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[M] Archi - Temple Valley

Forum Index > SC2 Maps & Custom Games
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Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 12 2010 03:34 GMT
#1
[image loading]
Archi - Temple Valley

Published and released on BNet - so just search for Archi - Temple Valley (or just "Archi -" to bring up all my maps)in the SC2 map selection and play!

Download here: http://www.sc2mapster.com/maps/valley-farmed/

If anyone plays this map I would love to see a replay linked in the replies if possible.

Creation Details
This map is the second in a series of 1v1 "Psy-land" style maps I've been building (the first one can be found Here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=166730

Trees are again a strategy to be used, a little more in this one than the last, for ambushes, finding better placements, hiding structures and secret pathways. Also they are see through when your units are behind them for easy control and they are spaced to allow large groups or large units through, however smaller groups of units or small units still have better manoeuvrability. Pretty pain staking placing all the trees but it was worth it.



Map Pics - Specifics

Size - 128x128

Top Down
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Game View
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Overview
+ Show Spoiler +
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Map Analyzer
+ Show Spoiler +
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[image loading] [image loading]


Spawn
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Natural
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Third Expansion
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Gold Expansion
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Expansion
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Burning Trees Feature
If enough splash damage hits the trees during the fight, the trees can burn down.
[image loading]

Xel'Naga Tower
[image loading] [/spoiler]


Cool Map Pic
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My Comments

Any feed back on how people have found the trees as a tactical terrain piece (or not) either on this map or the one before it (linked at top) it would be great to know your thoughts so I can judge whether or not to use it in future maps.

Thanks for reading and have a great match

Published and released on BNet - so just search for Archi - Temple Valley (or just "Archi -" to bring up all my maps)in the SC2 map selection and play



"you were only supposed to blow the bloody doors off!" Micheal Caine
exleos
Profile Joined September 2010
United States55 Posts
November 12 2010 03:51 GMT
#2
Your maps with trees make me fell like we need an attack ground command, but then again, cloak exists, so being allowed to attack ground could ruin cloak. The map looks spectacular though, the only problem i see is proxies being an issue. Fast air seems to be powerful, with such a long rush distance.
"I can't build there" TRY HARDER DAMMIT
Samro225am
Profile Joined August 2010
Germany982 Posts
November 12 2010 09:37 GMT
#3
terran can drop and siege tank everything. rush distance is too long.
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 12 2010 16:09 GMT
#4
The rush distance it is long, but going through the trees on either side and killing the rocks will shorten the distance by 2/3 ish for early pushes.

Siege tanks would be quite powerful if they can get to good placements but scouting can alert you to where they are and other routes can be taken or a counter can be prepared. The ledges where tanks would be really nasty are narrow or exposed or both. If they are being sneaky from within the trees its vision is restricted and will need a spoter.

The Valley is the main large push route, but there are also 2 short cuts at the top and at the bottom to by pass the valley altogether and vehicles can still get through. If tanks are placed to cover the valley then avoid the valley and come round the side, the tanks will have to move or be useless. Also, people are likely to build at least some air units because they have the quickest line and because tanks or other units might be placed at those points, which make them targets. Also Air units give vision for ground units through trees giving them an advantage over others in trees or looking out from trees, but at the same time anti-air can be placed in trees to hit air units.

Point is that there are ways round things on this map, but really, if people play it maybe they will find that your just right or there is something else that is imba on the map, wont know till people abuse it.
"you were only supposed to blow the bloody doors off!" Micheal Caine
Lomak
Profile Joined June 2010
United States311 Posts
Last Edited: 2010-11-12 18:35:34
November 12 2010 18:27 GMT
#5
Middle of the map highground, looks like tanks would easily be able to siege up and shell a large portion of the Main on the right. And this next part is just a personal pet peeve, why do all the mineral lines have an extra patch? Every map that people ladder on has 8 patch mineral lines, but most of these custom maps always have more, is there a reason for this?

The map also just looks like one giant narrow path. As a zerg player (not saying I'm very good mind you) it just doesn't look like a friendly map for us. Nowhere really to surround, would take too long to bring forces around behind any given position.

The more I look at the map, the more of a nightmare it looks like. Can ultralisk's even make it through those Tree area's. To be honest this just looks like a dream map for any terran player. Easy to set up and defend, hard to assault. Could you imagine a zerg player trying to get up inside through those tree's? There is just no room to maneuver units around. Sorry but I just don't like it from the looks. I could be completely wrong seeing as I've not played it , but this map looks heavily terran favored and really really bad for zerg.
Some see the glass half full, others half empty. I think the glass is just too big.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
November 12 2010 19:35 GMT
#6
How do you get the skybox to show up in your screenshots? I can't get the editor to cooperate t.t
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 12 2010 19:51 GMT
#7
About those mineral lines... honestly, i could have sworn I put 8 at every expo, but clearly some have 9. I remember double and even triple checking. The up side is that where their is 9, the opposite end will have the same, so it remains even, and if I'm really lucky it might just work out as a tactical expo to expand to. (ok thats a bit of a stretch.)

Tanks do have nice ledges to bombard but each race can shoot down into the valley. though that is one of 5 routes across to the other side of the map. Also as i mentioned before, tanks would be open to air pretty easily.

Trees - Ultralisk - Yes they can fit. Zerg actually have it easiest swarming through the trees, terrans non-mech small stuff can get through well though bigger stuff have a more issues but can fit. Protoss is somewhere in the middle.

Not much space to surround - yeah i might have to agree with you on that. Zerg can get around to attack from another angle and in smaller skirmishes they should be all right, but i see what you mean. I would like to see some zerg games on this map to see how good or bad it works out to be. I think i for zerg i concentrated on them being able to avoid one route and take another or take multiple routes and converge, and being able to form up semi covered (trees) closer to the target to avoid the harshness of losing units on the charge. In testing, the few zerg matches i got to see either zergling rushed, roach rushed, then at some point got mutelisks, and it never really got passed that point.

If zerg players try this i wouldn't mind some feed back.

"you were only supposed to blow the bloody doors off!" Micheal Caine
Tonttu
Profile Joined August 2010
Finland606 Posts
November 13 2010 12:28 GMT
#8
Map looks so awesome, but it has very big balance issues as others stated before me :[
Naama, the #1 Conductor! | Slayers, Fnatic and Mouz | Naama, MMA and ForGG |
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