
We're back! And while 13 is generally considered an unlucky number, we think this contest will be the exception to the rule. After the end of TLMC #12 we reached out and collected feedback from the mapmaking community. While we weren't able to accommodate everyone's wishes we have made a few changes.
We also received feedback requesting the return of the "New" category to be re-instated into the contest. While we understand that a more experimental category would allow for unique maps to make it through, we feel that the current system is welcoming to experimentation. While a map focused on experimentation may not make it through via the allocated category slots the "Judges Pick" category exists, and if your experimental map is good enough, and abides by the guidelines set up for that category, there's a very real possibility it will be included as a judges pick.
Last but not least, the default timezone for TLMC #13 will be Pacific Daylight Time (PDT). While countdowns and specific times will be converted to your local timezone PDT will be used whenever we "just" use dates in posts. For example: the end of submissions is the 23rd of June. So the deadline is on the 23rd of June 11:59 PM PDT.
Anonymous judging:
This is something brought up by the mapping community in the survey sent out, a request for anonymous judging. While we have not communicated this to the community, we have always had anonymous judging. During TLMC #12 the administrative staff transferred all participants onto a master spreadsheet. Each entry was given a randomized unique ID that was connected to a username. The key <-> username pair was kept in a separate spreadsheet that was never made available to any of the judges.
Judging criteria:
The judges are presented with the same criteria as the mappers are in the "Notes" and "Suggestions/Concerns" sections of this post. The judges then rate the map on a scale of 1-5, with 1 being the lowest score and 5 the highest. Again, the judges are not aware of whos map they're judging and won't be until the top 16 are officially presented.
NEW! We are looking to improve the quality of the public voting phase post. Mapmakers who make the top 16 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post.
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.

Please PM your map file(s) to TL Map Contest with the following format before Monday, Jun 24 7:59am 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, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.
The map file has to contain:
Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer Julmust instead.
Submit your map
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 attach 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. However, we will not be allowing that in this contest. A separate team map contest will be held after the completion of the 1v1 contest.
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 us 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 us who will be happy to answer them. Best of luck in the competition.
Changelog
One of the major points of feedback we received was that you felt like you didn't have enough time to properly explore and think about the new features. We tossed around a few ideas but none of them felt quite right. What we're instead decided to try out is to have a repeat of the previous contests challenges. We've also increased the submission period to 35 days, giving you more time to develop your ideas.We also received feedback requesting the return of the "New" category to be re-instated into the contest. While we understand that a more experimental category would allow for unique maps to make it through, we feel that the current system is welcoming to experimentation. While a map focused on experimentation may not make it through via the allocated category slots the "Judges Pick" category exists, and if your experimental map is good enough, and abides by the guidelines set up for that category, there's a very real possibility it will be included as a judges pick.
Last but not least, the default timezone for TLMC #13 will be Pacific Daylight Time (PDT). While countdowns and specific times will be converted to your local timezone PDT will be used whenever we "just" use dates in posts. For example: the end of submissions is the 23rd of June. So the deadline is on the 23rd of June 11:59 PM PDT.
Map Features
For the following map features, there are brief descriptions that provide some initial ideas, but feel free to use these map features in completely new or creative ways.Rich Vespene Geyser
Just like Rich Mineral Fields, Rich Vespene Geysers give you more gas per trip. Rich Vespene Geysers can be placed in areas that are risky or difficult to control but would provide large gas rewards if successful.- 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. The Reduced Mineral Fields can be placed in areas to block paths, but workers can mine these minerals to open up new areas.- 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 Category #1 only.
Inhibitor Zone Generator
The Inhibitor Zone Generator is a neutral indestructible structure that slows the movement speed of units in its area of effect and can be placed anywhere on the map, including ramps. You can keep some routes or paths short in terms of distance but long in terms of travel time. While we saw a lot of great ways to use the Inhibitor Zone Generators in the past, please feel free to try out new ways of using this map feature as well!- Inhibitor Zone Generators can be placed on the ground, even 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 ground and air units within the generated field by 35%. Affected units will display a visual debuff effect. The Inhibitor Zones do not affect unit attack speeds.
- Inhibitor Zone Generators can be used in Category #2 only.
Categories
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 (main ramp to main ramp): 35-45 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: Not a hard restriction. Could be more or less)
- Examples:
- Blueshift’s playable area is 136x136=18,496.
- Kairos Junction’s playable area is 120x140=16,800.
- New Repugnancy’s playable area is 152x120=18,240
- Cyber Forest’s playable area is 128x148=18,944.
- Catalyst’s playable area is 136x144=19,584.
- Overgrowth’s playable area is 120x144=17,280.
- Coda’s playable area is 138x144=19,872.
Macro
- Guidelines: A map that favors defensive play and encourages players to reach end game unit compositions.
- Average rush distance (main ramp to main ramp): 40-50 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:
- Year Zero’s playable area is 166x128=21,248.
- Port Aleksander’s playable area is 158x140=22,120.
- King’s Cove’s playable area is 153x148=22,644.
- Odyssey’s playable area is 152x156=23,712.
- Blackpink’s playable area is 148x140=20,720.
- Ascension to Aiur’s playable area is 160x132=21,120.
Challenge #1 – “Something’s in the way”
- Guidelines: Design a map using mineral nodes or “Reduced Mineral Fields” to alter or affect pathing. Mining these nodes should provide access to new areas or routes.
- Map makers may utilize several mineral nodes or entire mineral lines to fulfill this challenge. Alternatively, single mineral nodes may also 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 use “Reduced Mineral Fields” in the main or natural base locations. However, they should be done so in the spirit of the challenge and not for the purposes of greatly altering early-game economy.
- Examples:
Challenge #2 – “Slowly but surely”
- Guidelines: Design a map making use of the “Inhibitor Zone Generator” structure. Pre-place these structures on maps as Player 0 and the structure will be neutral to all players. Even before they are revealed, these structures will display a mini-map icon at the start of matches to indicate their locations.
- Examples:
Notes from Blizzard:
- In a 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 will 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 are temporarily 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 mineral bases with low risk tend to usually favor Zerg over the other races.
- Be careful when adjusting the number of mineral nodes or vespene geysers at bases, especially in the main and natural, as it could impact balance between races and/or matchups.
- During the iteration phase of the competition, small changes are often times more desirable 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 using the same criteria as the other maps in the category.
Submission rules
Mappers who submit maps MUST submit each map in one of the four categories. For this contest, the judges will pick sixteen(16) finalist maps to move on to the next stage:- Three(3) Standard Maps
- Three(3) Macro Maps
- Three(3) Challenge #1 Maps
- Three(3) Challenge #2 Maps
- Four(4) "Judges' Picks"
Submission Phase
20TH OF MAY — 23RD OF JUNE
Pre-Judging Feedback
As with last season, we are giving mappers more opportunity to get feedback from judges with the intent to allow for potential issues to be ironed out prior to judging. All maps that are submitted on or before the 9th of June will be reviewed by members of the judging panel and feedback provided ASAP. 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.TLnet Judging Phase
JUNE 24 — JUNE 30TH
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.Anonymous judging:
This is something brought up by the mapping community in the survey sent out, a request for anonymous judging. While we have not communicated this to the community, we have always had anonymous judging. During TLMC #12 the administrative staff transferred all participants onto a master spreadsheet. Each entry was given a randomized unique ID that was connected to a username. The key <-> username pair was kept in a separate spreadsheet that was never made available to any of the judges.
Judging criteria:
The judges are presented with the same criteria as the mappers are in the "Notes" and "Suggestions/Concerns" sections of this post. The judges then rate the map on a scale of 1-5, with 1 being the lowest score and 5 the highest. Again, the judges are not aware of whos map they're judging and won't be until the top 16 are officially presented.
Tournament Phase
We are still working on the details for the traditional TLMC tournament but it will take place shortly after the Judging Phase has concluded, stay tuned for an additional announcement regarding the tournament.Iteration Phase
The iteration phase has become a vital part for mapmakers in TLMC. It gives them a chance to fix smaller issues that they may have caught during the tournament phase. Note that smaller fixes are often better than huge changes.NEW! We are looking to improve the quality of the public voting phase post. Mapmakers who make the top 16 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post.
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 play. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.TLMC Winners Announced
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 BlizzardWe 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.
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, Jun 24 7:59am 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, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.
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 TLMC #12's finalists announcement.
- 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 Julmust instead.
Submit your map
FAQ
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 attach 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. However, we will not be allowing that in this contest. A separate team map contest will be held after the completion of the 1v1 contest.
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 us 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 us who will be happy to answer them. Best of luck in the competition.