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TL Map Contest Results

Forum Index > SC2 Maps & Custom Games
509 CommentsPost a Reply
1 2 3 4 5 24 25 26 Next All
Plexa
Profile Blog Joined October 2005
Aotearoa38209 Posts
Last Edited: 2011-11-13 04:07:16
November 09 2011 15:18 GMT
#1

The Results Are In!


Over a month ago, TeamLiquid announce a map contest to find the very best that the community could offer. With Blizzard over looking the contest, the possibility of a community made map reaching the ladder was particularly tantalising. The maps that we received were of exceptional quality. Picking the very best maps were very difficult, but after many play tests, we have decided on seven 1v1 maps that we believe offer unique and fun gameplay. We also have three team play maps which are also fun to play on.

But first, let me introduce the people who judged the contest:

Plexa: You know him as an admin on this site. He hosted this contest and kept you informed about what was going on. He is a Masters rated Protoss player who watches more replays than what is good for him.

Nightmarjoo: He once was the voice of foreign BW mapping and ran the website broodwarmaps.net. Now retired as a mapper, he spends his time laddering on the NA server. He is a high rated Masters Terran player.

Zelniq: Not only is he a banling on this website, but he is also a very talented Zerg who has reached GM level. He has been very vocal about various aspects of Starcraft 2 and knows what he is talking about when it comes to the game.

We would also like to thank Ares[Effort], Trueredemption and Odal for their assistance in playtesting these maps and for their feedback and Empyrean for his assistance in sorting through the entries. Special thanks to iGrok for checking the maps for any doodad or terrain errors.

So what were the judges looking for? Our primary focus was on how well the map played and whether or not it was a map players liked to play on. Even if a map was strictly speaking balanced, if it isn't fun to play on then it isn't a successful map. We also restricted the finalists so that map concepts weren't repeated. The judges believe we have 7 maps which play really well and are enjoyable to play on.

Of course there were more than 7 maps which fulfilled this requirement. So the point which separated out the maps is which maps followed Blizzard's mantra of "easy to learn, hard to master". In other words, which maps could be played on by anyone and still enjoy playing on the map and reward players for taking advantage of the maps features. The maps which achieved this the best we have chosen as our finalists.

Without further delay, in alphabetical order, the maps we have chosen are as follows:


The Finalists

Burning Altar

by Samro225am and TPW

[image loading]

- Features 3 bases per main, all spawn points enabled
- Xel'Naga towers do not give away too much information, a careful opponent can avoid its reach but a lazy opponent will walk in plain view
- When destroyed, rocks shorten attack paths to your opponents third, but also allow you to defend your own third quicker
- Map allows for both aggressive play and long macro games which means no strategies are eliminated on this map

Cloud Kingdom

by Superouman and ESV

[image loading]

- 2 player map with an easy to defend natural
- Many variations in terrain make deciding where to battle a pivotal decision
- Expansions become progressively more difficult to take as the game progresses
- Allows for clever tactical troop management and makes for long macro games
- Affectionally named "Bobby's Flying Castle" during test games, upon playing the map this name should be clear

Haven's Lagoon

by Timetwister22

[image loading]

- Map increases in height as more and more expansions are taken
- Map emphasises exploiting the height differences to gain an advantage
- Rewards players for controlling their units well and taking slightly longer paths for better position
- Allows for a variety of playstyles including air and harass based play due to the large space between mains
- One of the most enjoyed maps by playtesters

Korhal Compound

by monitor and ESV

[image loading]

- Formerly known as Daggoth Crater
- Features a natural flow to taking expansions
- Often results in split map situations where careful navigation around the middle is required
- The towers are useful in defence, but can easily be acquired by an attacker
- Usually results in long macro games

Ohana

by IronManSC and TPW

[image loading]

- Extremely technical map with many features
- Backdoor doesn't prove to be imbalanced as the second ramp allows you a second chance to defend
- Expansion layout only allows you to claim 4 bases with ease, you really have to work for the last base
- Many back passageways to allow players to do surprise attacks and counter attacks with ease

Sanctuary

by Grebliv and ESV

[image loading]

- Three player rotation symmetry with minimal positional imbalance
- Controlling the other main allows you to get an extra base in a split map scenario
- Map allows for standard macro play and key chokepoints around your third allow for good defensive positions
- An aggressive player can hold the Xel'Naga Watchtower and gain vision of the entire center, making this an important point to control
- Movement around the sides of the map can lead to surprise flanks

Twilight Peaks

by Ragoo and LoS

[image loading]

- 4 Player map with 3 bases per main, rotational symmetry with minimal positional imbalance
- The third look easy to take on this map, but the towers give you a false sense of security and can lead to aggressive play off of two or three bases
- Once aggression has settled, players can easily obtain 5 bases and fight over the remaining 2 bases
- Allows for a diverse number of strategies to be played


Teamplay Maps: Honourable Mentions

Citadel of Gaia

by prodiG and ESV

[image loading]

- Inspired by Twilight Fortress
- Innovative third base can be taken defensively, but only provide minerals, or offensively which gives both minerals and gas
- Ramp can be defended by two forcefields, but you risk being caught out of position by doing so

Fields of Strife

by Apom

[image loading]

- Described by one playtester as 'like Xel'Naga Caverns, but bigger and better'
- Multiple attack paths can be opened up by destroying the rocks
- Towers are located in very useful locations, controlling them is a good idea
- Single backdoor expo allows for new strategies to emerge

Hipster Heaven

by Mashmed

[image loading]

- Unique '3 Player' 2v2 map (three spawn possibilities for teams)
- Teams start of more separated than on traditional 2v2 maps, allows more mobile forces to exploit weaknesses in one player
- Each spawn has 5 bases between two players, making the remaining spawn extremely valuable in long games


Understandably, some of you may be upset with these results. We would like to stress the high level of entries that we received and that this decision was not easy. Some of you may feel cheated that we only decided to go with 7 maps, but we felt that there were no more maps that were of the same level as the ones we selected. Plexa is happy to answer any questions about the contest and provide feedback on your entries. Hopefully that will illuminate the judges decision for you.

While originally we had planned a Progamer Invite tournament, we felt that this would limit player contact with the maps. As such, the voting for these maps will take place after a special TL Open held at the end of this month. To be precise, on the weekend of the 26th-27th, the weekend following MLG Providence and before the NASL Grand Finals.

Until then, you can playtest these maps by searching for [TLMC] on NA/SEA/EU. We are eager to hear your feedback on the maps and a thread in the mapping forum will be create for you to post feedback.

It has been our pleasure organising this contest, and we hope we can do another one some time soon.

Nightmarjoo, Plexa and Zelniq
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Administrator~ Spirit will set you free ~
ReturnStroke
Profile Blog Joined July 2011
United States798 Posts
November 09 2011 15:25 GMT
#2
Pretty cool looking maps yo
t A n K _ d E
Profile Joined April 2011
Germany13 Posts
November 09 2011 15:26 GMT
#3
the maps are looking awesome
COLT217
Profile Blog Joined December 2010
Germany70 Posts
November 09 2011 15:28 GMT
#4
Daggoth Crater and Twilight Peaks looks best and most balanced to me. But ALL of them are amazing. Great work!
"[race] is so IMBA! - for [race] fill in the last one, you lost against. But be carefull of mirrormatchups!"
pHelix Equilibria
Profile Joined August 2010
United States1134 Posts
November 09 2011 15:29 GMT
#5
The maps look good. A good variety of tile sets too.
Allied
Profile Blog Joined October 2010
United States129 Posts
November 09 2011 15:29 GMT
#6
i really like some of the maps i may try some out myself
twitter: @AlliieD
Plexa
Profile Blog Joined October 2005
Aotearoa38209 Posts
Last Edited: 2011-11-09 15:33:13
November 09 2011 15:32 GMT
#7
I'm going to pre-empt some mappers criticising the choice of Haven. The focus of this contest was to find maps which played the best, not look the best. I can appreciate that it may not be as pretty as some of the other entries, and I can appreciate that it doesn't look like something most of you would create. But during test games this map was constantly mentioned as one of the players favorite maps - that's the kind of feedback the judges can't ignore and the reason that this map has done so well.
Administrator~ Spirit will set you free ~
NunedQ
Profile Joined March 2011
Germany217 Posts
November 09 2011 15:32 GMT
#8
I was wondering whether ESV or TPW would get more maps chosen. Congratulations ESV for winning 3:2 :D
Grimskov
Profile Joined March 2011
Greece40 Posts
November 09 2011 15:33 GMT
#9
Fields of Strife is soooooo pretty! gj all
Drolla
Profile Joined September 2010
United Kingdom388 Posts
November 09 2011 15:34 GMT
#10
Daggoth Crater looks really nice.
Archvil3
Profile Joined September 2010
Denmark989 Posts
November 09 2011 15:34 GMT
#11
Suprising choises. I think all the maps have really great layouts and will play out really well.

Some of the maps have some problems with the aesthetics though. Not just being bad or dull, they have some pretty critical flaws in them which just looks terrible. One of the maps have too small borders for example, which means that there is a black edge all the way around the map. I hope these will be corrected though.

Anyways grats to the winners, job well done!
Let thy speech be better than silence, or be silent.
Zaphid
Profile Blog Joined April 2010
Czech Republic1494 Posts
November 09 2011 15:35 GMT
#12
The only one I don't like from the get go is Haven's Lagoon. Any chance we get to see all the maps submitted or are they already posted somewhere ?
I will never ever play Mech against Protoss. - MVP
Plexa
Profile Blog Joined October 2005
Aotearoa38209 Posts
Last Edited: 2011-11-09 15:37:03
November 09 2011 15:36 GMT
#13
On November 10 2011 00:34 Archvil3 wrote:
Suprising choises. I think all the maps have really great layouts and will play out really well.

Some of the maps have some problems with the aesthetics though. Not just being bad or dull, they have some pretty critical flaws in them which just looks terrible. One of the maps have too small borders for example, which means that there is a black edge all the way around the map. I hope these will be corrected though.

Anyways grats to the winners, job well done!

Don't judge the map borders from these pictures, some where adjusted so I could get a decent picture.
On November 10 2011 00:35 Zaphid wrote:
The only one I don't like from the get go is Haven's Lagoon. Any chance we get to see all the maps submitted or are they already posted somewhere ?

I won't be publicly releasing a list, people are welcome to post their entries.
Administrator~ Spirit will set you free ~
Draconicfire
Profile Joined May 2010
Canada2561 Posts
November 09 2011 15:36 GMT
#14
Haven's Lagoon looks really cool. Really interested on how that will play out.
@Drayxs | Drayxs.221 | Drayxs#1802
Macpo
Profile Joined September 2010
453 Posts
November 09 2011 15:37 GMT
#15
My favorites aesthetically speaking are: Sanctuary, Ohana, and Haven's lagoon. especially, Ohana is really beautiful!
Congrats to everyone
"Courage consists, however, in agreeing to flee rather than live tranquilly and hypocritically in false refuges." G. Deleuze
Archvil3
Profile Joined September 2010
Denmark989 Posts
November 09 2011 15:39 GMT
#16
Plexa, I found out by looking at the map ingame using the TLMC upload. I can PM you pics of the map in question if you like. I think the map in question could use a couple of hours in the hand of an experienced map maker to fix all the small errors on it.
Let thy speech be better than silence, or be silent.
VirgilSC2
Profile Blog Joined June 2011
United States5748 Posts
November 09 2011 15:39 GMT
#17
I will say I'm not surprised to see The Planetary Workshop, prodiG, Monitor, Superouman, and ESV in this list, but all of these maps look fantastic.

I've seen some gameplay on ESV Cloud Kingdom in the ESV Korean Weekly, and it seems to play very nicely. I really like the color scheme of Cloud Kingdom as well, it's different and refreshing.

I also really like the look of Sanctuary, it looks almost like a 3-Player Terminus, except the removal of the very easy third looks like a huge positive for early and mid-game flow. I like how the center bases are dangerous, yet much more feasible than say, the middle bases on Daybreak.

Ohana looks very interesting to me, and I'm interested to see how the dynamic with the empty low-ground behind the rocks plays out. It looks like a very obvious location for Proxy shenanigans, so I'd expect players to ALWAYS scout, or park an overlord there. It also looks like a great place to drop a Macro Hatch as Zerg. I also am interested to see how the "5th" on Ohana plays out, that could be very interesting, especially in TvT.

I'm not crazy about Burning Altar from the looks of it, I don't like how every expansion save your natural is on the lowest level of terrain. Other than that, I think the map layout is nice, and I like the counter-ability that the map looks to enable. I'm not liking about the Browdering though.

I'm having a hard time remembering if I've seen Daggoth Crater before, but I REALLY like the way the bases are laid out, especially with the high-ground 4th, with a LARGE ledge behind it. This is another map I can imagine some amazing TvT's on. I also really like how the Xel'Naga towers aren't on the High Ground, I think that's much better for almost any scenario (from a balance standpoint).

Twilight Peaks is interesting to me as well, at first glance I though "Oh lord, another map that will cause Dual Sight Syndrome", but upon closer inspection, I realized that while the third isn't necessarily EASY to take, with proper army positioning and awareness, your army can be nearby, while not leaving the main/natural area defenseless. I like the way it provides defensible areas for aware players, while still holding the threat of run-bys and counters to catch you off guard/out of position.

I can't wait to see how any of these maps play out
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
funcmode
Profile Joined June 2010
Australia682 Posts
November 09 2011 15:41 GMT
#18
what a waste of time

User was warned for this post
@funcmode - TPW Mapmaking Team - theplanetaryworkshop.com
EffectS
Profile Joined May 2010
Belgium686 Posts
November 09 2011 15:42 GMT
#19
Ahw didn't make it again.
Can I expect some feedback to make my map entries better?
TEEHEE
Mereel
Profile Joined February 2010
Germany891 Posts
November 09 2011 15:44 GMT
#20
i dont know...im pretty speechless now.

''the very best that the community could offer.'' that is like the worst statement ever and doesnt show what the mapmaking community is capable off doing. i really thought u would use some pro players to test the maps. tl has his own team, is it really that hard to ask them for something important like that.

burning altar, ohana, cloud kingdom and twilight peaks are totally ok. i still would have choose others though
what i dont get is first of daggoth crater had a beautiful korhal texture before, why would u ever want to change that in something shitty like that, and present it like that. thats horrible for the community, same goes for sanctuary.
there are so much jokes about the belshir tileset in the community for a good reason. it looks boring as fuck! especially on sanctuary...no effort put into it at all. i dont want to look at it, i dont want to play on it, i dont want to see it on a stream because im gonna fall at sleep when i do.

ok last map havens lagoon, actually i dont know what to say really. first of, there is a reason that there are mapmaking teams. to get help from other talented mapmakers to make our maps better, learn from each other, get better testing.
so i cant understand why a random person that i never heard about ever get into the top7. and im in the mapmaking com since the beta so i know what im talking about.
the layout is propably done in half an hour and and never put much thought into it. the aesthetics are the worst i ever seen, border design non existent and all the small things at the layout that makes it look bad and 'feel' bad.
i can say with all my experience this map should never be here, you have to make maps for a long while to get really good at it, and this guy is not. no excuses here.

give it to some experiened mapmaker to reshape and retexture and redoodad it before u showcase it in a tournament. i dont want to be a part of that community if that map is one of our best to offer. that just a huge fucking joke or a bad dream. i dont understand it.

propably more later FUCK OFF

User was temp banned for this post.
TPW Mapmaking Team
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