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Map Reviews


SC Millenium Review of (6)When Darkness Falls

Map Name: When Darkness Falls
Author: Korang
Map Size
: 128x128
Map Tileset: Twilight
Maximum Amount of Players: 6
Resources: 140 mineral deposits, 21 geysers (all standard)
Doodads: 48
Critters: 0
Download: Here.


Defining Features:

It’s a rich little map with single-choke starts and expansions everywhere. Basically the map is divided by high ground ridges, which direct the movement of ground troops into the center of the map.

Balance/Terrain:

The start positions seem to be well-spaced and expansion points are equidistant from each start. The 3 o’clock, and to a lessor degree the 9 o’clock, starts seem to have a bit of an advantage because they can construct their first expansion to cover two mineral patches. There is also a bit of a discrepancy in the distance to the choke points. The bottom center start has a noticeably shorter distance to travel to construct a choke defense, and its prime building territory is behind its resources (if the base is attacked by ground troops). Each of the six large ridges that define the starts also holds a mineral and gas expansion. The high ground causes a single scout to take a surprisingly long time to check out all of the start positions on a map this size.

Gameplay:

I’ve played this map as a 1v1, 2v2 and a three-player FFA. You start with eight mineral deposits and a geyser in your base so it’s not necessary to expand immediately, but once economies get rolling, you’ll see swarms of ground troops moving to the attack. Each game that I played was fairly short and fairly low-tech. The proximity of your opponents means that you can keep constant pressure on him once you find his base.

Strats/Tips:

In all of the games I’ve played on this map, I never randomed to terran which is a bit of a disappointment. The high ground expansions seem to be made for an early second CC, and I can only imagine what siege tanks on high could do for map control and choke defense if you float your first factory to the high ground. The more players on the map, the earlier you should scout (at least the neighboring starts). 128 square is fairly small for a six-player map, so keep attacking or you’ll find it hard to get off of the defensive. Use the high ground if you have the chance. In a 1v1 I played, cannoning on the high ground made my opponent take great care in how he moved his tanks and marines to the attack. (He couldn’t just select his troops and click on the entrance to my main because his guys would either stop to attack each cannon they ran across, or take unanswered hits.) It is possible to seal your opponent into his base if you find him early enough. Most of the chokes are a little distance away from the minerals, so cannons or bunkers at his gate can keep him from finding you, and give you a little extra time to tech or expand without having your main attacked.

Esthethics/Originality:

It is a single-choke, meet-in-the-middle map, but the games were a lot of fun. The twilight tileset looks pretty good in general, and the animated doodads are cool. Korang did a good job in mixing up the tiles to give the map a lot of realism and texture. There are some places where fairly long, straight, edges are evident, but you don’t notice them during the game. I really like the little sunken expansion near the exact center of the map, but I’d only try to mine there in an emergency. The wafer-thin cliffs near the center of the map are a bit of a pain to construct, but look really good. Just about every tile type except water and the basilicas are used.

Strengths/Weaknesses:

Even though there is a slight discrepancy in the start positions, the map is still more balanced than Hunters, and, was more fun to play. The size of the map, and the availability of high ground tactics, make it more strategically interesting to play on. The easiest expansions to reach are wide open to assault but, with less than six slots filled, finding out-of the way places to mine are a definite possibility. I could play this map a lot because it seems to allow for a broad range of strategies.

-Dhavok


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