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TLnet Team Map Contest #3

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

TLnet Team Map Contest #3

Text byJulmust
Graphics byv1
May 18th, 2020 14:56 GMT
TLTMC3

We're back in business, and we've also made sure the schedule is a little less hectic this time around. While it might seem almost impossible, we hope that this can elevate the standard of the maps we receive even further than last year.

Also, some important info: starting now, each year will feature one 1v1 map contest and one team map contest. While we don't have exact dates set for the next two contests, it's safe to assume it will be similar to the schedule we've been on this year.

Now get to mapmaking. Can't wait to see what the community comes up with this year!

Submission Phase

May 18th - July 3rd

Rules/Restrictions

  • Maps can be submitted to one category only - 2v2, 3v3, or 4v4. Maps cannot be submitted to multiple categories.
  • Rich Vespene Geysers, Inhibitor Zone Generators, Acceleration Zone Generators, and Reduced Mineral Fields can be utilized for this team map contest, but using these map features is not a requirement.
  • Renegade Missile Turrets are temporarily on hold and will not be utilized for this contest.
  • No custom textures or Force Fields.
  • Rocks and collapsible structures use default HP values and cannot be modified.
  • Individual mineral nodes and vespene geysers at bases must have default resource amounts and this value cannot be modified.
  • No custom data on maps.
  • When using air pathing blockers, avoid setting up zones that trap air units within them.

Suggestion on number of bases per map

Average number of bases for 2v2, 3v3, or 4v4 categories can vary. These are suggestions and not strict guidelines.
  • 2v2 maps usually provide:
    • 5 bases per player, or
    • around 10 base locations total for one team.
  • 3v3 maps usually provide:
    • 4 bases per player, or
    • around 12 base locations total for one team.
  • 4v4 maps usually provide:
    • 3.5 bases per player, or
    • around 14 base locations total for one team.

Suggested map types for submissions

Please note that these are merely guidelines for creating a successful team map, and do not define the different categories. The finalists will be split into three categories — 2v2, 3v3, 4v4 — which does not take map type into consideration.
Fortress
  • Description: All teammates can defend the same choke.
  • Examples:
    • 2v2 Emerald City
    • 2v2 Arctic Gates
    • 2v2 Snowy Mesa
    • 2v2 Divergence
    • 2v2 Rhoskallian
    • 2v2 Heavy Artillery
    • 3v3 Whitewater Line
    • 3v3 Misty Swamp
    • 3v3 Bastion of the Conclave
    • 3v3 Jungle Depths
    • 4v4 Old Estate
    • 4v4 Last Impact
Semi-Fortress
  • Description: There are multiple chokes and the team typically splits up to defend the chokes.
  • Examples:
    • 2v2 Overgrown Facility
    • 2v2 Dusty Gorge
    • 3v3 Fields of Shazir
    • 3v3 Ujari
    • 3v3 Bone Temple
    • 3v3 Augustine Fall
    • 4v4 Rooftop Terrance
    • 4v4 Troizinia
    • 4v4 Sunset Valley
    • 4v4 Mementos
    • 4v4 Concord
Rush
  • Description: Teammates can defend the same choke or multiple chokes but the rush distance from the player’s main starting ramp to opponent’s main starting ramp is short.
  • Average Rush Distance: (main ramp to main ramp): 20-35 seconds. (Note: Not a hard restriction. Could be more or less.)
  • Examples:
    • 2v2 Flooded City (Rush Fortress) 28 seconds rush time
    • 2v2 Magma Mines (Rush Fortress) 36 seconds rush time
    • 3v3 Rosebud (Rush Fortress) 35 seconds rush time
    • 3v3 Doraelus Hills (Rush Fortress) 25 seconds rush time
    • 3v3 Avalon Labs (Rush Fortress) 38 second rush time
    • 4v4 Multiprocessor (Rush Fortress) 32 seconds rush time
    • 4v4 Shipwrecked (Rush Fortress) 30 seconds rush time
    • 4v4 Last Remnant (Rush Fortress) 20 second rush time
    • 4v4 Asper Mountain (Rush Semi-Fortress) 22 seconds rush time
    • 4v4 Megaton (Rush Semi-Fortress) 35 seconds rush time
Open
  • Description: Players start separated and do not share starting locations.
  • Examples:
    • 2v2 Efflorescence
    • 2v2 Traitor’s Exile
    • 2v2 Shrines of Lizul
    • 3v3 Abandoned Camp
    • 3v3 Slaying Field
    • 4v4 Abandoned Parish
    • 4v4 Alaeni Enclave

TLnet Judging Phase

July 4th - July 12th

Once the maps have been submitted, they will be reviewed for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team and selected professional players/community figures for judging. If you are a team map connoisseur and would be interested in becoming a judge, PM us.

The judges will pick fifteen (15) finalist maps from the three categories to move on to the final voting stage:
  • Five (5) 2v2 maps
  • Five (5) 3v3 maps
  • Five (5) 4v4 maps
As for the process of judging: the judges are presented only with the information about the map, and a unique identifier for that map. This means that the identifier is unique for every map, even if the mapmaker is the same. This makes it close to impossible to figure out whose map the judges are looking at.

Public Voting Phase

July 13 - July 20th

This is where you, the community, will have your say on what map(s) you liked the best. You will be able to vote for your favorites from the 15 maps who made the finals. The maps will be divided into the three categories mentioned above: 2v2, 3v3, 4v4.

Note that the public vote exists to determine the final placement of the maps. I.e. how much money each mapper will win. The public vote does not directly determine which maps makes it into the next season of ladder play. This should not discourage you. It's your chance to make your voice heard.

The final results will be announced the day after voting closes, the 21st of July.

Prize Distribution

Provided by Blizzard
Each of the top 15 will receive a prize of $50, and the winner of each category (2v2, 3v3, 4v4) will receieve an additional $450!

How To Submit

Note: Mappers will be limited to three(3) maps per category.

Please PM your map file(s) to TL Map Contest with the below format before July 4 2020 08:59 CEST. Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be asking mappers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features. Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry has not officially been confirmed until any issues with the submission have been resolved.

If you want to submit a revisioned map for the contest before the end of submissions, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.

The map file has to contain:A short gameplay description. There is a field for it with a limit of 300 chars. Suggestion for what to include in this field can be seen in TLMC #12's finalists announcement.
The PM has to contain:
NEW FOR THIS CONTEST, PLEASE READ CAREFULLY!
There have been some confusion regarding how to submit maps. With the amount of maps coming in, we want to minimize the risks of something going wrong. We have therefore created a copy-pastable form you need to use when submitting.
Also note that any links must be DIRECT links to the map or image. We will not allow links to folders.

You can remove all text within parenteses below
Map name:
Link to overview image of map:
Dimensions of map:Map category: 2v2 / 3v3 / 4v4 (remove unused options)
Map sub-category: Fortress / Semi-Fortress / Rush / Open / Other (remove unused options)
Short description of distinctive map features:
Alternate resource or rock usage:
Main to main distance: (average in-game seconds to opponents main(s))
Top of main ramp to top of opponents main ramp: (average in-game seconds to opponents ramp(s))
Nat to nat distance: (average in-game seconds to opponents nat(s))
Download link to map:

Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer Julmust instead.

Submit your map

FAQ

Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.

Q: How do I attach a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.

Q: Will the winning map automatically be added to the ladder map pool?
No. A list of the top maps will be submitted to Blizzard for consideration for use in ladder.

Q: Will any of the maps outside of the top 16 be included in the ladder map pool?
While there is a very small chance for this to happen, it is extremely rare.

Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM us and we will tell you whether or not it is appropriate.

Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the mappers?
Post in their map threads and give them support, encouragement, and replays on their maps! Giving your favorite mapper support will be much appreciated by the mapper. Replays are especially valuable as it helps the mapper align their design goals with the map with the reality of how people play their map.

If you have any unanswered questions please do not hesitate to ask them below or PM us and we will be happy to answer them. Best of luck in the competition.
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AdministratorI'm dancing in the moonlight
sneakyfox
Profile Joined January 2017
8216 Posts
May 18 2020 15:47 GMT
#2
Very happy to see this. Will be great to get some new quality team maps finally.
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
Ej_
Profile Blog Joined January 2013
47656 Posts
Last Edited: 2020-05-18 17:28:17
May 18 2020 16:08 GMT
#3
Sucks that categories are split per map shape instead of playerbase since it lumps all the whatever 3v3 and 4v4 maps with 2v2 ones which still have to be somewhat playable

e: i have been explained that this is not the case so it's awesome
"Technically the dictionary has zero authority on the meaning or words" - Rodya
dbRic1203
Profile Joined July 2019
Germany2655 Posts
May 18 2020 16:30 GMT
#4
Is there going to be a (small) tournament (at least for 2v2), where the new(2v2) maps are showcased like for 1v1 maps?
MaxPax
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 18 2020 16:43 GMT
#5
Have we ever had 6 player 2v2 maps, with 3 team spawn locations? Seems like an interesting concept to me though I've never seen it actually attempted
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2020-05-18 16:49:31
May 18 2020 16:48 GMT
#6
I'm a bit worried about the ramifications of one 1v1 TLMC per year instead of two. There are some benefits to separating the team and individual map contests (to make sure the team contest gets peoples' undivided attention for one), but there's also some potential issues with fewer TLMCs. There are a few ways it could play out:

  • Blizzard rotates fewer maps per season. Currently one TLMC provides for two seasons of ladder, and each season rotates in ~4 new maps. So to maintain the number of maps taken per TLMC they could rotate in 2 maps per season instead. I'm not a fan of this given that it means basically going back to the days where maps stayed on ladder for years. Very few maps stay fresh for two full seasons as is, let alone four.
  • Blizzard uses all the finalists from the TLMC. At four per season and one TLMC providing for a full year of maps that means they all get used up. The problem there is that some of the finalists are really bad maps. In fact for some of them the map contest tournament showed them to be bad maps. So they probably shouldn't go on ladder.
  • Similar to the previous option except Blizzard uses TLMC submissions that are not finalists. They've done that before for Interloper and Defender's Landing. Obviously there are more than 16 good submissions total to a given map contest, but there's still the added risk that some of these maps weren't tested in tournament play at all, and the question of if Blizzard is going to pick good maps in this situation.
  • Some structural change to the TLMC that means it can provide more good/tested maps? I'm not sure how that can be done since even 16 maps is a lot.


One problem with the above options is that they all increase the time from when a map is made and it reaches ladder. Currently it takes 4-7 months before TLMC maps hit ladder which is already enough to cause endless whining from progamers who think their opinions about overlord pods and reaper spots are being ignored even though the maps getting introduced to ladder were all made half a year ago. With an annual TLMC that now becomes a delay of over a year potentially. I assume small changes could still be made ~3 months in advance to the maps, but still there would be some friction.

There are a few other possibilities to provide the extra maps:
  • Blizzard makes their own maps to fill in. plz no
  • Blizzard #dreampools us again. fuck no
  • There's some other contest/method of providing new maps to ladder half the time? Really depends on what that would look like.
  • Tournament organizers stop sticking to the ladder pool and get their own maps. Ladder would still be slow to rotate but at least the tournament scene would still have dynamic map pools. Tournaments can also obviously drop problematic maps and rotate in new maps much faster than Blizzard can for ladder, which obviously means more risks can be taken.
Pklixian
Profile Joined October 2017
Canada81 Posts
May 18 2020 17:04 GMT
#7
Well fun, another team map contest which is a delight even though I lose a 2nd 1v1 mapmaking contest in the year to avoid everything going insane as we're overworked.

Hopefully the results this time is abit better (and that I dont make as... bad maps I made last time, though they were decent they did place godawfully. rightfully so, even tho 1 map kinda got the bad end of the stick due to just looking bad from an overview which sadly couldnt be avoided ;-

glhf to all who submits! best of lucks as well. And don't go insane, unlike me who will be going insane due to having heavy work loaded days coming up @_@
TLMC11 5th place finalist, Team TLMC2 3x finalist, aspiring mapmaker with dreams of success.
Superouman
Profile Blog Joined August 2007
France2195 Posts
May 18 2020 17:15 GMT
#8
On May 19 2020 01:43 [UoN]Sentinel wrote:
Have we ever had 6 player 2v2 maps, with 3 team spawn locations? Seems like an interesting concept to me though I've never seen it actually attempted


I made [SO] Team Biodome in the previous contest but it didn't get through. I guess it's because of the assymetry of the nat ramps.

+ Show Spoiler +
[image loading]
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
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
May 18 2020 17:27 GMT
#9
On May 19 2020 02:15 Superouman wrote:
Show nested quote +
On May 19 2020 01:43 [UoN]Sentinel wrote:
Have we ever had 6 player 2v2 maps, with 3 team spawn locations? Seems like an interesting concept to me though I've never seen it actually attempted


I made [SO] Team Biodome in the previous contest but it didn't get through. I guess it's because of the assymetry of the nat ramps.

+ Show Spoiler +
[image loading]

Visually it looks fine to me. Is the nat at 9 harder/easier to wall off than the other 2?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
CharactR
Profile Joined January 2020
Canada105 Posts
Last Edited: 2020-07-04 06:30:27
May 18 2020 22:02 GMT
#10
Submissions

2v2
Whirlpool
+ Show Spoiler +
[image loading]
map deco: Marras

Burning Bridges (2v2v2v2)
+ Show Spoiler +
[image loading]
Map deco: Pklixian

Temperate (2v2v2v2)
+ Show Spoiler +
[image loading]


3v3
Sandstorm
+ Show Spoiler +
[image loading]

Permafrost
+ Show Spoiler +
[image loading]

Templar Park
+ Show Spoiler +
[image loading]


4v4
Lexiphanicism
+ Show Spoiler +
[image loading]

Thermal
+ Show Spoiler +
[image loading]

Enigma
+ Show Spoiler +

Overview:
[image loading]
Angled
+ Show Spoiler +
[image loading]
whoops this is the version without the backdoor my submitted version is with the backdoor.
so ignore the fact that it's missing.

Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 01 2020 21:05 GMT
#11
I found some team maps I'd made (and mostly forgotten about) and submitted them:

+ Show Spoiler [Oratorio (2v2)] +
[image loading]

+ Show Spoiler [Triptych (3v3)] +
[image loading]


Maybe I'll make a 4v4 map if I can think of something.
Zuratu
Profile Joined April 2018
United States25 Posts
Last Edited: 2020-07-04 07:56:08
June 30 2020 10:15 GMT
#12
Hola!

Yay, finally got them all decorated! Here are my four submissions:

2v2 - Jacob's Summit
+ Show Spoiler +

[image loading]
178 * 178


Art Images
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]



2v2 - Valley of Bones
+ Show Spoiler +

[image loading]
156 * 156


Art Images
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]



4v4 - Eldritch Temple
+ Show Spoiler +

[image loading]
196 * 208


Art Images
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



3v3 - Forgotten Grove
+ Show Spoiler +

[image loading]
186 * 186


Art Images
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]

Probably from Earth. Possibly Human.
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 03 2020 13:50 GMT
#13
Finally! It is done!

____________________________

2 vs 2

Lingering Remnants
116x140
+ Show Spoiler +
[image loading]


Silver Wall
188x140
+ Show Spoiler +
[image loading]


Distorsion

100x200
+ Show Spoiler +
[image loading]


____________________________

3 vs 3

Tectonic Plates
176x176
+ Show Spoiler +
[image loading]


Serenity
128x168
+ Show Spoiler +
[image loading]


Extraction
172x148
+ Show Spoiler +
[image loading]


____________________________

4 vs 4

Scarcity
172x192
+ Show Spoiler +
[image loading]


Gift To The Machine
148x216
+ Show Spoiler +
[image loading]


V
172x172
+ Show Spoiler +
[image loading]

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
Marras
Profile Joined June 2018
Finland63 Posts
July 03 2020 14:17 GMT
#14
Here's what I have:

2v2
+ Show Spoiler +

Goldenaura
+ Show Spoiler +
[image loading]


Catalesque
+ Show Spoiler +
[image loading]


Dead Man's Isle
+ Show Spoiler +
[image loading]



3v3
+ Show Spoiler +

Seabed Ruins
+ Show Spoiler +
[image loading]


Primordium
+ Show Spoiler +
[image loading]


Thistle Garden
+ Show Spoiler +
[image loading]



4v4
+ Show Spoiler +

Remembrance
+ Show Spoiler +
[image loading]


Hillside Pasture
+ Show Spoiler +
[image loading]


Silent Dawn
+ Show Spoiler +
[image loading]


1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
Skypirinha1
Profile Joined June 2018
14 Posts
July 03 2020 14:50 GMT
#15
Lazily posting just the imgur link - nah you get one teaser:
+ Show Spoiler +
Pirate ships [2v2] [image loading]

https://imgur.com/a/Diupgvi
🚫🍷
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
Last Edited: 2020-07-04 03:27:34
July 03 2020 23:08 GMT
#16
nothing new this time, these are all resubmissions

[2v2]
Blood Bath - 80x80
+ Show Spoiler +
[image loading]


Enzyme - 144x160
+ Show Spoiler +
[image loading]


[3v3]
Multicellular - 148x172
+ Show Spoiler +
[image loading]


Map Station - 176x160
+ Show Spoiler +
[image loading]
vibeo gane,
themusic246
Profile Joined December 2012
United States211 Posts
Last Edited: 2020-07-05 03:58:45
July 04 2020 06:25 GMT
#17
My thingies

[2v2]
32-Bit - 134x172
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Oblivion Awaits - 156x182
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


[3v3]
Descent - 156x204
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


The Sacrifice - 160x192
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


[4v4]
Resurrection Hub - 200x198
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]

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
KillerSmile
Profile Joined November 2018
Germany86 Posts
July 04 2020 08:15 GMT
#18
Oh yeah, maps:

2v2 Bed of Chaos
+ Show Spoiler +
[image loading]


2v2 Neuland
+ Show Spoiler +
[image loading]


2v2 Reclamation

+ Show Spoiler +
[image loading]


3v3 Treasure Island
+ Show Spoiler +
[image loading]


4v4 The Ashen Cradle

+ Show Spoiler +
[image loading]


glhf
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
July 04 2020 09:19 GMT
#19
Always been a fan of open bases vs shared ones.
RIP SPOR 11/24/11 NEVAR FORGET
Agaton
Profile Joined July 2019
Sweden45 Posts
July 04 2020 10:46 GMT
#20
My submissions.

2v2 - Tigerstripes
Overview:
+ Show Spoiler +
[image loading]

Candy:
+ Show Spoiler +
[image loading][image loading]


3v3 - Imperial Mine
Overview:
+ Show Spoiler +
[image loading]

Candy:
+ Show Spoiler +

[image loading][image loading][image loading]


4v4 - Infraction 8
Overview:
+ Show Spoiler +
[image loading]

Candy:
+ Show Spoiler +
[image loading][image loading][image loading]


GL!
Maker of maps
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