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TLnet Map Contest 13 Finalists

Forum Index > SC2 General
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TLnet Map Contest 13 Finalists

Text byJulmust
Graphics byv1
July 1st, 2019 19:08 GMT
TLMC13
After a longer than usual submission phase and an in-depth judging, we now have what we consider to be the best 16 maps submitted to the 13th edition of the TL.net Map Contest. We saw a slight decrease in submissions this time around but the quality was, as per usual, very high. Some maps just barely missed the cutoff for the top 16, so don't feel discouraged if your map didn't make it this time around. Keep working on it and we'll, hopefully, see your submission in the next TLMC.

For now there's not a lot to do for participants and fans wanting to get your voices heard. As the judging phase is quite theoretical, we now need to get some players to test them out. So this Tuesday, July 2nd, Wardi will kick off the TLnet Map Contest Tournament, his map contest tournament. It will run throughout the week, with the finals being played on Sunday.

After this, we'll give the finalists a chance to put some final touches on their maps before we move onto the public voting phase on the 15th of July. See you all again, then!

Standard

The standard category is a staple of the mapmaking contest. It's the most popular category, by far, and for good reason. A standard map challenges a mapmaker to stand out without using any special tools. It's a completely even playing field. To enter a map into this category map makers had to design a medium sized map with a rush distance of roughly 40-45 seconds.

Simulacrum

By: -NegativeZero-
This standard map provides the usual complement of chokes, open areas, and choices of expansion. Defend the central bridges, or control the forward high ground bases as a late game focal point.

Biosphere

By: -NegativeZero-

Though the initial 3 base setup is very standard, Biosphere's layout encourages more of a top vs bottom split than the diagonal situation common in other maps. The direct scouting/attack path passes through 3 LoS blocked chokes, allowing for ambushes and encouraging players to explore the various other, more open, paths. Pairs of destructible rocks along the map edges force attention towards the central low ground earlier in the game, while making the outlying bases slightly safer to take.

Ever Dream

By: Marras
The map has 16 blue bases, two of which have a single rich gas geyser. The average rush distance is 37s. There are rocks in the middle path and on the ramp leading into the lowground third. Line of sight blockers are situated in the 11 & 5 o’clock positions on the outer path of the map an in the highround near them in addition to the direct middle. Main bases not directly in the corner.

Earthrise

By: Superouman

Average sized map with a simple expansion layout. Rocks can be taken down to reduce the distance between the players.

Nightshade

By: Marras

The map has 14 blue bases and an average rush distance of 36s. There are rocks at both thirds and on one of the ramps leading through the middle highground areas. Two sets of line of sight blockers are located the 1 & 7 o’clock positions.


Macro

While the the macro category shares some similarities with the "Standard" category, we've challenged mapmakers to design a slower playing map where players feel safe to expand. These maps are generally a bit larger and the recommended rush time is 40-55 seconds.

Eternal Empire

By: Superouman

A modern interpretation of Cloud Kingdom. Even though the map isn’t as huge as other macro maps, most of the expansions are easy to secure. The first three bases have small chokes which helps surviving early attacks. The xel naga tower near the middle helps the players to cover more paths and expansions.

Cloud Monarchy

By: Sanglune

This is a large map with relatively safe and plentiful bases. The layout is balanced. Safe and plentiful early bases make it suitable for macro.

Golden Forge

By: Legan

Big map with many bases close to each other with direct high ground attack path from natural to opponents vertical fourth and triangular third bases that separates the middle from sides and allows only moving between sides one three locations.

Hurricane

By: Superouman

Large macro map shaped like a hurricane. The first three bases are very easy to take thanks to the large distance between the players. Two additional bases can be easily defended by keeping your army here.


Challenge #1

Both challenges, in this contest, are reruns of those we used for TLMC #12. While the maps submitted to the last contest were all great, we felt like not all options had been explored. In this challenge we asked map makers to design a map utilizing mineral nodes to alter or affect the pathing of units. A bit of a throwback to StarCraft: Brood War.

Avant Garde

By: RQM

A macro-friendly map with safe pocket base. Geysers of the base are initially blocked with mineral nodes of 150. Also 2 rows of 5 minerals can be mined to open path from third to pocket base. Air blockers weaken strength of flanking between third and pocket base. High yield vespene bases close to middle are also handicapped with 150 mineral nodes. Mineral walls on middle allow slightly open fields.

Podcast

By: Timmay

Enjoy a cup of coffee and listen you your favorite podcast as you destroy your opponents!

Mineral wall patches contain 5 minerals each, and the walls are positioned to keep tanks out of range of the 3rd/4th base. The other mineral wall is a base with rich geysers. This base is possible to take, but very exposed.

Golden Wall

By: Superouman

This map’s structure is very unique. A wall divides the map in two very distinct halves. The bottom half of the is inaccessible at the beginning of the game. There are 3 ways to get to the bottom part:
Mine the middle reduced minerals
Mine the gold base
Mine the main backdoor
The players can choose to play the way they want. They can play the map in a vanilla style with five easy bases on the top part of the map. Or they can take advantage of the unique features of the map and outsmart the opponent by using the bottom part of the map.

Zen

By: Superouman

This map has a very short rush path that goes through multiple rows of reduced mineral fields that are one tile wide. Early attacks through these tiny choke may be possible early but moving larger armies will take a very long time even if the distance is physically short. Players will need to mine these reduced mineral fields to move their armies more easily. Or they can ignore those fields and only use the sides of the map.

Challenge #2

The second return of a challenge. Here we challenged the community to create a map utilizing the structure “Inhibitor Zone Generator”, a neutral and invulnerable structure that slows in an AoE, in clever ways.

Polaris

By: KillerSmile

Standard expansion pattern with Ihibitor Zone Generators placed on strategically important highground passages, but not touching a wall or cliff, so players can micro around it with smaller forces. A lighter touch on what to do with the IZG compared to Turbo Cruise 86.

Zeta Orion

By: Meavis

A choked up center, partially by IZG's surrounded by an outer pathway. To give some extra incentive to control the center, a central high ground mineral only base exists a full base could simply not fit here without breaking the map.

Purity and Industry

By: Superouman

Inhibitor Zone Generators (IZG) received a negative impression from players. This is mainly because getting slowed feels bad in all games. I thought about how IZGs could be used while reducing the frustrating sensation of players. This is why i choosed to use IZGs exclusively in areas where only air units can be affected. To fully use air only IZGs, i decided to use a map layout where both players start very close by air like back in the days on lost temple. I compensate the short air travel time by filling the air gap with IZG. I kept a small space that isn’t slowed on the edge of the map. This route allows for a safer attack and retreat path for air drop and harass. The power of air play toward the main base is reduced because the attacker’s units will get hit a few more times by the defender if they go straight through the IZG. The ground rush distance is quite long to bait players to still go for air units even if they are weaker in this map.
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AdministratorI'm dancing in the moonlight
Durnuu
Profile Joined September 2013
13324 Posts
July 01 2019 19:11 GMT
#2
I hope Cloud Monarchy never makes it onto ladder, holy shit lmao
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
Elentos
Profile Blog Joined February 2015
55581 Posts
July 01 2019 19:15 GMT
#3
On July 02 2019 04:11 Durnuu wrote:
I hope Cloud Monarchy never makes it onto ladder, holy shit lmao

Not like it'd be your problem
Every 60 seconds in Africa, a minute passes.
Waxangel
Profile Blog Joined September 2002
United States33629 Posts
July 01 2019 19:16 GMT
#4
On July 02 2019 04:11 Durnuu wrote:
I hope Cloud Monarchy never makes it onto ladder, holy shit lmao


I hope it does because it would have the same translated name as Cloud Kingdom in Korean and many other locales
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Sanglune
Profile Joined February 2016
Netherlands30 Posts
July 01 2019 19:17 GMT
#5
On July 02 2019 04:11 Durnuu wrote:
I hope Cloud Monarchy never makes it onto ladder, holy shit lmao


Wow.
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2019-07-01 19:24:59
July 01 2019 19:18 GMT
#6
Biosphere was also made by negativezero, not superouman

n0 and superouman also made boss maps this time around and I'm very happy most of them go through.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Pklixian
Profile Joined October 2017
Canada81 Posts
July 01 2019 19:19 GMT
#7
rip me but this is pretty solid amount of finalist, GJ to those who got in!
Tho I'm questioning my design, as it was solid compared to many of the others...
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
monitor
Profile Blog Joined June 2010
United States2409 Posts
July 01 2019 19:22 GMT
#8
Yesssss Superouman!! He had an excellent batch of maps and deserved to have atleast one map in each category. Hoping for an all-Superouman top 5.
https://liquipedia.net/starcraft2/Monitor
Elentos
Profile Blog Joined February 2015
55581 Posts
July 01 2019 19:26 GMT
#9
Some very nice finalists this time. I'm of course an expert, having already played on 3 of these maps well before they were known finalists.

I think Cloud Monarchy is a bit too much visually. There's a lot going on there in terms of textures and I actually find it slightly hard to look at in this preview image (not sure about the in-game on that).
Every 60 seconds in Africa, a minute passes.
Sanglune
Profile Joined February 2016
Netherlands30 Posts
July 01 2019 19:27 GMT
#10
On July 02 2019 04:19 Pklixian wrote:
rip me but this is pretty solid amount of finalist, GJ to those who got in!
Tho I'm questioning my design, as it was solid compared to many of the others...


I thought most of them were solid, although a bit boring.
NewSunshine
Profile Joined July 2011
United States5938 Posts
Last Edited: 2019-07-01 19:52:59
July 01 2019 19:51 GMT
#11
Congrats to all the finalists, but especially Superouman. Earthrise is the cleanest, and my favorite of the whole bunch. I have always been the most consistently impressed and inspired, in equal measure, by your maps, and was happy to see you return to the scene. And now I think you're the first mapper to get a full 6 maps in the finals, that's an astounding achievement. Congratulations, my friend.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 01 2019 20:01 GMT
#12
Now i understand why i got only one finalist in the 3 previous contest. They were all stuck here!

Thank you everyone for your kind words, this means a lot for me.
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
July 01 2019 20:07 GMT
#13
Superouman mvp! I'm happy with my two maps, also congrats to all of the other finalists! Excited for the tournament to start
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
KillerSmile
Profile Joined November 2018
Germany95 Posts
Last Edited: 2019-07-01 20:56:19
July 01 2019 20:56 GMT
#14
Congrats to all the other finalists. Could not be happier to have Polaris go through.

Let's hope me and Legan as newcommers can give the repeat offenders a run for their moneys.

=D
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 01 2019 20:57 GMT
#15
feel like the category maps are very underwhelming
"Not you."
RQM
Profile Blog Joined May 2016
Korea (South)104 Posts
July 01 2019 21:10 GMT
#16
Congrats to all finalists! Especially Superouman with his all six maps, this should have happened earlier.
Also big congrats to newcomers too.
Final congrats to my weakest entry. hehe
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2019-07-01 21:23:44
July 01 2019 21:22 GMT
#17
soup man! all hail the old new mapmaking banjo. congrats to everyone else too!

little disappointed my weakest map got through but my strongest map didn't, in my opinion - but a finalist is a finalist, i'll take it.
vibeo gane,
Antares777
Profile Joined June 2010
United States1971 Posts
July 01 2019 22:54 GMT
#18
Nice maps! I think Earthrise is my favorite based on a quick glance. I definitely want to watch the games from the tournament though.

Congrats to all the finalists!
mell00yell00
Profile Joined July 2018
11 Posts
July 01 2019 23:29 GMT
#19
Congrats Sanglune! Pulling for cloud monarchy!
Zweck
Profile Joined February 2015
Germany211 Posts
July 01 2019 23:37 GMT
#20
maybe the best tlmc results so far imo. i really like most of the maps! gz souperouman especially
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
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