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TLMC8 Public Voting

Forum Index > SC2 General
294 CommentsPost a Reply
1 2 3 4 5 13 14 15 Next All
Make sure you follow instructions or your vote will not be counted!
-Comment in this thread if you want to vote.
-Vote for exactly five maps.

TLMC8 Public Voting

Text byTL.net ESPORTS
Graphics byShiroiusagi
March 7th, 2017 21:20 GMT


Over the past week, mappers have been working to tweak and finalize their maps for final public judging. Now it's your turn to take part in the process and vote for your favorite maps. Below are all of the finalists for TLMC8 with a multitude of ways to view them.

  • The images you see on this page are those of the most updated maps.
  • Hover over the thumbnail for the "before" images of the original versions of these maps.
  • To get a larger overview, click on the map images.
  • Besides our display below, you can also view them all conveniently in this imgur album. We strongly recommend using this because it allows you to view the maps in high resolution very easily.
  • Remember that there is currently a battle.net bug that prevents players from searching for these maps directly. As such, we will link to each map on each of the three main battle.net servers if you want to check them out.
  • All official TLMC maps will be labeled with the [TLMC8] tag. Maps are uploaded on the NA, EU, and Korean servers.


FINALISTS


Macro Maps


Acolyte | Enekh

NA: battlenet:://starcraft/map/1/283784
EU: battlenet:://starcraft/map/2/198507
KR: battlenet:://starcraft/map/3/114078

Changelog:

  • Fixed Tank Drop location at center base.
  • Deleted bush at base



Ascension to Aiur | SidiantheBard

NA: battlenet:://starcraft/map/1/283786
EU: battlenet:://starcraft/map/2/198496
KR: battlenet:://starcraft/map/3/114067

Changelog:
None



Asteroid Barricade | Samro225am

NA: battlenet:://starcraft/map/1/283802
EU: battlenet:://starcraft/map/2/198512
KR: battlenet:://starcraft/map/3/114083

Changelog:

  • Major changes in the geometry in the center to create better flow, clearer structure and more space:
    • Smaller part of each high ground cut and replaced with a ramp size 3
    • Decreased chasms in middle and towards gold
    • Small tower in big arena between gold and high ground expansion now structures the bigger open surface
  • Minor changes in the geometry at the two corner bases to create better flow and decrease map height for less air space:
    • Corner bases rotated slightly and moved towards center
    • Adapted terrain to new flow
  • Minor changes in the geometry at the 3/9 o'clock base:
    • Cliff tower with vent moved behind high ground expansion to open the choke up slightly
  • Major changes in the setup of rock towers and rocks at the gold base:
    • Rock tower between natural expansion high ground and gold high ground gone, because gold was too safe, also the corridor situation that could be generated here would hinder flow
    • Huge rock at gold base ramp changed to a pair of large rocks
  • Major changes in the setup of rock towers and rocks at the 'pocket third':
    • Rock tower now sits on a low instead of a high ground
    • no additional rocks block the path behind the gold base
  • Minor changes in the setup of rock towers and rocks at the high ground expansion:
    • Rock tower moved from ramp to high ground, where it no longer blocks movement up the ramp, but creates a choke on the platform, it now has potential for an attacker to slow down movement towards corner expansion
    • Rocks from the ramp toward the corner expansion moved away to the ramp size 3, this change makes is easier to take next expansions fast
  • Major change in the positioning of the watch towers, which are now stronger in any game situation:
    • Watch towers moved from center towards the outside
    • Watch towers are stronger for each side when utilized defensively
    • Occupation of both watch towers give even more visibility
  • Cleaned up doodads and doodad positioning as well as recreated foliage.
  • Several smaller texture changes to create better read-ability.
  • Corrected pathing.



Hwangsan | AVEX

NA: battlenet:://starcraft/map/1/283790
EU: battlenet:://starcraft/map/2/198501
KR: battlenet:://starcraft/map/3/114072

Changelog:

  • Vertical third base has been shifted closer to the natural, the natural has been rotated 45 degrees counter-clockwise.
  • Xel'Naga Watchtowers were moved Diagonally, North West and South East, to now cover the far reaches of the map, as well as a slight sliver of the high middleground.
  • Made the map slightly more yellow, for namesake.



Paradisia | SidiantheBard

NA: battlenet:://starcraft/map/1/283796
EU: battlenet:://starcraft/map/2/198504
KR: battlenet:://starcraft/map/3/114074

Changelog:
None



Windwaker | AVEX

NA: battlenet:://starcraft/map/1/283794
EU: battlenet:://starcraft/map/2/198506
KR: battlenet:://starcraft/map/3/114076

Changelog:

  • 9th mineral patch in main removed.
  • Some ramps removed in the middle.
  • 4th base philosophy changed. Vertical 4th has a high mineral income, but little longevity, as well as only one geyser. The opposite 4th, has 10 minerals and 2 gas geysers, for longevity.
  • Lowground late-game bases have 5 mineral patches, but 3 geysers as a risky base option after the longevity base was taken.
  • Xel'Naga Rocks added to help defend the vertical base after taking the gold option.
  • The Gold base has 8 mineral patches, all of which at a 33% decreased value (1000 for near, 600 for far patches)



Rush Maps

Eremita | AVEX

NA: battlenet:://starcraft/map/1/283789
EU: battlenet:://starcraft/map/2/198499
KR: battlenet:://starcraft/map/3/114070

Changelog:

  • Debris added to front ramp, has 350 hp and 5 armor.
  • Natural choke made smaller.
  • Rock Towers added in the middle.
  • Long rocks under LOS blockers by natural removed.
  • Coolant Tower added to down-ramp by natural.



Hunger Game | Enekh

NA: battlenet:://starcraft/map/1/283797
EU: battlenet:://starcraft/map/2/198510
KR: battlenet:://starcraft/map/3/114133

Changelog:

  • Deleted center Terraform style base, added force field
  • Added a collapsed rock at the natural ramp



Maxwell Platform | Youngrustler

NA: battlenet:://starcraft/map/1/283879
EU: battlenet:://starcraft/map/2/198571
KR: battlenet:://starcraft/map/3/114131

Changelog:

  • Cooling Towers removed from all naturals.
  • Naturals ramp size reduced on all naturals down to 8x8.
  • Replaced Cooling Towers with destructible debris which blocks ramps and allows to be walled off by a single 3x3 building
  • Added destructible debris blocking the ramps near the middle spawn which lead into their 4ths.
  • Added additional path blocked by destructible debris between bottom and top spawns with LOS blockers.
  • All destructible debris is set to normal HP and armor, besides 2x2 debris which have 1500 HP still 3 armor for all.
  • 8/10 Bases rotated counter-clockwise.
  • 12/6 Bases moved back towards the outside of the map.
  • Aesthetics have been updated around the map.



New Maps

Paradise Lost | Jacky

NA: battlenet:://starcraft/map/1/283799
EU: battlenet:://starcraft/map/2/198511
KR: battlenet:://starcraft/map/3/114080

Changelog:

  • Removed the 'Narrow Path': Among the many feedbacks, it was often said that the 'Narrow Path' was complex and unintuitive, causing the players to be confused.
  • Created a new attack route. (Changed the third and the gold expansion's terrain.): It showed stable games, but the game was too boring due to the third and the fourth which is so easily secured. As a result, the third's expansion's terrain was changed, and the gold expansion was redesigned to create a new attack route.
  • Removed the diagonal rock between the third and the fourth: The diagonal rock was removed because players can defend enough the third.
  • Widened the central bridge and the central expansion's ramp: It was widened for smooth troop movement in the mid-late game.



Geumgangsan | RQM

NA: battlenet:://starcraft/map/1/283795
EU: battlenet:://starcraft/map/2/198508
KR: battlenet:://starcraft/map/3/114079

Changelog:

  • Moved resource nodes of the main close to vertical borders.
  • Added a reaper cliff to the main.
  • Replaced a force field on the center of pocket island with a 4x4 rock.
  • Replaced force fields on the main ramp with 'new' force fields. New force fields can be seen in the fog of war and can be spotted on minimap. These changes do not influence original force fields made by sentries.
  • Connected the pocket island and natural. A huge rock was added to block the passage.
  • Adjusted the natural to leave spaces for passage to pocket island.
  • Placed a 4x4 rock on the entrance of natural. Ramp close to it was also moved farther.
  • Moved the third base closer to the main.
  • Redesigned the ramps in the middle with force fields. Ramps became two times wider than before and force fields were replaced with huge destructible rocks.
  • Replaced force fields on the outer bases with two 4x4 destructible rocks.
  • All 4x4 destructible rock have 1 armor and 1200 HP in order to be vulnerable to early armies of all races.
  • Few doodads were added and textures were changed.



Sequencer | NegativeZero

NA: battlenet:://starcraft/map/1/283793
EU: battlenet:://starcraft/map/2/198505
KR: battlenet:://starcraft/map/3/114075

Changelog:

  • Increased all 6x6 debris HP to 3000
  • Increased all long diagonal debris HP to 6000
  • Added 2 watchtowers along the map's center line
  • Reduced the width of the bridges next to the low ground 3rds



Experimental Resource Maps

Keres Passage | Kantuva

NA: battlenet:://starcraft/map/1/283791
EU: battlenet:://starcraft/map/2/198502
KR: battlenet:://starcraft/map/3/114073

Changelog:

  • Several architectural changes to improve map spacing and army movement.
  • Changed central passage design in order to improve map spacing.
  • Changed central highgrounds and ramps near central Xel'naga to improve openness of top right area of the map.
  • Slightly reduced size of Main bases.
  • Improved unit pathing over the center of the map.
  • Slightly changed and opened up area in front of Natural base in order to improve defensive positions from attacks coming from bottom passage.
  • Added destructible rocks to the 9 and 6 bottom bases to improve the area openness on late-game scenarios.



Bandarlog Ruins | Samro225am

NA: battlenet:://starcraft/map/1/283787
EU: battlenet:://starcraft/map/2/198497
KR: battlenet:://starcraft/map/3/114068

Changelog:

  • Major change in the mineral count:
    • Mains increased from 500/350 to 750/450
    • Naturals increased from 900/500 to 1125/675
  • Major change in the geometry of the maps:
    • boundaries were set to default in the published version, this was corrected to 168x144
  • Minor change in the visibility of the low ground areas- fog falloff increased
  • Minor changes of doodads and foliage, including rocks next to the watch tower to make clear that there is only a narrow path.
  • Minor changes pathing of some areas to avoid issues.



Blood Boil | AVEX

NA: battlenet:://starcraft/map/1/283788
EU: battlenet:://starcraft/map/2/198498
KR: battlenet:://starcraft/map/3/114069

Changelog:

  • "Pocket" base philosophy changed from less economy, to less gas but more minerals.
  • Natural Choke made slightly smaller, and backdoor ramp into natural is now a size 1 ramp.
  • Pocket "Natural" rocks moved from the main to the ramp towards the natural.
  • Base met by three down-ramps changed into an 8 gold 2 geyser base.
  • Xel'Naga Tower position adjusted slightly.
  • Exposed Fourth Base mineral line rotated 45 degrees. It is still exposed, but not as much as it was previously.



Prizing

While Blizzard has the final say on which maps go on the ladder, this is your chance to send Blizzard a message as to which maps you want to see in the ladder pool next season.

And let's not forget; not only are the maps competing for ladder consideration, but the top five maps will be awarded with cash prizes - all provided by Blizzard.

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


Vote!

Please note that your vote must contain exactly five maps or it will not count. Additionally, you must comment in this thread for your vote to count. A simple "voted" will do. Of course, we encourage you to post which maps you voted for and to have a discussion about which maps you like best as well!

You have until Friday, Mar 10 4:59am GMT (GMT+00:00) to cast your votes for your favorite TLMC maps, after which the winners will be announced.

Click here to vote


Voting closes in .
Facebook Twitter Reddit
TL+ Member
Morbidius
Profile Joined November 2010
Brazil3449 Posts
March 07 2017 21:27 GMT
#2
Voted.
Has foreign StarCraft hit rock bottom?
Elentos
Profile Blog Joined February 2015
55561 Posts
March 07 2017 21:37 GMT
#3
Voted
Every 60 seconds in Africa, a minute passes.
NutriaKaiN
Profile Joined June 2016
88 Posts
March 07 2017 21:38 GMT
#4
Voted
Elentos
Profile Blog Joined February 2015
55561 Posts
March 07 2017 21:39 GMT
#5
Sequencer is by far my favorite map, I hope it gets voted highly so it's considered for ladder.
Every 60 seconds in Africa, a minute passes.
Youngrustler
Profile Joined February 2016
United States70 Posts
March 07 2017 21:47 GMT
#6
Voted

Top 5 for me:
1. Paradise Lost
2. Sequencer
3. Ascension to Aiur
4. Windwaker
5. Asteroid Barricade

Good luck to all map makers.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
Charoisaur
Profile Joined August 2014
Germany16021 Posts
March 07 2017 21:49 GMT
#7
Do we have to vote for each category? Or can je just vote for 5 macro maps?
Many of the coolest moments in sc2 happen due to worker harassment
Elentos
Profile Blog Joined February 2015
55561 Posts
March 07 2017 21:49 GMT
#8
On March 08 2017 06:49 Charoisaur wrote:
Do we have to vote for each category? Or can je just vote for 5 macro maps?

Any combination of 5.
Every 60 seconds in Africa, a minute passes.
Urth
Profile Blog Joined November 2007
United States1251 Posts
March 07 2017 21:52 GMT
#9
voted
BY.HERO FIGHTING!!!!
bombER1
Profile Joined March 2017
1 Post
March 07 2017 21:52 GMT
#10
Voted, hwangsan and sequencer are my two favorites
ArtyK
Profile Joined June 2011
France3143 Posts
March 07 2017 21:55 GMT
#11
¯\_(ツ)_/¯
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Charoisaur
Profile Joined August 2014
Germany16021 Posts
March 07 2017 21:57 GMT
#12
Hwangsan, Windwaker and Sequencer are my favorites. Not sure about the other ones. Need to rewatch some of the BasetradeTV games to be sure.
Many of the coolest moments in sc2 happen due to worker harassment
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
March 07 2017 22:03 GMT
#13
voted
"Not you."
Ryu3600
Profile Joined January 2016
Canada469 Posts
March 07 2017 22:03 GMT
#14
1. Paradise lost
2. Accension to Aiur
3. Acolyte
4. Asteroid barricade
5. Sequencer
Maru is the best Terran ever.
olirsvp
Profile Joined February 2017
10 Posts
March 07 2017 22:14 GMT
#15
Voted
B-royal
Profile Joined May 2015
Belgium1330 Posts
March 07 2017 22:24 GMT
#16
Voted.
new BW-player (~E rank fish) twitch.tv/crispydrone || What plays 500 games a season but can't get better? => http://imgur.com/a/pLzf9 <= ||
Alex007
Profile Joined December 2010
Ukraine211 Posts
Last Edited: 2017-03-07 22:29:59
March 07 2017 22:28 GMT
#17
Voted for Paradise Lost and Blood Boil as a primary choice. I'm absolutely amazed by the amount of work which was put in Paradise and I love the idea. The newest version of Blood Boil seems also really interesting for me in terms of macro decisions. Other 3 were just the ones which I liked as a player.
Senior Product Manager for ESL SC2 Pro Tour
Warcloud
Profile Joined May 2010
United States97 Posts
March 07 2017 22:29 GMT
#18
Voted.
DariusTirsar
Profile Joined April 2015
Romania13 Posts
March 07 2017 22:39 GMT
#19
Voted. Some very good macro maps this contest!
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
March 07 2017 22:42 GMT
#20
Make Carriers Great Again.
Make Mech Great Again.
This is the world TLers want
I need a bigger fridge. I cannot hold all the Cheese that are given to me.
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