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Team Liquid Map Contest #15 - Page 5

Forum Index > SC2 General
157 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 8 Next All
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2021-06-10 16:07:58
June 08 2021 18:37 GMT
#81
Here is my full map roster for this tlmc.

Standard

Aqueducts
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]



[image loading]

Standard map that features thousand years old Protoss aqueducts. The first few bases are easy to take but taking additional bases during the lategame will require good army presence in the middle. Rock towers are present nearthe linear third base. There are four bases in the center of the map that point towards the middle. This kind of bases create dynamic lategame scenarios whereplayers peck each other but cannot directly engage with their entire armies.

Main to Main distance: 41s
Top of main ramp to top of main ramp distance: 35s
Natural to Natural distance: 30s




Macro

Silver Wall
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]



[image loading]

The Silver Wall divides the map into two halves. Initially there is only a single path between the two halves but holes can be made in the Silver Wall in multiple places. There is initially only one path that goes through the Silver Wall. More paths can be opened in 4 places by destroying debris. When all debris are destroyed, the map becomes completely standard.

Main to Main distance: 44s
Top of main ramp to top of main ramp distance: 38s
Natural to Natural distance: 34s


Empyrean Realm
+ Show Spoiler +

ALL SPAWNS ENABLED

60° view
+ Show Spoiler +
[image loading]



[image loading]

Four player macro map with all spawn locations enabled. Longer paths give better attack angles for the attacker’s army. Initially there is only one path between the two halves of the map. It is a limitation caused by the close by ground spawn locations that require a higher initial rush distance.

Vertical Spawns:
Main to Main distance: 41s
Top of main ramp to top of main ramp distance: 35s
Natural to Natural distance: 30s

Horizontal Spawns:
Main to Main distance: 45s
Top of main ramp to top of main ramp distance: 39s
Natural to Natural distance: 34s

Cross Spawns
Main to Main distance: 48s
Top of main ramp to top of main ramp distance: 42s
Natural to Natural distance: 37s




Freestyle

Sealed Fate
+ Show Spoiler +

60° view
+ Show Spoiler +
[image loading]



[image loading]

This tall map allows players to choose their playstyle depending on how they expand. Taking bases at the front turns the map into a rush map and taking bases at the back turns the map into a heavy macro map. Like Golden Wall, players can choose to play the map in a totally standard way and ignore the bases at the back.

The main base has a backdoor with 2 rows of reduced mineral fields that have a value of 15. Players can choose to expand to the front or to the back. Depending on how players expand, the map is either a rush map or a macro map

Main to Main distance: 41s
Top of main ramp to top of main ramp distance: 34s
Natural to Natural distance: 27s
Backdoor natural to backdoor natural distance: 47s


HEXMASTER III
+ Show Spoiler +

VERTICAL SPAWNS DISABLED

60° view
+ Show Spoiler +
[image loading]



[image loading]

This map features a base at the back of the starting bases. It contains two additional mineral fields that slightly boost the income but it opens a new path. Like Golden Wall, players can choose to play the map in a totally standard way up to 7 bases. Close by ground spawns are disabled.

There is a backdoor base that blocks a path which is safe from ground attacks early game. Attacking that base from behind requires air support because the minerals are placed on the ramp in a way ground units cannot get highground vision by themselves. A gold base is placed on the map split axis. It also blocks the path towards the backdoor expos

The backdoor base has 2 additional reduced mineral fields that have a value of 300. It gives a slight income boost for a short period of time. It can be used early in the game for map specific builds or to open additional paths during the lategame

Horizontal Spawns:
Main to Main distance: 42s
Top of main ramp to top of main ramp distance: 36s
Natural to Natural distance: 32s

Cross Spawns
Main to Main distance: 46s
Top of main ramp to top of main ramp distance: 39s
Natural to Natural distance: 36s
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
June 08 2021 19:00 GMT
#82
By close spawns disabled on hexmaster, you mean vertical spawns are disabled and horizontal spawns are still enabled right?
Edin
Profile Joined June 2021
China13 Posts
Last Edited: 2021-06-11 15:56:36
June 08 2021 19:15 GMT
#83
On June 08 2021 16:36 mounteast0 wrote:
Show nested quote +
On June 07 2021 12:42 Edin wrote:
Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)[image loading]


new map maker, yay...

It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.


Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to.
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 08 2021 19:54 GMT
#84
On June 09 2021 04:00 ZigguratOfUr wrote:
By close spawns disabled on hexmaster, you mean vertical spawns are disabled and horizontal spawns are still enabled right?

Correct. i'll change my post to be more specific.
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
mounteast0
Profile Joined January 2020
59 Posts
June 09 2021 03:08 GMT
#85
On June 09 2021 04:15 Edin wrote:
Show nested quote +
On June 08 2021 16:36 mounteast0 wrote:
On June 07 2021 12:42 Edin wrote:
Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)[image loading]


new map maker, yay...

It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.


Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to haha


Thanks, that's probably it.
Aeceus
Profile Joined September 2011
United Kingdom1278 Posts
June 09 2021 20:48 GMT
#86
On June 09 2021 04:15 Edin wrote:
Show nested quote +
On June 08 2021 16:36 mounteast0 wrote:
On June 07 2021 12:42 Edin wrote:
Newbie here. Trying to make a relatively standard map, namely Buried Sanctuary. Hope it will be good enough (Still in progress)[image loading]


new map maker, yay...

It look nice. Just 1 question, is the top right main have 2 ramps out? The bottom one does not seems to have another ramp at the far side, but the top right main certain do seems to have another opening to the lower ground in front of the base.


Hello! There’s only one ramp to the natural for sure. I did use a broken bridge as decoration in the main Lol, I wonder if that’s the ramp you were referring to haha


Just a little tip, I'd remove the arch over the naturals for clarity sake. Looks good to me though, very nice art style.
4096SP
Profile Joined January 2020
China9 Posts
June 10 2021 01:54 GMT
#87
The maps are still being updated, and other maps have not been completed.
[image loading]
Pride of Altaris
Playable : 134*160

[image loading]
Frozen swamp
Playable : 136*146

[image loading]
Republic
Playable : 160*130

battleCN.net SC2 name 无辜的木木#5957
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 10 2021 02:01 GMT
#88
These look really nice. What category are you submitting each of these maps?
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 10 2021 03:01 GMT
#89
Very cool aesthetic on Frozen Swamp
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
depressed1
Profile Blog Joined May 2021
51 Posts
Last Edited: 2021-06-11 06:18:50
June 10 2021 06:57 GMT
#90
Two maps that I didn't finished. Because I decided not to send them for submissions.
Lains world. RD 39 sec.
+ Show Spoiler +
[image loading]

Lux city. RD 32 sec.
+ Show Spoiler +
[image loading]

And map called 'Frontier Outpost' dropped in trash. RD 36 sec.
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]
depressed_marauder (yt: DepressingStarcraft) done and gone.
Apom
Profile Blog Joined August 2011
France655 Posts
June 12 2021 14:29 GMT
#91
My freestyle submission: Heart of the Void, a 3 spawn map with mirror symmetry! Spicy ;p

+ Show Spoiler +

[image loading]
Edin
Profile Joined June 2021
China13 Posts
June 13 2021 01:09 GMT
#92
Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 13 2021 01:54 GMT
#93
On June 13 2021 10:09 Edin wrote:
Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.


I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.
Edin
Profile Joined June 2021
China13 Posts
June 13 2021 01:59 GMT
#94
On June 13 2021 10:54 ZigguratOfUr wrote:
Show nested quote +
On June 13 2021 10:09 Edin wrote:
Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.


I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.


All right. I was thinking that my submission format was wrong or something. Thanks
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 13 2021 12:57 GMT
#95
Should be catching up with the submissions within the next couple hours.

On June 13 2021 10:59 Edin wrote:
Show nested quote +
On June 13 2021 10:54 ZigguratOfUr wrote:
On June 13 2021 10:09 Edin wrote:
Just asking guys if there’s anyone submitted the maps recently and got no response? I didn’t receive any confirmation for over 24h now. I also asked Waxangel for help and still no response.


I sent some updates yesterday and haven't gotten a response yet. But I wouldn't worry too much about it--in the past responses have sometimes taken a couple days to happen.


All right. I was thinking that my submission format was wrong or something. Thanks

We'll let you know if you're missing something in your submission, so don't worry about that.
Moderatorshe/her
TL+ Member
Legan
Profile Joined June 2017
Finland426 Posts
Last Edited: 2021-06-16 15:33:25
June 13 2021 15:51 GMT
#96
Updated my maps. Also replaced Ion Fazekath (Rush) with Frostknoll (Standard).

+ Show Spoiler [Seaside Resort (Standard)] +

[image loading]

Description:
Bigger standard map with bit longer rush path, but more direct attack paths
between thirds when player chose different expansion patterns. Map also has two more forward bases 7th and
8th that make controlling central high ground more important.

Category: Standard
Size: 142x146 = 20 732
R2R: 38s
N2N: 33s
M2M: 44s




+ Show Spoiler [Frostknoll (Standard)] +

[image loading]

Description:
Map with standard 5 base layout, but with more limited attack paths.
Outside of first four bases map is mostly low ground but has many line of sight blockers to play around.

Category: Standard
Size: 144x142 = 20 448
R2R: 36s
N2N: 34s
M2M: 44s




+ Show Spoiler [Gresvan (Macro)] +

[image loading]

Description:
Big macro focused map with middle that allows early direct movement cross the map but forces players to top
or bottom part when attacking bases on the edge of the map.

Category: Macro
Size: 166x124 = 20 584
R2R: 38s
N2N: 35s
M2M: 44s




+ Show Spoiler [Purple Mire (Macro)] +

[image loading]


Description:
Natural being in the corner allows main to have long defensive cliff that over looks natural's choke
and linear third is locate where natural usually is. After the third layout follows rake layout. After 4-5th
bases further expansions are much further away.

Category: Macro
Size: 140x140 = 19 600
R2R: 38s
N2N: 38s
M2M: 45s




+ Show Spoiler [Karelides (Freestyle)] +

[image loading]

Description:
The map is divided horizontally by high ground. From the high ground towards sides there is two lower grounds that make map have / like cut through.The layout generally creates situation where players have to go over the middle high ground to access other side of the map.


Category: Freestyle
Size: 124x152 = 18 848
R2R: 33s
N2N: 31s
M2M: 40s


Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 13 2021 20:43 GMT
#97
Working on my updates next. Was trying to decide which ones I might want to swap out, and the early feedback is going to be helpful with that.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
depressed1
Profile Blog Joined May 2021
51 Posts
June 14 2021 02:52 GMT
#98
Updated all my maps. Feedback was on point. Big progress.
Pain Remains. Macro. + Show Spoiler +
[image loading]

Bummerland. Standard. + Show Spoiler +
[image loading]

Black Heart. Macro. + Show Spoiler +
[image loading]

Clavius Station. Rush. + Show Spoiler +
[image loading]

Frontier Outpost. Freestyle. + Show Spoiler +
[image loading]

In trash.
No name 4p. + Show Spoiler +
[image loading]

No name. Rush. + Show Spoiler +
[image loading]

Lains World. Macro. + Show Spoiler +
[image loading]

Lux City. Rush-Standard. + Show Spoiler +
[image loading]

depressed_marauder (yt: DepressingStarcraft) done and gone.
vyzion
Profile Joined August 2016
308 Posts
June 14 2021 07:43 GMT
#99
On June 12 2021 23:29 Apom wrote:
My freestyle submission: Heart of the Void, a 3 spawn map with mirror symmetry! Spicy ;p

+ Show Spoiler +

[image loading]


Very spicy!!!!
MayOnFire
Profile Joined March 2021
England47 Posts
Last Edited: 2021-06-15 21:16:11
June 15 2021 21:15 GMT
#100
On May 29 2021 03:08 MiloOnFire wrote:
Show nested quote +
On May 23 2021 09:52 MiloOnFire wrote:
Here's my list of submissions. I might change them in a couple of days to make them more diverse, but I personally really like those picks.

Rush

Curious Minds - 132x124
+ Show Spoiler +
[image loading]


Standard
Call of the Abyss - 140x132
+ Show Spoiler +
[image loading]


Future Funk - 140x140
+ Show Spoiler +
[image loading]


Macro

Throne of Fire - 140x140
+ Show Spoiler +
[image loading]


Freestyle

Biogenesis - 140x140


+ Show Spoiler +
[image loading]




After a few updates, and replacing the Future Funk with
Dark Side of Shakuras
124x148 - Macro
+ Show Spoiler +
[image loading]

Full post of maps after updates and QnA:
https://imgur.com/a/44gL68D

All my maps are uploaded.
I wish all map makers good luck.


After pre-judging feedback and checking rush distances, I reworked completely Dark Side of Shakuras and fixed issues with Throne of Fire
and these are the last change before the judging : )

Dark Side of Shakuras
+ Show Spoiler +
[image loading]

Throne of Fire
+ Show Spoiler +
[image loading]
Ladder Map Pool : Curious Minds, Amphion, Cosmic Sapphire, Royal Blood, Dragon Scales, Hard Lead, Whispers of Gold + four times TLMC finalist, and other sc2 related content // https://liquipedia.net/starcraft2/MayOnFire
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