Reconnaissance Report: Scrap Station

Reconnaissance Report: Scrap Station

Welcome back to the Reconnaissance Report.

In our last report, we covered Lost Temple, an updated favorite from the original StarCraft with an incredibly versatile layout. This time, in honor of the official launch of StarCraft II: Wings of Liberty, we'll be going over Scrap Station, a brand-new map that will be sure to create some interesting matchups.

Set adrift above the planet Braxis Alpha, Scrap Station is an asymmetrical two-player map. It's characterized by two possible starting locations, three island expansions, three smoke vents, two Xel'naga towers, one high-yield expansion, and multiple areas with destructible terrain.

The two starting locations on Scrap Station are positioned relatively close to one another. Found in the upper-middle and upper-right regions of the map, they're separated only by empty space and a narrow bridge blocked by destructible rocks, allowing quick access to those who tech into air or siege units. Both starting locations also feature ramps as natural choke points; however, the great width of these ramps can make it difficult for players to completely wall-in against enemy ground attacks. Just beyond the ramps are natural expansions that are protected by destructible debris at their rear entrance.

Beyond each natural expansion, to the left and right of the central bridge, are line-of-sight blockers in the form of smoke vents. Units placed within these vents cannot be directly seen by the enemy, so they're excellent locations for amassing offensive or defensive forces. A third smoke vent surrounds a Xel'naga tower in the middle of the map, giving players the opportunity to expand their vision of nearby terrain without notable risk of detection from the ground.

Scrap Station also features three island expansions, located in the upper-left, upper-right, and lower-right quadrants of the map, as well as a single high-yield expansion in the lower-left quadrant. Players who want to keep a close eye on this lucrative expansion can make use of a second Xel'naga tower situated to the northeast of the rich mineral line.

So, what sort of strategies do you use when playing on Scrap Station? Do you stick to ground units? Take advantage of the short distance between bases and tech into air? Exploit the smoke vents and attempt to take your opponent by surprise? Let us know!

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Comments (64)

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undyinglight #398
undyinglight
11/3/2010
I love how Blizzard incorporates elements from the single player mythology into the multiplayer maps. I myself would love going for Void Ray rushes on this map.
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Freedom #978
Freedom
8/10/2010
A proxy warp gate next to the opponent's destructible rocks is an easy win.
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FiveHorizons #877
FiveHorizons
8/31/2010
@Freedom: I've only had this played against me once, and it was an easy win...for me :D Good luck getting those zealots to my base before my lings get to yours...
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LANCER #632
LANCER
8/9/2010
This map is a bit unbalanced when it comes to cheesing for protoss and terran players. If you're on the bottom, you have a much wider (and easier to hide in) space in the top of the opponents base than if you start on the top. And by cheese I mean building a proxy barracks or gateway in the opponent's base.

But everyone should be scouting for cheeses anyways :P
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SweetTooth #995
SweetTooth
8/8/2010
Battle Cruiser rush!!!
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Kiwi #687
Kiwi
8/7/2010
As Terran, I've caught some people off-guard by lifting off straight away and going 100% air on the island... It's fun stuff to watch!
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AceRage #928
AceRage
8/4/2010
SC2 Rocks!
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Shanghikid #112
Shanghikid
8/3/2010
I mainly use terran vikings to win. I first block the whole entrance with bunkers, or add a supply depot in to use as a gate for ground units. Then I focus on air units: I build a starport and add a reactor and start pumping out vikings ( sometimes you need a lot of them to take the base, one time I had over 2 tabs full, mainly depends on the enemy). Once I have enough vikings I send them over to the middle of the bridge and destroy the rocks on the opponents side ( so he cant counterattack if my army fails) and I move in and destroy the base. Sometimes, when I need to expand, I build a second command center, load it with SCVs and fly it over to the island ( I never go with the available expansion because it is exposed to the enemy). This is my favorite map, my second favorite map is the twilight fortress.( I use the same tactic)
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Eviscerator #527
Eviscerator
8/3/2010
Marauder/Marine combo + destroying the debris inbetween the bases = epic win.
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Lamplight #138
Lamplight
8/2/2010
Terrans may send a starport to the island with the resources. Not only you get to scout that island for any potential expansions from the opponant, you can also take that expansion yourself, while you happily tech and start banshee harass at their worker lines.
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Yodel #219
Yodel
8/1/2010
I had a great zvz win on this map where both sides early expod then started spamming zerglings and bannalings. I managed to squeeze a spire in on a part of the creep he never saw (Spine Crawlers ftw) and won with mutes. It was still a challenge though, he dropped tones of spore colonies but that meant he couldn't build anymore lings and I rolled in with my huge lvl 1 ground army lol.

This map is great to play against people who like to early gold expand because it's so far from the main you have to really insure that you can hold it...which an early gold expo obviously does not do. :)
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Calaban #121
Calaban
8/1/2010
as a Mostly Zerg player, I like to overlord-nydus wurm rush the enemy base from the FAR side! the Overlord that scouts early in the game carefully lurks out of sight, yet in view of the far ridge of their platform, and when the lair is finished, all my zerglings/banelings load up and roar in from an unexpected quadrant!

Alternatively, Ive been trying to perfect a terran "trick" opening build, where I load the starting SCVs into my command center, and immediately lift it off to the island for my starting build... it has problems with the delayed build start, but nothing is funnier than watching a protoss cannon rusher leapfrog and waste all their resources into an.. EMPTY STARTING LOCATION!!!! LOL
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Octah #800
Octah
8/2/2010
@Calaban: When I first saw this map, I immediately thought of the samething.
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Gemini #689
Gemini
8/2/2010
@Calaban: epic funny I'm sure
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Zeratuul #643
Zeratuul
8/1/2010
I love this map as well, I can never seem to use the resources I create. . . . kind of bothersome!
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Sabbat #140
Sabbat
8/1/2010
This little map is a great addition, I've really enjoyed some fun 1v1's on it and there were some absolutely great matches on Beta that I watched on this map.
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Galacticon #245
Galacticon
8/1/2010
cool map
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Destructle #988
Destructle
8/1/2010
proxy pylon in the smoke next to middle watchtower ftw. ;)
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CaptianRex #413
CaptianRex
8/1/2010
I like to be zerg in this map beacause I can scout faster with overlod
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MulletBen #302
MulletBen
8/1/2010
It isn't asymmetrical; the symmetry is just linear as opposed to rotational as with other maps.
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Bibwak #303
Bibwak
8/2/2010
@MulletBen:
It is similar, but not symmetrical. There are a lot of differences. For example the top spawn location is closer to the ramp than the lower spawn location. It takes more creep tumors to expand creep down the ramp on the bottom spawn loction than the top.
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DrCheis #171
DrCheis
8/4/2010
@Bibwak: I was wondering about that too. Good info, I wish it was included in the report.
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SpicyHam #700
SpicyHam
7/31/2010
I like to do early dropship, it's very effective!
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Gryphon #917
Gryphon
7/31/2010
I am primarily a protoss player who like warp gates very much. That said, the distance over ground means little to me since I can just warp my units in on the other side. I have been thinking of going for fast poenix against zerg though. That short distance could be big trouble for their overlords.
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Vintorez #495
Vintorez
7/31/2010
I'd still rather have chat channels instead of this random map talk, w/e purpose it's suppose to serve.
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Squids #433
Squids
7/31/2010
Just barely finished the campaign like 4 hours ago. Sick, Sick ending... and also unexpected....
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Gemini #689
Gemini
8/2/2010
@Squids: I got the game late on the morning of the 27th, and had it beat by the end of the 28th. The ending was a kind of WHAT THE !)@(*&# moment when that all went down. Can't wait to see the 2nd chapter of SC2 already
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ShadowOne #202
ShadowOne
7/31/2010
fast air ftw
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ShadowOne #202
ShadowOne
7/31/2010
fast air ftw
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Aiurlove #513
Aiurlove
7/31/2010
I usually get owned on this map but the two times I have won was done by destroyin first two sets of rocks on bridge. Then waiting watching my opponent go the long way round then siege tank the last pile of rocks and go for the base.
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Tyrael #667
Tyrael
7/31/2010
I start mauling at rocks that take to the enemy base, by the time they are destroyed stimpack is ready, which means an awesome timing push!
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Volodor #688
Volodor
7/31/2010
This is my favorite map
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bigens #765
bigens
7/31/2010
I'm a noob, but this map is cool looking....
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Faver #719
Faver
7/31/2010
Man, hate this map something fierce for the first 10 minutes. As Terran it seems to hamper my early game harass tactics. Then again if I can manage to keep them out of my base long enough my banshees seem to rip my Protoss foes to shreds, or I can supply cap Zerg them with a good size force of Vikings so long as I don't let them see I'm making them.
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Karliath #615
Karliath
7/31/2010
Yeah, fast expanding on the gold works miracles. I had 10 Warpgates out, and 4600 extra minerals I just couldn't use off.
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HairyBlob #938
HairyBlob
7/31/2010
Fast expand to high yield works fine too... nobody ever expects it from toss ;-)
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TheGeek #307
TheGeek
7/31/2010
this was my favorite map in the beta! i just did total zergling rush or marine rush, it worked very well, won me 7 matches, just doing that!
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Zelnas #839
Zelnas
7/31/2010
As Terran, flying your starter base straight to the floating island is great for people whose early game is lacking, since it's impossible to get there by ground. Be aware, though, that you lose out on quite a bit of time by doing so. You just have to hope that your opponent wasted most of theirs by focusing too much on teching or ground forces.
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Lediath #849
Lediath
7/31/2010
ZvT - fast expand w/ mutaling
ZvP - roach/ling fast expand teching to hydras and eventually ultras
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Westy #169
Westy
7/31/2010
I always like to roll in with fast attack units to weaken the economy while I build up a strong enough ground force to plow straight into their base. Plus, when the first rush dies, I already have a strong idea of what the other player wants to do.