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[SC2 Map] Neo Steppes of War

Forum Index > SC2 General
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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
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