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TLMC #15: Finalists and Voting Phase!

Forum Index > SC2 General
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TLMC #15: Finalists and Voting Phase!

Text byTL.net ESPORTS
July 3rd, 2021 14:54 GMT
TLMC14
After much deliberation, we have decided on the sixteen finalists for the 15th edition of the TL.net Map Contest. Judging was especially difficult this time around, with 176(!) individual maps submitted in one of the highest turnouts in contest history. Each iteration of TLMC has seen the average quality of maps increase, and this was most certainly one of the strongest TLMC fields ever.

Now that the Judging Phase comes to an end, the Tournament and Public Voting Phase is set to begin. We've decided to adjust the period of public voting by a few days from the initial schedule, and will now run from July 3rd to July 12th (ends on July 12th 23:59 PDT). As in previous tournaments, fan voting decides the winners of the TLMC and the payouts, but the actual maps selected for the competitive ladder may differ.

The TL.net Map Contest Tournament itself will be hosted thanks to the ever-loving grace of WardiTV, and will run from July 6th-12th. While voting will open before the tournament concludes, we recommend that you watch the maps in action before voting, if you have the time.

Some notes before we unveil the maps:
  • All maps are accompanied by comments from the map-maker.
  • The maps are listed in random order, and do not reflect their score in judge voting.
  • TLMC #15 sought to reintroduce maps with 3 or more starting positions, reserving four finalist spots for such maps. Maps in this sub-category have been noted.
  • Voting is open until Tuesday, Jul 13 6:59am GMT (GMT+00:00)

Alright, enough preamble! Let's get on to our sixteen finalists!

Standard

The standard category is a staple of the TLMC, and is the most popular category by far. A standard map challenges a mapmaker to stand out without using any gimmicks or tricks. This is StarCraft at its most fundamental level, ensuring strong competition for both players and the mapmakers themselves.

The Scavenger

By: volumin
A standard map with 7 bases per player. The 4 closest expansions are relatively easy to hold. The other 2 expansions are further away, with one of which has double rich gas.
  • The choke in the middle is a little twisted to elongate the rush distance, but it's 2 tiles wide allowing larger units to pass. Destroying 4x4 rocks shortens the middle path, but still leaves a relatively small choke.
  • Highground paths between the linear and triangular 3rd bases are blocked by huge rocks to limit early game aggression.
  • There is a secondary Reaper path to the main that can be blocked by 1 Pylon/Supply Depot.
  • There is a potential 3 Pylon-Cannon spot in the natural between minerals and mains cliff.

Map Features
Click to expand


Oblivion

By: themusic246
A winding low-ground path through the middle holds an aggressive attack route and vulnerable expansion. Hold either stretch of high ground for positional advantage and use the winding low-ground paths along the side to flank. Rocks divide up attack lanes.


Map Features
Click to expand


Aqueducts

By: Superouman
A standard map that features thousand years old Protoss aqueducts. The first few bases are easy to take but taking additional bases during the late game will require good army presence in the middle.


Map Features
Click to expand



Judges' picks/Designated 3+ starting position maps

Jacaranda

By: Agaton
4 starting positions, 16 bases, and no starting position restrictions. Destructible rocks play an important role as they even out the rush distances between starting positions while also giving the low ground 3rd base a layer of early protection. Depending on the starting location, one might want to take a 3rd base in the other direction, which is a bit more exposed, but doesn't suffer from being low ground. Breaking the rocks near the center allows one to move more freely and opens up for faster rotations between expansions as well as flanking. Besides the fact that it has 4 spawns, it's a fairly standard map

  • Destructible rocks lengthens the distance between players as well as rotations in the early game. They also help balance out close-spawn positions.
  • Line of Sight blockers provide some flanking opportunities in the center.
Map Features
Click to expand


Undercity

By: RQM
A 4 player map with a rotational layout. All spawns are enabled. Initial rush paths on vertical/horizontal-start games involve high ground paths that are narrowed by rocks. Destroying the rocks opens up those paths, and also grants additional access to the center.

Shortest rush paths on diagonal-start games involve a small 4x4 rock with Line of Sight blockers (2x2). The rocks help defense or ranged units in the early game. Thirds can be taken both clockwise & counterclockwise depending on the opponent's position. Players can mine mineral walls to open paths between the third and the fourth. Each chunk costs 10. Siege tanks cannot strike resources over mineral walls.


Map Features
Click to expand


Rush

These maps with short rush distances and smaller overall area favor aggressive and cutthroat gameplay. Frantic early and mid-game activity is a hallmark of these maps.

Curious Minds

By: MiloOnFire
A smaller map with major tension around 2 low ground expansions. Curious minds will try to control both Xel'Naga towers to prepare for incoming pressure. This small map has 3 linear expansions that have ramps and chokepoints to defend early on. There is an open low ground 4th that is closer to the enemy, focusing much of the action to that area.. With many different attacking paths and flanking angles, vision is the most important resource. Xel Naga towers are far away from expansions and aren't easy to secure.


Map Features
Click to expand


Iliad

By: Marras
Iliad is a small rush map with 12 bases. There are 2 options for taking 3rd bases. The natural choke is slightly smaller than normal. The main base is not directly in the corner which also means there’s quite a bit of airspace between the main and the natural.


Map Features
Click to expand


Berlingrad

By: Skypirinha1
The slightly below average size and distance to the enemy in combination with lowground 3rd base options favors aggressive play. Taking down the debris or mineral wall in front of the natural shortens the direct path to the enemy and weakens the defensive position in front of the natural. A debris-mineral wall combination in the front of the natural closes off a direct path towards the middle—when opened the rush distance is reduced.
  • There is a small Reaper ledge towards the main.
  • The Overlord pillar a small distance away from the natural entrance.
  • Air units are safe in the main base corner.


Map Features
Click to expand


Macro

While the macro category shares some similarities with the "Standard" category, we've challenged mapmakers to design a slower playing map where players feel safe to expand. This allows for a longer 'wind up time,' leading to more explosive late-games!

Enchanted Isle

By: CharactR
The shortest distance across runs through a low ground area with high ground paths on both sides. Either 3rd base has only 1 frontal entrance. Line of sight blockers are located down the center of each respective lane with blockades between them. Crush your opponents and then relax and enjoy the view.


Map Features
Click to expand


Fountainhead

By: KillerSmile
The high ground paths in the middle have long rocks placed on them, so there are divergent attack paths to the enemy third base. You can take the rocks down and let the strong highground act as a hub for launching attacks into the enemy bases, of which there are plenty on this large macro map. Despite its size the rush distance is surprisingly short. This offers a variety of options even in the early game, but you will have to deal with a lot of sight blockers in the middle crossing the map.


Map Features
Click to expand


Sanguinite

By: volumin
A macro map where players expand diagonally. All bases are close to each other, strengthening defensive play in the early game, but destroying the rocks makes the map quite open.
  • Rocks on the natural ramp offer different wall-off possibilities.
  • Destroying the rocks on the natural ramp allows easy access to linear 3rd.
  • There is a very close triangular 3rd, but with two entry ramps.


Map Features
Click to expand


Judges' pick/Designated 3+ player map

Bulwark

By: IeZaeL
A slightly experimental 4 player map. The natural is non-standard, allowing a somewhat comparable but different third expansion in every spawn position.
The typical 3rd -> 4th - > 5th awkward expansion transition is eased by adding a possible 4th highground base, closer than usual. The middle of the map is raised and can be partially closed off. The natural wall-off is not standard, similar to Abyssal Reef. A full wall-off is possible with only 3 3x3 buildings + zealots, like this. Siege tanks can’t reach high ground 3rd base resources from the adjacent base.


Map Features
Click to expand


Freestyle

A new category to make use of the new Terrain Height features, alongside other new ideas for how StarCraft II can be played. This is a category which seeks unorthodox, outside-the-box maps!

Treadmill

By: Zweck
Finally, a map with speed zones that actually DO something. In the past the speed zones did not really have a strategic impact on gameplay and kind of were just decoration. The concept here is to address a symptom of this kind of rectangular symmetry: With symmetry like this you will always have a short and straight attack path between mains and a very long and distant path on the other side of the map. The use of acceleration zones and inhibitor zones counter this characteristic. They shorten the distant path on the upper side and extend the straight path through the bottom so the map gets a twist towards a rotational symmetry map. Only with still being a rectangular symmetry map!


Map Features
Click to expand


Pride of Altaris

By: 4096SP
This is a large sized map which is set to be part of one of the three ancient arkships: the Pride of Altaris. Its beautiful landscape restores the ship’s relaxing garden which consists of gold mines, plants and mild creatures. Through the glass floor in the middle of the map, it can be seen that the Spear of Adun cruises beside. This map utilizes up to four terrain height levels. The six expansion mines spot on the lower ground can be easily assaulted, especially the gold mines. However, it also possesses eight pieces of gold mineral patches that could be worth the risk. The gold mines consist of 8 mineral patches instead of six. The locations of gold mines are at the lowest level of terrain height, each location has a higher ground area at the back which can be easily attacked from. And because of the high risk of taking these mines, I hope that by increasing the amount of gold mineral, the high risk of mining these gold can be worthwhile.


Map Features
Click to expand


Yamatai

By: qtsha1
This map is an ancient Japanese kingdom theme, inspired by the Tomb Raider games. This map has a very unique layout even though it's freestyle, it possesses a lot of ramps and the cliff levels are switching all the way around. The map features a much more macro and defensive approach due to how many ramps this map has so positioning is of far bigger value than usual. These ramps can easily be turned against you should an enemy drop happen on the other side of the map or even if they are used as choke points with zoning units like Mines/Tanks/Liberators/Lurkers etc. The map promotes narrower paths because of its heavier reliance on ramps. Xel'Naga towers may not provide vision of the center path, but their role grows exponentially as the game goes on because the sides of the map will become far more important. Sorry for somewhat chaotic aesthetics, but at least they look awesome.


Map Features
Click to expand



Judges' pick/Designated 3+ player map

Tidehunter

By: KillerSmile
At first all attacks lead through the middle. Use the mineral wall in your natural to expand away from your opponent.Taking down the rocks opens additional attack paths to the otherwise very well protected expansions. In the very middle there is a watchtower. Actually using the feature of a second mineral walled entrance in the natural helps the map counter the asymmetrical aspects of a close spawn on a 4 player rotational map. The single path through the middle keeps rush distances similar to each other and prevents close spawns hyper-aggressive by default.


Map Features
Click to expand


Voting

TLMC uses a voting system where voters assign points to their top five maps in order of preference. Please follow these instructions when voting:
  • You may only vote for a total of FIVE (5) maps.
  • Among your top five maps picks, assign your points/votes as follows:
    • Highest rated map: 5 points
    • Second highest rated map: 4 points
    • Third highest rated map: 3 points
    • Fourth highest rated map: 2 points
    • Fifth highest rated map: 1 point
  • You may only assign each specific point value once (only one map can be awarded 5 points, etc).
Vote Now


Public voting via TL.net determines the final rankings in TLMC #15. All sixteen finalists, as selected by the judges, receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:

First - $800
Second - $500
Third - $250
Fourth - $150
Fifth - $100

Maps that place high in TLMC #15 are not guaranteed to be added to the competitive ladder. ESL and Blizzard will reference TLMC #15 and choose which maps to add at their own discretion.

Prize money has been provided by Shopify and ESL, and we thank them for their support of the map making community.

Voting closes in .

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TL+ Member
Insidioussc2
Profile Joined March 2015
Germany96 Posts
July 03 2021 14:58 GMT
#2
Congrats to all finalists! Good luck to the newcomers and I'm especially rooting for 4096SP and Pride of Altaris
Legan
Profile Joined June 2017
Finland577 Posts
July 03 2021 15:03 GMT
#3
Congrats!
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Kantuva
Profile Joined April 2010
Uruguay210 Posts
July 03 2021 15:03 GMT
#4
So many new first time finalists, really, really wasnt expecting it and makes me so happy 😊😊😊


Congrats everyone!!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
IeZaeL
Profile Joined July 2012
Italy991 Posts
Last Edited: 2021-07-03 15:15:21
July 03 2021 15:13 GMT
#5
Yup, a lot of first time finalists. Very cool to see.
Author of Coda and Eastwatch.
MayOnFire
Profile Joined March 2021
England47 Posts
Last Edited: 2021-07-03 15:14:44
July 03 2021 15:14 GMT
#6
Congrats to everyone who got into the top 16, especially to the new guys I'd like to give a shoutout to KillerSmile, ZigguratOfUr and Pklixian who were always there to provide feedback and suggestions.
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
CuckooBunny
Profile Joined June 2021
2 Posts
July 03 2021 15:29 GMT
#7
"Pride of Altaris" has got my vote for the freestyle category. Just wow...
Andi_Goldberger
Profile Joined July 2018
Germany1608 Posts
July 03 2021 15:30 GMT
#8
congrats and thank you to all the finalists! most of the maps are already up on EU and more added everytime I refresh so try them out guys (just search for TLMC15) :D!
~~~~~
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-07-03 15:42:17
July 03 2021 15:37 GMT
#9
Congratz to the finalists.

I have some doubts about the maps with the Acropolis-style super close thirds (Sanguinite, Bulwark) in this meta as well as general worries about the rush maps (where it feels the judges repeat the same mistakes over and over and can never find a balanced one), but it should make for a nice map test tournament.

And yeah its too bad that multi-level got confined to Freestyle, since we only ended up with one truly freestyle map (Treadmill). The other maps are nice but should have qualified through standard or macro ideally.
KillerSmile
Profile Joined November 2018
Germany89 Posts
July 03 2021 16:01 GMT
#10
Many congrats to all the mappers that got their maps in!

Am I reading this right? Does it say "voting"? :D

I'll probably wait with my vote til the end and see what the tournament holds, but I can see why it's nice to be able to point at this thread during the tournament so people can take action as soon as they make their mind up. Especially looking forward to the games on the 4p maps.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Edin
Profile Joined June 2021
China13 Posts
July 03 2021 16:09 GMT
#11
Congrats to all finalists! Nice work
Pepperoni
Profile Joined July 2021
1 Post
July 03 2021 16:22 GMT
#12
we need to rename Sanguinite to shungite for simplicity, na is gonna need it
mell00yell00
Profile Joined July 2018
11 Posts
July 03 2021 16:45 GMT
#13
Awesome to see soo many new name make it in! Great quality top to bottom. Hats off to the judges for narrowing down such a huge field. Really hope to see 5+ of these on ladder ASAP. TLMC is better than Christmas
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
Last Edited: 2021-07-03 16:47:39
July 03 2021 16:45 GMT
#14
It is also quite disappointing that the judges ended up picking a bunch of 4p rotational maps--three of which do similar blocking of the close by ground spawns with minerals or rocks (like Nautilus). It's just too much of the same stuff.

They should have picked some of the reflect symmetry maps, or 3p maps. And some of the reflect symmetry maps were better than the rotational maps anyways. Biosphere in particular was really good (https://i.imgur.com/dV8O4wx.png), but there were others.
Superouman
Profile Blog Joined August 2007
France2195 Posts
Last Edited: 2021-07-03 16:53:29
July 03 2021 16:52 GMT
#15
The multi spawn subcategory should definitely had slots for different style of maps.
- Best 3p map
- Best 4p rotational map
- Best 4p reflection map
- Wildcard (anything but not 4p rotation)
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
NeuralNet88
Profile Joined June 2021
22 Posts
July 03 2021 16:59 GMT
#16
I don't mean to be a debbie downer, but I'm actually kind of disappointed with the overall finalists selection this year. There are a couple of good maps there that I really like, but most of them didn't make it that I think would have been truly interesting to play on. I think there were a few missed opportunities here.

Grats to Milo though! You were right about your Curious Minds map making the rush finalists. It's a very nice map and I was really with you in hoping Hardwire would make it to the finalists as well though. One of the very best maps I've played on. Glad to see one of his maps still made it in Jacaranda.

With all that being said, congratulations to all of the finalists. Very much looking forward to the voting phase.
Legan
Profile Joined June 2017
Finland577 Posts
July 03 2021 17:16 GMT
#17
People should remeber that WardiTV Team Liquid Map Contest Tournament 7 happens next week so you can see how the maps play out before voting.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Apom
Profile Blog Joined August 2011
France656 Posts
Last Edited: 2021-07-03 17:50:36
July 03 2021 17:50 GMT
#18
I share Ziggurat's sentiment on both points.

Two of the Freestyle finalists are merely normal maps that happen to have a slightly higher ramp to the main. Only Treadmill is really pushing a concept (and will definitely get my vote for that). Tidehunter's weird pillars around the middle may be interesting too, even if they are not as map-defining as Treadmill's speed zones - but that map is in Judge's Pick, not Freestyle.

All Judge's Picks (except Tidehunter, again) being 4p rotational with bases in typical corner positions is such a bland choice. I was really hoping for more diversity.

Regardless, I am eager to see what the games in the tournament look like
tommey.liang
Profile Joined November 2020
United States363 Posts
July 03 2021 17:51 GMT
#19
Woww!!! So many great, new potential maps.
FF, KH, Persona, Uncharted, Yakuza | Porter, Illenium, MitiS, Dabin, Seven Lions, Petit Biscuit | Diablo II, SC2 | Pho, sushi, tacos
Superouman
Profile Blog Joined August 2007
France2195 Posts
July 03 2021 18:06 GMT
#20
On July 04 2021 02:50 Apom wrote:
I share Ziggurat's sentiment on both points.

Two of the Freestyle finalists are merely normal maps that happen to have a slightly higher ramp to the main. Only Treadmill is really pushing a concept (and will definitely get my vote for that). Tidehunter's weird pillars around the middle may be interesting too, even if they are not as map-defining as Treadmill's speed zones - but that map is in Judge's Pick, not Freestyle.

All Judge's Picks (except Tidehunter, again) being 4p rotational with bases in typical corner positions is such a bland choice. I was really hoping for more diversity.

Regardless, I am eager to see what the games in the tournament look like


Tidehunter has a rotational symmetry as well.
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
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