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Map Reviews
Map Name:
Eye of the Storm Kill your
enemy or be killed yourself. A map
from the prolific Scott Wilson. When I first looked at it, I didn’t realize
that this is one big-thumpin’ island map. The size alone makes you rethink
your typical island strategy.
This huge, symmetric island map
features corner starts with low-ground naturals, five small island expansions,
two larger islands (top and bottom center), and an x-shaped pod of four,
land-connected expansions in the center of the map. What you’ll probably
notice the first time you play this map though is the size of the ocean. Balance/Terrain: The map plays fair. The start positions are uniformly large and rich (though lower left is a bit smaller than the others) and the distances between the bases are comparable. The lower left start does seem to be markedly closer to its natural expansion than any other the others, but considering the size of the map, it’s really not that big of a deal. The vastness of the ocean may make you forget that this map was created with the Ice tileset. The narrow patches of snow at the cliff edges, the wandering ursadons and the frozen sea around the center island are some of the only reminders. Gameplay:
You start with ten rocks and a geyser at your
main and another eight rocks and geyser at your natural so there’s no huge
rush to expand. Most games will take awhile to finish up on this map whether
you’re playing 1v1, 2v2 or FFA. Plan on playing for around 45 minutes if you
choose this map for a 1v1. With a little static defense and a smattering of
ground troops you should be able to make a full climb up the tech tree. The
early game consists mostly of harassment and recon probes. The mid-game will see
all manner of air units and transports flying about the map, working
containments and searching for expansions. The late game is when the fleets come
out in force. Strats/Tips: Two words: Early air. Get
that geyser cooking before you start worrying about ‘lings, ‘rines or
z’lots. You’re going to need vespene in large quantities throughout the game
so start collecting it early. The size of the map gives you additional
protection against early drops and rushes, and the size also means that zerg
players shouldn’t scout with their first overlord. By the time it gets
anywhere worthwhile, your opponent will have units that will kill it before you
see anything. This map is a good one if
you enjoy massing capitol ships. Once you have your start and natural mining
nicely, you should only need the resources at one more expansion before you have
the capability of throwing together a fully upgraded fleet and maintaining it
for a while. Keep your air units
hotkeyed. It’s going to take them awhile to get to where you want them, and
you don’t want to be wasting time trying to remember where you left them. 2v2 games demand aggressive
play. An early double is hard to counter effectively because by the time an
allied relief force arrives, most of the defender’s base should be in total
ruins. Defending expansions means
a lot of troop movement during the course of the game. Terran players are at a
bit of a disadvantage when it comes to this since they don’t have access to
the instantaneous transfer of either arbiters or nydus canals. Against terrans
try to use this to your advantage by hitting hard when you go in to take down an
expansion. You may want to consider making your first island expansion
aggressively. If you expand near your opponent and fortify the island, you may
have an easier time containing him and you’ll also have a nice staging area
when you do finally attack his main. The map is a bit boring visually. Even though
Scott scattered icebergs around the ocean, there’s a whole lot of blue. If
this map was 128x 128 I probably wouldn’t like it as much as I do. The shear
size of the watery expanses makes this map a challenge to play well on. There
are several instances of pretty harsh lines of terrain around the central X. You
can tell that there was more concern for the shape of the landmass than in
trying to make it look natural. The small island in the center of the map is
very rich, but there’s only room for one player to mine there. Still, it
serves as a nice lure. Strengths/Weaknesses: Well, you get your full tech climbs in most
games, you don’t have to be overly concerned with a rush, and you have a lot
of territory to play with. The games are interesting and are heavily dependent
on air power and scouting. The map does have a lot of dead space, but that’s
also what makes it interesting. Fleets can pass each other on their way to the
attack and it becomes a race to see who can destroy the other player first. -Dhavok
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