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[SC2 Map] Neo Steppes of War

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Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-06-10 12:30:00
June 08 2010 17:45 GMT
#1
I saw the map redesign contest thread so I decided to play around with the map editor and see what I can do. The map I chose to edit is Steppes of War, since it seems like a boring map where you can't get a decent flank going on. After a couple of hours, the version I suggest as Neo Steppes of War is this:

Neo Steppes of War v3:
[image loading]

Neo Steppes of War v2:
+ Show Spoiler +
[image loading]


Neo Steppes of War v1:
+ Show Spoiler +
[image loading]


The nat and 3rd have switched places in order to create a longer path between mains. I have also increased the size of the middle lane added two additional side lanes which players can use to flank or counter-attack. Let me know what you think

Update for v2: New natural expo design & modified middle.
aka DeA & GRC-DeathLink
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
June 08 2010 17:46 GMT
#2
Mech seems reeeeeeeeealy over powered in this as you can defend 3 bases extremely easily, and taking the gold as the 4th seems really easy as well.
We spend our youth attaining wealth, and our wealth attaining youth.
drag_
Profile Blog Joined April 2010
England425 Posts
June 08 2010 17:48 GMT
#3
Yeah those 3 bases look really easily defended by mech
HCastorp
Profile Blog Joined March 2010
United States388 Posts
June 08 2010 18:00 GMT
#4
This map should win some kind of special prize for looking so similar to the original, and yet being utterly different from a gameplay perspective. I like the way the middle is opened up, but the mains seem almost ridiculously easy to defend.
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
June 08 2010 18:02 GMT
#5
Maybe to make mech less imba on this map. What about having no High Ground in the bases?
Ryps
Profile Blog Joined May 2010
Romania2740 Posts
June 08 2010 18:04 GMT
#6
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.
KillerPlague
Profile Joined June 2010
United States1386 Posts
June 08 2010 18:06 GMT
#7
well this would prevent any one base play..
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
June 08 2010 18:06 GMT
#8
Interesting. I feel however that the natural is sooooo open and everything screams reaper fuck me.
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
June 08 2010 20:14 GMT
#9
there is still a fair many days ultil beta is out, im sure you could rework the map even better within that timeframe.
"Mudkip"
fantomex
Profile Joined June 2009
United States313 Posts
June 08 2010 20:25 GMT
#10
Oh god I had forgotten about all the "Neo" maps.
Replay or GTFO
Skaff
Profile Joined February 2010
United States240 Posts
June 08 2010 20:28 GMT
#11
On June 09 2010 03:04 PaD wrote:
Show nested quote +
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!
rockon1215
Profile Joined May 2009
United States612 Posts
June 08 2010 20:35 GMT
#12
shortening the rush distance kinds ruins what made steppes of war, steppes of war,

Pretty though
Flash v Jaedong The finals that is ALWAYS meant to be
MindRush
Profile Joined April 2010
Romania916 Posts
June 08 2010 20:40 GMT
#13
seems more live a novice map to me ....... the ones playing on the novice league
looks like the real thing but it's completely different and no balance consideration is taken.

Interesting idea, i guess alot of biggamehunters' fans will play it, but without some improvements it will not be a good competitive map
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
red.venom
Profile Joined October 2002
United States4651 Posts
June 08 2010 20:43 GMT
#14
On June 09 2010 05:35 rockon1215 wrote:
shortening the rush distance kinds ruins what made steppes of war, steppes of war,

Pretty though


Really? Cuz i feel like the rush distance from nat to nat will always be short and Steppes could benefit from being longer vertically.

I don't see how mech would be any better on this map compared to how it already is on steppes.

Simple change but I think its cool
Broom
Slunk
Profile Blog Joined February 2010
Germany768 Posts
June 08 2010 21:45 GMT
#15
Don't listen to the mech guys, there has been like no map in BW that wasn't doomed to be imbalanced in favor of terran tanks when it first came out.

I actually really like this map. The longer distance and the base layout reminds me a little of HeartBreakRidge that is my absolutely all time favourite BW map.
To be honest, this version of SoW makes it even harder for mech to hold in the earlier stages due to the fact that you have two entrances to cover when you take your natural.
On the other hand, as a protoss player you can no longer FFE versus zerg, that really would cut into my PvZ, so maybe you should consider some rocks on either one of those ramps.
In general I think your version is pretty good, but I also have the opinion that SoW is one of the maps (along with LT and BS) in the mappack that needed the overhaul the least. So, the next time you should maybe try to improve Maps like Kulas or Incineration Zone.
Anon06
Profile Blog Joined June 2010
United States203 Posts
June 08 2010 21:46 GMT
#16
I suggest adding a fat ramp where the original ramp to the main was.
Ovi
Profile Joined April 2010
164 Posts
June 08 2010 21:59 GMT
#17
Easier to take third base aswell as the gold, longer distance between mains, huge open area. I kinda like it.
Moutas
Profile Joined April 2007
Greece158 Posts
Last Edited: 2010-06-08 22:57:21
June 08 2010 22:52 GMT
#18
Thanks everyone so far for your comments, I will definitely try to further adjust this map. So far the open nat might be an issue so it will be the first thing to change.

The reason mech was preferred by Terran players is because SoW didn't offer many flanking opportunities. Also, the distance between nat and the middle was extremely small, so you could push out and immediately threaten the opponent's nat. I believe that this version allows players to set up some good flanks and possibly counter a fortified position by using the side paths.

As for a Terran easily getting and defending 3 bases, the ramp leading from the 3rd to the middle is much wider than the original ramp (from nat to middle). Also, the distance from this ramp to the nat ramp leading towards the gold expo has been doubled. This was done so that the attacker can catch the opponent out of position, which was nearly impossible to do before. A defender running from nat to 3rd in the original version was much easier compared to this.

The gold expansions are much harder to defend simply because they're in a much wider area compared to the original version of SoW.

I plan on modifying other maps as well. At the moment I will just work on one map at a time. Next project will be Incineration Zone, as that map was pure crap for Zergs
aka DeA & GRC-DeathLink
Kyadytim
Profile Joined March 2009
United States886 Posts
June 08 2010 23:13 GMT
#19
I kind of like it, except that you totally killed Protoss 10 gate openings against Zerg on this map, what with the giant, wide open natural with 2 entrances.
Slunk suggested rocks on one of the ramps, but I don't think that would cut it. Maybe if you shrunk the natural a bit by getting rid of all that space above the geyser on the left and below the geyser on the right, and made it impossible for stuff to get into the main by going behind the mineral line...
Moutas
Profile Joined April 2007
Greece158 Posts
June 08 2010 23:18 GMT
#20
On June 09 2010 08:13 Kyadytim wrote:
I kind of like it, except that you totally killed Protoss 10 gate openings against Zerg on this map, what with the giant, wide open natural with 2 entrances.
Slunk suggested rocks on one of the ramps, but I don't think that would cut it. Maybe if you shrunk the natural a bit by getting rid of all that space above the geyser on the left and below the geyser on the right, and made it impossible for stuff to get into the main by going behind the mineral line...


Yeah I realize this is a problem so the nat will be redesigned to allow Protoss to FE against Zerg. I am also thinking about placing some water in the middle to give some cover against a 360 degree flank.
aka DeA & GRC-DeathLink
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.
maragin
Profile Joined May 2010
United States59 Posts
June 10 2010 02:33 GMT
#41
Just a little idea: My first thought on the map was that the main felt too safe/inaccessible.

3 ideas:
1) Widen the choke from the natural to the main, making it a little easier to scout/harass.

2) Destructable rocks from the main to the 2nd natural.

3) I was looking at the "bridge to nowhere" on the top main, and thought it would be sweet if that bridge extended out to the back of the gold expo with destructable rocks on the gold side.

Oh! Dynamic maps... is this possible? Can the bridge & rocks "materialize" at an arbitrary time ...10:00-15 min in game time? (Visions of the bridge flying together like a watchtower with Zel'Naga magic)

Something like that would add a new twist to typical maps.

Anyways, cool map redesign.
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 10 2010 02:39 GMT
#42
I agree with all the changes in version 2. Well done!
Nuda Veritas
keV.
Profile Blog Joined February 2009
United States3214 Posts
June 10 2010 04:11 GMT
#43
Seems to me that you still have the same problem of 3 bases being far too easy to defend... Much like the original
"brevity is the soul of wit" - William Shakesman
Plethora
Profile Joined July 2007
United States206 Posts
June 10 2010 05:07 GMT
#44
On June 10 2010 13:11 keV. wrote:
Seems to me that you still have the same problem of 3 bases being far too easy to defend... Much like the original


Why is having 3 easily defendable bases inherently bad? I've never played on that sort of map in SC2 (neither has anyone posting here really) and one can only theorycraft so much. I know SC1 has a laundry list of maps with 3 easily defendable bases, and by and large they are not any more imba than any other maps.
... Still like Brood War better... lol
yarkO
Profile Blog Joined September 2009
Canada810 Posts
June 10 2010 05:15 GMT
#45
I think the distance from Main to Natural is too far. Can you Siege someone's 3rd from the Gold?
When you are prepared, there's no such thing as pressure.
Moutas
Profile Joined April 2007
Greece158 Posts
June 10 2010 12:44 GMT
#46
The map has been updated to version 3. The mains, nats and ramps leading from the gold to the middle weren't symmetrical so they have been modified. Also, some terrain behind the 3rd and gold expos was removed so that siege tanks cannot attack the minerals and gas of the other expo. Finally, the middle area's sight blockers have been moved closer to the 3rd expo ramps.

There are still a lot of positional imbalances that need to be fixed. The original map wasn't perfectly symmetrical so I will have to modify some other things as well.
aka DeA & GRC-DeathLink
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
June 13 2010 05:46 GMT
#47
Is the download available for this map?
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
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