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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.
Legan
Profile Joined June 2017
Finland402 Posts
January 09 2020 23:47 GMT
#21
The pre-judging feedback deadline is wrongly 9th of June.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
TheRealNanMan
Profile Blog Joined November 2010
United States1471 Posts
January 10 2020 00:04 GMT
#22
Very interested to see what rush maps people come up with ^_^ I always love the TLMC
Sc2 Caster | Host of Sc2 Up & Coming | The Godfather of Team LXG | Sc2 Historian | Youtube.com/NanMan | Twitch.tv/TheRealNanMan | Twitter.com/TheRealNanMan |
Kantuva
Profile Joined April 2010
Uruguay206 Posts
January 10 2020 01:07 GMT
#23
I'm super interested in what will come out of the Rush Category+Mineral Walls, the Mineral Walls have always been used in very interesting fashion coupled with aggressive maps in BW, so im quite hyped to see what mappers will be able to deliver 👀
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
sneakyfox
Profile Joined January 2017
8216 Posts
January 10 2020 09:17 GMT
#24
Some good things coming from Blizzard here. There is now at least an intention to have less huge maps, and I really like the "Post contest map iteration phase" where the mapmakers themselves get to do edits to the maps, instead of blizzard just doing it.
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
Harris1st
Profile Blog Joined May 2010
Germany6889 Posts
January 10 2020 09:55 GMT
#25
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.


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!


Very nice! Makes it a tiny bit harder for Zerg to get a full scout early on but with smaller map, might just sac an Ovi once in a while
Go Serral! GG EZ for Ence. Flashbang dance FTW
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
January 10 2020 11:06 GMT
#26
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!

ZugzwangSC
Profile Joined October 2019
87 Posts
January 10 2020 16:04 GMT
#27
On January 10 2020 02:15 Superouman wrote:
It's finally time! Let's see if i can defend my crown.


Your maps have been awesome, er super even. I'll be keen to see what you come up with next!
www.youtube.com/c/zugzwangstarcraft
CharactR
Profile Joined January 2020
Canada105 Posts
January 10 2020 22:05 GMT
#28
Hoping to finally get a finalist gl everyone!
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
LHK
Profile Joined May 2015
204 Posts
January 11 2020 01:24 GMT
#29
On January 10 2020 06:29 ZigguratOfUr wrote:
Show nested quote +
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.


its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun.

i think there's always viable ways to play any map if one spends time to problem solve.
-Laura
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-11 02:45:28
January 11 2020 02:24 GMT
#30
On January 11 2020 10:24 LHK wrote:
Show nested quote +
On January 10 2020 06:29 ZigguratOfUr wrote:
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.


its true that standard play struggled on that map but i had a good bit of success on that map opening with a 3 gate sentry expand similar to WOL, delayed expansion and putting pressure on. yeah that playstyle doesn't work on any other map, but it worked well for me at M1 / vs low gm's at the time and was a lot of fun.

i think there's always viable ways to play any map if one spends time to problem solve.


That's true at any level but the highest. And since the maps do have to be played at the pro level they should strive to be somewhat balanced. That being said it's not like smaller rushy maps are unbalanceable--they just haven't been particuarly successful in the past.
Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 11 2020 03:45 GMT
#31
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.
MarcusRife
Profile Joined March 2011
343 Posts
January 11 2020 06:46 GMT
#32
Are gold minerals still allowed?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 11 2020 06:58 GMT
#33
On January 11 2020 15:46 MarcusRife wrote:
Are gold minerals still allowed?


Yes.

They still have the regular warning though:

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.
mrjaco
Profile Joined January 2020
1 Post
January 11 2020 08:46 GMT
#34
It's finally time! Let's see if i can defend my crown.


User was banned for this post.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 11 2020 20:04 GMT
#35
On January 11 2020 12:45 Solar424 wrote:
Show nested quote +
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Solar424
Profile Blog Joined June 2013
United States4001 Posts
January 12 2020 04:32 GMT
#36
On January 12 2020 05:04 Ej_ wrote:
Show nested quote +
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 12 2020 04:46 GMT
#37
On January 12 2020 13:32 Solar424 wrote:
Show nested quote +
On January 12 2020 05:04 Ej_ wrote:
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?


By paying 100/100.
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
January 12 2020 05:38 GMT
#38
On January 11 2020 17:46 mrjaco wrote:
It's finally time! Let's see if i can defend my crown.


User was banned for this post.


huh?
Writerhttp://i.imgur.com/9p6ufcB.jpg
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-12 05:53:06
January 12 2020 05:51 GMT
#39
On January 12 2020 14:38 Nakajin wrote:
Show nested quote +
On January 11 2020 17:46 mrjaco wrote:
It's finally time! Let's see if i can defend my crown.


User was banned for this post.


huh?


It's one of those copy paste some other user's post and later edit in links adbots.
Ej_
Profile Blog Joined January 2013
47656 Posts
January 12 2020 08:02 GMT
#40
On January 12 2020 13:46 ZigguratOfUr wrote:
Show nested quote +
On January 12 2020 13:32 Solar424 wrote:
On January 12 2020 05:04 Ej_ wrote:
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?


By paying 100/100.

Alternatively, since overlord pillars allow you only to overlook a natural, fly there sacraficing an overlord, which is 100 minerals.
"Technically the dictionary has zero authority on the meaning or words" - Rodya
Harris1st
Profile Blog Joined May 2010
Germany6889 Posts
January 13 2020 09:16 GMT
#41
On January 12 2020 13:32 Solar424 wrote:
Show nested quote +
On January 12 2020 05:04 Ej_ wrote:
On January 11 2020 12:45 Solar424 wrote:
On January 10 2020 20:06 Branch.AUT wrote:
Dear Map Makers,

Please make maps without the peeping-tom spot for overlords over the natural expansions. Thanks!


Sure, get rid of Zerg's only way of telling what the opponent is doing without getting a 100/100 upgrade, makes sense.

Let's not pretend that Zerg, with current economy, game tempo and map layout, has to make any real sacrafices to get thorough scout of the enemy. It is much harder to hide tech and mix it up vs Zerg than it was, let's say, 3 years ago. Removing overlord spots on some maps would be 1 way of testing whether the Z intel advantage can be set off with maps or if it's a problem inherent to the expandability of overlords.

How is Zerg supposed to scout if the opponent walls off and builds any sort of anti-air without overlord spots?


Sac and overlord or pay for the upgrade. Scouting doesn't have to be free you know
Go Serral! GG EZ for Ence. Flashbang dance FTW
sneakyfox
Profile Joined January 2017
8216 Posts
January 13 2020 13:00 GMT
#42
Is "main ramp to main ramp" a generally agreed upon definition of rush distance, as the OP says?

Seems like it would be good to have a standard for that, since it could also be "main to nat", "main to main", etc
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-13 21:05:16
January 13 2020 16:00 GMT
#43
On January 13 2020 22:00 sneakyfox wrote:
Is "main ramp to main ramp" a generally agreed upon definition of rush distance, as the OP says?

Seems like it would be good to have a standard for that, since it could also be "main to nat", "main to main", etc


I don't think anyone's too consistent about which measure to use, though it doesn't really matter here since these are rough estimates. The submissions need to provide main to main, top of main ramp to top of main ramp and nat to nat to reduce ambiguity.
sneakyfox
Profile Joined January 2017
8216 Posts
January 13 2020 20:59 GMT
#44
On January 14 2020 01:00 ZigguratOfUr wrote:
Show nested quote +
On January 13 2020 22:00 sneakyfox wrote:
Is "main ramp to main ramp" a generally agreed upon definition of rush distance, as the OP says?

Seems like it would be good to have a standard for that, since it could also be "main to nat", "main to main", etc


I don't think anyone's too consistent about which measure to use, though it doesn't really matter here since these are rough estimates. The submissions need to provide main to main, top of main ramp to top of main ramp and mat to nat to reduce ambiguity.


Okay, thanks. The maps' pages on LP are now going with the ramp to ramp measure.
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-01-13 21:04:37
January 13 2020 21:04 GMT
#45
On January 14 2020 05:59 sneakyfox wrote:
Show nested quote +
On January 14 2020 01:00 ZigguratOfUr wrote:
On January 13 2020 22:00 sneakyfox wrote:
Is "main ramp to main ramp" a generally agreed upon definition of rush distance, as the OP says?

Seems like it would be good to have a standard for that, since it could also be "main to nat", "main to main", etc


I don't think anyone's too consistent about which measure to use, though it doesn't really matter here since these are rough estimates. The submissions need to provide main to main, top of main ramp to top of main ramp and mat to nat to reduce ambiguity.


Okay, thanks. The maps' pages on LP are now going with the ramp to ramp measure.


The one thing to be careful about with 'ramp to ramp' is to measure from the top of the ramp. People occasionally make mistakes with that (though of course even then it's just a second or so).
sneakyfox
Profile Joined January 2017
8216 Posts
Last Edited: 2020-01-13 21:20:38
January 13 2020 21:19 GMT
#46
On January 14 2020 06:04 ZigguratOfUr wrote:
Show nested quote +
On January 14 2020 05:59 sneakyfox wrote:
On January 14 2020 01:00 ZigguratOfUr wrote:
On January 13 2020 22:00 sneakyfox wrote:
Is "main ramp to main ramp" a generally agreed upon definition of rush distance, as the OP says?

Seems like it would be good to have a standard for that, since it could also be "main to nat", "main to main", etc


I don't think anyone's too consistent about which measure to use, though it doesn't really matter here since these are rough estimates. The submissions need to provide main to main, top of main ramp to top of main ramp and mat to nat to reduce ambiguity.


Okay, thanks. The maps' pages on LP are now going with the ramp to ramp measure.


The one thing to be careful about with 'ramp to ramp' is to measure from the top of the ramp. People occasionally make mistakes with that (though of course even then it's just a second or so).


Thanks. I did measure from top to top, and that is also the definition on LP.
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
EzioAs
Profile Joined September 2017
235 Posts
Last Edited: 2020-01-14 05:48:55
January 14 2020 05:43 GMT
#47
No more super dark maps please!!

And please make more maps like Kairos Junction and Dreamcatcher. Dreamcatcher is especially fun since it's a straight forward no high ground anywhere else other than the main and the natural.
花は桜木人は武士
Zerg.Zilla
Profile Joined February 2012
Hungary5029 Posts
January 14 2020 08:04 GMT
#48
On January 10 2020 04:03 Weavel wrote:
As usual hoping that 3/4 spawn maps make return.

I'm with this guy
(•_•) ( •_•)>⌐■-■ (⌐■_■) ~Keep calm and inject Larva~
Harris1st
Profile Blog Joined May 2010
Germany6889 Posts
January 14 2020 09:15 GMT
#49
On January 14 2020 17:04 Zerg.Zilla wrote:
Show nested quote +
On January 10 2020 04:03 Weavel wrote:
As usual hoping that 3/4 spawn maps make return.

I'm with this guy


I loved 4 player maps in BW! But it always does add some RNG to a none RNG game, so I understand why people don't like it :/
Go Serral! GG EZ for Ence. Flashbang dance FTW
Legan
Profile Joined June 2017
Finland402 Posts
Last Edited: 2020-01-17 20:47:13
January 14 2020 22:40 GMT
#50
Some early submissions. All maps uploaded to EU, US and KR servers.

+ Show Spoiler +

Macro

Seaside Resort
142x142 = 20164
M2M: 43
R2R: 37
N2N: 31

Welcome to Seaside Resort, where there is plenty of room, bases and paths for everyone. Most bases are in traditional layout, but there are two forward bases that provide richer experience. For tropical experience take the wider low ground path with more turns and some bushes. For more straight approach open the tighter high ground path.

[image loading]


Polar Night Keep
136x140 = 19040
M2M: 43
R2R: 34
N2N: 32

This ancient keep was built to watch over the long polar night. Traditional base layout is mostly safely on top of the keep, but two bases can be found outside. The middle path has more ramps and some tighter chokes, but on the side there is straighter paths between opposing bases.

[image loading]


Standard

Ion Fazekath
118x136 = 16048
M2M: 45
R2R: 35
N2N: 33

A spaceship build into block of ice where most of initial paths go
through high grounds in front of natural’s ramp. Control the richer base on the high ground to control the flow or use the long path on edge to avoid those high grounds.

[image loading]
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
Last Edited: 2020-01-14 22:55:48
January 14 2020 22:52 GMT
#51
Hello, Nakajin.
Day ago I've sent 5 messages to "TL Map Contest" with maps I'd like to submit to TLMC 14.

>> If you have not received a reply within 24 hours, please contact us directly

I didn't get any feedback until now. Did I miss something that I had to do?
This is my first participation to TLMC and I'm glad to become it's member.

Thanks, GelioS



Woooo people think I'm of the staff now! Give me my fucking hammer

But seriously, who am I suppose to direct him too?


Edit: Hum, the "message the contest admin" and "contact us directly" link on the main page redirect to a pm to....me?
So is it a bug or did I just inherit a new job?
Writerhttp://i.imgur.com/9p6ufcB.jpg
GelioS
Profile Joined July 2019
Ukraine2 Posts
January 14 2020 22:59 GMT
#52
@Nakajin yep, link "contact us directly" redirects to PM you. Can anyone from the TLMC-team change it?
Legan
Profile Joined June 2017
Finland402 Posts
January 14 2020 23:03 GMT
#53
On January 15 2020 07:52 Nakajin wrote:
Hello, Nakajin.
Day ago I've sent 5 messages to "TL Map Contest" with maps I'd like to submit to TLMC 14.

>> If you have not received a reply within 24 hours, please contact us directly

I didn't get any feedback until now. Did I miss something that I had to do?
This is my first participation to TLMC and I'm glad to become it's member.

Thanks, GelioS



Woooo people think I'm of the staff now! Give me my fucking hammer

But seriously, who am I suppose to direct him too?


Edit: Hum, the "message the contest admin" and "contact us directly" link on the main page redirect to a pm to....me?
So is it a bug or did I just inherit a new jobs?


He should have contacted Julmust as announcement says. Also the feedback part doesn't mention that previously they have send feedback to everyone around the pre-judging feedback deadline ( or at least I received it around then last two times) so that everyone gets feedback from most of the judges giving feedback. This helps to avoid someone getting more feedback or multiple times because they can update their map. Also amount of time people have to fix the issues is nearly the same.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
GelioS
Profile Joined July 2019
Ukraine2 Posts
Last Edited: 2020-01-14 23:11:41
January 14 2020 23:07 GMT
#54
@Legan, by "feedback" I mean " Once your map has been received you will receive a PM back confirming that we have received it". Maybe I should use another word since "feedback" here used for chacking maps and not for their receiving confirmation.
I'll contact Julmust as you mentioned. Thanks
Legan
Profile Joined June 2017
Finland402 Posts
Last Edited: 2020-01-14 23:20:22
January 14 2020 23:12 GMT
#55
Yes, there should also be some confirmation message after submitting a map.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
January 15 2020 01:38 GMT
#56
On January 15 2020 07:52 Nakajin wrote:
Hello, Nakajin.
Day ago I've sent 5 messages to "TL Map Contest" with maps I'd like to submit to TLMC 14.

>> If you have not received a reply within 24 hours, please contact us directly

I didn't get any feedback until now. Did I miss something that I had to do?
This is my first participation to TLMC and I'm glad to become it's member.

Thanks, GelioS



Woooo people think I'm of the staff now! Give me my fucking hammer

But seriously, who am I suppose to direct him too?


Edit: Hum, the "message the contest admin" and "contact us directly" link on the main page redirect to a pm to....me?
So is it a bug or did I just inherit a new job?

Preferably Julmust or me, not sure how you ended up in the OP...? Fixed (and received GelioS's maps).
Moderatorshe/her
TL+ Member
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 15 2020 04:07 GMT
#57
FYI the submit your map link also needs fixing (there's an extra 'www').
Nakajin
Profile Blog Joined September 2014
Canada8989 Posts
January 15 2020 04:29 GMT
#58
On January 15 2020 10:38 The_Templar wrote:
Show nested quote +
On January 15 2020 07:52 Nakajin wrote:
Hello, Nakajin.
Day ago I've sent 5 messages to "TL Map Contest" with maps I'd like to submit to TLMC 14.

>> If you have not received a reply within 24 hours, please contact us directly

I didn't get any feedback until now. Did I miss something that I had to do?
This is my first participation to TLMC and I'm glad to become it's member.

Thanks, GelioS



Woooo people think I'm of the staff now! Give me my fucking hammer

But seriously, who am I suppose to direct him too?


Edit: Hum, the "message the contest admin" and "contact us directly" link on the main page redirect to a pm to....me?
So is it a bug or did I just inherit a new job?

Preferably Julmust or me, not sure how you ended up in the OP...? Fixed (and received GelioS's maps).


Np, I can understand why you would put a link to PM me.
I mean I think we can all agree I'm basically the only one on this website worth talking to.
Writerhttp://i.imgur.com/9p6ufcB.jpg
themusic246
Profile Joined December 2012
United States211 Posts
January 15 2020 06:31 GMT
#59
On January 15 2020 13:29 Nakajin wrote:
Show nested quote +
On January 15 2020 10:38 The_Templar wrote:
On January 15 2020 07:52 Nakajin wrote:
Hello, Nakajin.
Day ago I've sent 5 messages to "TL Map Contest" with maps I'd like to submit to TLMC 14.

>> If you have not received a reply within 24 hours, please contact us directly

I didn't get any feedback until now. Did I miss something that I had to do?
This is my first participation to TLMC and I'm glad to become it's member.

Thanks, GelioS



Woooo people think I'm of the staff now! Give me my fucking hammer

But seriously, who am I suppose to direct him too?


Edit: Hum, the "message the contest admin" and "contact us directly" link on the main page redirect to a pm to....me?
So is it a bug or did I just inherit a new job?

Preferably Julmust or me, not sure how you ended up in the OP...? Fixed (and received GelioS's maps).


Np, I can understand why you would put a link to PM me.
I mean I think we can all agree I'm basically the only one on this website worth talking to.


Now you are obligated to give feedback to every single map submitted to the contest. Thank you for your contribution to the community! :3
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
Microglycerin
Profile Joined January 2020
7 Posts
January 15 2020 14:47 GMT
#60
Just started playing with the editor and it's so fun and addictive :D Fisrt map ever sent out, hope i get some feedback.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-02-04 15:29:44
January 15 2020 15:11 GMT
#61
Unofficial TLMC 14 Known Submissions Compilation
+ Show Spoiler +


-NegativeZero-
+ Show Spoiler [In Absentia (Rush)] +

[image loading]

+ Show Spoiler [Second Dream (Macro)] +

[image loading]

+ Show Spoiler [Monument of the Makers (Challenge)] +

[image loading]


Acid Ian Theobard
+ Show Spoiler [Bulkhead (Rush)] +

[image loading]


Agaton
+ Show Spoiler [Corrosive Sky (Rush)] +

[image loading]

+ Show Spoiler [Interitus (Rush)] +

[image loading]

+ Show Spoiler [Cryostation (Standard)] +

[image loading]

+ Show Spoiler [Pillars of Gold (Standard)] +

[image loading]

+ Show Spoiler [Electron (Macro)] +

[image loading]

+ Show Spoiler [Mystic's Mirage (Challenge)] +

[image loading]


ATTx
+ Show Spoiler [Chain Reaction (Rush)] +

[image loading]

+ Show Spoiler [Golden S (Rush)] +

[image loading]

+ Show Spoiler [Firefly (Standard)] +

[image loading]

+ Show Spoiler [Hard Rain (Standard)] +

[image loading]

+ Show Spoiler [Apex (Macro)] +

[image loading]

+ Show Spoiler [Defrost (Macro)] +

[image loading]


CharactR
+ Show Spoiler [Hellfire (Rush)] +

[image loading]

+ Show Spoiler [Blood Moon (Standard)] +

[image loading]

+ Show Spoiler [Quicksand (Standard)] +

[image loading]

+ Show Spoiler [Ecostation (Macro)] +

[image loading]

+ Show Spoiler [Golden Oasis (Macro)] +

[image loading]

+ Show Spoiler [Arcade (Challenge)] +

[image loading]


IeZael
+ Show Spoiler [Neo Matchpoint (Standard)] +

[image loading]

+ Show Spoiler [Rise And Fall (Standard)] +

[image loading]

+ Show Spoiler [Monte Carlo (Macro)] +

[image loading]

+ Show Spoiler [Seawatch (Macro)] +

[image loading]

+ Show Spoiler [Harvest (Challenge)] +

[image loading]

+ Show Spoiler [Skyfall (Challenge)] +

[image loading]


Insidioussc2
+ Show Spoiler [Blackburn (Rush)] +

[image loading]

+ Show Spoiler [Glittering Ashes (Macro)] +

[image loading]


KillerSmile
+ Show Spoiler [Fighters' Poison (Rush)] +

[image loading]

+ Show Spoiler [Sun Temple (Rush)] +

[image loading]

+ Show Spoiler [Last Endion (Standard)] +

[image loading]

+ Show Spoiler [Bed of Chaos (Macro)] +

[image loading]

+ Show Spoiler [Containment (Macro)] +

[image loading]

+ Show Spoiler [Sky Machine (Challenge)] +

[image loading]


Legan
+ Show Spoiler [Ion Fazekath (Standard)] +

[image loading]

+ Show Spoiler [Polar Night Keep (Macro)] +

[image loading]

+ Show Spoiler [Seaside Resort (Macro)] +

[image loading]


MarcusRife
+ Show Spoiler [Crack of Doom (Standard)] +

[image loading]

+ Show Spoiler [Groombridge (Macro)] +

[image loading]


Marras
+ Show Spoiler [Iliad (Rush)] +

[image loading]

+ Show Spoiler [Lightshade (Standard)] +

[image loading]

+ Show Spoiler [Takeover (Standard)] +

[image loading]

+ Show Spoiler [Atlantean Rift (Macro)] +

[image loading]

+ Show Spoiler [Romanticide (Macro)] +

[image loading]

+ Show Spoiler [Deathaura (Challenge)] +

[image loading]


Microglycerin
+ Show Spoiler [Yogi's Great Escape (Macro)] +

[image loading]

+ Show Spoiler [Crimson Fortress (Challenge)] +

[image loading]


ObsidianScabbard
+ Show Spoiler [Deliverance (Rush)] +

[image loading]

+ Show Spoiler [Bamboozle (Macro)] +

[image loading]


Panzermann
+ Show Spoiler [First World (Standard)] +

[image loading]

+ Show Spoiler [Iron Oxide (Standard)] +

[image loading]

+ Show Spoiler [Masquerade (Macro)] +

[image loading]

+ Show Spoiler [Siberus (Macro)] +

[image loading]


Pklixian
+ Show Spoiler [Forgotten Homeland (Rush)] +

[image loading]

+ Show Spoiler [Acidic Fortress (Standard)] +

[image loading]

+ Show Spoiler [Risen Memory (Standard)] +

[image loading]

+ Show Spoiler [Bloodlands (Macro)] +

[image loading]

+ Show Spoiler [Project Simulant (Macro)] +

[image loading]

+ Show Spoiler [Urzagol (Challenge)] +

[image loading]


PolarChibi
+ Show Spoiler [Lilac (Challenge)] +

[image loading]


Sanglune
+ Show Spoiler [Eleventh Dragon Frontier (Rush)] +

[image loading]

+ Show Spoiler [Cheruno 9 (Standard)] +

[image loading]

+ Show Spoiler [Sanglune (Standard)] +

[image loading]

+ Show Spoiler [Astolfo (Macro)] +

[image loading]

+ Show Spoiler [S4ltminer (Macro)] +

[image loading]

+ Show Spoiler [Saltminer (Challenge)] +

[image loading]


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

[image loading]

+ Show Spoiler [Blackwood Timbers (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 [Habitation Station 2 (Challenge)] +

[image loading]


SirZachary
+ Show Spoiler [Oath Keep (Rush)] +

[image loading]

+ Show Spoiler [Sigil (Standard)] +

[image loading]

+ Show Spoiler [Station 37 (Standard)] +

[image loading]

+ Show Spoiler [Laser Tag (Macro)] +

[image loading]

+ Show Spoiler [Spacelab 2020 (Macro)] +

[image loading]


Skypirinha
+ Show Spoiler [Tropical Island (Rush)] +

[image loading]

+ Show Spoiler [Autumn Fields (Standard)] +

[image loading]

+ Show Spoiler [Lost Spire (Standard)] +

[image loading]

+ Show Spoiler [Ancient Cistern (Macro)] +

[image loading]

+ Show Spoiler [Place of Henery Quaevase (Macro)] +

[image loading]

+ Show Spoiler [Shrine of Time (Challenge)] +

[image loading]


Superouman
+ Show Spoiler [Ultra Kompaktor (Rush)] +

[image loading]

+ Show Spoiler [Waterfall (Rush)] +

[image loading]

+ Show Spoiler [Academy (Macro)] +

[image loading]

+ Show Spoiler [Aqueducts (Macro)] +

[image loading]

+ Show Spoiler [Beckett Industries (Challenge)] +

[image loading]

+ Show Spoiler [Earth Drinker (Challenge)] +

[image loading]


Timmay
+ Show Spoiler [Witch Hunt (Rush)] +

[image loading]


ZigguratOfUr
+ Show Spoiler [Pandemonium (Rush)] +

[image loading]

+ Show Spoiler [Cryogen (Standard)] +

[image loading]

+ Show Spoiler [Moon River (Standard)] +

[image loading]

+ Show Spoiler [Caspian Gates (Macro)] +

[image loading]

+ Show Spoiler [Pororoca (Macro)] +

[image loading]

+ Show Spoiler [Cyanotope (Challenge)] +

[image loading]


Zweck
+ Show Spoiler [Kill Switch (Rush)] +

[image loading]

+ Show Spoiler [Submarine (Rush)] +

[image loading]

+ Show Spoiler [Look Up (Standard)] +

[image loading]

+ Show Spoiler [Shamrock Fane (Standard)] +

[image loading]

+ Show Spoiler [Elara (Macro)] +

[image loading]

+ Show Spoiler [Gallery of Pain (Macro)] +

[image loading]


anarchay
+ Show Spoiler [Faded Dynasty (Rush)] +

[image loading]

+ Show Spoiler [Nimbus Point (Rush)] +

[image loading]

+ Show Spoiler [Forgotten Strand (Standard)] +

[image loading]

+ Show Spoiler [Outsider (Standard)] +

[image loading]

+ Show Spoiler [Hidden Rain (Macro)] +

[image loading]

+ Show Spoiler [Fulfilled Promises (Challenge)] +

[image loading]


insidious_bombardier
+ Show Spoiler [(Challenge)] +

[image loading]


monitor
+ Show Spoiler [Cranberry (Rush)] +

[image loading]

+ Show Spoiler [Green Water (Rush)] +

[image loading]

+ Show Spoiler [Eclipse (Standard)] +

[image loading]

+ Show Spoiler [Swamp Head (Standard)] +

[image loading]

+ Show Spoiler [Cattail (Macro)] +

[image loading]


samsim
+ Show Spoiler [Arabella (Rush)] +

[image loading]

+ Show Spoiler [Fate's Valley (Standard)] +

[image loading]


themusic246
+ Show Spoiler [Oxide (Rush)] +

[image loading]

+ Show Spoiler [2000 Atmospheres (Standard)] +

[image loading]

+ Show Spoiler [Sidewinder (Standard)] +

[image loading]

+ Show Spoiler [Ice and Chrome (Macro)] +

[image loading]

+ Show Spoiler [Nemesis (Macro)] +

[image loading]

+ Show Spoiler [Mainframe (Challenge)] +

[image loading]





This is an unofficial compilation of all TLMC14 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.
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
January 17 2020 09:08 GMT
#62
I am going to school for design, so this shouldn't be a challenge.
diamond zerg
Pklixian
Profile Joined October 2017
Canada81 Posts
January 17 2020 11:17 GMT
#63
On January 17 2020 18:08 ObsidianScabbard wrote:
I am going to school for design, so this shouldn't be a challenge.


Sorry to spoil the bubble but thats... not how it works.
Learning the editor and sc2 mapdesign isn't something you can easily do without constant feedback from people that been using it for multiple years.

And also just general shaping/philosophies that lead to generally playable maps isn't really common sense.
In general its something learned over a course of multiple months of trial and error.
You're free to give it a try, but it would be a challenge to make a map that is playable.

Just being in a school for design doesn't mean you understand sc2's design of map layouts, and never will unless thats one of the many things such school trains you for.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
ZugzwangSC
Profile Joined October 2019
87 Posts
January 20 2020 17:56 GMT
#64
Looking forward to seeing what comes out of this contest!

Remember, 27th of January is the deadline for the feedback option. I know you knew that...
www.youtube.com/c/zugzwangstarcraft
anarchay
Profile Joined July 2019
18 Posts
January 20 2020 21:06 GMT
#65
let's see if soupman gets 16/6 this time
Elentos
Profile Blog Joined February 2015
55510 Posts
January 20 2020 21:24 GMT
#66
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.
Every 60 seconds in Africa, a minute passes.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 20 2020 21:35 GMT
#67
On January 21 2020 06:24 Elentos wrote:
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.


Blizz often redoes mineral lines before the map hits ladder so it's unclear if the TLMC can save you.
Pklixian
Profile Joined October 2017
Canada81 Posts
January 21 2020 10:17 GMT
#68
On January 21 2020 06:24 Elentos wrote:
All I want from this TLMC is a series of maps where none of the starting workers immediately go to mine a mineral patch from behind and I have to manually fix it.


Well what ever map from this tlmc's finalist reaches to ladder might not have that issue, or will because blizzard and their questionable QA changes~
A lot of the time melee mapmakers avoid mineral lines that cause that as often if its in the main or natural, its REALLY bad.
But yeh we have to see.
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Marras
Profile Joined June 2018
Finland63 Posts
Last Edited: 2020-02-02 16:45:14
January 21 2020 16:17 GMT
#69
My map submissions:


Standard

Lightshade + Show Spoiler +

136x132

[image loading]

Takeover + Show Spoiler +

132x148

[image loading]



Macro

Atlantean Rift + Show Spoiler +

154x136

[image loading]

Romanticide + Show Spoiler +

150x132

[image loading]



Rush

Iliad + Show Spoiler +

124x120

[image loading]



Challenge

Deathaura + Show Spoiler +

144x140

[image loading]
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
CharactR
Profile Joined January 2020
Canada105 Posts
January 23 2020 10:36 GMT
#70
Pogchamp @Marras i was kinda surprised nobody had posted any of their submissions until now considering the other tlmc contest threads. I had planned to earlier but I still have to finish all 6 of my submissions (currently 4/6).
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Marras
Profile Joined June 2018
Finland63 Posts
January 23 2020 10:52 GMT
#71
Actually Legan had posted some here earlier, but no one else so far, maybe they are waiting until the final changes after the pre-judging feedback.
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
Superouman
Profile Blog Joined August 2007
France2195 Posts
January 23 2020 11:08 GMT
#72
I have yet to finish decorating my 3 last maps.
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
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2020-01-23 22:01:36
January 23 2020 22:01 GMT
#73
i have yet to start decorating my 1 first map
vibeo gane,
Crocolisk Dundee
Profile Blog Joined October 2015
870 Posts
January 23 2020 22:32 GMT
#74
Can we get another map like Abyssal Reef where destroyed units float up? I loved that effect.
Stopped watching ESL content in 2022 when the company was acquired by Savvy Gaming Group. Also object to sponsorships by the U.S. Air Force. Thanks for the lively discussions about sportswashing. StarCraft II is not for me anymore.
Marras
Profile Joined June 2018
Finland63 Posts
January 23 2020 22:39 GMT
#75
On January 24 2020 07:32 Crocolisk Dundee wrote:
Can we get another map like Abyssal Reef where destroyed units float up? I loved that effect.


Well, Atlantean Rift is like that :D And I think that there's a couple of other maps with an underwater theme that some other mapmakers have been working on lately as well
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
WardiTV
Profile Joined September 2016
564 Posts
January 24 2020 00:41 GMT
#76
Tournament information coming soon! We've now figured out which tournament is going to clash with the dates so we can move forward with the rest of the setup!!
Commentator
TelecoM
Profile Blog Joined January 2010
United States10668 Posts
January 24 2020 02:54 GMT
#77
On January 17 2020 18:08 ObsidianScabbard wrote:
I am going to school for design, so this shouldn't be a challenge.

Are you the professor or a student?
AKA: TelecoM[WHITE] Protoss fighting
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-01-25 14:52:47
January 25 2020 14:51 GMT
#78
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.

ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 25 2020 15:53 GMT
#79
On January 25 2020 23:51 Vision_ wrote:
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.



The distinction has often been hard to pin down, but maps aren't just about their dimensions. Ideally the distinction between standard and macro is as more about ease of expansion and layout than just the numbers. In practice that hasn't so much been the case admittedly.
Vision_
Profile Joined September 2018
861 Posts
January 25 2020 16:03 GMT
#80
On January 26 2020 00:53 ZigguratOfUr wrote:
Show nested quote +
On January 25 2020 23:51 Vision_ wrote:
It s the first time i m looking at this Map contest,

The difference between a standard and macro map is equal to 94% (???), in other words, it doesn t exist anymore (comparing to rts game in general...),....

They could really adjust the number of workers to the size of the map, this isn t a big deal.



The distinction has often been hard to pin down, but maps aren't just about their dimensions. Ideally the distinction between standard and macro is as more about ease of expansion and layout than just the numbers. In practice that hasn't so much been the case admittedly.


ahah ease of expansion....

When Blizzard introduce to community the pocket expand...

Indeed, it was after increasing the number of workers.. is it right ?

How "the ease of extension" could be a factor more important than the size of the map ?


Microglycerin
Profile Joined January 2020
7 Posts
January 25 2020 18:17 GMT
#81
I'm not an expert but if you can get more bases safely, you'll probably focus on expanding rather than attacking. If it's safe to take another base, it's also hard to attack. So players will mostly try to get big economy and go to the late game. Of course you can rush or try to all in on every map, but on some it's simply not worth it. So those map are called macro I think.
Elentos
Profile Blog Joined February 2015
55510 Posts
Last Edited: 2020-01-25 18:37:05
January 25 2020 18:36 GMT
#82
On January 26 2020 01:03 Vision_ wrote:
When Blizzard introduce to community the pocket expand...

Indeed, it was after increasing the number of workers.. is it right ?


There's been maps with backdoor bases since Wings of Liberty.
Every 60 seconds in Africa, a minute passes.
Vision_
Profile Joined September 2018
861 Posts
Last Edited: 2020-01-25 20:11:34
January 25 2020 20:11 GMT
#83
On January 26 2020 03:36 Elentos wrote:
Show nested quote +
On January 26 2020 01:03 Vision_ wrote:
When Blizzard introduce to community the pocket expand...

Indeed, it was after increasing the number of workers.. is it right ?


There's been maps with backdoor bases since Wings of Liberty.


Yes true, my mistake,

On January 26 2020 03:17 Microglycerin wrote:
I'm not an expert but if you can get more bases safely, you'll probably focus on expanding rather than attacking. If it's safe to take another base, it's also hard to attack. So players will mostly try to get big economy and go to the late game. Of course you can rush or try to all in on every map, but on some it's simply not worth it. So those map are called macro I think.


Really...it can be resume as a design issue.. Blizzard call "Macro maps" the little big maps...
As the size difference is none significant, so we can conclude overall that "Build Orders" were more impacted by the layout of a map on WoL and HoTS, than actually, with the "12-workers economy system".

Also, It s a loss of strategic wealth which can be identify as a part of uniformity loss.
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
January 25 2020 21:57 GMT
#84
[image loading]

Quickly drew this up in class. Looks like I already have a contender. Good luck everyone else!
diamond zerg
Drfilip
Profile Joined March 2013
Sweden590 Posts
January 26 2020 10:54 GMT
#85
On January 26 2020 05:11 Vision_ wrote:
Show nested quote +
On January 26 2020 03:36 Elentos wrote:
On January 26 2020 01:03 Vision_ wrote:
When Blizzard introduce to community the pocket expand...

Indeed, it was after increasing the number of workers.. is it right ?


There's been maps with backdoor bases since Wings of Liberty.


Yes true, my mistake,

Show nested quote +
On January 26 2020 03:17 Microglycerin wrote:
I'm not an expert but if you can get more bases safely, you'll probably focus on expanding rather than attacking. If it's safe to take another base, it's also hard to attack. So players will mostly try to get big economy and go to the late game. Of course you can rush or try to all in on every map, but on some it's simply not worth it. So those map are called macro I think.


Really...it can be resume as a design issue.. Blizzard call "Macro maps" the little big maps...
As the size difference is none significant, so we can conclude overall that "Build Orders" were more impacted by the layout of a map on WoL and HoTS, than actually, with the "12-workers economy system".

Also, It s a loss of strategic wealth which can be identify as a part of uniformity loss.

Macro maps have always been a community word. Blizzard did introduce that term. Macro maps exist in other RTS as well.
Macro map is not about the size. It is about the way the games on that map usually play out. Size is one helping factor, but it is not the deciding factor. The most often referred to factor, by casters, is the ease of securing a third/fourth base.
In HotS beta there was a macro map with a semi pocket expand (collapsing rock tower needed to fall) as a third base. That was Akilon Wastes. That map stayed long and got played often. Zerg could get to 4 bases and the other races could macro up safely on 3 bases.
Akilon Wasres was a big map, falling into the macro size category. Another of the HotS macro maps is Echo. That map had a standard map playable area, but it was THE Macro map. That map delayed schedules because of game lenghts.

It is not really about size. It is definitely not about amount of workers at the start. If it is hard to defend bases, the games will be aggressive. If it is easy to defend bases and secure additional bases, the games will be macro.
Random Platinum EU
Agaton
Profile Joined July 2019
Sweden45 Posts
Last Edited: 2020-02-02 10:54:06
January 27 2020 00:23 GMT
#86
Alright, here are my submissions:

Corrosive Sky (Rush)
+ Show Spoiler +

Idea blatantly stolen from ObsidianScabbard's sketch.
126x126
[image loading]


Interitus (Rush)
+ Show Spoiler +

122x136
[image loading]


Pillars of Gold (Standard)
+ Show Spoiler +

136x138
[image loading]


Cryostation (Standard)
+ Show Spoiler +

138x134
[image loading]


Electron (Macro)
+ Show Spoiler +

148x148 (oof)
[image loading]


Mystic's Mirage (Challenge)
+ Show Spoiler +

158x118
[image loading]


Edit: updates made to all maps. Images updated.
Maker of maps
TiberiusA
Profile Joined February 2017
United States39 Posts
January 27 2020 01:41 GMT
#87
For the challenge, I would like to see something like a central low-ground path, kind of like Frozen Temple, but with speed zones along it. Essentially like a fast alleyway that's vulnerable to attack.
On January 27 2020 09:23 Agaton wrote:
Alright, here are my submissions:

Corrosive Sky (Rush)
+ Show Spoiler +

Idea blatantly stolen from ObsidianScabbard's sketch.
126x126
[image loading]


Interitus (Rush)
+ Show Spoiler +

122x136
[image loading]


Pillars of Gold (Standard)
+ Show Spoiler +

136x138
[image loading]


Cryostation (Standard)
+ Show Spoiler +

138x134
[image loading]


Electron (Macro)
+ Show Spoiler +

148x148 (oof)
[image loading]


Mystic's Mirage (Challenge)
+ Show Spoiler +

158x118
[image loading]

All these maps look really nice.
themusic246
Profile Joined December 2012
United States211 Posts
Last Edited: 2020-01-27 05:54:34
January 27 2020 05:26 GMT
#88
My submissions

Oxide [Rush]
+ Show Spoiler +
[image loading]
[image loading]


2000 Atmospheres [Standard]
+ Show Spoiler +
[image loading]
[image loading]


Sidewinder [Standard]
+ Show Spoiler +
[image loading]
[image loading]


Nemesis [Macro]
+ Show Spoiler +
[image loading]
[image loading]


Ice and Chrome [Macro]
+ Show Spoiler +
[image loading]
[image loading]


Mainframe [Challenge]
+ Show Spoiler +
[image loading]
[image loading]
1st place Blizzard arcade RTC contest. 2x 1st place 1v1 Team Liquid Map Contest (30 total ladder map contest finalists). Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
CharactR
Profile Joined January 2020
Canada105 Posts
Last Edited: 2020-01-28 15:23:35
January 27 2020 11:14 GMT
#89
My Current Submissions

Rush
Hellfire
+ Show Spoiler +
[image loading]
[image loading]


Standard
Quicksand
+ Show Spoiler +
[image loading]
[image loading]


Blood Moon
+ Show Spoiler +
[image loading]
[image loading]


Macro
Golden Oasis
+ Show Spoiler +
[image loading]
[image loading]
I would like to note my previous tl account was invalid99 and i had prevously made a thread for this map. only reason i made another one is i guess i kinda wanted to rebrand or whatever


Ecostation
+ Show Spoiler +
[image loading]
[image loading]



Challenge
Arcade (Still very much a wip aesthetically)
+ Show Spoiler +
[image loading]
[image loading]


edit: added Blood moon and moved Quicksand to standard.


Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 27 2020 13:10 GMT
#90
This is what I'm most likely to end up submitting. A mix of new and old maps

Neo Matchpoint - Standard
+ Show Spoiler +
[image loading]


Rise And Fall - Standard
+ Show Spoiler +
[image loading]


Seawatch - Macro
+ Show Spoiler +
[image loading]


Monte Carlo - Macro
+ Show Spoiler +
[image loading]


Harvest - Challenge
+ Show Spoiler +
[image loading]


Skyfall - Challenge
+ Show Spoiler +
[image loading]


Enjoy!
Author of Coda and Eastwatch.
anarchay
Profile Joined July 2019
18 Posts
Last Edited: 2020-02-02 20:21:10
January 28 2020 02:10 GMT
#91
I'm a newer mapper, this is my first TLMC. Here are my submissions so far!

Edit: Maps updated with changes due to Pre-Feedback! Also, I re-named La Mancha to Outsider. Fit the map theme better and it was honestly disrespectful to brood war's La Mancha. Lots of aesthetic updates on Forgotten Strand, Fulfilled Promises, Outsider!

Faded Dynasty - Rush
+ Show Spoiler +
[image loading]


Forgotten Strand - Standard
+ Show Spoiler +
[image loading]


Fulfilled Promises - Challenge #1
+ Show Spoiler +
[image loading]


Hidden Rain - Macro
+ Show Spoiler +
[image loading]


Outsider - Standard
+ Show Spoiler +
[image loading]


Nimbus Point - Rush
+ Show Spoiler +
[image loading]

ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 28 2020 05:23 GMT
#92
Well the first cut of the unofficial list is up: https://tl.net/forum/starcraft-2/554492-announcing-tlnet-map-contest-14?page=4#61 . I'll be adding maps as people reveal them.
Microglycerin
Profile Joined January 2020
7 Posts
Last Edited: 2020-01-28 10:44:53
January 28 2020 10:43 GMT
#93
My submission:

Yogi's Great Escape - Macro
+ Show Spoiler +
[image loading]

MarcusRife
Profile Joined March 2011
343 Posts
January 28 2020 19:40 GMT
#94
On January 26 2020 06:57 ObsidianScabbard wrote:
[image loading]

Quickly drew this up in class. Looks like I already have a contender. Good luck everyone else!


You are aware you actually have to make the map, right?
MarcusRife
Profile Joined March 2011
343 Posts
Last Edited: 2020-01-29 23:17:48
January 28 2020 21:18 GMT
#95
Here are my two submissions.

Crack of Doom - Standard
+ Show Spoiler +
[image loading]


Groombridge - Macro
+ Show Spoiler +
[image loading]
Drfilip
Profile Joined March 2013
Sweden590 Posts
January 29 2020 09:13 GMT
#96
I am glad to see that there are some maps here that aren't 2 player maps with rotational symmetry. There are some 4 player maps and some maps with mirror symmetry.


On January 27 2020 22:10 IeZaeL wrote:
Neo Matchpoint - Standard
+ Show Spoiler +
[image loading]


This map is labelled standard. Does it really play out like that? I am genuinly curious. It looks like with a pocket expansion, easy 3 base and easy 4 base, this would be a macro map. There is only 1 entrance for 3 bases and 2 entrances for 4 bases. Maybe the tiny area of the pocket base makes it hard to defend vs aerial assaults, and that is what makes it a non-macro map.
Random Platinum EU
Sanglune
Profile Joined February 2016
Netherlands30 Posts
Last Edited: 2020-02-02 16:02:06
January 29 2020 13:31 GMT
#97
Sanglune's submissions:

UPDATE: See this post.

Old images:
+ Show Spoiler +
Rush
Cheruno 9
+ Show Spoiler +
[image loading]


Eleventh Dragon Frontier
+ Show Spoiler +
[image loading]


Standard
Sanglune
+ Show Spoiler +
[image loading]


Macro
Astolfo
+ Show Spoiler +
[image loading]


S4ltminer
+ Show Spoiler +
[image loading]


Challenge
Saltminer
+ Show Spoiler +
[image loading]
Legan
Profile Joined June 2017
Finland402 Posts
Last Edited: 2020-01-29 19:21:35
January 29 2020 19:11 GMT
#98
www.twitch.tv/kantuva

Feedback stream going live.

Edit: Bit delayed for setting up stuff. Should be happening in half hour.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Agaton
Profile Joined July 2019
Sweden45 Posts
Last Edited: 2020-01-29 19:59:04
January 29 2020 19:58 GMT
#99
We're live!
www.twitch.tv
Maker of maps
atira_sc2
Profile Joined April 2019
10 Posts
January 29 2020 21:49 GMT
#100
Where can we apply to be a judge for the maps?
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 29 2020 23:10 GMT
#101
On January 30 2020 06:49 atira_sc2 wrote:
Where can we apply to be a judge for the maps?


PM a contest admin: https://tl.net/mytlnet/index.php?view=new&to=Julmust.
Microglycerin
Profile Joined January 2020
7 Posts
Last Edited: 2020-02-02 16:48:37
January 30 2020 15:49 GMT
#102
I will submit one more map if i'll make it in time.


Challenge #1
Crimson Fortress

+ Show Spoiler +
130x132
[image loading]

+ Show Spoiler +
angle view
[image loading]



Edit: Map updated, new images.

ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 30 2020 18:06 GMT
#103
On January 31 2020 00:49 Microglycerin wrote:
I will submit one more map if i'll make it in time.

Crimson Fortress

+ Show Spoiler +
130x132
[image loading]

+ Show Spoiler +
[image loading]


Is this map size closer to a standard or rush category?


With this layout it's probably closer to standard. But you're using speed zones which are only allowed in the challenge category.
Legan
Profile Joined June 2017
Finland402 Posts
January 30 2020 20:34 GMT
#104
My final submissions:

Ion Fazekath - Standard
Information: + Show Spoiler +

Size: 118x136 = 16048
Main to main: 45
Ramp to ramp: 35
Natural to natural: 33
Description:
Ion Fazekath is a spaceship built into a block of ice, where most of the initial paths go through high grounds in front of natural’s ramp. Control the base with rich vespene geyser on the high ground to control the flow or use the longer path on edges to avoid those high grounds.
Features:
  • High ground base with rich vespene geyser has only 6 mineral batches.
  • Two reaper jump spots to main from third.

Pictures: https://imgur.com/a/tcWRAqG
Overview:+ Show Spoiler +
[image loading]


Polar Night Keep - Macro
Information: + Show Spoiler +

Size: 136x140 = 19040
Main to main: 43
Ramp to ramp: 36
Natural to natural: 32
Description:
This ancient keep was built to watch over the long polar night. Traditional base layout is mostly safely on top of the keep, but two bases can be found outside. The middle path has more ramps and some tighter chokes, but on the side there is straighter paths between opposing bases.
    Features:
  • Two reaper jump spots.

Pictures: https://imgur.com/a/Hcd70sS
Overview: + Show Spoiler +
[image loading]


Seaside Resort - Macro
Information: + Show Spoiler +

Size: 142x142 = 20164
Main to main: 43
Ramp to ramp: 37
Natural to natural: 31
Description:
Welcome to Seaside Resort, where there is plenty of room, bases and paths for everyone. Most bases are in traditional layout, but there are two forward bases that provide richer experience. For tropical experience take the wider low ground path with more turns and some bushes. For more straight approach open the tighter high ground path.
Features:
  • Beach theme

Pictures: https://imgur.com/a/Ag4lKsj
Overview: + Show Spoiler +
[image loading]
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
OhThatDang
Profile Joined August 2004
United States4685 Posts
January 31 2020 06:28 GMT
#105
Just wanted to ask if there was ever a challenge or standard map where the main bases start on the low ground instead? Or is that not a thing in sc2
troi oi thang map nai!!!
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
January 31 2020 06:43 GMT
#106
On January 31 2020 15:28 OhThatDang wrote:
Just wanted to ask if there was ever a challenge or standard map where the main bases start on the low ground instead? Or is that not a thing in sc2


It hasn't been a thing in sc2 for quite a while now (essentially due to SCII's defender advantage being much weaker). There were some in the early days of SCII--the most recent map I can think of that had that is (Wiki)Sacred Path .
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2020-01-31 10:49:34
January 31 2020 06:55 GMT
#107
In Absentia - Rush (120x124)
+ Show Spoiler +
[image loading]


Second Dream - Macro (144x136)
+ Show Spoiler +
[image loading]


Monument of the Makers - Challenge (124x144)
+ Show Spoiler +
[image loading]


90% chance this is all i'm going to get done before the deadline, but maybe i'll sneak one more in last minute, who knows
vibeo gane,
Pklixian
Profile Joined October 2017
Canada81 Posts
Last Edited: 2020-01-31 20:58:32
January 31 2020 08:37 GMT
#108
Standard

+ Show Spoiler +
Risen Memory
[image loading]

Acidic Fortress
[image loading]


Macro

+ Show Spoiler +
Project Simulant
[image loading]

Bloodlands
[image loading]


Rush

+ Show Spoiler +
Forgotten Homeland
[image loading]


Challenge 1 (AZG)

+ Show Spoiler +
Urzagol
[image loading]


I wish everyone good luck!
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
NewSunshine
Profile Joined July 2011
United States5938 Posts
January 31 2020 13:16 GMT
#109
On January 31 2020 15:55 -NegativeZero- wrote:
In Absentia - Rush (120x124)
+ Show Spoiler +
[image loading]


Second Dream - Macro (144x136)
+ Show Spoiler +
[image loading]


Monument of the Makers - Challenge (124x144)
+ Show Spoiler +
[image loading]


90% chance this is all i'm going to get done before the deadline, but maybe i'll sneak one more in last minute, who knows

I really like all 3 of them. The first two look like great maps for their categories, and the third one is a bit offbeat, but I think we should have more of that. If this is all you manage, you still achieved a lot of variety in your submission. Cool stuff.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Legan
Profile Joined June 2017
Finland402 Posts
January 31 2020 18:58 GMT
#110
Submission deadline timer.

If you missed the feedback stream, VOD is available in
www.youtube.com.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 01 2020 03:59 GMT
#111

Dunes Of Destiny
Rush

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 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]

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[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]


______________________________

Blackwood Timbers
Standard

Another standard map with an easy to hold natural and a choice of thirds. Depending which third you take you can easily get a 4th or push onto the enemy. There are many cliff elevations which make the map overall very enjoyable for all races.

[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]


______________________________


Habitation Station 2
Challenge #1

The challenge comes from all the choke points in the middle. In the original Habitation Station you could move through the choke points in the middle and secure a huge advantage by taking out or holding onto your gold base. In this version, if you move through the choke points you are sped up, move at a faster pace and therefore and better defend... or attack into the enemy bases.

[image loading]

Pretty:
+ Show Spoiler +

[image loading]

[image loading]

[image loading]

[image loading]


______________________________

I didn't create anything new unfortunately... at this point in my sc2 life... I don't really have time anymore so instead I just edit my older non-winning maps and hope for the best! Wishing the greatest 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.
KillerSmile
Profile Joined November 2018
Germany86 Posts
Last Edited: 2020-02-03 01:14:44
February 01 2020 12:35 GMT
#112
Not quite finished with the decoration on my last submission, but here is what I have so far (will update later*):

*Containment added

Standard

Last Endion 146x142
+ Show Spoiler +
[image loading]


Containment 158x136
+ Show Spoiler +
[image loading]



Macro

Bed of Chaos 132x164
+ Show Spoiler +
[image loading]



Rush

Fighters' Poison 78x78
+ Show Spoiler +
[image loading] Thanks to Pklixian this fun little map has a visual theme


Sun Temple 132x112
+ Show Spoiler +
[image loading]



Challenge

Sky Machine 152x120
+ Show Spoiler +
[image loading]
Many thanks to Marras for the deco on this one


Best of luck to all the participants!
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
OhThatDang
Profile Joined August 2004
United States4685 Posts
February 01 2020 20:24 GMT
#113
On January 31 2020 15:43 ZigguratOfUr wrote:
Show nested quote +
On January 31 2020 15:28 OhThatDang wrote:
Just wanted to ask if there was ever a challenge or standard map where the main bases start on the low ground instead? Or is that not a thing in sc2


It hasn't been a thing in sc2 for quite a while now (essentially due to SCII's defender advantage being much weaker). There were some in the early days of SCII--the most recent map I can think of that had that is (Wiki)Sacred Path .


Got it, thanks man!
troi oi thang map nai!!!
Agaton
Profile Joined July 2019
Sweden45 Posts
February 02 2020 11:01 GMT
#114
First of all, thank you ZigguratOfUr for making a compilation of all the submitted maps!

Secondly, all my maps have received some updates.
https://tl.net/forum/starcraft-2/554492-announcing-tlnet-map-contest-14?page=5#86

Now all I have to do is wait. Good luck everyone.
Maker of maps
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2020-02-02 19:18:27
February 02 2020 13:04 GMT
#115
glhf everyone

Macro
Aqueducts
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Academy
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]



Rush
Waterfall
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Ultra Kompaktor
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Challenge #1
Earth Drinker
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]

[image loading]


Beckett Industries
+ 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: 2020-02-02 20:15:40
February 02 2020 16:00 GMT
#116
Update

Rush
Eleventh Dragon Frontier
+ Show Spoiler +
[image loading]


Standard
Cheruno 9 (previously Rush)
+ Show Spoiler +
[image loading]


Sanglune
+ Show Spoiler +
[image loading]


Macro
Astolfo
+ Show Spoiler +
[image loading]


S4ltminer
+ Show Spoiler +
[image loading]


Challenge
Saltminer (no changes)
+ Show Spoiler +
[image loading]


Edit: Had the old image under Sanglune. Fixed now.
Edit 2: Updated Sanglune again.
Marras
Profile Joined June 2018
Finland63 Posts
February 02 2020 16:49 GMT
#117
Updated my first post after doing some small changes to the maps:

On January 22 2020 01:17 Marras wrote:
My map submissions:


Standard

Lightshade + Show Spoiler +

136x132

[image loading]

Takeover + Show Spoiler +

132x148

[image loading]



Macro

Atlantean Rift + Show Spoiler +

154x136

[image loading]

Romanticide + Show Spoiler +

150x132

[image loading]



Rush

Iliad + Show Spoiler +

124x120

[image loading]



Challenge

Deathaura + Show Spoiler +

144x140

[image loading]



Glhf everyone!
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
Microglycerin
Profile Joined January 2020
7 Posts
February 02 2020 16:58 GMT
#118
I had some changes to the map and now it's also clear what category it fits, so here's the update.

On January 31 2020 00:49 Microglycerin wrote:


Challenge #1
Crimson Fortress

+ Show Spoiler +
130x132
[image loading]

+ Show Spoiler +
angle view
[image loading]



Edit: Map updated, new images.



Glhf!
Insidioussc2
Profile Joined March 2015
Germany96 Posts
February 02 2020 18:34 GMT
#119
Two old submissions somewhat redesigned.

Rush:
+ Show Spoiler +
Blackburn

[image loading]


Macro:
+ Show Spoiler +
Glittering Ashes

[image loading]

Skypirinha1
Profile Joined June 2018
14 Posts
Last Edited: 2020-02-02 20:59:45
February 02 2020 20:53 GMT
#120
Ancient Cistern [Macro]
+ Show Spoiler +
[image loading]


Autumn Fields [Standard]
+ Show Spoiler +
[image loading]


Lost Spire [Standard]
+ Show Spoiler +
[image loading]


Place of Henery Quaevase [Rush]
+ Show Spoiler +
[image loading]


Shrine of Time [Challenge]
+ Show Spoiler +
[image loading]


Tropical Island [Rush]
+ Show Spoiler +
[image loading]
🚫🍷
Zweck
Profile Joined February 2015
Germany211 Posts
February 02 2020 23:29 GMT
#121
my submissions:

Shamrock Fane (Standard, "Inverted" remake of an older map with completely different mid and reworked aesthetics)
+ Show Spoiler +

[image loading]


Look Up (Standard, Resubmission of TLMC13 with some changes)
+ Show Spoiler +

[image loading]


Gallery of Pain (Macro)
+ Show Spoiler +

[image loading]


Elara (Macro)
+ Show Spoiler +

[image loading]


Kill Switch (Rush)
+ Show Spoiler +

[image loading]


Submarine (Rush)
+ Show Spoiler +

[image loading]



https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Timmay
Profile Joined April 2005
United States112 Posts
February 02 2020 23:34 GMT
#122
Witch Hunt

+ Show Spoiler +
[image loading]


Size: 140x120
Category: Rush
CharactR
Profile Joined January 2020
Canada105 Posts
Last Edited: 2020-02-03 01:22:16
February 03 2020 01:16 GMT
#123
I also updated my maps

Final submitted version of my maps

Rush

Hellfire
+ Show Spoiler +
[image loading]
The only real change here is that the center ramps aren't super tight anymore.


Standard

Quicksand
+ Show Spoiler +
[image loading]
commentary
+ Show Spoiler +
So with me switching the category to standard I already figured i should make the 3rd mineral lines a bit less droppable/siegeable. so it was suggested I make the linear base far less siegeable even though the spot where the tank would be is kind of at the top of a wide ramp it was a change i was debating making anyway. The other changes are that the forward mineral wall base has only 1 rich gas as opposed to the previous 1 rich/1 normal, Added extra ground space at 1/7 bases so that you can't pocket (say) an oracle between 2 queens between the natural and that base in the airspace.
other than that the random dip at the third is gone and the paths in the airspace have crashed vehicles in them so it doesn't look like anything can be dropped there.



Blood Moon
+ Show Spoiler +
[image loading]
Just cleaned up some pathing and doodads and moved a rock over.


Macro

Golden Oasis
+ Show Spoiler +
[image loading]
commentary
+ Show Spoiler +
So the low ground base outside the main I figured would only be taken by terran anyway if they wanted to float out a third, but I was told that the low ground base just wouldn't be taken or wouldn't want to be taken on the original version. In order to change this i tried to help the base by making the severity of a tank spot outside of it less severe and making it so that there wasn't 2 high grounds leading into it and making the 6/12 bases low ground.
The only other change is that i made the main mineral line a lotv mineral one, which btw i think it's silly to even pick that out because the hots ones only have 1 worker stacking spot but w/e.


Ecostation
+ Show Spoiler +
[image loading]
Cut down the size of the main a little bit and moved the "3"/"13" bases back a bit
that's it.


Challenge

Arcade
+ Show Spoiler +
[image loading]\
Just finished the map



I want to thank Stealthy, Kesai and The_Music for their additional input on top of my tlmc feedback.
I didn't take every suggestion but the extra feedback was helpful regardless.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2020-02-03 05:29:09
February 03 2020 04:45 GMT
#124
Got a couple submissions in. Aesthetics by Pklixian on Eclipse and Cranberry.

Standard:
Eclipse
+ Show Spoiler +
[image loading]


Swamp Head
+ Show Spoiler +
[image loading]


Macro
Cattail
+ Show Spoiler +
[image loading]


Rush
Cranberry
+ Show Spoiler +
[image loading]


Green Water
+ Show Spoiler +
[image loading]

Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
samsim
Profile Joined December 2019
United States26 Posts
February 03 2020 07:03 GMT
#125
I submitted two maps for my first TLMC:

Standard:
Fate's Valley, 136x128
+ Show Spoiler +
[image loading]


Rush:
Arabella, 112x124
+ Show Spoiler +
[image loading]
PolarChibi
Profile Joined February 2019
Sweden8 Posts
February 03 2020 07:34 GMT
#126
Lilac
+ Show Spoiler +
[image loading]
comfygang
Panzermann
Profile Joined December 2018
9 Posts
Last Edited: 2020-02-03 08:21:07
February 03 2020 08:20 GMT
#127
Standard
First World
[image loading]

Iron Oxide
[image loading]

Macro
Masquerade
[image loading]

Siberus
[image loading]

[image loading]
Acid Ian Theobard
Profile Joined February 2020
1 Post
Last Edited: 2020-02-03 09:22:37
February 03 2020 09:13 GMT
#128
Rush category baby! I had to come out of the woodwork when I heard they brought that back up.

Bulkhead
[image loading]

Art
+ Show Spoiler +

[image loading]
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insidious_bombardier
Profile Joined January 2020
1 Post
February 03 2020 09:17 GMT
#129
I've been diligently studying previous ladder maps for the past few weeks and I think I finally have a creation worthy of TLMC.

[image loading]
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
Last Edited: 2020-02-03 12:38:48
February 03 2020 09:18 GMT
#130
Bot edit.

User was banned for this post.
diamond zerg
Zuratu
Profile Joined April 2018
United States25 Posts
Last Edited: 2020-02-03 10:26:29
February 03 2020 09:43 GMT
#131
Here we go.


Standard:


~Sigil
+ Show Spoiler +

[image loading]

Pretty Pictures
+ Show Spoiler +

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~Station 37
+ Show Spoiler +

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Pretty Pictures
+ Show Spoiler +

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Macro:


~Laser Tag
+ Show Spoiler +

[image loading]

Pretty Pictures
+ Show Spoiler +

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~Spacelab 2020
+ Show Spoiler +

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Pretty Pictures
+ Show Spoiler +

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Rush:


~Oath Keep
+ Show Spoiler +

[image loading]

Pretty Pictures
+ Show Spoiler +

[image loading]
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Probably from Earth. Possibly Human.
CharactR
Profile Joined January 2020
Canada105 Posts
Last Edited: 2020-02-03 11:21:10
February 03 2020 11:19 GMT
#132
As is tradition, now that the deadline is past I'm going to make finalist predictions based off of the maps we do know were submitted.


My finalist predictions:
+ Show Spoiler +

Rush

In Absentia by -0
Iliad by Marras
Submarine by Zweck
Ultra Kompactor by Superouman

Standard

Cheruno 9 by Sanglune
Cryogen by ZigguratofUr
Lightshade by Marras
Quicksand by Myself

Macro

Atlantean Rift by Marras
Ice and Chrome by The_Music
Electron by Agaton
Containment by Killersmile

Challenge

Shrine of time by Skypirinha
Skyfall by Iezael
Monument of the Makers by -0
Deathaura by Marras

Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
February 03 2020 20:38 GMT
#133
Back from the dead. Sorry to all the gold league map makers out there!

Deliverance (Rush)
+ Show Spoiler +
[image loading]


Bamboozle (Macro)
+ Show Spoiler +
[image loading]
diamond zerg
PUZZLER_THE
Profile Joined February 2020
Canada3 Posts
February 04 2020 22:48 GMT
#134
Some of the maps reaper cliffs look fairly large and appears there is dead air space to hide dropships/BCs at main and occasionally other bases. If both of these are true, you have my vote to replace this season's map pool!

User was banned for this post.
David Li Nygma
Profile Joined February 2020
United States1 Post
February 04 2020 23:07 GMT
#135
Witch Hunt looks like a great map, a good change of pace from the current map pool. Into the void this all goes I guess.
high plat/ low diamond terran
Timmay
Profile Joined April 2005
United States112 Posts
Last Edited: 2020-02-05 00:14:57
February 05 2020 00:10 GMT
#136
Here are my picks. These are NOT predictions, and are based on quickly reviewing public overviews. My opinions could change a lot if I look closer or see them in game.

Rush
In Absentia by -NegativeZero-
Hellfire by CharactR
Deliverance by ObsidianScabbard
Submarine by Zweck

Standard
Quicksand by CharactR
Takeover by Marras
Cheruno 9 by Sanglune
Sidewinder by themusic246

Macro
Siberus by Panzermann
Academy by Superouman
Ice and Chrome by themusic246
Nemesis by themusic246
Atlantean Rift by Marras

Challenge
Beckett Industries by Superouman
pJkoojl by insidious_bombardier
Arcade by CharactR
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-02-05 07:53:05
February 05 2020 07:33 GMT
#137
My picks are:

Rush:
In Absentia by -NegativeZero-
Hellfire by CharactR
Blackburn by Insidioussc2
Kill Switch by Zweck
Submarine by Zweck

Standard:
Hard Rain by ATTx
Cheruno 9 by Sanglune
Sidewinder by themusic246

Macro:
Containment by KillerSmile
Atlantean Rift by Marras
Bamboozle by ObsidianScabbard
Elara by Zweck
Ice and Chrome by themusic246

Challenge:
Earth Drinker by Superouman
the map by insidious_bombardier
Mainframe by themusic246

Honorable mention goes to themusic's other maps. Overall I feel that there are quite a few nice maps in the Rush and Macro categories, Standard was rather uninspiring this time for some reason, and Challenge was quite bad.
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 05 2020 11:24 GMT
#138
This is my wishlist.

Standard
Hard rain - attx
Cheruno 9 - Sanglune
Into the Beyond - sidianthebard
Cryogen - ziggurat of ur
Sidewinder - themusic

Macro
Second dream - -0
Containment - killersmile
Bamboozle - timmay

Rush
In absentia -, -0
Hellfire - charactR
Witch Hunt - timmay
Illiad - Marras
Kill switch - zweck

Challenge
Skyfall - Iezael
Insidious bombardier's unnamed map
Mainframe - themusic
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
February 05 2020 12:13 GMT
#139
This is my list, mainly of maps I like.


Standard
Last Endion - KillerSmile
Takeover - Marras
Iron Oxide - Panzerman
2000 Atmospheres - themusic
Acidic Fortress - Pklixian

Macro
Second Dream - negative zero
Golden Oasis - CharactR
Siberus - Panzerman
Aqueducts - Superouman

Rush
Kill Switch - Zweck
Witch Hunt - Timmay
Ultra Kompaktor - Superouman
(Tied) Sun Temple / Fighters' Poison - KillerSmile

'Challenge'
Beckett Industries - Superouman
Mainframe - themusic
Deathaura - Marras


for one that doesnt have my submissions, swap out Acidic Fortress for Quicksand from CharactR!
still we have to see what might be a finalist :D
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Sanglune
Profile Joined February 2016
Netherlands30 Posts
Last Edited: 2020-02-05 15:05:05
February 05 2020 14:36 GMT
#140
Here's my list rated by both what I like and if I think it'll win.

Standard
Hard Rain - ATTx
Ion Fazekath - Legan
Acidic Fortress - Pklixian
Station 37 - SirZachary

Macro
Ecostation - CharacteR
Glittering Ashes - insidioussc2
Seaside Resort - Legan
Polar Night Keep - Legan
Project Simulant - Pklixian

Rush
Sun Temple - KillerSmile
Iliad - Marras
In Absentia - NegativeZero
Ultra Kompaktor - Superouman

Challenge
unnamed - Insidious Bombadier
Deathaura - Marras
Mainframe - themusic246
Zuratu
Profile Joined April 2018
United States25 Posts
Last Edited: 2020-02-06 00:33:54
February 06 2020 00:22 GMT
#141
A list of maps from each category that I enjoy, nothing more. Could change if I studied the submissions more closely.


Rush
Kill Switch - Zweck
In Absentia - Negative
Bulkhead - Acid Ian Theobard
Golden S - ATTx


Standard
Hard Rain - ATTx
Rise & Fall - Iez
Quicksand - CharactR
Sanglune - Trianglune


Macro
Romanticide - Marras
Second Dream - Negative
Nemesis - Music
Electron - Agaton


Challenge
Sky Machine - KillerSmile
Mainframe - Music
Lilac - Polar
Monument of the Makers - Negative
Probably from Earth. Possibly Human.
Agaton
Profile Joined July 2019
Sweden45 Posts
February 07 2020 16:11 GMT
#142
My prediction of maps that I find the most interesting/polished and hope do well (except for my own maps):

Rush:
Ultra Kompactor by Superouman
Kill Switch by Zweck
Oxide by themusic246
Sun Temple by Killersmile

Standard:
Fate's Valley by samsim
Cryogen by ZigguratOfUr
Containment by Killersmile
Cheruno 9 by Sanglune
Takeover by Marras

Macro:
Second Dream by NegativeZero
Aqueducts by Superouman
Defrost by Attx
Seaside Resort by Legan

Challenge:

Mainframe by themusic246
Arcade by CharactR
DoubleDong by Superouman
Maker of maps
KillerSmile
Profile Joined November 2018
Germany86 Posts
February 08 2020 13:24 GMT
#143
my personal 16 picks:

Rush:
Hellfire
Illiad
Witch Hunt
Kill Switch

Standard:
Hard Rain
Cheruno 9
Acidic Fortress
Blackwood Timbers
Look Up
Sidewinder

Macro:
Second Dream
Seaside Resort
Siberus

Challenge:
Jagannatha
Beckett Industries
insidious bombardier
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
monitor
Profile Blog Joined June 2010
United States2404 Posts
February 09 2020 18:08 GMT
#144
Some of my favorites-

Rush:
Interious by Agaton
Kill Switch by Zweck
Illiad by Marras

Standard:
Rise and Fall by IeZaeL
Cryogen by ZigguratOfUr
Sidewinder by themusic246

Macro:
Second Dream by Negative Zero
Defrost by ATTx
Aqueducts by Superouman
Ice and Chrome by themusic246

Challenge:
Becket Industries by Superouman
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
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