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TLnet Map Contest #14 - Voting to restart

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

TLnet Map Contest #14 - Voting to restart

Text byJulmust
Graphics byv1
February 26th, 2020 19:55 GMT
TLMC14
Due to some unforeseen issues with the spreadsheet used to count the votes, we will not be able to use a Google Form for TLMC #14. Unfortunately this means that the votes cast so far cannot be used and we have to start over in the voting process.

To avoid a repeat of the issues, we will now host the voting in our own, internal, polling system. This means that there is no need to write in "Voted" anymore, and you can instead discuss your votes and favorite maps below. To vote, simply go here and expand the spoilers.

We're truly sorry about this and will make sure that this does not happen again. Thank you for being understanding.

Voting is open now and will remain open until Wednesday, Mar 04 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 post, the second post in this thread, 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

  • 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.

Voting closes in .

Facebook Twitter Reddit
AdministratorI'm dancing in the moonlight
Julmust
Profile Blog Joined November 2008
Sweden4867 Posts
Last Edited: 2020-03-04 20:00:49
February 26 2020 19:41 GMT
#2
Polls post.
Voting is now closed. Keep an eye out for the results thread.
AdministratorI'm dancing in the moonlight
Wardi
Profile Blog Joined November 2011
England898 Posts
February 26 2020 20:06 GMT
#3
Re-voted ;d
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
mell00yell00
Profile Joined July 2018
11 Posts
February 26 2020 20:08 GMT
#4
Big OOF
Tassad1
Profile Joined February 2019
6 Posts
February 26 2020 20:09 GMT
#5
revoted
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
February 26 2020 20:10 GMT
#6
Y'all don't need to post voted anymore.
Durnuu
Profile Joined September 2013
13322 Posts
February 26 2020 20:31 GMT
#7
RIGGED
BUNNYYYYYYYYY https://i.imgur.com/BiCF577.png
TheDetweiler
Profile Joined November 2018
4 Posts
February 26 2020 20:38 GMT
#8
revoted
Elentos
Profile Blog Joined February 2015
55570 Posts
February 26 2020 20:42 GMT
#9
I'm neither sure I voted for the same 5 maps in both threads, nor that I didn't accidentally void my vote this time because I didn't remember if I voted for map X or Y.
Every 60 seconds in Africa, a minute passes.
ssg
Profile Joined July 2011
United States1777 Posts
February 26 2020 20:54 GMT
#10
You guys should PM everyone who posted in the thread before to make sure they know
AllHailLulu
Profile Joined September 2017
16 Posts
February 26 2020 21:05 GMT
#11
revoted
hangfive
Profile Joined January 2018
Germany6 Posts
February 26 2020 21:40 GMT
#12
.Vetoed
Sanglune
Profile Joined February 2016
Netherlands30 Posts
February 26 2020 22:30 GMT
#13
On February 27 2020 05:10 ZigguratOfUr wrote:
Y'all don't need to post voted anymore.

Don't tell me what to do!
Voted
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
February 26 2020 22:35 GMT
#14
Voted.

1. Old Forgotten Temple
2. Submarine
3. Deathaura
4. Beckett Industries
5. Lightshade

Close but no cigar:

6. Ecostation
7. Ice and Chrome
8. Bamboozle
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
syndbg
Profile Joined February 2018
43 Posts
February 26 2020 22:35 GMT
#15
Guys, you don't need to say "voted" anymore.

Voted.
Skypirinha1
Profile Joined June 2018
14 Posts
Last Edited: 2020-02-26 23:21:41
February 26 2020 23:21 GMT
#16
On February 27 2020 05:10 ZigguratOfUr wrote:
Y'all don't need to post voted anymore.

noted
🚫🍷
Sprog
Profile Joined April 2010
New Zealand83 Posts
February 27 2020 01:21 GMT
#17
Nice maps! Best of luck to all the entrants
Zuratu
Profile Joined April 2018
United States25 Posts
February 27 2020 08:10 GMT
#18
More vote completed.
Probably from Earth. Possibly Human.
CharactR
Profile Joined January 2020
Canada111 Posts
February 27 2020 08:49 GMT
#19
+ Show Spoiler +

My vote didn't change
1. Bamboozle
2. Impostor
3. Deathaura
4. Submarine
5. Blackburn


Y'all don't need to post voted anymore.


Re-posted :p
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
blutrot
Profile Joined March 2016
13 Posts
February 27 2020 10:32 GMT
#20
re-voted
1 2 3 Next All
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