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TeamLiquid Map Contest 5

Forum Index > SC2 Maps & Custom Games
359 CommentsPost a Reply
1 2 3 4 5 16 17 18 Next All

TeamLiquid Map Contest 5

Text byPlexa
Graphics byInsidiA, shiroiusagi
January 22nd, 2015 19:20 GMT


We are extremely pleased to announce that the Team Liquid Map Contest has returned for its fifth iteration to once again give community mapmakers an opportunity to contribute to the competitive map pool. The contest has a proud history of getting some incredible maps onto the ladder, such as Ohana, Frost, Habitation Station, and the most popular map of all time, (according to #Dreampool votes) Cloud Kingdom.



Blizzard have committed to including at least two of the finalists in the Season 2 ladder pool. This speaks to the quality of maps that the community is capable of producing. This is the first season where we have been guaranteed places in the ladder pool and this shows just how far the community has come since the first iteration of the contest.



This season, we will not be considering team maps for the contest. That means we are only looking for maps designed for 1v1 play. We've made this decision so that mappers spend their time focusing on delivering high quality and polished maps for competitive use to give Blizzard as many options as possible for next season. We still strongly encourage people to post their team maps (and FFA maps) on the forums. Getting visibility for your team map is the first step towards getting it considered!



How to Enter


Please PM your map file(s) to TL Map Contest with the following format before Thursday, Feb 12 4:59am GMT (GMT+00:00).



Map Name:


A picture of your map

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)

Any relevant analyzer images (optional)

A download link to your map



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



Submit your map


Submission Rules



In the ten months that have elapsed since the last TLMC, both experienced and new mapmakers have created some of the most interesting, innovative and impressive maps in the game's history. This means that there is presently a huge back log of high quality maps that demand attention. We don't want to force mappers to choose between more unconventional maps and more standard maps when submitting their entries, so we will be accepting three 1v1 entries per mapmaker. We want to see everyone's best works, and this will hopefully encourage mappers to present more diverse maps.



  • We recommend that maps follow the following design 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:

      1. Don’t change Xel’Naga watch tower or destructible rock graphics

      2. Don’t change values on mineral patches, geysers, or rock health/armor values

      3. Don’t resize mineral patches or rocks

    4. Map sizes should be sensible; use the current map pool as a guide.

  • Additionally, 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 with locked start positions are okay. This means "two in one" four player maps are acceptable entries.

  • Maps which follow the above restrictions and encourage the meta-game to develop in interesting ways will most likely score well. A fantastic example of this is the TLMC3 map Habitation Station whose innovative use of gold mineral patches created a unique dynamic on the map.

  • 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 or The_Templar.

  • 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!



Update 01/27: Psione dropped by to give some insight on how they test for performance issues. Please keep this advice in mind when designing your maps!



On January 27 2015 09:20 Psione wrote:



One of the biggest issues we run into with community maps is getting performance to a reasonable level. I think it’s no secret that many map makers spend a lot of time making sure their maps look amazing. And while the maps usually look great, the increased focus on complex map art can cause performance issues. I’d like to offer some insight into how our performance testing works, as well as offer some tips to help keep performance at reasonable levels.



In both Blizzard and community maps, we start the performance passes once we receive a map that has received final art. This testing involves an automated process where we ensure that a map reaches a minimum FPS value (40) across various systems and graphic settings. Beyond testing on high-end machines, we make sure to test on medium and lower-end machines that are currently supported. This is a major point to remember. Offline tournaments can control the hardware being used at the event (usually very high-end), but the ladder must support a wide variety of hardware from the entire player base.



During this automated process, a FPS heat map is also created. While we look for the total average FPS to meet acceptable levels, we also ensure that no single section of the map has significant issues. For example, the map may have an acceptable average FPS but have performance issues in the middle of the map where a large cluster of doodads reside. Using the heat map, we can pinpoint a problem area like this and make adjustments to alleviate the issue.



However, despite our ability to pinpoint problem areas, getting performance to appropriate levels can be difficult at times. Part of this is due to our desire to alter community maps as little as possible. So usually it’s a balance of trying to make big performance gains while also trying to keep the look of the map intact. While it would be easy to improve performance by gutting the art on the map, we respect the time put into the look of the map and try to stay true to the original vision.



Each time changes are made, the map tests are run again. This is where you find how much was gained from the changes. Making map adjustments and re-testing can take a good deal of time if the issues aren’t improving through small tweaks. If performance issues persist, at some point we’re forced to make more drastic changes to ensure it meets minimum requirements.



A few points to help keep performance reasonable. Try to avoid the following:


Hidden effects or doodads

  • Stuff like doodads or water under the terrain can cause issues.

Excessive splat usage
  • Splats used to create a snow covered effect on doodads can be difficult to optimize
  • A series of small splats used to create a “signature” can also be very difficult to optimize

Excessive doodad usage
  • We’ve seen extreme doodad stacking in the past where several doodads are used to create something “new”. This is fine in most cases, but it can also lead to excessive use of doodads on the map, which definitely impacts performance.

Excessive weather effects
  • Adding a lot of wind or snow can lower the performance quite a bit.

Excessive use of water
  • Used sparingly or on a map with few doodads is usually fine. When used excessively it can cause performance issues.

Excessive use of “expensive” or large doodads with terrain materials
  • More commonly used “expensive” doodads would be the Ice Cliff series. Additionally, cluster of doodads that cast transparent shadows, similar to the minerals or the crystal on the top of the Nexus.
  • More commonly used large doodads with terrain materials would be Xel’Naga Torn Plates

There isn’t a magical formula that makes performance great. We know it can be difficult at times, especially if you’re trying to push the look of your map to the limit. But if you keep these things in mind, hopefully it will help you make choices that can keep the look right while also keeping reasonable performance.


Judging



Once the maps have been submitted they will be checked for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team for judging. As the staff members 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. Progamer input will have an influence over the final placement of maps. The precise details regarding scoring will be communicated closer to the polling period. Everyone will have at least one week to cast their vote for the contest.



Prizes



Prizes for the winner(s) will be announced in the near future, so stay tuned!



FAQ



Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.



Q: I want to enter a team map/FFA map into the contest.
The Team Liquid Map Contest has traditionally allowed team play maps to be entered and evaluated separately from 1v1 maps, and some of these submissions did eventually reach the ladder map pool. Unfortunately, this season we will not be considering team play maps submitted to the contest. If you're really passionate about making high quality team play maps then we strongly encourage you to post your work in our Maps and Custom Games forum.



Q: Will the winning map automatically be included in WCS?
No. A list of the top maps will be submitted to Blizzard for consideration for use in WCS/ladder. At least two of the shortlisted maps will be selected for use on the ladder. It's possible that the winning map just isn't what Blizzard is looking for next season, and may decide to choose another map.



Q: I'm also submitting a map to Mapximum Season 2, can I submit the same map?
Absolutely! We at Team Liquid are really grateful for the work put in by the Korean mapping scene and the fact they are reaching out to our community with Mapximum. Indeed, if you're preparing a map for TLMC we encourage you to also submit your map to Mapximum. We look forward to seeing the similarities and differences between the maps selected by our respective competitions!



Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your 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 or The_Templar and they will tell you whether or not it is appropriate.



Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the mappers?
Post in their map threads and give them support, encouragement and replays on their maps! Giving your favorite mapper support will be much appreciated by the mapper. Replays are especially valuable as it helps the mapper align their design goals with the map with the reality of how people play their map.



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 or The_Templar who will be happy to answer them. Best of luck in the competition.



Graphics: InsidiA, shiroiusagi
Facebook Twitter Reddit
Administrator~ Spirit will set you free ~
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
January 22 2015 19:23 GMT
#2
here we go boys!
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
January 22 2015 19:23 GMT
#3
Good luck everyone!
ModeratorI am still alive, somehow
TL+ Member
NovemberstOrm
Profile Blog Joined September 2011
Canada16217 Posts
Last Edited: 2015-01-22 19:25:11
January 22 2015 19:24 GMT
#4
awesome! I expect some epic maps :D
Moderatorlickypiddy
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 22 2015 19:27 GMT
#5
So many maps that I hope are entered this season! It's going to be the most difficult season yet to decide what maps make the final cut. I do not envy the strategy team having to make those decisions!
Administrator~ Spirit will set you free ~
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
Last Edited: 2015-01-22 19:34:47
January 22 2015 19:28 GMT
#6
I can't claim to be an expert on strategy, but I do have very strong opinions and I like judging books by their covers so I volunteer to be the aesthetics judge. Your map should play good and look good.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Shkudde
Profile Joined February 2011
Netherlands709 Posts
January 22 2015 19:29 GMT
#7
Cactus Valley RE and Neo Emerald Plaza plox!
No, but seriously, good luck to all mapmakers.
Hope to see some amazing maps in the coming weeks!
$O$ | herO[jOin] | Zest hwaiting!
OtherWorld
Profile Blog Joined October 2013
France17333 Posts
January 22 2015 19:30 GMT
#8
Just when the free time I had to make maps ends T_T
Well hopefully it'll turn out better than TLMC4
Used Sigs - New Sigs - Cheap Sigs - Buy the Best Cheap Sig near You at www.cheapsigforsale.com
Weavel
Profile Joined January 2010
Finland9224 Posts
January 22 2015 19:30 GMT
#9
WOW 2 maps to WCS pool? Amazing!
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Olli
Profile Blog Joined February 2012
Austria24422 Posts
January 22 2015 19:31 GMT
#10
Will play-test the finalists as always :D
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Big J
Profile Joined March 2011
Austria16289 Posts
January 22 2015 19:31 GMT
#11
Sick city!
Clubfan
Profile Blog Joined May 2013
Germany913 Posts
January 22 2015 19:32 GMT
#12
Yay, we'll surely see again some amazing maps!
LiquipediaLickyPiddy manager
ZeromuS
Profile Blog Joined October 2010
Canada13431 Posts
January 22 2015 19:32 GMT
#13
Get hyped boys and girls!
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
January 22 2015 19:33 GMT
#14
Oh boy here we go again!
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 22 2015 19:35 GMT
#15
So this will be that time of the year where i do maps 24/24. This might aswell be 10 times better than the other contests considering the quality of the recent maps posted here. A big good luck to everyone hoping for the best map to win !
Author of Coda and Eastwatch.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
January 22 2015 19:35 GMT
#16
Can't wait to submit my map!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
January 22 2015 19:37 GMT
#17
On January 23 2015 04:35 Yoshi Kirishima wrote:
Can't wait to submit my map mech guide!


pls yoshi
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
BisuDagger
Profile Blog Joined October 2009
Bisutopia19400 Posts
January 22 2015 19:39 GMT
#18
This contest has been one of the most important contributions to SC2. It's previous contestants have been top notch and delivered greatness. All that being said, Don't Drop the Ball!... also glhf!!!
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Shellshock
Profile Blog Joined March 2011
United States97277 Posts
January 22 2015 19:49 GMT
#19
Good luck to all the map makers. Hope to see some good maps come out of this like usual
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
myRZeth
Profile Joined June 2011
Germany1047 Posts
January 22 2015 19:51 GMT
#20
gogo people

looking forward to see your maps!
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