• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:44
CEST 04:44
KST 11:44
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #22 - Voting & Ladder Map Selection1Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)7
Community News
StarCraft II 5.0.16 PTR Patch Notes may 26th71Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Changing from 12 to 8 is just asking for StarCraft TL.net Map Contest #22 - Voting & Ladder Map Selection herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO8 Preview
Tourneys
GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Maestros of The Game 2 announcement and schedule !
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Welcome to the External Content forum Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue
Brood War
General
Every Matchup's Top 5 Winrates (all ASLs & KSLs) Pros React To: ASL S21 Finals VPN experiences Quality of life changes in BW that you will like ? BW General Discussion
Tourneys
[ASL21] Grand Finals Escore Tournament StarCraft Season 2 [BSL22] WB Final & LB Semis - Saturday 21:00 CEST Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread ZeroSpace Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Dating: How's your luck?
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
McBoner: A hockey love story 2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 3401 users

[M] Archi - Temple Valley

Forum Index > SC2 Maps & Custom Games
Post a Reply
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
[image loading]

Game View
[image loading]

Overview
+ Show Spoiler +
[image loading]



Map Analyzer
+ Show Spoiler +
[image loading]
[image loading]
[image loading] [image loading]


Spawn
[image loading]

Natural
[image loading]

Third Expansion
[image loading]

Gold Expansion
[image loading]

Expansion
[image loading]

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
[image loading]




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 |
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 Season 2: Ro8 Group A
CranKy Ducklings137
Liquipedia
PSISTORM Gaming Misc
23:00
s11 supplemental draft
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft687
WinterStarcraft432
RuFF_SC2 172
Nina 72
-ZergGirl 64
PiLiPiLi 34
StarCraft: Brood War
Noble 42
NaDa 28
Dota 2
monkeys_forever598
LuMiX1
League of Legends
JimRising 575
Counter-Strike
taco 889
Super Smash Bros
Mew2King97
Other Games
summit1g7908
C9.Mang0456
ViBE58
amsayoshi55
minikerr8
Organizations
Other Games
gamesdonequick1067
BasetradeTV288
Counter-Strike
PGL166
StarCraft: Brood War
lovetv 44
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 73
• davetesta11
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt370
Upcoming Events
RSL Revival
4h 16m
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
Maestros of the Game
8h 16m
SKillous vs Ryung
Solar vs Percival
Maru vs sOs
Lambo vs Arrogfire
IPSL
13h 16m
ZZZero vs WorsT
Julia vs eOnzErG
BSL
16h 16m
TerrOr vs Dewalt
Bonyth vs eOnzErG
Replay Cast
21h 16m
RSL Revival
1d 4h
Maestros of the Game
1d 10h
SHIN vs Nicoract
Rogue vs Gerald
ByuN vs Shameless
Cure vs TriGGeR
OSC
1d 10h
IPSL
1d 13h
Dragon vs Artosis
dxtr13 vs Hawk
BSL
1d 16h
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
WardiTV Spring Champion…
3 days
Maestros of the Game
3 days
The PondCast
4 days
Kung Fu Cup
4 days
Maestros of the Game
4 days
Replay Cast
4 days
Replay Cast
5 days
WardiTV Spring Champion…
5 days
Maestros of the Game
5 days
Replay Cast
6 days
uThermal 2v2 Circuit
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

Escore Tournament S2: King of Kings
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
Bounty Cup 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.