![TLMC13](https://tl.net/staff/v1/works/tlmc13/tlmc13.jpg)
The end of TLnet Map Contest #13 is drawing closer and closer for each day, and after giving the creators of the top 16 maps one last chance to polish their maps, it's now time for you, the community, to vote on your favorites. As you'll see, we've added some more information to this post compared to that of TLMC 12. You can now find VODs of games played on the map, the changelog, as well as a few images of key areas of the maps.
At the end of the post you'll find the voting button. After you've laid your vote, remember that you have to post in this thread or your vote will be voided. The voting begins now and will end at Sunday, Jul 21 8:00pm GMT (GMT+00:00).
This digital battleground provides the standard 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.
VOD: (T)GuMiho vs. (P)Clssic
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Simulacrum/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
A map designed for play of the standard variety. Carefully edge your way around the outer passages as you explore this closed biological system, or thrust your army directly through the fertile central ground. As you and your opponent exhaust each other's resources, take the rich geysers as you work your way towards a satisfying, game-ending climax.
VOD: (T)FanTaSy vs. (Z)soO
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Biosphere/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
In its core, Ever Dream has a super standard layout that has been inspired by Catalyst. To spice things up a little, the main base is not directly in the corner and the forward lowground base has a rich vespene geyser. The aesthetics are nice, clean and pretty with pastel textures and pink trees. On this map you can expect to see anything from early rushes to long macro games.
VOD: (Z)Bly vs. (T)Kas
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Ever_Dream/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Average sized map that is set on the Moon. The middle of the map has three rows of line of sight blockers and two of them are blocked with rocks. There aren’t many paths going through the middle initially so it will be important to use the side paths.
VOD: (T)soul vs. (Z)Reynor
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Earthrise/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Nightshade might not offer anything revolutionary but it has a solid standard layout that allows players to choose from a wide range of different playstyles. Rocks at both third base options help with early defense. The aesthetics of the map are like an organic version of cyberpunk with bright purples, pinks and blues to contrast the darker base textures.
VOD: (P)Classic vs. (T)FanTaSy
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Nightshade/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Actually the modern interpretation of Cloud Kingdom. It takes the good parts of that map to make a larger and a more suited version for LotV. This version emphasises even more of the idea of “The longer path gives a better angle”.
VOD: (P)Zest vs. (T)INnoVation
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Eternal_Empire/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Cloud Monarchy features a dense base layout with altering chokes, pathing and expansion choices, providing the player with an experience involving frequent decisions and preferences.
Strategic placement of bases offer varying degrees of protectability and offensive potential. Allowing players adapt to their opponent. To make most of the map, armies must be maneuver strategically, which is the difference between Peasant or Monarch.
VOD: (Z) Namshar vs. (Z) soO
Map featuresClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Cloud_Monarchy/focus/focus1_thumb.jpg)
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Changelog
+ Show Spoiler +
This is a huge map that has a common base layout which all hug the edge of the map. There are plenty of large attack paths in the middle and the corners. Also there is many destructible debris and rocks that can open up new attack paths or make existing one more open.
VOD: (T)Fantasy vs. (P)Patience
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Golden_Forge/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
This is a big map shaped like a hurricane that is suited for long macro games. This is also my first map where i tried to do custom cliffs which allow me to do caves below the terrain.
VOD: (T)INnoVation vs. (Z)Reynor
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Hurricane/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Avant Garde is a macro-friendly map with safe pocket base. Mineral walls were used differently in this map. Two nodes worth 150 should be mined to get both geysers from back base. Another wall with 5 minerals can be mined to open path between back base and front base. Last wall helps front base wall-ins.
VOD: (Z)Reynor vs. (T)INnoVation
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Avant_Garde/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Enjoy a cup of coffee and listen you your favorite podcast as you destroy 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.
VOD: (P)Zest vs. (Z)Solar
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Podcast/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
This map has a very unusual layout. The whole bottom part is totally closed by the Golden Wall. This wall can be breached in three different ways:
- Mine the minerals in the middle that have a value of 5 each
- Mine the golden base
- Mine the minerals of the main backdoor that have a value of 20 each
VOD: (T)FanTaSy vs. (P)Classic
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Golden_Wall/focus/asdsfa/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
This map is set in a Zen garden, it even had two Koi ponds on the sides. The main feature of the map is the two small entrances to the natural. The first one gives a direct and short path to the opponent but is only one tile wide but it can be enlarged by mining the minerals. The other choke is 6 tiles wide and lead to the third base. In the middle, there are two sets of mineral walls that make the path one tile wide. These paths make large armies extremely slow unless you mine these paths. This map also has more advanced custom cliffs that i shaped into pillars.
VOD: (Z)Namshar vs. (T)Kas
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Zen/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Standard expansion pattern with Inhibitor Zone Generators placed on strategically important high-ground 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 ´84.
VOD: (T)Kas vs. (Z)Namshar
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Polaris/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
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.
VOD: (T)Kas vs. (P)Harstem
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Zeta_Orion/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Many of you dislike my first map with Inhibitor Zone Generators (IZG), Turbo Cruise ‘84 and took that into consideration. This is why my new map with IZG don’t interact with ground units at all and only focuses on air units. I chose to make an air friendly layout with nearby main bases by air like back in the days. The IZGs reduce the power of air units and make this layout more viable. There is an island located in top right corner of the map. Islands are historically terran favored but that may not be the case anymore with the widespread use of the Warp prism and Nydus. The theme of the map is either a conflict or cooperation of the Purity with the Industry, i let you decide with that. This map is also my most advanced experiment with terrain in which i use transparent custom bridges.
VOD: (T)Bunny vs. (Z)Solar
Map FeaturesClick to expand ![](/staff/Julmust/projects/tlmc13/voting/Purity_and_Industry/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
Some things to keep in mind:
As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:
Vote here!
Voting closes in .
At the end of the post you'll find the voting button. After you've laid your vote, remember that you have to post in this thread or your vote will be voided. The voting begins now and will end at Sunday, Jul 21 8:00pm GMT (GMT+00:00).
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-![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Simulacrum/Simulacrum_final.png)
VOD: (T)GuMiho vs. (P)Clssic
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Simulacrum/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Reduced vertical bounds by 4, made several terrain adjustments to compensate
- Added rocks partially blocking the direct attack path to the 3rd
- Added additional overlord pods
- Removed abusive cannon placements
- Decorative improvements
- Added rocks partially blocking the direct attack path to the 3rd
- Added additional overlord pods
- Removed abusive cannon placements
- Decorative improvements
Biosphere
By: -NegativeZero-![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Biosphere/Biosphere_final.png)
VOD: (T)FanTaSy vs. (Z)soO
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Biosphere/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Removed abusive cannon placements
- Minor decorative improvements/fixes
- Minor decorative improvements/fixes
Ever Dream
By: Marras![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Ever_Dream/Ever_Dream_final.jpg)
VOD: (Z)Bly vs. (T)Kas
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Ever_Dream/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Fixed issue with some of the tree doodads obstructing view
- Expanded horizontal bounds by one in each direction
- Fixed an issue where a part of a cliff partially obstructed minerals
- Fixed an issue with some of the los blockers
- Added some sunrays for aesthetics
- Removed the foliage
- Fixed some small pathing issues
- Expanded horizontal bounds by one in each direction
- Fixed an issue where a part of a cliff partially obstructed minerals
- Fixed an issue with some of the los blockers
- Added some sunrays for aesthetics
- Removed the foliage
- Fixed some small pathing issues
Earthrise
By: Superouman![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Earthrise/Earthrise_final.jpg)
VOD: (T)soul vs. (Z)Reynor
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Earthrise/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Reduced the width of the third base choke from 14 to 12 tiles.
- Slightly improved the decoration
- Slightly improved the decoration
Nightshade
By: Marras![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Nightshade/Nightshade_final.jpg)
VOD: (P)Classic vs. (T)FanTaSy
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Nightshade/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Removed foliage
- Worked on the textures a little bit
- Made the lowground cliff at the natural choke a bit more easily recognizable
- Fixed the issue of some doodad trees obstructing view
- Fixed a couple of cannon spots in the natural
- Worked on the textures a little bit
- Made the lowground cliff at the natural choke a bit more easily recognizable
- Fixed the issue of some doodad trees obstructing view
- Fixed a couple of cannon spots in the natural
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![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Eternal_Empire/Eternal_Empire_final.jpg)
VOD: (P)Zest vs. (T)INnoVation
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Eternal_Empire/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Reduced the width of the third base choke from 11 to 10 tiles.
- Moved the third base closer to the main. It gives more space to defend this base.
- Added a few critters
- Moved the third base closer to the main. It gives more space to defend this base.
- Added a few critters
Cloud Monarchy
By: Sanglune![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Cloud_Monarchy/Cloud_Monarchy_final.jpg)
Strategic placement of bases offer varying degrees of protectability and offensive potential. Allowing players adapt to their opponent. To make most of the map, armies must be maneuver strategically, which is the difference between Peasant or Monarch.
VOD: (Z) Namshar vs. (Z) soO
Map features
![](/staff/Julmust/projects/tlmc13/voting/Cloud_Monarchy/focus/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Cloud_Monarchy/focus/focus2_thumb.jpg)
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Changelog
+ Show Spoiler +
GAMEPLAY
- increased width of natural entrance
- widened the quadrangular entrance, added a single outcrop to original choke
- improved LoS blockers beneath collapsed wall
- reworked LoS blockers in center to be connecting
- force occulsion of wall doodads on rock path below triangular
PATHING & POLISHING
- closed tiny pockets half-tile in the natural
- added pathing and a tiny rock to smoothen pathing at the rock ramp in the center, non-rock side.
- smoothened pathing and rocks around the linear third and fourth
- Added rock in small cliff pocket near 3rd to smoothen edge
- fixed pathing around main and linear third
- fixed other pathing issues caused by the QA team
- slight readjustment of rocks below the overlord pocket of the linear third
ART - VISIBILITY
- slight adjustments of doodads above triangular to increase vision on mineral lines
- slight adjustment of doodad on lowbase below quadrolinear to increase vision on mineral lines
- slight adjustmends of doodads above base below quadrangular to increase vision on mineral lines
ART - NICE LOOKING
- Fixed floating brick assyemmtry in the center
- Removed Slayn Grass 7 foliage rock mix
- Changed Endion1 foliage composition from 0.35 rock 0.25 plant to 0.5 rock 0.2 plant
- Respawned foliage at 0.431 per cell
- more art in the main corners
- Moved single cliff rock doodad between linear 3-4
ART - COMMUNICATION
- texture adjustment to increase visibility of reaper ramp on main
- adjusted textures of midground in some spaces to increase readability without aesthetic loss
- increased snow around areas on lowground near cliff edges to increase readability
- redone more texturing on the midground
- added rocks in the overlord spot above the linear third to communicate unpathability more
- readjusted the roof of the building at the triangular to have visible holes in it, to communicate it isn't part of the highground spot
- increased width of natural entrance
- widened the quadrangular entrance, added a single outcrop to original choke
- improved LoS blockers beneath collapsed wall
- reworked LoS blockers in center to be connecting
- force occulsion of wall doodads on rock path below triangular
PATHING & POLISHING
- closed tiny pockets half-tile in the natural
- added pathing and a tiny rock to smoothen pathing at the rock ramp in the center, non-rock side.
- smoothened pathing and rocks around the linear third and fourth
- Added rock in small cliff pocket near 3rd to smoothen edge
- fixed pathing around main and linear third
- fixed other pathing issues caused by the QA team
- slight readjustment of rocks below the overlord pocket of the linear third
ART - VISIBILITY
- slight adjustments of doodads above triangular to increase vision on mineral lines
- slight adjustment of doodad on lowbase below quadrolinear to increase vision on mineral lines
- slight adjustmends of doodads above base below quadrangular to increase vision on mineral lines
ART - NICE LOOKING
- Fixed floating brick assyemmtry in the center
- Removed Slayn Grass 7 foliage rock mix
- Changed Endion1 foliage composition from 0.35 rock 0.25 plant to 0.5 rock 0.2 plant
- Respawned foliage at 0.431 per cell
- more art in the main corners
- Moved single cliff rock doodad between linear 3-4
ART - COMMUNICATION
- texture adjustment to increase visibility of reaper ramp on main
- adjusted textures of midground in some spaces to increase readability without aesthetic loss
- increased snow around areas on lowground near cliff edges to increase readability
- redone more texturing on the midground
- added rocks in the overlord spot above the linear third to communicate unpathability more
- readjusted the roof of the building at the triangular to have visible holes in it, to communicate it isn't part of the highground spot
Golden Forge
By: Legan![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Golden_Forge/Golden_Forge_final.jpg)
VOD: (T)Fantasy vs. (P)Patience
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Golden_Forge/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Made following areas tighter: choke in front of horizontal third, area between triangular third and base at ten/four o'clock and choke forwards from naturals choke.
- Added some doodads to make unpathable areas more clear.
- Redecorated doodads behind triangular third.
- Added some doodads to make unpathable areas more clear.
- Redecorated doodads behind triangular third.
Hurricane
By: Superouman![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Hurricane/Hurricane.jpg)
VOD: (T)INnoVation vs. (Z)Reynor
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Hurricane/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Added some doodads behind the minerals of the 11’ and 5’ o clock central bases
- Changed the trims
- Added a few critters
- Changed the trims
- Added a few critters
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![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Avant_Garde/Avant_Garde_final.png)
VOD: (Z)Reynor vs. (T)INnoVation
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Avant_Garde/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Now two 150 mineral nodes are blocking only one geyser at pocket base. One geyser is available when the game starts.
- Entrance of front natural was tweaked slightly.
- Air blockers were reduced.
- Overall paths became wider to give proper spaces.
- Bases at 1 and 7 o' clock were moved slightly closer to each main.
- Now high yield vespene bases do not have mineral walls blocking geysers.
- Mineral wall on the middle was replaced with unmovable terrain.
- Improved aesthetics.
- Entrance of front natural was tweaked slightly.
- Air blockers were reduced.
- Overall paths became wider to give proper spaces.
- Bases at 1 and 7 o' clock were moved slightly closer to each main.
- Now high yield vespene bases do not have mineral walls blocking geysers.
- Mineral wall on the middle was replaced with unmovable terrain.
- Improved aesthetics.
Podcast
By: Timmay![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Podcast/Podcast_final.jpg)
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.
VOD: (P)Zest vs. (Z)Solar
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Podcast/focus/focus1_thumb.jpg)
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Changelog:
+ Show Spoiler +
- Only aesthetic changes
Golden Wall
By: Superouman![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Golden_Wall/Golden_Wall_final.jpg)
- Mine the minerals in the middle that have a value of 5 each
- Mine the golden base
- Mine the minerals of the main backdoor that have a value of 20 each
VOD: (T)FanTaSy vs. (P)Classic
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Golden_Wall/focus/asdsfa/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Golden_Wall/focus/asdsfa/focus2_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Golden_Wall/focus/asdsfa/focus3_thumb.jpg)
Changelog:
+ Show Spoiler +
- Added a little bit of unpathable terrain in the middle near the line of sight blockers
- Added a few critters
- Added a few critters
Zen
By: Superouman![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Zen/Zen_final.jpg)
VOD: (Z)Namshar vs. (T)Kas
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Zen/focus/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Zen/focus/focus2_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Zen/focus/focus3_thumb.jpg)
Changelog:
+ Show Spoiler +
- Reduced the width of the third base choke from 10 to 9 tiles. The choke is oriented in a diagonal way so it’s still quite wide.
- Reduced the width of the pocket base hugging the main from 12 to 6 tiles. This base is quite far from the natural by ground and i hope to make it more viable to be taken during the mid-game with unusual strategies (Defensive Nydus, mass blink, mass air)
- Reduced the width of the pocket base hugging the main from 12 to 6 tiles. This base is quite far from the natural by ground and i hope to make it more viable to be taken during the mid-game with unusual strategies (Defensive Nydus, mass blink, mass air)
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![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Polaris/Polaris_final.jpg)
VOD: (T)Kas vs. (Z)Namshar
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Polaris/focus/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Polaris/focus/focus2_thumb.jpg)
Changelog:
+ Show Spoiler +
- Added decals and decoration to the midlevel highgrounds
- Moved the Ice pathing blocker from the mid to the low third base
- Adjusted the shape of the highground around the low forward 4th base and create more space in front of it, as well as to pass the IZG
- Adjustments to the mineral lines of both thirds and the low 4th
- Fixed flying unit occlusion in the NW/SE corners and added sightblockers to the lowground
- Moved the Ice pathing blocker from the mid to the low third base
- Adjusted the shape of the highground around the low forward 4th base and create more space in front of it, as well as to pass the IZG
- Adjustments to the mineral lines of both thirds and the low 4th
- Fixed flying unit occlusion in the NW/SE corners and added sightblockers to the lowground
Zeta Orion
By: Meavis![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Zeta_Orion/Zeta_Orion_Final.png)
VOD: (T)Kas vs. (P)Harstem
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Zeta_Orion/focus/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Zeta_Orion/focus/focus2_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Zeta_Orion/focus/focus3_thumb.jpg)
Changelog:
+ Show Spoiler +
- Fixed initial cannon spots, additional ones found by QA and some more during revision work
- Extended map boundaries and art boundaries
- Removed placeholder art from QA
- Fixed terrain extending beyond map boundaries at the corner bases
- Fixed art for by QA-removed highground pods
- Fixed decals thrown about by QA
- Revised all the decals to make more close matches
- Minor improvements to art
- After complaints from greyness tuned up the colorization on lighting a bit more
- Increased bunker build time from 29 to 35 seconds
- Extended map boundaries and art boundaries
- Removed placeholder art from QA
- Fixed terrain extending beyond map boundaries at the corner bases
- Fixed art for by QA-removed highground pods
- Fixed decals thrown about by QA
- Revised all the decals to make more close matches
- Minor improvements to art
- After complaints from greyness tuned up the colorization on lighting a bit more
- Increased bunker build time from 29 to 35 seconds
Purity and Industry
By: Superouman![](https://tl.net/staff/Julmust/projects/tlmc13/voting/Purity_and_Industry/Purity_and_Industry_final.jpg)
VOD: (T)Bunny vs. (Z)Solar
Map Features
![](/staff/Julmust/projects/tlmc13/voting/Purity_and_Industry/focus/focus1_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Purity_and_Industry/focus/focus2_thumb.jpg)
![](/staff/Julmust/projects/tlmc13/voting/Purity_and_Industry/focus/focus3_thumb.jpg)
Changelog:
+ Show Spoiler +
- Moved the third bases in the corners slightly closer to the natural and reduced the width of the corner third base choke from 8 to 6 tiles. This third base is significantly further away than in standard maps so the very tight choke should help take this base.
- Added a few critters
- Added a few critters
Voting
In the voting document, linked below, you will be able to vote for a total of 5 maps, ranking them high to low. Your highest rated map will receive 5 points, your 2nd highest rated map will receive 4 points, etc all the way down to 1 point for your 5th highest rated map.Some things to keep in mind:
- If you vote for a map more than once, your vote will be voided.
- For example: If you vote for MAP once as your highest rated map and then again as your lowest rated map, none of those votes will count
- After you've voted you must comment in this thread. A simple "voted" will do.
- This vote is only used to internally rank the maps, to determine the prize pool split. Blizzard has the final say regarding which map(s) make it into the ladder pool.
As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:
First - $500
Second - $250
Third - $125
Fourth - $75
Fifth - $50
Second - $250
Third - $125
Fourth - $75
Fifth - $50
Voting closes in .