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Announcing TLnet Map Contest 14

Forum Index > SC2 General
143 CommentsPost a Reply
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Announcing TLnet Map Contest 14

Text byTL.net ESPORTS
Graphics byv1
January 9th, 2020 17:05 GMT
TLMC14
A new year, same old TLnet Map Contest. Well that's not 100% true, we do have some new things in store for you all but there won't be any big sweeping changes. That beeing said, let's head into the changelog.

Changelog

  • New map feature: Acceleration Zone Generator. Basically the opposite of the Inhibitor Zone Generator.
  • Inhibitor Zone Generator can now be used in all categories.
  • Removed one of the challenges, added a "Rush" category
  • Also removed the submission requirement "Why the map fits the category you selected."
  • Adjusted the "Average rush distance" and "Playable map dimensions" values. Over the last few contests, we've noticed that maps tend to become bigger and bigger. While this is absolutely OK we also want some variety in what's submitted and have therefore adjusted the suggested values. That being said, these are just suggestions. You can go higher or lower!
  • Added a Post contest map iteration "phase". After the contest, Blizzard will work directly with a few of the finalists to fine-tune their maps before they go on the ladder.

Map Features

For the following map features, here are some 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: Rush, Standard, Macro, and Challenge #1.

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 all categories: Rush, Standard, Macro, and Challenge #1.
  • Examples:
    • (Wiki)Automaton LE
    • (Wiki)Redshift LE
    • (Wiki)Dasan Station LE
    • (Wiki)Terraform LE
    • (Wiki)Destination LE
    • (Wiki)Outsider LE
    • (Wiki)Thunderbird LE’s playable area is 140x140=19,600.
    • (Wiki)World of Sleepers LE’s playable area is 144x144=20,736.
    • (Wiki)Zen LE’s playable area is 132x148=19,536.

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 all categories: Rush, Standard, Macro, and Challenge #1.

Acceleration Zone Generator

The Acceleration Zone Generator is a neutral indestructible structure that increases 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 long in terms of distance but short in terms of travel time.
  • Acceleration Zone Generators can be placed on the ground, even on ramps to generate an acceleration field.
  • There are three units with different radius values: 4, 5, or 6 (from the center of the unit).
  • Increases the movement speed of ground and air units within the generated field by 35%. Affected units will display a visual buff effect. The
  • Acceleration Zones do not affect unit attack speeds.
  • Acceleration Zone Generators can be used in Challenge #1 only.

Categories

Rush (NEW!)

  • Guidelines: Map favors early aggression and offensive play.
  • Average rush distance (main ramp to main ramp): 33 seconds or less. (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 14,000 and 16,000. (Note: Not a hard restriction. Could be more or less)
  • Examples:
    • (Wiki)Kairos Junction’s playable area is 120x140=16,800.
    • (Wiki)Paladino Terminal’s playable area is 144x112=16128.
    • (Wiki)Interloper’s playable area is 134x142=19028.
    • (Wiki)Defender’s Landing’s playable area is 150x130=19500.

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): 33-38 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 15,000 and 17,000. (Note: Not a hard restriction. Could be more or less)
  • Examples:
    • (Wiki)Blueshift’s playable area is 136x136=18,496.
    • (Wiki)New Repugnancy’s playable area is 152x120=18,240
    • (Wiki)Cyber Forest’s playable area is 128x148=18,944.
    • (Wiki)Catalyst’s playable area is 136x144=19,584.
    • (Wiki)Overgrowth’s playable area is 120x144=17,280.
    • (Wiki)Coda’s playable area is 138x144=19,872.
    • (Wiki)Ephemeron’s playable area is 132x148=19,536.
    • (Wiki)Triton’s playable area is 144x144=20,736.
    • (Wiki)Simulacrum’s playable area is 144x124=17,856.
    • (Wiki)Nightshade’s playable area is 138x136=18,768.

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): 38-43 seconds. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions (not full map dimensions): Map playable area should be approximately between 16,000 and 18,000. (Note: Not a hard restriction. Could be more or less)
  • Examples:
    • (Wiki)Year Zero’s playable area is 166x128=21,248.
    • (Wiki)Port Aleksander’s playable area is 158x140=22,120.
    • (Wiki)King’s Cove LE’s playable area is 153x148=22,644.
    • (Wiki)Odyssey’s playable area is 152x156=23,712.
    • (Wiki)Blackpink’s playable area is 148x140=20,720.
    • (Wiki)Ascension to Aiur’s playable area is 160x132=21,120.
    • (Wiki)Acropolis’s playable area is 140x136=19,040.
    • (Wiki)Disco Bloodbath’s playable area is 148x132=19,536.
    • (Wiki)Eternal Empire’s playable area is 140x140=19,600.

Challenge #1 – “Adrenaline Rush” (NEW!)

  • Guidelines: Design a map making use of the “Acceleration 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:
    • (Wiki)Turbo Cruise '84 LE’s playable area is 140x116=16,240.
    • (Wiki)Winter’s Gate LE’s playable area is 128x132=16,896.

Features allowed per category - overview

Rush Standard Macro Category 1
Mineral Wall
Rich Geyser
Inhibitor Zones
Acceleration Zones

Notes from Blizzard

  • Since the size of maps have been increasing over time, we’ve tried to re-adjust the “average rush distance” and the “playable map dimensions” values for the different categories to encourage smaller map sizes during this submission period.
  • In a previous contest, when we introduced the Renegade Missile Turret map feature, we received many maps that utilized the 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, vespene geysers, or rich 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) Rush 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.

Post contest map iteration (NEW!)

We want to give the map makers an opportunity to edit their maps after the contest period to make any adjustments if necessary. Hopefully this will give the map makers more control and a chance to make improvements based on any feedback from Blizzard, pro players, or the community. After the contest, Blizzard will communicate and work directly with a few of the map makers to make improvements and get the maps into a ladder-ready state before each ladder season. For instance, map makers can make small adjustments to the maps such as changes to Reaper ramps. Results from our performance tests will also be made available to map makers who can use those results to improve performance.

Tournament Phases

Note: The default timezone for TLMC is Pacific Standard Time (PST). While countdowns and specific times will be converted to your local timezone PST will be used whenever we "just" use dates in posts. For example: the end of submissions is the 2nd of February. So the deadline is the 2nd of February at 11:59 PM PST.

Submission Phase

9th of January - 2nd of February

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 27th of January 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

3rd of February - 9th of February

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.

Note: All submissions are anonymized before being sent on to the judges. Only the two main admins of the contest have access to who the submitters are.

Tournament Phase

11th of February - 16th of February

The tournament phase is extremely important both for map makers and for voters. It allows everyone to see the maps being played by some of the best players in the world. We will work together with Wardi again for the tournament. Details will be announced separately at a later date.

Iteration Phase

17th of February - 23rd of February

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.

Last contest we introduced a finalists posts with more information about each map, which was well received. We will continue with the same format for TLMC #14. 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. All this information will be sent out in a PM to the 16 finalists after the tournament phase.

Public Voting Phase

24th of February - 1st of March

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 upcoming ladder seasons. 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 of their maps reaching the top 16. 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. Once you have qualified for the top 16, please message the contest admin if you do not already have the 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 below format before Monday, Feb 03 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. This description will be used in the announcement of the top 16 maps!
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.
  • 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 tournaments?
No. A list of the top maps will be submitted to Blizzard for consideration for use in tournaments and ladder.

Q: Will any of the maps outside of the top 16 be included in tournaments?
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
Durnuu
Profile Joined September 2013
13320 Posts
January 09 2020 17:10 GMT
#2
Over the last few contests, we've noticed that maps tend to become bigger and bigger. While this is absolutely OK we also want some variety in what's submitted and have therefore adjusted the suggested values. That being said, these are just suggestions. You can go higher or lower!

On one hand I want to say "finally", on the other I know it won't change anything and the biggest maps will get in anyway
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
ATTx
Profile Joined February 2012
Korea (South)178 Posts
January 09 2020 17:13 GMT
#3
Cool :D
5one2heal@gmail.com
Shyrshadi
Profile Joined June 2016
United States12 Posts
January 09 2020 17:14 GMT
#4
The challenge #2, is that maps for the "rush" category? It doesn't explicitly say.
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 09 2020 17:15 GMT
#5
It's finally time! Let's see if i can defend my crown.
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
Elentos
Profile Blog Joined February 2015
55510 Posts
January 09 2020 17:19 GMT
#6
A lot of changes that seem to be for the better.
Every 60 seconds in Africa, a minute passes.
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
January 09 2020 17:31 GMT
#7
Could we PLEASE have the maps feature cliffs this time?






Asking for a friend who likes to play Reapers.
WriterDefeating a sandwich only makes it tastier. @imjustziggy
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
January 09 2020 18:00 GMT
#8
On January 10 2020 02:14 Shyrshadi wrote:
The challenge #2, is that maps for the "rush" category? It doesn't explicitly say.

Yeah, I copied that text from the last announcement and forgot to edit it. Fixed now!
AdministratorI'm dancing in the moonlight
Fuzer
Profile Blog Joined April 2009
Finland266 Posts
January 09 2020 18:20 GMT
#9
On January 10 2020 02:31 Ziggy wrote:
Could we PLEASE have the maps feature cliffs this time?






Asking for a friend who likes to play Reapers.


Haven't you heard, 3 rax Reapears are such a problem and thats why ledges are small
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 09 2020 18:22 GMT
#10
14000-16000 seems like a pretty ambitious suggested dimensions even for rush, given that I don't think any maps in LotV fall into that range, but w/e.

Hopefully judges are a bit more accepting of somewhat non-standard maps this time.
Legan
Profile Joined June 2017
Finland402 Posts
January 09 2020 18:52 GMT
#11
On January 10 2020 03:22 ZigguratOfUr wrote:
14000-16000 seems like a pretty ambitious suggested dimensions even for rush, given that I don't think any maps in LotV fall into that range, but w/e.

Hopefully judges are a bit more accepting of somewhat non-standard maps this time.


Last ladder map that was under 16000 is Xel'naga Caverns in October 2014. In LotV the two smallest maps are Paladino Terminal(16128) and Turbo Cruise(16240).
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Weavel
Profile Joined January 2010
Finland9221 Posts
January 09 2020 19:03 GMT
#12
As usual hoping that 3/4 spawn maps make return.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
LHK
Profile Joined May 2015
204 Posts
January 09 2020 19:52 GMT
#13
I really do hope we get some cool smaller maps. I know it's not popular, but I loved Defenders Landing and Paladino Terminal. Aesthetically they were my kind of map and i liked that hardcore rush was viable as well as macro play. I prefer having to adjust my playstyle / build to each map instead of just blindly doing the same thing every game. Just my opinion.
-Laura
blind429
Profile Joined September 2010
37 Posts
January 09 2020 19:54 GMT
#14
Love some entries that don't make my eyes bleed.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 09 2020 20:02 GMT
#15
On January 10 2020 04:03 Weavel wrote:
As usual hoping that 3/4 spawn maps make return.

Agreed!
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
JaleVeliki
Profile Joined February 2015
Croatia10 Posts
January 09 2020 21:18 GMT
#16
Interesting!
TLMC11 finalist with 'Sudden Awakening' https://imgur.com/a/iAdLhtn
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 09 2020 21:29 GMT
#17
On January 10 2020 04:52 LHK wrote:
I really do hope we get some cool smaller maps. I know it's not popular, but I loved Defenders Landing and Paladino Terminal. Aesthetically they were my kind of map and i liked that hardcore rush was viable as well as macro play. I prefer having to adjust my playstyle / build to each map instead of just blindly doing the same thing every game. Just my opinion.


Defender's Landing had a few minor problem such as Protoss never being able to beat Zerg due to the two openings to the natural.
Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 09 2020 22:37 GMT
#18
I've said it before, the Rush category has never produced a good map. They're all either poorly designed, imbalanced, or both. I don't know why TLMC keeps including it.
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
January 09 2020 22:52 GMT
#19
On January 10 2020 07:37 Solar424 wrote:
I've said it before, the Rush category has never produced a good map. They're all either poorly designed, imbalanced, or both. I don't know why TLMC keeps including it.

lots of people have been complaining that maps are too big, so i think they're trying to increase the variety in map sizes again.

the alternative would be forcing us to make every map roughly the same, standardized size which would be extremely boring so i'm glad that's not what they went for.
vibeo gane,
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 09 2020 23:34 GMT
#20
On January 10 2020 07:37 Solar424 wrote:
I've said it before, the Rush category has never produced a good map. They're all either poorly designed, imbalanced, or both. I don't know why TLMC keeps including it.


Dreamcatcher was fine. 1/6 isn't a great record admittedly.
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