• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:00
CEST 01:00
KST 08:00
  • 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
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon
Tourneys
Crank Gathers Season 4: BW vs SC2 Team League GSL CK #5 Race War HomeStory Cup 29 RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Dawn of War IV Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor 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
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Tennis[sport] Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4121 users

TLMC17 Feedback Thread

Forum Index > SC2 Maps & Custom Games
Post a Reply
Kantuva
Profile Joined April 2010
Uruguay211 Posts
November 20 2022 21:34 GMT
#1
[image loading]



I would very much like to celebrate the wrapping of a new TLMC, it is a lot of work from several people to do each one of these, and no less from all of you guys, whom do the work to craft the best, most appetizing maps each time around, so I would like to thank all of you, and to celebrate our TLMC#17 Finalists!

That said, this thread is dedicated mostly to maps which didn't made it to the judging step.

The public sheet with the corresponding scoring of the maps can be found at:

https://docs.google.com/spreadsheets/d/1U2vbJK_QUDD4ZXgSIcwXIZ7x-GOwgnO94iZaUtyUz98/edit?usp=sharing


It will certainly take me a bit to get to every single one of you, so in the meantime it is highly recommended to check out previous Feedback Threads and "Mapping Guidelines" previously made.


  • Thoughts on Mapping and TLMC#2
  • Plexa's Thoughts on TLMC#4
  • TLMC#7 Feedback Thread
  • TLMC#8 Feedback Thread
  • TLMC#9 Feedback Thread
  • TLMC#10 Feedback Thread
  • TLMC#12 Finalists Feedback Thread
  • TLMC#12 General Feedback Thread
  • TLMC#14 General Feedback Thread
  • TLMC#15 General Feedback Thread



As an extra note there is my youtube channel where I have been uploading Mapmaking feedback videos for finalists and non-finalists alike, it is highly recommended for y'all to peruse around. This time around there wasn't a Pre-Judging Feedback Stream, but we did have a video going over Quality Assurance steps and general optimization which I am sure will come very handy to the newer mapmakers. And remember, just because we might have not gone over *your specific map*, it doesn't mean that your map might not share issues which were covered there, so be sure to review it!


  • Link to Channel
  • TLMC#15 Yamatai a case study on StarCraft Map Visuals & Optimization
  • TLMC#12 Finalists Feedback playlist
  • TLMC#14 Pre-Judging Feedback Stream




Before We Begin

For time reasons, all mappers can ask feedback for 3 maps, id like to give as much feedback as possible, but it is simply not possible for me to cover all maps, in the same manner, avoid asking "what's wrong with map X", instead focus on what areas you suspect could have been problematic

Submit your questions on the following fashion:

  • Map Name
  • Category the map was submitted to
  • Map Overview
  • Specific questions about your map

Just like on TLMC#14 and TLMC#15 might be videos this time around, I might actually do them all as videos actually, but it will depend, we will see. And in the same fashion, other judges might also join, or might not, it depends on their own personal timeframes.

Lets gooo!!!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Legan
Profile Joined June 2017
Finland580 Posts
Last Edited: 2022-11-20 21:39:01
November 20 2022 21:35 GMT
#2
From the stream I got that:
Atera can just be resubmitted. Only issues were cliff hiding minerals from triangular third and main being bit small.

Ruskaletto needs more open middle area and different cliff levels should be more distinct. Also some minor visibility issues at bottom of the map.

I don't really need a video as you covered things already on the stream, but I could like short comment on Eldeyja. I guess it got cut because of being resubmission and getting relatively average scores previouslay while being in hyper competitive standard category. Is this a correct assumption?
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
MrIronGolem27
Profile Joined July 2020
United States254 Posts
Last Edited: 2022-11-20 21:42:42
November 20 2022 21:40 GMT
#3
Hello, Kantu! Fortunately, my thread will be short for you (edit: on second thought, maybe not) since I only submitted 4 maps this contest and only 1 of them was screened out.

This was my first map contest, and I am about to ask about my first map, which...clearly shows my inexperience, I think.

◉ Map name: Othello
◉ Category the map was submitted to: Standard
◉ Map Overview: + Show Spoiler +
[image loading]

◉ Specific questions about your map:

◉ 1. One concern that was made to me by a certain GM Terran was that the center was too oppressive because whoever controls it can freely rotate across the corners of the map and the defender has to make an awkward defensive rotation all the way back to the triangle 3rd that ends up being slower. Do you agree with this assessment?
◉ 2. I had to experiment with the size of the LOS blocker chokes flanking the central bridge to allow both for Zerg/Protoss to flank tank pushes on the high ground overlooking the triangle 3rds as well as constrict army rotations for whoever holds the center (see point 1). Was the center still too good for tank pushes?
◉ 3. I think the chokes may not have been set up well and the attack routes are awkward, especially the entrance into the triangle 3rd and the attacker's ramp leading down to the triangle 4th. Was this something that contributed to the map being screened out?
◉ 4. Is the forward low ground rich gas base too strong?
◉ 5. Are the linear 3rd and 4th bases too distant?
HyperONE - StarCraft Evolution League organizer, SC: Evo Complete developer, mapmaker (author of Magannatha, TLMC19 2nd place, TLMC17 3rd+5th place), Liquipedia editor
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2022-11-20 22:23:59
November 20 2022 22:19 GMT
#4
Radhuset Station
Freestyle
+ Show Spoiler +
[image loading]

Questions:

1. How did the layout of the first few bases, inspired by the map King Sejong Station influence the overall rating of the map?
In particular:
- Orientation of the Natural.
- Natural with second entrance blocked off by Rocks (and leading to a very close 3rd base option.)
- 3rd base that has a big chasm infront and thus has two main paths leading to it.
- The big ramp from the natural down to the third that can we walled off when combined properly with the vespene Geysir .

2. How would I have to design this specific map differently so that a King Sejong Station inspired Layout is not
favoring a certain race or makes particular strategies/build orders too powerful?

3. If the Gold Base is unfair, what would I have to change about Gold Base itself or the area around the Gold Base to not make it too powerful? How did the relative distance of the Gold Base to the Main + Natural & Opponent impact the map rating?

4. If the layout of the Main Base is problematic, then what are the reasons it could lead to imbalances? How would a better shape look like?

5. What are other obvious flaws that I did not pay enough attention to?

Thx for your time and effort. Looking forward to your answer.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
November 20 2022 23:14 GMT
#5
I didn't particiapte in judging but I did participate in QA later on, and have previous experience with pre-judging and full content judging. Take some of what I have to say with a grain of salt as I haven't been as active in recent years but I might be able to give some small pointers if I see some glaring issues.

On November 21 2022 06:40 MrIronGolem27 wrote:
◉ Map name: Othello


I can agree with the sense that the middle is incredibly important to control due to it entirely being highground. The main oppressive feature here is that the square highground on each side of the central bridge is overlooking the two major attack paths towards itself. Taking the principle of defenders vs attackers in response time, it is very easy for the player 'defending' that highground to move between angles of attack in a short timeframe compared to the attacker needing to wrap around a larger distance and thus slower timeframe Taking away the doodads looking at bare terrain, the middle is quite uninspired and 'straight forward'. I would propose re-imagining the middle with more features, perhaps bends, ramps, or other variations. I can't make your map for you, but the middle imho is the largest detractor from the rest of the map. Don't fret too much though, this is a very common problem.

I think your first three observations are astute. I don't think the rich geyser has much of an impact with how the middle currently is, but if you were to change the middle it might become a problem.

I think the linear third is a bit far, but that is easily adjustable. The distance to third and fourth doesn't seem too extreme, but your love for the forcefield bridges might be impacting your use of space. You could pull alot of things closer here, and you'd be surprised how much space it gives you to make your middle more interesting and less restrictive.


On November 21 2022 07:19 IIEclipseII wrote:
Radhuset Station


As someone who did pre-judging, I can garauntee you that upon opening either Kantu or I would've said internally "Oh, cool, another sejong inspired map" and left it at that. Inspiration does not change perception or results. I myself have tried KSS styled layouts before, and with this map you are now no stranger to the difficulties that this layout provides in LotV. However, that being said, the major flaw with LotV KSS layouts is the natural, which you already appropriately addressed.

I think the major issue here is the rocks at the natural. I would instead to replace the rocks with a mineral wall (probably 10 mins each patch) at the lowest point of the ramp, and additionally add the rocks to the ramp below that base, like so: [image loading]

I can't see as well through the overview, but there are other small things that might have had influence, such as ease of reaper access into the natural and main.

I think you did a pretty good job of allowing each race various means to control this map without being too overbearing on most of the map, but something irks me about how narrow the very center is. I wonder how it'd be if that narrow center was changed to lowground, and you re-work the ramps around it as to not disrupt the initial rush path too strongly. It might help with flow from the north and south sides of the map. Not entirely sure. One other tiny thing, I might move the main mineral lines like two cells closer to the main ramps for early BO timings.


AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
qtsha1
Profile Joined August 2019
2 Posts
November 20 2022 23:29 GMT
#6
Map name: Ghost And Darkness
Map category: Freestyle

Even though u went through the map briefly i would to ask if u you have any ideas how the map can be improved and be less volatile, and also explain what makes it volatile.

Another one is where id like to ask if you could "remove mineral walls" and view the map, as a standard layout as well, cause i might decide to submit it into standard category.

Thanks in advance!
themusic246
Profile Joined December 2012
United States214 Posts
Last Edited: 2022-11-25 05:35:56
November 25 2022 05:33 GMT
#7
Map name: Planetfall
Map category: Macro
Overview: + Show Spoiler +
[image loading]


There was some use of non standard rocks and modification of some data. It would be helpful for myself (and everyone!) to understand in detail if that was the issue for it not passing the initial screening process.

Also, any other gameplay related feedback in addition to that (:

<3
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
KillerSmile
Profile Joined November 2018
Germany96 Posts
November 30 2022 21:23 GMT
#8
Silverflame
Freestyle
[image loading]

I assume the lack of a normal triangular base for terran is what killed it, in conjunction with the consequences of the diagonal symmetry, risk of a backdoor that is hard to flank by ground and the winner gold base on the rush path. I bet there is something else I'm missing. They layout itself is very fickle and didn't come together very easily at all.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Please log in or register to reply.
Live Events Refresh
Next event in 10h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE194
Nina 122
ZombieGrub109
NeuroSwarm 88
FoxeR 73
JuggernautJason23
ProTech18
StarCraft: Brood War
Artosis 482
Counter-Strike
summit1g1682
Coldzera 811
Super Smash Bros
Mew2King104
Other Games
Grubby2737
shahzam676
C9.Mang0328
ToD258
Organizations
Other Games
gamesdonequick40440
BasetradeTV234
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• musti20045 38
• davetesta25
• Psz 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie1002
Upcoming Events
Replay Cast
10h
CrankTV Team League
12h
OSC
18h
Replay Cast
1d 1h
Replay Cast
1d 11h
CrankTV Team League
1d 12h
OSC
1d 14h
Replay Cast
2 days
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
3 days
GSL
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.