![[image loading]](http://imgur.com/TsuSX.jpg)
Psy-Land v2.0
Published and released on BNet - so just search for Archi - Psy-Land (or just "Archi -" to bring up all my maps) in the SC2 map selection and play
Download here: http://www.sc2mapster.com/maps/psy-land/
EDIT - Major Changes have been made to this map - This thread has now been heavily edited to show these changes. Worth a read.
If anyone plays this map I would love to see a replay - maybe post a link in the comments?
Well spawn points have been moved to allow for a better fight and I think this has paid off really well. I think this is one of the best maps (playability wise) that I have made.
Map Pics
Top Down
![[image loading]](http://imgur.com/K6HWn.jpg)
Game View
![[image loading]](http://imgur.com/9h2Oc.jpg)
Overview
![[image loading]](http://imgur.com/Kz5Po.jpg)
Game Analyzer
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Map Areas:
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Cool images
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Map Specifications
-Map Size = 128x128
-No# of Players = 2
-Spawns at 11 and 5 o'clock with naturals next to them.
-3rd expansions are Gold Expansions 9 and 3 o'clock in the center. Defensible against ground very vulnerable by air.
- Key points- XNT, trees, bridge, Gold expansion site.
-XWT at 1 and 7 o'clock
Change Log:
v1.1 - adjusted ramps
v1.2 - adjusted trees
v1.3 - adjusted lighting
v1.4 - adjusted trees to make them see through for your own units
v2.0 - Swapped around the gold and spawn sites.
- Added blocks and removed blocks
- Altered Lighting/textures/and terrain
- Altered trees to create more space
My Comments
I and my friends have played on this map over and over and the trees add a new field of tactics to everything. The changing of the spawn and gold have made for much more interesting and fun matches too and that made the whole map just feel better when playing.
Trees
A few tactics and tid bits:
- Ambushing from trees is not something I have seen on other maps as yet (though I'm sure its there somewhere). Ground units amongst the trees have their own vision restricted and those outside the trees have just as much trouble seeing into them.
- Turret defences can be built within them, both blocking them up and attacking air units. Buildings can also be hidden amongst the trees.
- Air units and trees: where ground units have an issue looking between the trees, an air unit can look straight down and see everything. Which also means that your ground units no longer have their vision restricted and can shoot directly at the enemy without having to move into position. The enemy ground units can look up and will be able to see the air unit.
-Fire and trees: during battle, splash damage can set trees on fire, burn them to a crisp, and the element of surprise will no longer be there. However this has only happened a few times and not been properly tested to know the exact cause and how often this happens.
- Trees might conceal hidden paths
I've had a lot of fun with trees against my friends and so I hope it becomes useful for more experienced players.
Any feed back anyone can give me on this map would be great.
Published and released on BNet - so just search for Archi - Psy-Land in the SC2 map selection and play (or just "Archi -" to bring up all my maps)