The unofficial list also contains 109 entries already which is quite impressive given the fact that there's only 5 submissions per mapmaker now.
Team Liquid Map Contest #15 - Page 7
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ZigguratOfUr
Iraq16955 Posts
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
Germany96 Posts
Monarchy - Freestyle + Show Spoiler + 160x124 = 19840, only cross spawn ![]() Glittering Ashes (reworked) - Macro + Show Spoiler + 154x136 = 20944 ![]() | ||
themusic246
United States208 Posts
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. ![]() ![]() ![]() 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. ![]() ![]() ![]() 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. ![]() ![]() ![]() 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. ![]() ![]() ![]() 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. ![]() ![]() ![]() | ||
-NegativeZero-
United States2140 Posts
Spectrum - Freestyle (152x132) + Show Spoiler + ![]() Monument of the Makers - Freestyle (124x144) + Show Spoiler + ![]() Lindlar - Rush (132x140) + Show Spoiler + ![]() In Absentia - Rush (124x132) + Show Spoiler + ![]() Biosphere IV - Macro (148x148) + Show Spoiler + ![]() | ||
Timmay
United States111 Posts
+ Show Spoiler + ![]() Witch Hunt * 140x120 * Rush + Show Spoiler + ![]() Last Fantasy * 156x156 * Standard + Show Spoiler + ![]() Dreadnought * 158x158 * Macro + Show Spoiler + ![]() Canis Majoris * 172x144 * Freestyle + Show Spoiler + ![]() | ||
Zuratu
United States25 Posts
Spacelab 2021 - Standard (updated) + Show Spoiler + Volcanic Bastion - Rush + Show Spoiler + Chromaticity - Standard + Show Spoiler + | ||
ZigguratOfUr
Iraq16955 Posts
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Superouman
France2195 Posts
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Semmo
Korea (South)627 Posts
I made four 4p maps, using combination of mirror/rotational symmetry and 20/16 bases. Ground State (Standard, 150x150) + Show Spoiler + ![]() 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 + ![]() 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 + ![]() 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 + ![]() 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 ![]() | ||
St0nedas
2 Posts
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.. ![]() ![]() ![]() 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. ![]() ![]() ![]() ![]() 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! ![]() ![]() ![]() ![]() | ||
Legan
Finland317 Posts
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NewSunshine
United States5938 Posts
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Callynn
Netherlands917 Posts
LOVE Chromaticity... That black-white scheme is really beautiful, never seen it before on a SC2 map. | ||
ZigguratOfUr
Iraq16955 Posts
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
Germany211 Posts
+ Show Spoiler + ZeroEmission, Standard ![]() Treadmill, Freestyle ![]() Crashing Walls, Freestyle ![]() AzureCircle, Standard ![]() ArcaneTourney, Macro ![]() GL&HF! | ||
Superouman
France2195 Posts
+ 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 | ||
StarWars1
Germany17 Posts
+ 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
Canada101 Posts
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- | ||
ZigguratOfUr
Iraq16955 Posts
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
France654 Posts
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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