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TLMC #16: Finalists and Voting

Forum Index > SC2 General
37 CommentsPost a Reply
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TLMC #16: Finalists and Voting

Text byTL.net ESPORTS
February 2nd, 2022 09:01 GMT
TLMC14
The judging is complete and the sixteen finalist maps for Team Liquid Map Contest #16 have been determined!

Voting will be open from February 2nd to February 8th. Also make sure to check out the TLMC Tournament hosted by Wardi, where progamers will test out the sixteen finalist maps. The TLMC tournament will run throughout the voting period.

Some notes as 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.
  • First, three maps were selected per category, Then, four "judges picks" selections were given to the remaining maps with the highest scores.


Standard

+3 Judges' picks

  • Guidelines: Medium sized map. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.
  • Average rush distance (main ramp to main ramp): 33-38 seconds. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 15,000 and 17,000. (Note: Not a hard restriction. Could be more or less)

Cosmic Sapphire

By: MiloOnFire
This map has four high ground expansions with respectable chokepoints, but securing a fifth and a sixth base will pose a challenge to players. Destroying the rocks will be crucial for mobile armies to gain control over the middle part of the map.

Some distinctive features of the map:
  • Safe and secure four initial expansion, but very vulnerable 5th and a 6th base.
  • Gold Base in the corner.
  • Destroying rocks in front of the natural expansions opens a straight path to the enemy.
  • Xel'Naga spots the army heading towards the triangle 3rd.


Tropical Sacrifice

By: Legan
Control the three bridges in the middle or go a long way around the sides through bushes.

Features:
  • Three bridges at the middle are chokey but give direct attack paths between two sides. Controlling them forces the enemy to use a longer route.
  • There are LOS blockers in two more open areas to break vision.
  • There are two rows of LOS blockers on the direct low ground path to base at 10/4 o’clock.
  • There are chuke rocks on the ramp straight in front of the linear third bas. Removing them opens a more direct attack path to the base from the side.
  • There are 6x6 rocks on the ramp in front of the triangular third base. They increase the defensiveness of the base.


Sunforge

By: -NegativeZero-
This is a very standard map. Expansions are relatively easy to secure, as each of them except for the forward low ground base only adds one additional choke to defend. The direct route passes through the smallest chokes, while the outer paths are wider.

Features:
  • Standard expansion layout with easy to defend bases
  • Three narrow chokes along the rush path, surrounded by more open areas


Lost Facility

By: Skypirinha1
Standard Map with a direct lowground path to the opponent partially obscured by debris and line of sight blockers which is surrounded by high ground areas. Bases are not difficult to take and hold but have some air space to be harassed from.

Features: No unusual features, Overlord pillar at the natural can't see gases and natural ramp only barely. Comfortable sized reaper ledge and slightly more airspace around the main.


Rejuvenation

By: volumin
A map with 8 bases per player, furthest expansion have one rich vespene geyser. There's a small mineral wall between forward base and triangle 3rd to provide optional pathway.

Features:
  • forward base very close to the natural, but with vulnerable mineral line
  • small mineral wall between forward base and triangle 3rd to provide optional pathway, additionally at forward base one mineral node is moved to let bigger units pass
  • Xel'Naga Tower between forward and rich vespene bases hidden behind LOS blockers


Nemesis

By: themusic246
A diagonal symetry battlefield with a direct path from natural to natural. Winding paths break up expansions and attack routes as the game progresses.


Rush

  • Guidelines: Map favors early aggression and offensive play.
  • Average rush distance (main ramp to main ramp): 33 seconds or less. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 14,000 and 16,000. (Note: Not a hard restriction. Could be more or less)


Frost Giant

By: -NegativeZero-
Description: This map is small and has a short rush distance. To help compensate, the direct path to your opponent passes along three narrow bridges that the defender can use to help hold off early attacks. Pairs of rocks can be destroyed to open up wider paths later in the game, but doing so will also reduce the attack distance to your own expansions.

Features
  • Small map size, low base count
  • Narrow bridges along direct attack path
  • Rocks must be destroyed to open late-game attack routes.


Waterfall

By: Superouman
Two protoss factions are cohabiting in this small rush map. A stream divides the map in two but there are 3 ford passages and 2 bridges that let players move across it.

Features:
  • While being a small rush map, the first few expansions are reasonably defendable.
  • During the lategame, because there are only 6.5 bases per player, both player will expand close to each other.
  • For the decoration, there is a small stream that runs across the map and ends with a nice waterfall. There are 3 ford passages and two transparent bridges over the stream where units can move across.


Cryogenian

By: Superouman
The direct path between the two players is overlooked by two Xel'Naga towers. Controlling both these towers is difficult so the gameplay around these areas is dynamic.

Two watchtowers oversee the main path. It is not possible to control both towers at the same time.


Macro

+1 Judges' pick

  • Guidelines: A map that favors defensive play and encourages players to reach end game unit compositions.
  • Average rush distance (main ramp to main ramp): 38-43 seconds. (Note: Not a hard restriction. Could be more or less)
  • Playable map dimensions (not full map dimensions): Map playable area should be approximately between 16,000 and 18,000. (Note: Not a hard restriction. Could be more or less)

Data-C

By: KillerSmile
Main and natural are exposed to air harrass, but the initial 4 bases are easy to secure, with a winding path to the opponent through the lowground, that can be shortened by destroying rocks. On the sides there are watchtower above a rich gas base, that help against proxy tactics, but don't cover too much of the map.


Singularity

By: themusic246
Rocks break up the more direct paths on a map that allows for a variety of expansion patterns. Technological growth has finally become uncontrollable and irreversible.


Moondance

By: Marras
Moondance is a map with a lot of bases but a short rush distance. A pocket third offers players a safe expansion but it has less mineral nodes than a regular base and only one gas geyser

Features: 9 bases per player, pocket base has 6 mineral nodes and one gas, other bases are standard. Rush distance is short. There are rocks on some of the ramps and los blockers on the lowground areas. No fancy features.


Emerald Princess

By: Skypirinha1
While early bases are easy to take, it will get considerably more difficult to take further bases, The Rocks in the middle block a quick path across.

Features: 2 large rocks near the center block pathways with acelleration zones. Once destroyed the path to the other side of the map is quicker. reaper ledge(s) and Overlord pillar allow good but not too easy scouting. This way early game is safe, but the midgame gets accelerated.


Freestyle

  • Guidelines: Maps in this category explore new ideas for how StarCraft II can be played. This category is intended for unorthodox, outside-the-box maps.
  • Examples of features that might be included in this category:
    • Heavy or atypical usage of backdoor entrances with Mineral Walls/Reduced Mineral Patches.
    • Usage of Vespene Geysers as potential gates.
    • Inhibitor and Accelerator Zones.
    • Non-standard numbers of Mineral nodes or Vespene geysers at bases (Restriction: Values of each individual resource node cannot be adjusted)
    • Other strongly non-standard map designs.
  • Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 14,000 and 18,000. (Note: Not a hard restriction)

Centuries Later

By: Superouman
Description: There was a thriving megalopolis here, before the Dominion decided to annihilate it.
This map has a major twist: A second entrance to the starting base can be opened by mining the triangle third base. The triangle third base has two additional mineral fields with a value of

Features:
  • The main base has a backdoor that is blocked by the minerals of the triangle third
  • The triangle third has 2 additional mineral fields that have a value of 200.


Aftermath

By: depressed1
-Aftermath is a mixed up map you might want to play because it doesn't have certain rules on how to set up the third.

Features:
  • 4 levels
  • Golden base
  • Low-ground base with large acceleration zone
  • A Mineral line like a front line to separate players from each other
  • Definitely (possibly) a way not to take the triangle third and take the bottom corner base (or golden base)
  • The rocks were used to organize the passage through the gold. Kinda neat.


Stargazers

By: Marras
Stargazers offers the opportunity to either play standard games or make things a bit more spicy by opening up the path through the pocket natural.

Features:
  • There are 12 blue maps in total plus one gold base at the 6 o'clock position
  • The pocket naturals have a standard amount of minerals and gas but the base is blocked by two mineral nodes with the value of 10 per each
  • The minerals blocking the ramp leading from the pocket natural have a value of 40 each making opening up that path a big commitment if done by the attacker
  • Line of sight blockers are situated in the middle area and the bottom of the map
  • The Xelnaga Tower at the 12 o'clock position can see a little bit of the outermost parts of the pocket natural mineral lines.


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 #16. 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 #16 are not guaranteed to be added to the competitive ladder. ESL and Blizzard will reference TLMC #16 and other map-making competitions, 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 is open for

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TL+ Member
Legan
Profile Joined June 2017
Finland402 Posts
February 02 2022 09:08 GMT
#2
Congrats to finalists and thanks to the judges and administration team.

Has been while since my last finalist. Feels great.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
dbRic1203
Profile Joined July 2019
Germany2655 Posts
February 02 2022 09:33 GMT
#3
Congrats to all the finalists, very well done
And thank you to the judges as well, who took their time to look at the maps
MaxPax
Marras
Profile Joined June 2018
Finland63 Posts
February 02 2022 09:49 GMT
#4
Happy to have two maps in top 16 this time around, overall all finalists are looking nice, good job everyone!
1v1 ladder maps: Romanticide, Lightshade, Deathaura, Ever Dream, Nightshade, Disco Bloodbath & Winter's Gate
MdarkKreller
Profile Joined February 2022
United States4 Posts
February 02 2022 10:25 GMT
#5
--- Nuked ---
Luolis
Profile Blog Joined May 2012
Finland7104 Posts
February 02 2022 10:38 GMT
#6
If Rejuvenation doesnt win i call rigged ":D"
pro cheese woman / Its never Sunny in Finland. Perkele / FinnishStarcraftTrivia
MayOnFire
Profile Joined March 2021
England47 Posts
February 02 2022 11:03 GMT
#7
Thank you to all of the judges and the organizers for making it happen! Let's go, Wardii ! Tournament will be epic.
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
KillerSmile
Profile Joined November 2018
Germany86 Posts
February 02 2022 11:57 GMT
#8
Congrats everyone! Looking forward the most to games on Aftermath and Cryogenian. Gonna be interesting.
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 02 2022 12:32 GMT
#9
From the pictures I like Frostgiant, Tropical Sacrifice and Sunforge the most but I will have to open them in-game and watch the tournament games for a more qualified opinion
Many of the coolest moments in sc2 happen due to worker harassment
volumin
Profile Joined May 2021
Poland7 Posts
February 02 2022 12:55 GMT
#10
Congrats to all finalists! Big thanks to the team and the judges for all the work! Off to the WardiTV we go!
honorablemacroterran
Profile Joined January 2022
188 Posts
February 02 2022 18:03 GMT
#11
Congrats to all the finalists! I really like Milo's maps, shame only one made it through. My favorite maps aesthetically of the ones that made it through are Waterfall and Lost Facility, but I'm not sure how all the vision blocking with Lost Facility will turn out in practice. I'm concerned about the lack of meaningful air space around the main and the pocket bases on some of the maps and what it will mean for balance. I think pocket bases tend to favor Protoss in general, although Stargazers seems to have a lot of other things that make it Zerg favored. Cryogenian's triangle third being so easy to defend and the lack of airspace I fear will make it Protoss favored.

I'm perfectly capable of being wrong, though.
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
February 02 2022 19:45 GMT
#12
Very nice maps, big congrats to all map makers!
Earth, Water, Air and Protoss!
Beelzebub1
Profile Joined May 2015
1004 Posts
February 02 2022 19:47 GMT
#13
My favorites

Rush - Crygenian, it reminds me of Blackburn and we've seen some really fantastic games on that map, I like the expand up and down thing.

Macro - Tough one, I personally think Moondance looks just aesthetically amazing but it looks like it would be really strong for Zerg run byes and harassment. Singularity I think looks a bit more balanced, more chokes on the expansions will let Protoss and Terran expand a bit safer. Plus, it's still a great looking map.

Freestyle - Wow Stargazers just looks amazing, what a great looking map. Really hoping this one makes it into the pool.
Carbon1
Profile Joined July 2018
3 Posts
February 03 2022 05:41 GMT
#14
What an amazing pool of maps. Huge thanks to Shopify and all the map makers who obviously put a lot of time and thought into these. Hope to see some fun games come out of the Freestyle category.
Mutaller
Profile Blog Joined July 2013
United States1051 Posts
February 03 2022 07:33 GMT
#15
Good work everyone! I’d love to see 3 and 4 player maps make a revival. Is there balance issues with the 4player maps? I know close and cross spawns change how you play, but that’s the glory of it.
"To practice isn't for you to get better now in the present. Practice will never betray you and will always come back for you in the future." -Jaedong
MayOnFire
Profile Joined March 2021
England47 Posts
February 03 2022 08:25 GMT
#16
I wasn't expecting to get into the standard category with Cosmic Sapphire. That's a surprise for sure. I hope Protoss players will like my 2 buildings only walloff. Other than that, I think that my favourite map is Rejevunation, it can provide amazing TvZs and PvPs with its forward bases (+very neat mineral walls). I feel like Cryogenian might have some issues with the air space behind the natural and low ground 3rd, but I still really like it. Great selection overall!
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
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
February 03 2022 08:35 GMT
#17
Voted. 2 Standard, 2 Rush, 1 Freestyle. I liked the rush map layouts a lot more than the macro layouts this time around.
aka: KTVindicare the Geeky Bartender
Legan
Profile Joined June 2017
Finland402 Posts
February 03 2022 12:45 GMT
#18
On February 03 2022 16:33 Mutaller wrote:
Good work everyone! I’d love to see 3 and 4 player maps make a revival. Is there balance issues with the 4player maps? I know close and cross spawns change how you play, but that’s the glory of it.


You can check TLMC #15 submissions, its finalists, and voting results to see how people reacted to 3+ player maps in last year. It did not go well really.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
MarianoSC2
Profile Joined June 2015
Slovakia1855 Posts
February 03 2022 12:55 GMT
#19
Frost Giant, Aftermath, Sunforge, Cosmic Sapphire and Rejuvenation look the best to me
Top 11: Rogue, Maru, Inno, Zest, Life, sOs, Stats, Dark, soO, Mvp, Classic/Trap/MC/Rain
swarminfestor
Profile Joined September 2017
Malaysia2449 Posts
February 04 2022 07:34 GMT
#20
Already voted. Hopefully we got the best maps for the next season.
Rogue & Maru fan boy. ^^
depressed1
Profile Blog Joined May 2021
51 Posts
Last Edited: 2022-02-07 06:47:09
February 04 2022 08:11 GMT
#21
I would like to clarify an issue with Aftermath and acceleration zone generator.

How does the "Boosted base" work?
However strange it may sound, the main goal was not to create a boosted base with an additional income but a poison base to harass workers. Well, +35% speed can give you a nightmare, right? Hellions, DTs, lings etc. For me it sounds like you are not going to take that base until the end. And it must creates so much tense and pressure. On other hand you can evacuate your workers pretty quickly. And you can even lift your buildings much faster (if you playing terran). So it was interesting to try and watch where are we going.
So what about an additional income? Boosted base means faster mining. I mean, it make sense, right? But it was just a secondary idea or side effect.
To get an additional income you need to mine at least 1 minute. If you pulling your workers from the base you need to start over again to make profit. In the beginning I have made a simple test. I have used normal base and boosted one. So, one worker can give you +8.3% or additional 5 minerals after the first mining minute.
After the second minute the speed will stabilize and reach maximum. Which mean you can get max. +80 minerals from 16 workers as an additional income per minute. Not so much, I guess. But it can provide an interesting builds, because of base placement. But there something more. Because you can try and oversaturated your base with 4 additional workers that could be added to the far patches.
It doesn't work with MULE. So no need to worry about. Everything was checked twice. It is still the same amount of minerals 200/225. And you cannot get an additional income from vespene geyser. There is still a potential for proxies (need to dig into it).
But this is not the end of story. The whole idea of using acceleration zone generator features came to me when I was thinking about to create a zone where you are not able to build anything until timer went zero. Yeah, exactly, to create a temporary zone (let's says timer is 4 min.) so we can prevent any proxies, cannon rushes and shield battery aggressions (let's call it a blue zone). And even more. What if we can add an RNG to the map. When every single game can be a unique one. You can start with green, red or blue zones. And depend of that the game play and strategies will be based because of zones. But then I discovered that custom data is not viable in TLMC as like as custom textures. So, I decided to scale down madness and be more casual. As a result the boosted base was created.
depressed_marauder (yt: DepressingStarcraft) done and gone.
sktsunshine
Profile Joined February 2022
2 Posts
February 04 2022 11:03 GMT
#22
really hope waterfall gets in
M3t4PhYzX
Profile Joined March 2019
Poland4189 Posts
February 04 2022 13:27 GMT
#23
would love to see a tl.net sponsored map making contest for BW too
odi profanum vulgus et arceo
Charoisaur
Profile Joined August 2014
Germany15928 Posts
February 04 2022 13:31 GMT
#24
after opening every map ingame I voted for Tropical Sacrifice, Rejuvenation, Emerald Princess, Frost Giant and Sunforge
Many of the coolest moments in sc2 happen due to worker harassment
projectB
Profile Joined January 2022
3 Posts
February 04 2022 17:12 GMT
#25
i dropped out


I am sad..ㅜㅜ


https://drive.google.com/file/d/1MCYB2yypQgNG9R3UB2orprTwuJqyMNvw/view?usp=sharing

(Daedalus Top view}


https://drive.google.com/file/d/1N2fo3LpAv6EFj9z_JJEaQiOCkwAeHHda/view?usp=sharing

(Daedalus Image)


------------------------

https://drive.google.com/file/d/1gw4V2njNl3FSJnCOuW3WxPJQq_OHwP4M/view?usp=sharing

(Neo Genesis Top view)


https://drive.google.com/file/d/1HhukzUyMn8oiGNQrSZs8USGp6Y6S7qEF/view?usp=sharing

(Neo Genesis Image)
kochanfe
Profile Joined July 2011
Micronesia1338 Posts
February 05 2022 03:41 GMT
#26
Very intrigued by Moondance (among the Macro maps) and Cryogenian (among the Rush maps). Among the standard maps, Lost Facility, Sunforge, and Rejuvination look appealing as well. Good batch all around though – thanks to all the map makers and to TL and Shopify!
"The flame that burns twice as bright burns half as long." - Lao Tzu
themusic246
Profile Joined December 2012
United States211 Posts
February 05 2022 08:34 GMT
#27
Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!
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 States2141 Posts
February 05 2022 08:40 GMT
#28
On February 05 2022 17:34 themusic246 wrote:
Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!

Seconded, this change is very important to ensure the suitability of the map for ladder and tournament play, and I hope the TLMC organizers can rectify this issue as soon as possible.
vibeo gane,
Superouman
Profile Blog Joined August 2007
France2195 Posts
February 05 2022 11:23 GMT
#29
On February 05 2022 17:34 themusic246 wrote:
Hello, I am the mapmaker of Singularity, a map which has gotten into the finals with the orange/black theme with spinning balls. I would like my map renamed to either "Balls" or "Spaceballs" to emphesize the aesthetic features of the map. Please, can we have this changed soon? thank you!


To fit even more the aesthetic of the map, the map name should be "Balls of Steel".
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
depressed1
Profile Blog Joined May 2021
51 Posts
February 05 2022 11:31 GMT
#30
How about "BronzeNuts"?
depressed_marauder (yt: DepressingStarcraft) done and gone.
mell00yell00
Profile Joined July 2018
11 Posts
February 05 2022 19:11 GMT
#31
Sunforge and Data-C ftw!! Shout out to ThunderBalls LE the map formally known as Singularity
MayOnFire
Profile Joined March 2021
England47 Posts
February 06 2022 23:30 GMT
#32
I voted on maps with beautiful nature aesthetics and great layouts.
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
honorablemacroterran
Profile Joined January 2022
188 Posts
February 06 2022 23:57 GMT
#33
On February 05 2022 02:12 projectB wrote:
i dropped out


I am sad..ㅜㅜ


https://drive.google.com/file/d/1MCYB2yypQgNG9R3UB2orprTwuJqyMNvw/view?usp=sharing

(Daedalus Top view}


https://drive.google.com/file/d/1N2fo3LpAv6EFj9z_JJEaQiOCkwAeHHda/view?usp=sharing

(Daedalus Image)


------------------------

https://drive.google.com/file/d/1gw4V2njNl3FSJnCOuW3WxPJQq_OHwP4M/view?usp=sharing

(Neo Genesis Top view)


https://drive.google.com/file/d/1HhukzUyMn8oiGNQrSZs8USGp6Y6S7qEF/view?usp=sharing

(Neo Genesis Image)


There's always next time friend.
vyzion
Profile Joined August 2016
308 Posts
February 07 2022 20:10 GMT
#34
Congrats, the maps are incredible (as are those that didn't make the finals)
Drfilip
Profile Joined March 2013
Sweden590 Posts
February 07 2022 21:01 GMT
#35
I think this is the toughest TLMC I've ever seen. There isn't much of a difference between the best and the worst of the finalists, and the bar is high.

Thanks for your efforts, map makers!

Too bad the voting is so close to the end of the TLMC tournament. I couldn't take my time watching more games so I voted just now. I don't want to miss the deadline.
Random Platinum EU
Elliot1
Profile Joined January 2016
Sweden5 Posts
February 08 2022 01:42 GMT
#36
Lots of really great maps here! I especially liked Aftermath, very interesting map.
SKIKS
Profile Joined March 2013
10 Posts
February 09 2022 00:15 GMT
#37
Voted.

Some really creative freestyle entries this time. I like them all a lot.
SKIKS
Profile Joined March 2013
10 Posts
February 09 2022 00:16 GMT
#38
On February 04 2022 17:11 depressed1 wrote:
I would like to clarify an issue with Aftermath and acceleration zone generator.

How does the "Boosted base" work?
However strange it may sound, the main goal was not to create a boosted base with an additional income but a poison base to harass workers. Well, +35% speed can give you a nightmare, right? Hellions, DTs, lings etc. For me it sounds like you are not going to take that base until the end. And it must creates so much tense and pressure. On other hand you can evacuate your workers pretty quickly. And you can even lift your buildings much faster (if you playing terran). So it was interesting to try and watch where are we going.
So what about an additional income? Boosted base means faster mining. I mean, it make sense, right? But it was just a secondary idea or side effect.
To get an additional income you need to mine at least 1 minute. If you pulling your workers from the base you need to start over again to make profit. In the beginning I have made a simple test. I have used normal base and boosted one. So, one worker can give you +8.3% or additional 5 minerals after the first mining minute.
After the second minute the speed will stabilize and reach maximum. Which mean you can get max. +80 minerals from 16 workers as an additional income per minute. Not so much, I guess. But it can provide an interesting builds, because of base placement. But there something more. Because you can try and oversaturated your base with 4 additional workers that could be added to the far patches.
It doesn't work with MULE. So no need to worry about. Everything was checked twice. It is still the same amount of minerals 200/225. And you cannot get an additional income from vespene geyser. There is still a potential for proxies (need to dig into it).
But this is not the end of story. The whole idea of using acceleration zone generator features came to me when I was thinking about to create a zone where you are not able to build anything until timer went zero. Yeah, exactly, to create a temporary zone (let's says timer is 4 min.) so we can prevent any proxies, cannon rushes and shield battery aggressions (let's call it a blue zone). And even more. What if we can add an RNG to the map. When every single game can be a unique one. You can start with green, red or blue zones. And depend of that the game play and strategies will be based because of zones. But then I discovered that custom data is not viable in TLMC as like as custom textures. So, I decided to scale down madness and be more casual. As a result the boosted base was created.


When I saw the green base, I lost my mind a little. Amazing idea.

Thanks for the insight.
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