Map Reviews
SC Millenium
Review of (4)Power Lines:
Map Name: Power Lines
Map Size: 128x96
Map Tileset: Jungle Terrain
Maximum Amount of Players: 4
Download: Came With StarCraft
This map also has UMS settings for allied play so that the teams are split as left against right. This is a funky little map that I hadn't played in about two years.
Defining Features:
It's a relatively small land-connected map. There are two island expansions at top center and bottom center and four easily defensible expansion points that can be accessed by ground.
Balance/Terrain:
This is not a balanced map, but in 1v1 games you should be able to win from any start position. In 2v2 games (with UMS enabled) the team that draws the right side of the map seems to be at a disadvantage. They get stuck with the only expansion that isn't raised, it's the smallest expansion, and it has two entrances. There's not a whole lot of free space on this map. The start positions are tucked close to the corners. The starts have enough buildable terrain for a decent town, but travelling across the map via land will send you down a series of fairly narrow paths. The map is not symmetrical and there do seem to be some rather telling differences in access to expansions, defensiblity, and distances. Both of the start positions at the top of the map seem to place your initial command center (nexus/hatchery) a little further away from some of the mineral deposits, and the top right position scatters the minerals more than you'll find at any other start. This may slow down your mining a wee bit should you happen to draw one of the top starts. The placement of the four major expansion points also throws the balance off. The most strategic expansion is probably the one just above the exact center of the map. It's raised, has a lot of space for structures, and can cut access across the top of the map for enemy ground troops (once you throw some ranged units up there).
Gameplay:
This isn't a rich map so the games are usually short and to the point. I haven't seen a whole lot of tech brought into play. No nukes, cruisers, arbiters or the like. The games usually revolve around small hordes of hydras, marines with some tank support and goons. A rush can work. The map is relatively small and a quick blitz can usually get to your opponent before he has defenses in place. 1v1 games are usually quick and brutal. 2v2s will run a little bit longer but the early double team is really common. The only game that I played on this map that lasted any appreciable time was a four-player FFA. This was also the only game where the island expansion points at the top and bottom center of the map were exploited.
Strats/Tips:
Get out and attack as soon as possible. The map is small and relatively cash poor, so don't plan on drawn out battles. What happens in the first 10 minutes will usually determine the outcome of the game. Low-end ground units can dominate on this map if you can keep your opponent contained early-on. The raised expansion points are the easiest to acquire and defend, try not to get stuck with the expand that's not raised. Terrans can play this map well because the narrow channels make tank pushes easier to construct and harder to defend against.
Don't even try to turtle up on this map, it rewards aggressive play. In 1v1 games, send your scout to the nearest start position first (the one either above or below you). Rushes and other early "cheese strats" can be used very effectively in the early game.
Esthethics/Originality:
This isn't a bad looking map, and if you're looking for a quick game, it can be a nice map to choose for a change.
Strengths/Weaknesses:
The map is definitely unbalanced, so don't take a win or a loss too seriously. It can be a good map if you just want to engage in a little random mayhem for a change. The start positions are relatively open so you won't have to worry about cracking a turtle.
-DHavok
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