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Team Liquid Map Contest #10 Finalists

Forum Index > SC2 General
86 CommentsPost a Reply
1 2 3 4 5 Next All

Team Liquid Map Contest #10 Finalists

Text byHayl_Storm
Graphics byShiroiusagi
February 14th, 2018 03:42 GMT
It's finally here! One month after we opened up TLMC10, the judging has concluded and we're now ready to reveal our finalists.

From the pool of submitted maps, we chose 3 Macro Maps, 3 Standard Maps, 3 Rush Maps, and 3 "New" Maps. In addition, we had four (4) "Judge's Choice" picks, which could come from any category. For this particular contest, we felt that the Standard category’s maps were the strongest, so this season we will have 6 Standard maps in the map pool, as well as 4 Macro maps.

Again, we will be working with all mappers in the coming two phases (WardiTV Tournament Phase and Iteration Phase) to improve the maps before the final voting stage where you, the Starcraft community, will get to pick who wins additional cash prizes.

You can find the maps on AM, EU, and KR by searching for [TLMC10].


FINALISTS


Macro Maps


A total of 38 maps were submitted to this category. For this category, judges focused on the ones that truly promoted macro play and had interesting layouts throughout the entire map.

Treachery | Youngrustler

  • Treachery is a larger map that allows players to play into the late game. It has a very safe layout and offers different paths of expansion, which can lead to different games.
  • Unlike other large macro maps, this one stays at a size where it doesn't feel too daunting to play on.





16-Bit | themusic246

  • This retro red vs. blue digital landscape accommodates many play styles. Capture watchtowers to watch your perimeters and strategically take down the rocks to create an aggressive attack path.
  • The pocket natural tends to lead towards longer games while not being too favorable towards turtling after the forward natural is taken.



Kherrisan Rift | Solstice245

  • Kherrisan Rift is a large map with a third base defended by rocks and a rock tower on one side.
  • From there you have the choice to expand to the central or outer highground areas, each with defensive locations to take advantage of.
  • As the game progresses, paths on the sides of the map can be used for run-bys.



Para Site | Zweck

  • Para Site features a very non-linear expansion pattern. There are three options for your third base, as well as your fourth and fifth bases.
  • At first, it's easy to hold three or four bases, but bases tend to be more spread out as the game progresses.
  • The central area is varied, with some paths being more favorable towards open fights or surrounds than others.



Standard Maps


A total of 42 maps were submitted to this category. In this category, the judges looked for maps that were well-executed or gave us slight deviations from what we're used to.

Blueshift | NegativeZero

  • Blueshift is a medium-sized 14 base route. The fastest attack route is a corridor straight down the middle, with defensive chokes at either end. Vision is obscured by numerous sight blockers in the middle of the corridor.
  • Larger high ground paths flanking this path serve as more open routes to the opponent's expansions. Later in the game, 4 large rocks connecting the two can be destroyed to connect the central corridor to the outer paths, opening up the map significantly.
  • Players can expand in either direction, but in the long-term, expanding towards the forward high ground is optimal.



Fracture | AVEX

  • The thirds are relatively normally spaced but might feel a little far due to the straight line that is the attack path between the two bases.
  • This map features a low base count, and is more narrow than macro maps as a nod to the medium maps of Heart of the Swarm.
  • The Main-to-Main distance remains standard compared to most maps, in order to keep the early game of Legacy relatively untouched.



Cerulean Falls | Solstice245

  • There is a standard main and natural expansion setup, and a lengthy linear path between opposing bases.
  • Multiple options for a 3rd exist, and these expand into numerous options for a 4th.
  • The center has high-ground expansions that can be an important acquisition late into the game.



Artana | IronManSC

  • A technical map with a straightforward pathway to your enemy. Utilize the high ground advantage to defeat your opponent.
  • There are two watch towers that cover the side pathways and promote positional gameplay by both players.
  • Overall, this map is standard in both layout and gameplay style.



Lost and Found | Zweck

  • A standard map that allows for a variety of strategies, from early pressure to a late-game focus.
  • Choke points and attack paths are varied in their size and width. Using the appropriate ones at the right time can be critical.
  • Opening up the rocks in the center lets you switch lanes more quickly in the later stages of the game.



Digital Frontier | NegativeZero

  • The direct rush path is hindered by rows of LoS blockers and an extremely narrow central choke, which can be abused in the correct position, or widened by killing the adjacent rocks.
  • Though the 3rd is open, it's tucked against the main and easy to defend - additional bases are more vulnerable.
  • The placement of 4 large rocks encourages army movement outwards along the high grounds until they're destroyed, at which point the map becomes extremely easy to traverse, with an open path to almost any location.
  • The expansion pattern leads clockwise but becomes ambiguous in the late game, with the side bases able to be contested by either player.



Rush Maps

19 maps were primarily submitted in this category. For Rush maps, we looked for maps that weren't just smaller scale versions of standard maps. In general, a combination of creative ideas and execution on those ideas dominated this category.

Arashi | AVEX

  • Narrow map with a straight path directly between the main and natural connected by relatively sizable ramps.
  • Bases are relatively standard and potentially defensive for the first three locations, but may become increasingly difficult as the game progresses, holding many points of interest for army engagements relatively close to expansions.



Cybros Relay Station | octomologyst

  • The rush distance and path are favorable for reinforcing and moving towards the third bases.
  • Air access is slightly limited, meaning drops or other air units can be intercepted near the main, but they can still sneak past.
  • Players can take a more recessed, choked off third in a linear set up or go for the more open triangular third, depending on their game plan.



Dreamcatcher | VSG

  • Dreamcatcher is a angled mirrored map that effectively uses all four corners of the map, while featuring a smaller size and shorter rush distance.
  • Collapsable rocks give players the option to divert the attack path. When one rock is taken down, both collapse.
  • Players have a choice of expanding to the top right versus the bottom left. Both routes have different benefits.



New Maps


There were 25 maps submitted in this category. For New maps, we focused on ideas that we felt would truly change how the maps played. Maps were excluded for a variety of reasons, including execution, not introducing any particularly new features, and being too obviously imbalanced.

System Shock | Zweck

  • This map has rectangular up-down symmetry that creates a shorter rush distance. To partly make up for this, this map features watchtowers accessible from both players' natural expansions that provide scouting information.
  • This scouting information can potentially lead to more strategical depth or mind games.
  • A player's watchtower can not be activated from the opposing player's side of the map.
  • A no-fly zone exists between the natural expansions to counteract the short air distance.



Backpfeifengesicht | NegativeZero

  • The backdoor gold base poses an interesting problem: not only is it extremely vulnerable to harassment, but mining it out opens a direct attack path straight into the back of your main.
  • A watchtower between the main additionally allows for easy scouting information on both the gold bases and potential attacks from the air.
  • In sharp contrast, the Eastern section of the map is fairly open and standard.



Travincal | AVEX

  • Travincal features tall stone walls amongst the manmade highground. These walls act as line-of-sight blockers and will block vision of all units, ground and air, preventing sight of units on the other side.
  • These walls, like LOS blockers, will become very transparent if units are nearby in order to not hinder visibility during engagements.
  • The addition of this feature should change the way how armies will engage in the early and midgame, and create interesting situations throughout the map's lifespan.



What's Next?


Congratulations to all the mappers who made it to the finals. Not only do we want to highlight the maps that progressed to the final 16, we want to highlight the mappers that have brought you these great maps:
  • Solstice245 and themusic246 are first-time finalists who have been entering quality maps since TLMC8.
  • IronManSC (TLMC1 2nd, TLMC2 2nd) is an old-school mapper who created Ohana and Mech Depot.
  • Zweck is another first time finalist who got an impressive three maps into the finals!
  • octomologyst is a finalist who just started entering maps in TLMC9.
  • VSG, formerly known as Timmay, is the creator of Catallena.
  • Youngrustler is in the finals for third time in a row.
  • AVEX (TLMC8 1st, TLMC9 1st), creator of Blackpink, Odyssey, Blood Boil, and Invader, has three maps in the finals.
  • NegativeZero (TLMC6 1st, TLMC7 2nd, TLMC9 2nd), creator of Abiogenesis, Catalyst, Sequencer, Interloper, Apotheosis, and Terraform, has three maps in the finals.

Starting tomorrow, WardiTV will be hosting its WardiTV Teamliquid Map Test Contest Tournament exclusively on these maps. Similarly to the last TLMC, the lineup involved is one of strongest lineups we've ever seen in an online tournament, so make sure you tune in.

Afterwards, mappers will be given time to balance and touch up their maps for the final judging process where you can vote for your favorite maps. The entire process is detailed here. So what do you think about the finalists? What are your favorite maps? Which maps got snubbed? Leave your thoughts and comments below!
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Editor@TL_Hayl // Return of the (Marine)King
Avexyli
Profile Blog Joined April 2014
United States694 Posts
February 14 2018 03:47 GMT
#2
3/6 isnt bad.

Negativezero still the rival.

Zweck holding a strong presence this time.

RIP Sidian.

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 14 2018 03:49 GMT
#3
Finally it’s my time again!
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
mLtySC
Profile Joined September 2016
68 Posts
February 14 2018 03:50 GMT
#4
No four player maps? What gives? Are people just not making 4 player maps anymore?
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
February 14 2018 03:54 GMT
#5
On February 14 2018 12:50 mLtySC wrote:
No four player maps? What gives? Are people just not making 4 player maps anymore?


They’re hard to balance, and the demand is low.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-02-14 04:06:45
February 14 2018 04:00 GMT
#6
Not hugely impressed by these maps as a whole--they seem fine, but none of them really stand out to me. At least there aren't any maps that seem way off this time.
Youngrustler
Profile Joined February 2016
United States70 Posts
February 14 2018 04:02 GMT
#7
Congrats to the new faces good to see some fresh blood coming into the mapping scene! Also congrats to the other finalist and good luck! Can't wait to see my map in the tournament and some others.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 14 2018 04:05 GMT
#8
I missed the mark again. Bummer. Well congrats to those who did make it, particularly the newer faces. GJ
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
PengWin_SC
Profile Blog Joined October 2011
Switzerland433 Posts
February 14 2018 04:06 GMT
#9
Congrats to everyone who has maps in the finals. Really excited to see the games play out. As always, if any mappers have any questions for me regarding my own voting and reasoning, feel free to reach out. I'm happy to talk.
Director of Operations for PSISTORM Gaming
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
February 14 2018 04:10 GMT
#10
Really tough competition this season! Blueshift and Treachery are really nice :D
Administrator~ Spirit will set you free ~
themusic246
Profile Joined December 2012
United States211 Posts
February 14 2018 04:12 GMT
#11
Sidian nuuuuu

Those picks seem solid imo, nj. Happy the bunny face map made it. Sad Mayak Facility didn't. Looking forward to the tourney, GL.
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Morbidius
Profile Joined November 2010
Brazil3449 Posts
February 14 2018 04:20 GMT
#12
Not a single sidian map? Really?
Has foreign StarCraft hit rock bottom?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
February 14 2018 04:51 GMT
#13
Some really good, solid maps on this list. 16-Bit and Backpfeifengesicht are stand-outs to me, both execute one concept exceptionally well. Cerulean Falls and Blueshift are both excellent looking standardish maps. I wouldn't be surprised to see Fracture in the top 3.
~ ~ <°)))><~ ~ ~
Cricketer12
Profile Blog Joined May 2012
United States13974 Posts
February 14 2018 05:39 GMT
#14
rip sidian, nice to see ironman tho
Kaina + Drones Linkcro Summon Cupsie Yummy Way
IeZaeL
Profile Joined July 2012
Italy991 Posts
February 14 2018 05:46 GMT
#15
Nice to see some fresh blood in here. This community really needs it.
Author of Coda and Eastwatch.
DSK
Profile Blog Joined February 2015
England1110 Posts
February 14 2018 08:10 GMT
#16
Dreaaaaaam!~ Catcheeeeeeeer!~

Congrats to all finalists and may the best maps win.
**@ YT: SC2POVs at https://www.youtube.com/c/SC2POVsTV | https://liquipedia.net/starcraft2/SC2POVs @**
Colouss
Profile Joined November 2013
United States501 Posts
February 14 2018 08:19 GMT
#17
16-bit and Dreamcatcher are my favorite of the lot. Special mention to Backpfeifengesicht though, nice name and looks interesting.
Chinese teams flair when
ejozl
Profile Joined October 2010
Denmark3367 Posts
Last Edited: 2018-02-14 08:33:34
February 14 2018 08:32 GMT
#18
These maps are all so pretty. I wonder if mapmakers have found a loophole to winning this, by making them as pretty as possible. How can Dreamcatcher not win?

They all look swell, withholding judgement till Waardi's tournament.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
AzaghalsMask
Profile Joined June 2011
Switzerland23 Posts
February 14 2018 08:44 GMT
#19
Image on the frontpage links not to this article but to the old announcement.
"Here follows one of the last notes of the Red Book of Westmarch."
TheOneAboveU
Profile Blog Joined February 2011
Germany3367 Posts
February 14 2018 08:54 GMT
#20
Hahahahaha, you called a map Backpfeifengesicht? Impressive.
Moderatoralias TripleM | @TL_TripleM | Big Dark Energy!
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