Maps must be adjusted to modern competitive standards
Older maps are welcome, but mineral patches and basic balance adjustments must be possible
I reserve the right to reject submissions that are too obscure or unsuitable for competitive play
How the full contest works:
Phase 2 — Nominations (Mar 10–13): Patreon Major ($20+) and BSL 22 Goal supporters ($100+) nominate. Top 9 maps advance to testing.
Phase 3 — ShieldBattery Testing (Mar 14–28): All 9 maps go live on SB Ladder for two weeks. Battle-tested, not just popular on paper.
Phase 4 — Community Vote (Mar 28 – Apr 03): Eligible supporters vote. Votes are weighted by tier. The winning map joins the BSL 22 map pool and debuts in ProLeague.
I like this! Would be cool if someone made a map and it got in! I love the initiative nonetheless!
It would also be cool if Routa were recruited to choose one map for each season - it would certainly make for some funky games! :D (I still have happy memories from his weird map tournament!)
(3)Static Field 1.0 3P Standard map. 128x128 Size. Rush distance : 33 seconds
- Resources Main : 9x1500 Mineral + 1x5000 Gas (Three) frontyard : 7x1500+1x744 Mineral + 1x5000 Gas (Three) Low ground : 7x1500 Mineral + 1x3000 Gas (Three) High ground : 7x1500 Mineral + 1x5000 Gas (Three) Center : 6x1500 Mineral + 1x3000 Gas (Three) Main lamp Mineral 16.
so since this will be decided by community vote, and we both have a very conservative map pool this season and the (non-korean) people yearn for crazy maps...
I think it's highly likely that we'll see an experimental map win the vote
(2) High Noon, http://www.panschk.de/mappage/comments.php?mapid=5545 -Standard 2p map -Rush Distance: 36s -Each main base has 5k gas and 9x1500 minerals. -Each natural has 5k gas and 7x1500 minerals. -Each other expansion has 5k gas and 7x1500 minerals.
(3) Agartha, http://www.panschk.de/mappage/comments.php?mapid=5506 -3 Player semi-island map. -The main and natural bases are islands. The remaining expansions are all connected through the center. -Each main base has 9x1500 + 496 minerals and 4000 gas. -Each natural has 6x1500 minerals and 2x2000 gas. One of the gas in the natural is only mineable by Zerg. -Each expansion in the center area has 7x1500 minerals and 5000 gas. -Neutral Khaydarin Crystals are placed on one gas geyser in the natural to make it so that only Zerg can mine from it. -Neutral Mature Crysalis are placed near the Zerg-only geysers at the 12 and 5 o'clock bases to improve gas mining for Zerg.
(4) Generator, http://www.panschk.de/mappage/comments.php?mapid=5621 -4p macro map. Standard layout, experimental resource feature. -Rush distance = 32s for close spawn, 40s for cross spawn. -Each main base has 5k gas and 9x1500 minerals in the main mineral line. Each main base also has 16 hallucinated patches of fastest minerals that disappear after 56 seconds. -Each natural has 5k gas and 7x1500 minerals. -Each gas expansion has 5k gas and 7x1500 minerals. -Each triangle mineral expansion and the center expansion have 6x1500 minerals.
- Resources Main : 9x1500 Mineral + 1x5000 Gas (Three) frontyard : 7x1500+1x376 Mineral + 1x5000 Gas (Three) Low ground : 8x1500 Mineral + 1x5000 Gas (Three) High ground : 7x1500 Mineral + 1x5000 Gas (Three) Center : 6x1500 Mineral + 1x2000 Gas (Three) Main lamp Mineral 16.
- Resources Main : 9x1500 Mineral + 1x5000 Gas (Three) frontyard : 7x1500+1x376 Mineral + 1x5000 Gas (Three) Low ground : 8x1500 Mineral + 1x5000 Gas (Three) High ground : 7x1500 Mineral + 1x5000 Gas (Three) Center : 6x1500 Mineral + 1x2000 Gas (Three) Main lamp Mineral 16.
Ok i m usually more on the conservative side for maps but this one looks insanely interesting! Would play it
the built in imgur button (upload image) on TL doesn't work, just go on imgur and upload pic there, open pic link and use the image link button (4th button, next to underline) to post pic here
On March 08 2026 05:08 TT1 wrote: the built in imgur button (upload image) on TL doesn't work, just go on imgur and upload pic there, open pic link and use the image link button (4th button, next to underline) to post pic here
Since when doesn't that work any more? Any one gonna fix it?
On March 07 2026 10:41 Kraekkling wrote: this is kinda troll but could be fun, so we're gonna build
FS++
I submitted the modified map as decided by vote.
Changes made:
Main&Nat: 9+7 minerals -> 11+5
Multis use 7x stacked minerals
Permanent D-Web at bridge
Neutral CC & scouting helper (check opponent color) in the center
Some thoughts:
The re-disribution of minerals between main and nat should in general give a buff to one-base strategies, which we don't see too often. Once players take their natural expansion, the game (almost) simplifies to regular FS.
The 7x mineral stack at the third base is a buff to splash damage harassment, which should be exciting. The economics of this expansion are also somewhat modified since less workers are needed for a full saturation. The overall impact on the game is probably not too big.
The D-Web at the bridge is a small buff to the defensive side in ZvP, TvZ and PvT.
The neutral CC is only helpful to Zerg, but there is obvious counterplay.
The scout helper is pretty interesting, since it gets rid of the worst case scenario (last scout) and also nerfs the best case - - first scout on close spawn - which instead becomes first-scout with diagonal distance.
Static Field 1.0 by TNWZombie Apollon by JEONGYOUNGWOO /Bespoke Mapper JeongMAP LINK This map depicts the sun god Apollo. Typology by PhreeeeeeekeeeeMAP LINK To give the completely backwards, self-referential, not to say circular, and probably pretty obvious reason, because if I hadn't considered the concept worth a shot I wouldn't have deemed it worth it to dump time into realizing it. Topology by PhreeeeeeekeeeeMAP LINK Not quite finished yet. But only so much more work left to do (lots of deco, that is). Picture is rather far out of date, unless I managed to be bothered to make and upload a newer one by the time some one happens to read this. Exit Strategy by PhreeeeeeekeeeeMAP LINK Because it more modern than Colosseum and KICK BACK, despite the all-caps, was such a bore in both visuals and gameplay – though this concept far predates it, only I am just that slow in finishing anything nowadays … And it's obviously still a work in progress … And the picture is out of date, unless it is not any more because I ended up updating it, who knows? … Agartha by SuricattaMAP LINK Island maps have traditionally been wildly imbalanced, but there are examples of island maps that favor each of the three races. In theory there should be a balanced middle ground. This map takes lessons learned from imbalanced maps like Sparkle, Hall of Valhalla, and others in an attempt to create a balanced island map. High Noon by SuricattaMAP LINK This is a standard 2-player macro map. It was used in NSL 7. The 1.1 version incorporates changes that were recommended by an ASL map maker during open submissions for ASL 20. Generator by SuricattaMAP LINK This is a macro map with an experimental resource gathering feature: hallucinated fastest minerals. This is meant to accelerate the early game and introduce new interesting strategies. This map is being played in IPSL. Crooked Bough by TNWZombie Blue sunshine by JEONGYOUNGWOO/ Bespoke mapper JeongMAP LINK Osaka castle by JEONGYOUNGWOO/ Bespoke mapper jeongMAP LINK Microcosm by CrackMAP LINK A tiny map (96 x 96) with regular rush distance (30 sec). Anaconda 1.1 by TestbugMAP LINK I believe this map is good because it preserves the classic layout of the original Python while adapting it for modern competitive play. The large and open islands also bring a very fun style of gameplay, creating more room for drops, mobility, and creative plays. Reverse Requiem 0.97 by Testbug / Rose.of.DreamMAP LINK I believe this map is good because semi-island maps have always created some of the most fun and memorable games in BSL. This map also feels unique because the starting locations are placed at 12, 3, 6, and 9 o'clock, giving it a distinctive flow and a different sense of movement compared to more standard corner maps. Stranger Things 2.1b(n) by ash.JoJo^_^MAP LINK I saw many fun games on it in nOm league, a bit unorthodox but still it has that hook that makes you wanna play it again Kurbits1.09b(n) by ash.JoJo^_^MAP LINK I think it has potential for many different strategies Dragons Lair2.6b(n) by ash.JoJo^_^MAP LINK This has epic battles written all over it Blade 0.97 by Testbug / SpirfireMAP LINK Hyper standard layout. inspired by the popular PGTour map The Artist, originally created by Spitfire. 찬가0.910.scx by sptMAP LINK A very standard and balanced map. Spin-off 0.66.scx by TwoSMAP LINK This is a very standard, solid, and balanced map. Plus 0.76.scx by TwoSMAP LINK Very standard, stable, and balanced for competitive play. FS++ by FS1.4 and tl.net community voteMAP LINK its FS with a bunch of stuff, its likely to be fun
i didn't see an update for this but it seems like the winning maps got picked, we updated the SB map pool with the top 11 maps from the contest (voted on by the public), here's the selected maps
the winner of the SB ladder stage gets a spot in proleague
BSL Season 22 Map Contest – ShieldBattery Playtest League
11 finalist maps selected by BSL Patreon supporters are being tested on the ShieldBattery ladder for two weeks.
After ladder ends, BSL Patreon supporters will vote and one of these maps will be added to the official BSL22 ProLeague map pool.
ProLeague qualification update: To encourage you guys to play and give a chance to those maps, we decided to move one spot from bnet ladder to SB ladder.
TOP1 player from this ShieldBattery ladder qualifies directly to BSL22 ProLeague. Battle.net ladder qualifications:
4 players from EU ladder 4 players from NA ladder 4 players from SA ladder 3 players from World ladder (instead of earlier 4) Open Qualifiers:
6 qualifiers TOP2 players from each qualify to ProLeague. Everyone is welcome to participate and help test the maps.