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Teamliquid Map Contest #9 Finalists - Page 3

Forum Index > SC2 General
97 CommentsPost a Reply
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Fatam
Profile Joined June 2012
1986 Posts
September 16 2017 07:58 GMT
#41
On September 16 2017 15:32 ZigguratOfUr wrote:+ Show Spoiler +

Here's my preliminary review of the maps. I'll probably write something else once I've seen how they all play out:

Backwater: Three bases behind a single choke isn't something I generally like, but I think it's executed in an interesting and novel manner yet still remaining quite standard. Positioned where it is makes defending aggression on the first three bases different from previous maps with three bases behind a choke, and having the third be the pocket rather than the natural is pretty cool--it makes defending things like ling drops a bit different. I don't like the fact that players are forced to expand in a set order with really no other options, but otherwise the middle is pretty cool. 7.25/10

Blackpink: I don't have much to say about Blackpink. All the angles of attack make it so the vertical third is probably the more favoured one, and there are too many straightline paths between bases to my taste, which makes army movement a bit boring. The map is pretty choke heavy which may cause problems in TvZ, but considering the amount of different paths, I (unlike Sidian) don't think it's a death knell for the map. This map doesn't excite me, but I think it's perfectly serviceable. 7.25/10

Defender's Resort: This map looks really crude and unsophisticated with gaping holes in the map covered by forests and a number of very large paths. There's no interesting army movement to be had when you have a bunch of giant lanes. There were some many better maps in this category, and this was by far Youngrustler's weakest submission, so I'm shocked to see the judges select it. 5/10 Port Aleksander was way better.

Neo Tropicana: Neo Tropicana has a bunch of problems. The natural is completely exposed to siege tank fire, and trying to wall off two ramps plus rocks is sure to be an interesting experience. Furthermore horizontal spawns is sure to be two base all-in central with these rush distances, vulnerable naturals and precarious thirds. The middle of the map is quite interesting (though taking those central bases seems dubious) it's a pity the main/nat/third have such problems. 3.5/10

Sky Garden: Sky Garden is quite a fun map conceptually though I have a few doubts about the execution. Holding fourth bases in horizontal spawns (horizontal? the spawns that aren't cross at any rate) seems difficult especially against drops. If you try for the lowground gold or the bases in front of it defending both that base and the main seem difficult, and any other possible fourths have their awkwardness to them. The long way around the map probably has the Galactic Process problem of no one using them. Lots of the implementation details of this map puzzle me, and the map just feels too large, so I'll tentatively give it a 6.5/10 while looking forward to being proven wrong.

Acid Plant: This map is quite small and all the bases are quite close together which makes me question how takeable all four of the center bases are. Probably somewhat takeable since both players will be busy expanding laterally, but the distances between bases combined with the layeout makes me wonder if circle syndrome is stirring in its grave. I do find the middle quite thoughfully layed out, but I feel like the map would benefit from being bigger overall. When you're cutting geysers from center gold bases for no reason other than the fact that they're getting in the way it makes me feel that way. Additionally there isn't any true open areas on this map, and flanking takes a long time so timing pushes against zerg might be quite strong. 6.5/10

Eastwatch: A lot of bases on this map feel like huge pains to defend. Like what's the point of those bases in the central tetris piece? They're on your side of the map, but the opponent can get to them faster than you can? And the bases that can be closed off completely by collapsible rocks; forcing a zerg to break down two sets of rocks against siege tanks and rocks if they want to defend that base sounds fun. The gold bases likewise feel like a huge trap in that tucked away position with the collapsible rocks that can be destroyed from across the wall. If you stick to a normal expansion pattern (vertically) things aren't too wonky, but it feels even then like the whole game revolves around breaking rocks, and worrying about units shooting from across walls, and which can only be reached by breaking more rocks. 5/10 unless you're Dustin Browder.

Grime: A novel expansion layout that isn't gimmicky is really appreciated. Some of the distances between bases might prove troublesome on the defense and the excess airspace isn't great, but the map feels really solid overall. I find the 1 width ramp a bit troublesome, since it makes dislodging an attacker camped there difficult. It isn't the splashiest or sexiest of maps, so I don't think it'll do well at all in the TLMC, but I like it a lot personally. 7.5/10

Catalyst: This is a slight twist on a super standard layout, but I do think it's done well especially in how it makes the central bases defendable. Not sure the rocks near the entrance of the natural are needed especially the collapsible rock towers (since no one is going to expand to the bases vertically adjacent to the mains early anyways. 7.5/10

Octane: Those islands exists exclusively to fill space around the edges of the map don't they... Not too fond of the thirds either--one feels too out there in the open, and the other feels too easily split off from the natural. The one-wide ramps feel weird too, and make things worse. All the bases in the corners are really close together and the middle of the map is boring.Overall the open areas feel really open, and the closed areas feel very closed, and it doesn't mesh too well. 6/10

Abiogenesis: The TLMC judges must have made a mistake since this looks like a rush map that doesn't suck. The really short rush distance with the narrow ramp is really well executed. This map manages both to be compact and feel rushy while not making expansions impossible to take. It's a pretty sweet map overall--very standard. 7.75/10

Battle on the Boardwalk: The superlong path around to the golds isn't something I particularly believe in. I think it'll be used to fuel gold-based powered cheese or not be taken, since defending it later is a pain especially with the long lane that is so easily forcefielded off. The middle of the map has a bunch of narrow passages that won't be used and then a bunch of bases that are really close together. I can see the idea of this map, but it isn't one I buy into personally. I just don't think it'll live up in practice. 6/10

God's Garden: Everything about this map tilts me from the ramps that look askew, to the decor and the layout. The fact that the main mineral line can be sieged from behind is questionable, but I think that in practice it'll be irritating but not map breaking since the siegeing army has to be so far out of position. Yet again the rocks feel a bit excessive making navigating the middle of the map pretty awkward. The lanes feel disconnected enough that armies will often get stuck in one lane and unable to react to armies heading to their main and forced to basetrade, but I guess the very strong watchtowers can help remedy that. Reapers have a lot of surface area to jump into the main, but that hasn't been that much of a concern in the meta recently. While I hate everything about this map I guess it isn't that bad objectively. 6.5/10

Anomaly: Mixed feelings about this map. The super-long map concept hasn't worked in the past, and this map could prove to be a complete split-map turtlefest. There's just not enough room to maneuver around the opponent. I'll give it credit for being new and having the potential to surprise, but 5/10

Arch of Janus: Fuck. I don't know where to start, so I won't try. 0/10

Neon Violet Square: Using holes on a map is a concept near and dear to my heart, and I do think that RQM has executed this idea in most respects much better than I did. I'm not fond of the pocket base behind the natural since holes there hold very little meaning. The layout is otherwise pretty nice and makes good (though light) use of the holes. 7.5/10

Overall how I'd currently rank them:

  1. Abiogenesis
  2. Neon Violet Square
  3. Grime
  4. Catalyst
  5. Backwater
  6. Blackpink
  7. Acid Plant
  8. Sky Garden
  9. God's Garden
  10. Octane
  11. Battle on the Boardwalk
  12. Eastwatch
  13. Defender's Resort
  14. Anomaly
  15. Neo Tropicana
  16. Arch of Janus


Top 3 got 7.75, 7.5, and 7.5, damn tough crowd lol
Glad to be in your top 3 though
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
September 16 2017 08:05 GMT
#42
On September 16 2017 16:58 Fatam wrote:
Show nested quote +
On September 16 2017 15:32 ZigguratOfUr wrote:+ Show Spoiler +

Here's my preliminary review of the maps. I'll probably write something else once I've seen how they all play out:

Backwater: Three bases behind a single choke isn't something I generally like, but I think it's executed in an interesting and novel manner yet still remaining quite standard. Positioned where it is makes defending aggression on the first three bases different from previous maps with three bases behind a choke, and having the third be the pocket rather than the natural is pretty cool--it makes defending things like ling drops a bit different. I don't like the fact that players are forced to expand in a set order with really no other options, but otherwise the middle is pretty cool. 7.25/10

Blackpink: I don't have much to say about Blackpink. All the angles of attack make it so the vertical third is probably the more favoured one, and there are too many straightline paths between bases to my taste, which makes army movement a bit boring. The map is pretty choke heavy which may cause problems in TvZ, but considering the amount of different paths, I (unlike Sidian) don't think it's a death knell for the map. This map doesn't excite me, but I think it's perfectly serviceable. 7.25/10

Defender's Resort: This map looks really crude and unsophisticated with gaping holes in the map covered by forests and a number of very large paths. There's no interesting army movement to be had when you have a bunch of giant lanes. There were some many better maps in this category, and this was by far Youngrustler's weakest submission, so I'm shocked to see the judges select it. 5/10 Port Aleksander was way better.

Neo Tropicana: Neo Tropicana has a bunch of problems. The natural is completely exposed to siege tank fire, and trying to wall off two ramps plus rocks is sure to be an interesting experience. Furthermore horizontal spawns is sure to be two base all-in central with these rush distances, vulnerable naturals and precarious thirds. The middle of the map is quite interesting (though taking those central bases seems dubious) it's a pity the main/nat/third have such problems. 3.5/10

Sky Garden: Sky Garden is quite a fun map conceptually though I have a few doubts about the execution. Holding fourth bases in horizontal spawns (horizontal? the spawns that aren't cross at any rate) seems difficult especially against drops. If you try for the lowground gold or the bases in front of it defending both that base and the main seem difficult, and any other possible fourths have their awkwardness to them. The long way around the map probably has the Galactic Process problem of no one using them. Lots of the implementation details of this map puzzle me, and the map just feels too large, so I'll tentatively give it a 6.5/10 while looking forward to being proven wrong.

Acid Plant: This map is quite small and all the bases are quite close together which makes me question how takeable all four of the center bases are. Probably somewhat takeable since both players will be busy expanding laterally, but the distances between bases combined with the layeout makes me wonder if circle syndrome is stirring in its grave. I do find the middle quite thoughfully layed out, but I feel like the map would benefit from being bigger overall. When you're cutting geysers from center gold bases for no reason other than the fact that they're getting in the way it makes me feel that way. Additionally there isn't any true open areas on this map, and flanking takes a long time so timing pushes against zerg might be quite strong. 6.5/10

Eastwatch: A lot of bases on this map feel like huge pains to defend. Like what's the point of those bases in the central tetris piece? They're on your side of the map, but the opponent can get to them faster than you can? And the bases that can be closed off completely by collapsible rocks; forcing a zerg to break down two sets of rocks against siege tanks and rocks if they want to defend that base sounds fun. The gold bases likewise feel like a huge trap in that tucked away position with the collapsible rocks that can be destroyed from across the wall. If you stick to a normal expansion pattern (vertically) things aren't too wonky, but it feels even then like the whole game revolves around breaking rocks, and worrying about units shooting from across walls, and which can only be reached by breaking more rocks. 5/10 unless you're Dustin Browder.

Grime: A novel expansion layout that isn't gimmicky is really appreciated. Some of the distances between bases might prove troublesome on the defense and the excess airspace isn't great, but the map feels really solid overall. I find the 1 width ramp a bit troublesome, since it makes dislodging an attacker camped there difficult. It isn't the splashiest or sexiest of maps, so I don't think it'll do well at all in the TLMC, but I like it a lot personally. 7.5/10

Catalyst: This is a slight twist on a super standard layout, but I do think it's done well especially in how it makes the central bases defendable. Not sure the rocks near the entrance of the natural are needed especially the collapsible rock towers (since no one is going to expand to the bases vertically adjacent to the mains early anyways. 7.5/10

Octane: Those islands exists exclusively to fill space around the edges of the map don't they... Not too fond of the thirds either--one feels too out there in the open, and the other feels too easily split off from the natural. The one-wide ramps feel weird too, and make things worse. All the bases in the corners are really close together and the middle of the map is boring.Overall the open areas feel really open, and the closed areas feel very closed, and it doesn't mesh too well. 6/10

Abiogenesis: The TLMC judges must have made a mistake since this looks like a rush map that doesn't suck. The really short rush distance with the narrow ramp is really well executed. This map manages both to be compact and feel rushy while not making expansions impossible to take. It's a pretty sweet map overall--very standard. 7.75/10

Battle on the Boardwalk: The superlong path around to the golds isn't something I particularly believe in. I think it'll be used to fuel gold-based powered cheese or not be taken, since defending it later is a pain especially with the long lane that is so easily forcefielded off. The middle of the map has a bunch of narrow passages that won't be used and then a bunch of bases that are really close together. I can see the idea of this map, but it isn't one I buy into personally. I just don't think it'll live up in practice. 6/10

God's Garden: Everything about this map tilts me from the ramps that look askew, to the decor and the layout. The fact that the main mineral line can be sieged from behind is questionable, but I think that in practice it'll be irritating but not map breaking since the siegeing army has to be so far out of position. Yet again the rocks feel a bit excessive making navigating the middle of the map pretty awkward. The lanes feel disconnected enough that armies will often get stuck in one lane and unable to react to armies heading to their main and forced to basetrade, but I guess the very strong watchtowers can help remedy that. Reapers have a lot of surface area to jump into the main, but that hasn't been that much of a concern in the meta recently. While I hate everything about this map I guess it isn't that bad objectively. 6.5/10

Anomaly: Mixed feelings about this map. The super-long map concept hasn't worked in the past, and this map could prove to be a complete split-map turtlefest. There's just not enough room to maneuver around the opponent. I'll give it credit for being new and having the potential to surprise, but 5/10

Arch of Janus: Fuck. I don't know where to start, so I won't try. 0/10

Neon Violet Square: Using holes on a map is a concept near and dear to my heart, and I do think that RQM has executed this idea in most respects much better than I did. I'm not fond of the pocket base behind the natural since holes there hold very little meaning. The layout is otherwise pretty nice and makes good (though light) use of the holes. 7.5/10

Overall how I'd currently rank them:

  1. Abiogenesis
  2. Neon Violet Square
  3. Grime
  4. Catalyst
  5. Backwater
  6. Blackpink
  7. Acid Plant
  8. Sky Garden
  9. God's Garden
  10. Octane
  11. Battle on the Boardwalk
  12. Eastwatch
  13. Defender's Resort
  14. Anomaly
  15. Neo Tropicana
  16. Arch of Janus


Top 3 got 7.75, 7.5, and 7.5, damn tough crowd lol
Glad to be in your top 3 though


Yeah. I'll basically give 8 to a map that I have no issues with, and above that it needs to impress me in some way. I think I gave Sequencer and Keres Passage >=8 last time. I think this time there are fewer awful maps, but the top end isn't quite as good.
Youngrustler
Profile Joined February 2016
United States70 Posts
September 16 2017 08:10 GMT
#43
Defender's Resort: This map looks really crude and unsophisticated with gaping holes in the map covered by forests and a number of very large paths. There's no interesting army movement to be had when you have a bunch of giant lanes. There were some many better maps in this category, and this was by far Youngrustler's weakest submission, so I'm shocked to see the judges select it. 5/10 Port Aleksander was way better.


Why it is less "sophisticated" and "crude" is because it was maybe a few months back is when Defender's Resort, so heres the back story about that map it was made purely out of trying to appeal to the beach craze that was last TLMC. Along with that the name to even further apply that mental trigger to remind people of Defender's Landing since I know that is everyones favorite rush map. Anyways had low confidence in the map, but history repeats once again and some how it makes it in since it caught the eye of the judges. I really love Port and Norad both are recent work and Port especially I was pulling for it, but oh well maybe a few tweaks and it can make a comeback.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
Morbidius
Profile Joined November 2010
Brazil3449 Posts
Last Edited: 2017-09-16 08:29:50
September 16 2017 08:29 GMT
#44
Edit: Wrong thread, what happened to that pretty green and blue map btw?
Has foreign StarCraft hit rock bottom?
Fatam
Profile Joined June 2012
1986 Posts
September 16 2017 09:26 GMT
#45
On September 16 2017 17:29 Morbidius wrote:
Edit: Wrong thread, what happened to that pretty green and blue map btw?


kinda vague, but did you mean this map + Show Spoiler +
[image loading]
by zweck
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-09-16 09:38:46
September 16 2017 09:34 GMT
#46
yeah what happend to that map :D
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Charoisaur
Profile Joined August 2014
Germany15911 Posts
September 16 2017 09:42 GMT
#47
On September 16 2017 18:26 Fatam wrote:
Show nested quote +
On September 16 2017 17:29 Morbidius wrote:
Edit: Wrong thread, what happened to that pretty green and blue map btw?


kinda vague, but did you mean this map + Show Spoiler +
[image loading]
by zweck

wow that's an awesome map. Prefer it over all the finalists
Many of the coolest moments in sc2 happen due to worker harassment
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
Last Edited: 2017-09-16 10:55:27
September 16 2017 10:48 GMT
#48
If TLMC maps keep having such a low quality standard, i would prefer to just rotate out approved blizzard maps every season.

I prefer to play on maps like akilon wastes, NewKirk TE, dusk towers, coda, etc... instead of having to deal with so bad maps over and over again.

Sometimes it's better to stick with the old but good instead of adding new maps just for the sake of having something completely new.

Koreans think the same way, thats why we still see maps like overgrowth or frost.

Just objectively good maps.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
September 16 2017 10:55 GMT
#49
You speak of quality yet mention akilon and dusk?

also I would like to remind you that frost came directly from this contest.
"Not you."
nesta-kun
Profile Joined June 2017
Denmark26 Posts
September 16 2017 10:57 GMT
#50
WOOO! Super stoked to have made it to the finals! - congratz to everyone!
(brb putting some bragging bs in my signature :D)
TLMC9 Finalist - Creator of Acid Plant
yht9657
Profile Joined December 2016
1810 Posts
September 16 2017 10:59 GMT
#51
because the lineup involved is possibly the strongest lineup we've ever seen in an online tournament in the history of StarCraft II.

Master's Coliseum disagrees
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
September 16 2017 10:59 GMT
#52
im not being nostalgic... we had a lot better maps back then. It doesn't matter if blizzard made them or community members.

these days just more and more weird maps make it through.

Im honestly really thankful for TLMC and i think there are still some very good mapmakers out there, but im just disappointed at the latest seasons of sc2.

it almost feels like judges are too biased sometimes. In the latest TLMC's we often had finalists and even winner maps that were so terrible.
Ej_
Profile Blog Joined January 2013
47656 Posts
September 16 2017 11:13 GMT
#53
Sky Garden and Tropicsna have glaring issues...
"Technically the dictionary has zero authority on the meaning or words" - Rodya
leublix
Profile Joined May 2017
493 Posts
September 16 2017 11:21 GMT
#54
Only one map from sidian. Sad shit, his maps that make it to ladder are usually my favorites.
Elentos
Profile Blog Joined February 2015
55510 Posts
September 16 2017 11:22 GMT
#55
On September 16 2017 20:13 Ej_ wrote:
Sky Garden and Tropicsna have glaring issues...

At least vertical is disabled on Tropicana, imagine that hot mess.
Every 60 seconds in Africa, a minute passes.
Elentos
Profile Blog Joined February 2015
55510 Posts
September 16 2017 12:43 GMT
#56
You published God's Garden as Dogs Garden
Every 60 seconds in Africa, a minute passes.
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2017-09-16 13:43:02
September 16 2017 12:44 GMT
#57
My comments on the maps:

Macro:

Backwater:
Good map, maybe will make it to ladder someday, but is a little hard to read and dark.
(Btw Avex: 2 entrances to nat with a "pocket" third... just saying. Thats exactly(!!) what you critised on my WIP map lol. I mean i like it..).

8/10

Blackpink:
Awesome map, Altough i find the bright lines a little bit distracting. The 4th is imo not so easy to defend, i dont know if its more a standard map than a macro map

7.5/10

Defender's Resort:
Easy four bases, but then theres no mid somehow... if the one player attacks to top and the other guys on the bottom the attack path to enemy bases is a LOT shorter then to the other guys army, which very likely leads to basetrades. The maps attack paths are wayy too short for a macro map, its more like a turtly standard map (almost 1 position to defend 4 bases). The players need to be further away from each other, which would open up the space for some interesting mid in the map.
Visual design seems not very innovative (one texture for all the highground, just standard beach tileset kinda..)

5/10

Neo Tropicana:
Mid bases can never be hold. At least reward player that take those with gold patches.
The Natural gets destroyed by Siegetank pushes. Come on hows this supposed to be a macro map, you cant even hold the nat, and the 3th is super far away and so tight, you cant even properly put your army on its highground to defend it cuz its so cramped. If you move your army there to defend the 3th it can be caught in the mid on the tight 2x choke. The 4th is crazy open and has a highground next to it. How are Zergs supposed to defend 3th+Main against drops!? The path for them is super long. Not a macro map at all, i dont see players get up to 4 Bases on this one. Yeah the mid may look funky, but it takes a shit ton of time the clean the whole bunch of rocks, its just to many rocks to influence the game. Why not just use 1 diagonal one instead of 2 6x6 rocks and get the same effect.
Whats this map doing in the finalists.

4/10

Sky Garden:
3th is a lot to hard to hold for a Macro map. The one is forward and super open, the other one has highground next to it and LOS blockers, that favor surprise attacks and runbyes.
And "no spawn restrictions."?? I tought maps get dissmissed when "Queen drop to OP" because here we have it with close air spawns... or "proxy" tempest from proxying inside your own main or whatever. Nice visual design though.

5/10

Standard Maps:

Acid Plant:
I like it, but it think it also needs some kind of a mid area. Bases are just hugging each other in the mid almost. So theres like no time to react, when the opponent attacks you somewhere, what leads into basetrades or chilling at home with you army all the time (which is boring). Theres no moving around the map with your army on this, because you immediately run into one of the opponents bases kinda.
6.5/10

Eastwatch:
I dont know who ppl can not see this, but you can siege nat and 3th with an invisble(highground), hard to acces liberator without lib range. (and the gold too, but thats fine, its a gold). 2 patches of the nat are in range of the "invisble" lib.
Map looks nice. Too much fancy (collapsible rock) stuff going on for me, but thats just personal taste. Judges seem to like it..

7/10

Grime:
Good to read map, Somewhat new 3-5 Base layout, cool. 7-8th Base feel like a little bit off the hook, they probably dont come into play very often. Minor issue: Theres like 0 chance for Zergs to make a walloff and map has tons of air space.

7/10

Catalyst:
My favourite. Love it. Just the "Coda" map the ladder needs!

9/10

Octane:
Cool map, just too many bases in the edges. just remove one (the midst one) and make a ramp to the island, so its not an island any more. And it is too chocked in the edges, ramps should be wider imo...

7/10

Rush:

Abiogenesis:
7/10 Good Map, altough i think its gonna play out pretty standard most of the times (which is fine.)

Battle on the Boardwalk:
Cool Ideas, dont know how it plays out, too crazy for me personally, not a big fan.

6/10

God's Garden:
Interesting map, i think im fine with it! Not sure if rush map, seems more like a standard map, whats the map bounds of that btw!?.... Aestehtics are Eye-Cancer sry even though i like the skewed ramps.. Main has a lot of airspace to cover (thinking of siege/blink/drops..) You cant catch a drop before it lands basically.
Not a fan of the 2nd highgrounds in the mid, they make the mid a little awkward. I think removing the bases on the 2nd highround in the mid and just make it very low ground just makes the map a lot better, 7Bases is enough i think.. Like it is now the movement in the mid is very restricted.
And the shitload of rocks and cooling towers in the mid seem kinda pointless to me as well.. but the the overall layout is mostly fine.

6.5/10

NEW:

Anomaly:
Cool map, but i think too turtly sadly, gonna be map split mostly and i dont really see the point of the island, and the map doesnt really have sth "new" tbh...

6.5/10

Arch of Janus:
Idea is cool to have a rush map the becomes a standard map, but its just not gonna work in so many ways. And even the design of the standard rest of the map is just not good, proportions seems off, zero love to the aesthetics...
And the judges comment: "Yes, this was created by the creator of Dasan Station." reads like a poor justification to me.

2/10

Neon Violet Square:
I think i like this one, cool new idea without going over the top. We need to see how its gonna play out in the end, but the layout is solid.

7,5/10



Just my few toughts. (all written before tournament btw..)
GG!

https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
September 16 2017 15:23 GMT
#58
Good job finalists. Some weird maps but hopefully the normal ones make it through to ladder lol. Better luck next year like always
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
Fatam
Profile Joined June 2012
1986 Posts
Last Edited: 2017-09-16 16:04:34
September 16 2017 15:51 GMT
#59
On September 16 2017 19:48 Siegetank_Dieter1 wrote:
If TLMC maps keep having such a low quality standard, i would prefer to just rotate out approved blizzard maps every season.

I prefer to play on maps like akilon wastes, NewKirk TE, dusk towers, coda, etc... instead of having to deal with so bad maps over and over again.

Sometimes it's better to stick with the old but good instead of adding new maps just for the sake of having something completely new.

Koreans think the same way, thats why we still see maps like overgrowth or frost.

Just objectively good maps.


Coda, Overgrowth, Frost and to a high degree Newkirk TE are all non-blizzard maps (original newkirk was blizzard, but it was so heavily edited by a community mapmaker to get to that point that it's basically a community map).

Some other non-Blizzard maps in SC2 history that were pretty much universally praised:

Abyssal Reef (some say best map that has made it to ladder in LotV)
Cloud Kingdom
King Sejong Station
Daybreak
Planet S
Whirlwind
Echo
Habitation Station
Bel'Shir Vestige
Ohana

On September 16 2017 21:43 Elentos wrote:
You published God's Garden as Dogs Garden


he said he couldn't publish it as god's garden because it had the word "god" in it. he had a similar problem with arch of janus and "anus" lolol

although not really sure why other people are able to publish as these kinds of names and not him. Maybe KR region has more restrictions on this than other regions?

On September 16 2017 21:44 Zweck wrote:
Sky Garden:
3th is a lot to hard to hold for a Macro map. The one is forward and super open, the other one has highground next to it and LOS blockers, that favor surprise attacks and runbyes.
And "no spawn restrictions."?? I tought maps get dissmissed when "Queen drop to OP" because here we have it with close air spawns... or "proxy" tempest from proxying inside your own main or whatever. Nice visual design though.

5/10


Close spawns are disabled, per his map thread. edit: jk it must have been in discord a while back. I don't see it in his thread.
Search "FTM" in SC2 | Latest Maps: http://www.teamliquid.net/forum/sc2-maps/528528-2-ftm-siegfried-station http://www.teamliquid.net/forum/sc2-maps/525489-2-ftm-crimson-aftermath http://www.teamliquid.net/forum/sc2-maps/524737-2-ftm-grime
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
September 16 2017 16:06 GMT
#60
On September 17 2017 00:51 Fatam wrote:
Show nested quote +
On September 16 2017 21:44 Zweck wrote:
Sky Garden:
3th is a lot to hard to hold for a Macro map. The one is forward and super open, the other one has highground next to it and LOS blockers, that favor surprise attacks and runbyes.
And "no spawn restrictions."?? I tought maps get dissmissed when "Queen drop to OP" because here we have it with close air spawns... or "proxy" tempest from proxying inside your own main or whatever. Nice visual design though.

5/10


Close spawns are disabled, per his map thread. edit: jk it must have been in discord a while back. I don't see it in his thread.

I'm pretty sure all spawns are enabled.
Moderatorshe/her
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