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Forum Index > SC2 General |
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 States2404 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 States211 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
Canada105 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 States201 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
Canada105 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. | ||
OmniSkeptic
Canada68 Posts
On November 20 2023 15:55 MrIronGolem27 wrote: I shall follow in the tradition that CharactR mentioned, here are my predictions, also in no particular order: Finalist Predictions: I've always admired your perseverance in making contributions to the mapmaking community, Hyper. The Starcraft playerbase would be much better off if we had more mapmakers like you willing to put the time into constructing a comment no more than 10 people will ever read <3 | ||
OmniSkeptic
Canada68 Posts
+ Show Spoiler + 1. Crimson Court by Monitor 2. BF1138 by Zuratu 3. KillSwitch by Volumin 4. sugomA by HyperONE 5. Gilded Veins by OmniSkeptic 6. Rumian Mare by HyperONE 7. Ashenguard by MayOnFire 8. Heart of Darkness by Skypirinha 9. Mothball Station by Zuratu (Didn't pass QA) 10.Amphion by MayOnFire 11.Silverflame by Killersmile 12.Riptide by the_music246 13.Antimatter by the_music246 14.Corruption by CharactR 15.Helix by Volumin 16.El Dorado by Eclipse | ||
Plecto
Norway30 Posts
On November 20 2023 15:55 MrIronGolem27 wrote: I shall follow in the tradition that CharactR mentioned, here are my predictions, also in no particular order: This is the first time i enter TLMC. Appreciate u putting me on the list <3 | ||
monitor
United States2404 Posts
+ Show Spoiler + Killswitch by Volumin Space Temple by Zuratu Genos by KillerSmile BF1138 by Zuratu Helix by Volumin Sonder by KillerSmile Cold Steel by HyperONE Gridworm by OmniSkeptic Sacred Isle by Patches Corruption by CharactR Riptide by themusic Heart of Darkness by Skyphrina Twilight Circuit by Patches Guilded Veins by OmniSkeptic Tide Walker by KillerSmile Twilight Imperium by Nyarla | ||
MayOnFire
England47 Posts
Crimson Court by Monitor Cold Steel by HyperOne Torches by KillerSmile BF1138 by Zuratu El Dorado by Eclipse Royal Gardens by Pkxlian Sonder by KillerSmile Anomaly Found by OmniSkeptic Magma Mines by TheMusic Amphion by MayOnFire Twilight Circuit by Patches Antimatter by Themusic Riptide by TheMusic Cobblestone by Character Castle Adventure by TheMusic Space Temple 20XX by Zuratu In no particular order and not in categories, divided into groups of four for legibility. | ||
MrIronGolem27
United States201 Posts
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OmniSkeptic
Canada68 Posts
On November 24 2023 05:25 MrIronGolem27 wrote: This has been a surprisingly quiet TLMC announcement post. I was expecting more comments about how these new mechanics will ruin the ga---I mean create more opportunities for shaking up the metagame. I think it may be hard to criticize when you have no idea what to expect tbh. I think even mapmakers have been struggling with this contest and that we'll actually see a lot of these maps return in a much more attractive form in the next contest whether it's freestyle or not since this one has given them time to garner feedback and identify/correct issues | ||
MrIronGolem27
United States201 Posts
I say it's gonna be on December 19th. | ||
IeZaeL
Italy991 Posts
Castle Adventure (maybe too standard?) Heart Of Darkness Crimson Court The Grid (finally 5 levels executed properly) Anomaly Found Tunnel Vision Gridform New Magannatha Great work everyone! | ||
MrIronGolem27
United States201 Posts
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KillerSmile
Germany85 Posts
Tunnel Vision El Dorado Rumian Mare Crimson King Ashenguard Amphion Crimson Court Moonwater Anomaly Found Sacred Isle Riptide Magma Mines Killswitch BF1138 Sulfur Ghost River Last 2 were not shown in this thread, but knowing they were submitted they deserve a mention | ||
IIEclipseII
Germany157 Posts
Torches Ashenguard Silverflame Antimatter Amphion Amygdala Mycelium killswitch castle adventure Crimson Court The Grid | ||
OmniSkeptic
Canada68 Posts
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MrIronGolem27
United States201 Posts
![]() If there are two maps I wanna see get finalist, they are Tunnel Vision and Ashenguard. Though I cannot confidently say that either is particularly balanced | ||
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