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The 12th edition of the Team Liquid Map Contest is closing up on the finish line but we still have the most exciting part left: the voting.
After an exciting end to the
WardiTV Team Liquid Map Contest Tournament we gave the map makers a week to fix smaller issues with their maps, so they could really impress you, the voters. That iteration period has now come to an end and it's time for you, the community, to give us your thoughts on the maps. Or as Frank Sinatra once sang: "And now, the end is near, and so we face the final voting."
The voting, just as last year, will be hosted as a Google survey so you can vote on your five favorites. This also means that just before/after you submit your vote you will have to post in this thread saying you voted, to make sure no one is impersonating you to vote. More details can be found under the "Voting" section at the end of this post. Please read through it before you post.
The voting will remain open until Saturday, Mar 02 8:00pm GMT (GMT+00:00) and the results will be published on the 3rd of March.
After an exciting end to the
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The voting, just as last year, will be hosted as a Google survey so you can vote on your five favorites. This also means that just before/after you submit your vote you will have to post in this thread saying you voted, to make sure no one is impersonating you to vote. More details can be found under the "Voting" section at the end of this post. Please read through it before you post.
The voting will remain open until Saturday, Mar 02 8:00pm GMT (GMT+00:00) and the results will be published on the 3rd of March.
Standard
Bandwidth
By: themusic246
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Changelog
- Made natural walling easier
- Aesthetic enhancements
- Added cannon rush deterrents
Operation Lockdown
By: IeZaeL
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Changelog
- None
Triton
By: themusic246
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Changelog
- Made natural walling easier
- Highground base retexture for easier identification
- Made corner base ramps smaller
- Moved corner lowground base to add more space to its area
- Added cannon rush deterrents
- Aesthetic enhancements
Ephemeron
By: -NegativeZero-
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Changelog
- Minor pathing fixes
- Improved visibility of overlord pods
Macro
Disco Bloodbath
By: Marras
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Changelog
- Fixed the issue with the overlord spots
- Changed some of the doodads on unpathable areas
- Moved the overlord spot near the highground third a little bit further from the cliff to make the path wider and changed the smaller debris to a larger one
- Added debris on the ramp leading to the corner base
- Added a visual cue for the reaper ledge
- Changed the lighting a little bit
Acropolis
By: RQM
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Changelog
- Gave more space behind natural mineral nodes
- Rocks on central high grounds are now smaller, enabling units pass in early game
- Ramps involving direct path became wider and were moved backwards
- Added a reaper path to main
- Added extra doodads near the map boundaries
Black Baroque
By: Zweck
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It provides a safe third and lots of easy to hold bases in contrast to the exposed main bases.
The middle part provides good possibilities to flank, good options to maneuver and strategically demanding high and lowgrounds. However the outer attack parts require more dedication.
Changelog
- Natural choke was made a little bit smaller, to make 3 3x3 wall a bit easier to pull off / understand
- Reaper jump-attention decals added
- The lowground passage between the two lowground bases was made a little bit wider and more open. Therefore the 5th base on the highground pointing towards the middle was moved a little bit further to the middle
- Small decorational changes
- Easy cannon rush spot in the natural was made harder to wall off
Heatwave
By: themusic246
Changelog
- Aesthetic enhancements
- Fixed reaper jump spot pathing
- Added cannon rush deterrents
Challenge #1
Thunderbird
By: RQM
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Changelog
- Mineral placement of base over the first mineral wall was changed
- Mineral wall heading to external paths was removed
- Overlord pods on middle were replaced with rocks and LoS blockers
- Bases on 3 and 9 o'clock were moved to become a bit safer
Collision Course
By: IeZaeL
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Collision Course is a map inspired by Freakling's well regarded BroodWar map Oxide
Changelog
- None
Rest Calm
By: Marras
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Changelog
- Removed the rocks from the ramp leading to the lowground third
- Rocks added to the highground
- The path through the middle made narrower by moving the rocks closer to each other
- The mineral line at the natural moved closer to the edge of the map, also ramp moved accordingly and made a bit wider, added a highground pillar to ensure easy wall-off
- Highground third moved a bit away from the edge so it is closer to the natural, rocks added to make it easier to defend
- Reaper ledge moved to the other side of the lowground third
- The mineral line at the lowground third made more compact and moved a bit closer
- Some of the highground pillars in the middle paths replaced by doodads, los blockers placed between them
- Added rocks and los blockers to the vertical lowground path
World of Sleepers
(Previously known as "Loss Aversion")
By: -NegativeZero-
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Changelog
- Name changed to "World of Sleepers"
- Changed mineral wall at the nat to 2 rows with 10 minerals each
- Added pair of rocks narrowing the center choke
- Added pair of rocks partially blocking outer low ground paths
- Reduced vulnerability of the main cliff to reapers
- Decorative improvements
Challenge #2
Neo-Tokyo Turbo Cruise '84
By: Superouman
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Changelog
- Slightly enlarged the main
- Slightly enlarged the path around the triangle third
- Disabled occlusion and activated outline occluder to "Korhal Sky Scraper Medium" and "Space Platform Sign"
Mungyeong Saejae
By: RQM
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Changelog
- Removed IZGs on central ramps. Those ramps became wider.
- Double ramps on middle were removed and now there is a flat passage. High ground close to them became wider.
Break Out
By: ATTx
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It is a structure that can be easily adapted to a new object called deceleration field.
Players can be defended using a decelerator. And you can break a long rock to open a new passage.
Changelog
Winter's Gate
By: Marras
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Changelog
- Widened the ramp leading to the choke at the highground third
- Added a visual cue for the reaper ledge
- Removed the lowground path and widened the ramps near it to compensate, added rocks to one of the wider ramps leading to the lowground area
- Made one of the overlord spot at the lowground area smaller
- Changed the decoration next to the main to make the new IZG models more visible there
Voting
In the voting document, linked below, you will be able to vote for a total of 5 maps, ranking them high to low. Your highest rated map will receive 5 points, your 2nd highest rated map will receive 4 points, etc all the way down to 1 point for your 5th highest rated map.
Some things to keep in mind:
As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:
Vote here!
Voting closes in .
Some things to keep in mind:
- If you vote for a map more than once, your vote will be voided.
- For example: If you vote for MAP once as your highest rated map and then again as your lowest rated map, none of those votes will count
- After you've voted you must comment in this thread. A simple "voted" will do.
- This vote is only used to internally rank the maps, to determine the prize pool split. Blizzard has the final say regarding which map(s) make it into the ladder pool.
As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:
First - $500
Second - $250
Third - $125
Fourth - $75
Fifth - $50
Second - $250
Third - $125
Fourth - $75
Fifth - $50
Voting closes in .