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Team Liquid Map Contest #11 Voting

Forum Index > SC2 General
204 CommentsPost a Reply
1 2 3 4 5 9 10 11 Next All
Voting is closed. Votes made after the end of the voting period will not be counted.

Team Liquid Map Contest #11 Voting

Text byHayl_Storm
Graphics byV1
August 13th, 2018 21:45 GMT
We've seen and tested out the finalist maps, and now's your chance to vote on them! All of our finalists have had the chance to iterate on their maps and feedback so be sure to give them another close look.


FINALISTS


Standard Maps


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

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



Cyber Forest | Pklixian

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



Kairos Junction | Solstice245

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



Reminiscence | Youngrustler

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



Year Zero | AVEX

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





Macro Maps


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.

Automaton | RQM

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



King's Cove | SidianTheBard

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



New Repugnancy | Sanglune

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



Port Aleksander | Youngrustler

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



Challenge #1 Maps


Antigonus | Xancake

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



Extraction | themusic246

Changelog:

  • Removed seige tank abuse spots at the natural and third expansions
  • Introduced a new texture set/theme



Lotus | themusic246

Changelog:

  • Changed wooden bridges to show more clearly on minimap
  • Added rocks to the high ground third
  • Made aesthetic adjustments



Stasis | NewSunshine

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



Challenge #2 Maps


Crystalline Addiction | Xancake

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



Ritual Moopy Temple | IeZaeL

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.



Sudden Awakening | JaleVeliki

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



Prizing

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.

First - $500
Second - $250
Third - $125
Fourth - $75
Fifth - $50


Vote!

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.

Click here to vote


Voting closes in .



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Editor@TL_Hayl // Return of the (Marine)King
monitor
Profile Blog Joined June 2010
United States2406 Posts
Last Edited: 2018-08-13 22:00:32
August 13 2018 21:58 GMT
#2
1. Automaton
2. Extraction
3. Antigonus
4. Karios Junction
5. Cyber Forest

Update: Not letting me vote cause it says my TL ID must be a number - am I missing something?
https://liquipedia.net/starcraft2/Monitor
scoo2r
Profile Joined December 2015
Canada90 Posts
August 13 2018 22:04 GMT
#3
Same here, can't seem to find out my TL ID# anywhere
Another day, another depot.
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 13 2018 22:07 GMT
#4
No, that's just a mistake I made when making the voting form. Should be fixed now.
Moderatorshe/her
TL+ Member
Pklixian
Profile Joined October 2017
Canada81 Posts
August 13 2018 22:08 GMT
#5
voted
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Youngrustler
Profile Joined February 2016
United States70 Posts
Last Edited: 2018-08-13 22:17:23
August 13 2018 22:13 GMT
#6
Voted good luck everyone!
TLMC8 Finalist, TLMC9 Finalist, TLMC10 Finalist, and TLMC11 Finalist, Creator of Defender's Landing
Socke
Profile Joined November 2002
Germany451 Posts
Last Edited: 2018-08-13 22:41:41
August 13 2018 22:24 GMT
#7
voted

Extraction
Cyber Forest
Year Zero
King's Cove
Stasis

scoo2r
Profile Joined December 2015
Canada90 Posts
August 13 2018 22:30 GMT
#8
voted
Another day, another depot.
Sanglune
Profile Joined February 2016
Netherlands30 Posts
August 13 2018 22:43 GMT
#9
voted
Timmay
Profile Joined April 2005
United States112 Posts
August 13 2018 22:45 GMT
#10
I voted for:
Automaton
Stasis
Kairos Junction
Year Zero
Cyber Forest
terrafreako
Profile Joined March 2017
28 Posts
Last Edited: 2018-08-14 00:55:27
August 13 2018 22:48 GMT
#11
voted

Antigonus
Kings cove
Automaton
Ritual Moopy Temple
Port Aleksander

Gemini_19
Profile Joined June 2010
United States1242 Posts
August 13 2018 23:06 GMT
#12
Voted
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Submerged
Profile Joined June 2011
Switzerland14 Posts
August 13 2018 23:24 GMT
#13
voted
Judge if you want. We are all going to die. I intend to deserve it.
starkiller123
Profile Joined January 2016
United States4030 Posts
August 13 2018 23:25 GMT
#14
Voted
Poisonleaf
Profile Joined August 2018
1 Post
August 13 2018 23:32 GMT
#15
Voting for New Repugnancy, Best looking map overall!
THERIDDLER
Profile Joined July 2014
Canada119 Posts
August 13 2018 23:41 GMT
#16
voted
Please don't fricken hack, its just a game.
Zweck
Profile Joined February 2015
Germany211 Posts
August 13 2018 23:52 GMT
#17
voted
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
themusic246
Profile Joined December 2012
United States213 Posts
August 14 2018 00:16 GMT
#18
voted
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
JaleVeliki
Profile Joined February 2015
Croatia10 Posts
August 14 2018 00:28 GMT
#19
Voted. Gz to all finalists!
TLMC11 finalist with 'Sudden Awakening' https://imgur.com/a/iAdLhtn
billynasty
Profile Joined October 2014
United States260 Posts
August 14 2018 00:34 GMT
#20
Voted. Gz to all finalists!
i dont miss God but i sure miss Santa Claus
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