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TLnet Map Contest 14 Finalists

Forum Index > SC2 General
50 CommentsPost a Reply
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TLnet Map Contest 14 Finalists

Text byJulmust
Graphics byv1
February 10th, 2020 16:55 GMT
TLMC14
A lot of mapmakers were tired, and maybe even a little bit burnt out, after the hectic summer schedule with back to back map contests. At first, we feared that might've scared some of them off but boy were we wrong. For TLMC 14, the mapmaking community was back at full force. Not only did we recieve 163(!!!) submissions, the interest in the contest was insane. During the last two days of the contest alone, we received, and replied to, 150+ PM's that all either contained map updates or new submissions.

While we're ready to announce the results, please note that the maps are not yet uploaded! We are still finishing off QA for the TLnet Map Contest Tournament that will start tomorrow, Tuesday, the 11th of February. Make sure you tune in!

Ok, we've delayed this for long enough. Time to announce the results! Just remember that the order the maps are listed in is not the same as the order they finished in the voting. We took the list of the category finalists and randomized it.

Standard

Category guidelines: Medium sized map. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds. Suggested rush distance: 33-38s

Pillars of Gold

By: Agaton
Terran prospectors have reported that they’ve seen structures in the distance that soared up to the sky like pillars of gold. The Protoss settlement consists of 14 bases, where the linear third is further away from the opponent compared to the triangular third but in return, the high grounds surrounding it must be taken into consideration. No matter in which direction you go, there’ll be a fourth waiting for you. The corner bases will prove valuable as vantage points and to help control the base located below it.


2000 Atmospheres

By: themusic246
Battle for survival on the seabed of this luminous alien planet.


Lightshade

By: Marras
Lightshade is a typical standard map with two third base options and 7 bases per player, and can support a wide variety of playstyles. The destroyable debris and rocks give players a bit of security early on, and destroying them makes it easier to maneuver armies around the map.

Features 14 blue bases in total, line of sight blockers in the middle area and in the corner paths, debris on many of the ramps making them initially smaller until cleared up, also rocks at the direct center path, one set of large debris is dividing the central part of the high ground from the high ground near the corner, basic rake base layout (similar to e.g. Acropolis and Simulacrum), all in all, a very standard map


Hard Rain

By: ATTx
The player can secure the base in a stable manner. At 3 and 9, the base is very easy to defend, but since the space with water is impossible to build, it is easy to attempt unit drop or air-to-ground attacks.


Macro

Category guidelines: A map that favors defensive play and encourages players to reach end game unit compositions. Suggested rush distance: 38-43s

Bamboozle

By: ObsidianScabbard
Large armies attacking through the shortest path will ride the struggle bus to the enemy. Outside paths are much more spacious.

A mineral wall protects your 3rd/4th base. Each patch has 10 minerals. If you take the central base by the mineral wall, your workers will automatically mine the wall. This is intentional!


Ice and Chrome

By: themusic246
Choose between an open third and safer fourth, or safer third and open fourth.


Romanticide

By: Marras
Romanticide is a macro map with a slightly shorter rush distance than normal. The “maze” of rocks and line of sight blockers in the middle path offer a lot of positional opportunities. The mineral wall node values are at 10.

Features 16 blue bases of which the forward ones have a single rich vespene geyser. There’s a mineral wall between the triangle third and the base with the rich gas and also mineral patches with a rock on the ramp leading from that base towards the opponent. The mineral value in these is 10. There’s also some bridges on the map and plenty of line of sight blockers and rocks.


Ecostation

By: CharactR
The plant life on this space station adds a lot to the atmosphere, and not just the artificial one if you know what I mean. A large map with long routes and various expansion options, make use of the high ground and out-position your opponent.

Features a somewhat open low grounds contrasted by slightly a more constricted high ground that snakes in a reverse s-shape across the map.
and various close by expansion options.


Rush

Category guidelines: Map favors early aggression and offensive play. Suggested rush distance: 33s or less

Old Forgotten Temple

By: robeng
At one of the many forgotten temples at auir, two armies stand ready to fight. With a rocky highway through mid, armies must be careful and think about other ways to fight.


Oxide

By: themusic246
A smaller map with rocks that lengthen attack routes early game. Fast nat to nat timing and map becomes high tension once the rocks are down.


Submarine

By: Zweck
Rather small and agressive map with fewer bases. Altough small, the layout is still rather standard, so it allows for all kinds of strategies. The short straight forward attack path is choked off by rocks.


Blackburn

By: Insidioussc2
Discover Moebius' gruesome experiments on this abandoned station. Ground and air distances between opponents is relatively short, but inhibitor zones may slow players down. Strong forward positions and risky high yield bases encourage aggressive play.

Inhabitor Zones in the bottom center. Inhabitor Zones around main to slow down air units and possible elevator play. Inhabitor Zones at the 12 o'clock base to easier defend it from ground attacks. Destructible debris in the center, next to high yield base and to the neutral bottom base.

The High Yield Base is risky and vulnerable from the back but close to the natural and if the player can secure their central high ground pod it is possible to defend.


Challenge – “Adrenaline Rush”

Category guidelines: Design a map making use of the “Acceleration Zone Generator” structure. 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.

Impostor

By: insidious_bombardier
This is an aggressive map which uses the new acceleration zone generators to decrease the rush distance, although this path is vulnerable to defenders positioned on the nearby high ground cliff.


Jagannatha

By: Timmay
Accelerator Zones are placed in four strategic locations to allow players to quickly change paths. The layout was carefully constructed with the help of Twitch chat.

Large rocks full block paths between the Accelerator Zones. Another path outside a late game expansion is partially blocked by rocks.


Deathaura

By: Marras
Deathaura features the new Acceleration Zone Generators that increase the movement speed of units. These zones are situated on the three bridges in the middle. The most forward bases have two rich gas geysers.

14 blue bases in total, of which the forward ones have two rich vespene geysers. The Acceleration Zone Generators are situated on the bridges in the middle. The scouting path goes through these in a zigzag shape. There is also plenty of airspace.


Beckett Industries

By: Superouman
Beckett Industries feature three Acceleration Zone Generators(AZG) placed on small bridges in the middle area. While being very tight, these choke points are still a valid attack path.

3 AZGs are placed on tight chokes in the middle. These chokes have a higher unit throughput while keeping an easy concave setting for the defender. The line thirds are very close to each other while the triangle third is very far away from each other. The line thirds have a very small chokepoint because of the short distance between them.


Facebook Twitter Reddit
AdministratorI'm dancing in the moonlight
Elentos
Profile Blog Joined February 2015
53953 Posts
February 10 2020 17:39 GMT
#2
Perfectly fine set of finalists.
Every 60 seconds in Africa, a minute passes.
Weavel
Profile Joined January 2010
Finland9139 Posts
February 10 2020 17:40 GMT
#3
Props to all mapmakers who removed overlord spot in natural.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
Legan
Profile Joined June 2017
Finland129 Posts
February 10 2020 18:10 GMT
#4
Congrats to finalist. Hopefully we get some comments about the finalist from the judges and players competing in the tournament.

163 maps is a lot and will probably be hard to beat in the next competition if/when it happens.
Kantuva
Profile Joined April 2010
Uruguay151 Posts
February 10 2020 18:20 GMT
#5
163 maps is a lot


It sure is...

But congrats to everybody who sent out maps, there were several ones which I wish could have made it, but SC2 is a complex game!

Congrats to the finalists! And very much looking forward to the Wardii Tournament
@Kantuva | Mapmaker | KTVMaps.wordpress.com
RealityTheGreat
Profile Joined January 2018
China558 Posts
February 10 2020 18:39 GMT
#6
WTF the map name
Betrayed, forgotten, abandoned.
mell00yell00
Profile Joined July 2018
8 Posts
February 10 2020 18:53 GMT
#7
Congrats to the finalists! Take us home wardi!
ObsidianScabbard
Profile Joined January 2020
Netherlands6 Posts
February 10 2020 19:35 GMT
#8
Sorry losers and haters, it really was that easy! Good luck to all the finalists!
diamond zerg
Elentos
Profile Blog Joined February 2015
53953 Posts
February 10 2020 19:39 GMT
#9
On February 11 2020 04:35 ObsidianScabbard wrote:
Sorry losers and haters, it really was that easy! Good luck to all the finalists!

Nobody likes a poor winner you know.
Every 60 seconds in Africa, a minute passes.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16532 Posts
February 10 2020 20:08 GMT
#10
None of the finalists look like trainwrecks which is encouraging (especially from the rush category). A lot of these maps are rather boring, and none of them are very interesting but that was to be expected.
Superouman
Profile Blog Joined August 2007
France2157 Posts
February 10 2020 20:18 GMT
#11
I guess i can't be absurdly lucky to have many finalists in 2 tlmcs in a row. This is a great set of finalists. :D
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
Howard_Kao
Profile Joined September 2018
China201 Posts
February 10 2020 20:18 GMT
#12
Why does all maps look familiar and dull, I thought we're gonna have some crazy maps under the topic of adrenaline rush
First law of KZ: always being all-killed by a terran military returner in playoffs
Marras
Profile Joined June 2018
Finland59 Posts
February 10 2020 20:37 GMT
#13
Congrats to all finalists! Can't wait for the tournament to see them all in action!
1v1 ladder maps: Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
CharactR
Profile Joined January 2020
Canada35 Posts
Last Edited: 2020-02-10 21:01:40
February 10 2020 21:00 GMT
#14
Of all the maps I put out Ecostation is probably the last one I was expecting to make finalist especially given how competitive the macro category seemed. This is not to say I'm not happy though, still pretty stoked.
Tlmc14 11th place, Team TLMC3 5x finalist, but most importantly I'm some idiot that makes a lot of maps.
Superouman
Profile Blog Joined August 2007
France2157 Posts
February 10 2020 22:25 GMT
#15
On February 11 2020 05:18 Howard_Kao wrote:
Why does all maps look familiar and dull, I thought we're gonna have some crazy maps under the topic of adrenaline rush

Anything not familiar and dull gets vetoed to death. Just look at Zen, only the natural is unusual and the map is barely played.
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
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16532 Posts
February 10 2020 22:54 GMT
#16
On February 11 2020 07:25 Superouman wrote:
Show nested quote +
On February 11 2020 05:18 Howard_Kao wrote:
Why does all maps look familiar and dull, I thought we're gonna have some crazy maps under the topic of adrenaline rush

Anything not familiar and dull gets vetoed to death. Just look at Zen, only the natural is unusual and the map is barely played.


That's a bit hyperbolic. Zen does get played less than the other maps of its cohort, but you still see it a reasonable amount and it's not nearly as vetoed as some maps have been.

And if there were fewer maps where the players can do the exact same builds they always do because the first five bases are basically the same the players would be forced to try something unfamiliar.
WombaT
Profile Blog Joined May 2010
Northern Ireland15233 Posts
February 10 2020 23:22 GMT
#17
Many props to our finalists, but also all entrants. Mapmaking is a time-consuming and often thankless task but enriches our game a ton.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Waxangel
Profile Blog Joined September 2002
United States29741 Posts
February 11 2020 00:47 GMT
#18
good luck to all the contestants :o
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
TL+ Member
themusic246
Profile Joined December 2012
United States179 Posts
February 11 2020 01:17 GMT
#19
170 maps submitted to the map contest 10 years after starcraft 2 launches. GG
1st place Blizzard arcade RTC contest. 17 Team Liquid Map Contest Finalists. Developer of Zealot Hockey, Star Party, Monobattle Map Rotation and other stuff
agripsss
Profile Joined June 2018
37 Posts
February 11 2020 01:43 GMT
#20
i havent played it yet but a map like blackburn is just so refreshing to see again
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