![](http://www.teamliquid.net/staff/v1/works/tlmc11/header.jpg)
A total of 64 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.
Crystal Cavern | Meavis
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Crystal_Cavern.jpg)
Changelog:
- Moved the natural expansion closer to the main and natural ramp
- Choked of 1 of the paths leading into the third to reduce the impact of the relatively short rush distance
- Changed the fourth base so that its easier to defend against pushes, but harass is slightly more effective
- Added multiple new overlord spots
- Added a set of rocks to make the side paths more interesting
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Cyber_Forest1.png)
Changelog:
- Aesthetic update in order to bring the decoration in line with the map name, including additional trees in unplayable areas
- Pushed the forward ramp in to create a choke in center while also allowing more space for Terran and Protoss
- Added rocks to ramps on the center plateaus
- Separated rocks in the center to allow pathing through the area
- Compacted third base mineral line and moved a geyser in the main for consistency
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Kairos_Junction.jpg)
Vote for this map if you think that sand is rough, irritating, and gets everywhere.
Changelog:
- Resituated the forward expansion base and vertical third base mineral lines
- Adjusted the overlord spot at the natural to be less vulnerable
- Adjusted space around the natural and a few other bases to be less abusable from liberators
- Adjusted space in and around the vertical third and the center base to try and make army movement for the defender easier
- Changed the small black tiles texture to contrast less with the gold/white in order to be less distracting
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Reminiscence.jpg)
Changelog:
- Added 2x2 rocks to the natural ramps
- Moved the natural mineral line forward to allow wall-ins for Zerg
- General pathing improvements
- Added doodads around the center for more clarity
- Added sight blockers for all the 1x1 overlord spots
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Year_Zero.png)
Why vote for Year Zero? Well, if you want to have Amon Bubbles watch over your every move, and have a rectangular symmetrical map without a bunch of hostile turrets whilst still being a straight up standard map, Year Zero is the map for you! Pay no mind to the hellish tormenting landscape and just pretend it's the lush green beach map that you guys love to ask for. Red and green are contrasting colors after all! But, you will find no such greens in the harsh reality of Amon's Bubbles' domain.
Changelog:
- Added a base to the southern high ground to help with late-game
- Aesthetic polishing including brighter lighting
- Rocks added to the center similar to those on Dreamcatcher
- Minor fixes including tank spots and a cannon location
A total of 46 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.
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Automaton.png)
Steampunk! Automaton has fresh atmosphere that you have never seen in Starcraft II. This map allows you to change your stances by choosing different bases to take. It has a sensible layout to play normal games but also has tricky factors like golds, rocks and mains' distance to let you play differently. Give this a vote if you want to play varied games on wood panels surrounded by gears, pipes and steam.
Changelog:
- Improved pathing as well as the efficiency of resource nodes across the map
- Added small overlord pods to gold bases, and made other such pods clearer
- Moved rocks in front of the thirds outward
- Adjusted reaper paths
- Doodad improvements
![](http://www.teamliquid.net/staff/Hayl_Storm/TLMC11/Finalist5.jpg)
Bases are close by each other and far away from the opponent. Unless you can do a two base push and deny a third base, this map will most likely always get to later stages in the game. The outer edges are a little more open while the middle, especially when the rocks are taken down, offers many smaller pathways so pushing across this big map cause armies to constantly be in the open.
Changelog:
None
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/New_Repugnancy.jpg)
Changelog:
- Lighting, pathing, and other small fixes made
- Changed main base mineral line, also making the geysers adjacent to each other
- Moved overlord spot in natural to the front
- Made central base more compact
- Improved ramps at the natural and between the third and fourth bases, also removing a tank spot
- Changed high ground in the corner to low ground, additionally removing rocks, adding an overlord spot, and clarifying textures
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Port_Aleksander.jpg)
Changelog:
- Middle base resources have been moved closer together
- General pathing improvements across the map
- Added doodads to the back of the natural expansion platform
- Added vision blockers for all 1x1 high ground overlord spots
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Antigonus.png)
Changelog:
- Prevented the reaper path from being able to fit a seige tank
- Improved lighting / recognizability of the reaper path
- Changed the lighting and visuals to create more contrast between high and low ground
![](http://www.citrusdigital.com/files/extraction2.png)
Changelog:
- Removed seige tank abuse spots at the natural and third expansions
- Introduced a new texture set/theme
![](http://www.citrusdigital.com/files/lotusv2.png)
Changelog:
- Changed wooden bridges to show more clearly on minimap
- Added rocks to the high ground third
- Made aesthetic adjustments
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Stasis.jpg)
Changelog:
- Slight adjustments to the shape of the main and natural
- Removed doodads in highly populated areas across the map, for improved performance
- No-Fly Zone at the top of the map was made smoother
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Crystalline_Addiction.png)
Changelog:
- Lowered the terrain level of the gold bases to make that base slightly riskier
- Raised the terrain level of the RMTs around the top path to stop having units auto-attack them
- Reworked the middle region to have a highground path connecting the top and bottom low ground paths
- Rearranged and reduced the RMTs around the new center path
- Changed the lowground textures as to create a slight contrast to the gray high ground
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/moopies_iteration.png)
Changelog:
- Removed the Renegade Missile Turret pods on the far right side of the map.
- Reduced the number of Renegade Missile Turrets in the central pods from 10 to 3.
![](http://www.teamliquid.net/staff/The_Templar/TLMC/11/Sudden_Awakening.jpg)
Changelog:
- Added more space behind resources and under the main ramp
- Added slightly more ground space around the natural and third bases
- Reduced the number of turrets at the central path from 4 to 2
- Added decals that show where air units are safely outside the hostile turret range
- Large breakable rocks moved to low ground
- Reduced the number of turrets on pods between main bases from 4 to 3
- Reworked area around the gold base to allow for more space for late-game engagements
At the end of the day Blizzard gets final say on which maps make it into the ladder pool but this is our chance to send a strong message! Vote for your top five and let them know what you'd like to see.
Just as last time, all the finalists have already won $100 for making it this far but we have some extra prize support from Blizzard to hand out to the top five.
Second - $250
Third - $125
Fourth - $75
Fifth - $50
This season, we'll be retaining the voting structure of TLMC9. As before, instead of just selecting your favorite five maps, we'll be asking you to order/rank them as well. Your favorite map will receive 5 points, your second favorite map will receive 4 points, etc... Thus, the map that has the most points, not the most votes at the end of voting will win TLMC11.
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, Aug 17 6:59am GMT (GMT+00:00) to cast your votes for your favorite TLMC maps, after which the winners will be announced.
Voting closes in .