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Team Liquid Map Contest #18 - Presented by Monster Energy

Forum Index > SC2 General
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Team Liquid Map Contest #18 - Presented by Monster Energy

Text byTL.net ESPORTS
Graphics byv1
April 14th, 2023 00:50 GMT
TLMC18
Ever since its inception in 2011, the Team Liquid Map Contest has been a vital source of new maps in competitive StarCraft II. We’re delighted to announce that this tradition will continue for its twelfth year with TLMC #18.

We’d like to extend a special thanks to Monster Energy for being the presenting sponsor of Team Liquid Map Contest #18. Due to the broader contraction in the StarCraft II scene this year, there was a possibility that TLMC would not take place. Thanks to Monster Energy’s support, Team Liquid and the map-making community can continue to craft the high-quality maps that become the canvases for iconic matches.

Also, we’d like to thank ESL for continuing its relationship with the TLMC. The ESL Pro Tour will continue to be updated with TLMC maps, and the best maps will also be proposed to be included on the official StarCraft II ladder.

We begin now with the map submission phase, which will continue until May 8th.

Categories

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.
  • Map dimension guidelines: The "playable" area of the map should be approximately between 14,000 and 18,000 (NOT the "camera" or "full" measurements in the editor). This is a recommendation, not a hard restriction.
  • Examples:
    • (Wiki)Altitude
    • (Wiki)Stargazers
    • (Wiki)Dasan Station
    • (Wiki)Golden Wall
    • (Wiki)Turbo Cruise ‘84
    • (Wiki)Korhal Carnage Knockout

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)
  • Examples:
    • (Wiki)Babylon
    • (Wiki)Inside and Out
    • (Wiki)Waterfall
    • (Wiki)Curious Minds
    • (Wiki)Kairos Junction
    • (Wiki)Paladino Terminal
    • (Wiki)Interloper
    • (Wiki)Defender’s Landing

Standard

  • 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)
  • Map dimension guidelines: The "playable" area of the map should be approximately between 15,000 and 17,000 (NOT the "camera" or "full" measurements in the editor). This is a recommendation, not a hard restriction.
  • Examples:
    • (Wiki)Dragon Scales
    • (Wiki)2000 Atmospheres
    • (Wiki)Blueshift
    • (Wiki)New Repugnancy
    • (Wiki)Cyber Forest
    • (Wiki)Catalyst
    • (Wiki)Overgrowth
    • (Wiki)Coda)

Macro

  • 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)
  • Map dimension guidelines: The "playable" area of the map should be approximately between 16,000 and 18,000 (NOT the "camera" or "full" measurements in the editor). This is a recommendation, not a hard restriction.
  • Examples:
    • (Wiki)Gresvan
    • (Wiki)Data-C
    • (Wiki)Romanticide
    • (Wiki)Year Zero
    • (Wiki)Port Aleksander
    • (Wiki)King’s Cove LE
    • (Wiki)Odyssey
    • (Wiki)Blackpink

Features allowed per category - overview

While many creative map features are allowed in the TLMC, map-makers looking to maximize the chances of their maps being selected for the ESL Pro Tour should reference the most recent EPT map pools (selected from TLMC) when deciding how orthodox or unorthodox their maps should be.

Rush Standard Macro Freestyle
Mineral Wall
Rich Geyser
Inhibitor Zones
Acceleration Zones
3+ Starting Positions
5 Levels of Terrain Height


Restrictions

  • No custom textures or Force Fields.
  • No custom data on maps.
  • Maps must meet Melee mode requirements: Triggers and Data cannot be edited.
  • Yes, Renegade Missile Turrets are still banned.

Focus on Quality Assurance

The Team Liquid Map Contest has always welcomed a broad range of submissions within the tournament rules, regardless of the experience of the mapmaker. However, this leads to a large number of submissions that do not meet the standards for competitive StarCraft II, or are poorly optimized for in-game performance.

While we do not wish to tighten the standards for submitting a map, we request that map-makers conduct as much debugging and quality assurance as reasonably possible before submitting maps to TLMC. This will reduce strain on TLMC and ESL staff, and assure that high quality, refined maps are added to the competitive map pool.

Factors to consider in QA include, but are not limited to:
  • Unit pathing
  • In-game performance (too many doodads is a frequent culprit)
  • Correct line-of-sight blocker implementation
  • Mineral/gas placement
  • Compatibility of natural expansion chokes with standard wall-offs
  • Unintended drop locations
  • Removal of misc. remnants from map creation/testing phase
Please use resources such as video documentation of TLMC map feedback, previous TLMC feedback threads, and community groups such as the “Mappers’ Circle” Discord server to learn more about the principles behind high-end map-making. In particular, community groups can be invaluable for map-making discussion and getting feedback on your maps.

Suggestions and Notes

  • We highly recommend that map-makers submitting maps join the “Mappers’ Circle” Discord server where the majority of participants and staff are likely to be active.
  • We would like to remind participants that due to the removal of the official pre-judging feedback phase that existed in previous contests, it is important for map-makers to conduct as much quality assurance on their maps as possible before submitting them to TLMC.
  • For clarification, maps submitted to other map competitions may be submitted to TLMC #18 as well.
  • Reminder: We are keeping the reduced "Average rush distance" and "Playable map dimensions" values that were implemented in TLMC #14, as we still feel there is plenty of potential for high-quality maps to be created on the 'small' side of the spectrum. Ultimately, the listed values are just suggestions, and it's up to each individual map-maker to decide what map size fits their vision best.
  • The average rush distance and playable map dimensions are guidelines and not strict restrictions. For example, large maps that play out aggressively or small maps that promote long games will still be considered using the same criteria as the other maps in the category.
  • Maps with insufficient edge-map distance have been an issue in past map pools. While recent map pools have mostly avoided this problem, we still recommend map-makers leave a modicum of air space between playable ground areas and map edges.
  • Overlord high ground scout positions over naturals have a large impact on gameplay and should be sized and placed carefully. We want to remind everyone that while these spots are still acceptable, they are not required, and we’d like to see a greater variety in how they’re placed.
  • When deciding to utilize a gold base, make sure there is some sort of risk associated with them. Otherwise, gold mineral bases with low risk tend to usually favor Zerg over the other races.
  • Be careful when adjusting the number of mineral nodes, vespene geysers, or rich vespene geysers at bases, especially in the main and natural, as it could impact balance between races and/or matchups.
  • When using air pathing blockers, avoid setting up zones that trap air units within them.
  • During the iteration phase of the competition (more on this below), small changes are often more desirable than large radical changes that dramatically alter the map’s direction.
  • We want to let map-makers know that submitted maps aren’t required to utilize a high number of 'non-standard' map features (acceleration zones, mineral walls, etc), even in the Freestyle category. Maps will be judged based on how well map features are used and how much they add to the map.

Post contest map iteration

We want to give the map-makers an opportunity to edit their maps after the contest period to make any adjustments if necessary. Hopefully this will give the map-makers more control and a chance to make improvements based on any feedback from ESL, pro players, or the community at large.

After the contest, map-makers will be contacted by ESL or TLMC staff in order to make improvements and get their maps into a ladder-ready state before the next ladder season. For instance, map-makers can make small adjustments to the maps such as changes to Reaper cliffs. Results from our performance tests will also be made available to map-makers who can use those results to improve performance.

Contest Phases

Note: The default timezone for TLMC is Pacific Standard Time (PST). While countdowns and specific times should be converted to local timezone on the TL.net website, PST will be used whenever we "just" use dates in posts. For example: the end date for submissions is May 8th. So the deadline is May 8th at 11:59 PM PST.

Submission Phase

April 13th to May 8th

To ensure that maps are ladder-appropriate and have minimal performance issues, please conduct as much quality assurance as possible on your maps before submitting them to TLMC.

TLnet Judging Phase

May 9th to May 15th

Once submissions have closed, maps will go through an initial screening by TLMC staff. The remaining maps will be submitted to a judge panel including professional players, community figures, and map-makers. If you are a professional player and would be interested in helping out, PM us. Together, the judges will trim down all submissions to a final 16 that will be used in the next stages of the contest. Map-makers win $200 in prize money for each map that finishes in the final 16.

Note: All submissions are anonymized before being sent on to the judges. Only the main admins of the contest have access to who the submitters are.

Test Tournament & Public Voting Phase

May 23rd to May 28th

Finally, the public will then vote on the final versions of these maps. Public voting determines how much additional prize money the map-makers win. Voting DOES NOT directly determine which maps will be chosen to be included in the ESL Pro Tour, although ESL may reference community opinion in their decision (TL.net may audit the votes if it notices botting or other irregular voting patterns).

The test tournament phase allows everyone to see the new maps being played by some of the best players in the world. For the tenth time, we will be working together with Wardi to hold the TLMC test tournament.

Iteration Phase

May 29th to TBD

The iteration phase has become a vital part for map-makers in TLMC. It gives them a chance to fix smaller issues that they may have been caught during the tournament phase. Note that smaller fixes are often better than huge changes.

As with previous TLMC's, we will make a public post introducing the sixteen finalist maps. Map-makers who make the top 16 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post. All this information will be sent out in a PM to the 16 finalists after the tournament phase.

TLMC Winners Announced

Shortly after the conclusion of the voting phase, we will present the final standings.

ESL will consider the sixteen finalist maps, and possibly some maps outside of the top sixteen (example: Neo Humanity from TLMC #17), for inclusion in the next season of the ESL Pro Tour. ESL will also propose the selected EPT maps for inclusion into the next official ladder rotation.

Prize Distribution

Thanks to Monster Energy, TLMC #18 will feature a prize pool of $3750.

All finalist maps (top 16): $200 base prize

First place - $200

Second place - $125
Third place - $100
Fourth place - $75
Fifth place - $50


How To Submit Maps

Submission Rules

  • Each individual map MUST be assigned to one category. DO NOT submit the same map to multiple categories.
  • Map-makers will be limited to five(5) map submissions each, with a limit of two maps per category. For example, you may submit two maps in two categories, one map in a third category, and none in the remaining category.
  • For this contest, the judges will pick sixteen(16) finalist maps to move on to the next stage:
    • Three(3) Standard Maps
    • Three (3) Macro Maps
    • Three (3) Rush Maps
    • Three (3) Freestyle Maps
    • Four (4) "Judges' Picks"
  • The four Judges' Pick maps will be selected through a combination of overall map scoring and discretion of the judges' panel. In recent contests, Judges' Picks have been the highest scoring maps that did not reach the top three cutoff in their category.


Please PM your map file(s) to TL Map Contest with the below format by May 8th. Please title your PMs with the name of the map. You must submit one PM for each map (five maps = five PM submissions). Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry will not be officially confirmed until any issues with the submission have been resolved.

If you want to submit a revised map for the contest before the end of submissions, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.

The submission PM must contain:
  • Map name
  • A download link to your map
  • A picture of your map. Please use the standard 90° top down overview—do not use any angled or tilted images. Please mark start locations and describe any starting location constraints. You may attach additional images to highlight map features if you wish, but the top-down view is most important.
  • The map category you wish to enter with this map
  • The size (dimensions) of the map
  • Number of bases
  • Main to Main distance (in-game seconds using a worker from town hall to town hall)
  • Top of main ramp to top of main ramp distance (in-game seconds using a worker)
  • Natural to Natural distance: (in-game seconds using a worker from town hall to town hall)
  • Any relevant analyzer images (optional)
  • A description of the map: This is a very useful resource for judges and TLMC admins who are examining dozens of maps, so please try to be both informative and concise. We recommend around 700 characters at most, although this isn't a hard limit.
    • Point out any alternate resources, destructible rocks, or other elements that aren't obvious at first glance.
    • Describe any distinctive features
    • Explain the general concept and style of the map
    • Check out some of the map descriptions provided by the TLMC #17 finalists. As a specific example, here is Marras' short description of Stargazers from TLMC #16:

      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 bases 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.

The map file must contain:
  • A short gameplay description: There is a field for this with a limit of 300 chars. You can include some flavor text here, or base it on the gameplay description from your map submission.


Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC admin Waxangel instead.

Submit your map

FAQ

Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Google Drive, Dropbox, or OneDrive and include the link in your entry.

Q: How do I attach a map file or image to a PM?
The Team Liquid PM system does not support attachments. Instead, use an external image/file hoster such as Google Drive, Dropbox, or OneDrive for map files or Imgur for image files. Please send those links along with your submission.

Q: Can I enter a team map/FFA map into the contest?
Sorry, we will not be accepting non-1v1 maps in this contest. In the past, the Team Liquid Map Contest has occasionally allowed team play maps to be entered and evaluated separately from 1v1 maps, and some of these submissions did eventually reach the ladder map pool. However, we are focusing on only 1v1 maps for this contest. While we hope to hold a team map contest in the future, we cannot guarantee one at this time.

Q: Will the first place map automatically be included in tournaments?
No. ESL will consider the top rated maps, possibly including maps that did not finish in the top 16, for use in ESL tournaments.

Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM us and we will tell you whether or not it is appropriate.

Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the map-makers?
Post in their map threads and give them support, encouragement, and replays on their maps! Giving your favorite map-maker support will be much appreciated by the map-maker. Replays are especially valuable as it helps the map-maker align their design goals with the map with the reality of how people play their map.

If you have any unanswered questions please do not hesitate to ask them below or PM us who will be happy to answer them. Again, we highly recommend you join the “Mappers’ Circle” Discord server.

Best of luck in the competition.
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TL+ Member
Kantuva
Profile Joined April 2010
Uruguay206 Posts
April 14 2023 01:21 GMT
#2
Huge thanks for Monster for making these things happen, ESPORTS! 🤘

@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
OmniSkeptic
Profile Joined January 2021
Canada70 Posts
Last Edited: 2023-05-13 06:23:27
April 14 2023 01:29 GMT
#3
HYPE! Monster Energy pulling through for the community, guys. People, including mapmakers, were getting nervous about whether or not this competition would happen again, and this competition is incredibly important to the orthodox way we source high quality future ladder maps. Gotta shower Monster with some love <3

I have high hopes for this iteration of the competition as last time there was a bit of backlash of maps being too similar to previous maps, and I think this resulted in the guys reactively making some really cool maps that have been floating around since TLMC#17 that we're gonna get to see

The following list contains only the submissions we have full data for. Maps marked in red are no longer in consideration for finalists.


FreeStyle
Silverflame (144x144) - (32s Rush Distance) - KillerSmile
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Carmine Outpost (124x136) - (32s Rush Distance) - KillerSmile
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Gambit Site 초반 첫 수 (124x140) - (32s Rush Distance) - OmniSkeptic https://imgur.com/a/8gUvz43
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Bridge Demonstration Video: https://imgur.com/G1eNdfL

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This map features a "deployable bridge". Destroying the relatively low-HP cooling tower only accessible in the main will drop it on top of the door, opening up two new additional paths. One path leads to an expansion, but also gives the opponent an additional way to enter the main base. It's a gambit!

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This map rubs up against the rules on what the suits and QA team will allow for TLMC and ladder. It does not violate any Team Liquid Map Contest rules. It does not use any custom data or models. However, due to Blizzard pulling support, the QA team has essentially been the most conservative they could possibly be, even going so far as to remove *actual bug fixes* from maps because some bugs require custom numbers or bootleg fixes. The bridges could be polished even more extremely easily, removing the need for minimap icons, hiding the mechanics underlying the bridge, and providing visual indicators that the bridge is unpathable prior to the tower being destroyed, but due to the current state of Blizzard and the people in charge of TLMC, I am not allowed to make a single number change.

We are not allowed to even do something as simple as change the health of a destructible rock. This is the sad reality of the current state of the mapmaking scene. The reason many maps feel similar is because our hands are intentionally being tied. If you support the continued development of creative new ways to mapmake in Starcraft 2, please make some noise on reddit, tl.net, or wherever else voicing your support of relaxed rules and the allowance of mechanics similar to the "deployable bridge" to the judging stage of the TLMC as opposed to being immediately disqualified before judging begins. So long as nobody gets angry that Blizzard or the TLMC's rules are actively preventing the continued development of SC2 by its community in Blizzard's absence, like Starcraft 1: Brood War had for so many years, the people in charge will see no reason to change their system because it's easier to not bother

Liberation (128x136) - (33s Rush Distance) - OmniSkeptic https://imgur.com/a/M5smcHU
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Bridge Demonstration Video: https://imgur.com/G1eNdfL

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Dead games don't have new mechanics! This macro map rubs up against the rules on what the suits will allow to be done in the SC2 melee (ladder) map editor. The editor is stretched to its limits to make "deployable bridges". Knocking down a destructible tower on top of the door next to it opens that area up, but the tower is only reachable from one side! The main ramp is also a brand new, never-before-seen cardinal (vertical) design.

[image loading]
The deployable bridge can not be pathed upon with units or structures until the bridge is deployed. You can deploy the bridge by destroying the cooling tower to the right of the ramp, which will destroy both doors and allow both players to path across the bridge. Cooling towers have only 500 HP, but are also only accessible from one side. This gives the defending player an objective to protect lest an extra access route to their base be opened. However, the attacker must somehow reach the building in order to destroy it - no small task. Defenders may choose to open up the bridge to secure an extra expansion, or because they fear the attacker will exploit the fact that units on the other side of the bridge cannot be flanked until that route is open.

The main ramp is wider than a normal ramp (4x wide), but shorter, and allows for new base orientations due to the angles for defensive rotations it allows. It can be walled off with 2 pylons, but not 1 pylon and 1 gateway due to unbuildable plates located at the top of the ramp on either side. Due to the size of the ramp, powering cannons at the bottom of the ramp using high ground pylons is impossible. This change should shake up the early game without breaking the fundamental balance main diagonal ramps have traditionally achieved.
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Port Archangel (33s Rush Distance) - Forty
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Cobblestone (132x132) - (33s Rush Distance) - CharactR
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Backwoods Compound (124x160) - (33s Rush Distance) - CharactR
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Sacred Isle - (35s Rush Distance) - Patches
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Alcyone (144x144) - (36s Rush Distance) - Volumin
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Magannatha (140x140) - (36s Rush Distance) - HyperONE
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Radhuset Station - (168x144) - (43s Rush Distance) - Eclipse
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Equilibrium (170x116) - Agaton
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Dynasty (144x110) - Agaton
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Rush
Mansion Park (126x136) - (31s Rush Distance) Husker https://imgur.com/a/DFtDzRp
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Carnivore (124x124) - (Rush Distance 31s) - KillerSmile
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Frozen Heart (120x142) - (Rush Distance 31s) - MayOnFire
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Hard Lead (134x134) - (Rush Distance 32s) - MayOnFire
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Flutterby (116x128) - (Rush Distance 32s) - Lokrium
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Solaris (136x136) - (Rush Distance 32s) - KillerSmile
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Eco-System (124x124) - (Rush Distance 32s) - CharactR
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Pacific Rim - (32s Rush Distance) - Patches
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Grassy Ruins (126x136) - (33s Rush Distance) - Chronoxeo
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Emerald Citadel (130x138) - (33s Rush Distance) - Legan
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Rush distance on this map is short and attacker can partially block the denfender's flanking path at both thirds. This should favor more aggressive plays. Map also has only 14 bases. Two of them being more forward ones.
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Fifth Frontline (140x126) - (34s Rush Distance) - Edin
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Ultralove (132x132) - (36s Rush Distance) - Tactical
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Coralscape (144x146) - Agaton
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Inheritus (122x136) - Agaton
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Ghost River (126x136) - Marras
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Standard
Hellscape (132x142) - (33s Rush Distance) - Patches
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Sidetracked (132x140) - (33s Rush Distance) - KillerSmile
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Hecate (144x130) - (33.5s Rush Distance) - Volumin
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Whispers of Gold (142x130) - (34s Rush Distance) - MayOnFire
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Ruskaletto (154x120) - (34s Rush Distance) - Legan
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An autumn colored fen mirror symmetry map with rake layout and 16 bases. Rush distance is 34s from ramp to ramp. By taking the forward base players can better control the middle that has bushes for hiding. Mineral wall at top should help to protect the bases but also make it easier to take them both
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Amethyst Colony (136x142) - (34s Rush Distance) - Legan
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Map has only single far away third and total of 16 bases. However, there are two very forward bases that should make expansion patterns weirder as game goes on. Rush path is also very direct which should allow some more aggressive plays.
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Aquarius Labs (136x148) - (34s Rush Distance) - CharactR
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Vertigo (140x128) - (34.5s Rush Distance) - HyperONE
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Promanus Grounds - (34.5s Rush Distance) - Pklixian
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Void Conflict (138x150) - (35s Rush Distance) - Edin
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Flowering Night (140x140) - (35s Rush Distance) - CharactR
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Themisium (142x110) - (35s Rush Distance) - Volumin
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Shakuras Sands (35s Rush Distance) - Forty
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Force of Nature (144x132) - (36s Rush Distance) - HyperONE
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Sea of Souls (128x148) - (36s Rush Distance) - Patches
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Eco Brutalism (128x148) - (36s Rush Distance) - Chronoxeo
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Agria Lowland (148x120) - (37s Rush Distance) - Chronoxeo
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Exodus - (38s Rush Distance) - Pklixian
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Cursed Caverns (142x132) - Agaton
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Oceanborn - Marras
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Sleepwalker - Marras
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Macro
Ancient Vow (124x136) - (34s Rush Distance) - Chronoxeo
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Artificial Eden (142x132) - (35s Rush Distance) - Edin
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Anomaly Found (124x146) - (35s Rush Distance) - OmniSkeptic
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Additional images: https://i.imgur.com/jg5sAPg.jpg[image loading]
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This map has a slightly shorter rush distance than what macro maps usually have in order to offset the high number of base locations inherent to macro maps. From the beginning, this map set out to give the player maximum choice when it came to base expansion patterns. Any base layout which wants many possible thirds must have all those bases close to the player's natural so that they are all INDIVIDUALLY safe to take. When taken COLLECTIVELY however, turtling becomes strong since you have a cluster of close bases. In order to discourage camping on such a cluster, the most central base to the cluster (the high ground third) contains 8 900 mineral fields (-33% minerals compared to normal) without adjustment to the income, keeping it a solid option for an anchor location and third, but prevents it from becoming a prolonged point of attention and dependence. Some expansions also feature exposed mineral lines to provide the enemy with extra opportunities to break strong defensive setups. With 4 unique third-base options the midgame will remain more chaotic than other macro layouts and players will take longer to optimize the fun out of the map. Soft greens and sounds of a lush forest bring a sense of safety to balance that chaos. Careful of lightning!

Features (per side):
1 exposed rich gas base
1 exposed base with 33% less minerals
1 regular half base
3 gateway wall at natural
2/4 expansions reachable with 1 tumor

Calliope (134x146) - (35s Rush Distance) - Volumin
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Virtual Virtue (144x134) - (Rush Distance 35s) - MayOnFire
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Site Delta (144x134) - (Rush Distance 35s) - Chronoxeo
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Pyrite (140x140) - (36.5s Rush Distance) - HyperONE
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Valerian Academy (156x122) - (37s Rush Distance) - Legan
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Macro orientated mirror map where players expand towards bottom of map which has more ramps and forward bases.[image loading]

Forgotten City (136x142) - (37s Rush Distance) - Edin
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Goddess of Fire (142x134) - (Rush Distance 37s) - MayOnFire
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Atera (136x138) - (37s Rush Distance) - Legan
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Map has very basic base layout with central high ground that leaves most bases on edge of the map. Map being quite big should allow more macro orientated play.
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Atlantis (132x146) - (37s Rush Distance) - Patches
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Graviton (160x124) - (39s Rush Distance) - HyperONE
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UED Exploration (39s Rush Distance) - Forty
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Dark Harvest - (39.5s Rush Distance) - Pklixian
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Umojan Facility (148 x 154) - (42s Rush Distance) - Husker https://imgur.com/a/1MmbIV9
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Antimatter (136x140) - the_music
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Planetfall (138x142) - the_music
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Winter Madness - Marras
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Goldenaura - Marras
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Unknown
Underwater Spectacle (150x122) - (35s Rush Distance) - RalphFebus
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----------------------------------------------------------------------------------------------------------------------------------------------------------------------
The following are confirmed submissions we do not have full data for but that may still be searchable on Battle.net:

+ Show Spoiler +

Freestyle:
Harbinger
Stadium
Chaos Engine
The Strid
Last Fantasy
Retro Castle Adventure

Rush:
Brimstone
0.5GHz
Solaris
Underworld
Shoaltrain
Deliverance
Winter Rooftops
Mizzled in Muzzle
Lindlar

Standard:
Cheruno 9
S4ltminer
Gate of the Gods
Transcendence
Warsong Gulch
Exodus
Arbiter
Roughneck
Infestation Station
Enzian
Spacelab 20XX

Macro:
Astolfo
Mediterranean
Wildfire
Marble Fever
Shipping News
Jangbogo Station
Chromatic Laboratory
Alien Observation Post
Institute
Sanglune
Lost Proving Ground
Toxic Waltz
Aegis
Four Seasons
Acuda


Mapmaker and M1 Terran from Canada. Most notable maps include 1st place TLMC#19 finalist "Anomaly Found", ladder map "NeoHumanity", and other maps that try to be competitive yet non-standard such as Fear and Faith or the asymmetrical Gridworm
CicadaSC
Profile Joined January 2018
United States1621 Posts
April 14 2023 01:44 GMT
#4
woah, this is low for a tlmc prize pool, no? I thought they used to be like a rack for 1st
Remember that we all come from a place of passion!!
Waxangel
Profile Blog Joined September 2002
United States33357 Posts
Last Edited: 2023-04-14 02:09:55
April 14 2023 02:08 GMT
#5
On April 14 2023 10:44 CicadaSC wrote:
woah, this is low for a tlmc prize pool, no? I thought they used to be like a rack for 1st


$3750 is down from $5000 in 17, 16, and 15, but still up from $2600 in 14, and up from $0 if it hadn't been held
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
themusic246
Profile Joined December 2012
United States211 Posts
April 14 2023 02:27 GMT
#6
[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 States2141 Posts
April 14 2023 02:46 GMT
#7
On April 14 2023 10:44 CicadaSC wrote:
woah, this is low for a tlmc prize pool, no? I thought they used to be like a rack for 1st

Top 16 also used to be $0. I greatly prefer the current flatter prize distribution, even as someone who won said rack once upon a time
vibeo gane,
themusic246
Profile Joined December 2012
United States211 Posts
April 14 2023 03:20 GMT
#8
Even though overall prize pool is lower the distribution weight is a lot better, agreed. Thank Monster and TL. <3
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
Beelzebub1
Profile Joined May 2015
1004 Posts
April 14 2023 03:20 GMT
#9
Always good to see another TLMC
sidasf
Profile Joined February 2023
83 Posts
Last Edited: 2023-04-14 03:24:03
April 14 2023 03:23 GMT
#10
Does this mean we are getting a new map pool soon? Also, when voting time comes will we be able to vote to bring back some maps that were in previous pools?
themusic246
Profile Joined December 2012
United States211 Posts
April 14 2023 03:33 GMT
#11
On April 14 2023 12:23 sidasf wrote:
Does this mean we are getting a new map pool soon? Also, when voting time comes will we be able to vote to bring back some maps that were in previous pools?


Does this mean we are getting a new map pool soon?
- not sure we know yet

When voting time comes will we be able to vote to bring back some maps that were in previous pools?
- voting will be for this TLMC 18 submissions only
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
zalem95
Profile Joined January 2011
Peru184 Posts
April 14 2023 03:34 GMT
#12
Big thank you 2 Monster energy!!!
nothing special
MayOnFire
Profile Joined March 2021
England47 Posts
April 14 2023 05:22 GMT
#13
Thank you for organising another competition!

I'm happy to see my maps being used as examples in various categories.

I guess it's time to finally win the first place. But being on the ladder feels way nicer, so that will always be my priority.

Time to pull out my newest maps and redesign solid layouts that didn't make it like Hard Lead and Frozen Heart.

Good luck mappers

I'm on fire.
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
DisReSpeCTsc2
Profile Joined November 2015
United States44 Posts
April 14 2023 05:38 GMT
#14
I just want to put it on the record that directly because of this sponsorship, I'm gonna buy Monster next time I'm at the store
BluemoonSC
Profile Blog Joined November 2010
SoCal8910 Posts
April 14 2023 06:10 GMT
#15
You guys should also be thanking Wax for reaching out to us when I started posting a little more recently. That was the catalyst to make it happen!
LiquidDota Staff@BluemoonGG_
MineraIs
Profile Joined September 2020
United States846 Posts
April 14 2023 06:21 GMT
#16
When will we get a TLMC for broodwar?
✯ [ twitch.tv/MrMineraIs ] ✯ [ Check out my Maps: https://tl.net/forum/brood-war/612442-official-maps-by-minerals ] ✯
Crocolisk Dundee
Profile Blog Joined October 2015
870 Posts
April 14 2023 08:51 GMT
#17
Good luck to all mapmakers. Bottoms up and the Devil laughs.
Stopped watching ESL content in 2022 when the company was acquired by Savvy Gaming Group. Also object to sponsorships by the U.S. Air Force. Thanks for the lively discussions about sportswashing. StarCraft II is not for me anymore.
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2023-05-09 16:29:58
April 14 2023 09:35 GMT
#18
Radhuset Station: (168x144, 43s Rushdistance)
Freestyle
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ZombieGrub
Profile Blog Joined May 2011
United States697 Posts
April 14 2023 10:58 GMT
#19
On April 14 2023 15:10 BluemoonSC wrote:
You guys should also be thanking Wax for reaching out to us when I started posting a little more recently. That was the catalyst to make it happen!


Thanks Wax and thanks Monster :D
Commentator"Defeat is the acceptance of my own laziness." - SlayerS_'Boxer'
Vision_
Profile Joined September 2018
861 Posts
April 14 2023 11:39 GMT
#20
50$ for the fifth place ? It looks outrageous when it comes to estimate how many time you have to put in making a map.
1 2 3 4 5 Next All
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