch of zealots/ vultures, and a whole lot of whatever else can just come over and sweep over mnm tank. On the other hand, speed vultures are better because they can be pretty much everywhere on the map and forces each player to invest in detection (mines) and lets your teammates to have easy counters to the units your opponents are forced to produce (mutas, dragoons, ect).
On September 24 2011 11:27 Toasterbaked wrote: mnm tanks are designed against the zergs, who will simply leave you alone and attack other players, abusing your lack of mobility. After that, a bunch of zealots/ vultures, and a whole lot of whatever else can just come over and sweep over mnm tank. On the other hand, speed vultures are better because they can be pretty much everywhere on the map and forces each player to invest in detection (mines) and lets your teammates to have easy counters to the units your opponents are forced to produce (mutas, dragoons, ect).
thank you
Dude, if i can ill try to play and with you on skype if you have it. im gregory.lu with the FlaSh picture belle mead. if you can add me please do so i can call u up when we both get into a game.
Thanks for that expanation Toasterbaked. I love thinking about strats in depth. I have lots of food for thought and I will be experimenting with both styles Im sure.
I dont have skype or a microphone sorry. I havent forgotten about the old version pics either FlashFTW. I have an idea for something cool regarding that.
good. I really want to see your progress. thats my favorite part to making maps and looking at them. its how much people advance in their skills on a map.
Card, you like that 4 pool from me? I'm still looking at what needs fixing for the map... overall though, it's very solid and amazing so far. Nothing much to really say at this point. I love how air can bounce around between bases since they are all clustered (AKA muta micro or wraith micro).
nice video. be sure to subscribe to me I commented on the video.
I really dont have anything else to say. looks like my job here is done i guess. if you receive any suggestions, post it here so i can break it down for you and see where we should go from here!
Overlord hiding spots would be nice btw at the naturals.
Agreed with FlashFTW on the ovy hiding spots on nats. It's pretty easy to get them sniped for the ivy scouting the middle player's natural. Paths between the three bases would be interesting. Don't forget we still need much, much larger mains
The cliffs for overlords wont be changing I dont think, sorry. Toasterbaked you may be interested to know that I am part way through making a new map that is 192x192 so the mains will be bigger and the layout allows movement between allies mains. Its called Blueprint Basin.