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Team Liquid Map Contest 12

Forum Index > SC2 General
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Team Liquid Map Contest 12

Text byTL.net ESPORTS
Graphics byv1
January 10th, 2019 20:30 GMT
We’re starting off the new year with a bang with the 12th edition of the Team Liquid Map Contest! You’ll not see any huge changes compared to TLMC 11 but we have refined the format a little bit from the last time, so please read the entire post carefully.

We heard many good things about the challenges we introduced in TLMC 11. This time around, both challenges revolve around the new features provided by Blizzard: Rich Vespene Geysers, Reduced Mineral Field, and Inhibitor Zone Generator. All three add even more flexibility and options when creating your maps and we want you to put that on display. Word of caution, though: make sure you read the notes that accompany them. We don’t want you to go crazy with these new features and an overuse can result in us scoring the map lower.


Three new features

Rich Vespene Geysers
Just like Rich Mineral Fields,Rich Vespene Geysers give you more gas per trip.
  • 2250 total gas value.
  • 8 gas return per trip.
  • Rich and standard Vespene Geysers have default resource amounts and cannot be modified.
  • Rich Vespene Geysers can be used in all categories: Standard, Macro, Challenge #1, and Challenge #2.

Reduced Mineral Field
These nodes allow you to customize the amount of minerals that can be mined from the node.
  • Individual mineral node values can be adjusted from 1 – 450. Note: Minerals with 0 value will not appear when the match starts.
  • These units will appear as “Mineral Field (450)” in the editor.
  • Reduced Mineral Fields can be used in Challenge #1 only.

Inhibitor Zone Generator
The Inhibitor Zone Generator is a neutral indestructible building that slows all units in its area of effect and can be placed pretty much anywhere on the map, including ramps. This offers you a unique ability in designing your map. You can keep some distances short in terms of distance but long in terms of travel time, which can have a big impact on how the map is played.
  • Inhibitor Zone Generators can be placed on the ground and on ramps to generate a slowing field.
  • There are three units with different radius values: 4, 5, or 6 (from the center of the unit).
  • Slows movement speed of all ground and air units within the generated field by 35%. Affected units will display a visual debuff effect. Inhibitor Zone does not affect unit attack speeds.
  • Inhibitor Zone Generators can be used in Challenge #2 only.


Submission Phase

January 10th - February 3rd



Notes from Blizzard:
  • In the previous contest when we introduced the Renegade Missile Turret map feature, we received many maps that utilized this structure in large numbers. We want to let map makers know that maps or submissions aren’t required to utilize a high number of map features. Maps should be judged based on how well map features are used and how much they add to the map rather than how many are used.
  • Overlord high ground scout positions over naturals have become more popular in recent maps. We want to remind everyone that while these spots are still acceptable, they are not required, and we’d like to see a greater variety in how they’re placed.


Rules/Restrictions:
  • Maps can be submitted to one category only. Maps cannot be submitted to multiple categories.
  • No custom textures or Force Fields.
  • No custom data on maps.
  • Judges may reassign a map to a more appropriate category.
  • When using air pathing blockers, avoid setting up zones that trap air units within them.
  • Renegade Missile Turrets will be temporarily put on hold and will not be utilized for this contest.


Suggestions/Concerns:
  • When deciding to utilize a gold base, make sure there is some sort of risk associated with them. Otherwise, gold minerals bases with low risk tend to usually favor Zerg over the other races.
  • Be careful when adjusting the number of resource nodes, and their values, at potential bases as it could impact balance between races and/or matchups.
  • During the iteration phase of the competition, small changes are often times better than large radical changes that dramatically alter the map’s direction.
  • The average rush distance and playable map dimensions are guidelines and not strict restrictions. For example, large maps that play out aggressively or small maps that promote long games will still be considered.


Pre-Judging Feedback

We introduced this in our last competition and the feedback was good, so we’ll bring back the opportunity to get feedback from judges with the intent to allow for potential issues to be fixed prior to judging. All maps that are submitted on or before the 21st of January will be reviewed by members of the judging panel and feedback provided within a week. Please keep in mind that maps with positive feedback or have had issues fixed as a result of this review process are not guaranteed to be selected for the Top 16 as this contest is very competitive.


Categories

1. Standard
  • Guidelines: Medium sized map. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.
  • Average rush distance: 40-45 seconds. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 16,000 and 22,000. (Note that these numbers are guidelines and not hard rules.)
  • Examples:
    • (Wiki)Catalyst’s playable area is 136x144=19,584.
    • (Wiki)Overgrowth’s playable area is 120x144=17,280.
    • (Wiki)Coda’s playable area is 138x144=19,872.

2. Macro
  • Guidelines: A map that favors defensive play and encourages players to reach end game unit compositions.
  • Average Rush Distance: 40-55 seconds. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions (not full map dimensions): Map playable area should be approximately 20,000 and up. (Note: Not a hard restriction. Could be more or less)
  • Examples:
    • (Wiki)Odyssey’s playable area is 152x156=23,712.
    • (Wiki)Blackpink’s playable area is 148x140=20,720.
    • (Wiki)Ascension to Aiur playable area is 160x132=21,120.

3. Challenge #1 — Something’s in the way
  • Guidelines: Design a map using mineral nodes to alter or affect pathing. Mining these nodes should provide access to new areas or routes.
  • “Reduced Mineral Fields” may be used to fulfill this challenge, but using this map feature is not a requirement.
  • Map makers may utilize several mineral nodes to create mineral lines to fulfill this challenge. Alternatively, single mineral nodes may be used.
    • For example, Redshift and Dasan Station use mineral lines to block pathing while the StarCraft I map, Destination, uses individual mineral nodes.
  • Map makers may elect to replace individual main and natural mineral nodes with “Reduced Mineral Fields.” However, they should be done so in the spirit of the challenge and not for the purposes of greatly altering early-game economy.
  • Examples:
    • (Wiki)Redshift LE
    • (Wiki)Dasan Station LE
    • (Wiki)Terraform LE
    • (Wiki)Destination
    • (Wiki)Outsider

4. Challenge #2 — Slowly but surely
  • Guidelines: Design a map making use of the “Inhibitor Zone Generator” structure. Pre-place these invulnerable structures on maps as Player 0 and the structure will be neutral to all players. Even before getting revealed, these structures will display a mini-map icon at the start of matches to indicate their locations.




Mappers who submit maps MUST submit each map in one of the four categories. This time, the judges will pick sixteen(16) finalist maps to move on to the next stage:
  • Three(3) Macro Maps
  • Three(3) Standard Maps
  • Three(3) Challenge #1 Maps
  • Three(3) Challenge #2 Maps
  • Four(4) "Judges' Picks"

Judges' Picks can come from any category and will consist of maps that the judges feel belong in the top 16. As we don't expect all the categories to be uniform in quality, this helps to ensure that the most deserving maps, regardless of category submitted, make it to the next round.

All maps submitted on or before the 21st of January will be reviewed by members of the judging panel and feedback will be provided to mappers by the 28th of January. In the event that you submit a map multiple times because of revision, the judging panel will use the most recently submitted map file for judging.


TL Judging Phase

February 4th - February 9th



Once the maps have been submitted they will be checked for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team and selected professional players/community figures for judging. If you are a professional player and would be interested in helping out, PM us. Together, the judges will trim down all submissions to a final 16 that will be used in the next stages of the contest.


Tournament Phase

Some time after the 7th of February a tournament stage will be held where professional players will compete on these experimental maps for prize money. We are still ironing out the details for this tournament but will announce everything ASAP.


Iteration Phase


The iteration phase is one we introduced in TLMC7 and it has been a positive force in the eyes of the mappers, players, and Blizzard. After the TLMC tournament has concluded, you’ll be able to submit clean final versions of your maps for consideration by Blizzard and the community.


Public Voting Phase


Finally, the public will then vote on the final versions of these maps. Note that public voting only determines the final placing of these maps, that is how much money each mapper wins. It does not directly affect which maps Blizzard will choose to appear in the next season of ladder. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.


TLMC Winners Announcement


Shortly after the conclusion of the voting phase, we will present the final standings. After this, Blizzard will take into consideration all sixteen maps for the next season of ladder and WCS. After a rigorous QA session, Blizzard will announce which maps will be available for you to play on at home closer to the start of the next ladder season.


Prize Distribution

Provided by Blizzard

We are also keeping on the additional prizing for finalists. Each finalist will again receive $100 for each map they've submitted to the contest. In addition, there will also be more prizing awarded to mappers who have maps that finish in the top 5.

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


And as always, all sixteen finalists will receive a Community Commander Portrait.



How to Submit


Mappers will be limited to six map submissions each with a limit on two maps per category. For example, you may submit two maps in two categories and one in the other two or two maps in three categories and none to the fourth.

Please PM your map file(s) to TL Map Contest with the following format before Monday, Feb 04 4:59am GMT (GMT+00:00). Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be asking mappers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features. Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry has not officially been confirmed until any issues with the submission have been resolved.

If you want to submit a revisioned map for the contest, before the end of submissions (Jan 31) please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.

(NEW)The map file has to contain:
  • A short gameplay description. There is a field for it with a limit of 300 chars. Suggestion for what to include in this field can be seen in last years finalists announcement (next to the picture of the map).


The PM has to contain:
  • Map Name
  • A picture of your map. Please submit your maps with a standard 90° top down overview' do not use any angled or tilted images. Please mark start locations and describe any starting location constraints.
  • The size (dimensions) of the map
  • The map category you wish to enter with this map.
  • A description of the map.
  • Why the map fits the category you selected.
  • List and describe any distinctive features of the map.
  • Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
  • Main to Main distance: (in-game seconds using a worker from town hall to town hall)
  • Top of main ramp to top of main ramp distance: (in-game seconds using a worker)
  • Natural to Natural distance: (in-game seconds using a worker from town hall to town hall)
  • Any relevant analyzer images (optional)
  • A download link to your map

Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer The_Templar instead.

Submit your map


FAQS


Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.


Q: How do I attached a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.


Q: I want to enter a team map/FFA map into the contest.
The Team Liquid Map Contest has traditionally allowed team play maps to be entered and evaluated separately from 1v1 maps, and some of these submissions did eventually reach the ladder map pool. Unfortunately, this season we will not be considering team play maps submitted to the contest. If you're really passionate about making high quality team play maps then we strongly encourage you to post your work in our Maps and Custom Games forum.


Q: Will the winning map automatically be included in WCS?
No. A list of the top maps will be submitted to Blizzard for consideration for use in WCS/ladder.


Q: Will any of the maps outside of the top 16 be included in WCS?
While there is a very small chance for this to happen, it’s not to be seen as commonplace.


Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM The_Templar and we will tell you whether or not it is appropriate.


Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the mappers?
Post in their map threads and give them support, encouragement and replays on their maps! Giving your favorite mapper support will be much appreciated by the mapper. Replays are especially valuable as it helps the mapper align their design goals with the map with the reality of how people play their map.


If you have any unanswered questions please do not hesitate to ask them below or PM The_Templar who will be happy to answer them. Best of luck in the competition.




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TL+ Member
Pklixian
Profile Joined October 2017
Canada81 Posts
January 10 2019 20:34 GMT
#2
It's about time.
And this looks really nice, I'm very excited this contest due to what we now have.
I'm instantly going to work on both challenges, since I have many standard/macroish maps done before hand.
Hope to see great submissions this contest! gl to all as well.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Avexyli
Profile Blog Joined April 2014
United States697 Posts
Last Edited: 2019-02-06 04:57:34
January 10 2019 20:36 GMT
#3
Good luck everyone

(I won't be submitting)

Check out the Unofficial Submission list here: https://www.teamliquid.net/forum/starcraft-2/540629-team-liquid-map-contest-12?page=5#81

AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Kantuva
Profile Joined April 2010
Uruguay206 Posts
Last Edited: 2019-01-10 21:42:00
January 10 2019 20:38 GMT
#4
WOooooooooooooooooooooooooooooooooooooAAAAAAHHHHHHHHHHHHHHHHHHHHHH!

Here we go duders! Fun to be judging, and remember that we will have the pre-Judging Feedback Stream to those that submit before the 21st!

hfhf!

@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 10 2019 21:32 GMT
#5
This time i'll make some finalist. I promise... I hope...

:'(
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
January 10 2019 21:40 GMT
#6
New map features are such a game changer. I'm excited to see what comes of it
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
Last Edited: 2019-01-10 22:01:55
January 10 2019 21:51 GMT
#7
I love the TLMCs but i gotta say i've never been a fan of adding gimmicks to ladder/tournament maps. With gimmick i mean stuff like those neutral turrets, air blocker like on stasis or even just gold bases/geysers.

To me those kind of features never really improved a map in terms of gameplay quality. The reasoning behind those features is always to make the game feel more fresh or to see new strategies etc. but from my personal experience this always backfired.

Maps with gimmicks always turn out to strongly favor X over Y and so it becomes more stale than diverse. It achieves the opposite of what it wants to achieve.

I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.

Maps that really focus on the competetive aspect of StarCraft 2, trying to be as balanced as possible and creating enjoyable gameplay for all races.

I think the players should play the map and not the other way around, the map shouldn't dictate too much what the players do.

Ìn the past, the favorite maps of the community always were "standard" maps, because those maps granted the players the biggest possible freedom in terms of strategic choices.

Standard maps are already diverse enough to give players motivation to try new strategies. If we compare Deadwing with iron fortress, which are both considered standard 4 player maps, we can clearly see that both of those maps give players completely different strategic options and motivations, while still being standard.

That's why i'm not a fan of gimmicks, they dictate the gameplay too much and/or restrict players in some ways, rather than simply offering new motivation to the players just by how the bases are laid out etc.
fluidrone
Profile Blog Joined January 2015
France1478 Posts
January 10 2019 22:04 GMT
#8
thank you tl
"not enough rights"
Charoisaur
Profile Joined August 2014
Germany15973 Posts
Last Edited: 2019-01-10 22:42:37
January 10 2019 22:42 GMT
#9
On January 11 2019 06:51 Siegetank_Dieter1 wrote:
I love the TLMCs but i gotta say i've never been a fan of adding gimmicks to ladder/tournament maps. With gimmick i mean stuff like those neutral turrets, air blocker like on stasis or even just gold bases/geysers.

To me those kind of features never really improved a map in terms of gameplay quality. The reasoning behind those features is always to make the game feel more fresh or to see new strategies etc. but from my personal experience this always backfired.

Maps with gimmicks always turn out to strongly favor X over Y and so it becomes more stale than diverse. It achieves the opposite of what it wants to achieve.

I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.

Maps that really focus on the competetive aspect of StarCraft 2, trying to be as balanced as possible and creating enjoyable gameplay for all races.

I think the players should play the map and not the other way around, the map shouldn't dictate too much what the players do.

Ìn the past, the favorite maps of the community always were "standard" maps, because those maps granted the players the biggest possible freedom in terms of strategic choices.

Standard maps are already diverse enough to give players motivation to try new strategies. If we compare Deadwing with iron fortress, which are both considered standard 4 player maps, we can clearly see that both of those maps give players completely different strategic options and motivations, while still being standard.

That's why i'm not a fan of gimmicks, they dictate the gameplay too much and/or restrict players in some ways, rather than simply offering new motivation to the players just by how the bases are laid out etc.

You're right that "gimmicky" maps are more stale than standard maps but considering the vast majority of maps we have are standard maps I think it's a good thing to have some maps that have basically their own meta players have to adapt to.

Let's see it this way: if we have 5 standard and 2 weird maps in the mappool the overall variety is higher than when we have 7 standard maps even if the weird maps are more stale on their own.
The only problem is of course is that there's always the risk that a map turns out to be horribly imbalanced.
Many of the coolest moments in sc2 happen due to worker harassment
themusic246
Profile Joined December 2012
United States213 Posts
January 10 2019 22:49 GMT
#10
Nice rule changes, should be fun xD
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
Avexyli
Profile Blog Joined April 2014
United States697 Posts
January 10 2019 22:55 GMT
#11
I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.


What do you even mean by this? Do you want that style of symmetry? Do you just want 3 bases and then no interesting highground dynamics? Do you want close by air (which was tried last TLMC and failed, imo)? Like what are you asking for
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
Siegetank_Dieter1
Profile Joined August 2017
117 Posts
January 10 2019 23:00 GMT
#12
On January 11 2019 07:55 Avexyli wrote:
Show nested quote +
I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.


What do you even mean by this? Do you want that style of symmetry? Do you just want 3 bases and then no interesting highground dynamics? Do you want close by air (which was tried last TLMC and failed, imo)? Like what are you asking for

I'm asking for normal maps.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 10 2019 23:12 GMT
#13
On January 11 2019 08:00 Siegetank_Dieter1 wrote:
Show nested quote +
On January 11 2019 07:55 Avexyli wrote:
I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.


What do you even mean by this? Do you want that style of symmetry? Do you just want 3 bases and then no interesting highground dynamics? Do you want close by air (which was tried last TLMC and failed, imo)? Like what are you asking for

I'm asking for normal maps.

There are always multiple standard map in each ladder map pool. Few maps with "gimmicks" are added in each ladder map pool for the players that want to spice up their playing experience. Vetos are here to avoid playing on such maps if you wish so.
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Avexyli
Profile Blog Joined April 2014
United States697 Posts
January 10 2019 23:26 GMT
#14
On January 11 2019 08:00 Siegetank_Dieter1 wrote:
Show nested quote +
On January 11 2019 07:55 Avexyli wrote:
I wish to see more maps like for example Newkirk Precinct Tournament Edition, etc.


What do you even mean by this? Do you want that style of symmetry? Do you just want 3 bases and then no interesting highground dynamics? Do you want close by air (which was tried last TLMC and failed, imo)? Like what are you asking for

I'm asking for normal maps.



Categories

1. Standard
Guidelines: Medium sized map. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.
Average rush distance: 35-40 seconds. (Note: Not a hard restriction. Could be more or less)
Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 16,000 and 22,000. (Note that these numbers are guidelines and not hard rules.)
Examples:
(Wiki)Catalyst’s playable area is 136x144=19,584.
(Wiki)Overgrowth’s playable area is 120x144=17,280.
(Wiki)Coda’s playable area is 138x144=19,872.


There you have it.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
SidianTheBard
Profile Joined October 2010
United States2474 Posts
January 10 2019 23:48 GMT
#15
Well then, guess it's back to the editor for me, been awhile my dear friend!

Good luck to all entires! :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.
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
Last Edited: 2019-01-11 00:03:33
January 11 2019 00:02 GMT
#16
I'm ok with the change to mineral patches and gaz geyser, reaaaaaalllly not sure about the indestructible time warp, seems either super gimmicky/map breaking or totally useless. It's up to you guy's to change my mind!

Writerhttp://i.imgur.com/9p6ufcB.jpg
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
January 11 2019 01:19 GMT
#17
What's the effect of the Inhibitor Zone on mining workers? Does it reduce their rate of mining (and consequently increase the potential saturation of a base)?

If so, could this create new configurations for bases: e.g. a rich mineral base with an inhibitor, where you can gain minerals at a faster rate, but only with an increased number of workers dedicated to a more precarious base?
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
Achamian
Profile Joined May 2017
82 Posts
January 11 2019 01:23 GMT
#18
On January 11 2019 09:02 Nakajin wrote:
I'm ok with the change to mineral patches and gaz geyser, reaaaaaalllly not sure about the indestructible time warp, seems either super gimmicky/map breaking or totally useless. It's up to you guy's to change my mind!


I think if people use it to signify trudging through the snow / swamp / mud, it could be a great visual.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 11 2019 01:30 GMT
#19
On January 11 2019 10:23 Achamian wrote:
Show nested quote +
On January 11 2019 09:02 Nakajin wrote:
I'm ok with the change to mineral patches and gaz geyser, reaaaaaalllly not sure about the indestructible time warp, seems either super gimmicky/map breaking or totally useless. It's up to you guy's to change my mind!


I think if people use it to signify trudging through the snow / swamp / mud, it could be a great visual.


Air units are affected too which is better gameplay, but doesn't really match your visual .
Achamian
Profile Joined May 2017
82 Posts
January 11 2019 01:38 GMT
#20
On January 11 2019 10:30 ZigguratOfUr wrote:
Show nested quote +
On January 11 2019 10:23 Achamian wrote:
On January 11 2019 09:02 Nakajin wrote:
I'm ok with the change to mineral patches and gaz geyser, reaaaaaalllly not sure about the indestructible time warp, seems either super gimmicky/map breaking or totally useless. It's up to you guy's to change my mind!


I think if people use it to signify trudging through the snow / swamp / mud, it could be a great visual.


Air units are affected too which is better gameplay, but doesn't really match your visual .

Not if I cram air blockers round the snow!
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