So, the time has come! Our judges have gone through all 166(!) maps submitted to the competition and has weeded out, what they considered, the 16 best maps.
Before we move on to the announcement, we — the organisers — want to take a moment to thank the mappers first and foremost. While we feel like Team Liquid Map Contest has always been a good idea, it's you — the map makers community — whom elevates a good idea to something truely special. Your commitment to making maps is inspiring and we look forward to see what you come up with in the next TLMC. Even if your map didn't make the top 16 you've still contributed to making SC2 a better place by forcing others to push their skills to the limit.
We would also like to thank our fantastic judges. While it's great to have a few mapmakers helping us out behind the scenes, having pro's give their opinons means a lot to the competitive integrity of the event. Even with WCS Winter raging on, our judges managed to find the time to give us their opinions and for that we will be forever grateful. So if you can take a minute out of your day, please send a "Thank you" message to Puck, PtitDrogo, PengWin, and Winter!
Last, but definitely not least, I want to thank Kantu and AVEX. They've represented the map makers community behind the scenes, helping out with countless administrative tasks that — if not completed — would've made it impossible for the competition to continue. These two have been invaluable for this competition and deserves some recognition.
Before presenting the maps, we want to provide you with two pieces of information:
The order of the maps, below, has been randomized and does not always accurately represent their individual placement after voting.
The voting process is blind. That means that the judges don't know who's map they're judging.
Standard
The standard category was, surprise-surprise, the most popular category in this iteration of TLMC. To enter a map into this category map makers had to design a medium sized map with a rush distance of roughly 40-45 seconds.
Bandwidth
By: themusic246
Expand the perimeters of this digital battleground or hold the forward highground bases to control important chokepoints.
Operation Lockdown
By: IeZaeL
All of the parts and attack paths of the map are connected by small bridges. No attack paths are near each other, making each one very important and different. Players must be extra careful to not get caught offguard when crossing them. Map awareness is key here.
Triton
By: themusic246
Mixture of high and lowground bases on a frozen outpost. A xel'naga tower in the center of the map gives vision of important attack routes. Bundle up!
Ephemeron
By: -NegativeZero-
A series of small bridges and ramps aid in defense and emphasize positional awareness. Destroy the rocks to open up larger, unobstructed attack paths across the high grounds.
Macro
The macro category was made to bring out maps that play a bit slower than those in the "Standard" category. These maps are generally a bit larger and the recommended rush time is 40-55 seconds.
Disco Bloodbath
By: Marras
SC2 goes Disco! Take your place on the dancefloor and show your best moves to take the victory, Be cautious though, as the floor's colorful tiles and flashy lights might interfere with your vision and let your opponent to sneak up on you.
Acropolis
By: RQM
Acropolis is a relatively smaller sized map for macro plays. Vertical third is very close to natural and main. Natural and third both have rocks to help defenses. Middle encourages direct conflicts in early games. Possessing central high ground leads players to victory. Players can take bypassing routes after destroying large rocks.
Black Baroque
By: Zweck
The map is relatively big and the third base is relatively safe to take. The necessary movement path to protect both, the natural and the third is pretty short.
Heatwave
By: themusic246
Choose between an open third and safer fourth, or safer third in open fourth. Bring on the heat.
Challenge #1
In the first challenge of TLMC 12, we asked map makers to design a map utilizing mineral nodes to alter or affect the pathing of units. A bit of a throwback to StarCraft: Brood War.
Thunderbird
By: RQM
Thunderbird is a macro-friendly map with mineral walls. Every reduced mineral nodes in the map is worth '5', allowing workers eliminate them by one trip.
Collision Course
By: IeZaeL
While the layout is purposefully as standard as possible, there are new gameplay elements: Mineral fields that litter the shortest attack path and mineral fields that block other "main" attack paths. Both are minable to open up new ways.
Collision Course is a map inspired by Freakling's well regarded BroodWar map Oxide
Rest Calm
By: Marras
Reduced minerals block the way into the gold base, which also serves as a mineral wall. Mining both of these lines will open up a new pathway to the lowground third.
Loss Aversion
By: -NegativeZero-
You have 3 choices for your 3rd base, including one located behind a row of depleted minerals.
Challenge #2
Here we challenged the community to create a map utilizing the new structure “Inhibitor Zone Generator”, a neutral and invulnerable structures that slows in an AoE, in clever ways.
Neo-Tokyo Turbo Cruise '84
By: Superouman
This very small map features three rows of slowing areas that make the initial rush distance longer. As the game progresses, the additional bases make both players much closer which promotes aggressive playstyles.
Mungyeong Saejae
By: RQM
Mungyeong Saejae is a large map for macro games with inhibitor zones attached. Attacker can choose between two paths in front of enemy's natural entrance. One is a wide ridge but with inhibitor zones, and the other path involves LoS blockers.
Break Out
By: ATTx
The map has a deceleration field located in a narrow central alley. You can start by using the moderator, and then you can break the stone to create a new road
Winter's Gate
By: Marras
Winter's Gate is a smallish map with a direct route between the highground thirds. However, Inhibitor Zone Generators are placed along the way to slow down any units that go past them. So whether you are attacking or retreating be sure to be cautious of the path you are choosing.
What's next?
Before we head in to the final vote for TLMC #12 we need these maps to be tested. And for that we need a few pro's and a tournament. Luckily we already have all that set up. The tournament will begin tomorrow, Monday, and you can find all the details in this thread.
Once the tournament has completed we'll also give the top 16 one more chance to refine their maps before the final vote. The final vote is scheduled to start on the 26th of February!
Looks like every Category #1 finalist is just a standard map with a mineral wall slapped at the 3rd and very easy to mine/slapped somewhere where it will never be mined.
Yeah category 1 is a bit disappointing. Also lots of maps here that were barely changed from last TLMC (though the general feeling was that even last TLMC those maps were better than the actual finalists).
There were quite a few resubmissions this time around.
And yea, I felt a similar disappointment for Challenge 1, had alot of high hopes for it, but I was pleasantly surprised with Thunderbird, and I like Collision Course.
I think both Loss Aversion and Calm can get some iteration changes that add more mineral walls in interesting locations to promote the feature.
I just wish the mapmakers and the judges were willing to go for something other than the lowest common denominator. Every is 2-player and 14/16 maps are squares with mains in diagonal corners ...
Thank you to Puck, PtitDrogo, PengWin, and Winter. And Kantu & Avex of course!
Judging TLMC should be self-evident for pros though, since 100% of the maps nowadays that end up on ladder, are actually from there... They are the ones that have to play on them for their living.
Aside from that i like all the finalists, the standard category is especially awesome. Only with the challenge#2 category i wouldnt totally agree. I really like all the Maplayouts in general, only the way the IZGs are placed, i cant understand on Mungyeong Saejae and Winter's Gate. It feels like they're kinda randomly placed and in too many places. Reminds me of the RMTs from last TLMC. I dont really see one of those maps end up on ladder. I feel IZGs needed to be placed gently in 1-2 places with serving a clear purpose (like on "Break Out") and not just being "a bit" everywhere. When there are some IZGs all over the place, it just becomes annyoing to move your army around the map. Its gonna take a lot of apm, that will not be very interesting for viewers since there is interaction with "the map" but not with the opponent. IZGs are such of a big addition to sc2 that i doubt maps that spam them just verywhere a bit will end up on ladder (for now). Maps like that might be cool in the future, when ppl got used to IZGs. But pros hate change, so if we want IZGs to appear on ladder it needs to be in a very gentle way i feel.
But well see how the IZGs will play out in the tournament. Im very curious to see, and might be totally wrong Dont get me wrong i think the challenge#2 maps are still pretty cool maps after all
First off, big thanks to all of the judges, they had a lot of maps to go through.
I really didn't expect to get three of mine to the finalists, but I'm super happy to see my maps do this well. I can't wait to see them played in the tournament! I'm also hoping to see people dance their units on Disco :D
Also, Zweck I originally had fewer IZGs on Winter's Gate but I was instructed to add a few more in the prejudging feedback so I did.
I'm really happy to see three of my maps succeeding into finals! Thanks to hard work done by all of the judges. I really appreciate your works. Now of course I'll try to make my maps into a nice ladder map contenders. I'll reconsider Mungyeong Saejae's number of IZGs too.
On February 10 2019 18:45 opisska wrote: I just wish the mapmakers and the judges were willing to go for something other than the lowest common denominator. Every is 2-player and 14/16 maps are squares with mains in diagonal corners ...
imo it takes far more for a map without a corner main to succeed design wise than one that has a corner base. A non-corner base is a risky feature. Either it's OK or bad. The bad example would be Catallena. Aside from being a 3p map, it brings out the point of why these bases are potentially bad. Corner bases on the other hand on 2p maps are without risk, always OK. We have yet to reach a point point where these bases and their dominance are viewed as creating worse games somehow, and I don't think we'll reach that point for 5+ years.
Non-corner bases can still be fine, it's just that because of the risk that goes into them you need to have a very solid map outside of it. Sometimes it works eventually (?) like with neon violet square. The current pool has automaton, so we'll see how that one goes. So far I've seen a lot of low-quality games on automaton because of the combination of the exposed main and far-away 3rd, but probably some good games out there. Didn't watch enough. But NVS seems way better than automaton in that it had more interesting expansion choices and more defensive tools.
Normally you'll end up seeing more corner maps just because they're also very good and can create good games just as well. Making a solid non-corner base map takes a lot of skill/luck, but when it does succeed i guess it's cool. No need to push hard against corner bases just for the sake of it tho. If a map pool of 7 has 1 or 2 maps with non-corner bases that's good. As long as they're good maps.
About 3p/4p. This one is brought up a lot before. One can get all the benefits of 3/4 player maps with good 2p map design. 2p maps allow for more interesting corner base layout and more variety in midfield design. 4p maps have multiple maps in one which might sound fun. But it's really bad for competitive integrity since some spawn setups are better than others (Waystation, Catallena, Frost, Deadwing).
2 of 16 maps being off-corner isn't that bad of a statistic. Neo-Tokyo Turbo Cruise '84 is also using an airspace-nudged corner base instead of a perfect one, another way to do things. Something like Proxima Station could also work, even without an in-base natural. Still plenty of room for options and designs on 2p maps. For now it would seem like non-corner bases often need to be paired with large maps or in-base naturals, or you need to have a relatively easily accessible path for the 1234 if you want to use an off-corner main.
Congrats all! I tried to submit some wacky maps (aka not cookie cutter) this TLMC for the most part, too bad... :x
I could go in and nit-pick these maps, but ehhh, my motivation for sc2 has been shot lately (unfortunately) so instead, I'll shrug off my loss and say congratulations to the winners!
Playing incredibly safe yet again, i feel like this judge team needs more diversity, too many conservatives clearly! Overall a lot of boring maps and that you can make the finalists of the challenge categories while barely using the special mechanic is rather questionable.
On February 11 2019 00:21 The_Red_Viper wrote: [...]and that you can make the finalists of the challenge categories while barely using the special mechanic is rather questionable.
It's not, though. We even included notes about that in the announcement post. Blizzard doesn't want the maps submitted to be riddled with the new features. It's supposed to spice up the map a little bit, not completely overtake it.
On February 11 2019 00:21 The_Red_Viper wrote: [...]and that you can make the finalists of the challenge categories while barely using the special mechanic is rather questionable.
It's not, though. We even included notes about that in the announcement post. Blizzard doesn't want the maps submitted to be riddled with the new features. It's supposed to spice up the map a little bit, not completely overtake it.
Well there is a disconnect in our understanding of spicing things up then, i am not saying that every single map falls victim to this, but just as one example: break out hardly uses the feature for anything meaningful
Crap mappool. I saw many of the maps i can make you a new mappool which would be the coolest ever just shows the work of the guys here. An important fact. There was super cool 4player maps but AVEX was a judge so he hates them thats why none of this cool maps arrived into the finalists mappool im pretty sure. Blizzard please check out this maps. The story that i can make another mappool with complete different maps and it would be the best one shows the quality of the judges it seems TL is not able to do this anymore. Blizzard pls last time i wont repeat it again: DO IT FOR YOURSELF INTEGRATE THE COMMUNITY TO BRING THE POSSIBLE BEST VOTING!!! All players should be able to judge the maps so the best decision making would be done by the community thats the wiseness of the masses maybe u heard about it. So the more people can decide the better quality result u will gain. I think with this contest and the amount of really cool maps i saw and the amount of the cool maps in here which was kinda expected is like 3 or 4 you really can say they are not worth it any longer to judge the maps. I Miss a lot of cool maps i saw. They have choosen the most standart maps the most boring looking ones where they make the less mistakes with - in their mind. Someone said it less diversity. I dont expect cool maps from avex to be honest. The most interessting maps was not part of it there was maps with super interessting dynamics and guys with really cool ideas but TL IS AFRAID TO DECIDE FOR SOMETHING instead of this we get the most boring maps IM ABSOLUTLY DONE WITH U. JUST JOKE THANKS FOR FUCKING UP MY Sc2 experience again. Sorry for the mapmakers with the cool ideas to all of you u did a SUPER GREAT JOB!!!! i saw many of them and felt ur cool ideas the mapmakers was really creative in what they were doing. Not the first time i saw great maps going down and then some seasons later they pop up from nowhere like cerulean falls. PLS CANCEL TEAMLQIUID MAPCONTEST 4EVER I CANT SEE IT ANYMORE. Thanks for this boring maps guys great job!!! keet it low!!! And seriously whos responsible for Disco Bloodbath? you better shame yourself!!! I can tell you what u can choose: Triton, Acropolis, Thunderbird, Bandwidth and Black Barouqe maybe Collision Course and Mungyeong Saejae or Operation Lockdown - thats mostly it. The rest are pretty much standart maps with here and there some nice looking and thats it shid we are used 2 anyways just standart 2 player crap maps with 7 bases + and just some bad design layouts and just boring to watch for what good maps exist. At least im glad to see no rush maps anymore.