• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:13
CET 23:13
KST 07:13
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Artificial Intelligence Thread Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1768 users

TLnet Map Contest 14 Finalists

Forum Index > SC2 General
50 CommentsPost a Reply
1 2 3 Next All

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
55555 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
Finland9221 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
Finland492 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.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Kantuva
Profile Joined April 2010
Uruguay209 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 | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
RealityTheGreat
Profile Joined January 2018
China564 Posts
February 10 2020 18:39 GMT
#6
WTF the map name
Betrayed, forgotten, abandoned.
mell00yell00
Profile Joined July 2018
11 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
55555 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
Iraq16955 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
France2195 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 / Beckett Industries / Waterfall
Howard_Kao
Profile Joined September 2018
China261 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
"You don't need a gsl champion, you don't need a esl champion. I feel like I'm just a normal man. I just practice very hard this time, like 15hrs everyday" Oliveira 2023
Marras
Profile Joined June 2018
Finland63 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: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
CharactR
Profile Joined January 2020
Canada108 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.
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Superouman
Profile Blog Joined August 2007
France2195 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 / Beckett Industries / Waterfall
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 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 Ireland26032 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
Waxangel
Profile Blog Joined September 2002
United States33486 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?
themusic246
Profile Joined December 2012
United States213 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. 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
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
1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 47m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft353
White-Ra 284
IndyStarCraft 140
ProTech114
JuggernautJason54
StarCraft: Brood War
Shuttle 532
UpATreeSC 151
NaDa 18
Dota 2
PGG 127
Counter-Strike
Foxcn310
Other Games
Grubby5779
gofns4503
Beastyqt632
fl0m549
shahzam274
Livibee85
C9.Mang071
Chillindude8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• Hupsaiya 69
• musti20045 26
• davetesta12
• RyuSc2 3
• Dystopia_ 3
• Kozan
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 36
• Michael_bg 6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21437
• WagamamaTV645
League of Legends
• imaqtpie2837
• TFBlade940
Other Games
• Shiphtur229
Upcoming Events
PiGosaur Cup
2h 47m
RSL Revival
11h 47m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
13h 47m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
WardiTV Korean Royale
13h 47m
CranKy Ducklings
1d 11h
RSL Revival
1d 11h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 13h
Cure vs Reynor
IPSL
1d 18h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
1d 21h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
[ Show More ]
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
4 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.