Team Liquid Map Contest #19 - Presented by Monster Energy…
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Gluon
Netherlands367 Posts
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sidasf
64 Posts
On October 30 2023 20:00 CicadaSC wrote: We've been away from 4 player maps for so long, and the games been fine that I don't really think we should bring it back. Forced RNG is not welcome in a game of skill. Note: I am not saying you can't do things as a player to account for these changes. Completely agree. Imagine for example playing as zerg and sending your overlord to the wrong spawn location. Now you don't know if you're opponent took a natural or if he's 1 base all inning you. This just kills everything we've known and learned about early game scouting. The only workaround is to send an additional drone scout and kill your economy. Same thing with P and T...just kill your early game economy on half the maps so you can get a reliable scout. There is nothing interesting or exciting about that. This will not be fun, it will be frustrating. Our current map pool is great-a large map pool that already has plenty of variety. Varying rush distances, mineral walls, chokepoints, destructible walls, pocket 3rd bases and more. We have tried this random spawn thing numerous times in the past, and there are very good reasons as to why they have been phased out. | ||
IIEclipseII
Germany156 Posts
+ Show Spoiler + El Dorado Standard, 156x120, 40s main to main Similar to Golden Wall, the bottom part of the map is sealed off by mineral walls but is rewarded by easy to take bases and a watch tower. The gold bases on each side with only one geysir are part of this wall and the mineral line is exposed at the back. The middle wall has mineral patches of only 5 value, so it's easy to open but can also be sealed off again by destructible rock towers. There are additional rock towers at the bottom gold base which can be used to block the ramps for some additional defenders advantage and give more incentive to be taken during the game. ![]() | ||
CharactR
Canada101 Posts
Submissions + Show Spoiler + Tunnel Vision 148x128 + Show Spoiler + ![]() This far from standard map has 6 standard-ish bases, 3 pocket bases with reduced resources, and an 8 patch gold mineral wall base that can be accessed by ground once the previous base has been mined out. Corruption 164x164 + Show Spoiler + ![]() The mineral wall backdoors create a rotational imbalance on this otherwise 3 way mirrored symmetry map. The island bases can be taken while units are taking out the 1500hp conjoined debris Will you cleanse the corruption or be the one to release it? Dragon Teeth 128x124 + Show Spoiler + ![]() The Dragons Teeth are ancient terran fortifications designed to stop tanks and larger units, while allowing small infantry units to pass. 2 sets of them impede movement towards the pocket hybrid base, while the middle set creates a killzone for larger units crossing this short map. Cobblestone 132x132 + Show Spoiler + ![]() While the path down the center is very direct for small units, it is chalked full with dragons teeth fortifications that create choke points and force larger units to move through 3 chicanes. There are also central hybrid expansions blocked by conjoined 2x2 debris. Mineral Mania 124x124 + Show Spoiler + ![]() There are 3 pocket bases on each side extending out from behind the triangular bases with half the typical mineral yield of a standard base, but with extra mineral patches. there are also forward, reverse-facing, gold expansions. | ||
monitor
United States2403 Posts
Submissions + Show Spoiler + (2) Crimson Court 132x140, rush + Show Spoiler + ![]() Crimson Court features an in-base natural expansion with a backdoor entrance blocked by destructible rocks. Attackers may open it as a path to the enemy, or defenders may open it to expand towards the center high yield expansion. Features: - Full 8m2g in-base expansion - Backdoor ramp blocked by 6x6 rocks - 2x2 rocks on the main ramp to assist with wall offs against 12 pools, a la Dasan Station - Top of backdoor ramp can be walled using 3gate/3rax - High yield geyser bases outside of the backdoor path - Opening the backdoor does not change the rush distance - Siege tanks can hit workers of the HY geyser base from below but not the CC/hatch/nexus (2) Javelin 130x140, standard + Show Spoiler + ![]() Javelin features prominent use of 1x ramps along the rush path and at the late-game corner expansions on an otherwise standard map layout. Players must move their armies carefully and make key strategic choices while weighing whether to use the fast, narrow pathways or longer open paths. Features - Players naturally pass through four 1x ramps on their way to the enemy - Two sets of large diagonal destructible rocks can be broken to open up important areas of the map - Players may choose to expand aggressively or defensively, or risk the exposed high yield geyser base - Corner expansions can only be accessed via the 1x ramp, making army positioning for attacking and defending important (2) Amygdala 142x126, macro + Show Spoiler + ![]() Amygdala features two gold bases that form mineral wall blockades to a central “island”. Players must navigate around the island until rocks are broken or the base is mined out. Features - Two gold bases facing the center, blocked by 4x4 rocks (six zerglings break the rocks in 1:27, four zealots break in 0:45) - Semi-island area in the center contains six possible additional entrances blocked by rocks - Xel’Naga Towers in the northwest and southeast corners provide valuable scouting information to avoid army and base trading while the island is closed off - Workers and armies naturally move counter-clockwise until rocks are broken or base is mined out (2) Northern Sky 142x132, standard + Show Spoiler + ![]() Northern Sky features an in-base third expansion located behind the natural and a backdoor entrance blocked by two 6x6 destructible rocks. The backdoor can be used by the attacker in the early and mid game, and by the defender when expanding to a fifth base. Features - In-base third expansion blocked by two mineral patches (20min per patch), requiring 8 total worker trips - Backdoor entrance to the natural blocked by two 6x6 destructible rocks, which can be completely walled off by the defender using 3gate/3rax - The in-base CC/hatch/nexus cannot be hit by siege tanks from outside the rocks or the lowground - Attackers may break the rocks as an additional attack path in the early and mid-game, while defenders may break the rocks to expand linearly on the map in the late-game (2) High Point 140x128, standard + Show Spoiler + ![]() High Point features a standard layout plus two island expansions. The island hatchery/CC/nexus cannot be hit by siege tanks from the lowground, and conversely, siege tanks on the island cannot hit the base below. Features - Two island bases featuring standard 8m2g bases - Destructible rocks in the center of the map can be destroyed to open larger attack paths - Defensive destructible rocks by the triangle third can be opened for larger army rotations to the fourth base - Siege tanks cannot hit the island CC/hatch/nexus from the lowground, and likewise siege tanks on the island cannot hit the base below | ||
TheSwiss
3 Posts
Glad to see the StarCraft scene still going strong! I'll throw my hat in the ring with this, my first and only TLMC submission. SUBMISSION: + Show Spoiler + CHROMATIUM DAM ![]() ![]() ![]() ![]() Specs: 124x148 (playable) 29.7 second rush distance (ramp to ramp) 15 total bases, 2 with rich vespene and 1 with rich minerals Description: Welcome to Chromatium Dam, a monument to the questionable decision-making its creator brings to all his StarCraft endeavors. The grand idea behind this Freestyle Rush map is to cultivate thrilling, aggressive gameplay where poking, prodding, and sneaky maneuvers reap rewards in a way that favors chaos rather than coherent strategies. For those inclined towards a more relaxed, macro-oriented style, fear not—the pocket base is your safe haven, though keep an eye out for those narrow paths that invite sneaky run-bys, perfect for mischief-makers but too tight for full-blown army marches. Despite its seemingly expansive dimensions (124x148 playable), a combination of unsophisticated pathing and the haphazard acceleration zone placement results in a rush distance of just under 30 seconds, which is less time than it takes the typical Protoss to find his crayons to write “glhf”. This quick rush timing is mitigated slightly by the natural choke, which demands only two buildings to wall off, providing a temporary shield against the chaos of zerglings chewing on your workers. Reaper and blink-stalker aficionados will revel in the advantages this map offers, with most of the cliff line available for their use. To assist the valiant reapers in their perilous missions (because, let's face it, reaper life expectancy is short in the metal leagues), I've kindly installed a pair of ladders to make their short lives easier. (Byun’s superhuman reapers, of course, have no need for any such accommodations.) Each player has a base with 1 rich vespene geyser, positioned far forward and susceptible to attack over the bridge. And if you dare to dream big, there's a gold base beckoning at the three-o-clock position, but holding it will be a challenge given the multiple attack routes and the adjacent elevated position complete with a watchtower. In summary, Chromatium Dam is designed to host action-packed games. Testimonials from our enthusiastic playtesters speak volumes, with rave reviews like "Yeah, I hate this" -Sudo, Beta Playtester and "Why are my zerglings falling off the bridge?" -BabySwiss, Alpha Playtester. With such glowing endorsements, I am certain Chromatium Dam will etch itself into history as one of the StarCraft maps ever. It will be enjoyed by StarCraft aficionados who favor a unique Dam map and fast Dam gameplay. | ||
IIEclipseII
Germany156 Posts
+ Show Spoiler + Dark Origin Category:Rush Size: 134x136 39 s Main to Main 32 s Ramp to Ramp 29 s Natural to Natural ![]() | ||
chrisrcloos
1 Post
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Shadefang.Pklixian
8 Posts
So this time around I'll be only submitting 1 map. Royal Gardens Freestyle - Standard 144x136 + Show Spoiler + ![]() Good luck all! | ||
depressed1
51 Posts
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MrIronGolem27
United States168 Posts
+ Show Spoiler + Freestyle/Rush - 124x148 - 15 bases - 32s rush distance ![]() sugomA + Show Spoiler + Freestyle/Standard - 148x124 - 17 bases - 33s rush distance ![]() Rumian Mare + Show Spoiler + Freestyle/Macro - 180x108 - 20 bases - 40s rush distance ![]() Old Magannatha + Show Spoiler + Freestyle/Standard - 144x144 - 17 bases - 36s rush distance ![]() New Magannatha + Show Spoiler + Freestyle/Macro - 116x164 - 14 bases - 38.5s rush distance ![]() | ||
OmniSkeptic
Canada67 Posts
Submissions + Show Spoiler + Rush Gilded Veins (138x136) - (Rush Distance 33s) https://imgur.com/a/FF3KAyw + Show Spoiler + ![]() ![]() ![]() ![]() This map has "reaper mountains" where deadspace usually is next to and behind the main (as well as some Colossus-exclusive paths and more mountains in the top right). The obvious use case is reapers (although the entrance is blocked by bleeding-out Greater Spires to limit rushes). However, there are other more interesting use-cases we hope players can explore. The interaction between drops and defending units is modified. Stalkers may, for instance, blink onto the mountains in the hope of deflecting drops that would usually be safe. However, because stalkers are large and the mountain range has narrow paths, overzealously blinking stalkers could get stuck and collapsed on by units like Marauders. Lots of room for creativity by the players. Please keep in mind that siege tanks cannot be dropped in these mountain regions. The lone healing shrine in the middle of the map is blocked by rocks, an air-blocker, and has an inhibitor zone on top of it. It is also very exposed, being surroundable by 360 degrees. The line third has 3 geysers, but one mines less than optimally and all 3 geysers have reduced gas counts and will mine out quickly. Features: Reaper Mountains/ Colossus-Only Pathing (Greater Spires blocking portions) Linear third has 3 geysers but less total gas (1000 each instead of 2250) 1 Healing Shrine with air-blocker and inhibitor zone Southwestern rocks start damaged Main ramp that starts standard but can be opened for faster defensive rotation in lategame Battle.net description: "Reaper Mountains and Colossus-only paths exist on the outside edges of the map, blocked by Greater Spires. The linear third has 3 reduced-resource geysers. Moving away from your opponent is an open field, towards them chokes. A lone healing shrine sits in the middle. Don't forget to kill the rocks!" Deadwind (136x136) - (Rush Distance 34s) https://imgur.com/a/GCdBSw9 + Show Spoiler + ![]() ![]() ![]() ![]() This map pulls no punches in letting the player with the strongest aggression shine. With 9 maps now in the pool, Deadwind hopes to spice up the game by refreshing the roster of possible build orders, especially in mirror matchups where asymmetrical balance is less of a concern. The natural only has 1 gas geyser, but the main's second geyser is rich to compensate (briefly blocked by low-HP rocks). In the long term, you exchange increased gas income for less total gas since the combined main and nat have one geyser less than usual. The HP value on the garage blocking the rich gas has been set such that the player can pull workers off minerals to attack the gas briefly in order to maintain a relatively "normal" second gas timing. The main base ramp is larger than usual, and is relatively easily openable since the extra space is walled only with a rock, equivalent in health to a supply depot. The natural base is also exposed by having two entrances - there are a multitude of ways to wall in either direction at the choke (including a pylon indicator for the "standard" walloff). Unbuildable plates are used in key locations to block defensive structures. Features the largest ramp ever on an SC2 map. A risky rich base sits in the center. Features (per side): A fake base is in the outside of the map in the corner (don't get confused) Rock-blocked rich gas in the main Only one gas in the natural Rocks on main and natural ramps Many ways to wall at natural Risky Gold base Biggest ramp ever Battle.net Description: "This planet's white soil can chain-react with blood, turning it red and providing fertile ground for its primary flower: the Blood Poppy. This map mixes the early game up. There's only one gas in the natural but instead a rock-blocked rich gas in the main. Building plates block structures in chokes." Macro Twin Time Trees (136x136) - (Rush Distance 33s) https://imgur.com/a/UNvEyU7 + Show Spoiler + ![]() ![]() ![]() Legend has it the foliage sucks the soul out of those who stare at it for too long. There are two entrances to the natural base with no way to quickly offensively rotate between them. This sharp divergence of natural base openings leads to both sides having a somewhat approximate linear expansion pattern (usually there is a linear expansion and a distinctly triangular expansion). The interior of the map is lined with half bases. The healing shrine is placed extremely close to a base, but is blocked by mineral fields which make it very difficult to open. The defender will have the privilege of deciding when this healing shrine should be used - if at all. The healing shrine has an anti-air blocker. Features (per side): Extremely separated halfs of the map Natural base that can be attacked from multiple angles but starts partially fortified on both sides 1 mineral-blocked healing shrine (no air units permitted) Several half bases located in the interior 1 inhibitor zone Battle.net description: "The Time Tree's undeniable beauty seduces one to stare at its vast foliage. Many look deeply at the shattered time that clings to it, their gaze fixed permanantly as their mind drains empty. The natural diverges strongly into 2 separated linear expansion patterns. Predict your opponent's expansion" Anomaly Found (146x124) - (Rush Distance 34s) https://imgur.com/a/jX6WJCp + Show Spoiler + ![]() ![]() ![]() This map sets out to give the player maximum choice of base expansion patterns. In order to force players out of turtling positions, up to 8 bases have -33% reduced mineral/ gas count, especially the bases clustered around the center of the map (new to TLMC19). The rocks at the natural base have had their HP reduced upon game start to make it easier to break that set of ramps in the mid-lategame (new to TLMC19). Healing shrines reside in very conservative positions in the corners of the map, equipped with air blockers to prevent certain builds being overpowered (new to TLMC19). Destroying rocks in the center of the map allow for more opportunities to flank fortified positions. Some expansions feature exposed mineral lines to provide the enemy with extra opportunities to break strong defensive setups. Bases with reduced resource counts have red warning lights on the geysers and the aesthetics of the mineral fields differ. Features (per side): 3 gateway wall at natural Variety of expansion patterns 1 half base 2 -33% reduced (900-patch-only) resource bases 1 -33% reduced (900-patch-only) single rich gas base 1 Healing Shrine 1 Acceleration Zone 12 Identified [REDACTED] Battle.net description: "WARNING! [REDACTED] C-37 DETECTED! With 4 unique third-base options the midgame will be more unpredictable than other macro layouts and players will take longer to optimize fun out of the map. Many bases have reduced resource counts or are exposed to prevent turtling. Be careful of the lightning!" Special thanks to Acheron Gridworm (140x148) - (Rush Distance Varies: 33.5 RUSH, 36s STANDARD, 38s MACRO) https://imgur.com/a/2iDyfjn + Show Spoiler + ![]() ![]() ![]() Close spawns disabled. Asymmetrical 3-in-1 map. Top Left vs. Bottom Right is "Macro". Top Right vs Bottom Left is "Standard". Top vs Bottom on left or right side is "Rush". The "Rush" layout is slightly asymmetrical. Zerg is too good on a large map with 20 bases so to slow them down and force them to play less greedily the lowground has acid water that creep can't spread within. This can always be tweaked if necessary after more testing. Those zerg-y structures in the overview are just normal rocks. Natural base walloff of 2 buildings which can be opened up by killing rocks. Features: Top vs Bottom (3 spawn possibilities, no close spawn) Asymmetry, but only slightly and only in 1/3 of games to minimize competitive impact No-Creep zones but large size and high base count which counter-act eachother Battle.net description: "Close spawns disabled. 3-in-1 map. Top Left vs. Bottom Right is "Macro". Top Right vs Bottom Left is "Standard". Top vs Bottom is "Rush". "Rush" layout is slightly asymmetrical. Natural base walloff of 2 buildings which can be opened up by killing rocks. Made by OmniSkeptic powered by Monster Energy" | ||
KillerSmile
Germany83 Posts
Genos + Show Spoiler + ![]() 136x136 34s R2R Torches + Show Spoiler + ![]() 128x144 34s R2R Silverflame + Show Spoiler + ![]() 144x144 33s R2R Tidewalker + Show Spoiler + ![]() 148x148 33s/37s R2R Sonder + Show Spoiler + ![]() 144x132 32s R2R Good luck everybody, really excited to see all the ideas people have come up with. | ||
MayOnFire
England47 Posts
Crimson King - Standard - 142x134, 33s RD Super saturated mineral base (10m+2g), Alternative expansion pattern + Show Spoiler + ![]() Gold Dust - Rush - 142x130, Rush, 32s RD Healing Shrines + Show Spoiler + ![]() Amphion - 140x140, Macro, 36s RD Mineral walls and hybrid expansions + Show Spoiler + ![]() Ashenguard - 140x140, Standard, 38s RD Heavy use of mineral walls + Show Spoiler + ![]() | ||
Zuratu
United States25 Posts
BF 1138 + Show Spoiler + Space Temple 20XX + Show Spoiler + Mothball Station + Show Spoiler + Tribunal + Show Spoiler + Propagation + Show Spoiler + | ||
monitor
United States2403 Posts
Crimson Court + Show Spoiler + ![]() 124x148, standard, 34s Crimson Court features a semi-island configuration where the sides of the map are blocked off by stacked destructible rocks and mineral walls. Players can choose to mine out the minerals or break the stacked rocks to expand. Features - Two gold mineral walls featuring 5 minerals per node: one at the natural and one at the third. - Six sets of stacked destructible rocks leading to the “islands” - rocks are stacked in groups of 3 and use separate rock models for visual clarity in-game (rocks + debris). Rocks by the high yield base are 6x6 and rocks on ramps are 4x4, which both contain the same health and armor. - Two high yield gas bases in the center of the map (8m1HYg) - No minerals or CC/hatch/nexus can be hit by siege tanks from behind rocks or mineral walls. Careful placement of resources prevents cannon and tank spots. Javelin + Show Spoiler + ![]() 130x140, standard, 34s Map description: Javelin features four small ramps that players naturally pass through on the rush path. There are also small ramps at the corner late-game expansions on an otherwise standard map layout. Players must move their armies carefully and make key strategic choices while weighing whether to use the fast, narrow pathways or longer open paths. Features - Players naturally pass through four small ramps on their way to the enemy, including two 2x ramps partially blocked by minerals. Each node is 5 minerals each, meant to be mined by the defender when expanding linearly. - Two sets of large diagonal destructible rocks can be broken to open up important areas of the map - Players may choose to expand aggressively or defensively, or risk the exposed high yield geyser base - Corner expansions can only be accessed via the 1x ramp, making army positioning for attacking and defending important Moonwater + Show Spoiler + ![]() 150x132, standard, 35s Moonwater features a semi-island area at the top of the map containing a gold base. To access the island, players must mine the central mineral wall or mine out their base below the natural. Each of these bases contains two extra mineral patches with 10 minerals per node for quick access to the island. Features Semi-island area at the top of the map with a 6m2g gold expansion Central ramp mineral wall containing 3 rows of 5 min per node The expansions that form mineral walls to the semi-island (below each player’s natural) have two extra nodes with 10 minerals per patch. Mining these nodes can be done with four worker trips, allowing any size unit to quickly access the island. Southern Sky + Show Spoiler + ![]() 142x132, standard, 33s Southern Sky features an in-base third expansion behind the natural and a backdoor path blocked half by a mineral wall and half by a stack of four destructible rocks. To access the third base, players must mine two mineral patches blocking the CC/hatch/nexus containing 20 minerals per node. Features - In-base third expansion blocked by two mineral patches (20min per patch), requiring 8 total worker trips - The backdoor path is blocked on one half by four stacked 6x6 destructible rocks and three rows of gold minerals on the other half. The stack of destructible rocks uses four different models for visual clarity, and takes 12 roaches approximately 1:19 to destroy. The three rows of gold minerals contain 7 min per node, meaning three separate worker trips will create a small pathway. - Defenders can create a full wall behind the destructible rocks with two gateways or two barracks - The in-base CC/hatch/nexus cannot be hit by siege tanks from outside the rocks or the lowground - Attackers may break the rocks as an additional attack path in the mid-game while defenders may break the rocks to expand linearly on the map in the late-game Amygdala + Show Spoiler + ![]() 142x126, macro, 39s Amygdala features two gold bases that form mineral wall blockades to a central “island”. Players must navigate around the island until rocks are broken or a gold base is mined out. Features - Two gold bases facing the center, blocked by 4x4 rocks (six zerglings break the rocks in 1:27, four zealots break in 0:45) - Gold patches are 1200 minerals per node so that all patches mine out simultaneously, creating an army path. This number also maintains the standard resource amount for gold bases (7200 minerals divided evenly, instead of three 1800 patches and three 900 patches) - Semi-island area in the center contains multiple additional entrances blocked by rocks - Xel’Naga Towers in the northwest and southeast corners provide valuable scouting information to avoid army and base trading while the island is closed off - Workers and armies naturally move counter-clockwise until rocks are broken and/or a base is mined out On November 07 2023 13:51 monitor wrote: Here are my submissions! Excited to be on the mapmaker side of this one. Submissions + Show Spoiler + (2) Crimson Court 132x140, rush + Show Spoiler + ![]() Crimson Court features an in-base natural expansion with a backdoor entrance blocked by destructible rocks. Attackers may open it as a path to the enemy, or defenders may open it to expand towards the center high yield expansion. Features: - Full 8m2g in-base expansion - Backdoor ramp blocked by 6x6 rocks - 2x2 rocks on the main ramp to assist with wall offs against 12 pools, a la Dasan Station - Top of backdoor ramp can be walled using 3gate/3rax - High yield geyser bases outside of the backdoor path - Opening the backdoor does not change the rush distance - Siege tanks can hit workers of the HY geyser base from below but not the CC/hatch/nexus (2) Javelin 130x140, standard + Show Spoiler + ![]() Javelin features prominent use of 1x ramps along the rush path and at the late-game corner expansions on an otherwise standard map layout. Players must move their armies carefully and make key strategic choices while weighing whether to use the fast, narrow pathways or longer open paths. Features - Players naturally pass through four 1x ramps on their way to the enemy - Two sets of large diagonal destructible rocks can be broken to open up important areas of the map - Players may choose to expand aggressively or defensively, or risk the exposed high yield geyser base - Corner expansions can only be accessed via the 1x ramp, making army positioning for attacking and defending important (2) Amygdala 142x126, macro + Show Spoiler + ![]() Amygdala features two gold bases that form mineral wall blockades to a central “island”. Players must navigate around the island until rocks are broken or the base is mined out. Features - Two gold bases facing the center, blocked by 4x4 rocks (six zerglings break the rocks in 1:27, four zealots break in 0:45) - Semi-island area in the center contains six possible additional entrances blocked by rocks - Xel’Naga Towers in the northwest and southeast corners provide valuable scouting information to avoid army and base trading while the island is closed off - Workers and armies naturally move counter-clockwise until rocks are broken or base is mined out (2) Northern Sky 142x132, standard + Show Spoiler + ![]() Northern Sky features an in-base third expansion located behind the natural and a backdoor entrance blocked by two 6x6 destructible rocks. The backdoor can be used by the attacker in the early and mid game, and by the defender when expanding to a fifth base. Features - In-base third expansion blocked by two mineral patches (20min per patch), requiring 8 total worker trips - Backdoor entrance to the natural blocked by two 6x6 destructible rocks, which can be completely walled off by the defender using 3gate/3rax - The in-base CC/hatch/nexus cannot be hit by siege tanks from outside the rocks or the lowground - Attackers may break the rocks as an additional attack path in the early and mid-game, while defenders may break the rocks to expand linearly on the map in the late-game (2) High Point 140x128, standard + Show Spoiler + ![]() High Point features a standard layout plus two island expansions. The island hatchery/CC/nexus cannot be hit by siege tanks from the lowground, and conversely, siege tanks on the island cannot hit the base below. Features - Two island bases featuring standard 8m2g bases - Destructible rocks in the center of the map can be destroyed to open larger attack paths - Defensive destructible rocks by the triangle third can be opened for larger army rotations to the fourth base - Siege tanks cannot hit the island CC/hatch/nexus from the lowground, and likewise siege tanks on the island cannot hit the base below | ||
themusic246
United States208 Posts
Riptide: + Show Spoiler + ![]() 132x140 - Standard - Ramp to ramp 34s The natural base is connected to a triangle third that has both gasses blocked by minerals. That same third is also walled off with a large mineral wall that can be opened. Lowground water puddles are not buildable but do provide ample splashing opportunity. The Grid: + Show Spoiler + ![]() 148x140 - Standard - Ramp to ramp 36s The fastest route and gold base are blocked by low mineral fields. When traveling inside the exhaust vents, they block vision of the outside terrain acting as the inverse of line of sight blockers. There is a central Healing Shrine near the bottom center of the map off the beaten path. The map has 5 levels all consecutively going lower down the map. Magma Mines: + Show Spoiler + ![]() 152x134 - Macro - Ramp to ramp 35s A cluster of gold minerals in the mines at the bottom center of the map is on unbuildable ground. Long distance mine the gold for extra income and/or create an alternate attack path to the enemy. Gain control of the center vision tower to hold strategic positioning. Antimatter: + Show Spoiler + ![]() 136x140 - Macro - Ramp to ramp 35s Start the game with a choice of a forward natural or a pocket natural with a mineral wall that can be opened up. A gold base sits on the sides of the map rocked off with an inhibitor zone making it harder to defend. Castle Adventure: + Show Spoiler + ![]() 128x120 - Rush - Ramp to ramp 33s A close rich gas is blocked off by a mineral field. Have fun in this one of a kind retro landscape. Collab project with Zuratu | ||
CharactR
Canada101 Posts
here are mine in no particular order: Picks + Show Spoiler + 1.Crimson Court by Monitor 2.Amygdala by Monitor 3.Moonwater by Monitor 4.Twilight Imperium by Nyarla 5.Antimatter by Music 6.Gilded Veins by Omniskeptic 7.Coral Ruins by Skypirinha 8.Killswitch by Volumin 9.Ashenguard by MayOnFire 10.Torches by Killersmile 11.Silverflame by Killersmile 12.Cold Steel by HyperOne 13.Sugoma by HyperOne 14.Old Magannatha by HyperOne 15.Corruption by me 16.Cobblestone also by me Honorable mention: Last Fantasy if Timmay resubmitted it again, I would probably knock something else off this list for it | ||
MrIronGolem27
United States168 Posts
Finalist Predictions + Show Spoiler + 1. Northern Sky by monitor. Sometimes, you just gotta go back to the classics. Northern Sky delivers for fans both old and new with an inventive twist on the Cloud Kingdom theme. 2. Genos by KillerSmile. ZvZ play has gotten really passive nowadays, so it's good that we have a submission that guarantees the only viable playstyle is 20 drone ling flood. 3. Space Temple 20XX by Zuratu. After staring 24/7 at Mar Sara textures since 2016, it's wonderful that we now have some variation in aesthetics with this unique Aiur Temple-themed map. 4. Castle Adventure by the_music246. Retro Castle Adventure is an amazing map with gorgeous decorations. I especially like the clever use of the gold base to break split map situations in ZvT. 5. Helix by Volumin. I really enjoy when a map has a cohesive theme. Volumin demonstrates his exemplary mapmaking skills by putting together a solid layout with a whimsical flair. The helical shapes strewn throughout the layout tie it all together. 6. Gold Dust by MayOnFire. Good to see this layout is being submitted again. 7. Sacred Isle by Patches. This map features Patches' own signature center, which allows Zerg players to better defend both corners by offering a more direct path across the middle while simultaneously denying any vertical movement from their opponent. 8. Magma Mines by the_music246. The 4 gold bases present on Magma Mines serve to provide a much-needed source of extra income for Zerg players, who will sorely need additional Zerglings to break the 5-base defensive setup behind 1 ramp. 9. Heartbound by Plecto. Plecto has been iterating this layout for a couple TLMCs now, and I'm glad to see it return, because it looks like a very strong contender for finalist in the Standard category. 10. sugomA by HyperONE. Map names have really gotten hard to pronounce these days. This name is an easy one that I am sure the casters will enjoy repeating. 11. El Dorado by Eclipse. Golden Wall was a nearly-perfect ladder map, with the one downside that it didn't have enough gold bases for a map with the word "Gold" in its name. El Dorado improves upon the original by adding an additional gold base in a contestable location. 12. Cobblestone by CharactR. Modern computer screens really do a number on my eyes, so it's wonderful that mapmakers like CharactR know how to create maps with soft, moody lighting to soothe my eyes. 13. Pacific Rim by Patches. This should be a strong map now that Patches has managed to eliminate the kaiju infestation. 14. Tidehunter by KillerSmile. This classic layout from TLMC15 returns, I think it has a good shot at being the first map in TLMC history to become a finalist twice. 15. Infestation Station by Skypirinha. Through careful and deliberate use of neutral Zerg buildings, this map intricately balances the plethora of aggressive options which threaten to end the game by the 3-minute mark. 16. Lush Green Bush by Skypirinha. I cannot believe my ex-girlfriend made it into TLMC19! Honorable mention: 2f0rt Tetr0n if SidianTheBard resubmitted it again, I would probably knock something else off this list for it | ||
CharactR
Canada101 Posts
On November 20 2023 15:55 MrIronGolem27 wrote: 12. Cobblestone by CharactR. Modern computer screens really do a number on my eyes, so it's wonderful that mapmakers like CharactR know how to create maps with For the record I did fix the lighting this time around, I had never remembered the bloom being so high when I had submitted it, I was probably messing around with lighting and forgot to switch it back, but I honestly can't remember. | ||
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