
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:
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.
By: themusic246
Expand the perimeters of this digital battleground or hold the forward highground bases to control important chokepoints.
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.
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!
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.
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.
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.
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.
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.
By: themusic246
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
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.
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.
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
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.
By: -NegativeZero-
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-
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.
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.
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.
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
By: Marras
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 roadWinter's Gate
By: Marras
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!
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!




Dont get me wrong i think the challenge#2 maps are still pretty cool maps after all 