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Team Liquid Map Contest #15 - Page 7

Forum Index > SC2 General
157 CommentsPost a Reply
Prev 1 5 6 7 8 Next All
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-06-22 00:43:24
June 22 2021 00:35 GMT
#121
Only 6 and a half hours left... I'll probably compile the unofficial list of entries (https://tl.net/forum/starcraft-2/572750-team-liquid-map-contest-15#3) into an imgur album (or possibly several split per categories) a day or so after the deadline. Note also that this time the unofficial list does contain quite a few maps that weren't posted in this thread and were instead posted on Reddit or sent to me directly.

The unofficial list also contains 109 entries already which is quite impressive given the fact that there's only 5 submissions per mapmaker now.
Insidioussc2
Profile Joined March 2015
Germany96 Posts
June 22 2021 00:36 GMT
#122
Unfortunately I had little time to prepare maps this year. Anyways the two submissions I got:

Monarchy - Freestyle
+ Show Spoiler +

160x124 = 19840, only cross spawn
[image loading]



Glittering Ashes (reworked) - Macro
+ Show Spoiler +

154x136 = 20944
[image loading]
themusic246
Profile Joined December 2012
United States213 Posts
June 22 2021 04:20 GMT
#123
Here are my submissions. Best of luck to everyone!

Oblivion (Standard)
+ Show Spoiler +
A winding central path through the middles offers a direct path to the enemy base. Rocks on the center ramps impose risk for army movement and punish lack of map awareness.
[image loading]
[image loading]
[image loading]


Underworld (Standard)
+ Show Spoiler +
A central gold base divides the lower section of the map with a small mineral patch that can be mined out for a sneaky attack or defense route. Only smaller units can pass through this mineral hole. Gain control of the center vision tower to hold strategic positioning.
[image loading]
[image loading]
[image loading]


Armistice (Macro)
+ Show Spoiler +
A pocket natural is blocked off by a mineral wall. Open the ramp for easier access to the alternate side of the map. A large-ramped highground in the middle plays a key role in map control.
[image loading]
[image loading]
[image loading]


Nemesis (Macro)
+ Show Spoiler +
A close triangle third offers a tight defensive option early game, but bases get progressively harder to defend the further you expand.
[image loading]
[image loading]
[image loading]


Mainframe (New)
+ Show Spoiler +
4 player map without any spawn restrictions on a symmetrical digital landscape. Rush distances are a bit shorter but naturals are able to be blocked with one structure. Remove the mineral patches for quicker access to your chosen third.
[image loading]
[image loading]
[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
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
Last Edited: 2021-06-22 04:53:57
June 22 2021 04:52 GMT
#124
I think this is the first time I actually submitted the max number of maps, although 2 of them are resubmissions.

Spectrum - Freestyle (152x132)
+ Show Spoiler +
[image loading]


Monument of the Makers - Freestyle (124x144)
+ Show Spoiler +
[image loading]


Lindlar - Rush (132x140)
+ Show Spoiler +
[image loading]


In Absentia - Rush (124x132)
+ Show Spoiler +
[image loading]


Biosphere IV - Macro (148x148)
+ Show Spoiler +
[image loading]
vibeo gane,
Timmay
Profile Joined April 2005
United States112 Posts
June 22 2021 06:52 GMT
#125
Deliverance * 136x136 * Rush
+ Show Spoiler +
[image loading]


Witch Hunt * 140x120 * Rush
+ Show Spoiler +
[image loading]


Last Fantasy * 156x156 * Standard
+ Show Spoiler +
[image loading]


Dreadnought * 158x158 * Macro
+ Show Spoiler +
[image loading]


Canis Majoris * 172x144 * Freestyle
+ Show Spoiler +
[image loading]
Zuratu
Profile Joined April 2018
United States25 Posts
June 22 2021 06:57 GMT
#126
Here are my submissions this time:

Spacelab 2021 - Standard (updated)
+ Show Spoiler +
Overview (90)
[image loading]
Overview (Angled)
+ Show Spoiler +
[image loading]

136 x 136
Ramp to Ramp: 34s

Art Pics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Volcanic Bastion - Rush
+ Show Spoiler +
Overview (90)
[image loading]
Overview (Angled)
+ Show Spoiler +
[image loading]

156 x 156
Ramp to Ramp: 31s

Art Pics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]



Chromaticity - Standard
+ Show Spoiler +
Overview (90)
[image loading]
Overview (Angled)
+ Show Spoiler +
[image loading]

136 x 136
Ramp to Ramp: 34s

Art Pics:
+ Show Spoiler +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
Probably from Earth. Possibly Human.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
June 22 2021 07:05 GMT
#127
Lmao. Absolutely amazing art on Canis Majoris--the doge looks really good. How'd you do the QR code? And is that your own dogecoin wallet?
Superouman
Profile Blog Joined August 2007
France2195 Posts
June 22 2021 08:05 GMT
#128
Amazing. To the moon! 💎🙌
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
Semmo
Profile Joined June 2011
Korea (South)627 Posts
Last Edited: 2021-06-22 08:30:24
June 22 2021 08:25 GMT
#129
Hello, here are my submissions for this TLMC. It was lots of fun (and effort) making maps again. Special thanks for ATTx and superouman for valuable feedback, since I finished my maps late and couldn't get official feedback.

I made four 4p maps, using combination of mirror/rotational symmetry and 20/16 bases.

Ground State (Standard, 150x150)
+ Show Spoiler +

[image loading]

This is a mirror 4p map with all spawns enabled, reminiscent of Frost, updated for LotV with additional bases. Each spawn provides a different geography to explore. Narrow bridges are placed in the shortest paths, whilst the center path is longer but more wide open. Aesthetics are inspired by Brood War's Badlands tileset.

Top of main ramp to top of main ramp distance (horizontal/vertical/cross): 33/33/40 sec



Red Clay (Freestyle, 146x146)
+ Show Spoiler +

[image loading]

This is a 4p map with mirror symmetry, with wildly different gameplay depending on the spawns. In cross spawns, the map is a fortress-styled macro map, whilst in horizontal spawns, the map has close air-to-air distance, and an additional path through the mineral rocks. In vertical spawns, it becomes a rush map. It incorporates a semi-island base, which acts as a third for vertical or cross-spawns. Aesthetics are inspired by Brood War's Desert World tileset.

Top of main ramp to top of main ramp distance (horizontal/vertical/cross): 36/34/39 sec



Blue in Green (Macro, 150x150)
+ Show Spoiler +

[image loading]

In LotV, rotational 4p maps suffer from the so-called 'quadrant syndrome', where players end up being stuck in their quadrants. In this map, there is an additional base between the quadrants which allows a smooth transition out of the quadrants. Additionally, the map has three paths: first, the wide open center path, connected to the rest of the map by ridges, second, the rush path for close spawns which contains choke points to mitigate the closer rush distance, and lastly, the outer path which provides which also becomes an avenue for for players defend bases after the Third. Aesthetics are inspired by Brood War's Twilight World tileset.

Top of main ramp to top of main ramp distance (cross/close): 40/33 sec



Gwanaksan (Freestyle, 150x150)
+ Show Spoiler +

[image loading]

This is a rotational 4p map with the traditional 16 base setup, as used in WoL or HotS. In LotV, this usually results in additional bases that are too hard to defend. However, the map features 5 terrain levels, which are used to provide defender's advantage at many points in the attackers's route. Additionally, the slightly high distance to the thirds are compensated by the fact that they are initially safe from attacks via destructible rocks. Aesthetics are inspired by Brood War's Ice world tileset.

Top of main ramp to top of main ramp distance (cross/close): 40/33 sec



+ Show Spoiler +
(Also, hi NewSunshine, long time no see )
Mapmaker of Frost, Fruitland and Bridgehead
St0nedas
Profile Joined July 2019
2 Posts
June 22 2021 09:12 GMT
#130
Hey guys, these are my 3 maps. This is my first real effort of competing in TLMC! I wish I had time to do a whole 5!
I hope you like my maps.

Alien Observation Post [Macro]
+ Show Spoiler +
A map revolving around its centre structured area with multiple paths for manouvering to the enemy base. Whilst vision may be key, there are a number of longer paths that may avoid Xel'naga tower vision as well as overlord pillars. Be weary of attacks from behind whilst taking a greedy rich base..
[image loading]
[image loading]
[image loading]


Gate Of The Gods [Macro]
+ Show Spoiler +
A somewhat defensive macro map offering some handy Xel'naga towers, with a generous variety of well positioned rocks, they will keep you safe early on, or break them down to unlock more advanteous paths to the enemy base.
[image loading]
[image loading]
[image loading]
[image loading]


Transcendence [Standard]
+ Show Spoiler +
A standard map supporting a range of playstyles, especially those involving aggression due to the large amount of nice places to place your favourite proxy. Look both ways when entering the centre of the map; your opponent might jump out any moment!
[image loading]
[image loading]
[image loading]
[image loading]

Legan
Profile Joined June 2017
Finland559 Posts
June 22 2021 10:05 GMT
#131
So many good looking maps. Total of 127 known maps seems quite a lot if we reach the usual ~150 maps total. Judges will have hard time finding the best. Now the waiting begins.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
NewSunshine
Profile Joined July 2011
United States5938 Posts
June 22 2021 13:31 GMT
#132
Missed you Semmo, been a long time indeed. Great to see some new maps again. ^_^ Love that you went all-in on 4p maps, you always had cool ideas for them. GL
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
Callynn
Profile Joined December 2010
Netherlands917 Posts
June 23 2021 05:39 GMT
#133
Amazing, I'm happy to see I don't stand a chance.

LOVE Chromaticity... That black-white scheme is really beautiful, never seen it before on a SC2 map.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-06-23 05:58:06
June 23 2021 05:57 GMT
#134
On June 22 2021 19:05 Legan wrote:
So many good looking maps. Total of 127 known maps seems quite a lot if we reach the usual ~150 maps total. Judges will have hard time finding the best. Now the waiting begins.


It does seem like the submission count is quite high this time (even if we assume that the unofficial list is getting a higher percentage of all the maps due to more publicity and so on). Despite the number of submissions per person reduced to 5 it feels like the total submission count might be close to the record (TLMC11 where there were 170-something submissions).

Blizzard was pretty prompt in adding the news of the contest to the launcher this time (whereas previously they often did that belatedly or not at all).
Zweck
Profile Joined February 2015
Germany211 Posts
June 23 2021 22:41 GMT
#135
My Submissions:
+ Show Spoiler +

ZeroEmission, Standard
[image loading]
Treadmill, Freestyle
[image loading]
Crashing Walls, Freestyle
[image loading]
AzureCircle, Standard
[image loading]
ArcaneTourney, Macro
[image loading]

GL&HF!
https://www.instagram.com/instazweck/ ____ behance.net/brachert _____ https://zweckthings.tumblr.com/
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2021-06-24 15:27:26
June 24 2021 15:10 GMT
#136
It's time for the traditional guess of the finalists where we all end up wrong. I also ranked them in order of preference.

+ Show Spoiler +
3 Standard
Oblivion - themusic246
Algor Mortis - samsim
Overwhelming Odds - Iezael

3 Macro
Armistice - themusic246
Nemesis - themusic246
Enchanted Isle - CharactR

3 Rush
Illiad - Marras
Underworld - Sha
Witch Hunt - Timmay

3 Freestyle
Spectrum - -0
Crashing Walls - Zweck
Backwoods Compound - CharactR

4 Multispawn
Biosphere IV - -0
Rise and Fall - Iezael
Canis Majoris - Timmay
White Sands - ZigguratOfUr

If Oblivion gets into finalists, i can't see this map not getting first place. S tier standard layout with a good twist and an S tier decoration.

And i noticed a surprisingly low amount of freestyle maps that aren't multispawn or just standard maps with additional terrain height
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
StarWars1
Profile Joined July 2020
Germany17 Posts
June 24 2021 19:39 GMT
#137
My personal Finalists, definitely not judged from pro perspective:
+ Show Spoiler +

(not ranked; order comes from ziggurats Imgur list)

3 Standard
Seaside Resort - Legan
Aqueducts - Superouman
Chromaticity - Zuratu

3 Macro
Titan Cosmic - NewSunshine
Silver Wall - Superouman
Black Heart - depressed1

3 Rush
Metalcore - Apom (I'm only here for the meme)
Deliverance - Timmay
Tikal - ZugguratOfUr

3 Freestyle
Spectrum - NegativeZero
Monument of the Makers - NegativeZero
Treadmill - Zweck

4 Multispawn
Heart of the Void - Apom
Gwanaksan - Semmo
Canis Majoris - Timmay
Volcanic Bastion - Zuratu

I'm a little sad to see the surprisingly low amount of freestyle maps that aren't multispawn or just standard maps with additional terrain height for Main and/or Natural


Gwanaksan - Semmo is my favorite. It has all the fancy stuff but still looks somehow playable
CharactR
Profile Joined January 2020
Canada108 Posts
Last Edited: 2021-06-25 00:33:54
June 25 2021 00:27 GMT
#138
I chose maps that I personally liked or thought would perform well. After I wound up incidentally picking 7 from 2 of the categories, I just decided just randomly do 7 for all of them. Narrowing down to 35 maps, then cutting it by more than half down to the ever so classic top16 predictions. Can't wait to see how wrong/right I am. Also, multi-spawn is separate here because even though they can go into any category they kinda are a category of their own because of the judges' picks.


Top 16 Predictions
+ Show Spoiler +

Rush

In Absentia by Negativezero
Iliad by Marras
Deliverance by Timmay

Standard

Starchild by Marras
Algor Mortis by Samsim
Oblivion Awaits by Music

Macro

Electron by Agaton
Gresvan by Legan
Data-C by Killersmile

Freestyle

Rant: + Show Spoiler +
Honestly, I feel like this category was a bit underwhelming in terms most of the submissions that came in (mine included tbh), and I avoided putting maps that were just 1 extra terrain level in this list. Which of course is no fault of the mappers just the restriction of having 4+ levels to this category. So I don't hate people for doing it, but goddamn I will be sad if the finalists are just 4+ levels yet otherwise standard maps because I feel like it's a lot of wasted potential for creative maps in this category, anyway, enough of my rant, here are the picks.


Xibalba by ZigguratofUr
Crashing gates by Zweck
Sealed Fate by Superouman

Multi-spawn

Last Fantasy by Timmay
Jacaranda by Agaton
Volcanic Bastion by SirZachary
Biosphere IV by -NegativeZero-

The rest of the maps that I have as runner ups in no particular order:
+ Show Spoiler +

Dreadnought by Timmay
Rise and Fall by Iezael
Axes Facility by Pklixian
Lindlar by -Negativezero-
Curious Minds by Milo
Witch Hunt by Timmay
Tikal by ZigguratofUr
Nemesis by Music
Ground Frost by Volumin
Arcane Tourney by Zweck
Winter madness by Marras
Lost facility by Skypihranha
Aqueducts by Superouman
The Scavenger by Volumin
Frostknoll by Legan
Backwoods Compound by CharactR (Me)
Dynasty by Agaton
Treadmill by Zweck
Monument of the Makers by -Negativezero-











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 25 2021 01:09 GMT
#139
My picks. I tried to pick a nice range of maps. These are not predictions. I do think the judges will pick some completely standard maps that have multiple levels of the freestyle category for instance.

3 Standard
Containment by KillerSmile
Transcendence by St0nedas
Armada by CharactR

3 Macro
Armistice by themusic246
Ground Frost by volumin
Gresvan by Legan

An awkward category since on half of the maps (especially Armistice) I worry about skytoss being too strong due to queen walks being weak.

3 Rush
Misophist by IeZaeL
Promanus Grounds by Pklixian
Iliad by Marras

3 Freestyle
Sealed Fate by Superouman
Crystal Whispers by Patches
Crashing Walls by Zweck

And I do agree that freestyle didn't have much.

4 Multi-spawn
Biosphere IV by -NegativeZero-
Last Fantasy by Timmay
Tidehunter by KillerSmile
Rise and Fall by IeZaeL

Tbh I do think the submissions overall might be somewhat weaker than in TLMC14--but maybe that's just because I don't like 4p maps much and they diluted everything.
Apom
Profile Blog Joined August 2011
France656 Posts
June 25 2021 18:06 GMT
#140
Thanks for your work with the compilation Ziggurat!

I started trying to do predictions but there's simply too many for me, haha :D

Hoping for finalists that push established limits - both in map layouts with Judge's Pick, and game mechanics with Freestyle!
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