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[M] Archi - Sacred Step

Forum Index > SC2 Maps & Custom Games
Post a Reply
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2010-11-22 01:21:16
November 12 2010 05:54 GMT
#1
[image loading]

Archi - Sacred Step

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

Download here: http://sc2.curse.com/downloads/sc2-maps/details/archi-sacred-step.aspx

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

Creation Details
This map is the last map in my little "Psy-Land" Series. In the first map "Psy-Land"

(Here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=166730)

I had 2 large bridges and tried to have just a touch of fantasy with a hint of Protoss psychic energy in the air. The second "Temple Valley" one

(Here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=168382)

I pushed for a little more of the hidden or over grown feeling but not so much of that psychic energy in the air, mainly using the trees on the terrain as something tactical. On this one I have gone much more with the psychic energy/fantasy/epic feel. The only real tactical use of trees is as a line of to hide behind and so the map is more back to basics.


Map Pics - Specifics

Size - 128x128

Top Down
[image loading]

Game View
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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]

Expo
[image loading]


5 Cool Map Pic - From before update to map+ Show Spoiler +

[image loading]
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[image loading]


Change Log:
-1.2 Swapped third and natural then connected natural to spawn. Ramps to lower platforms have been widened.


Let me know what you guys think of this map and the other maps in the mini series.

Thanks for reading and have a great match

Published and released on BNet - so just search for Archi - Sacred Step (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
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 12 2010 06:09 GMT
#2
--- Nuked ---
snorlax
Profile Blog Joined December 2008
United States755 Posts
November 12 2010 06:16 GMT
#3
I really like the artistic work on this map but it looks kind of like super steppes of war to me =/
ForTeEscaPe
Profile Joined October 2010
United States38 Posts
November 12 2010 07:27 GMT
#4
I like all your map's sceneries, especially this one because it's so bright and it would be nice to play on a bright map, with all those emo maps on sc2 ladder.
Create your beat. Live Loud.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
November 12 2010 10:09 GMT
#5
The rush distance nat 2 nat is even shorter than on steppes of war. This is crazy Oo
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Samro225am
Profile Joined August 2010
Germany982 Posts
Last Edited: 2010-11-12 11:15:04
November 12 2010 11:13 GMT
#6
i am with dezi here: crazy!

the point is that once you have take your natural you are expanding away from your opponent, no matter what, and decentralize your game while you have to keep your forces at specific points.
this could lead to a static game around the two ramps at the natural and also favour terran. as terran i would go main > nat > fly cc to third @ 9 > probably fly CC to gold in left corner although hard to keep.

therefore i suggest to switch third and nat. and make at least a bigger ramp into nat!

[image loading]

yFot
Profile Joined September 2010
Sweden41 Posts
November 12 2010 11:55 GMT
#7
Visually, this map is beautiful!

A wider middle, where you extend the middle low ground, while keeping the close distance to the gold would probably make for more extended interesting games. You may have to extend a bridge on the low ground though as a longer path on both ends would probably make it alot harder to defend either path while attacking.

Gonna try it tonight with some friends!
Where in the world is Stylish? #laka ._.V
Archivian
Profile Joined November 2010
United Kingdom362 Posts
November 12 2010 15:48 GMT
#8
To - Samro225am and Dezi

Now I'm looking at it again, I really do see your point. I think your absolutely right.

Here is a shot of the proposed fix. I cant change it too much because the graphics rip, and ruin the map with each change i make and its incredibly hard to fix, i think i have twisted and pulled at the terrain too much in its construction. So this is the most i can change it. (don't mind the rock on the right hand side blocking the ramp as i need to polish before i publish anyways)

[image loading]

"you were only supposed to blow the bloody doors off!" Micheal Caine
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50898 Posts
November 12 2010 15:59 GMT
#9
I think you should close up the middle area of the map because to me it seems to me that the map is very claustrophobic that it makes me want to go Mech even against Protoss.

That said this map is absolutely Gorgeous.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Archivian
Profile Joined November 2010
United Kingdom362 Posts
Last Edited: 2010-11-13 00:48:49
November 13 2010 00:47 GMT
#10
I've up dated the thread and map.

Natural and third have been swapped and Natural connects to the spawn island.

With each adjustment to the map the terrain tore, so this is the most i could do and fix the tearing before it was just too much. Ramps leading to the 2 lower platforms have also been widened.

New map analyzer pics and relevant map images have also been updated.

Thanks to Samro225am and Dezi for pointing out the issue.
"you were only supposed to blow the bloody doors off!" Micheal Caine
FlaShFTW
Profile Blog Joined February 2010
United States10391 Posts
November 13 2010 02:39 GMT
#11
one of the most beautiful map ive ever seen. get rid of the rox leading to the gold expansion on the ramp, this will make it harder for the left side to take the let base, and right side to take the right base. other wise, i love the map, but i hate hte double entrances
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Meapak_Ziphh
Profile Blog Joined June 2010
United States6786 Posts
November 13 2010 07:57 GMT
#12
Probably the most visually stunning map I've seen so far. As others have said the natural was a bit awkward but it looks like youve fixed it now.
Forti et Fideli ~ TL Mafia Forum: Come play with us! ~ Go Samsung KHAN, Stork, JangBi , Shine, Grape, and TurN Fighting!~ wat
Steezysn0brdr
Profile Joined November 2010
United States16 Posts
Last Edited: 2010-11-23 18:53:21
November 23 2010 18:51 GMT
#13
This map looks like it would lead to some very aggressive, non-turtle play. I like it! However, the fact that there are 2 entrances to your main/nat kinda scares me, as a definite advantage could go to the attacker, when usually the one defending has the advantage. Anyone agree?

Edit: Maybe rocks on the Natural ramp would give more balance, to where the enemy has to break them down before moving straight to your nat.
Despite your pseudo-bohemian appearance and vaguely leftist doctrine of beliefs...
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
November 25 2010 00:55 GMT
#14
--- Nuked ---
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