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Map Reviews
Map Name:
Broken Steppes 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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