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Teamliquid Map Contest 8

Forum Index > SC2 General
229 CommentsPost a Reply
1 2 3 4 5 10 11 12 Next All
Clarifications/Changes:
Rush distance for Rush maps has been changed from "about 35-50 seconds" to "about 35 seconds".

The definition of Macro map has been changed to: "A map that favors defensive play and encourages players to reach end game unit compositions."

New Rule: You may use permanent neutral abilities onto all maps such as Force Field or Blinding Cloud. However, note that if these features cause performance issues on lower end computers, these maps may be edited or not considered for ladder.

Teamliquid Map Contest 8

Text byTL.net ESPORTS
Graphics byShiroiusagi
February 5th, 2017 23:07 GMT


Last year, TLMC7 brought us our first community-made maps in LotV: Apotheosis, New Gettysberg, Galactic Process, and of course, Dasan Station. In the past TLMC has produced maps such as Cloud Kingdom, Frost, Ohana, Habitation Station, Echo, Coda, Cactus Valley, and New Gettysberg just to name a few. This year, TLMC will return just in time to feed maps into the next ladder season. In addition, we're also excited to announce a few changes in TLMC that will hopefully allow for some even more pronounced shakeups in the metagame.

Before we begin, we want to thank Blizzard for their continued support of the mapping community with cash prizes as well as sponsorship of TLMC-related tournaments.


Submission Phase

February 5 - February 16


Once again, maps will be required to be submitted in one of four categories:

1. Macro Map
    A map that favors defensive play and encourages players to reach end game unit compositions.
    Examples: (Wiki)Dusk Towers, (Wiki)Orbital Shipyard, (Wiki)Alterzim Stronghold


2. Rush Map
    If a worker moved from the top of the main ramp to the top of the enemy’s main ramp, it would take about 35 seconds. In general, this type of map should promote early aggression in a game.
    Examples: (Wiki)Dasan Station, (Wiki)Lerilak Crest


3. New Map
    A map that explores new ideas for how a map can be played. Examples from the past include:
    • Small pathway on (Wiki)Ulrena.
    • Unique island expansions on (Wiki)New Gettysburg.
    • Special rock placements on (Wiki)Korhal Carnage Knockout.
    • Quickly obtainable gold base expansions that put you closer to the enemy on (Wiki)Habitation Station.


4. Experimental Resource Map
  • Maximum mineral value per mineral patch is capped at 1500. Amounts smaller than this are okay as well.
  • Vespene Geysers are still set to 2000 Vespene Gas.
  • Number of mineral nodes or gas geysers per base is up to the map maker.
  • In mineral lines, the number of mineral patches have to be split 50/50 between larger and smaller patches. The smaller patches should be 60% of the value of the larger patches. For examples, larger patches could be 1500 and smaller patches could be 900.
  • Blocking paths with minerals nodes is acceptable.


Relaxed Mapping Restrictions
You may have noticed that the last category is somewhat of a new one for the TLMC. For the first time ever, Blizzard will be allowing relaxed restrictions when it comes to rocks and resource nodes.
  • For maps submitted in any category, you may change the HP and armor values of any Destructible Rocks and Collapsible Rock towers.
  • You may use permanent neutral abilities onto all maps such as Force Field or Blinding Cloud. However, note that if they features cause performance issues on lower end computers, these maps may be edited or not considered for ladder.
  • For all categories not named "Experimental Resource Map", you may change very minor resource values in accordance with the restrictions listed above. However, altered resource configurations cannot be a defining feature of these maps. Examples include:
    • The original (Wiki)Daybreak had a half the number of mineral and gas nodes at the fourth base.
    • The fourth base of (Wiki)Atlantis Spaceship (used in GSL and IPL) had three gas geysers at the fourth base. Note that you still can't use rich Vespene Geysers.

  • Maps submitted in the "Experimental Resource Map" category should have their alternate resource usage be a major feature of the map, entirely changing how it plays. For example, perhaps your natural has half the number of resource nodes.
  • Only use alternate resource nodes if you know what you're doing and can clearly communicate why you're using them.

Mappers who submit maps MUST submit each map in one of the four categories. As with the last season, the judges will pick 15 finalist maps to move on to the next stage:
  • Three(3) Macro Maps
  • Three(3) Rush Maps
  • Three(3) New Maps
  • Three(3) Experimental Resource Maps
  • Three(3) "Judges Picks"

Judges Picks can come from any category and will consist of maps that the judges feel belong in the top 15. As we don't except all the categories to be uniform in quality, this helps to ensure that the most deserving maps, regardless of category submitted, make it to the next round.


TL Judging Phase

February 17 - February 19



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 and selected professional players/community figures for judging. If you are a professional player and would be interested in helping out, PM us. Together, the judges will trim down all submissions to a final 15 that will be used in the next stages of the contest.


BTTV Tournament Phase

February 20 - February 26



Last year, BasetradeTV, with support from Blizzard, hosted an invitational tournament designed to showcase the 15 finalists. This year, a new surprise awaits. While we can't mention specifics now, look for a BTTV announcement in the near future.


Iteration Phase

February 27 - March 6



The iteration phase we implemented in TLMC7 seemed to be received in a positive light by the community. Thus, TLMC8 will try to replicate this success with its own iteration phase, allowing mappers to fine-tune their maps. After reviewing the BTTV tournament games as well as receiving feedback from all over the community, we hope that mappers will be able to submit clean final versions of their maps for consideration by Blizzard and the community.


Public Voting Phase

March 7 - March 9



The public will then vote on the final versions of these maps. Note that public voting only determines the final placing of these maps, that is how much $ each mapper wins. It does not directly affect which maps Blizzard will chose to appear in the next season of ladder. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.


Prize Distribution

Provided by Blizzard

First - $1,000
Second - $500
Third - $250
Fourth - $150
Fifth - $100


In addition, all fifteen finalists will receive a Community Commander Portrait.



TLMC Winners Announced

March 10



After the winners are announced, Blizzard will take into consideration all fifteen maps for the next season of ladder and WCS. After a rigorous QA session, Blizzard will announce which maps will be available for you to play on at home closer to the start of the next ladder season.


How to Submit


Mappers will be limited to four map submissions each with a limit on two maps per category. For example, you may submit one map to each category or submit two macro maps and two rush maps. For each map you submit, you must provide a primary category you wish the map to be considered in. However, you may provide additional categories should they fit.

Please PM your map file(s) to TL Map Contest with the following format before Friday, Feb 17 4:59am GMT (GMT+00:00). Please title your PMs with the name of the map and keep all submissions to 1 map per PM. This time we'll also be be asking mappers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features.

  • Map Name
  • A picture of your map. Please submit your maps with a standard 90° top down overview' do not use any angled or tilted images. Please mark start locations and describe any starting location constraints.
  • The size (dimensions) of the map
  • The map category you wish to enter with this map.
  • Any secondary categories you think this map might fit.
  • A description of the map.
  • Why the map fits the primary category you selected.
  • Why the map fits any secondary categories you selected.
  • List and describe any distinctive features of the map.
  • Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
  • Main to Main distance: (in-game seconds using a worker from town hall to town hall)
  • Top of main ramp to top of main ramp distance: (in-game seconds using a worker)
  • 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 TLMC organizer monk instead.

Submit your map


FAQS


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: How do I attached a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.


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.


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 monk and we 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.


If you have any unanswered questions please do not hesitate to ask them below or PM monk who will be happy to answer them. Best of luck in the competition.
Facebook Twitter Reddit
TL+ Member
GoloSC2
Profile Joined August 2014
713 Posts
February 05 2017 23:08 GMT
#2
siiick!
"Code S > IEM > Super Tournament > Homestory Cup > Blizzcon/WESG > GSL vs The World > Invitational tournaments in China with Koreans > WCS events" - Rodya
Antares777
Profile Joined June 2010
United States1971 Posts
February 05 2017 23:12 GMT
#3
HYPE
Elentos
Profile Blog Joined February 2015
55578 Posts
February 05 2017 23:16 GMT
#4
Please produce a bunch of amazing maps that end up on ladder. PLEASE.
Every 60 seconds in Africa, a minute passes.
IIEclipseII
Profile Joined February 2016
Germany157 Posts
February 05 2017 23:21 GMT
#5
Rock the Cabinet 10000$ and TLMC only 1000$ could somebody explain this to me?
SidianTheBard
Profile Joined October 2010
United States2475 Posts
February 05 2017 23:22 GMT
#6
You weren't kidding about the fast turn around this TLMC. Plus being able to have 4 submissions. Oh lordy I'm excited!

Best of luck to everybody!
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Gwavajuice
Profile Joined June 2014
France1810 Posts
February 05 2017 23:25 GMT
#7
On February 06 2017 08:16 Elentos wrote:
Please produce a bunch of amazing maps that end up on ladder. PLEASE.


That what happens usually, but last ones didn't end up being very popular...

Anyway, hope the map makers will be inspired, best of luck to everyone!
Dear INno and all the former STX boys.
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
February 05 2017 23:25 GMT
#8
This is so sick! TLMC is back!
Celebrating Starcraft since... a long time ago.
Vutalisk
Profile Joined August 2016
United States680 Posts
February 05 2017 23:25 GMT
#9
TLMC always produce awesome maps!!! So hyped!

Can't wait to see new maps.
NinjaDuckBob
Profile Joined March 2014
184 Posts
February 05 2017 23:26 GMT
#10
Maximum mineral value per mineral patch is capped at 1500. Amounts smaller than this are okay as well.
Vespene Geysers are still set to 2000 Vespene Gas.
Number of mineral nodes or gas geysers per base is up to the map maker.
In mineral lines, the number of mineral patches have to be split 50/50 between larger and smaller patches. The smaller patches should be 60% of the value of the larger patches. For examples, larger patches could be 1500 and smaller patches could be 900.
Blocking paths with minerals nodes is acceptable.


Question: Are these restrictions for the entire map or do they allow for singular bases to have changes?
NinjaDuckBob ~ Fear the fuzzy!
monk
Profile Blog Joined May 2009
United States8476 Posts
February 05 2017 23:33 GMT
#11
On February 06 2017 08:26 NinjaDuckBob wrote:
Show nested quote +
Maximum mineral value per mineral patch is capped at 1500. Amounts smaller than this are okay as well.
Vespene Geysers are still set to 2000 Vespene Gas.
Number of mineral nodes or gas geysers per base is up to the map maker.
In mineral lines, the number of mineral patches have to be split 50/50 between larger and smaller patches. The smaller patches should be 60% of the value of the larger patches. For examples, larger patches could be 1500 and smaller patches could be 900.
Blocking paths with minerals nodes is acceptable.


Question: Are these restrictions for the entire map or do they allow for singular bases to have changes?

I'm not sure what you're asking here.
Moderator
Youngrustler
Profile Joined February 2016
United States70 Posts
Last Edited: 2017-02-05 23:49:40
February 05 2017 23:49 GMT
#12
Very excited for this good luck to all map makers! I have been waiting for this so hyped to see what maps we get from this contest. I must say I love the last category a lot since we will see new and fresh map types.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
NinjaDuckBob
Profile Joined March 2014
184 Posts
Last Edited: 2017-02-05 23:57:44
February 05 2017 23:52 GMT
#13
On February 06 2017 08:33 monk wrote:
Show nested quote +
On February 06 2017 08:26 NinjaDuckBob wrote:
Maximum mineral value per mineral patch is capped at 1500. Amounts smaller than this are okay as well.
Vespene Geysers are still set to 2000 Vespene Gas.
Number of mineral nodes or gas geysers per base is up to the map maker.
In mineral lines, the number of mineral patches have to be split 50/50 between larger and smaller patches. The smaller patches should be 60% of the value of the larger patches. For examples, larger patches could be 1500 and smaller patches could be 900.
Blocking paths with minerals nodes is acceptable.


Question: Are these restrictions for the entire map or do they allow for singular bases to have changes?

I'm not sure what you're asking here.

Sorry. In other words, if one base in a map has large patches with 1200 (and small patches with 720), would all the bases in that map have to maintain the same 1200/720 patches, or could they have different values (like the standard 1500/900)?

Also, I take it odd numbers of patches aren't allowed as there must be a 50/50 ratio?

One more question: Would it be considered okay to submit a map for, say, the macro category without mineral patch changes, and submit the same map with mineral patch changes to the experimental resource category?

EDIT: Sorry, this is the last question: What is the limit to the number of maps allowed to be submitted? (1 per category, or 4 total, etc)
NinjaDuckBob ~ Fear the fuzzy!
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 06 2017 00:01 GMT
#14
With such short notice I can't imagine they'll be a lot of good maps for the "Experimental Resource Map" category.
monk
Profile Blog Joined May 2009
United States8476 Posts
February 06 2017 00:15 GMT
#15
On February 06 2017 08:52 NinjaDuckBob wrote:
Show nested quote +
On February 06 2017 08:33 monk wrote:
On February 06 2017 08:26 NinjaDuckBob wrote:
Maximum mineral value per mineral patch is capped at 1500. Amounts smaller than this are okay as well.
Vespene Geysers are still set to 2000 Vespene Gas.
Number of mineral nodes or gas geysers per base is up to the map maker.
In mineral lines, the number of mineral patches have to be split 50/50 between larger and smaller patches. The smaller patches should be 60% of the value of the larger patches. For examples, larger patches could be 1500 and smaller patches could be 900.
Blocking paths with minerals nodes is acceptable.


Question: Are these restrictions for the entire map or do they allow for singular bases to have changes?

I'm not sure what you're asking here.

Sorry. In other words, if one base in a map has large patches with 1200 (and small patches with 720), would all the bases in that map have to maintain the same 1200/720 patches, or could they have different values (like the standard 1500/900)?

They can all have different values.

Also, I take it odd numbers of patches aren't allowed as there must be a 50/50 ratio?

Stick to an even-number of patches.

One more question: Would it be considered okay to submit a map for, say, the macro category without mineral patch changes, and submit the same map with mineral patch changes to the experimental resource category?

Please don't do this. =(. Mineral patch changes should be a for very thought-out specific reasons.

EDIT: Sorry, this is the last question: What is the limit to the number of maps allowed to be submitted? (1 per category, or 4 total, etc)

Mappers will be limited to four map submissions each with a limit on two maps per category. For example, you may submit one map to each category or submit two macro maps and two rush maps. For each map you submit, you must provide a primary category you wish the map to be considered in. However, you may provide additional categories should they fit.
Moderator
Biolunar
Profile Joined February 2012
Germany224 Posts
February 06 2017 00:24 GMT
#16
How many maps are usually submitted in total? Must be a ton if we have 15 finalists.
What is best? To crush the Zerg, see them driven before you, and hear the lamentations of the Protoss.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 06 2017 00:27 GMT
#17
On February 06 2017 09:24 Biolunar wrote:
How many maps are usually submitted in total? Must be a ton if we have 15 finalists.


Last season had 130 or so.
Togekiss
Profile Joined January 2013
Canada154 Posts
February 06 2017 00:34 GMT
#18
Now this is a blessing! I'm really looking forward to what the community can come up with this go around. I feel as though we are in desperate need of some new good maps, which this contest always seems to provide.... now we just need to make sure the gems make it into the map pool/competitive play!!
NinjaDuckBob
Profile Joined March 2014
184 Posts
February 06 2017 00:37 GMT
#19
Thanks for the answers, monk!
NinjaDuckBob ~ Fear the fuzzy!
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
February 06 2017 01:07 GMT
#20
On February 06 2017 09:24 Biolunar wrote:
How many maps are usually submitted in total? Must be a ton if we have 15 finalists.

TLMC7 had 130 maps and I believe TLMC6 had 116.
ModeratorI am still alive, somehow
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