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Active: 954 users

Archi's Map Reel

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2011-04-29 11:10:52
December 13 2010 03:26 GMT
#1
[image loading]

Find the Map threads on TL by typing "Archi -" in the search or type the full map name.


Maps that are currently up on the EU server:

Archi - Under Temple
+ Show Spoiler +
[image loading]
HQ image here


Archi - Shadow Caverns No Watch towers, so scouting is key (replays in thread).
+ Show Spoiler +
[image loading]
HQ pic


Archi - The Shire (Remake of my map Rainbow Island) (2 player)
+ Show Spoiler +
[image loading]

HQ Image


Archi - City Streets
+ Show Spoiler +
[image loading]
HQ Image here


Archi - Urban Flux (new version) - (2 player)
+ Show Spoiler +
[image loading]

HQ Image
Main Changes:
Changed the spawn ramps
alterd the natural
Moved gold out from the centre
added extra ramps into the centre.



Archi - The Machine (3 player but works as 1v1) (new version) (joint 1st MotM for Aesthetics)
+ Show Spoiler +
[image loading]

HQ Image
Main Changes:
12o'clock spawn ramp has been fixed
Opening to 12 o'clocl nat has been fixed.


Archi - Evening Bloom (new version) (2 player)
+ Show Spoiler +
[image loading]

HQ Image
Main Changes:
Re-arranged the natural to optimize space.
Widened some paths to balance more
widened some ramps for balance.


Archi - Xel'gralah (New Version) (2 player)
+ Show Spoiler +
[image loading]

HQ Image
Main Changes:
Drox now show hp and is clickable
Added Drox to the bridge entrance by the nat.


Archi - Aiurs End (New Map) (2 player)
+ Show Spoiler +
[image loading]

HQ Image


Archi - Machine II v2 (new version) (2 player)
+ Show Spoiler +
[image loading]

HQ Image
Main Changes:
Lots of changes - see thread for details


Other Maps
Downloadable from SC2Mapster.com (just type Archi in the search)

"you were only supposed to blow the bloody doors off!" Micheal Caine
baskerville
Profile Blog Joined April 2010
541 Posts
December 13 2010 13:29 GMT
#2
The Aftermath is still one of the most gorgeous eye candy I've ever seen on sc2!

Forest Ridge and Temple valley develop a real nice concept ... forests... you should push the engine to the max with it!
http://www.teamliquid.net/mirror/smilies/random-big.gif
Archivian
Profile Joined November 2010
United Kingdom362 Posts
December 13 2010 14:04 GMT
#3
I have another forest map on my list of "projects to do", but I also have a few UMS ideas I want to get to as well, I've never done a UMS before so I'm going to sift through the good vs bad ideas.
I do wonder if forests is something that would be accepted in competition maps (if done well).
"you were only supposed to blow the bloody doors off!" Micheal Caine
Morium
Profile Joined November 2010
United Kingdom7 Posts
December 13 2010 14:06 GMT
#4
an awesome collection
dezi
Profile Blog Joined April 2010
Germany1536 Posts
Last Edited: 2010-12-13 14:57:37
December 13 2010 14:57 GMT
#5
Sweet collection and i like how you stated some maps are only there for fun. This somewhat limits criticism on them
Still feel like you're searching for 1 perfect shot on the layout (but who doesn't)
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Archivian
Profile Joined November 2010
United Kingdom362 Posts
December 13 2010 18:15 GMT
#6
On December 13 2010 23:57 dezi wrote:
Sweet collection and i like how you stated some maps are only there for fun. This somewhat limits criticism on them
Still feel like you're searching for 1 perfect shot on the layout (but who doesn't)


Well critizism will probably happen anyway. But on the fun maps, some of them were litterally just for fun, but others also where to play around with an idea, like forests, or different types of destructibles.

I think the one that I would want to be in 1v1 competition but I put in the fun section is Psyland. I have had some seriously fun games on that with friends and it flows really well, and the trees work quite well in it. But because of how I built the spawn, even though you can build into the forest, it feels counter intuitive so people tend to stop at the forest line, which also means that if you dont build in there then there is not enough space to build on the visible part of spawn. I could just say that people should just build there anyway, but I dont like it when things feel too counter intuitive (unless I mean to do it).

And making the perfect layout is like searching for the holy grail. But like you say, everyone is looking to get there.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-12-13 18:37:16
December 13 2010 18:36 GMT
#7
--- Nuked ---
Antares777
Profile Joined June 2010
United States1971 Posts
December 13 2010 20:48 GMT
#8
CARDINAL RAMPS NOOOOOOOOO
__________________________________________________________________________________

Main ramps cannot be in cardinal directions because it screws up wall-ins. They must be in a diagonal direction. I can see not all of your maps have this, but some do.

This is a pet peeve of mine, don't take it personally.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
December 14 2010 14:01 GMT
#9
+ Show Spoiler +
On December 14 2010 03:36 Barrin wrote:
Archi has many babies! I'm going to give some constructive criticism here, but what I really mean is that I think you have the potential to be one of the best mapmakers around if you keep trying (BTW You've already gotten better at all of this)

Layouts. To be blunt, your layouts sometimes get pretty crazy and complicated, usually filled with certain ideas that aren't really tested. There's nothing wrong with this if you're a bonjwa at this game and know exactly what you're doing... but there's no bonjwas in sc2 yet New ideas are awesome, sweet, cool. But it's best to bring them in slowly where most of the rest of the map isn't too unorthodox. Luckily, there's not yet a shortage of interesting & funky things that have already been tested.

Texturing. This might sound silly because you've made most of the breathtaking maps I've seen around here. Some have said that you achieve this mostly through lighting. There is some truth in this, but I think you have other tricks up your sleeve when it comes to doodads However, in some of your best looking maps, the texturing is quite lacking I see in some of your more recent maps that you are getting a lot better, but I think if you spend more time on it you can make it amazing ^_^

Now I'll admit I spend a lot of goddamn time making my own maps, but it seems that I can expect 3-4 Archi maps to be finished in the time it takes me to make one of my maps If you want to make really good competitive maps, I think you would benefit from spending much more time on each individual map ^_^ I think you're a little low on map slots anyway ^_^_^



omg lack of map slots is such a horrible thing. I heard a rumur that you could purchase more slots from Blizzard, but I have never seen anything that lends any truth to that rumur.

I made a huge list of map ideas, types of fighting I would like to see on a map, experiments with terrain usage etc. Basically maps foused around one or two concepts. Alot of them get binned, even if I carry them through right to the end because the ideas really just didnt work or the map did not pan out how I thought or in another unexpected nice way. But sometimes, I finish a map, publish it, and then 10mins after putting it out there, I find out a better/new way to do something or have a new idea which would have been good for that map but now is its too late and so goes on the list.

That being said, time is getting longer between map completions. Either i'm learning more or i'm just trying to keep away the choice of "which slot do I delete so i can upload another map?"

+ Show Spoiler +
On December 14 2010 05:48 Antares777 wrote:
CARDINAL RAMPS NOOOOOOOOO
__________________________________________________________________________________

Main ramps cannot be in cardinal directions because it screws up wall-ins. They must be in a diagonal direction. I can see not all of your maps have this, but some do.

This is a pet peeve of mine, don't take it personally.



Also I was just wondering how ramps at cardinal positions screw up wall-ins. I used to have placement issues when I first started doing it, but managed to sort that. Is it visually awkward to wall in or did you mean something else?
"you were only supposed to blow the bloody doors off!" Micheal Caine
Antares777
Profile Joined June 2010
United States1971 Posts
December 14 2010 19:34 GMT
#10
On December 14 2010 23:01 Archivian wrote:
+ Show Spoiler +
On December 14 2010 03:36 Barrin wrote:
Archi has many babies! I'm going to give some constructive criticism here, but what I really mean is that I think you have the potential to be one of the best mapmakers around if you keep trying (BTW You've already gotten better at all of this)

Layouts. To be blunt, your layouts sometimes get pretty crazy and complicated, usually filled with certain ideas that aren't really tested. There's nothing wrong with this if you're a bonjwa at this game and know exactly what you're doing... but there's no bonjwas in sc2 yet New ideas are awesome, sweet, cool. But it's best to bring them in slowly where most of the rest of the map isn't too unorthodox. Luckily, there's not yet a shortage of interesting & funky things that have already been tested.

Texturing. This might sound silly because you've made most of the breathtaking maps I've seen around here. Some have said that you achieve this mostly through lighting. There is some truth in this, but I think you have other tricks up your sleeve when it comes to doodads However, in some of your best looking maps, the texturing is quite lacking I see in some of your more recent maps that you are getting a lot better, but I think if you spend more time on it you can make it amazing ^_^

Now I'll admit I spend a lot of goddamn time making my own maps, but it seems that I can expect 3-4 Archi maps to be finished in the time it takes me to make one of my maps If you want to make really good competitive maps, I think you would benefit from spending much more time on each individual map ^_^ I think you're a little low on map slots anyway ^_^_^



omg lack of map slots is such a horrible thing. I heard a rumur that you could purchase more slots from Blizzard, but I have never seen anything that lends any truth to that rumur.

I made a huge list of map ideas, types of fighting I would like to see on a map, experiments with terrain usage etc. Basically maps foused around one or two concepts. Alot of them get binned, even if I carry them through right to the end because the ideas really just didnt work or the map did not pan out how I thought or in another unexpected nice way. But sometimes, I finish a map, publish it, and then 10mins after putting it out there, I find out a better/new way to do something or have a new idea which would have been good for that map but now is its too late and so goes on the list.

That being said, time is getting longer between map completions. Either i'm learning more or i'm just trying to keep away the choice of "which slot do I delete so i can upload another map?"

+ Show Spoiler +
On December 14 2010 05:48 Antares777 wrote:
CARDINAL RAMPS NOOOOOOOOO
__________________________________________________________________________________

Main ramps cannot be in cardinal directions because it screws up wall-ins. They must be in a diagonal direction. I can see not all of your maps have this, but some do.

This is a pet peeve of mine, don't take it personally.



Also I was just wondering how ramps at cardinal positions screw up wall-ins. I used to have placement issues when I first started doing it, but managed to sort that. Is it visually awkward to wall in or did you mean something else?


It is visually awkward and bad for aesthetics and I'm like 75% sure that it requires more buildings to wall in a cardinal ramp than a diagonal direction of the same grid size. Just for future reference, use diagonal ramps for mains and use whatever direction ramps that you want for anything else, but the ramps to mains should really be diagonal.

Other than that, I can see that some of your maps are primitive, and that others show your progress in how you are becoming better and better with every new map. You'll get there soon if you keep trying!

Archivian
Profile Joined November 2010
United Kingdom362 Posts
December 22 2010 23:26 GMT
#11
Yeah I intend to keep trying (if uni work doesnt kill me first).

And your right, I can see the progression when I look at my earlier maps (and omg when I look at the very first maps I made @_@ - lets just say they will never see the light of day ) i can see alot of faults with some of them. Though I do hold on to a few faves like Highlands, Sacred Step and Aftermath, especially Highlands, i've had alot of good games on there, if i had to pick one map from the list to enter into a competition my personal choice would be that one I think.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Morium
Profile Joined November 2010
United Kingdom7 Posts
December 22 2010 23:53 GMT
#12

I was using this as an inventory of your work but I notice the new stuff like Abandon is absent. You planning to update this to keep up sourced for a complete list ?
Archivian
Profile Joined November 2010
United Kingdom362 Posts
April 19 2011 13:58 GMT
#13
The thread has been updated with new maps that are online to play.
"you were only supposed to blow the bloody doors off!" Micheal Caine
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