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Announcing TLnet Map Contest 13

Forum Index > SC2 General
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Announcing TLnet Map Contest 13

Text byTL.net ESPORTS
Graphics byv1
May 20th, 2019 13:23 GMT
TLMC13
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.

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:
    • Automaton
    • Redshift LE
    • Dasan Station LE
    • Terraform LE
    • Destination
    • Outsider
    • Thunderbird LE

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:
    • Turbo Cruise '84 LE

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"
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.

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 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, 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.
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 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.
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TL+ Member
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 20 2019 13:34 GMT
#2
Now this is a surprise!

For the challenge categories, how much can we stray away from the standard layout + the challenge feature sprinkled on it?
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
Pklixian
Profile Joined October 2017
Canada81 Posts
May 20 2019 13:48 GMT
#3
It seems my work shall never end.
And this is a nice surprise, though I must test more with my ideas than last time.
And decide what to use over letting others decide. Saying that, I like the direction of this.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
pdd
Profile Blog Joined November 2010
Australia9933 Posts
May 20 2019 14:18 GMT
#4
Hoping to see some fun new maps, but also hoping to see some 3-player maps if possible. Been awhile since we've seen those.
TI4 Champions: EE-Sama | B7-God | A-God_2000 | Kappa Lord | pieliedie
Shkudde
Profile Joined February 2011
Netherlands709 Posts
May 20 2019 14:40 GMT
#5
Is it me or is this TLMC quicker after the previous one than usual? That's a good thing to be sure.
I also think revisiting the same categories is also a good idea so that the mapmakers can make use of their experience in implementing the new features.
$O$ | herO[jOin] | Zest hwaiting!
NinjaNight
Profile Joined January 2018
428 Posts
May 20 2019 14:49 GMT
#6
How do I play Dason Station? Can't find it with a search in melee or arcade

Was it ever an official ladder map?
fluidrone
Profile Blog Joined January 2015
France1478 Posts
May 20 2019 14:52 GMT
#7
tlmc hype
"not enough rights"
hkq
Profile Joined April 2019
3 Posts
May 20 2019 15:11 GMT
#8
So rich vespene geysers are basically Terrazine? Alarak must've loved this.
Elentos
Profile Blog Joined February 2015
55555 Posts
May 20 2019 15:26 GMT
#9
On May 20 2019 23:49 NinjaNight wrote:
How do I play Dason Station? Can't find it with a search in melee or arcade

Was it ever an official ladder map?

It's Dasan, not Dason. It was actually a ladder map, it would have been the map for game 7 of the Blizzcon finals in 2016 if the series went on for an extra game.

King's Cove is clearly used as an example for the wrong category in the OP. It's a macro map and nothing else.
Every 60 seconds in Africa, a minute passes.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 20 2019 15:26 GMT
#10
On May 20 2019 23:49 NinjaNight wrote:
How do I play Dason Station? Can't find it with a search in melee or arcade

Was it ever an official ladder map?


DasAn Station
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
May 20 2019 16:04 GMT
#11
Neat. Didn't expect it so soon.
Kantuva
Profile Joined April 2010
Uruguay209 Posts
May 20 2019 16:07 GMT
#12
Wew the announcement thread looks so pretty OwO

Good choice of colors and to use those machine learning thingies

GLGL everyone! :3
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 20 2019 16:19 GMT
#13
Go go mapmakers go!
Retired Mapmaker™
Elentos
Profile Blog Joined February 2015
55555 Posts
May 20 2019 16:22 GMT
#14
On May 21 2019 01:07 Kantuva wrote:
OwO

Reported.
Every 60 seconds in Africa, a minute passes.
SidianTheBard
Profile Joined October 2010
United States2474 Posts
May 20 2019 16:23 GMT
#15
Well then and here I haven't touched SC2 Editor since TLMC 12. Although by the looks of it, 2f0rt can come back into the submissions with EVERYTHING!!! (Inhib, Reduced Minerals, RMTS, Healing Shrines (maybe not healing shrines?)) Oh yes, ooohh yesss. Lucky number 13 for the 2f0rt victory! :D

Either way, guess I have some time before submissions are due so that's good. Best of luck to all participants!
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.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 20 2019 16:33 GMT
#16
We might not like it but 2fort is peak map making.
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
Marras
Profile Joined June 2018
Finland63 Posts
May 20 2019 16:34 GMT
#17
I'm also surprised how soon this was announced, not complaining though. I have a few standard and macro maps kinda ready so I'll just have to do some finishing touches on them and then make two new challenge maps. Good luck have fun everyone!
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
NinjaNight
Profile Joined January 2018
428 Posts
Last Edited: 2019-05-20 17:05:01
May 20 2019 16:41 GMT
#18
Nevermind found it
eTcetRa
Profile Joined November 2010
Australia822 Posts
May 20 2019 16:52 GMT
#19
Dasaan, three total A's
Retired Mapmaker™
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
May 20 2019 16:56 GMT
#20
This soon? TLMC hype! I've got no maps in my storage so I should be working really soon..
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 20 2019 18:29 GMT
#21
Is it possible to get some specific guidelines on what Blizzard, and subsequently the judges, are looking for in the standardization of features? This way, I could be more clear on exactly what judges are looking for when it comes to the essentials. Here are some questions I would like to know:

-Will 6 bases per player (12 total) be considered too few for the current meta and thus be disqualified automatically? If so, will the judges consider maps with 7 bases per player, or is 8 preferred?

-Should natural bases be on high ground, and main bases on level 2 above them? In other words, will flat chokes at main or natural be disqualified? This came up last go around, and I was unclear about the majority opinion.

-Should we experiment with no overlord scouting pods at the nautral, or just placement variation (by the 3rd, outside Nat, etc.)?

-Should natural minerals be explicitly 3 hexes from walls in all locations to prevent pylon/cannon rush placements, or is this becoming less of an issue in judges eyes?

-Are judges/Blizzard open to 4p maps, or do they believe that 4p map submissions will be at a significant disadvantage?

Thank you for your time!
https://liquipedia.net/starcraft2/Monitor
Kantuva
Profile Joined April 2010
Uruguay209 Posts
Last Edited: 2019-05-20 19:38:32
May 20 2019 19:37 GMT
#22
On May 21 2019 03:29 monitor wrote:
-Will 6 bases per player (12 total) be considered too few for the current meta and thus be disqualified automatically? If so, will the judges consider maps with 7 bases per player, or is 8 preferred?

No map will ever be immediately disqualified for having "only" 6 bases, the amount of bases is dependent on the desired gameplay the mapmaker intends, judges judge based on how that gameplay aligns with the category the mapmaker submitted the map to.

In the same manner a standard map with 6 bases will score badly in the macro category because it goes against what the category seeks to find, a macro map with 8 or more bases will probably not fair well if it is submitted to the standard category.

On May 21 2019 03:29 monitor wrote:
-Should natural bases be on high ground, and main bases on level 2 above them? In other words, will flat chokes at main or natural be disqualified? This came up last go around, and I was unclear about the majority opinion.

There's no hard set in stone structure for this question sadly, it very much depends on metagame development and intended gameplay outcomes, a natural with a choke at the entrance will be naturally a more defensible feature than otherwise, use this as a way to tailor the maps to their corresponding categories.

IE, maps with defensible naturals might be preferred in the macro category, or if you map is too aggressive it could use a highground natural to try and balance out the undesired aggressiveness slant


On May 21 2019 03:29 monitor wrote:
-Should we experiment with no overlord scouting pods at the natural, or just placement variation (by the 3rd, outside Nat, etc.)?

Yes, mapmakers are encouraged to explore more in this area, but should be very careful, as having maps where there are no overlord spots can easily lead to rather serious problems where Zerg can't react in time vs aggression, such as certain timings or in ZvZ.


On May 21 2019 03:29 monitor wrote:
-Should natural minerals be explicitly 3 hexes from walls in all locations to prevent pylon/cannon rush placements, or is this becoming less of an issue in judges eyes?

Ideally, yes, 3 tiles/hexes is the standard in order to avoid cannon rushes. Sometimes it might be necessary for mapmakers to provide more than 3 times, sometimes less. But always be careful to not over do it, as that can also lead to problems such as overly encouraging drop play, or curiously encouraging more cannon rushes as there would be an overly big blind spot behind the mineral lines.


On May 21 2019 03:29 monitor wrote:
-Are judges/Blizzard open to 4p maps, or do they believe that 4p map submissions will be at a significant disadvantage?

Sadly this has been the trend for a while now, 4p maps albeit interesting and a section of the playerbase derive great joy from them, they generally have more drawbacks than benefits, because the TLMC is helped judge by Pro-Players whom have to play said maps and face head first the problems of RNG spawns and the consequences that has on build orders and strategy, then it means that overall the TLMC judging panel isn't exactly friendly to the drawbacks posed by 4p maps.

Now that doesn't mean that 4p maps are instantly disqualified, it just means that mapmakers would need to create more interesting 4p maps in order to overcome said drawbacks.

On May 21 2019 03:29 monitor wrote:
Thank you for your time!

No worries monitor OwO
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Pklixian
Profile Joined October 2017
Canada81 Posts
May 20 2019 20:01 GMT
#23
So I'm not a judge, but these questions I have some answers to. Kantu did a great job answering some but the mapmaker side who likely been studying what works and doesnt can also work in answer.

-Will 6 bases per player (12 total) be considered too few for the current meta and thus be disqualified automatically? If so, will the judges consider maps with 7 bases per player, or is 8 preferred?


No, very much not. 6 bases is the least you can have and depend on the layout and what the mapmaker wants for the gameplay. It general depends on what you can think.
-Can I fit this forward base here near the nat and thirds (like whats done on New Repug/kings cove) to add another expansion for terrans and protosses?
-Is this too many bases for the size, what is desired for gameplay in my eyes regarding the current meta?
But you still need to keep in mind trying to not invoke players just expanding into eachother, as that creates expansions nobody will take. Just something to keep in mind.

-Should natural bases be on high ground, and main bases on level 2 above them? In other words, will flat chokes at main or natural be disqualified? This came up last go around, and I was unclear about the majority opinion.


Ideally you want the natural to be 1 lvl below the main, but you can have a natural on the same highground as the main sharing the standard main choke. As a pocket base that isnt a lvl down. This is acceptable but not exactly explored due to how tricky designing maps can be done. But a flat choke into the main is a more of no go situation.
You can do it if you know exactly what to do. In making a artificial highground advantage. But its better having the main and nat being different lvls. But as far as it is clear, this is not a hard rule.

-Should we experiment with no overlord scouting pods at the nautral, or just placement variation (by the 3rd, outside Nat, etc.)?


They want you to experiment with this general idea as overlord pods are not required. But the reason why mapmakers in the current age of mapmaking use them is to provide vision of the natural to help zerg see aggression/tech in the nat.
Otherwise, zerg would be at a disadvantage, if they cannot hide their overlords close to the nat to see gas(es)/movement. But you can make one using unpathable area and los to make a area thats like a ovi pillar.
Its best to experiment, but its also best to just cut down on the number of ovi pillars throughout the map. To key important areas.

-Should natural minerals be explicitly 3 hexes from walls in all locations to prevent pylon/cannon rush placements, or is this becoming less of an issue in judges eyes?


Uh, 3-4 is recommended. And this isn't in just the judges eyes, if you can move behind the mineral line that gives enough space for a large cannon rush area its rather bad. You can avoid this by putting doodads behind the mineral line.
As of lately there has been a minor goal to remove the power cannon rushes have. As it is, as it stands. Something so dependent and powerful of maps that invoke it. And people complain a lot, so its easier to try and remove them in the foreseeable future.

-Are judges/Blizzard open to 4p maps, or do they believe that 4p map submissions will be at a significant disadvantage?


Blizzard is fully open to 4p maps, as seen whenever they decide to take a gsl 4p map and put it on the ladder.
But players that play at the pro level (which is a fair number of the judges) Do not like rng spawning and the chance for a large unavoidable imbalance. They are unique bunches of maps, but in a stance. 2p has became a standard as it provides enough information so that you can play the map. And not the game of finding out which type of map it is.
From what Kantu said, his words are better than mine.

But 4p arent instantly disqualified, but you have a higher chance of success avoiding 4p.
As you would need to find a way to counter the countless drawbacks 4p maps have. But you only create more in that attempt.

Thank you for your time!

Thank YOU for bringing these questions, and what Kantu said. As its been sometime since I actually spoke about these factors of mapmaking that is often voided due to possible problems they have.

Also hope to see good maps from you! As ever.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Waxangel
Profile Blog Joined September 2002
United States33475 Posts
May 20 2019 20:24 GMT
#24
On May 21 2019 01:33 Superouman wrote:
We might not like it but 2fort is peak map making.


unironically speaking, the sheer popularity of maps such as 2fort and FASTESTMAPEVER sort of speak to their 'value'
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
WombaT
Profile Blog Joined May 2010
Northern Ireland25976 Posts
May 20 2019 21:48 GMT
#25
Fruitland 2.0 when?
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
WombaT
Profile Blog Joined May 2010
Northern Ireland25976 Posts
May 20 2019 21:52 GMT
#26
Best of luck mapmakers, looking forward to seeing what comes out.

I’d way prefer to have more ladder maps that are different in circulation, and give players a single extra veto for every 2 additional maps.

More variety, players can’t veto every weird map, and tournaments can still restrict to 7 maps if any of them turn out to be crazy broken, given bo7s tends to be the maximum series length.

'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
smallGreenDuck
Profile Joined May 2019
1 Post
Last Edited: 2019-05-21 01:58:42
May 21 2019 01:58 GMT
#27
I'm tired of dark maps, Year Zero LE in particular. Hope we'll see some cheerful maps.
Pklixian
Profile Joined October 2017
Canada81 Posts
May 21 2019 12:03 GMT
#28
I'm tired of dark maps, Year Zero LE in particular. Hope we'll see some cheerful maps.


Honestly, bright maps grow boring over time. Which explains the amount of dark and gloomy maps.
Its so easy to make bright maps like kings cove that it grows boring.
But I understand you want to see maps that don't dim down the light.

Hoping to see better maps is a great idea, and all you gotta wait for is the finalist!
or what sees the ladder, so you can complain about it.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2408 Posts
May 21 2019 18:07 GMT
#29
On May 21 2019 21:03 Pklixian wrote:
Show nested quote +
I'm tired of dark maps, Year Zero LE in particular. Hope we'll see some cheerful maps.


Honestly, bright maps grow boring over time. Which explains the amount of dark and gloomy maps.
Its so easy to make bright maps like kings cove that it grows boring.
But I understand you want to see maps that don't dim down the light.

Hoping to see better maps is a great idea, and all you gotta wait for is the finalist!
or what sees the ladder, so you can complain about it.


As much as I get irritated at the history of beach maps being chosen despite less than desirable layouts, I will admit that I personally take no pleasure in playing darker maps that are depressing/closterphobic.
https://liquipedia.net/starcraft2/Monitor
brickrd
Profile Blog Joined March 2014
United States4894 Posts
May 21 2019 18:28 GMT
#30
On May 21 2019 21:03 Pklixian wrote:
Show nested quote +
I'm tired of dark maps, Year Zero LE in particular. Hope we'll see some cheerful maps.


Honestly, bright maps grow boring over time. Which explains the amount of dark and gloomy maps.
Its so easy to make bright maps like kings cove that it grows boring.
But I understand you want to see maps that don't dim down the light.

Hoping to see better maps is a great idea, and all you gotta wait for is the finalist!
or what sees the ladder, so you can complain about it.

i don't understand how being able to see things can be boring. when i'm playing a beautiful open world game with great graphics i never think "im bored of all the stuff im looking at, id better turn the brightness way down". i also have no idea why you think it's easier to make well lit maps. i would think it's far far easier to just throw a bunch of industrial blacks and greys together with a few red and blue glowy bits, which is the definition of boring at this point
TL+ Member
insitelol
Profile Joined August 2012
845 Posts
Last Edited: 2019-05-22 12:53:17
May 22 2019 12:49 GMT
#31
Yes, more map "features" please. We clearly didn't had enough of them. This is so innovative and fresh. Lots of "features" from previous TLMCs had an immensely positive impact on the gameplay. They opened up new possibilities and exciting strategies, even changed the meta (also in a positive way). They were so good, that Pros even started to veto standard maps in tournaments (even forfeited matches on purpose if it was supposed to be played on standard maps). And i couldnt agree more. Who needs those boring clones of overgrowth while we can play on maps with innovative slowing fields and mineral patches with less minerals in them (or bases w/o vespen geysers). Now that's what i call innovation. Noone can deny how much these innovations contributed to the evolvement of SC2. Well done, blizzard! And very innovative.
p.s. and those who think otherwise are just people who deny progress itself.
Less is more.
WombaT
Profile Blog Joined May 2010
Northern Ireland25976 Posts
May 22 2019 13:12 GMT
#32
On May 22 2019 21:49 insitelol wrote:
Yes, more map "features" please. We clearly didn't had enough of them. This is so innovative and fresh. Lots of "features" from previous TLMCs had an immensely positive impact on the gameplay. They opened up new possibilities and exciting strategies, even changed the meta (also in a positive way). They were so good, that Pros even started to veto standard maps in tournaments (even forfeited matches on purpose if it was supposed to be played on standard maps). And i couldnt agree more. Who needs those boring clones of overgrowth while we can play on maps with innovative slowing fields and mineral patches with less minerals in them (or bases w/o vespen geysers). Now that's what i call innovation. Noone can deny how much these innovations contributed to the evolvement of SC2. Well done, blizzard! And very innovative.
p.s. and those who think otherwise are just people who deny progress itself.

This could be read as earnest or the most sarcastic post in the world haha.

I’m inclined to agree with at least trying stuff and seeing what works for sure.

As a veteran SC2 player/viewer I recall a time where destructible rocks were widely criticised and made fun of, but over time map makers have improved and came up with used for them that do add strategy and variety.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
NinjaNight
Profile Joined January 2018
428 Posts
May 22 2019 13:27 GMT
#33
On May 22 2019 21:49 insitelol wrote:
Yes, more map "features" please. We clearly didn't had enough of them. This is so innovative and fresh. Lots of "features" from previous TLMCs had an immensely positive impact on the gameplay. They opened up new possibilities and exciting strategies, even changed the meta (also in a positive way). They were so good, that Pros even started to veto standard maps in tournaments (even forfeited matches on purpose if it was supposed to be played on standard maps). And i couldnt agree more. Who needs those boring clones of overgrowth while we can play on maps with innovative slowing fields and mineral patches with less minerals in them (or bases w/o vespen geysers). Now that's what i call innovation. Noone can deny how much these innovations contributed to the evolvement of SC2. Well done, blizzard! And very innovative.
p.s. and those who think otherwise are just people who deny progress itself.


As I was reading this I was just thinking "is this meant to be a super sarcastic post?"
NewSunshine
Profile Joined July 2011
United States5938 Posts
May 22 2019 14:09 GMT
#34
I sincerely wish good luck to everyone entering, I hope you all get some cool ideas. It will be nice to be able to take another crack at the new challenge categories and come up with interesting uses for the features.

Though, and I think this is the first time I've done this, but I'm sitting things out. I've needed a break for a while, I think. GLHF guys.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Pklixian
Profile Joined October 2017
Canada81 Posts
May 22 2019 15:12 GMT
#35
On May 22 2019 03:28 brickrd wrote:
Show nested quote +
On May 21 2019 21:03 Pklixian wrote:
I'm tired of dark maps, Year Zero LE in particular. Hope we'll see some cheerful maps.


Honestly, bright maps grow boring over time. Which explains the amount of dark and gloomy maps.
Its so easy to make bright maps like kings cove that it grows boring.
But I understand you want to see maps that don't dim down the light.

Hoping to see better maps is a great idea, and all you gotta wait for is the finalist!
or what sees the ladder, so you can complain about it.

i don't understand how being able to see things can be boring. when i'm playing a beautiful open world game with great graphics i never think "im bored of all the stuff im looking at, id better turn the brightness way down". i also have no idea why you think it's easier to make well lit maps. i would think it's far far easier to just throw a bunch of industrial blacks and greys together with a few red and blue glowy bits, which is the definition of boring at this point


Its not that it grows boring for the player/viewer its that, as a mapmaker myself.
I spend days to a week making maps, and its in my reflex to make a map without too dark textures, and a lighting visibly bright.
It grows boring in a stance of maps never seem to change that much when it comes to themes if everything is a bright beach/forest/temple/facility etc. Which is why when darker maps came out, its more interesting to make and study the map on a mapmaker side in cases.

There is many who LOVE to make bright maps, and I cannot judge them on that.
But they still grow boring, dark maps doesnt make it harder to see stuff, unless the mapmaker has a dark lighting on dark textures. Just there was no long period of time to adjust to the sudden darkness.
Also your stance on whats easier is actually, something that made me laugh a bit.
Its easier to produce a map so common and seen as the textures in use are fairly similar between 5-15 to hundreds of maps. Or other cases.

Industrial maps arent easy to make, throwing stuff in doesnt give you the feel the map wants to provide.
Same with just grey with glowly colors, you need a contrast with whats in use.
Everything requires time, but simply making what people just want against all odds cause its bright pretty.
Means the map is more reproducible, and in return. As a mapmaker, boring if the same color scheme is repeated.
which is almost always is.

I respect your opinion, but this is the stance. If I call something boring, I'm not taking a stance of a average joe who plays the game. As then I'd prefer only bright maps, and not want dark and gloomy maps with their own feel in my sight.
As then I'd clearly not want difference that allows those who makes the maps you play on, have access to creativity.

Anyways, it doesnt matter. Its my opinion, its your opinion. I'm agreeing to disagreeing so I can get back to stressing about mineral walls.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
May 22 2019 16:00 GMT
#36
On May 22 2019 22:12 Wombat_NI wrote:
Show nested quote +
On May 22 2019 21:49 insitelol wrote:
Yes, more map "features" please. We clearly didn't had enough of them. This is so innovative and fresh. Lots of "features" from previous TLMCs had an immensely positive impact on the gameplay. They opened up new possibilities and exciting strategies, even changed the meta (also in a positive way). They were so good, that Pros even started to veto standard maps in tournaments (even forfeited matches on purpose if it was supposed to be played on standard maps). And i couldnt agree more. Who needs those boring clones of overgrowth while we can play on maps with innovative slowing fields and mineral patches with less minerals in them (or bases w/o vespen geysers). Now that's what i call innovation. Noone can deny how much these innovations contributed to the evolvement of SC2. Well done, blizzard! And very innovative.
p.s. and those who think otherwise are just people who deny progress itself.

This could be read as earnest or the most sarcastic post in the world haha.

I’m inclined to agree with at least trying stuff and seeing what works for sure.

As a veteran SC2 player/viewer I recall a time where destructible rocks were widely criticised and made fun of, but over time map makers have improved and came up with used for them that do add strategy and variety.

Some feature will never work properly because they need to be properly put in place to not disadvantage certain races. e.g. close gold, open naturals, naturals without a ramp, naturals with a wide ramp, rich vespene, low vespene expansions.

And obviously, the biggest thanks to the PvP, we still have to use 1 force field ramps to the main and mains on the high ground
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
TheRealNanMan
Profile Blog Joined November 2010
United States1471 Posts
May 22 2019 21:22 GMT
#37
TLMC are the best~! I always loved casting/watching people play on them. I can't wait to see what the map makers come up with this time around
Sc2 Caster | Host of Sc2 Up & Coming | The Godfather of Team LXG | Sc2 Historian | Youtube.com/NanMan | Twitch.tv/TheRealNanMan | Twitter.com/TheRealNanMan |
Legan
Profile Joined June 2017
Finland489 Posts
Last Edited: 2019-06-23 21:16:00
June 01 2019 19:25 GMT
#38
Let's open the game and bump this thread for visibility now, that there is nearly one week left before pre-judging feedback deadline.

Updated final submissions. All maps should be found from all servers.
Standard:

Blood Shore
+ Show Spoiler +

[image loading]


Golden Forge
+ Show Spoiler +
[image loading]


Macro:

Glacier Bloom
+ Show Spoiler +
[image loading]


Thihoi Isle
+ Show Spoiler +
[image loading]


Challenge #2:

Apatite Facility
+ Show Spoiler +
[image loading]


I will probably create a map for Challenge #1 this week.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 04 2019 17:05 GMT
#39
Hi mapmakers,

My editor is not functioning, and I will not be able to get bootcamp running on my mac before the submissions are over. Do any mapmakers have interest in adding spawn locations/player info/etc. to finish my maps and submitting them as a combined effort? I have 2 or 3 finished maps that just need the finalized details to make them playable.

I used to be a highly active mapmaker in WoL and was the first mapmaker, along with Superouman, to have a map in the ladder (Korhal Compound).

Plz send me a PM if interested!
https://liquipedia.net/starcraft2/Monitor
Pklixian
Profile Joined October 2017
Canada81 Posts
June 04 2019 22:09 GMT
#40
I'll do my best to help you out Monitor, since you've been there from the beginning.
And its kind to help a fellow mapmaker even with different ideals of design.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 06 2019 16:46 GMT
#41
My map roster this time.

Standard
Earthrise
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Macro
Eternal Empire
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Final Boss
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]



Challenge #1
Golden Wall
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Zen
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Challenge #2
Purity and industry
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]
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
Sanglune
Profile Joined February 2016
Netherlands30 Posts
Last Edited: 2019-06-21 17:14:22
June 08 2019 17:29 GMT
#42
The early bird gets the feedback.
Here are my early submissions:

Standard
Saltminer
+ Show Spoiler +
[image loading]
link


Sanglune
+ Show Spoiler +
[image loading]
link



Macro
Cloud Monarchy
+ Show Spoiler +
[image loading]
link


Polar20IQ
+ Show Spoiler +
[image loading]
link



Challenge 1
Saltminor
+ Show Spoiler +
[image loading]
link



Challenge 2
Hana no Shimada
+ Show Spoiler +
[image loading]
link
Marras
Profile Joined June 2018
Finland63 Posts
Last Edited: 2019-06-21 18:02:44
June 08 2019 20:16 GMT
#43
I present to you:

Standard

Ever Dream
+ Show Spoiler +
[image loading]


Nightshade
+ Show Spoiler +
[image loading]



Macro

Atlantean Rift
+ Show Spoiler +
[image loading]


Skyforger
+ Show Spoiler +
[image loading]



Challenge #1

Resurgence
+ Show Spoiler +
[image loading]



Challenge #2

Deathmatch Nightclub
+ Show Spoiler +
[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2019-06-08 21:53:22
June 08 2019 21:11 GMT
#44
(2) Seawatch - Standard

+ Show Spoiler +
[image loading]


(2) Matchpoint - Macro

+ Show Spoiler +
[image loading]


(2) Crossroads - Standard

+ Show Spoiler +
[image loading]


(4) Harvest - Macro

+ Show Spoiler +
[image loading]


(2) Royal Gardens - Minerals

+ Show Spoiler +
[image loading]


(2) On The Trail - Minerals

+ Show Spoiler +
[image loading]



Hf.
Author of Coda and Eastwatch.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
Last Edited: 2019-06-08 22:12:04
June 08 2019 22:11 GMT
#45
just a tip to everyone from a player pov before deadline:
- try to make each expansion location visually distinct from one another in some way. If the 3rd base and 4th base of players almost look like the exact same base, that's not good for quick perception and recognition. It's also a loss of potential aesthetics. Prioritize the mineral and gas layout above looks 100%, don't make a dumb switch to the mineral line just to make it different. But if you're using the same mineral/gas positioning and textures at each base with the same angles and everything, please try to make each area itself look different. (Noticing this issue with Acropolis 2nd/3rd and 4th/5th base, kindof annoying)
- make overlord pods stand out without tons of doodads on top or doodads surrounding it causing confusion. Doesn't have to be super obvious like a glowing 'here's the reaper jump' laser pod, but try to make it easy for zergs and players in general what's high ground and what's not
Team Liquid
Sanglune
Profile Joined February 2016
Netherlands30 Posts
June 08 2019 23:18 GMT
#46
On June 09 2019 07:11 Liquid`Snute wrote:
+ Show Spoiler +
just a tip to everyone from a player pov before deadline:
- try to make each expansion location visually distinct from one another in some way. If the 3rd base and 4th base of players almost look like the exact same base, that's not good for quick perception and recognition. It's also a loss of potential aesthetics. Prioritize the mineral and gas layout above looks 100%, don't make a dumb switch to the mineral line just to make it different. But if you're using the same mineral/gas positioning and textures at each base with the same angles and everything, please try to make each area itself look different. (Noticing this issue with Acropolis 2nd/3rd and 4th/5th base, kindof annoying)
- make overlord pods stand out without tons of doodads on top or doodads surrounding it causing confusion. Doesn't have to be super obvious like a glowing 'here's the reaper jump' laser pod, but try to make it easy for zergs and players in general what's high ground and what's not


That's actually a very good point you make in the first section. Up untill now I've been more concerned with the type of damage an air pocket would deal. But with your statement you've put some incomprehensible doubts I've had in words.

The latter point however is quite known and we frequently point it out for eachother when such issues are spotted. Though it seems not to have reached everyone yet; so I'd like to remind every mapper to check out the mapper's circle discord: link . I've also done a quick write-up listing most of these basic standards we have: link.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 09 2019 18:38 GMT
#47
My submissions for feedback:

Standard
Cattail
+ Show Spoiler +
[image loading]


Magnolia (old)
+ Show Spoiler +
[image loading]


Challenge #1
Substation
+ Show Spoiler +
[image loading]


Polarity
+ Show Spoiler +
[image loading]


Challenge #2
Swamphead
+ Show Spoiler +
[image loading]
https://liquipedia.net/starcraft2/Monitor
MoonStone1
Profile Joined July 2017
20 Posts
Last Edited: 2019-06-11 21:43:39
June 11 2019 21:42 GMT
#48
I submitted a few as a new entry into TLMC this year, hello.
Some of you guys have been helping me in the SC2 Mapper's discord as Jordan.

Here are my two cents.
[Standard]
Lilac
+ Show Spoiler +
[image loading]
38s Nat to Nat


Snowborn
+ Show Spoiler +
[image loading]
38s Nat to Nat


-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 11 2019 21:56 GMT
#49
@monitor i really like the decorative theme on cattail, very nice
vibeo gane,
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 12 2019 20:06 GMT
#50
@NegativeZero, thank you very much!! I am really happy with how that one turned out, as well as "Swamphead". Might need to do some adjustments (layout-wise and aesthetically) to the others before the final submissions.
https://liquipedia.net/starcraft2/Monitor
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
June 12 2019 22:48 GMT
#51
really like how cattail, magnolia and polarity look so different from anything else yet not horribly broken at glance, surely balance will remain to be figured out since they're so odd but some change is welcome.
"Not you."
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2019-06-15 22:25:46
June 13 2019 16:21 GMT
#52
Standard

Axes Facility
+ Show Spoiler +
[image loading]


Promanus Grounds
+ Show Spoiler +
[image loading]


Macro

Project Simulent
+ Show Spoiler +
[image loading]


The Timeless Wild
+ Show Spoiler +
[image loading]


Challenge #1 & 2

Cyber Sphere (challenge 1)
+ Show Spoiler +
[image loading]


Urzagol (challenge 2)
+ Show Spoiler +
[image loading]
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Legan
Profile Joined June 2017
Finland489 Posts
Last Edited: 2019-06-14 05:41:13
June 14 2019 05:39 GMT
#53
Kantuva has announced that there will be feedback stream on Saturday at 7PM CEST. Everyone gets to ask feedback for one map(?) that had been submitted before pre-judging feedback dead line.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Pklixian
Profile Joined October 2017
Canada81 Posts
June 14 2019 23:11 GMT
#54
On June 14 2019 14:39 Legan wrote:
Kantuva has announced that there will be feedback stream on Saturday at 7PM CEST. Everyone gets to ask feedback for one map(?) that had been submitted before pre-judging feedback dead line.


Yea one map, last time there was so much that doing anothers second map wasnt possible.
Though he may go to anothers map to refer onto what they did, and then maybe drop some feedback on the map as well.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Legan
Profile Joined June 2017
Finland489 Posts
June 19 2019 17:22 GMT
#55
I have done my final submissions and updated my older post with new images. Good luck everyone.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Sanglune
Profile Joined February 2016
Netherlands30 Posts
June 21 2019 17:15 GMT
#56
Updated my older post with new images.
ATTx
Profile Joined February 2012
Korea (South)178 Posts
June 21 2019 17:31 GMT
#57
standard

[2] Planet 612

+ Show Spoiler +
[image loading]


Macro

[2] Hazardous

+ Show Spoiler +
[image loading]


[2] Enigma

+ Show Spoiler +
[image loading]


Challenge #2

[2] Cliffhanger

+ Show Spoiler +
[image loading]
5one2heal@gmail.com
Marras
Profile Joined June 2018
Finland63 Posts
June 21 2019 18:05 GMT
#58
Ok, I've also updated the images after some small changes. Good luck everyone!

On June 09 2019 05:16 Marras wrote:
I present to you:

Standard

Ever Dream
+ Show Spoiler +
[image loading]


Nightshade
+ Show Spoiler +
[image loading]



Macro

Atlantean Rift
+ Show Spoiler +
[image loading]


Skyforger
+ Show Spoiler +
[image loading]



Challenge #1

Resurgence
+ Show Spoiler +
[image loading]



Challenge #2

Deathmatch Nightclub
+ Show Spoiler +
[image loading]

1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
SidianTheBard
Profile Joined October 2010
United States2474 Posts
Last Edited: 2019-06-22 04:28:54
June 22 2019 04:05 GMT
#59


Dunes Of Destiny
Standard

You are unable to construct buildings on the water in the middle of the map. Creep tumors can be placed though. An easy to hold Natural and third but after that with the map being as small as it is, you really need to go on the aggressive stance.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

______________________________

Into The Beyond
Standard

A standard, care-free, easy going map. Plenty of bases allow you to play passive or you can get a little more aggressive but open yourself up to easier harass. Take down the rocks to open up another direct attack path to help with flanks or pushes.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]





______________________________

Blood Trials
Macro

A long early game attack time thus resulting in more macro heavy openings. At that point you can expand to a choice of thirds and after that grab a defensive or aggressive fourth to put pressure or retaliate on against your opponent.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



______________________________


Embers Of War
Macro

A four player map where horizontal spawns are disabled. Expand easily yet watch your flank or you may become overrun from the enemy forces.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]





______________________________

Challenge #1
Sporogenesis

An easy natural, a backdoor natural and even after that you can easily grab a 4th or 5th base to macro up to your desires. Although, if you wish, you can mine out the middle gold base to take the aggressive stance. Watch out though because the enemy can mine out the ramps as well to create more opportunities and flank paths. Defend what you can, dominate your lands and you will grow beyond doubt.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


______________________________

Challenge #2
Habitation Station 2

You can take an easy natural followed by a third. If you wish you can go aggressive and can take one of the forward bases which means either the normal mineral field or rich one. Either way, expand hard, grow like a champ and you'll be the number one winner.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


______________________________

Wishing the best of luck to all participants! This TLMC I wasn't able to create as many new maps as I normally would (only two completely new maps) but I hope even the remastered versions of my older maps are better than their originals. Either way, best of luck to all participants and may the best mapper win!

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.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 22 2019 04:21 GMT
#60
Well, I'd better start compiling the list.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2019-06-28 14:47:54
June 22 2019 04:22 GMT
#61
Unofficial TLMC 13 Known Submissions Compilation
+ Show Spoiler +


-NegativeZero-
+ Show Spoiler [Biosphere (Standard)] +

[image loading]

+ Show Spoiler [Simulacrum (Standard)] +

[image loading]

+ Show Spoiler [Second Dream (Macro)] +

[image loading]

+ Show Spoiler [Interplanetary Zircon Geode (Challenge…] +

[image loading]


ATTx
+ Show Spoiler [Planet 612 (Standard)] +

[image loading]

+ Show Spoiler [Hazardous (Macro)] +

[image loading]

+ Show Spoiler [Enigma (Macro)] +

[image loading]

+ Show Spoiler [Cliffhanger (Challenge #2)] +

[image loading]


Freeze_be
+ Show Spoiler [Frozen Tomb (Standard)] +

[image loading]

+ Show Spoiler [South Paw (Standard)] +

[image loading]

+ Show Spoiler [Transcendence (Challenge #1)] +

[image loading]

+ Show Spoiler [Caldera (Challenge #1)] +

[image loading]


IeZaeL
+ Show Spoiler [Seawatch (Standard)] +

[image loading]

+ Show Spoiler [Crossroads (Standard)] +

[image loading]

+ Show Spoiler [Matchpoint (Macro)] +

[image loading]

+ Show Spoiler [Harvest (Macro)] +

[image loading]

+ Show Spoiler [Royal Gardens (Challenge #1)] +

[image loading]

+ Show Spoiler [On The Trail (Challenge #1)] +

[image loading]


Invalid99
+ Show Spoiler [Sunken Colony (Standard)] +

[image loading]

+ Show Spoiler [Blood Moon (Standard)] +

[image loading]

+ Show Spoiler [Phoenix Ark (Challenge #2)] +

[image loading]


KillerSmile
+ Show Spoiler [Lost Endion (Standard)] +

[image loading]

+ Show Spoiler [Skull Island (Standard)] +

[image loading]

+ Show Spoiler [Polaris (Challenge #2)] +

[image loading]


Legan
+ Show Spoiler [Blood Shore (Standard)] +

[image loading]

+ Show Spoiler [Golden Forge (Standard)] +

[image loading]

+ Show Spoiler [Glacier Bloom (Macro)] +

[image loading]

+ Show Spoiler [Thihoi Isle (Macro)] +

[image loading]

+ Show Spoiler [Apatite Facility (Challenge #2)] +

[image loading]


Marras
+ Show Spoiler [Ever Dream (Standard)] +

[image loading]

+ Show Spoiler [Nightshade (Standard)] +

[image loading]

+ Show Spoiler [Atlantean Rift (Macro)] +

[image loading]

+ Show Spoiler [Skyforger (Macro)] +

[image loading]

+ Show Spoiler [Resurgence (Challenge #1)] +

[image loading]

+ Show Spoiler [Deathmatch Nightclub (Challenge #2)] +

[image loading]


MoonStone1
+ Show Spoiler [Lilac (Standard)] +

[image loading]

+ Show Spoiler [Snowborn (Standard)] +

[image loading]


Pklixian
+ Show Spoiler [Axes Facility (Standard)] +

[image loading]

+ Show Spoiler [Promanus Grounds (Standard)] +

[image loading]

+ Show Spoiler [Project Simulent (Macro)] +

[image loading]

+ Show Spoiler [The Timeless Wild (Macro)] +

[image loading]

+ Show Spoiler [Cyber Sphere (Challenge #1)] +

[image loading]

+ Show Spoiler [Urzagol (Challenge #2)] +

[image loading]


Panzermann
+ Show Spoiler [Augustgrad (Standard)] +

[image loading]

+ Show Spoiler [Siberus (Macro)] +

[image loading]


RQM
+ Show Spoiler [Pendragon (Standard)] +

[image loading]

+ Show Spoiler [Cannonball (Standard)] +

[image loading]

+ Show Spoiler [Seorabeol (Macro)] +

[image loading]

+ Show Spoiler [Gwanghwamun Plaza (Macro)] +

[image loading]

+ Show Spoiler [Avant Garde (Challenge #1)] +

[image loading]

+ Show Spoiler [Muskmelon (Challenge #1)] +

[image loading]


Sanglune
+ Show Spoiler [Saltminer (Standard)] +

[image loading]

+ Show Spoiler [Sanglune (Standard)] +

[image loading]

+ Show Spoiler [Cloud Monarchy (Macro)] +

[image loading]

+ Show Spoiler [Polar20IQ (Macro)] +

[image loading]

+ Show Spoiler [Saltminor (Challenge #1)] +

[image loading]

+ Show Spoiler [Hana no Shimada (Challenge #2)] +

[image loading]


SidianTheBard
+ Show Spoiler [Dunes of Destiny (Standard)] +

[image loading]

+ Show Spoiler [Into the Beyond (Standard)] +

[image loading]

+ Show Spoiler [Blood Trials (Macro)] +

[image loading]

+ Show Spoiler [Embers of War (Macro)] +

[image loading]

+ Show Spoiler [Sporogenesis (Challenge #1)] +

[image loading]

+ Show Spoiler [Habitation Station 2 (Challenge #2)] +

[image loading]


SirZachary
+ Show Spoiler [Psionic Laboratory (Macro)] +

[image loading]

+ Show Spoiler [Bridged Badlands (Standard)] +

[image loading]


Skypirinha
+ Show Spoiler [Aceron (Standard)] +

[image loading]

+ Show Spoiler [Tiala Peak Temple (Standard)] +

[image loading]

+ Show Spoiler [Summer Peak (Macro)] +

[image loading]

+ Show Spoiler [Autumn Fields (Macro)] +

[image loading]

+ Show Spoiler [Coral Ruins (Challenge #1)] +

[image loading]

+ Show Spoiler [Sunken Temple (Challenge #1)] +

[image loading]


Solstice245
+ Show Spoiler [Monument (Standard)] +

[image loading]

+ Show Spoiler [Duttles' Retreat (Standard)] +

[image loading]

+ Show Spoiler [Seething Gulf (Macro)] +

[image loading]



Superouman
+ Show Spoiler [Earthrise (Standard)] +

[image loading]

+ Show Spoiler [Eternal Empire (Macro)] +

[image loading]

+ Show Spoiler [Final Boss (Macro)] +

[image loading]

+ Show Spoiler [Golden Wall (Challenge #1)] +

[image loading]

+ Show Spoiler [Zen (Challenge #1)] +

[image loading]

+ Show Spoiler [Purity and Industry (Challenge #2)] +

[image loading]


ZigguratOfUr
+ Show Spoiler [Moon River (Standard)] +

[image loading]

+ Show Spoiler [Aurora (Challenge #1)] +

[image loading]

+ Show Spoiler [Zugzwang (Challenge #1)] +

[image loading]

+ Show Spoiler [Sniper Alley (Challenge #2)] +

[image loading]


Zweck
+ Show Spoiler [Look Up (Standard)] +

[image loading]

+ Show Spoiler [Dazzling Crypt (Standard)] +

[image loading]

+ Show Spoiler [Infinite Tourney (Macro)] +

[image loading]

+ Show Spoiler [Crashing Walls (Macro)] +

[image loading]

+ Show Spoiler [Purple Haze (Challenge #2)] +

[image loading]

+ Show Spoiler [Azure Mansion (Challenge #2)] +

[image loading]


monitor
+ Show Spoiler [Cattail (Standard)] +

[image loading]

+ Show Spoiler [Magnolia (Standard)] +

[image loading]

+ Show Spoiler [Substation (Challenge #1)] +

[image loading]

+ Show Spoiler [Polarity (Challenge #1)] +

[image loading]

+ Show Spoiler [Swamphead (Challenge #2)] +

[image loading]





This is an unofficial compilation of all TLMC13 submissions which have been listed in this thread or otherwise publicly declared. It is non-exhaustive as people may choose not to make their submissions known publicly. Please message me if there are any errors/omissions with the list.
Pklixian
Profile Joined October 2017
Canada81 Posts
June 22 2019 09:39 GMT
#62
+ Show Spoiler +
On June 22 2019 13:05 SidianTheBard wrote:


Dunes Of Destiny
Standard

You are unable to construct buildings on the water in the middle of the map. Creep tumors can be placed though. An easy to hold Natural and third but after that with the map being as small as it is, you really need to go on the aggressive stance.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]

______________________________

Into The Beyond
Standard

A standard, care-free, easy going map. Plenty of bases allow you to play passive or you can get a little more aggressive but open yourself up to easier harass. Take down the rocks to open up another direct attack path to help with flanks or pushes.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]





______________________________

Blood Trials
Macro

A long early game attack time thus resulting in more macro heavy openings. At that point you can expand to a choice of thirds and after that grab a defensive or aggressive fourth to put pressure or retaliate on against your opponent.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]



______________________________


Embers Of War
Macro

A four player map where horizontal spawns are disabled. Expand easily yet watch your flank or you may become overrun from the enemy forces.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]





______________________________

Challenge #1
Sporogenesis

An easy natural, a backdoor natural and even after that you can easily grab a 4th or 5th base to macro up to your desires. Although, if you wish, you can mine out the middle gold base to take the aggressive stance. Watch out though because the enemy can mine out the ramps as well to create more opportunities and flank paths. Defend what you can, dominate your lands and you will grow beyond doubt.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


______________________________

Challenge #2
Habitation Station 2

You can take an easy natural followed by a third. If you wish you can go aggressive and can take one of the forward bases which means either the normal mineral field or rich one. Either way, expand hard, grow like a champ and you'll be the number one winner.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


______________________________

Wishing the best of luck to all participants! This TLMC I wasn't able to create as many new maps as I normally would (only two completely new maps) but I hope even the remastered versions of my older maps are better than their originals. Either way, best of luck to all participants and may the best mapper win!



Goddamn Sidian, I love Embers of War, and all of these submissions. they look so good.
And for once you went away from 2f0rt for Hab2, interesting. Like the layout.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 23 2019 01:44 GMT
#63
Got a chance to update 3 of my submissions. The updates were to:

Cattail - Standard
+ Show Spoiler +
[image loading]


Swamphead - Challenge 2
+ Show Spoiler +
[image loading]


Substation - Challenge 1
+ Show Spoiler +
[image loading]


Looking forward to seeing the top 16! I see many great submissions so far.
https://liquipedia.net/starcraft2/Monitor
KillerSmile
Profile Joined November 2018
Germany88 Posts
June 23 2019 08:01 GMT
#64
On June 23 2019 10:44 monitor wrote:
Got a chance to update 3 of my submissions. The updates were to:

Cattail - Standard
+ Show Spoiler +
[image loading]


Swamphead - Challenge 2
+ Show Spoiler +
[image loading]


Substation - Challenge 1
+ Show Spoiler +
[image loading]


Looking forward to seeing the top 16! I see many great submissions so far.


Oh wow, I'm really excited for the new Substation! I hope we get to see some games on it. Hype!
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Panzermann
Profile Joined December 2018
9 Posts
June 24 2019 04:56 GMT
#65
Standard
Augustgrad
[image loading]

Macro
Siberus
[image loading]
Freeze_be
Profile Joined February 2017
Korea (South)14 Posts
June 24 2019 06:09 GMT
#66
My submission map

Frozen Tomb - Standard
+ Show Spoiler +
[image loading]


South Paw - Standard
+ Show Spoiler +
[image loading]


Transcendence - Challenge #1
+ Show Spoiler +
[image loading]


Caldera - Challenge #1
+ Show Spoiler +
[image loading]


GL everyone!
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 24 2019 06:18 GMT
#67
One more last minute map update for me!

Magnolia - Standard
+ Show Spoiler +
[image loading]
https://liquipedia.net/starcraft2/Monitor
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
June 24 2019 06:21 GMT
#68
Pendragon - Standard
+ Show Spoiler +
[image loading]


Cannonball - Ztandard
+ Show Spoiler +
[image loading]


Seorabeol - Macro
+ Show Spoiler +
[image loading]


Gwanghwamun Plaza - Macro
+ Show Spoiler +
[image loading]


Avant Garde - Challenge #1
+ Show Spoiler +
[image loading]


Muskmelon - Challenge #1
+ Show Spoiler +
[image loading]


My maps. Was too busy to make them with love.. I'm not very confident. Anyways, good luck for everyone!





Zuratu
Profile Joined April 2018
United States25 Posts
Last Edited: 2019-06-24 06:31:56
June 24 2019 06:24 GMT
#69
Hola!

En Maps:

Psionic Laboratory
144 x 140
+ Show Spoiler +

[image loading]

Art Stuffs
https://imgur.com/a/olQqPap


Bridged Badlands
140 x 140
+ Show Spoiler +

[image loading]



Best of luck all you's!
Probably from Earth. Possibly Human.
Invalid99
Profile Joined May 2018
Canada37 Posts
Last Edited: 2019-06-24 07:18:26
June 24 2019 06:32 GMT
#70
My Submissions

Sunken Colony - Standard
+ Show Spoiler +
146x140
[image loading]


Blood Moon - Standard
+ Show Spoiler +
138x134
[image loading]


Phoenix Ark - Challenge 2
+ Show Spoiler +
132x156
[image loading]


Credit to Pklixian for doing the map art for Sunken Colony, and Phoenix ark

I'm unlikely to know what I'm talking about
Invalid99
Profile Joined May 2018
Canada37 Posts
June 24 2019 06:56 GMT
#71
damn Zigg you updated that list fast! refreshed the page, next thing i know my submissions are already on there. Just like before you're the real mvp.
I'm unlikely to know what I'm talking about
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
June 24 2019 08:05 GMT
#72
Second Dream - Macro (148x140)
[image loading]

Biosphere - Standard (128x148)
[image loading]

Simulacrum - Standard (152x128)
[image loading]

Interplanetary Zircon Geode - Challenge 2 (132x144)
[image loading]
vibeo gane,
KillerSmile
Profile Joined November 2018
Germany88 Posts
June 24 2019 10:03 GMT
#73
Lost Endion - Standard
+ Show Spoiler +

[image loading]


Skull Island - Standard
+ Show Spoiler +

[image loading]


Polaris - Challenge 2
+ Show Spoiler +

[image loading]


I also have to thank PKlixian, the patron saint of the artistically challenged mapper for giving Skull Island and Polaris an aesthetic overhaul.


Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Pklixian
Profile Joined October 2017
Canada81 Posts
June 24 2019 14:20 GMT
#74
On June 24 2019 19:03 KillerSmile wrote:
Lost Endion - Standard
+ Show Spoiler +

[image loading]


Skull Island - Standard
+ Show Spoiler +

[image loading]


Polaris - Challenge 2
+ Show Spoiler +

[image loading]


I also have to thank PKlixian, the patron saint of the artistically challenged mapper for giving Skull Island and Polaris an aesthetic overhaul.



Again, it was fun going all out on Polaris and fixing up Skull Island's deco!
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Pklixian
Profile Joined October 2017
Canada81 Posts
June 24 2019 14:21 GMT
#75
On June 24 2019 15:32 Invalid99 wrote:
My Submissions

Sunken Colony - Standard
+ Show Spoiler +
146x140
[image loading]


Blood Moon - Standard
+ Show Spoiler +
138x134
[image loading]


Phoenix Ark - Challenge 2
+ Show Spoiler +
132x156
[image loading]


Credit to Pklixian for doing the map art for Sunken Colony, and Phoenix ark


I love what I did with Sunken Colony tho, me + zerg areas work so well :D
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Zweck
Profile Joined February 2015
Germany211 Posts
Last Edited: 2019-06-24 19:11:45
June 24 2019 17:47 GMT
#76
my submissions

+ Show Spoiler +


2x standard:

Look Up
[image loading]

Dazzling Crypt
[image loading]

2x macro:

Infinite Tourney
[image loading]

Crashing Walls
[image loading]

2x challenge#2

Purple Haze
[image loading]

Azure Mansion
[image loading]



gl 2 all!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 28 2019 22:49 GMT
#77
Predictions

Standard
- Seawatch
- Nightshade
- Cannonball aka Zmap
- Monument

Macro
- Match Point
- Thihoi Isle
- Seething Gulf
- Crashing Walls
- Gwanghwamun Plaza

Challenge 1
- Royal gardens
- Resurgence
- Zugzwang

Challenge 2
- Interplanetary Zircon Geode
- Cliffhanger
- Deathmatch Nightclub
- Purple Haze
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2019-06-29 02:57:27
June 29 2019 02:56 GMT
#78
On June 29 2019 07:49 Superouman wrote:
Predictions

Standard
- Seawatch
- Nightshade
- Cannonball aka Zmap
- Monument

Macro
- Match Point
- Thihoi Isle
- Seething Gulf
- Crashing Walls
- Gwanghwamun Plaza

Challenge 1
- Royal gardens
- Resurgence
- Zugzwang

Challenge 2
- Interplanetary Zircon Geode
- Cliffhanger
- Deathmatch Nightclub
- Purple Haze


Picking all three of IeZaeL's maps with three bases behind a single choke is an interesting prediction.
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 29 2019 06:49 GMT
#79
On June 29 2019 11:56 ZigguratOfUr wrote:
Show nested quote +
On June 29 2019 07:49 Superouman wrote:
Predictions

Standard
- Seawatch
- Nightshade
- Cannonball aka Zmap
- Monument

Macro
- Match Point
- Thihoi Isle
- Seething Gulf
- Crashing Walls
- Gwanghwamun Plaza

Challenge 1
- Royal gardens
- Resurgence
- Zugzwang

Challenge 2
- Interplanetary Zircon Geode
- Cliffhanger
- Deathmatch Nightclub
- Purple Haze


Picking all three of IeZaeL's maps with three bases behind a single choke is an interesting prediction.


Funnily enough, I think the most prominent issue with Match Point and Seawatch may be that the choke(s) at the third bases are too wide for a defender to be able to hold with a three-base army. Particularly TvZ I am imagining.

Getting close to hearing the top 16 - can't wait!
https://liquipedia.net/starcraft2/Monitor
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 29 2019 09:35 GMT
#80
On June 29 2019 11:56 ZigguratOfUr wrote:
Show nested quote +
On June 29 2019 07:49 Superouman wrote:
Predictions

Standard
- Seawatch
- Nightshade
- Cannonball aka Zmap
- Monument

Macro
- Match Point
- Thihoi Isle
- Seething Gulf
- Crashing Walls
- Gwanghwamun Plaza

Challenge 1
- Royal gardens
- Resurgence
- Zugzwang

Challenge 2
- Interplanetary Zircon Geode
- Cliffhanger
- Deathmatch Nightclub
- Purple Haze


Picking all three of IeZaeL's maps with three bases behind a single choke is an interesting prediction.


When you remove all the rake layout clones, there isn't actually a whole lot of choice for maps. Seawatch and Match Point have quite an open third base so it's not free.
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 29 2019 15:07 GMT
#81
On June 29 2019 18:35 Superouman wrote:
Show nested quote +
On June 29 2019 11:56 ZigguratOfUr wrote:
On June 29 2019 07:49 Superouman wrote:
Predictions

Standard
- Seawatch
- Nightshade
- Cannonball aka Zmap
- Monument

Macro
- Match Point
- Thihoi Isle
- Seething Gulf
- Crashing Walls
- Gwanghwamun Plaza

Challenge 1
- Royal gardens
- Resurgence
- Zugzwang

Challenge 2
- Interplanetary Zircon Geode
- Cliffhanger
- Deathmatch Nightclub
- Purple Haze


Picking all three of IeZaeL's maps with three bases behind a single choke is an interesting prediction.


When you remove all the rake layout clones, there isn't actually a whole lot of choice for maps. Seawatch and Match Point have quite an open third base so it's not free.


They're not free but you sure aren't paying much for them. And the third being open isn't necessarily a downside depending on the matchup. And Matchpoint could even be labelled as four bases behind a single defensive point.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 30 2019 05:53 GMT
#82
My predictions:

Standard:
      Ever Dream
      Pendragon
      Tiala Peak Temple
      Monument
      Look Up

Macro:
      Seorabeol
      Blood Trials
      Autumn Fields
      Final Boss
      Second Dream

Challenge #1:
      Royal Gardens
      Golden Wall
      Muskmelon

Challenge #2:
       Purple Haze
       Purity and Industry
       Interplanetary Zircon Geode
algue
Profile Joined July 2011
France1436 Posts
June 30 2019 10:07 GMT
#83
@Iezael : You should have given another chance to Neo Emerald Plaza but with mineral walls instead of destructible rocks. That map never got its due credit
rly ?
KillerSmile
Profile Joined November 2018
Germany88 Posts
June 30 2019 13:35 GMT
#84
Predictions:

Standard:
Look Up - Zweck
Simulacrum - -0
Axes Facility - PKlixian
Cannonball - RQM
Monument - Solstice
Earthrise - Superouman

Macro:
Second Dream - -0
Atlantean Rift - Marras
Skyforger - Marras
Final Boss - Superouman

Challenge 1:
Royal Gardens - IeZaeL
Muskmelon - RQM
Substation - Monitor

Challenge 2:
Cliffhanger - AttX
IZG - -0
Azure Mansion - Zweck
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
monitor
Profile Blog Joined June 2010
United States2408 Posts
June 30 2019 17:13 GMT
#85
My personal favorites - many great submissions this TLMC!

Standard
Pendragon by RQM
Earthrise by Superouman
Nightshade by Marras
Monument by Solstice

Macro
Gwanghwamun Plaza by RQM
Final Boss by Superouman
Crashing Walls by Zweck
Second Dream by NegativeZero

Challenge #1
Zen by Superouman
Golden Wall by Superouman
Royal Gardens by IeZaeL

Challenge #2
Interplanetary Zircon Geode by NegativeZero
Cliffhanger by ATTx
Deathmatch Nightclub by Marras
Purple Haze by Zweck
https://liquipedia.net/starcraft2/Monitor
Agaton
Profile Joined July 2019
Sweden46 Posts
July 08 2019 23:26 GMT
#86
@Panzermann Just wanted to say that Augustgrad look absolutely dope. Deserved a better fate.
Maker of maps
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
July 09 2019 21:12 GMT
#87
Blood Shore
It's pretty but cramped and too hard to attack the opponent

Polar20IQ
Remove the lowground expansion nearest the nat and I actually like this one a lot

Hana no Shimada
This one seems pretty good; why didn't the judges like it?

Swamphead
Seems pretty good, though the picture is a little hard to look at to be sure; while beautifully decorated in-game, maybe upload a more plainly decorated version picture for analyzing from over-head perspective?

Lilac
I almost like this one a lot, but the symmetry choice hurts the map a lot by making the expansions too easy to defend and too difficult to attack
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
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