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Team Liquid Map Contest 11 - Page 4

Forum Index > SC2 General
166 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
Thanks to ZigguratOfUr, you can see all the submissions that have been sent in up until now.

http://www.teamliquid.net/forum/starcraft-2/534744-team-liquid-map-contest-11?page=4#61
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-07-27 02:45:41
July 09 2018 02:39 GMT
#61
TLMC 11 Known Submissions
+ Show Spoiler +


-NegativeZero-
+ Show Spoiler [Ephemeron (Standard)] +

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+ Show Spoiler [Königsberg (Challenge #1)] +

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+ Show Spoiler [Meliora (Standard)] +

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+ Show Spoiler [Random Map Title (Challenge #2)] +

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Arbiter
+ Show Spoiler [Pyramus Station (Challenge #1/#2)] +

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AVEX
+ Show Spoiler [Babylon (Macro)] +

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+ Show Spoiler [Monarch (Challenge #2)] +

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+ Show Spoiler [Reprise (Challenge #1)] +

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+ Show Spoiler [Valkyrie (Standard)] +

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+ Show Spoiler [Xibir (Macro)] +

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+ Show Spoiler [Year Zero (Standard)] +

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Blodir
+ Show Spoiler [Eyrie] +

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+ Show Spoiler [Jarban Mansion] +

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+ Show Spoiler [Saturnine] +

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Crozo64
+ Show Spoiler [Wuru Ice (Standard)] +

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Freeze_be
+ Show Spoiler [Black and White (Challenge #2)] +

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+ Show Spoiler [Blue Horn (Macro)] +

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+ Show Spoiler [Redrock Mt. Base (Standard)] +

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+ Show Spoiler [Underdog (Standard)] +

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IeZael
+ Show Spoiler [Abaddon's Gate (Macro/Challenge…] +

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+ Show Spoiler [Bastion (Macro)] +

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+ Show Spoiler [Neo On The Trail (Standard)] +

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+ Show Spoiler [Operation Lockdown (Standard)] +

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+ Show Spoiler [Sky Tower (Challenge #1)] +

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Invalid99
+ Show Spoiler [Shakuras Outskirts (Macro)] +

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JaleVeliki
+ Show Spoiler [Sudden Awakening (Challenge #2] +

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JaySavvy
+ Show Spoiler [Affluent Garden] +

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+ Show Spoiler [Ancient Orbit (Challenge #1)] +

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Marras
+ Show Spoiler [Abandoned Outpost (Macro)] +

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+ Show Spoiler [Inertia (Standard)] +

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+ Show Spoiler [Lost Battleground (Challenge #2)] +

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+ Show Spoiler [Palace Grounds (Macro)] +

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+ Show Spoiler [Sadness and Hate (Standard)] +

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Meavis
+ Show Spoiler +

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+ Show Spoiler +

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+ Show Spoiler +

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+ Show Spoiler +

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Namrufus
+ Show Spoiler [Chlorotoxin (Standard)] +

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+ Show Spoiler [Creeping Hollow (Standard)] +

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+ Show Spoiler [Cyanosphere (Challenge #1)] +

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NewSunshine
+ Show Spoiler [Aldera (Macro)] +

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+ Show Spoiler [Imminent Crash (Challenge #2)] +

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+ Show Spoiler [Primal Valley (Standard)] +

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+ Show Spoiler [Rime (Standard)] +

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+ Show Spoiler [Stasis (Challenge #1)] +

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Odowan Paleolithic
+ Show Spoiler [Cherenkov Radiation (Challenge #1)] +

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Pklixian
+ Show Spoiler [Axes Station (Challenge #2)] +

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+ Show Spoiler [Cyber Forest (Standard)] +

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+ Show Spoiler [Military Wasteland (Challenge #2)] +

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+ Show Spoiler [Temple Overgrowth (Standard)] +

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+ Show Spoiler [The Ruined City] +

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+ Show Spoiler [Voided Reality (Challenge #1)] +

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RQM
+ Show Spoiler [Automaton (Macro)] +

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+ Show Spoiler [Cyberspace (Challenge #1)] +

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+ Show Spoiler [Dimensional Horror (Standard)] +

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+ Show Spoiler [Dragonblight (Macro)] +

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+ Show Spoiler [Mjolnir (Challenge #2)] +

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+ Show Spoiler [Tenochtitlan (Standard)] +

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Ryuuga
+ Show Spoiler [Elevation Burrow] +

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Sanglune
+ Show Spoiler [Lua Ten O (Challenge #1)] +

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+ Show Spoiler [Luminoth Wastes (Challenge #2)] +

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+ Show Spoiler [New Repugnancy (Macro)] +

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+ Show Spoiler [Old Sunshine (Macro)] +

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+ Show Spoiler [Sanglune (Standard)] +

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+ Show Spoiler [Sivaem (Standard)] +

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SeinGalton
+ Show Spoiler [Biniru (Challenge #1)] +

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SidianTheBard
+ Show Spoiler [2f0rt Tetr0n (Challenge #2)] +

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+ Show Spoiler [Ashen Isle (Standard)] +

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+ Show Spoiler [Blood Trials (Macro)] +

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+ Show Spoiler [Dunes of Destiny (Standard)] +

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+ Show Spoiler [King's Cove (Macro)] +

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+ Show Spoiler [Treetop Temple (Challenge #2)] +

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SirZachary
+ Show Spoiler [Chromatic Generator (Standard)] +

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+ Show Spoiler [Twisting Temple (Standard)] +

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Solstice245
+ Show Spoiler [Blacktop (Standard)] +

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+ Show Spoiler [Kairos Junction (Standard)] +

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+ Show Spoiler [Receptor Terminal (Macro)] +

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+ Show Spoiler [Seething Gulf (Macro)] +

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Spino
+ Show Spoiler [Keystone Temple (Standard)] +

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+ Show Spoiler [Forbidden Gardens (Challenge #1)] +

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Superouman
+ Show Spoiler [Accordion (Challenge #1)] +

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+ Show Spoiler [Hephaistos (Macro)] +

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+ Show Spoiler [Kakaru Luxury Resort (Standard)] +

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+ Show Spoiler [Red Mad Thief (Challenge #2)] +

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+ Show Spoiler [The Anchor (Standard)] +

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+ Show Spoiler [Untainted Paradise (Macro)] +

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Throne1
+ Show Spoiler [Asphalt Jungle (Standard)] +

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+ Show Spoiler [Autumn City (Standard)] +

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+ Show Spoiler [Boreal Park (Challenge #2)] +

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TheHallucinati
+ Show Spoiler [Birth of Tragedy (Macro)] +

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+ Show Spoiler [Derelict (Challenge #1)] +

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+ Show Spoiler [Hazardous Waste (Standard)] +

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+ Show Spoiler [Memory Lane (Challenge #2)] +

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+ Show Spoiler [The Lower Road (Macro)] +

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Timmay
+ Show Spoiler [Blackpower Orchard (Standard)] +

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+ Show Spoiler [Dracula (Challenge #2)] +

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+ Show Spoiler [Ego and Hubris (Challenge #1)] +

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+ Show Spoiler [Humanoid (Standard)] +

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+ Show Spoiler [Marshmallow (Macro)] +

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+ Show Spoiler [Salamander (Challenge #2)] +

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Youngrustler
+ Show Spoiler [Gamba (Challenge #2)] +

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+ Show Spoiler [Port Aleksander (Macro)] +

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+ Show Spoiler [Reminiscence (Standard)] +

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+ Show Spoiler [Weston (Challenge #1)] +

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ZigguratOfUr
+ Show Spoiler [Masada (Standard)] +

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+ Show Spoiler [Melpomene (Challenge #2)] +

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Zweck
+ Show Spoiler [Arcane Crossing (Challenge #1)] +

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+ Show Spoiler [Black Baroque (Macro)] +

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+ Show Spoiler [Eternal Youth (Macro)] +

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+ Show Spoiler [Shamrock Fane (Standard)] +

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+ Show Spoiler [White Noise (Standard)] +

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fluidrone
+ Show Spoiler [Zardoz (Challenge #1)] +

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miazmatic
+ Show Spoiler [Redlight District (Challenge #1)] +

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monitor
+ Show Spoiler [Commodore (Standard)] +

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+ Show Spoiler [Laconic (Challenge #2)] +

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+ Show Spoiler [Magnolia (Macro)] +

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+ Show Spoiler [Percolator (Challenge #2)] +

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+ Show Spoiler [Polarity (Challenge #1)] +

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+ Show Spoiler [Scorpion (Macro)] +

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octomologyst
+ Show Spoiler [Alternator (Standard)] +

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+ Show Spoiler [Amethyst (Standard)] +

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+ Show Spoiler [Taurus (Macro)] +

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themusic246
+ Show Spoiler [Armistice (Standard)] +

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+ Show Spoiler [Bandwidth (Macro)] +

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+ Show Spoiler [Extraction (Challenge #1)] +

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+ Show Spoiler [Lotus (Challenge #1)] +

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+ Show Spoiler [Predator (Macro)] +

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+ Show Spoiler [Triton (Standard)] +

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||Eclipse||
+ Show Spoiler [Booma (Macro)] +

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+ Show Spoiler [Dark Origin (Standard)] +

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+ Show Spoiler [Lost in the Temple (Challenge #1)] +

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+ Show Spoiler [Vulcan Isle (Challenge #1)] +

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This is an unofficial compilation of publicly declared TLMC11 submissions (i.e maps only get included if their creator has stated in a public setting that they were submitting it to the contest) . Please message me if there are any errors with the list.
monitor
Profile Blog Joined June 2010
United States2409 Posts
Last Edited: 2018-07-09 04:21:06
July 09 2018 03:40 GMT
#62
Submitted these four maps for layout feedback (aesthetics are unifinished). Two more to come tomorrow, when I have to do the write-ups!

Polarity
+ Show Spoiler +

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Map Name: Polarity
Image: https://imgur.com/a/m8ShN1A
Map Dimensions: 136x152
Category: Challenge #1
Description: Polarity begins with two major attack lanes, and as the game goes on, more
pathways are opened by breaking destructible rocks.
Category Reasoning: Polarity features a significantly faster air distance from natural to natural
than ground distance in the early to mid game, before the rocks are broken. Air units are
also protected from ground attacks by taking the direct route to the enemy before the rocks are broken.
List and describe any distinctive features of the map:
-Players must use attack lanes that circle around the map until they break any set of centrally located rocks.
-Mineral lines are placed such that ground-based defenses and strategic area control
are rewarded.
-3 o’clock and 9 o’clock island bases can be taken in late-game map scenarios, but are
easily contested by the opponent.
-Players can choose between an easily harassabe third, an open third that is protected
from drops by the main, or a multi-entrance third that leads to a close fourth base.
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 54s
Top of main ramp to top of main ramp distance: 47s
Natural to Natural distance: 44s
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!


Commodore
+ Show Spoiler +

[image loading]
Map Name: Commodore
Image: https://imgur.com/a/jXMH5fr
Map Dimensions: 148x128
Category: Standard
Description: Commodore offers gameplay options for all types of players. It features a central attack lane, with many pathways surrounding the map including a far path leading to a backdoor.
Category Reasoning: Commodore uses standard distances and sizes to create a map that is
balanced across all levels of aggression and defense.
List and describe any distinctive features of the map:
-Players can chose between breaking their backdoor rocks to take the corner expansion as a fourth or fifth base, or leaving the rocks up to protect from aggression.
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 42s
Top of main ramp to top of main ramp distance: 36s
Natural to Natural distance: 33s
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!


Percolator
+ Show Spoiler +

[image loading]
Map Name: Percolator
Image: https://imgur.com/a/D7tg5Fy
Map Dimensions: 148x128
Category: Challenge #1
Description: Percolator is an experimental map, with an usual four-base layout.
Category Reasoning: Percolator features RMT’s located on the highground pods outside the main, natural, third, and fourth base. There are seven total per player, and limit drop options for offensive players (without rendering drops useless)
List and describe any distinctive features of the map:
-’Pocket’ expansions located in the corner of the map, which creates a cliff overlooking the natural and third expansion for players to use offensively and defensively. It includes three neutral creep tumors, which allow zerg to defend and attack easier to create balance among the races.
-Small two gateway wide natural choke, with a slightly below average natural to natural distance
-Natural includes an semi-inbase third expansion, which leads to a wider attack route for middle and lategame
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 40s
Top of main ramp to top of main ramp distance: 33s
Natural to Natural distance: 28s
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!


Wildflower
+ Show Spoiler +

[image loading]
Map Name: Wildflower
Image: https://imgur.com/a/leLC7M8
Map Dimensions: 152x152
Category: Macro Map
Description: Wildflower is four player rotational symmetry map with all spawns enabled.
Category Reasoning: Wildflower can be played like a standard map or macro map in cross spawns. Due to its size, density of bases, and destructible rocks blocking early and mid-game game attack paths, the map tends to lean towards macro style games.
List and describe any distinctive features of the map:
-Destructible rocks block large attack paths through the center of the map. Players must use the smaller, outer lanes to reach and scout their opponent.
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 37s close, 47s cross
Top of main ramp to top of main ramp distance: 32s close, 42s cross
Natural to Natural distance: 30s close, 39s cross
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!


edit: fixed images
edit 2: all four of the middle ramps on wildflower are missing rocks. oops. imagine they're there plz.
https://liquipedia.net/starcraft2/Monitor
Ej_
Profile Blog Joined January 2013
47656 Posts
July 09 2018 05:07 GMT
#63
A lot of really good submissions this time. Hopefuly we get 4 or so decent maps on the ladder
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Durnuu
Profile Joined September 2013
13325 Posts
July 09 2018 13:24 GMT
#64
On July 09 2018 11:39 ZigguratOfUr wrote:
TLMC 11 Known Submissions
+ Show Spoiler +


Arbiter
+ Show Spoiler [Pyramus Station (Challenge #1/#2)] +

[image loading]


AVEX
+ Show Spoiler [Year Zero (Standard)] +

[image loading]

+ Show Spoiler [Valkyrie (Standard)] +

[image loading]

+ Show Spoiler [Babylon (Macro)] +

[image loading]

+ Show Spoiler [Sakura (Macro)] +

[image loading]

+ Show Spoiler [Reprise (Challenge #1)] +

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Crozo64
+ Show Spoiler [Wuru Ice (Standard)] +

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JaySavvy
+ Show Spoiler [Ancient Orbit (Challenge #1)] +

[image loading]


Marras
+ Show Spoiler [Inertia (Standard)] +

[image loading]

+ Show Spoiler [Sadness and Hate (Standard)] +

[image loading]

+ Show Spoiler [Abandoned Outpost (Macro)] +

[image loading]

+ Show Spoiler [Palace Grounds (Macro)] +

[image loading]

+ Show Spoiler [Lost Battleground (Challenge #2)] +

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SeinGalton
+ Show Spoiler [Biniru (Challenge #1)] +

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SidianTheBard
+ Show Spoiler [Ashen Isle (Standard)] +

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+ Show Spoiler [Dunes of Destiny (Standard)] +

[image loading]

+ Show Spoiler [Blood Trials (Macro)] +

[image loading]

+ Show Spoiler [King's Cove (Macro)] +

[image loading]

+ Show Spoiler [2f0rt Tetr0n (Challenge #1)] +

[image loading]

+ Show Spoiler [Treetop Temple (Challenge #1)] +

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Superouman
+ Show Spoiler [The Anchor (Standard)] +

[image loading]

+ Show Spoiler [Hephaistos (Macro)] +

[image loading]

+ Show Spoiler [Untainted Paradise (Macro)] +

[image loading]

+ Show Spoiler [Accordion (Challenge #1)] +

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+ Show Spoiler [Red Mad Thief (Challenge #2)] +

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+ Show Spoiler [Kakaru Luxury Resort (Standard)] +

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Throne1
+ Show Spoiler [Autumn City (Standard)] +

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ZigguratOfUr
+ Show Spoiler [Masada (Standard)] +

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fluidrone
+ Show Spoiler [Zardoz (Challenge #1)] +

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miazmatic
+ Show Spoiler [Redlight District (Challenge #1)] +

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monitor
+ Show Spoiler [Polarity (Challenge #1)] +

[image loading]

+ Show Spoiler [Commodore (Standard)] +

[image loading]

+ Show Spoiler [Percolator (Challenge #1)] +

[image loading]

+ Show Spoiler [Wildflower (Macro)] +

[image loading]





This is an unofficial compilation of publicly declared TLMC11 submissions. Please message me if there are any errors with the list.

I love you
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 09 2018 18:43 GMT
#65
My next two maps- again, unfinished aesthetics. I am submitting with the hopes of layout feedback!

Scorpion
+ Show Spoiler +

[image loading]
Map Name: Scorpion
Image: https://i.imgur.com/MndGdIX.jpg
Map Dimensions: 142x146
Category: Macro Map
Description: Scorpion features a small, fast attack lane between players and wider, longer paths around the outer rings.
Category Reasoning: Scorpion is a relatively large map with long distances, especially considering longer attack paths players must use with larger armies. It also includes 16 bases, with each being very realistic to defend.
List and describe any distinctive features of the map:
-Mineral lines are strategically placed to encourage and discourage drop play.
-Very little 'wasted space' means that ground-based defenses are encouraged.
-Players can choose between two primary expansion routes: one is more aggressive, but safer from drops, while the other is more defensive but requires higher army spread to defend harassment.
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 49s
Top of main ramp to top of main ramp distance: 43s
Natural to Natural distance: 38s
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!


Centripetal
+ Show Spoiler +

[image loading]
Map Name: Centripetal
Image: https://i.imgur.com/6KA4uWB.jpg
Map Dimensions: 144x144
Category: Standard Map
Description: Centripetal is a rotational symmetry four player map, featuring an inbase natural expansion.
Category Reasoning: Centripetal could fit into the RMT Challenge, but because it is a relatively small 4p map with short close spawn distances, I decided to place it in the standard category.
List and describe any distinctive features of the map:
-Renegade Missile Turrets are placed to limit harassment and doom drop potential, and to balance out spawn positions.
-Rocks partially block the main ramp, which can be broken by the attacker for increased two base aggression.
Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
-None.
Main to Main distance: 32s close, 40s cross
Top of main ramp to top of main ramp distance: 28s close, 36s cross
Natural to Natural distance: N/A
A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
https://liquipedia.net/starcraft2/Monitor
SidianTheBard
Profile Joined October 2010
United States2475 Posts
July 10 2018 02:25 GMT
#66
Just a little heads up Zigg, both 2f0rt & Treetop are Challenge #2 maps and you have them listed at Challenge #1. Honestly, doesn't really matter much but figure I'd let you know.

Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D
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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 10 2018 03:26 GMT
#67
On July 10 2018 11:25 SidianTheBard wrote:
Just a little heads up Zigg, both 2f0rt & Treetop are Challenge #2 maps and you have them listed at Challenge #1. Honestly, doesn't really matter much but figure I'd let you know.

Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D


Last TLMC every single eventual finalist was in the list which was pretty exceptional. I don't expect the same this time--though I could improve the chances by including recently uploaded maps off Battle.net that I merely suspect are TLMC submissions and don't know for sure (like all of IeZaeL's maps) I noticed that PandaBearMe has made maps recently, so maybe we'll have our first mapmaker/progamer?
Youngrustler
Profile Joined February 2016
United States70 Posts
July 10 2018 03:49 GMT
#68
Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D


That is the best part is seeing the surprise gems that people hide because they would rather not let people know they are mapping gods.
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
IeZaeL
Profile Joined July 2012
Italy991 Posts
July 10 2018 05:51 GMT
#69
This is what I submitted for early feedback.

Neo On The Trail
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 142*148 Playable

The map category you wish to enter with this map : Standard

A description of the map: This newly updated version of On The Trail fixes the (admittedly) big balance concerns that made the map perform poorly in TLMC10, in particular Siege Tanks can no longer hit the minerals and the nexus from the safety of the other side of the rocks at the lowground third base.
The same issue is also fixed from the highground base located directly behind the third base. Other changes include a small 1x ramp on the highground third and a few location changes to improve the flow of the game. A few aesthetics changes/general polishing.

Why the map fits the category you selected : this is a classic standard map with a gameplay twists, since the attack paths get drastically altered when destroying the strategically placed sets of rocks. Ofcourse, the long winding S shaped path is always available, though it is hardly the best option.

List and describe any distinctive features of the map : aside from the tactical game-of-chess in the middle of the map, the 1x small ramp near the highground third base provides interesting gameplay choices, both offensively and defensively. While in the general the paths are wide enough to support late game armies, there are a lot of artificial chokes to provide micro possibilities. Honestly, bias aside, I believe this map is just great

Main to Main distance: 45s from town hall to town hall

Top of main ramp to top of main ramp distance: 37s ramp to ramp

Natural to Natural distance: 31s nat to nat

Any relevant analyzer images (optional) : https://i.imgur.com/BANXHwW.jpg (Creep tumors distance) https://i.imgur.com/cylOHcp.jpg (Siege tanks at lowground third)


Sky Tower
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 144*128 Playable

The map category you wish to enter with this map : Challenge #1

A description of the map: For this challenge, we were asked to create a map with the main bases close by air while far(ther) by ground. The easy way out is to do an Ulrena-style map, but i wanted to try something different, using rotational simmetry: instead of positioning the main bases at the corners of the map, i placed them in the "middle", artificially creating a shorter air distance and a longer ground distance. Since the request was also to favor aggression, the map's layout is small and very simple, without any gimmicks.

Why the map fits the category you selected : The air rush distance (main minerals to main minerals) is only 18 seconds, measured using an Oracle, since it is one of the most commonly used air units in the early game, while the ground main to main distance is more or less in line with other standard maps.

List and describe any distinctive features of the map : this map is essentially different from any other map that will (probably) be submitted to this category, it features a small and compact layout while providing lots of attack possibilities and staying true to the requests of the challenge.

Main to Main distance: 42s ground main to main

Top of main ramp to top of main ramp distance: 38s ground ramp to ramp

Natural to Natural distance: 33s nat to nat

Additional pics : https://i.imgur.com/GNmQE96.jpg (hatcheries creep distances)


Operation Lockdown
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 150*148 Playable

The map category you wish to enter with this map : Standard

A description of the map: With this map, I took a lot of inspiration from the design of Eastwatch, simplifying it to make the layout smaller and more streamlined.
The core concept is still about alternating choke points and wide areas, this means players will need to manouver around the map to avoid getting caught off guard.
A pair of gold bases in the middle provide a possible but very hard to hold third base. Beware of getting caught when crossing a bridge!

Why the map fits the category you selected : This is really just a good and old standard map with a choice between two thirds and

List and describe any distinctive features of the map : the two gold bases in the middle are reminiscent of the old BW map designs, with bases spread out a lot. They are placed so that players may take them to maximize income, but it will leave them open to be attacked by all angles.

Main to Main distance: 48s town hall to town hall

Top of main ramp to top of main ramp distance: 44s ramp to ramp

Natural to Natural distance: 37s nat to nat

Any relevant analyzer images (optional) : https://i.imgur.com/ZUmDEXS.jpg (Creep tumors distance)



Abaddon's Gate
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 168x140 Playable

The map category you wish to enter with this map : Macro OR Challenge #1

A description of the map: Alright, this map is... different than any other. There are 4 spawn positions, this means that theoretically players could spawn (excluding vertical spawns for balance concerns) either horizontal or cross spawns. The catch is, that the 4 spawn locations are not the same!
This means that there can be 3 possible spawn positions : horizontal (south), horizontal (north), cross. I believe that, while in the past we've had 2in1 types of maps, this is the first 3in1 map afaik.
Both types of spawns are very macro oriented, with close thirds and fourths to allow longer games easily, while in certain spawn combinations players may want to prefer rushing the enemy early.

List and describe any distinctive features of the map : Since the two north spawn positions are so close together, there's a wall of unpathable terrain both by air and ground (see image below).

Main to Main distance: 44s horiz south, 48 cross, 44 horiz north

Natural to Natural distance: 40 horiz south , 44 cross , 40 horiz north

Any relevant analyzer images (optional) : https://i.imgur.com/u3OrYRN.jpg , https://i.imgur.com/5tCcjY9.jpg


Bastion
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 156*152 Playable

The map category you wish to enter with this map : Macro

A description of the map: I've been wanting to create a good 2in1 map for a while. Since most of them clearly do have a "main" spawn point and a "secondary" one, I've thought about how to fix this.
The solution was to create a 4p map that featured all spawns types. Of course, we all know rotational 4p is pretty often imbalanced for one of the two players, which is why
the bases are placed at exactly the same spot for every spawn, but the pathways and the architecture of the map is a bit different. Not drastically, but enough to promise different gameplays depending on the spawn positions.

Why the map fits the category you selected : I chose to submit this one as macro due to the dimensions and it having lots of bases (quite) easily takeable. The fact that the map is 4p helps in this.

List and describe any distinctive features of the map : 2in1 4p map.

Main to Main distance: 38s (close), 46s (cross)

Top of main ramp to top of main ramp distance: 36 (close), 44 (cross)

Natural to Natural distance: 34s (close), 42 (cross)

Any relevant analyzer images (optional) : https://i.imgur.com/z8IFyEX.jpg , https://i.imgur.com/acjdqc3.jpg (Creep tumors distance)




Author of Coda and Eastwatch.
algue
Profile Joined July 2011
France1436 Posts
July 10 2018 06:36 GMT
#70
Holyshit just make a ladder map pool purely made of Iezael's maps already. Love your work, fam
Your early work was a little too new wave for my taste. But when Bastion came out in '18, I think you really came into your own, lay out wise and artistically. The whole map has a clear, crisp design, and a new sheen of base placement that really gives the map a big boost. It has been compared to Foxtrot, but I think yours has a far more balanced yet interesting gameplay.
rly ?
JaySavvy
Profile Joined July 2012
United States3 Posts
Last Edited: 2018-07-10 09:43:53
July 10 2018 09:43 GMT
#71
Affluent Garden.

+ Show Spoiler +
[image loading]
A "True Friend" stabs you in the front.
KR_4EVR
Profile Joined July 2017
316 Posts
Last Edited: 2018-07-10 15:54:32
July 10 2018 15:54 GMT
#72
So I'm trying to design a 2-player map where there's a duality of what is actually happening. Here's what that means:

1) For each player, the bases on the far half of the map are gold mineral and their own are just regular.
2) For each player, the other side of the map is covered in multiple vision blinders (bushes) but your own side has none (just different colored ground in those places).
3) For each player, the xel naga tower nearer the other side of the map is invisible/inaccessible.

I am having difficulty implementing this because SCII demands static access instead of dynamic access. Any ideas? Anyone is welcome to 'steal' this idea if you think you can use it/improve on it.
Et tu Brute ?
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
Last Edited: 2018-07-11 03:03:03
July 11 2018 02:48 GMT
#73
All of those things can be done (the vision blockers would be difficult/impractical) but require triggers and/or data which isn't allowed in melee maps. Also, this discussion is best suited for the Simple Questions/Answers thread.

Some of my favorites so far: Operation Lockdown, Polarity, Hephaistos, Dunes of Destiny
~ ~ <°)))><~ ~ ~
paralleluniverse
Profile Joined July 2010
4065 Posts
July 11 2018 22:39 GMT
#74
WTF is a "renegade missile turret"?
blunderfulguy
Profile Blog Joined April 2016
United States1415 Posts
July 11 2018 23:41 GMT
#75
On July 12 2018 07:39 paralleluniverse wrote:
WTF is a "renegade missile turret"?

A missile turret that was framed for the destruction of the bunker they loved, who will team up with a fellow missile turret to clear their name and avoid capture by Dominion—and mysterious—forces. And if they help a beautiful tech lab locked near a ramp along the way, well shoot, all the better.
Blunder Man doing everything thing a blunder can.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2018-07-12 00:21:39
July 12 2018 00:19 GMT
#76
On July 12 2018 07:39 paralleluniverse wrote:
WTF is a "renegade missile turret"?


It's a hostile missile turret. Can't wait for the hostile cannon and PFs next season :/
Odowan Paleolithic
Profile Blog Joined May 2013
United States232 Posts
Last Edited: 2018-07-12 18:21:48
July 12 2018 05:52 GMT
#77
The only entry I will submit as a novice.
Map Name: Cherenkov Radiation

The size (dimensions) of the map
110*184 Playable, 112*192 Full
A picture of the map
+ Show Spoiler +
[image loading]

The map category you wish to enter with this map.
The map will be for Challenge #1

A description of the map.
The natural is on the high ground. Space in main is limited.
Lateral movement are not advised. Unit will filter through the side alley and receive fire from high ground en route. The radiation inhibit your sensors and partially occluding the view of the other side.
Beware at which level the combat is taking place.




Why the map fits the category you selected.
The map have a air main to main distance of 143 and ground main distance of 180. The map is not Standard or Macro.

Main to Main distance: 45.7 seconds (180/3.94)

Top of main ramp to top of main ramp distance: 36.8 seconds (145/3.94)
Natural to Natural distance: 60 seconds (237/3.94)

I need a bigger fridge. I cannot hold all the Cheese that are given to me.
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
July 12 2018 13:27 GMT
#78
On July 10 2018 14:51 IeZaeL wrote:
Abaddon's Gate
+ Show Spoiler +

[image loading]

The size (dimensions) of the map : 168x140 Playable

The map category you wish to enter with this map : Macro OR Challenge #1

A description of the map: Alright, this map is... different than any other. There are 4 spawn positions, this means that theoretically players could spawn (excluding vertical spawns for balance concerns) either horizontal or cross spawns. The catch is, that the 4 spawn locations are not the same!
This means that there can be 3 possible spawn positions : horizontal (south), horizontal (north), cross. I believe that, while in the past we've had 2in1 types of maps, this is the first 3in1 map afaik.
Both types of spawns are very macro oriented, with close thirds and fourths to allow longer games easily, while in certain spawn combinations players may want to prefer rushing the enemy early.

List and describe any distinctive features of the map : Since the two north spawn positions are so close together, there's a wall of unpathable terrain both by air and ground (see image below).

Main to Main distance: 44s horiz south, 48 cross, 44 horiz north

Natural to Natural distance: 40 horiz south , 44 cross , 40 horiz north

Any relevant analyzer images (optional) : https://i.imgur.com/u3OrYRN.jpg , https://i.imgur.com/5tCcjY9.jpg






Wow. All your entries rock but this one is magical. Very well thought-out.
They're coming to get you, Barbara.
Throne1
Profile Joined February 2018
United States6 Posts
July 12 2018 14:29 GMT
#79
Odowan Paleolithic, you need to add a .png or .jpg to the end of the image link. Also, make sure its not linked to the album (thats assuming you're using Imgur)
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
July 12 2018 14:34 GMT
#80
On July 12 2018 23:29 Throne1 wrote:
Odowan Paleolithic, you need to add a .png or .jpg to the end of the image link. Also, make sure its not linked to the album (thats assuming you're using Imgur)


It's not that--looks like it's a dropbox link which none of us have the permission to see.
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