Staredit Network > Forums > SC1 Melee Map Projects > Topic: (6) Redheart Ridge
(6) Redheart Ridge
Nov 4 2011, 6:23 pm
By: Cardinalallin  

Nov 4 2011, 6:23 pm Cardinalallin Post #1

Hello SEN, Ive been advised to post here for assistance with a problem. Currently my map defaults to all chat. I would like to change this so that it defaults to allied chat. Does anyone know how to do this or know of someone who might that I could ask, and how to contact them?

(6) Redheart Ridge
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.

Setting The Mood
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.



Download (6)Redheart Ridge from this page

Link to Teamliquid thread

Post has been edited 1 time(s), last time on Apr 14 2012, 11:36 pm by Cardinalallin.


Nov 4 2011, 9:09 pm UnholyUrine Post #2

Since Sexcalibear is barely on nowadays... I'll comment :3

Two things:

1. As a 3v3 map, it is fine... But anything below that (2v2 or 1v1), the bases next to the starting point becomes a huge tank exploit.
You should move the mineral lines so that they aren't next to the other bases.

2. The "Ridges" at bottom right and top left seems too small and too off-centered to really come into play.
If it was meant to serve as a defend point for the bottom right and top left bases, it should be moved in closer. I would probably meld the ridges into the cliffsides so they become an extension of the bases.
If it was meant to be a strategic, genera- purpose battleground, they should be moved into the middle of the map
If it was meant to segregate the uppercliff bases with the ones adjacent to them, place the ridge in between them.
I mean that I can certainly see that piece of land being used... but I don't think they'll be used as often as you'd want them to due to their current position.

Other than that, looks like a good map
Space inside the bases seem a bit tight, but I think that's fine for a 3v3 map.
Make sure ppl can't drop tanks onto the raised jungle!


Nov 4 2011, 9:37 pm Excalibur Post #3

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Quote from UnholyUrine
Since Sexcalibear is barely on nowadays... I'll comment :3
I see all. I do not sleep. I wait. I am always here because I am both everywhere and nowhere.

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Nov 4 2011, 11:45 pm ubermctastic Post #4

Hey, You might remember me from BWMN...
I see you've been working really hard on the map. The tank issue has been a problem the entire time, but ther really isn't anything that can be done about it.
Unfortunately SEN isn't really all that interested in melee maps as you can see, but obviously BWMN is almost completely dead right now :(
I'll still be lurkin'


Nov 5 2011, 4:24 pm Cardinalallin Post #5

Thanks for the feedback Unholy, I appreciate it.
K_A you were the one who advised me to post here from BWMN about this problem I have. Currently the chat defaults to allchat. I want it to default to allied chat. Anyone know how I can change this, or who I can ask that might know and where to contact them?


Nov 10 2011, 1:44 am ubermctastic Post #6

While the actual problem you are looking to fix would fit better in ums help, it was accompanied by a melee map, so I suppose this is the place to put it.
As for allied chat, I don't think it's possible to set allied chat via triggers, although it may be possible with eud's (something I'm not familiar with, and would make the map more inconvenient to play than it would be if you just checked the box at startup)

Best fix is to display a message at the beginning of the game reminding players to turn on allied chat.


Nov 23 2011, 8:40 pm Cardinalallin Post #7

Ok guys well thanks for the help.


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