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Map Reviews


SC Millenium Review of (7)Broken Steppes:

Map Name: Broken Steppes
Map Size: 192x192
Map Tileset: Badlands
Maximum Amount of Players: 7
Resources: 162 mineral deposits, 21 geysers (all standard)
Doodads: 478
Critters: 0
Download: Came With
Brood War


Death comes from all sides.

When I played my first game on Broken Steppes I thought, “Where’s this map been all of my life?” Then I answered myself, “In the damn BroodWar directory you moron.” This map is a good one, and deserves a look. I had a hard time with this review, because the map plays so differently from game to game.

Defining Features:

This is an asymmetric map with seven high ground start positions. Each is accessible through two ramps that are spaced widely apart. Each start has a single-choke natural expansion near the base of one ramp and another small expansion that’s somewhat more open near the base of the other. The entire map is land-connected and broken up with crescents of high ground that shelter mineral-only expansions. Small bodies of water at the base of the start positions also help keep low ground attackers out of range.

Balance/Terrain:

I’m sure that arguments can be made about the relative strengths of the different start positions. There are differences in ramp positions and defensibility, minor variations in buildable area, and the distances to, and defensibility of the naturals, but none of these features are overwhelming. The most advantageous start may be in the lower right corner because the two expansions are markedly closer together. The placement of the start positions can make 2-player team games a bit unfair if a player gets sandwiched between two opponents, but the 3v3s that I’ve played seemed to work out okay. Five of the starts are nestled against the edges of the map and that seems to weaken the defensive strength of the other two starts, but the water adjacent to the high ground helps balance this out. With all seven slots filled, vespene may become an issue as only the starts and their naturals have geysers.

Gameplay:

The start positions are not horribly rich. You start with eight rocks and a geyser so expansions tend to come early. If there isn’t a quick rush, most games last at least a half-hour, and most go longer. Tech climbs will reach to the upper branches of the tree, though it’s uncommon to see massive fleets of capitol ships. Players tend to expand outward from their starts and make at least token attempts to fortify their expansions. Both air and ground units can be used to great effect.

Strats/Tips:

There seem to be two schools of thought about the early builds. One is to create an immediate defense at your starting resources, while the other is based on defending the single choke natural expansion and the opposite ramp. Both can work, though the second alternative is more risky because your forces are split in two. After you start expanding, remember that the map is large, and depending solely on a rapid response force for defense can leave an expansion in ruins by the time they get there.

There’s plenty of room to drop at the start positions if you want to target another player’s tech structures or economy. Early reavers or a quick ‘ling drop can cripple terrans that invest too strongly in ramp and expansion defense.

I know that I say this in every review, but scout early. Having two main paths into your main makes finding your opponent quickly even more important. Once you know where the enemy is, you should have a good idea of which way it’s safer to expand.

Terrans may want to try to cut the map into “zones of control” by fortifying some of the major chokepoints. A bunker, tank and a couple of turrets at some points on the map can keep your opponent from expanding as freely as he would like. They also provide an excellent early-warning system if a mass attack is coming your way.

As the game wears on, players will have multiple expansions. Consider attacking in several places at (or near) the same time to keep your opponent guessing.

Esthethics/Originality:

This isn’t a beautiful map. The lowlands are constructed only of dirt and mud with some withered trees and stunted plants scattered about. The high ground is mostly dirt with scattered patches of that sickly-looking badlands grass. Most of the edges are fairly well designed to look natural (though the mud tiles could have been given more variation) and the terrain and doodad placement has a nice feel to it. As far as originality goes, I really like asymmetric maps. This one is a bit of an oddity too because melee maps for seven players are the rarest of scums. The thin cliff-crescents that choke up the map are also a nice touch. Most are too narrow to drop a substantial amount of units on, but ranged units and structures can fire over them.

Strengths/Weaknesses:

This map makes you think, and I like that a lot. It’s hard to go into a game with a preconceived plan and then carry it out. The sheer size of the map and the placement of the start positions can really change your strategy once the game starts. I wouldn’t advise using this map for 2v2s. It’s too easy for them to be unbalanced depending on the draw of the start positions, but for any other flavor of game, you should give this map a whirl.

-Dhavok


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