![[image loading]](http://i.imgur.com/4dXal.jpg)
Bounds: 162x164
Watchtowers: 2
Bases: 12blue 2gold
Rocks: 4
Textures: pure char.
Steppes of Bore (old):
+ Show Spoiler +
Old post
+ Show Spoiler +
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]](http://i.imgur.com/u8JUJ.jpg)
Thanks for 5.0 goes to:
Namrufus: For influencing the main-nat-third layout
+ Show Spoiler +
HypertonicHydroponic: For helping debug 4.2.
+ Show Spoiler +
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!
+ 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:
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]](http://i.imgur.com/V1xoY.jpg)
Boring, old, outdated version.
+ Show Spoiler +
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
No! (2)
I'm not sure, it needs more testing. (2)
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]](http://i.imgur.com/V1xoY.jpg)
Boring, old, outdated version.
+ Show Spoiler +
(2) Steppes of Bore v4.0:
+ Show Spoiler +
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 +
Map is published in NA under the name "Steppes of Bore", by TheTemplar.
Changelog: 2.0: + Show Spoiler +
2:1: + Show Spoiler +
3.0: + Show Spoiler +
3.1: + Show Spoiler +
4.0: + Show Spoiler +
Please test this on NA.
EDIT: Please tell me what is wrong with this map + Show Spoiler + 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.
+ Show Spoiler +
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.
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 

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]](http://i.imgur.com/u8JUJ.jpg)
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]](http://i.imgur.com/Dwenb.jpg)
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:
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.
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]](http://i.imgur.com/Dwenb.jpg)
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:
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.
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
