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[M] Steppes of War SE

Forum Index > SC2 Maps & Custom Games
Post a Reply
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2012-08-15 21:24:39
August 15 2012 21:17 GMT
#1
Now available on EU server under the name "Steppes of War SE." The map is unlocked if anybody wants to upload it on NA/SEA/KR etc. Or if anybody knows how to upload in those regions without needing another SC2 account, I'd be willing to oblige.

EDIT: Had to reupload. Should be up now.

[image loading]

This is a rebalanced version of Steppes of War, a Blizzard ladder map that was criticised for having two useless Xel'Naga Watchtowers and a rush distance that was simply too stupid to even consider.

On this version, as you may be able to see in the screenshot, several significant changes have been made to the map's layout and overall flow:
  • The ramp leading from the natural to the centre of the map has been removed. The only way to leave the natural now is to leave from the third. One alternative suggestion was to place destructible rocks there but I decided not to do that. This GREATLY increases the rush distance of the map to make it a macrohard 2 player map.
  • The ramps leading from the fourth have been widened.
  • A third Xel'Naga Watchtower has been placed in the centre of the map. While not wholly necessary, it can be useful to control the centre to prevent unwanted drops in your natural from being unscouted.
  • Destructible rocks no longer conceal the entrance to your third or the third itself. Destructible Rocks now conceal the fourth base and the high-yield mineral bases.
  • Parts of the map have been submerged in water to add a flooded feel, this is purely cosmetic.


Comment and critique please. I made this minor modification to Steppes of War becuase it was historically a really bad rush based map.
TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
August 15 2012 21:28 GMT
#2
2ff sized ramp that protects 3bases, humm
Live Fast Die Young :D
monitor
Profile Blog Joined June 2010
United States2409 Posts
August 15 2012 21:30 GMT
#3
There are SO many problems with this map that what you've done isn't actually going to fix anything... lowground nat, now able to forge FE to the third, nats can be sieged from the middle, tiny center, fourths are way too close, huge amount of wasted space... I could go on. I think its cool that you want to try fixing it, but this map would need a massive overhaul to be fixed.
https://liquipedia.net/starcraft2/Monitor
XstreaM
Profile Joined August 2012
2 Posts
Last Edited: 2012-08-15 21:33:56
August 15 2012 21:32 GMT
#4
Yea, you can essentially take three bases and defend them effortlessly with a natural-ramp style wall-off. Do that twice and you have a fourth and fifth. Destructible rocks like in the Practice League anti-rush maps would help. But still, I think this map is just broken. You can't have macrofests on a tiny map like this.
Syphon8
Profile Joined July 2010
Canada298 Posts
August 16 2012 00:29 GMT
#5
On August 16 2012 06:32 XstreaM wrote:
You can't have macrofests on a tiny map like this.


Why not?
',:/
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
August 16 2012 00:36 GMT
#6
I feel like you've made the map worse because it's now pretty much impossible to stop a terran player just parking tanks below your natural. The distance to go around to defend against that is insane and the strategy would be completely broken (it was broken on the original but this would be considerably worse). It's also generally not good to have 3 bases on one choke and 5 bases on 2.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
August 16 2012 00:48 GMT
#7
Everything you changed made the map worse.. -.-
Destructible rocks, way more turtling on 5 base, more destructible rocks...
The way to go on this map is to make it larger, maybe open up a few attack paths..
ModeratorI am still alive, somehow
TL+ Member
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 16 2012 00:54 GMT
#8
Instead of completely removing the ramps, a better option is probably to use Daybreak style 3 width ramps narrowed to 1 width using rocks for increased defender's advantage in the early game.
vibeo gane,
Semmo
Profile Joined June 2011
Korea (South)627 Posts
August 16 2012 01:57 GMT
#9
Yeah. This is not how you fix a map.

You do realize people will most likely wall off at the third, then the rust distance is still very close?
Do you know it'll just be 3 base turtle?

Do you know having 2 bases in one choke is a bad idea?
Mapmaker of Frost, Fruitland and Bridgehead
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
August 17 2012 01:17 GMT
#10
Everything here has been noted, I have decided to redesign the entire map and start it from scratch.
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