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[SC2 Map] Neo Steppes of War - Page 2

Forum Index > SC2 General
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SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
June 08 2010 23:23 GMT
#21
Interesting. I feel however that the natural is sooooo open and everything screams reaper fuck me.
Exactly my thought.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
Moutas
Profile Joined April 2007
Greece158 Posts
June 09 2010 00:11 GMT
#22
New natural expo design:
[image loading]

Possible Protoss FE against Zerg:
[image loading]

Any comments or suggestions are welcome
aka DeA & GRC-DeathLink
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
June 09 2010 00:51 GMT
#23
On June 09 2010 05:28 Skaff wrote:
Show nested quote +
On June 09 2010 03:04 PaD wrote:
On June 09 2010 03:02 Endorsed wrote:
Maybe to make mech less imba on this map. What about having no High Ground in the bases?


High ground isnt an advantage.. this aint SC:BW with a miss rating.


Correction, it's not as much of an advantage like it was in BW. The loss of sight counts for a small amount at least!


Also it's hard for melee units to hit stuff up on a cliff ;p
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 09 2010 01:24 GMT
#24
I approve of the changes! As a zerg player I'm not concerned by mech more than the original Steppes contrary to many posters.

An offhand suggestion:
+ Show Spoiler +
Remove the ramp from 3 and 9 naturals to inside 2 and 7. Make 2 and 7 high yield and current high yield regular.
Nuda Veritas
RodrigoX
Profile Joined November 2009
United States645 Posts
June 09 2010 01:28 GMT
#25
Block off one of the entrances in the nat, and you got something good here.
We were all raised on televion that made us believe we'd all be Millionairs, Movie gods, and Rockstars..... But we won't.... We are slowly learning that fact. And we are very, very pissed off.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
June 09 2010 01:36 GMT
#26
I feel like what is the nat in the official ladder map should be blocked off from the nat in your version ie. removing the ramp so that there is only 1 entrance.

And if it were up to me, i'd "stretch" the entire map [in the middle] a bit to create a bit more breathing room as i feel steppes of war is too small in general.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
BigDatez
Profile Joined April 2010
Canada434 Posts
June 09 2010 01:52 GMT
#27
Hrmm I think that this would make mech ALOTTTTT easier to defend as zerg, which is good =D
Video games > sex (Proven fact)
Maelkyral
Profile Joined June 2010
United States22 Posts
June 09 2010 02:06 GMT
#28
I don't really understand how your new natural design permits protoss FE. In the screenshot given, the Zerg can easily harass the mineral line with lings by entering from the south ramp. There's also no choke in this situation for the protoss to defend, making it much harder to stop a roach push. The roaches might even be able to assault the Nexus while being out of cannon range in the setup you have shown.
Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-06-09 07:52:46
June 09 2010 07:49 GMT
#29
On June 09 2010 11:06 Maelkyral wrote:
I don't really understand how your new natural design permits protoss FE. In the screenshot given, the Zerg can easily harass the mineral line with lings by entering from the south ramp. There's also no choke in this situation for the protoss to defend, making it much harder to stop a roach push. The roaches might even be able to assault the Nexus while being out of cannon range in the setup you have shown.


Think of it as a Metalopolis FE. Zerg can harass the mineral line as well, but that doesn't mean FE is impossible. And if someone tries to roach rush, you should have enough time to prepare your defense.

As for the building placement, I'm not suggesting every Protoss should FE like this. It is just an example to show that FE can be done, the players can decide where to place Gateways/Forge/Cannons as they like.
aka DeA & GRC-DeathLink
Moutas
Profile Joined April 2007
Greece158 Posts
June 09 2010 14:04 GMT
#30
The map has been updated to version 2 that has the new natural expos.
aka DeA & GRC-DeathLink
Andtwo
Profile Joined June 2009
United States126 Posts
June 09 2010 15:19 GMT
#31
Can tanks hit 3rd from the gold (especially the vespene)? Regardless, as a zerg player I really like it and I'd undownvote it if this was the steppes version on ladder instead of the current.
Moutas
Profile Joined April 2007
Greece158 Posts
June 09 2010 16:35 GMT
#32
On June 10 2010 00:19 Andtwo wrote:
Can tanks hit 3rd from the gold (especially the vespene)? Regardless, as a zerg player I really like it and I'd undownvote it if this was the steppes version on ladder instead of the current.


I recently looked into this and found that some spots can be hit by siege tanks. I am currently working on a version that will fix this
aka DeA & GRC-DeathLink
Plethora
Profile Joined July 2007
United States206 Posts
Last Edited: 2010-06-09 17:25:45
June 09 2010 17:19 GMT
#33
On June 09 2010 10:24 VelRa_G wrote:

An offhand suggestion:
+ Show Spoiler +
Remove the ramp from 3 and 9 naturals to inside 2 and 7. Make 2 and 7 high yield and current high yield regular.


I was going to suggest the same thing and then I read it. Remove the ramp from nat to current "3rd", then swap the gold and regular minerals. It gives players the option of going ground and shooting for an eventual 4-bases, or incorporating air and aiming to take the gold just outside their main (but with a crazy long walk distance to defend it).

EDIT: Suggestion 2: It might be interesting to reposition the watchtowers to the narrow little alleyways under the natural expos (between the two ramps). I'm not sure how it would play out but it would give you the opportunity to get a good look at your opponents defenses if you snuck a unit in there, and as the defender it would punish you for not "guarding" your own watchtower, so to speak. It's at least a different way to use the watchtowers than we have seen thus far.
... Still like Brood War better... lol
QueueQueue
Profile Joined July 2009
Canada1000 Posts
June 09 2010 17:45 GMT
#34
Would be some interesting macro games. I think this map layout kind of takes away from dynamic play a bit.
Lemorex
Profile Joined June 2010
United States5 Posts
Last Edited: 2010-06-09 17:50:03
June 09 2010 17:47 GMT
#35
Maybe its just me, but after playing on steppes of war a bunch of times I never got to use the fourth expo attached to the gold minerals. Maybe its just because steppes doesn't support a really macro heavy long game that well, but I would almost suggest changing the position of that expo somehow to make it more accessible, it just seems silly to me in its current location.

As a protoss, I have to say that having a ledge like that right in front of your starting base seems like its just asking to have tanks lined up underneath, its a very good position for mech play while not helping colossi because of the long distance from the ledge to the actual base. On the plus side, I like the more open middle and feel like that is a great addition that will open up play a little bit; as a protoss I always just ffed the ramp from the natural and it was pretty easy to split zerg armies, i think this new design should fix that some.

Finally, I'm not sure if this is a bad thing, but looking at the expos it seems like on two to three bases your main would be extremely vulnerable to a drop since there seems to be a long walking distance from the third expo(the one directly below the starting base) and your starting base. Overall though I like it and hope my criticism is helpful.
Moutas
Profile Joined April 2007
Greece158 Posts
June 09 2010 17:51 GMT
#36
If the ramp from nat to 3rd is removed, then there will be less opportunities to flank and counterattack. It will be like the original version but with a longer distance between mains.

As for the watchtowers, I don't want to put them in areas that will reveal key parts of the map. Your suggestion sounds interesting though and I will definitely look into it.

On June 10 2010 02:45 QueueQueue wrote:
Would be some interesting macro games. I think this map layout kind of takes away from dynamic play a bit.


Compared to the original map, do you think it's less dynamic? For me, SoW seemed like a really boring map to play.
aka DeA & GRC-DeathLink
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 09 2010 17:52 GMT
#37
perhaps seperate the main from third expo to not allow reaper harass and colossii an easy way into the base? just a thought.

you bastard stealing my initial idea so now im fiddling with incineration zone instead
"Mudkip"
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2010-06-09 21:17:19
June 09 2010 21:13 GMT
#38
People who are concerned about reapers probably havnt discovered how easy it actually is to deal with them (i dont know that much about the P or TvT situations more then what ive heard though, but on the zerg part i know from own experience. If your opponent opens reapers and u handle it correctly your opponent generously just put himself in a disadvantage, regardless of map) and this map doesnt necessarily scream "reaperfuck me" more then some other maps imo.

I dont think he should block off one of the entrances to the natural. If he removed the one to the third that would suck for taking a quick and easily defendeble third, and if he removed the other one that would mean getting 1 extra free expo while taking the third first which would pretty much turn the map into a 3 base turtlefest in some matchups.
Arco
Profile Joined September 2009
United States2090 Posts
June 09 2010 23:51 GMT
#39
I think the ramp should remain to the original natural from the main to maintain the "Steppes of War rush distance" feeling.

The third (natural on your version) being easily defendable is a great feature, and would work well on the concept of the original map.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-06-09 23:55:51
June 09 2010 23:54 GMT
#40
Man you must haaaaate zerg man. You make this beautiful map but you destroy the only thing that was good for zerg about the original =[ (the open centre. the water, get rid of it! Its already a poor zerg map =[[[ )
Not to say this map doesn't seem much more balanced than the original in the current form. I just loved massive flanks in the middle of steppes if you don't die to fast rushes or tank pushes.
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