• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:37
CET 15:37
KST 23:37
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3RSL Season 3: RO16 results & RO8 bracket13
StarCraft 2
General
Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win SC2 Proleague Discontinued; SKT, KT, SGK, CJ disband
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Offline Finals Info - Dec 13 and 14! StarCraft Evolution League (SC Evo Biweekly) RSL Offline FInals Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation
Brood War
General
BW General Discussion Which season is the best in ASL? Data analysis on 70 million replays BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET [BSL21] RO16 Group B - Sunday 21:00 CET
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread Nintendo Switch Thread The Perfect Game Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine The Big Programming Thread Artificial Intelligence Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Where to ask questions and add stream? The Automated Ban List
Blogs
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1401 users

[M] Steppes of War RE

Forum Index > SC2 Maps & Custom Games
Post a Reply
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2012-08-17 01:43:06
August 17 2012 01:31 GMT
#1
Introducing.... Steppes of War: Redesigned Edition (Now available under the name "Steppes of War RE" on EU.)

[image loading]

While it's not the first (sorta) original built-from-scratch melee map I have created, it is the first I am willing to share with you guys.

Steppes of War was one of my favourite maps in terms of its appearence from Blizzard but it suffered the crippling issue of just being plain imbalanced. The rush distance was stupidly short and

Originally, I had attempted an unofficial second edition of the map here with one or two minor tweaks but this was met with a lot of understandable criticism (including a point from ESVMonitor) such as:
  • Siege Tank contains on the expansion being too easy to exploit due to the only ramp leading to the main area being from the fourth.
  • The narrowness of the ramp leading out of the third being holdable with two forcefields and basically (not only encouraging but condoning) three base FFE builds.
  • There not being enough attack routes, leading to turtley stalemate games.

Anyway, this reworked version has been re-designed from the ground up with the following features:
  • The ramps leading out of the naturals to the centre of the map has been blocked with destructible rocks, thus discouraging the early rush shenanigans that Steppes of War first had.
  • A (pretty wide) ramp has been added leading from the third to the map's centre. This was a common criticism with Steppes of War SE. Because of difficulties in switching manmade cliffs back with organic cliffs, this was what made me decide remaking the map was a better and faster idea.
  • The corner-most fourth only has one narrow route leading out of it but due to its distance away from the starting location is very vulnerable to drops.
  • The other fourth has two ramps (one very large and one medium) leading out of it, making it much more difficult to hold.
  • Gold expansions with Rich Vespene Geysers DO exist in the top and bottom of the map but are very difficult to hold due to their location.
  • A completely different texture overhaul compared to Steppes of War's original look.
WniO
Profile Blog Joined April 2010
United States2706 Posts
August 17 2012 02:47 GMT
#2
you shoulda brought the natural in more
Insomni7
Profile Joined June 2011
667 Posts
August 17 2012 02:50 GMT
#3
You certainly are making massive improvements in terms of balance (in terms of texturing I would cal it a step backwards) but still you aren't gonna get around the fact that the map is still tiiinnnnyy. It is sooooo small. I just could not imagine a normal game here. Sorry
Never Forget.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2012-08-17 02:55:41
August 17 2012 02:55 GMT
#4
On August 17 2012 11:50 Insomni7 wrote:
You certainly are making massive improvements in terms of balance (in terms of texturing I would cal it a step backwards) but still you aren't gonna get around the fact that the map is still tiiinnnnyy. It is sooooo small. I just could not imagine a normal game here. Sorry

Texturing is my massive weak point at the moment. And finding and placing doodads that would turn a map from alright looking to amazing.
GDR
Profile Joined July 2011
Canada407 Posts
Last Edited: 2012-08-17 03:10:00
August 17 2012 03:09 GMT
#5
You could put one tank at the watchtower, and siege probably about half the mineral line. It would appear.
digmouse
Profile Blog Joined November 2010
China6330 Posts
August 17 2012 04:25 GMT
#6
Work on your mineral/gas placement a bit, one of the gases at the corner bases is off-center to me. Also it's better making Gold base 6m1hyg
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2012-08-17 04:27:50
August 17 2012 04:25 GMT
#7
On August 17 2012 12:09 GDR wrote:
You could put one tank at the watchtower, and siege probably about half the mineral line. It would appear.


Wow, you just raised a really good point there. At first I thought they'd be good for things like checking the 4th, 5th and gold but then there's stuff like this that sidetracks you.

I think one idea will be to remove the top and bottom XNWs and keep the central one.

On August 17 2012 13:25 digmouse wrote:
Work on your mineral/gas placement a bit, one of the gases at the corner bases is off-center to me. Also it's better making Gold base 6m1hyg

Noted. I try to keep them as symmetrical and as close to potential bases as possible but sometimes based on space and layout restrictions it's hard.
GDR
Profile Joined July 2011
Canada407 Posts
August 17 2012 04:33 GMT
#8
On August 17 2012 13:25 Clbull wrote:
Show nested quote +
On August 17 2012 12:09 GDR wrote:
You could put one tank at the watchtower, and siege probably about half the mineral line. It would appear.


Wow, you just raised a really good point there. At first I thought they'd be good for things like checking the 4th, 5th and gold but then there's stuff like this that sidetracks you.

I think one idea will be to remove the top and bottom XNWs and keep the central one.


I would worry less about the watch tower, and try to take the natual out of siege range, or at least 90% of it. I don't know if it is possible without dramtically altering the map. Steppe's of War has a lot of issues, and by time you fix all of them you'll have your own map that resembles it almost not at all

You need more room behind your mineral lines. There isn't enough room for units to move behind them, and I bet there is a spot where you could drop marines that zerglings couldn't get to.

You could do with adding space pretty much everywhere. I would blow the map up, and just make Steppe's on a larger scale.
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
August 17 2012 07:18 GMT
#9
Too many bases way too close to each other in the top left and bottom right. The thirds are actually pretty difficult now, but after that the fourth and fifth are practically free since they're both literally a couple seconds from the third. I agree that in order to work, the whole map needs to be larger.

I think you've inspired me to try my hand at improving Steppes of War myself, since I'm uncreative and don't have any original ideas lol. I actually really like the main/nat/third configuration of the original - it reminds me of Fighting Spirit.
vibeo gane,
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
August 17 2012 09:58 GMT
#10
Sorry but this needs a rethink. Look how close those naturals are, you could throw a stone from one t'other. Once those rocks are broken down it's going to lead to crappy games because before you know what your enemy is doing they will be in your base, killing all your shit. This is a fundamental problem with reducing rush distances with rocks and should be avoided if at all possible. XNT (Xel'Naga Watchtowers) shouldn't cover the main/nat/3rd. You need to consider siege tanks when designing mains/nats especially, players complain about siege tanks parking outside the natural of Tal'Darim because of the exposed cliff and the fact that they need to go quite a long way round to reach them. On this map it would be like that but a million times worse, terran could do a 1base siege tank push and park them at the XNT and win every time. Even without the XNT there they could use medivacs to spot the high ground and zerglings would have to go such a long way round to reach them that by the time they did everything would be dead already. Look at all the competitive SC2 maps and you will see that the nat is usually tucked away. Main/nat/3rd design is the most important part of a map (as it is the bit that gets played the most, once you get that bit sorted you are more free to experiment with the rest. I suggest you take a look at what are considered the best maps and notice common themes between them. Hope that helps.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
Deleted User 97295
Profile Blog Joined August 2010
1137 Posts
August 17 2012 11:20 GMT
#11
--- Nuked ---
xeqwist
Profile Joined July 2012
55 Posts
August 17 2012 12:59 GMT
#12
The fact that you can siege the natural by placing a unit by the watchtower absolutely needs to be fixed, also the use of cardinal ramps mess up forcefield placement so the fact that your 3rd and 4th's main ramps are cardinal is not good.
also once the rocks are taken out this map still has ridiculously short rush distance, which can produce some very trivial games.
I admire your want to remake this map, but I'm afraid that if this map is going to work it needs so much change that its going to make a whole new map.
xeqwist.195 EU | ♥ BitByBit ♥ MarineKing ♥ | Marine good unit.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
August 17 2012 14:01 GMT
#13
On August 17 2012 20:20 Laertes wrote:
I REALLY like the unique design of this map. It may not work in SC2 league, but maybe it would work in Starbow?

This is the first I've heard of Starbow, I am really tempted to try out this mod if it's been uploaded on EU Arcade.
Please log in or register to reply.
Live Events Refresh
Next event in 1h 24m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko378
LamboSC2 173
ProTech123
StarCraft: Brood War
Britney 44204
Calm 4169
Jaedong 1911
GuemChi 1376
EffOrt 892
Shuttle 852
Mini 759
Soma 484
Soulkey 471
Rush 385
[ Show more ]
firebathero 328
ZerO 322
Snow 240
BeSt 233
Zeus 152
Sharp 92
Hyun 80
BRAT_OK 70
yabsab 68
ggaemo 62
Barracks 50
Killer 44
sorry 42
Mong 42
Aegong 38
hero 36
ToSsGirL 25
soO 23
Bale 19
Sacsri 18
Terrorterran 16
scan(afreeca) 16
Shinee 13
JulyZerg 9
SilentControl 9
ajuk12(nOOB) 9
HiyA 6
Dota 2
qojqva2586
singsing2460
Gorgc2097
Dendi534
syndereN191
XcaliburYe126
420jenkins41
Counter-Strike
fl0m4111
zeus3894
olofmeister857
markeloff71
Heroes of the Storm
Khaldor61
Other Games
hiko1169
B2W.Neo1009
crisheroes558
DeMusliM273
Hui .201
ArmadaUGS79
Mew2King72
oskar64
MindelVK12
ZerO(Twitch)10
Organizations
StarCraft 2
WardiTV670
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 29
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2475
League of Legends
• Jankos2181
Other Games
• WagamamaTV237
Upcoming Events
OSC
1h 24m
Demi vs Mixu
Nicoract vs TBD
Babymarine vs MindelVK
ForJumy vs TBD
Shameless vs Percival
Replay Cast
9h 24m
Korean StarCraft League
1d 12h
CranKy Ducklings
1d 19h
WardiTV 2025
1d 21h
SC Evo League
1d 21h
BSL 21
2 days
Sziky vs OyAji
Gypsy vs eOnzErG
OSC
2 days
Solar vs Creator
ByuN vs Gerald
Percival vs Babymarine
Moja vs Krystianer
EnDerr vs ForJumy
sebesdes vs Nicoract
Sparkling Tuna Cup
2 days
WardiTV 2025
2 days
[ Show More ]
OSC
3 days
BSL 21
3 days
Bonyth vs StRyKeR
Tarson vs Dandy
Replay Cast
3 days
Wardi Open
3 days
StarCraft2.fi
4 days
Monday Night Weeklies
4 days
Replay Cast
4 days
WardiTV 2025
4 days
StarCraft2.fi
5 days
PiGosaur Monday
5 days
StarCraft2.fi
6 days
Tenacious Turtle Tussle
6 days
The PondCast
6 days
WardiTV 2025
6 days
Liquipedia Results

Completed

Proleague 2025-11-30
RSL Revival: Season 3
Light HT

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
Slon Tour Season 2
Acropolis #4 - TS3
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
Kuram Kup
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.