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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.


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AdministratorI'm dancing in the moonlight
Elentos
Profile Blog Joined February 2015
55566 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
Finland556 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
55566 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 Ireland26236 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 States33542 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
Aerocool
Profile Joined July 2019
2 Posts
February 11 2020 05:00 GMT
#21
Bamboozle's start location in the bottom left is buggy. The nexus has an offset from the desired location.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 11 2020 05:23 GMT
#22
At second glance it does feel like some weaker maps slipped through because of judges valuing maps with features that favor their race (airspace next to the main for example) over better designed maps, but at least none of them are too egregious.
Kantuva
Profile Joined April 2010
Uruguay209 Posts
February 11 2020 05:53 GMT
#23
Bamboozle's start location in the bottom left is buggy. The nexus has an offset from the desired location.

Thanks for the report, it has been corrected
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
February 11 2020 06:20 GMT
#24
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.
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
mythikdawn
Profile Joined July 2019
United States25 Posts
Last Edited: 2020-02-11 09:25:35
February 11 2020 09:24 GMT
#25
I like a lot of these maps. My favorite is definitely Blackburn, I love the idea of both players spawning on one side of the map, and wish we had more maps like that! Something like a Redshift 2.0 would be cool too.

Ultimately though I would LOVE to see four player maps come back into popularity, especially if a map pool had a decent mix of small maps, medium maps, and a single four-player random spawn map.
fullheart2
Profile Joined April 2019
3 Posts
February 11 2020 09:26 GMT
#26
The triangle third base on 2000 atmospheres has 9 mineral patches instead of 8 on both sides. Could be intentional, but two of them are on top of eachother, so it is probably a bug.
Harris1st
Profile Blog Joined May 2010
Germany7056 Posts
February 11 2020 10:58 GMT
#27
Map Contest Tournament starts in a few hours. Will be interesting to see what players instantly veto out. I guess the more extraordinary maps will get most vetos, cause players are unfamiliar with it :/
Go Serral! GG EZ for Ence. Flashbang dance FTW
brickrd
Profile Blog Joined March 2014
United States4894 Posts
February 11 2020 15:49 GMT
#28
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.
TL+ Member
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2020-02-11 17:05:37
February 11 2020 15:56 GMT
#29
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.

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
brickrd
Profile Blog Joined March 2014
United States4894 Posts
February 11 2020 21:22 GMT
#30
On February 12 2020 00:56 Superouman wrote:
Show nested quote +
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

Show nested quote +
On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up
TL+ Member
ShingDingz
Profile Joined October 2017
15 Posts
February 11 2020 21:50 GMT
#31
Awesome set, thanks to all the mapmakers and tournament organizers! Love me some new maps
WombaT
Profile Blog Joined May 2010
Northern Ireland26236 Posts
February 11 2020 23:17 GMT
#32
On February 12 2020 06:22 brickrd wrote:
Show nested quote +
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ThunderJunk
Profile Joined December 2015
United States724 Posts
February 12 2020 02:19 GMT
#33
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.
I am free because I know that I alone am morally responsible for everything I do.
Harris1st
Profile Blog Joined May 2010
Germany7056 Posts
Last Edited: 2020-02-12 06:12:01
February 12 2020 06:10 GMT
#34
On February 12 2020 08:17 Wombat_NI wrote:
Show nested quote +
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring
Go Serral! GG EZ for Ence. Flashbang dance FTW
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 12 2020 07:16 GMT
#35
On February 12 2020 06:22 brickrd wrote:
Show nested quote +
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up


Ok then next time I won't bother answering you if you don't care about the actual answer.
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
hangfive
Profile Joined January 2018
Germany6 Posts
February 12 2020 10:59 GMT
#36
ooooo i like HardRain
the Atmosphere is so nice , the colors , the ambientsounds..
these little pools. lovely
pls vote ; )
WombaT
Profile Blog Joined May 2010
Northern Ireland26236 Posts
February 12 2020 14:22 GMT
#37
On February 12 2020 15:10 Harris1st wrote:
Show nested quote +
On February 12 2020 08:17 Wombat_NI wrote:
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


Show nested quote +
On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring

There is a fine line between interesting and gimmicky but I quite like the look of that one.

It’s a shame I just never think they really get maps and pools right, and I have long thought ladder and how it works plays into this.

There’s not much room for experimentation and things get a bit same, I’ve long felt the map pool should have more maps full stop, with more vetoes.

Or more maps and a set of vetoes for each of your matchups. As a Protoss player I’ve had to veto many a map that made for great macro PvT matches because it was too Zerg favoured was generally the pattern with me, but I’m sure others have had differing experiences.

Then over a ladder season you can get a sense with ladder data of what the good, balanced maps tend to be for each specific matchup and feed those into tournament matches too.

As it has long been, IMO there aren’t enough maps in the pool, it gets stale and sometimes the interesting maps get rotated out too quickly, ones people are tired of stick around forever and there isn’t a huge amount of room for experimentation in the current pool.

Trying to make every map as close to 50/50 for every single matchup is a thankless task and it inevitably leads to really similar maps. I’d love to see what map makers could do with maps tailored for making the best TvT map possible as their remit, or whatever particular matchup.

There’s other things could be done too, experimental maps could give you special portraits and stuff to encourage people to give them a proper try.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
ZugzwangSC
Profile Joined October 2019
87 Posts
Last Edited: 2020-02-12 15:08:51
February 12 2020 15:08 GMT
#38
Congrats to the Finalists!!

Cool to see familiar names here, and a few I don't recognize.

I know it's not relevant to most, but for me a good map has to have a cool name. And to me, at first glance for the most part, these maps have pretty cool names. In a few cases, way cool.

Looking forward to learning the maps' actual features...
www.youtube.com/c/zugzwangstarcraft
ThunderJunk
Profile Joined December 2015
United States724 Posts
Last Edited: 2020-02-13 02:35:21
February 13 2020 01:37 GMT
#39
On February 12 2020 23:22 Wombat_NI wrote:
Show nested quote +
On February 12 2020 15:10 Harris1st wrote:
On February 12 2020 08:17 Wombat_NI wrote:
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring

There is a fine line between interesting and gimmicky but I quite like the look of that one.

It’s a shame I just never think they really get maps and pools right, and I have long thought ladder and how it works plays into this.

There’s not much room for experimentation and things get a bit same, I’ve long felt the map pool should have more maps full stop, with more vetoes.

Or more maps and a set of vetoes for each of your matchups. As a Protoss player I’ve had to veto many a map that made for great macro PvT matches because it was too Zerg favoured was generally the pattern with me, but I’m sure others have had differing experiences.

Then over a ladder season you can get a sense with ladder data of what the good, balanced maps tend to be for each specific matchup and feed those into tournament matches too.

As it has long been, IMO there aren’t enough maps in the pool, it gets stale and sometimes the interesting maps get rotated out too quickly, ones people are tired of stick around forever and there isn’t a huge amount of room for experimentation in the current pool.

Trying to make every map as close to 50/50 for every single matchup is a thankless task and it inevitably leads to really similar maps. I’d love to see what map makers could do with maps tailored for making the best TvT map possible as their remit, or whatever particular matchup.

There’s other things could be done too, experimental maps could give you special portraits and stuff to encourage people to give them a proper try.


I appreciate your thoughts here.

I want more super out-there maps (e.g., Dasan Station, Klontas Mire, etc.) Most of my fun in playing Starcraft2 comes from making my own creative adaptations and unique build orders. I'd much rather have slightly or somewhat imbalanced maps that are fun to discover then a map pool of 7 balanced maps that all look and play basically the same. I know I'm not alone in this. Shoot, if I could have 7 weird maps, I'd take it. I'll compromise with less, but come on, None!? Whaatever...

That said, the mapmakers did a great job making beautiful maps, so congrats to the finalists.
I am free because I know that I alone am morally responsible for everything I do.
PeterLoL
Profile Joined February 2020
1 Post
February 13 2020 08:28 GMT
#40
On February 11 2020 10:43 agripsss wrote:
i havent played it yet but a map like blackburn is just so refreshing to see again


I agree, it will be fun to play a map like that again!
ThunderJunk
Profile Joined December 2015
United States724 Posts
February 13 2020 08:46 GMT
#41
Blackburn definitely gets my vote. That map is sick!!! Would use for a ThunderLeague.
I am free because I know that I alone am morally responsible for everything I do.
WombaT
Profile Blog Joined May 2010
Northern Ireland26236 Posts
February 13 2020 10:11 GMT
#42
On February 13 2020 10:37 ThunderJunk wrote:
Show nested quote +
On February 12 2020 23:22 Wombat_NI wrote:
On February 12 2020 15:10 Harris1st wrote:
On February 12 2020 08:17 Wombat_NI wrote:
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring

There is a fine line between interesting and gimmicky but I quite like the look of that one.

It’s a shame I just never think they really get maps and pools right, and I have long thought ladder and how it works plays into this.

There’s not much room for experimentation and things get a bit same, I’ve long felt the map pool should have more maps full stop, with more vetoes.

Or more maps and a set of vetoes for each of your matchups. As a Protoss player I’ve had to veto many a map that made for great macro PvT matches because it was too Zerg favoured was generally the pattern with me, but I’m sure others have had differing experiences.

Then over a ladder season you can get a sense with ladder data of what the good, balanced maps tend to be for each specific matchup and feed those into tournament matches too.

As it has long been, IMO there aren’t enough maps in the pool, it gets stale and sometimes the interesting maps get rotated out too quickly, ones people are tired of stick around forever and there isn’t a huge amount of room for experimentation in the current pool.

Trying to make every map as close to 50/50 for every single matchup is a thankless task and it inevitably leads to really similar maps. I’d love to see what map makers could do with maps tailored for making the best TvT map possible as their remit, or whatever particular matchup.

There’s other things could be done too, experimental maps could give you special portraits and stuff to encourage people to give them a proper try.


I appreciate your thoughts here.

I want more super out-there maps (e.g., Dasan Station, Klontas Mire, etc.) Most of my fun in playing Starcraft2 comes from making my own creative adaptations and unique build orders. I'd much rather have slightly or somewhat imbalanced maps that are fun to discover then a map pool of 7 balanced maps that all look and play basically the same. I know I'm not alone in this. Shoot, if I could have 7 weird maps, I'd take it. I'll compromise with less, but come on, None!? Whaatever...

That said, the mapmakers did a great job making beautiful maps, so congrats to the finalists.

Yeah for sure, I think the map makers do great jobs with the straight jacket they have to operate with, just would be cool if it were loosened a bit.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
capacityex
Profile Joined June 2019
27 Posts
Last Edited: 2020-02-13 18:09:05
February 13 2020 18:03 GMT
#43
i live near blackburn so that wins surely

have to agree that these are just standard maps. I suppose this is what we get got having 3 different races, but im sure we accept that some maps are better for some races. Maybe we could have it IF its deemed map x is better for X race, then you are awarded +10 mmr extra for winning on it as a bonus? Might stop a lot of crying, but i know this may have its issues. i too enjoyed the game when crazy shit was afoot. remember the days of shakuras and that where people found really op places to put units, you kinda played around NOT letting that happen . . .meh i thought it was kinda cool, it was like 2nd objectives and all that shit you scream for these days . . . .they did it back then without knowing.
NewSunshine
Profile Joined July 2011
United States5938 Posts
February 13 2020 20:07 GMT
#44
On February 13 2020 19:11 Wombat_NI wrote:
Show nested quote +
On February 13 2020 10:37 ThunderJunk wrote:
On February 12 2020 23:22 Wombat_NI wrote:
On February 12 2020 15:10 Harris1st wrote:
On February 12 2020 08:17 Wombat_NI wrote:
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring

There is a fine line between interesting and gimmicky but I quite like the look of that one.

It’s a shame I just never think they really get maps and pools right, and I have long thought ladder and how it works plays into this.

There’s not much room for experimentation and things get a bit same, I’ve long felt the map pool should have more maps full stop, with more vetoes.

Or more maps and a set of vetoes for each of your matchups. As a Protoss player I’ve had to veto many a map that made for great macro PvT matches because it was too Zerg favoured was generally the pattern with me, but I’m sure others have had differing experiences.

Then over a ladder season you can get a sense with ladder data of what the good, balanced maps tend to be for each specific matchup and feed those into tournament matches too.

As it has long been, IMO there aren’t enough maps in the pool, it gets stale and sometimes the interesting maps get rotated out too quickly, ones people are tired of stick around forever and there isn’t a huge amount of room for experimentation in the current pool.

Trying to make every map as close to 50/50 for every single matchup is a thankless task and it inevitably leads to really similar maps. I’d love to see what map makers could do with maps tailored for making the best TvT map possible as their remit, or whatever particular matchup.

There’s other things could be done too, experimental maps could give you special portraits and stuff to encourage people to give them a proper try.


I appreciate your thoughts here.

I want more super out-there maps (e.g., Dasan Station, Klontas Mire, etc.) Most of my fun in playing Starcraft2 comes from making my own creative adaptations and unique build orders. I'd much rather have slightly or somewhat imbalanced maps that are fun to discover then a map pool of 7 balanced maps that all look and play basically the same. I know I'm not alone in this. Shoot, if I could have 7 weird maps, I'd take it. I'll compromise with less, but come on, None!? Whaatever...

That said, the mapmakers did a great job making beautiful maps, so congrats to the finalists.

Yeah for sure, I think the map makers do great jobs with the straight jacket they have to operate with, just would be cool if it were loosened a bit.

My favorite pre-WCS tournament series was SC2 ProLeague, by far. It was a testbed for all kinds of off-the-wall map ideas, impeccably executed by the big Korean mapmakers. That's where Korhal Sky Island, Outboxer, King Sejong Station, and so many more awesome ideas got tested out, and proven to be good or imbalanced. We haven't really gotten anything like that to replace it since.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Moonerz
Profile Joined March 2014
United States459 Posts
February 13 2020 20:12 GMT
#45
On February 14 2020 05:07 NewSunshine wrote:
Show nested quote +
On February 13 2020 19:11 Wombat_NI wrote:
On February 13 2020 10:37 ThunderJunk wrote:
On February 12 2020 23:22 Wombat_NI wrote:
On February 12 2020 15:10 Harris1st wrote:
On February 12 2020 08:17 Wombat_NI wrote:
On February 12 2020 06:22 brickrd wrote:
On February 12 2020 00:56 Superouman wrote:
On February 11 2020 15:20 Nightmarjoo wrote:
+ Show Spoiler +
At a first look Beckett Industries looks pretty good.

The standard/macro maps all look the same as each other and as most of the maps from the last few seasons. I dunno why you guys are obsessed with giving away 5 bases for free, with 7+ bases per player, only 2-players, and worst of all, an even number of paths.

I'm not a fan of Blackburn, but the other rush maps seem ok; though if any make it into the ladder pool I have no idea how good their gameplay will actually turn out.

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.

You know I'm not terrified of "interesting" features; I loved Turbo Cruise and I liked Winter's Gate for example, but Zen is extremely uncomfortable to play on. The 2nd nat entrance is occasionally annoying, but normally you just block it off and rally to your 3rd and it's almost like the nat is normal. What makes the map hell to play on is the tiny misshapen main bases, especially in conjunction with the cliff face that turns into an expo, annoying pathing due to a thousand different mineral blocks, and how tight the map is as a whole. I think the tightness would be ok without the mineral blocks, and the layout as a whole would be more easily taken in without the cramped main, nat, and 3rd. All together these traits make for a typically unpleasant game, not the "innovative" feature of the 2nd nat entrance.

I want to like the map, it definitely stands out among the mappool of the last few seasons, but after playing a ton of games on the map I found I enjoyed sc2 much more after vetoing it.

However, I promise you can have traits that differentiate a map from its peers without hurting the gameplay.


Yeah i made too many mistakes on Zen

On February 12 2020 00:49 brickrd wrote:
i don't understand the point of putting accelerators in choke points. choke points are hard to move through, but you made them easier to move through, so it's just a less chokey choke point? pretty uninspired.



AZGs on chokes change the properties of the choke. It's more or less desirable depending on the stage of the game.

With a small army, it is only a boost because the army doesn't get spaghettified.

With a large army, the army gets spaghettified but still gets through the choke at a normal pace.

Setting a concave is very easy for battles with medium and large armies. But if the defender's army to too small, the attacker can still break through with a few less hits taken.

So depending on the time of the game, the size of the attacker and the defender's armies will vary and you won't use those chokes the same in the early, mid and late game.

________________

By the way, in this TLMC, there are 5 first time finalists.
- Agaton
- CharactR
- robeng
- Insidioussc2
- insidious_bombardier

This amount is crazy. The future of sc2 melee map making is safe.


sounds like a bunch of theorycraft you made up

But that’s the beauty of theorycraft!

Personally I think there could be more interesting uses of something like accelerating/slowing fields, namely make a variant that is directional.

Maybe while entering from one side it accelerates you through, decelerates if entering from the other side. Then you could have relatively long chunks of movement modifying fields.

So controlling the entrances could be used more tactically and battle over, you could try to establish a position in front of one and speed up reinforcements from your rear. Or have them controllable and require units on them to active them, like a Xel’Naga tower.

Or a player could be looking to control it to slow a push through a choke.

I mean I’m just spitballing of course. But say a bio-tank parade pushing kind of style could be made strong or weak depending on how the fields would be controlled.

I feel at present they’re just things that make you move faster or slower through chokes at present and that’s about it really.


The directional idea is kinda weird to play I guess, but the "take control" idea is nice!


On February 12 2020 11:19 ThunderJunk wrote:
I'm annoyed that every single finalist features spawns in the corners, and similar expansion layouts.

Beautiful maps though.


I agree. There is only one map that has same side spawns to bring a bit of excitement. All the others look a bit boring

There is a fine line between interesting and gimmicky but I quite like the look of that one.

It’s a shame I just never think they really get maps and pools right, and I have long thought ladder and how it works plays into this.

There’s not much room for experimentation and things get a bit same, I’ve long felt the map pool should have more maps full stop, with more vetoes.

Or more maps and a set of vetoes for each of your matchups. As a Protoss player I’ve had to veto many a map that made for great macro PvT matches because it was too Zerg favoured was generally the pattern with me, but I’m sure others have had differing experiences.

Then over a ladder season you can get a sense with ladder data of what the good, balanced maps tend to be for each specific matchup and feed those into tournament matches too.

As it has long been, IMO there aren’t enough maps in the pool, it gets stale and sometimes the interesting maps get rotated out too quickly, ones people are tired of stick around forever and there isn’t a huge amount of room for experimentation in the current pool.

Trying to make every map as close to 50/50 for every single matchup is a thankless task and it inevitably leads to really similar maps. I’d love to see what map makers could do with maps tailored for making the best TvT map possible as their remit, or whatever particular matchup.

There’s other things could be done too, experimental maps could give you special portraits and stuff to encourage people to give them a proper try.


I appreciate your thoughts here.

I want more super out-there maps (e.g., Dasan Station, Klontas Mire, etc.) Most of my fun in playing Starcraft2 comes from making my own creative adaptations and unique build orders. I'd much rather have slightly or somewhat imbalanced maps that are fun to discover then a map pool of 7 balanced maps that all look and play basically the same. I know I'm not alone in this. Shoot, if I could have 7 weird maps, I'd take it. I'll compromise with less, but come on, None!? Whaatever...

That said, the mapmakers did a great job making beautiful maps, so congrats to the finalists.

Yeah for sure, I think the map makers do great jobs with the straight jacket they have to operate with, just would be cool if it were loosened a bit.

My favorite pre-WCS tournament series was SC2 ProLeague, by far. It was a testbed for all kinds of off-the-wall map ideas, impeccably executed by the big Korean mapmakers. That's where Korhal Sky Island, Outboxer, King Sejong Station, and so many more awesome ideas got tested out, and proven to be good or imbalanced. We haven't really gotten anything like that to replace it since.


100% agree the large sample size of competitive games we could get from Proleague was so useful for figuring out map balance as well as what map concepts worked. I do think though there should be a majority of standards maps in a pool and then a couple with unique features that are more geared towards a certain play style or certain build types. By implementing these types of maps you could introduce some variety to the game without having to make overall balance changes.
FBTsingLoong
Profile Joined April 2018
China410 Posts
February 14 2020 00:07 GMT
#46
No more dark map,plz.
TyInnoMaruByunAlive,TIMBA
TiberiusA
Profile Joined February 2017
United States39 Posts
February 14 2020 02:16 GMT
#47
On February 14 2020 09:07 FBTsingLoong wrote:
No more dark map,plz.

I agree. And this black and pink theme has been a consistent thing now since Blackpink, but it was only cool the first time, imo.
Vilder
Profile Joined February 2020
1 Post
February 25 2020 21:27 GMT
#48
Such a hard pick since all the maps are beautiful.
lunafraga
Profile Joined February 2012
United States35 Posts
March 03 2020 18:06 GMT
#49
Hard rain is a Must.
Timing can kill speed.
virpi
Profile Blog Joined August 2009
Germany3599 Posts
March 03 2020 23:52 GMT
#50
On February 14 2020 09:07 FBTsingLoong wrote:
No more dark map,plz.

Tastes are different, e.g. I really hate bright maps as they put more strain on my eyes. I insta-veto every snowy map, no matter how good it's supposed to be for my race.

@thread: Some of the maps look amazing, especially "Ecostation" has a beautiful balance of colors.
first we make expand, then we defense it.
royalroadweed
Profile Joined April 2013
United States8301 Posts
March 04 2020 00:54 GMT
#51
Nice to see no more dark emo maps.
"Nerfing Toss can just make them stronger"
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