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Active: 662 users

[M] Psy-Land 1v1 Melee

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2010-11-14 20:42:39
November 05 2010 23:59 GMT
#1
[image loading]

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
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Game View
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Overview
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Game Analyzer
+ Show Spoiler +
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Map Areas:

+ Show Spoiler +
Spawn
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Natural
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Gold/Third
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Expansion areas
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Bridge
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XNT
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Trees
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Choke
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Cool images
+ Show Spoiler +

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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)


"you were only supposed to blow the bloody doors off!" Micheal Caine
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 06 2010 00:28 GMT
#2
Tree issue fixed - it is now possible to see your own units through the trees.
"you were only supposed to blow the bloody doors off!" Micheal Caine
PsyStarcraft
Profile Joined June 2010
United States30 Posts
November 06 2010 00:48 GMT
#3
This map has the same name as the area in and around my junk. It should immediately become a ladder map.
www.youtube.com/user/psystarcraft
FlaShFTW
Profile Blog Joined February 2010
United States10149 Posts
November 06 2010 01:13 GMT
#4
the map is beautiful, and plus with psystarcraft's name in it, even more beautiful. id like to point out however, can tanks siege the mineral line from bridge to main??? also, the natural is way to hard to take with three entrances. maybe put destructible rocks between the main ramp and the high ground to the third??? that little choke can be easily defended i no, but still, there's just way too much. this, however, is made up for the reletive ease in securing and holding your 3rd and 4th. im not too big about the trees... and you said that they can be burned??? you should fix that, because the trees should be permenant. unless this is supposed to be part of the map. its like devil's forest (i forget the exact name) from sc1 in like the osl or msl... (again, i forget). ladder map: 82% yes, 10% unsure 8% no
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 09 2010 00:02 GMT
#5
Major Changes to this map have been done and so the thread has basically been rewritten. Details of the changes are written above, along with Game Analyzer pics and extra detailed and fun pics to show of the map a little. But with all these changes "Psy-Land" is still its name. Enjoy everyone, and I would love to know what people think.

In response to Flash: Thanks for your input and most of what you pointed out has been addressed in some way via the changes made. As for the trees being burned, its part of the map, but it is not something that is likely to happen very often, at least it hasn't been in testing. (i think the wood is too damp :D)
"you were only supposed to blow the bloody doors off!" Micheal Caine
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