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[M] Steppes of Bore

Forum Index > SC2 Maps & Custom Games
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The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2012-01-15 17:23:57
July 07 2011 15:51 GMT
#1
Steppes of Gore:
[image loading]
Bounds: 162x164
Watchtowers: 2
Bases: 12blue 2gold
Rocks: 4
Textures: pure char.


Steppes of Bore (old):
+ Show Spoiler +
Old post
+ Show Spoiler +
Dimensions: 122x126.
Rush distances:
Main to main: 161
Nat to Nat: 127.
Original Description:
This is my version of the ever so popular Steppes of War.
Rush distances are longer, and it's a very macro style map.
Steppes of Bore is currently a work in progress. Please let me know how to improve it.
(And, of course, a reminder to please test it on NA)

Edit: Poll from page 3:
Poll: 14 bases on 2 player maps?

Yes! (8)
 
67%

No! (2)
 
17%

I'm not sure, it needs more testing. (2)
 
17%

12 total votes

Your vote: 14 bases on 2 player maps?

(Vote): Yes!
(Vote): No!
(Vote): I'm not sure, it needs more testing.



Unless there is a massive flaw in this map that makes it unplayable permanently, I will be submitting this to the TL mapmaking contest, as well as Korhal Brawl and one other undecided map (probably Golgotha), by Sunday evening in USA time. So, I would like feedback within the next 48 hours, as that will be the only feedback I will be using for the last update before the contest.
Also, I need testers. See signature if you want to test with me (yeah right), also I would not mind you finding bugs on your own.
Steppes of Bore V5.0:

[image loading]


Boring, old, outdated version.
+ Show Spoiler +
(2) Steppes of Bore v4.0:
+ Show Spoiler +
[image loading]

This is my version of the ever so popular Steppes of War.
Please test this on NA.
Rush distances are longer, and it's a very macro style map.
Steppes of Bore is currently a work in progress. Please let me know how to improve it.
Problems:+ Show Spoiler +
CHALLENGE ME. And, the natural is too big.

Map is published in NA under the name "Steppes of Bore", by TheTemplar.
Changelog: 2.0: + Show Spoiler +
The natural expansion is now smaller around the old edges, and the ramp has been moved to closer to the third, to make the third easier to take. The ramp between the third and the gold leading into the third is now smaller and blocked by destructible rocks. Even though it was requested by 2 (?) people, the gold is still a gold base. I did this because I think it's a very risky expansion to take. The choke leading into the third is smaller.

2:1: + Show Spoiler +
Middle is cooler.
Watchtowers have been added.
Natural ramp is a little wider.

3.0: + Show Spoiler +
More symmetrical, gold base has been moved, new base added, new base and gold base have a cliff over them. The middle high ground has another ramp.

3.1: + Show Spoiler +
The middle is connected, the semi-islands really are semi-islands now, and there is LOS blockers on the top of the smaller middle ramps.

4.0: + Show Spoiler +
Everything except the main base and semi-islands and blue 4ths have been changed. The changes are halfway down page two.

Please test this on NA.
EDIT: Please tell me what is wrong with this map + Show Spoiler +
besides asthetics, I hate when people complain about that
and say WHY it is bad. For instance, saying "This map's natural is bad" does not help me improve it. Please say why my map sucks. DO IT.


10/28 update!
Some aesthetic touchups.
Water changed to clear colored.
Extra base added for each player.
Highly asymmetrical, but in a way so that it hardly affects gameplay.
[image loading]

Thanks for 5.0 goes to:
Namrufus: For influencing the main-nat-third layout

+ Show Spoiler +
On August 27 2011 12:08 Namrufus wrote:
I think the map is improved from the last version you posted.

If you want to make the natural smaller, I think that you should simply move the face of the natural toward the center of the map closer to the minerals and bring the expansions in the corner slightly closer to the nat.

If it were me, I would do something like this:
+ Show Spoiler +
[image loading]


You could also enlarge the main into the natural to reduce the size of the natural.

edit: also, for aesthetics, my suggestion is to replace that green xil rock texture in the main and nat with a brick texture from aiur or belshir, SC2 rock textures of that type just look really bad when used in large areas imo.

edit2:
Show nested quote +
I don't have the program

it looks like the newest versions of the analyzer are here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=162365
you should try it, it's really useful.




HypertonicHydroponic: For helping debug 4.2.

+ Show Spoiler +
On August 30 2011 22:09 HypertonicHydroponic wrote:
Hey, I took a spin on your map since you've been so since to bump my two map threads and here are my thoughts:

(I know this point isn't that important to you but...) To me the geometrical asthetic is more important than the actual textures/doodads and I think that your latest version is not too bad in that regard.

On to stuff you do care about:

~ Someone else mentioned changing the ramp out of the main. I got P on this playing random and I have to say it was tricky to figure out exactly where to place my buildings for the choke. I did wind up making a choke but it took my an extra pylon to fill the right gap. I didn't play around with it any more than a single game, but you might want to play around with it a bit and figure out optimal wall off arrangements for P/T and maybe use some Add Texture to the spots where these buildings should go to make it more intuitive for first time map users so this does not wind up turning them off. At least that's what I would do if I didn't want to change the shape of the choke for some reason.

~ Also, since this is supposed to be a remake of steppes (or at least based on it), which I assume you wanted to make a more friendly remake, I thought that the ramp out of the natural, was actually less friendly as far as holding a push is concerned. It seems much easier to just get in up the ramp since the path is so straightforward. There isn't as much wrap around and pathing getting stuck on the corner of the ramp/cliff the way there is on steppes if you just A-move. Also I think the lack of LOSB actually make it more friendly to the attacker since they never really have to worry what is in front of them before the ramp. This may be intended and I don't know if it is better or worse, but that is my impression.



To a sc2 friend for playing PvP against me on this map- We (I) noted that 4-gate was insanely easy on this map (compared to others) for some reason... Fixed that.

Countless other people for helping me with their vastly superior mapmaking knowledge and playtesting. (one of those is imaginary).

All the people that told me that my map was super ugly.

And beyond!





I wouldn't mind a name change
ModeratorI am still alive, somehow
TL+ Member
RedGator
Profile Joined October 2010
United States21 Posts
July 07 2011 23:18 GMT
#2
I feel like if you turned the golds into regular bases, and made a ramp from the main to get there directly, blocked by destructible rocks perhaps, that it would be a better option for a third. Would still be kinda tough to hold imo

Not quite sure how I would fix the small rush distance though : /
Emporio
Profile Blog Joined December 2010
United States3069 Posts
July 07 2011 23:23 GMT
#3
Is that the same dimensions as SoW? It looks awkwardly squished vertically
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Thelymus
Profile Joined February 2011
Netherlands131 Posts
July 07 2011 23:28 GMT
#4
The fourth seems really hard to hold on this map and the dimensions of the map just seem a bit off. Also, your natural has a lot of space to siege up in so it becomes kind of awkward like on backwater gulch.

As suggested you could turn the golds into normal bases and maybe remove a bit of space on the natural.
No more zero days
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 07 2011 23:55 GMT
#5
Well, thank you for commenting. ^_^
I feel like if you turned the golds into regular bases, and made a ramp from the main to get there directly, blocked by destructible rocks perhaps, that it would be a better option for a third. Would still be kinda tough to hold imo

Not quite sure how I would fix the small rush distance though : /

Are you referring to the main extending horizontally to the gold, with a blocked ramp leading into it? That sounds pretty decent, but the mains are already pretty gigantic.
I have a few ideas for fixing the rush distances. I'll implement them ASAP.
Is that the same dimensions as SoW? It looks awkwardly squished vertically

I believe it's very close, if not exactly the same size.
The fourth seems really hard to hold on this map and the dimensions of the map just seem a bit off. Also, your natural has a lot of space to siege up in so it becomes kind of awkward like on backwater gulch.

As suggested you could turn the golds into normal bases and maybe remove a bit of space on the natural.

This is a little trickier... I suppose I could make the natural expansions smaller and increase the rush distances at the same time by moving the ramp and removing part of the area.
I'm not too sure about making the golds normal, but I suppose it would be logical if I make a ramp leading into it (blocked by d-rocks of course) from them main. I really don't see a problem with the size, could you elaborate?
ModeratorI am still alive, somehow
TL+ Member
Cipover
Profile Joined August 2010
Sweden36 Posts
July 08 2011 00:00 GMT
#6
The ramp up to the natural seem a bit narrow. The choke that is going to the top and bottom expansions also seem too small. Generally it looks hard to take more expansions than your natural due to the fact that the enemy base is like right in front of you.

The middle could use something to make it more interesting.
ScaSully
Profile Joined April 2011
United States488 Posts
July 08 2011 00:25 GMT
#7
On July 08 2011 09:00 Cipover wrote:
The ramp up to the natural seem a bit narrow. The choke that is going to the top and bottom expansions also seem too small. Generally it looks hard to take more expansions than your natural due to the fact that the enemy base is like right in front of you.

The middle could use something to make it more interesting.

its called stepps of bore for a reason it nhas to be boring
¯\_(ツ)_/¯
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 08 2011 00:26 GMT
#8
I have come up with Steppes of Bore, Version 1.1!
+ Show Spoiler +
[image loading]

Changes:+ Show Spoiler +
The natural expansion is now smaller around the old edges, and the ramp has been moved to closer to the third, to make the third easier to take. The ramp between the third and the gold leading into the third is now smaller and blocked by destructible rocks. Even though it was requested by 2 (?) people, the gold is still a gold base. I did this because I think it's a very risky expansion to take. The choke leading into the third is smaller.

To answer someone that posted that I didn't reply to, I'm not sure what I'm doing with the middle. Any suggestions?
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 08 2011 00:27 GMT
#9
On July 08 2011 09:25 Drazzyo wrote:
Show nested quote +
On July 08 2011 09:00 Cipover wrote:
The ramp up to the natural seem a bit narrow. The choke that is going to the top and bottom expansions also seem too small. Generally it looks hard to take more expansions than your natural due to the fact that the enemy base is like right in front of you.

The middle could use something to make it more interesting.

its called stepps of bore for a reason it nhas to be boring

Very good sir. ^_^ Thank you for being very brutal with me. ;D
I'm working on it, I tell you, but I have no idea what I'm going to do!
ModeratorI am still alive, somehow
TL+ Member
EternalSC
Profile Joined May 2011
Sweden313 Posts
July 08 2011 00:32 GMT
#10
rename it Steppes of Gore

since that would be cool as hell
SHIT'S ON LIKE DONKEY KONG!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 08 2011 00:35 GMT
#11
On July 08 2011 09:32 EternalSC wrote:
rename it Steppes of Gore

since that would be cool as hell

^_^
Now that's not a bad idea...
I'll consider it :o
ModeratorI am still alive, somehow
TL+ Member
RedGator
Profile Joined October 2010
United States21 Posts
July 08 2011 00:36 GMT
#12
Perhaps lower a small-ish section in the middle to make 2 large chokes on each side sort of like XNC? I like what you did the natural as it helped both your rush distance and third base issues
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
Last Edited: 2011-07-08 00:39:23
July 08 2011 00:37 GMT
#13
On July 08 2011 09:36 RedGator wrote:
Perhaps lower a small-ish section in the middle to make 2 large chokes on each side sort of like XNC? I like what you did the natural as it helped both your rush distance and third base issues

The middle idea is a very good one.
The second sentence you said makes me feel like a super monkey ninja superhero dude.
Edit: I'm thinking of making the ramp into the natural wider as it seems to be too narrow now. It's the same width as Shakuras's naturals, but the third is harder because in shakuras, it's another natural with a smallish ramp and in this map, it has a backdoor and a somewhat wide choke.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 08 2011 14:09 GMT
#14
Steppes of Bore v2.1 has been released!
Changes: + Show Spoiler +
The ramp leading into the natural is a triple-wide instead of a double-wide.
The middle is more interesting.
Watchtowers have been added. They can see both the gold and the third, along with the rocks leading into the corner semi-islands.

v2.1: + Show Spoiler +
[image loading]

Note: The map does not appear perfectly symettrical. I will work on that in the next update.
ModeratorI am still alive, somehow
TL+ Member
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 15 2011 12:55 GMT
#15
Steppes of Bore v3.0 has been released!
Changes: + Show Spoiler +
More symmetrical, gold base has been moved, new base added, new base and gold base have a cliff over them. The middle high ground has another ramp.

v3.0: + Show Spoiler +
[image loading]
ModeratorI am still alive, somehow
TL+ Member
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
Last Edited: 2011-07-15 13:38:19
July 15 2011 13:36 GMT
#16
*zzzz double post, please delete*
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
July 15 2011 13:37 GMT
#17
You need to make the center of the map more open. Having that much terrain in the middle of the map makes an engagement there disadvantageous. If you look at Taldaram alter, Shakuras plateau, shattered temple, etc they all have wide open centers with chokes leading into the expansions. Might want to try to model that

Also having two destructable rocks to get to those side expansions seems dumb, and the potential for a siege line on the cliff overlooking your 3rd seems obnoxious as hell.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
July 15 2011 13:53 GMT
#18
I'm glad to see you kept those random ass Xel Naga Watchtowers on the sides of the map..

Seriously rethink where they should be placed I always thought the original Bliz placement was useless.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
July 15 2011 14:09 GMT
#19
People are bringing on the hate. :o
You need to make the center of the map more open. Having that much terrain in the middle of the map makes an engagement there disadvantageous. If you look at Taldaram alter, Shakuras plateau, shattered temple, etc they all have wide open centers with chokes leading into the expansions. Might want to try to model that

Also having two destructable rocks to get to those side expansions seems dumb, and the potential for a siege line on the cliff overlooking your 3rd seems obnoxious as hell.

I already stated that the center is too chokey. I have a solution I will implement in my next update.
The siege line is accessable by both players, and they can easily break the rocks to clear it out. The point of the semi-island is that this is based on Steppes of war, which had a similar semi-island.
The rocks leading in the third are a back door. Simple as that.
I'm glad to see you kept those random ass Xel Naga Watchtowers on the sides of the map..

Seriously rethink where they should be placed I always thought the original Bliz placement was useless.

The watch towers can see if the third and fourth bases are taken. I THINK they can see if any rocks have been broken down or are being broken down.
The watch towers aren't crucial, but very important. Please test my map before reacting harshly to stuff like this.
ModeratorI am still alive, somehow
TL+ Member
DerNebel
Profile Blog Joined January 2008
Denmark648 Posts
July 15 2011 15:15 GMT
#20
I won't say the map is too "chokey". Shakurah is chokey and fine. I believe your problem lies in how straightforward the desing is. The middle does have all these chokes, but the problem is the extremely small distance between them. This means that you are hyper-advocating a map split, since there really are no ground attack routes to go by that can't easily be reached and fortified by an alert defender. Draw some inspiration from shakurahs here, and add alternate attack routes, while keeping the center as an attractive spot to hold.
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