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Map Reviews


SC Millenium Review of (4)Proving Grounds:

Map Name: Proving Grounds
Map Size: 128x128
Map Tileset: Jungle Terrain
Maximum Amount of Players: 4
Download: Came With StarCraft


For my next review I decided to review a map that isn't generally played by newer players or experienced that deserves a chance in the spotlight, Proving Grounds. I recently played the map against a computer 1-1 and found that it served all the perfect needs of a good map. (And yes I beat the computer).

General Description:

The map was set-up similar to most 4 player maps. Each base was in the corner of the map and behind each base was a set of high-ridged area. Each main contained 8 mineral patches and 1 vespene gas (standard). Just outside the main bases is a ridged expansion with 7 mineral patches and 1 vespene gas. Each main had two bridges leading the way out to expansions. The east/west expansions contained 3 mineral patches and 1 vespene gas while the north/south expansions where filled with 7 minerals and 1 vespene gas (standard). The north/south expansions were on raised terrain, with an island format.

Good Points:

  • The map had a lot of extra space giving the game a "free" feeling. There was plenty of space to expand, build mass amounts of buildings, and organize your troops without making it hard to get around doodads and critters.
  • The map was also VERY interesting finding all the neat doodads and squashing the Bengalaas. There weren't too many doodads or critters and they were often put in unneeded space or areas, which added to the layout of the map. The terrain on the map was also fantastic, plenty of ridges, bridges, flat ground, and raised temple.
  • This map was the complete opposite of The Hunters (more commonly known as Big Game Hunters) which is a flat barren map no expansions, and has a horrible layout.
  • Another feature I liked about the map was the bases weren't clustered together. They were fairly far apart which stopped early "zergling rushing" dreaded by most Protoss players. This far apartness helps Protoss players so they can get 1 Zealot out before the dreaded Zerglings come. (This Review was based on some newbie perspectives and here is one, if you can't get out, 3 zealots or more before the enemy sends Zerglings, you should practice more).
Bad Points:

  • I found the map had too many minerals at the start location. The problem with Blizzard maps is each starting location contains 8 mineral patches which I believe is too many. Each map start location should contain 6-7 while expansions contain 1+ (lol).
  • We can't blame Blizzard for their "map ideas" because this is a good map except for the fact there is a small imbalance. Yes it's tiny and it's not a big deal but it can mean a big deal. In the two top locations there is the high temple behind the bases while in the bottom area the bases have high dirt. This isn't a problem it really doesn't make a difference, the problem is in the top locations you can hit all of the drones with less ranged units from the high temple(ex. Dragoons, hydralisks, Vultures, Marines, Ghosts etc) while in the bottom areas you can only hit a few of the drones / workers giving time for the rest to quickly get away and giving the defending team a chance to take out the droppers.
  • One thing I disliked about the map, it was like almost every 4 player map, every base in the corner and expansions at the side the one turn down to the map, but, we must remember there are only so many designs that Blizzard could come up with.
Strategies:

You must be thinking: "Staind the worst player writing strategies?" I was looking over the map and found a few strategies that would work. *Theses Strategies were developed by playing computers, if anyone has some real-player strategies that worked, send them to me and I can try to make the add-ons*

Terran:
I found the tank drop worked well. Build up a defense fairly quickly and tech to a machine shop / starport also very quickly. You may be able to catch your enemy off ground with his mineral line defense unorganized or unprotected and this strategy will work very well. Pesky marines and medics cause little threat but enough of them will kill down your tanks it might be smart to bring a SCV for repair (especially if the enemy has his own seige tanks).
Screenshot:

Protoss:
The Dragoon drop also worked very well but has trouble against terran (with seige tanks) it would be a good idea to place dragoons on the ridge and infront a reaver. Very effective combination.
Screenshot:

Zerg:
This one took me the longest to figure out, seeing that Zerg is worse than my Terran (hard to believe). I felt that a hydra drop would be effective but I was wrong, Seige tanks easily kill of the hydra, so I went with the lurkers (if you can tech up to them fast enough).
Since I'm not a great zerg player, ask SpaceDominator, FatBoySr, or ~!FREAK!~ what is the fastest build up to lurkers. You must remember to get overlord transport and faster overlord movement or this drop will be very difficult. Quickly tech up, and send in the lurkers. Borrow them down and watch the probes die:) The one problem is detectors, this strategy won't work against the zerg most overlords are kept at the mineral line so detection would be a problem, it works well against Protoss. I find that their detection comes last in the games, so if you could catch them while their just making cannons by the mineral line it would prove very effective.

Many other strategies would probably work, so if the ones I submitted are horrible please visit the strategy section where we have "REAL" strategists writing reviews. :-)

Strategies:

Conclusion: The map was great what can I say? Fun, interesting, unpopular, underplayed a great change from BigGameHunters, and Lost Temple. The map would be good for 1-1's, 4 player FreeForAll's and 2-2's. Definitely this map deservers high.

Final Opinion:
Layout: 6/10 good layout
Interest: 7/10 Very interesting Blizzard did a good job
General Design: 5/10 A few imbalances but generally a great design
Overall: 6/10
Great map deserves the "spotlight"

-Staind


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