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TeamLiquid Map Contest 4

Forum Index > SC2 General
311 CommentsPost a Reply
1 2 3 4 5 14 15 16 Next All

TeamLiquid Map Contest 4

Text byPlexa
Graphics byshiroiusagi
March 28th, 2014 19:07 GMT

We're very proud to announce the fourth edition of the Team Liquid Map Contest and another opportunity for the community to get maps into the ladder and WCS. This map contest will be looking for maps to be considered for use for WCS Season 3 -- if you missed Blizzard's announcement regarding the map pool for WCS Season 2 you can find that here. We're also including a team play map section for this seasons contest. The high placing maps in that contest will also be considered for use for on the ladder.

The TLMC has a very proud history of creating truly exceptional maps which have become tournament staples and which have served as a canvas for some of the best games in SC2's lifespan. Maps like Cloud Kingdom, Ohana, Frost, Yeonsu and Habitation Station all found their way into tournament use through the TLMC. We're excited to see what new and interesting maps the community will create for this contest.

For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.


How to Enter


Please PM your map(s) files to TL Map Contest with the following format before Saturday, Apr 19 6:59am GMT (GMT+00:00):

Map Name:

[img]A picture of your map[/img]

Main to Main distance: (in game seconds using a worker from town hall to town hall)

Natural to Natural distance: (in game seconds using a worker from town hall to town hall)

[img]Any relevant analyzer images (optional)[/img]

[url=]Your maps download link[/url]

Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer Plexa instead.


Submit your Map


Submission Rules


Each edition of the TeamLiquid Map Contest has seen a high number of submissions, and we don't expect that to be any different this season. As such, we are restricting the number of entries per mapmaker to two per category. This means you can submit up to two 1v1 maps and two team play maps.

  • The contest has two categories - 1v1 and team play. Mappers can submit up to two maps to each category.
  • We suggest maps follow the following restrictions:
    1. Normal bases are always 8 normal mineral patches and 2 normal geysers
    2. High yield bases are always 6 high yield patches and 2 normal geysers
    3. Don’t change values on Neutral units. For example:
          a. Don’t change Xel’Naga watch tower or destructible rock graphics
          b. Don’t change values on mineral patches, geysers, or rock health/armor values
          c. Don’t resize mineral patches or rocks
    4. Map sizes should be sensible, use the current map pool as a guide.
  • Maps with locked start positions are okay. This means "two in one" four player maps are acceptable entries.
  • The following map art guidelines should be followed to ensure a smooth QA process if the map is in contention for WCS/ladder use:
    - Avoid excessive use of water
    - Avoid weather effects like falling snow, snow drift doodads, etc.
    - If using the Ice tileset, avoid using the CliffGlacier* doodad series
    - Avoid excessive stacking/overlapping of doodads in concentrated spaces
    - Excessive use of decals, custom decals
    - Excessive use of doodads that produce dynamic shadows
    - Doodads under the terrain
    - Clusters of large/complex doodads
  • Maps which encourage the meta-game to develop in interesting ways will most likely score well.
  • Entries are not limited to non-Koreans, Korean mapmakers are welcome to submit entries.
  • Maps which have already been used in premier competition are not eligible for submission. If you are unsure, check with Plexa.
  • Don't steal other peoples work and try to claim it as your own, although this should go without saying!

Any maps which are selected/considered for the final shortlist may undergo changes which the judges request for balance purposes. Any maps selected for use in WCS/ladder will undergo an extensive QA process by Blizzard. If the QA guidelines above are not followed it is possible that your map may not be considered for use!

Submissions are open until:
Saturday, Apr 19 6:59am GMT (GMT+00:00)



Judging


Once the maps have been submitted they will be checked over for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team for judging. As the people on this website who spend the most time thinking about strategies and the metagame we feel that the strategy team is the perfect group to decide the best maps. They will also suggest tweaks for the finalists to correct any minor balance issues. We will announce the finalists as soon as possible.

Once the finalists are announced the public will have the opportunity to vote on which map they like the most in both the 1v1 and team play sections of the contest. Appropriate members of the Team Liquid staff (including the strategy section) and appropriate progamers will also have an opportunity to voice their opinion on the finalists. More information about this will be made available once the voting thread is up. Everyone will have at least one week to cast their vote for the contest.



FAQ


Q: Will the winning map automatically be included in WCS?

No. The top 3 maps will be submitted to Blizzard for consideration for use in WCS/ladder. If they feel like none of the maps are what the map pool needs for season 3 then it is possible that no map will be picked up. Similarly, if they feel the second or third place map is a really good fit for the map pool then that map may be chosen over the first place map.

Q: Why can't I enter two player maps?

It's no secret that two player maps are the most popular kind of map created by the community. But this also means that most of the maps that are considered for WCS use are also two player maps. When discussing with Blizzard about what kinds of maps would be most beneficial to the health of the map pool we both agreed that three to five player maps would fill a void in the map pool whereas a two player map probably wouldn't. We know that three to five player maps pose unique challenges to map makers to ensure that they're playable, but we've seen well executed multiple spawn maps submitted in the past and we're confident the community will rise to the challenge this season.

Q: But I really really want to submit my two player map, please let me?

Sorry, no can do. Hold on the map for next season and submit it then!

Q: Does the `two spawn' restriction apply to team maps?

No, you're welcome to submit 'two spawn' team play maps! For 4v4 maps this is probably necessary!

Q: How crazy can my maps be?

Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.) If you map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM Plexa and he will tell you whether or not it is appropriate.

Q: I want to make an FFA map for the team map contest, can I do so?

Unfortunately, at this stage we are not accepting FFA maps as part of the 'team play' component of the contest.

Q: What are the prizes for this contest?

At the moment prizes beyond being considered for WCS/ladder use have not been confirmed. Once we receive updates on this we will communicate this information.

If you have any unanswered questions please do not hesitate to ask them below or PM Plexa who will be happy to answer them. Best of luck in the competition.


Facebook Twitter Reddit
Administrator~ Spirit will set you free ~
TL Map Contest
Profile Joined September 2011
8 Posts
March 28 2014 15:08 GMT
#2
Hi everyone! Please submit your entries to me!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
Last Edited: 2014-03-28 19:16:42
March 28 2014 19:12 GMT
#3
Hell yes

Getting back into mapping for this (again)

Wait, no 2 player maps? NOOOOOO
Moderatorshe/her
TL+ Member
Phaenoman
Profile Joined February 2013
568 Posts
March 28 2014 19:17 GMT
#4
Time to tidy up the 2v2 map pool baby! Get rdy!!
Random is hard work dude...
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
March 28 2014 19:18 GMT
#5
I can't wait to see what kind of maps are made! Especially with 3-5 player spawns! Woo!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Psione
Profile Joined March 2014
United States45 Posts
March 28 2014 19:18 GMT
#6
Looking forward to it.
Community Manager - StarCraft II - Twitter: @PsioneBlizzard
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 28 2014 19:18 GMT
#7
Guess its time to take a break from arcade mapping!
~ ~ <°)))><~ ~ ~
IeZaeL
Profile Joined July 2012
Italy991 Posts
March 28 2014 19:19 GMT
#8
How crazy is Sacred Path ? Eligible for voting ? Dunno if i should submit it or i'd waste a spot.
Author of Coda and Eastwatch.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 28 2014 19:20 GMT
#9
No 2 player maps

Thank you

So much.

Cant wait to see what the community comes up with! :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
March 28 2014 19:21 GMT
#10
On March 29 2014 04:19 IeZaeL wrote:
How crazy is Sacred Path ? Eligible for voting ? Dunno if i should submit it or i'd waste a spot.

Map in question:
+ Show Spoiler +
&#91;image loading&#93;


I wouldn't submit it if you're trying to get onto ladder since it's pretty far off the beaten path but it could do well in teams
Moderatorshe/her
TL+ Member
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 28 2014 19:21 GMT
#11
The game is afoot. Time to get my submissions ready.
Twitter: @iamcaustic
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
March 28 2014 19:22 GMT
#12
Community maps are the best maps to play on (the well thought-out ones)
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
nkr
Profile Blog Joined November 2010
Sweden5451 Posts
March 28 2014 19:22 GMT
#13
are there any tutorials on mapmaking?
ESPORTS ILLUMINATI
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
March 28 2014 19:23 GMT
#14
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

Maps need to be ladder appropriate, that means no features that require specialist knowledge (rising lava, geysers used to block ramps, etc.)

Rising lava is so interesting, easy to understand and would add so much to a map pool.
tomastaz
Profile Joined January 2013
United States976 Posts
March 28 2014 19:25 GMT
#15
This is awesome!
No church in the wild --- @tzhang0126
Wherewolf
Profile Joined December 2010
United States353 Posts
March 28 2014 19:26 GMT
#16
It does seem weird that we can't have interesting map features in a strategy game.
Meerel
Profile Joined March 2012
Germany713 Posts
March 28 2014 19:26 GMT
#17
thx for using my map in the banner
SDMF
myRZeth
Profile Joined June 2011
Germany1047 Posts
March 28 2014 19:29 GMT
#18
i dislike the anti 2pl map rule
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
March 28 2014 19:33 GMT
#19
On March 29 2014 04:23 ZAiNs wrote:
Show nested quote +
For the 1v1 portion of the competition there is one very important restriction for this season -- maps with only two spawn positions will not be considered. This means we will only be considering maps with 3-5 spawn positions for this contest. Please consult the FAQ for more information about this restriction.

Eh, I really hate rotational imbalance and scouting luck. I guess it would be considered to abnormal, but maybe we could have some kind of weird map with 5 spawns that pings your opponent's spawn at the beginning.

"Scouting luck" is a term used by those who are used to only having to scout a single spawn location. Whatever happened to the old BW days of sending two workers in opposite directions (or any other combination of scout units) when you really needed to see your opponent's base?

Rotational imbalance is a sad issue though; it's unfortunate that Blizzard decided to make air play so dominant in SC2. Really puts a damper on the terrain design.
Twitter: @iamcaustic
JessicaSc2
Profile Joined February 2014
Poland123 Posts
March 28 2014 19:33 GMT
#20
Sick city.
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