After much deliberation, the hard work of many judges and our QA team, we have arrived at the 3 finalists of the Community Mapping Competition! You can view the original thread about the competition here.
Competition was very tough, as many submissions received votes from our judges. At the end of this post, the full spreadsheet of judge scores will be available to view. If you submitted a map, you may soon receive feedback from judges if they chose to provide it for your maps (in the original email chain you submitted your map in).
In 1st place: Eternal Dream by Marras!
Eternal Dream is a 2p map with a slight 4p map feel to it. It features 4 cliff levels and 16 bases total. There are rocks that can be destroyed to open up some paths around the map. No overlord pillar at the natural.
Marras the Finnish mapmaking artist continues her reign at the top! She is no stranger to the mapmaking scene, producing many LoTV ladder favorites such as Deathaura, Lightshade, Ever Dream, Romanticide, and Nightshade (among many!) Eternal Dream was a favorite of many of our judges, receiving two 1st place votes, a 2nd place vote, and two 4th place votes. It was tied at 13 points with Sealed Fate, and it won the tiebreaker as it had 5 total judges vote for it in their ranked choice votes, whereas Sealed Fate only had 4 total judges vote for it.
In 2nd place: Sealed Fate by Superouman!
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 on Golden Wall, players can choose to play the map in a totally standard way and ignore the bases at the back. Main backdoor reduced mineral fields value: 15.
Superouman himself, the French mastermind, has cooked up a special creation for our contest. He has many different ladder favorites from across Starcraft 2’s history, from Cloud Kingdom to Golden Wall, and Eternal Empire to Zen (among many). Sealed Fate was also received to critical acclaim, receiving one 1st place vote and three 3rd place votes. Of many unique features, Sealed Fate has a very tall unorthodox bounds of 104x200, giving it a very unique shape and base layout. The main base also features a mineral wall backdoor with mineral fields valued at 15 per node.
In 3rd place: Mystic’s Mirage by Agaton!
Mystic's Mirage features two XNTs and AZGs that can only be accessed by smaller units. Their placement gives vision over important attack routes and can be used as shortcuts. The forward third gives great map control and is a good outpost for expanding toward the rich vespene expansion. If worried for early aggression, the linear third is the safer bet. Collapsible rocks will slow down army rotations and flanks toward the expansion at the back of the main.
Agaton, the creator of instant classic Pillars of Gold (Pillars of Gold LE), and TLMC15 finalist with his submission Jacaranda has made a very special map for our contest. It performed very well, receiving one 1st place vote, one 2nd place vote, and one 3rd place vote. It’s unique use of an existing feature (the Xel’Naga tower) was part of why it became a favorite among our elite pool of judges.
As honorable mentions, we’d like to bring four maps to the forefront: Last Fantasy by Timmay, Orbital Arboretum by Zuratu, Servitor by NewSunshine, and Cupid by Patches. The first two maps scored so close to becoming finalists, both receiving 8 points each, while Servitor was noticed particularly for its incredible creativity, trying to reinvent the wheel with it’s completely off the wall unique main base and natural set-up (though there were concerns the map was too ambitious in its use of features). Cupid was viewed as just outside their top 4 by a few judges who noted that they thought it had a good flow and corner/4th base setup.
And with that we conclude our contest! Congratulations to all of our finalists who will be taking home 1/3 of our prize pool each! A big thank you to our judging team for their hard work, our QA team, Kantuva for the help and infinite wisdom, Zuratu for his help with graphics, and everyone who took the time to submit a map this contest. Stay tuned as we are planning on another Community Mapping Competition in the near future! There may even be some news shortly regarding a tournament with our finalists!
Here is a link to the spreadsheet of our judges scoring. Please note that there is one Anonymous Judge, and we had a total of 9 judges voting in our contest.
A bit surprised with 2nd and 3rd places but at least it shows that more unconventional maps could be chosen. The format has some issues that need addressing for future compositions but administration seem to work fine.
What should I do if I want to financially support these efforts? My hats off to all the people who entered, to the finalists, and to the judges and organizers who make it all possible!
How does Servitor work? I can see the main base, but from the top-down view, I can't tell which one is the natural because I can't tell what's a ramp and what's not... it's innovative for sure!
But the top 3 maps are fantastic! I might even say that they are better than the ones in the TLMC. Great job everyone!
On September 10 2021 12:53 buzz_bender wrote: How does Servitor work? I can see the main base, but from the top-down view, I can't tell which one is the natural because I can't tell what's a ramp and what's not... it's innovative for sure!
But the top 3 maps are fantastic! I might even say that they are better than the ones in the TLMC. Great job everyone!
Look at the shadows. Light is coming from top left. Snow is low ground. Manmade is high ground. Most of the ramps use same doodad. You start from the low ground take the high ground corner as natural and expand clockwise. The "main ramp" is where LOS blockers are. Unfortunately LOS blocker aren't properly rendering on the overview. You go to middle through the small ramp but attack from the side because the small ramp is very well defended from high ground pod and possible flanks. Generally the flow of map is bit weird as you want to go towards the sides and there isn't good flanking options towards the middle where attacker is.
The main base also has a mineral wall that can be opened up later on for more maneuverability. Invisible sight blockers are laid on top of the minerals, and a single row of blockers is put in there middle to indicate them. With all the various things like a mineral wall and high ground surrounding the main, a Xel'Naga tower lets you keep the kind of vision you need to not get cheesed. A bit elaborate, but why not make it stand out.
On September 10 2021 06:16 SirKibbleX wrote: What should I do if I want to financially support these efforts? My hats off to all the people who entered, to the finalists, and to the judges and organizers who make it all possible!
SirKibbleX, the CMC has a Ko-fi page here that you can donate to! 100% of donations go towards the prize pool.
CMC has currently just finished, and our next CMC is still being organized, so I'd recommend checking back once our next contest is announced. However, I can say that CMC #2 is not far on the horizon (around the beginning of October we're setting as a target to announce) so if you donate now you'll be adding to the prize pool for that contest.