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[M] (2) Steppes of War 2.0

Forum Index > StarCraft 2 Maps & Custom Games 1 2 All
 
 -NegativeZero-   United States. August 21 2012 13:19. Posts 583
Profile # 
Steppes of War 2.0 by -NegativeZero-
Not yet published
Playable bounds: 140x140
Textures: all Bel'Shir

[image loading]

Angled overview:
+ Show Spoiler +

Aesthetic/detail images:
+ Show Spoiler +

Based on Steppes of War by Blizzard

Notes/features:
-Map size increased to 140x140 from the original 124x124
-Overall layout is similar to the original. The area around the 4th/5th was changed the most extensively; also 6th bases (6m1hyg) were added, and terrain features added to the enlarged center
-Natural choke can be walled with 3 3x3 buildings
-Daybreak/Cloud Kingdom style rocks on 3 FF ramp in front of the nat (could remove these if attacking is too difficult)
-Tanks can siege a single geyser at the natural, nothing else
-Center design modeled after the popular BW concept of a shorter, more direct path which is narrow and awkward to traverse with a large army, encouraging players to take a longer route later in the game. All units are capable of passing through the center choke, which is 3 squares (1 FF) wide at each end and 2 squares wide on either side of the Xel'Naga tower.

Concerns:
-Potentially too easy to defend 3 bases (possible solution: remove rocks in front of nat)
-Some areas in the center might be slightly too open
-Tanks being able to hit 1 of the nat's geysers (intended as a feature of the map, but could be a problem)
-I need a better name for this - something that will make people who search for Steppes of War in SC2 want to try this map over the original

Original (old) post:
+ Show Spoiler +
Last edit: 2012-10-13 02:57:38
broodwarmaps.net
Old Post

  X3GoldDot   Malaysia. August 21 2012 13:57. Posts 3840Profile # 
rush distances look too close imho,middle isnt chokey, probably needs 2 more bases somewhere, basically its near impossible to remake steppes of war to be playable and balanced atm
prime/startale/[SexComaZerg, RoyalRoaderZerg, SirLifealot] ingame ID = GoodGame
Old Post

 
 EatThePath   United States. August 21 2012 14:10. Posts 2433
Profile Blog # 

On August 21 2012 13:57 X3GoldDot wrote:
rush distances look too close imho,middle isnt chokey, probably needs 2 more bases somewhere, basically its near impossible to remake steppes of war to be playable and balanced atm


What? This is fine. It's like a 2 player entombed valley.
Comprehensive strategic intention: DNE
Old Post

 
 FlaShFTW   United States. August 21 2012 14:37. Posts 4957
Profile Blog # 
made a shit map into a really good map. amazing rework!
Never Surrender. Never GG. Always Fighting. BW4LYF. Woo Jung Ho Never Forget.
Old Post

 
 HamzasSister   United States. August 21 2012 15:18. Posts 25
Profile # 
This is some really beast work right here. When are you going to publish so I can try this out.
Old Post

 
 Fatam   August 21 2012 15:46. Posts 922
Profile # 
Yeah that rush distance looks ok to the naked eye at least. It looks similar to Ohana's, maybe a hair shorter. I'm not really sure why the middle being too "chokey" is listed on your concerns. That's a pretty open center.

Concerning the XNT, I actually think this map is one of the few that could get away with not having one. The 2 main reasons you place a xel'naga are 1) to provide a point of contention 2) give players a way to watch their front or backdoor (especially if there are a lot of attack paths). Oh and maybe 3) because the map is friggin' huge. Although that's sort of covered in 2. Here, players will be fighting in the middle already because it's basically the only way to get anywhere, so 1 is scratched off the list. As far as 2 goes, the distance between your nat ramp and the 3rd is small, and there's no other way to get in other than drops.. so there's not really an alternate attack path to watch. And obviously reason 3 is of no concern here.

One thing I thought when I saw this was "wow this map is so laughably bad for aggressive blink stalker play" but I don't think that's an actual issue. Just funny (maybe only to me though.. mapmaker humor :-\) so I thought I'd share.

Anyway, map is obviously improved. Good job. I'd hit it.
Last edit: 2012-08-21 15:47:20
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 -NegativeZero-   United States. August 21 2012 15:55. Posts 583
Profile # 

On August 21 2012 15:46 Fatam wrote:
Yeah that rush distance looks ok to the naked eye at least. It looks similar to Ohana's, maybe a hair shorter. I'm not really sure why the middle being too "chokey" is listed on your concerns. That's a pretty open center.

Concerning the XNT, I actually think this map is one of the few that could get away with not having one. The 2 main reasons you place a xel'naga are 1) to provide a point of contention 2) give players a way to watch their front or backdoor (especially if there are a lot of attack paths). Oh and maybe 3) because the map is friggin' huge. Although that's sort of covered in 2. Here, players will be fighting in the middle already because it's basically the only way to get anywhere, so 1 is scratched off the list. As far as 2 goes, the distance between your nat ramp and the 3rd is small, and there's no other way to get in other than drops.. so there's not really an alternate attack path to watch. And obviously reason 3 is of no concern here.

One thing I thought when I saw this was "wow this map is so laughably bad for aggressive blink stalker play" but I don't think that's an actual issue. Just funny (maybe only to me though.. mapmaker humor :-\) so I thought I'd share.

Anyway, map is obviously improved. Good job. I'd hit it.

Thanks. Basically I've made both BW and SC2 maps and I always forget just how little space armies in SC2 take up lol. I'll consider taking out the watchtower, but I'll probably wait for a couple more people's opinions before I make changes like that.
broodwarmaps.net
Old Post

 
 Fatam   August 21 2012 16:45. Posts 922
Profile # 
Makes sense. I don't know if you should or shouldn't take it out, I just think the map could "get away with it" so to speak.
A map like Daybreak probably couldn't.
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 Duvon   Sweden. August 22 2012 19:12. Posts 124
Profile # 
Shrubbery!

Between the north and south middle mounds perhaps?
Nothing is impossible, only some things for some people.
Old Post

 
 Fatam   August 22 2012 21:50. Posts 922
Profile # 
yeah the map could definitely use foliage or something
Mapmaker for Galaxy | galaxyesports.com | Search for "galaxy" in-game on any region to find all the Galaxy maps
Old Post

 
 Callynn   Netherlands. August 23 2012 01:36. Posts 876
Profile # 
Very good rework!

I feel that the fourth base is a little too isolated, and perhaps a bit too easy to defend due to there being only one entrance with ramp. Perhaps the ramp should be split in two, each facing each player's starting base to make the base feel more like 'part of the map'. Otherwise, you could make this base an island by moving it further away and add a fourth somewhere else.

I also think that the middle misses something, it needs to be a bit bigger (for rush distance, but also to be more interesting). I was thinking there could probably be a ramp structure involved there, possibly along a single XWT.
Last edit: 2012-08-23 01:41:04
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Old Post

 
 -NegativeZero-   United States. August 23 2012 08:14. Posts 583
Profile # 
My personal preference tends to be bases that are further away and easier to defend, more similar to BW maps. Ideally, the increased ease in defending compensates for the increased distance, since you can stall more easily while your army moves to defend, and the longer distance between bases gives the defender more time to prepare if they do lose a base, rather than the attacker just steamrolling through multiple bases in rapid succession. Also, the original map had a single ramp at the 4th, even if it was blocked by rocks...

The aesthetics aren't finished, I'm definitely going to add a lot more foliage when I'm done with the terrain.

Also, does anyone know how to copy doodads and terrain at the same time? I'm going to widen the middle horizontally by 8 squares, increasing the dimensions to 140x140, and I'd rather not manually adjust half the map's doodads back into place after moving the terrain over.
broodwarmaps.net
Old Post

 
 Inside.Out   Canada. August 23 2012 08:20. Posts 551
Profile Blog # 
my concerns would be that the natural isnt very friendly in design for protoss forge fast expand. the rush distances are short, but imo thats not a problem really as there should be some small rush distance maps. but when protoss doesnt have an easy way to wall off against early pools it kinda sucks for them.

and yes please add 2 more bases
Old Post

 
 EatThePath   United States. August 23 2012 08:25. Posts 2433
Profile Blog # 

On August 23 2012 08:14 -NegativeZero- wrote:
My personal preference tends to be bases that are further away and easier to defend, more similar to BW maps. Ideally, the increased ease in defending compensates for the increased distance, since you can stall more easily while your army moves to defend, and the longer distance between bases gives the defender more time to prepare if they do lose a base, rather than the attacker just steamrolling through multiple bases in rapid succession. Also, the original map had a single ramp at the 4th, even if it was blocked by rocks...

The aesthetics aren't finished, I'm definitely going to add a lot more foliage when I'm done with the terrain.

Also, does anyone know how to copy doodads and terrain at the same time? I'm going to widen the middle horizontally by 8 squares, increasing the dimensions to 140x140, and I'd rather not manually adjust half the map's doodads back into place after moving the terrain over.

Your best option is to copy the doodads to another map, scoot your terrain, than copy them back. I like to pick a few key doodads to mark their position on the grid in relation to my cliffs n ramps, so I know that I've placed them symmetrically.
Comprehensive strategic intention: DNE
Old Post

 
 EatThePath   United States. August 23 2012 08:30. Posts 2433
Profile Blog # 

On August 23 2012 08:20 EcstatiC wrote:
my concerns would be that the natural isnt very friendly in design for protoss forge fast expand. the rush distances are short, but imo thats not a problem really as there should be some small rush distance maps. but when protoss doesnt have an easy way to wall off against early pools it kinda sucks for them.

and yes please add 2 more bases

It looks like the choke is 3 buildings, maybe with a one square gap. The same as tal darim altar. Against an early pool you just cannon your main minerals. If you're talking about speedling aggression, you need a wall but that looks fine here, although this map looks a little like other where the ramp is in front of the natural, making a breakthrough-->runby easier and more dangerous.
Comprehensive strategic intention: DNE
Old Post

 
 -NegativeZero-   United States. August 23 2012 08:32. Posts 583
Profile # 

On August 23 2012 08:20 EcstatiC wrote:
my concerns would be that the natural isnt very friendly in design for protoss forge fast expand. the rush distances are short, but imo thats not a problem really as there should be some small rush distance maps. but when protoss doesnt have an easy way to wall off against early pools it kinda sucks for them.

and yes please add 2 more bases

It's possible to wall with 3 3x3 buildings at the nat like any normal map. Both a complete wall or a wall with a 1-square gap should be possible.

I think I'll try to add a couple 6m1hyg bases in the center after I enlarge the map, not sure where I'll put them yet though.

Edit: picture was wrong, doodads in the cliff are screwing up building placement, I need to make a couple adjustments.
Last edit: 2012-08-23 08:38:19
broodwarmaps.net
Old Post

 
 -NegativeZero-   United States. October 13 2012 02:53. Posts 583
Profile # 
Finally got around to finishing this map after a couple months of occasionally working on it, OP has been completely updated. All posts before here refer to the "original (old) post" spoilered at the bottom of the OP.
Last edit: 2012-10-13 02:57:23
broodwarmaps.net
Old Post

 
 moskonia   Israel. October 13 2012 03:02. Posts 930
Profile # 
It looks like you can have 3 bases too easily, I think you should widen the 3rd ramp to be at least 3 width or even 4, cause right now it is very very easy to secure 3 bases.
"He who learns to walk, should never crawl again"
Old Post

 
 RyF   Austria. October 13 2012 03:07. Posts 366
Profile # 
looks great imo!
Old Post

 
 Spektor   United States. October 13 2012 03:44. Posts 787
Profile Blog # 
I like the idea of making old unbalanced maps balanced. How is the siege tank range for the natural?
Be positive, helpful, polite, and creative. Be good. Life is too short to be cynical and unimaginative.
Old Post

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