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Now available on EU server under the name "Steppes of War SE." The map is unlocked if anybody wants to upload it on NA/SEA/KR etc. Or if anybody knows how to upload in those regions without needing another SC2 account, I'd be willing to oblige.
EDIT: Had to reupload. Should be up now.
![[image loading]](http://i.imgur.com/2MBlF.jpg)
This is a rebalanced version of Steppes of War, a Blizzard ladder map that was criticised for having two useless Xel'Naga Watchtowers and a rush distance that was simply too stupid to even consider.
On this version, as you may be able to see in the screenshot, several significant changes have been made to the map's layout and overall flow:
- The ramp leading from the natural to the centre of the map has been removed. The only way to leave the natural now is to leave from the third. One alternative suggestion was to place destructible rocks there but I decided not to do that. This GREATLY increases the rush distance of the map to make it a macrohard 2 player map.
- The ramps leading from the fourth have been widened.
- A third Xel'Naga Watchtower has been placed in the centre of the map. While not wholly necessary, it can be useful to control the centre to prevent unwanted drops in your natural from being unscouted.
- Destructible rocks no longer conceal the entrance to your third or the third itself. Destructible Rocks now conceal the fourth base and the high-yield mineral bases.
- Parts of the map have been submerged in water to add a flooded feel, this is purely cosmetic.
Comment and critique please. I made this minor modification to Steppes of War becuase it was historically a really bad rush based map.
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2ff sized ramp that protects 3bases, humm
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There are SO many problems with this map that what you've done isn't actually going to fix anything... lowground nat, now able to forge FE to the third, nats can be sieged from the middle, tiny center, fourths are way too close, huge amount of wasted space... I could go on. I think its cool that you want to try fixing it, but this map would need a massive overhaul to be fixed.
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Yea, you can essentially take three bases and defend them effortlessly with a natural-ramp style wall-off. Do that twice and you have a fourth and fifth. Destructible rocks like in the Practice League anti-rush maps would help. But still, I think this map is just broken. You can't have macrofests on a tiny map like this.
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On August 16 2012 06:32 XstreaM wrote: You can't have macrofests on a tiny map like this.
Why not?
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I feel like you've made the map worse because it's now pretty much impossible to stop a terran player just parking tanks below your natural. The distance to go around to defend against that is insane and the strategy would be completely broken (it was broken on the original but this would be considerably worse). It's also generally not good to have 3 bases on one choke and 5 bases on 2.
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your Country52797 Posts
Everything you changed made the map worse.. -.- Destructible rocks, way more turtling on 5 base, more destructible rocks... The way to go on this map is to make it larger, maybe open up a few attack paths..
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Instead of completely removing the ramps, a better option is probably to use Daybreak style 3 width ramps narrowed to 1 width using rocks for increased defender's advantage in the early game.
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Yeah. This is not how you fix a map.
You do realize people will most likely wall off at the third, then the rust distance is still very close? Do you know it'll just be 3 base turtle?
Do you know having 2 bases in one choke is a bad idea?
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Everything here has been noted, I have decided to redesign the entire map and start it from scratch.
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