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TLnet Map Contest #14 - Voting

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 7 Next All
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
February 24 2020 16:00 GMT
#1
TLMC14
After a great map making tournament, with players and casters alike commenting on how solid this years submissions were, the time has come for the final phase of TLMC 14: the voting. We haven't changed anything here compared to last time around, so if you voted in TLMC 13 this should be easy for you. Just take your time to consider the maps carefully and watch some VODs. All the mapmakers, not just the ones who were lucky enough to make it into the top 16, have spent countless hours on these maps and deserve your consideration.

Voting is open now and will remain open until Sunday, Mar 01 8:00pm GMT (GMT+00:00).

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 they’ve seen structures in the distance, soaring up to the sky like pillars of gold. The Protoss settlement consists of 14 bases with a very safe natural expansion and two third base choices. The low ground third is further away from the opponent, but leaves you with less map control compared to the high ground third. No matter in which direction you go, there’ll be a fourth waiting for you. The corner base will prove valuable as vantage point and to help control the base located below it.

VOD: (T)Dream vs. (Z)soO

Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Slight increase size of main and natural.
- Both third bases has had their attack paths tightened.
- The 3 and 6 o'clock areas has been slightly modified as the attacker had bit too much of a positional advantage.
- The two pillars in the middle has had their size increased in order to make the inner paths a bit more "chokey" and to allow for more tactical diversity.
- A pillar has been added in front of the low ground forward base to help with defending while keeping the location interesting. The base has also been moved one tile further back.
- The potential siege spot below the main has been modified so that larger units such as siege tanks can't get there without help from a medivac.
- Minor pathing and aesthetic changes



2000 Atmospheres

By: themusic246
Underwater map, multiple third options, standard and balanced, glowing fish and giant sharks, good map flow, units float up when they die? Honestly, I'm not sure why this wouldn't be your #1 pick.

VOD: (T)uThermal vs. (P)Harstem




Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Changed one of the reaper jump spots to prevent tank drops on the ledge
- Made lowground triangle third choke toward mid slightly smaller to make that base a tiny bit easier to hold as a third option
- Adding pathing to the main jagged corners so units dont get stuck there after building



Lightshade

By: Marras
Frustrated how DARK Nightshade is? Want to play on some brighter maps in the future? Worry not, your prayers have been answered. I present to you: Lightshade. It’s nice and standard, nothing too wacky or gimmicky going on, and what’s best you no longer need night vision goggles to play! There’s also plenty of rocks that provide safety to some of the bases early on and destroying them in the middle of the map is very beneficial when taking fights in that area. All in all, Lightshade is a good stable for any map pool, supporting a great variety of playstyles.

VOD: (T)Cure vs. (Z)Rogue

Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Added some base location markers



Hard Rain

By: ATTx
To win in the hard rain jungle, you must use the rock tower well and also study how to attack the base in the direction of 3 and 9 o'clock. You'll learn this map easily, but you'll have to think to win.

VOD: (T)Clem vs. (Z)Elazer





Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Changed Doodads a little.
- Changed the texture a little



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!

VOD: (T)uThermal vs. (Z)Elazer





Map Features
Click to expand

Changelog:
+ Show Spoiler +
No changes reported



Ice and Chrome

By: themusic246
Vote for this map if you like a nice solid macro map (that's not too big) that you will get some epic matches out of. Your choice of an easy 3rd and open 4th, or open third and easy 4th. If Triton leaves the map pool soon we need another snow map. Vote it in.

VOD: (T)Dream vs. (Z)Hurricane




Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Made the triangle third choke toward mid a bit larger as the base felt a bit too easy to hold for the objective of the map
- Made the lowground corner 4th bases a little more open to fit the objective of the map



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. Some of the paths leading to the forward base with a rich gas geyser are blocked with mineral walls, with the node value of 10.

VOD: (T)Cure vs. (Z)soO


Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Added some base location markers



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 various expansion options, with shorter routes that cross the reverse S-shaped center, and aggressive central expansions that are wrapped around by the longer routes.

VOD: (T)Soul vs. (Z)Bly

Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Cleaned up some texturing
- Added doodads around some more barren areas of the map
- Super minor pathing changes (Nothing gameplay affecting whatsoever)



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. Rock towers that connect to mid can block counter aggression and give the defender more time to set up.

VOD: (Z)soO vs. (T)Dream




Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Added style and doodahs outside of playable areas.
- Adjusted the fog to be slightly brighter.
- Decrease the amount of grass foliage on playable areas.
- Added gap-fillers.
- Fixed navmesh.



Oxide

By: themusic246
This is a small and cozy "rush map" that doesn't offer imbalanced cheesy shenanigans like other rush maps. The main to main distance is actually quite standard. Games will play out relatively normal but your timings may have to adjust a bit due to the smaller map size. Once the rocks go down, things get really interesting. Most importantly, if you take the awesomeness of all maps that have been created since the beginning of Brood War until now, this map here is better than all of them combined. Vote it in.

VOD: (T)Cure vs. (T)uThermal

Map Features
Click to expand

Changelog:
+ Show Spoiler +
- This map rivals the beauty and timelessness of the Mona Lisa, therefore it has received no significant changes.



Submarine

By: Zweck
If you're tired of the large maps we exclusively had in the last map pools, here is a smaller one for you. It still supports all kinds of strategies with a solid, standard-ish layout. But in addition it comes with some fresh and pretty colors!

VOD: (T)Clem vs. (Z)Bly



Map Features
Click to expand

Changelog:
+ Show Spoiler +
- The attack paths into the triangular and the linear third bases were narrowed down a bit.
- Rocks were added at the ramp in front of the linear third base.
- The "reaper stairs" were made unpathable for siegetanks.
- And some doodad color correction



Blackburn

By: Insidioussc2
Blackburn has a short rush distance, but through its layout and symmetry it is suited for split-map macro games as well as for early all-ins. There are Inhibitor Zones slowing players down on the most direct air and ground attack paths. The gold bases are risky to take early on, can be easily harassed in later stages, but provide strategic options for creative players and a change in tempo in standard macro games.

VOD: (Z)soO vs. (T)INnoVation

Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Removed Inhibitor Zones at 12 o'clock base
- Fixed a minor pathing bug
- Fixed some minor visual bugs



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
An impostor is in our midst! Draw your mighty sword from its obsidian scabbard, speed down the central corridor, and lay your rightful claim to this map.

VOD: (T)Cure vs. (Z)Rogue







Map Features
Click to expand

Changelog:
+ Show Spoiler +
-Complete decorative overhaul
-Fixed resource positioning
-Added rocks to make the low ground 3rd easier to defend
-Moved high ground rocks to improve the defender's position over the central corridor
-Increased bunker build time



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.

VOD: (T)Dream vs. (Z)Rogue









Map Features
Click to expand

Changelog:
+ Show Spoiler +
No changes reported



Deathaura

By: Marras
On Deathaura there is no free scouting for overlords and in general there are only a few overlord spots on the map. The initial scout path zigzags through the middle bridges with the Acceleration Zone Generators. There’s also a nice amount of airspace and a forward base with two rich gas geyers.

VOD: (T)Cure vs. (Z)soO



Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Added base location markers
- Added some doodads here and there



Beckett Industries

By: Superouman
You want small maps, right? So why not vote for the smallest finalist map.There are also 3 Accelerating zones placed in small choke points that lets larger armies to go through them quickly while still letting the defender to prepare nice concaves.

VOD: (T)INnoVation vs. (Z)Rogue








Map Features
Click to expand

Changelog:
+ Show Spoiler +
- Moved the linear third one tile closer to the edge to give the defender a slightly better concave
- Slightly enlarged the unpathable areas in front of the triangle third
- Changed some textures and the ramps have more decoration


Voting

In the voting document, linked below, you will be able to vote for a total of 5 maps, ranking them high to low. Your highest rated map will receive 5 points, your 2nd highest rated map will receive 4 points, etc all the way down to 1 point for your 5th highest rated map.

Some things to keep in mind:
  • If you vote for a map more than once, your vote will be voided.
    • For example: If you vote for MAP 1 once as your highest rated map and then again as your lowest rated map, none of those votes will count
  • After you've voted you must comment in this thread. A simple "voted" will do.
  • This vote is only used to internally rank the maps, to determine the prize pool split. Blizzard has the final say regarding which map(s) make it into the ladder pool.

As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:

First - $500
Second - $250
Third - $125
Fourth - $75
Fifth - $50


All of the prize money has been provided by Blizzard, so a huge thank you to them for their continous support of the map making community.

Vote here!

Voting closes in .


AdministratorI'm dancing in the moonlight
ATTx
Profile Joined February 2012
Korea (South)178 Posts
February 24 2020 16:09 GMT
#2
voted
5one2heal@gmail.com
Sanglune
Profile Joined February 2016
Netherlands30 Posts
February 24 2020 16:10 GMT
#3
Voted
Marinoococo
Profile Joined March 2019
4 Posts
February 24 2020 16:20 GMT
#4
Voted 😁
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-02-24 20:08:37
February 24 2020 16:21 GMT
#5
Voted.

+ Show Spoiler [Voted for] +

1. Blackburn
2. Submarine
3. Impostor
4. Hard Rain
5. Ice and Chrome

Reasoning for picks:

Blackburn:

Blackburn isn't a flawless map by any means. The bottom centre base feels overdesigned and almost never comes into play. Several of the slow zones don't do much (including some of the ones that didn't get removed). It's categorization as a 'rush' map is somewhat doubtful. But these flaws seldom matter, and Blackburn is a breath of fresh air in a TLMC filled with generic played out map layouts. Its layout does favour split-maps, but it's also much smaller than say Newkirk Precinct or Year Zero which gives aggression a chance. The gold base seems well placed with both significant advantages to taking it and significant drawbacks (only time will tell if it will play well in the long run). The high ground plateaus across from the nats seem to produce meaningful army movement and positioning. And of course in the map contest tournament it produced a bunch of great games.

Submarine:

Submarine doesn't have the most enterprising of layouts (though a 12 base map is somewhat of a rarity. We haven't had that since Fracture back in 2018), but it is very well thought out. It's a playable rush map (which has in the past been a rarity in the TLMC). The way the middle twists and has the smaller chokes near the center and larger chokes on the outskirts is neat. The map does seem extremely connected which could make surrounds too strong, but maybe that's acceptable for a map this size. During the tournament the games were quite solid. The unintentional tank spot on the reaper ledge was nice and I'm disappointed the map didn't keep it. Maybe it helps the balance to remove it, but it's a lot less interesting without.

Impostor:

AZGs were a bit of a disappointment overall with none of the maps using AZGs in a remotely impactful way (as expected), but Impostor probably did the best job of it with the narrow passage with high ground overlooking them. The map does have some inviduality to it apart from the AZGs with the long rocks being useful for swarmhosts as seen in the tournament, the narrow passage to the linear fourth serving sometimes as an advantage for the defender and sometimes a liability, and the general flow of the map around the narrow central choke being quite nice. The changes also seem to be for the better (moving the long rocks back so that they aren't quite as strong, and making the outside passage longer to encourage more use of the middle ramps).

Hard Rain:

Hard Rain's a bit too macro heavy for my taste, with quite a narrow middle, but the layout is interesting. The third base is of course of particular interest with it being pocketed away which makes it easy to defend in some match-ups, but with the unbuildable/droppable watery area and the cliff overlooking the third as a tradeoff. Hard Rain is quite a bit Backwater-like which fills me with misgivings, but hey credit given where credit is due for the layout novelty. The name Hard Rain combined with the very similar deco means that I keep on accidentally calling it Heavy Rain. Dammit ATTx.

Ice and Chrome:

Ice and Chrome's layout is utterly generic and boring, and it's exactly the type of map that's over-represented in TLMC, but that doesn't in of itself make it a bad map. To me the fifth best map was a bit of a toss up between this, Romanticide and Bamboozle, but I ended up picking Ice and Chrome because it is very well executed. It's a large macro map, but judging from the tournament it seems decently strong for Terran partially due to some good siege positions next to the thirds similarly to Triton. I don't know what else there is to say about macro Blueshift. If it ends up on ladder it'll probably be well received.

Elentos
Profile Blog Joined February 2015
55458 Posts
Last Edited: 2020-02-24 16:22:13
February 24 2020 16:22 GMT
#6
This is a bad VOD to recommend for Submarine tbh cause Clem vs Bly was influenced quite a bit by the reaper cliff being pathable by a tank.

Voted.
Every 60 seconds in Africa, a minute passes.
samsim
Profile Joined December 2019
United States26 Posts
February 24 2020 16:22 GMT
#7
voted
Skypirinha1
Profile Joined June 2018
14 Posts
February 24 2020 16:43 GMT
#8
posted
🚫🍷
Jenia6109
Profile Blog Joined December 2008
Russian Federation1611 Posts
February 24 2020 16:53 GMT
#9
Voted.
INnoVation TY Maru | Classic Stats Dear sOs Zest herO | Rogue Dark soO
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 24 2020 17:03 GMT
#10
Voted
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
AllHailLulu
Profile Joined September 2017
16 Posts
February 24 2020 17:04 GMT
#11
Voted
TheDetweiler
Profile Joined November 2018
4 Posts
February 24 2020 17:05 GMT
#12
voted
gnuoy00
Profile Joined October 2017
26 Posts
February 24 2020 17:06 GMT
#13
I like so many of these maps. And so many of them are really beautiful. I hope to see even some of them that don't win, make it through to later ladder seasons.
themusic246
Profile Joined December 2012
United States211 Posts
February 24 2020 17:06 GMT
#14
Voted
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
Kantuva
Profile Joined April 2010
Uruguay206 Posts
February 24 2020 17:31 GMT
#15
Glgl! 👀!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
PageArchimedes
Profile Joined January 2017
9 Posts
February 24 2020 18:17 GMT
#16
GLHF to all!
welcome.gg
Profile Joined January 2013
2 Posts
February 24 2020 18:17 GMT
#17
voted
Agaton
Profile Joined July 2019
Sweden45 Posts
February 24 2020 18:23 GMT
#18
voted
Maker of maps
Pklixian
Profile Joined October 2017
Canada81 Posts
February 24 2020 18:33 GMT
#19
Voted
+ Show Spoiler +

Beckett Industries
Ice and Chrome
Lightshade
Oxide
Jagannatha
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Koivusto
Profile Blog Joined August 2013
Finland542 Posts
February 24 2020 18:37 GMT
#20
Voted
#1 Blitzcrank #Forever platinum toss --> current diamond Terran <3
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