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Team Liquid Map Contest #19: Voting

Forum Index > SC2 General
75 CommentsPost a Reply
1 2 3 4 Next All

Team Liquid Map Contest #19: Voting

Text byTL.net ESPORTS
January 2nd, 2024 20:39 GMT
TLMC19
Submissions, judging, and the Test Tournament are complete—now it's time to conclude TeamLiquid Map Contest #19 with the public voting phase!

We now invite the community to vote on the maps they most want to see played on the ladder and in competitive tournaments (voting information at bottom of page). Voting will be open until January 10th.

While the top voted maps aren't guaranteed to be selected for ladder, public voting does play a part in the final selection by ESL and Blizzard.

Once again, we thank Monster Energy on behalf of the entire SC2 community for allowing us to continue the TLMC program. Regular map rotations are an integral part of competitive StarCraft II, and it's a tradition that we're proud to keep going.

Some notes regarding the list of sixteen finalist maps below:
  • Anomaly Found, Atlantis, and El Dorado have been moderately revised since the TLMC Test Tournament. Changelogs can be found beneath each individual map.
  • Maps are accompanied by comments from the map-maker.
  • The maps are listed in random order (grouped by mapmaker), and do not reflect their score in judge voting.
  • ESL will consider maps outside the sixteen finalists for inclusion in the competitive map pool.


Check out VODs of gameplay on the new maps:
  • WardiTV TLMC Test Tournament
  • Patches' 6k Open


All-Freestyle Contest

This edition of TLMC had an all-freestyle theme, looking for maps that explore new ways for StarCraft II To be played. This contest was intended for creative, unorthodox, and outside-the-box maps.

Dynasty

By: Agaton
Dynasty is a smaller map featuring a backdoor gold expansion that is exposed but separated from the shortest attack path. The expansion is equipped with Vespene geysers on both sides, allowing players to choose between expanding early and taking on additional risks or to delay the expansion and take it from the other side.

At the start of the game, a small bridge is all that connects the center, but destroying the rocks next to it will gradually open up the map for much easier maneuvering.

Notable elements:
  • Innovative backdoor gold expansion (6 nodes, 1 geyser, 1 rich geyser) which can be taken from either side.
  • Destructible rocks that guide armies toward the sides until taken down.
  • Reduced minerals at the pocket ramp for those who want to wall off. It also acts as a reaper wall as the reaper cliff is placed behind the triangular third, leading into the pocket expansion. Wall-off at pocket is also possible.
  • And some really nice deco.




Insomniac Doze

By: depressed1
Insomniac Doze is a freestyle category map with 5 fully utilized levels.The idea of the map is to change the dynamics of late game. After the fourth base you only have hybrid mineral + one rich Vespene geyser bases. Those bases provide you the same mineral and gas income, but with less workers needed (minus 7 workers and one gas). But at the same time they run out very quickly. So from one side you have free supply and a bigger army. But from the other side you can’t build an expensive late game army composition because of significantly less resources. Because of all that the map has additional bases and greater density. Which they are not so easy to hold, but they're not as painful to lose either. And it is all mixed together with 5 levels.

Another feature of the map is the full frontal base behind the mineral line (10 minerals per patch). The idea of such a base is that you can’t build the base until you dig out the mineral line. So from one side you need to open an additional narrow path which can be problematic but from the other side you have a decent option for income without expanding to the sides. It is expected that such a base will end sooner than other bases.


Sulfur

By: depressed1
Sulfur is a 4-level freestyle category map. Map offers you to play a game with a brand new natural base with double parallel ramps. Instead of choosing to merely exist and play standard third base, the map urges you to experience the parallel bases (including a golden base, semi-island base and follow up highground base!).

Initially the parallel ramp and corridor that leads to the golden base is closed. But you can open it by destroying rocks in the mineral line thereby connecting the map in one piece.

The map was designed to make sides of the map more active and aggressive. While the center of the map was pushed on low ground. Because of the layout specifics, corners were slightly deemphasized to not cause defensive and staid gameplay.

The slow zone should work as a defensive advantage with an option to quickly move to the center.

Another but not the last feature is a watchtower behind the golden base. The purpose of such a watchtower - simply to avoid injustice with the uncontrollable space behind parallel bases.
Destroying the watchtower will open a narrow path to the semi-island base.


El Dorado

By: Eclipse
Similar to Golden Wall, the bottom part of the map is sealed off by mineral walls, but rewards you by offering easy to take bases and a watch tower. The gold bases on each side with only one geyser 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.

  • 13 blue, 2 gold near each main with only one geyser and a gold at the bottom center. (16 total)
  • Golds near main act also as mineral walls, mineral lines are exposed at the back. These golds are also blocked from expanding by two 10 value mineral patches that first have to be mined out before taking the base.
  • Ramp on the natural plateau leading down to the sealed off bottom area is blocked by 2 lines of 10 value mineral walls.
  • Mineral wall in the center with only value of 5 each but can be sealed off again by destructible rocks
  • Rock towers covering ramps at the bottom gold base
  • Watch tower in the center covers both main rush paths through the center, can see if the gold bases on the left and right are taken and see if the rock towers at the bottom gold are being damaged.


Changelog after TLMC Test Tournament:
+ Show Spoiler [Click to read] +
Only made a small didge into the natural plateu leading towards the bottom part of the map, where the gold base geysir touches the cliff
Didn't change the linear third
Added some pathing at the very top of the linear 4rd + some ground cover doodads
Shifted the LOS Blockers at the very top
Moved the center base further up towards the edge
Moved the mineral line and the geysers of the low ground base into the cliff to free up space that I used to reduce the Rotation around that base, moved the ramps and increased the area in front
Added two ramps at the center around the center Zealot Head Doodad
Widened the center Lowground
Widened the area around the Xel'Naga Watch Tower
Overall widened the bottom half of the map
Changed the bottom gold base and slightly decreased the low ground around it.
Removed the collapsable rock towers in the center"



Silverflame

By: KillerSmile
Mining out the triangular 3rd base and destroying a rock leads into a safe halfbase behind your spawn position. Your natural has an opening blocked by 2 decaying spawning pools. The middle features small bridges, rocks, a watchtower, and a healing shrine behind a rich gas base.

Notable elements: Backdoor to halfbase in the back blocked by big rock and minerals of the triangle base. Backdoor to the front natural blocked by double row of neutral spawning pools. Spawning pools can only be attacked by 1 melee unit at a time and expire after 4 minutes in the game, at which point you can use the path to better access your 3rd base and more easily expand towards the bottom left of the map, where a healing shrine hides behind a rich gas base. Short rush distance rewards an aggressive playstyle, while the halfbase in the back is a good fallback option. In case of a contain you can destroy the big rock and mine the triangle base from the back.


sugomA

By: HyperONE
sugomA is a modern interpretation of Ulrena.

Notable elements:
  • Narrow bridges between triangle 3rds with IZGs permit scouting and early rushes, but cripple larger armies. Open areas on both sides buffer against siege pushes. Additional narrow bridges with AZGs lead to the almost-island base. The entrances into both sets of narrow bridges are lined with 1-hex crates to make walloffs more difficult.
  • IZGs slow air travel between mains.
  • Blackburn-style IZG choke in the middle lane. High-ground region to the left checks the power of the low-ground rich base.
  • Reduced-value geyser-only island bases (4 geysers, 1000 gas/geyser).
  • Xel’Naga Healing Shrine encourages use of the leftmost lane, and breaks the lategame split map in lieu of a base.



Ghost River

By Marras
Ghost River is a rush map with 6 bases per player and only one third base option. The uppermost path between the players is blocked with six mineral patches with the value of 10 each, plus a destructible rock. There is also no overlord pillar at the natural, plenty of airspace, lots of rocks and some line of sight blockers on paths. The map also uses four cliff levels. To add some extra spice there is a healing shrine at the bottom middle area of the map.


Amphion

By: MayOnFire
Natural expansions on this map have a backdoor with reduced minerals that leads to a safe pocket base. As tempting as it might seem, mining them out opens a direct path towards your opponent. Right side of the map has a restricting pathing that helps players secure bases by expanding into the middle.

Notable elements:
  • 2 hybrid bases with gold minerals
  • 2 Natural expansions have mineable backdoors with 2 rows of 5 minerals
  • 2 Forward 4th/5th base has a mineral wall next to it - a single row of 5 minerals
  • 2 Significantly faster distance by air than ground
  • 2 Dynamic expansion pattern



Crimson King

By: MayOnFire
This map introduces an alternative pattern of expansions to a standard triangular setup with slightly higher base density and a watch tower that can be used by both attacker and the defender.

Notable elements:
  • Triangle base is replaced by a bridge and Xel'naga tower, but players still have an option to take a forward expansion situated in front of their natural
  • Main base has a long cliff that is unblinkable and hard to siege
  • Reapers and blink stalkers can access the base from the narrow back path (that is unavailable for tanks)
  • The base situated on the low ground next to a Xel'naga tower has 10 mineral patches and 2 gas geysers to compensate for the distance, however it'll most likely be only taken in the later stages if the game
  • The gold expansion is meant to be taken in the middle to late game and is an important part of the expansion pattern, however due to distance and openness it's hard to use it for early rushes



Gold Dust

By: MayOnFire
This rush map features a simple four base setup that opens up once the rocks are destroyed. It allows fast army rotations for the attacker while providing interesting drop angles around an unusually positioned main base and a healing shrine pad that can be used to heal harassment units.

Notable elements:
  • Unusually positioned main base inspired by Disco Bloodbath and Data-C
  • Healing shrines next to the corners of the map that allow harassment units to heal
  • Rush path goes through the middle



Crimson Court

By: monitor
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.

Notable elements:
  • 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
  • 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.



Moonwater

By: monitor
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.

Notable elements:
  • 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.



Twilight Imperium

By: nyarla
Rather defensive map where all attack paths go highground. Healing shrines at the center could compensate for disadvantages and help in attacking central bases, triangle third or golden base. (Air space blocker over healing shrine to prevent air units from using it.)


Anomaly Found

By: OmniSkeptic
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.

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. Special thanks to Acheron and the Bing Bong Exports GMs.

Notable elements (PER SIDE):
  • 3 gateway wall at natural
  • Variety of expansion patterns
  • 1 half base
  • 2 -33% reduced (750-patch-only) resource bases
  • 1 -33% reduced (750-patch-only) single rich gas base
  • 1 Healing Shrine
  • 1 Acceleration Zone
  • 12 Identified [REDACTED]


Changelog after TLMC Test Tournament:
+ Show Spoiler [Click to read] +
LOS Curtains added in the shape of a concave around the high ground third ramp and in place of the rocks near the rich gas base
Reduced-resource bases reduced further from 900 -> 750 minerals per field (it will now take ~6 minutes to mine out, down from ~6:45).
Rocks added to block contestable lategame bases
Air blockers on Healing Shrines removed (upon further testing it was concluded that they were underpowered)
Critters moved to start within curtains so that they are hidden by the curtains on the overview image instead of being a large brown dot



Atlantis

By: Patches
Destroying the destructible rocks or mining out the mineral wall in the main base leads to an additional backdoor expansion, which can serve as your natural. The 6x6 rocks in front of this base make it easier to defend early on.

The triangle rich base is designed to provide a quick boost of income, but quickly mines out due to having only 4 rich nodes (900 each) and two regular nodes. Taking the triangular base will also help defend the backdoor base.

The healing shrines on this map make use of a single air blocker to prevent air units from using it, this healing shrine will heal your units, but is also dangerous thanks to the slow zone added with the dead end.

Changelog after TLMC Test Tournament:
+ Show Spoiler [Click to read] +
Fixed the natural base Zerg Evolution Chamber Walloff
Changed the direction of the visuals of the map, now Atlantis will style a new underwater abyssal frozen look



Sacred Isle

By: Patches
Inspired by Zen, features many diverse expansion paths. Each expansion path on Sacred Isle has various pros and cons, from their strategic location, resources, and safety. The pocket base leaves the main base vulnerable to drops, so taking the pocket may help defend against drops while being an overall safe option. Taking the rich gas base provides further protection against drops but puts you closer to your opponent.

The mineral walls contain rich mineral nodes that each take 2 trips to mine out, while opening up these paths makes your natural more vulnerable, they allow you to move your army more freely and expand in various directions.

The tight chokes have been combined with LOS blockers and acceleration zones to shorten some rotation distances, while also creating an interesting dynamic when it comes to engaging your opponent's army.


Voting

TLMC uses a ranked preference voting system where voters assign points to their top five maps in order of preference. Please follow these instructions when voting:
  • You may only vote for a total of FIVE (5) maps.
  • Among your top five maps picks, assign your points/votes as follows:
    • Highest rated map: 5 points
    • Second highest rated map: 4 points
    • Third highest rated map: 3 points
    • Fourth highest rated map: 2 points
    • Fifth highest rated map: 1 point
  • You may only assign each specific point value once (only one map can be awarded 5 points, etc).
Vote Now!


Voting is open until January 10th (PST).

Time remaining:



Public voting via TL.net determines the final rankings in TLMC #19. All sixteen finalists, as selected by the judges, receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:

First - $200
Second - $125
Third - $100
Fourth - $75
Fifth - $50

Maps that place high in TLMC #19 are not guaranteed to be added to the competitive ladder. ESL will reference the finalists, as well as other highly rated runner-up maps, and choose which maps to add at its own discretion.

Prize money has been provided by Monster Energy, and we thank them for their support of the map making community and competitive StarCraft II.


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TL+ Member
Kantuva
Profile Joined April 2010
Uruguay206 Posts
January 02 2024 21:28 GMT
#2
Whoooooo

I need to catch up on Patches 6k Tournament Vods 👀
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
OmniSkeptic
Profile Joined January 2021
Canada75 Posts
January 02 2024 22:14 GMT
#3
Hyperino!
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
sidasf
Profile Joined February 2023
84 Posts
Last Edited: 2024-01-05 22:04:54
January 05 2024 21:42 GMT
#4
So is the next map pool going to consist entirely of maps from this pool? Or are we just going to add a few of them to an otherwise normal map pool? I don't see categories that we've had for the past TLMCs like Rush, Standard, Freestyle, Macro.
fareedullah
Profile Joined January 2024
1 Post
January 06 2024 16:12 GMT
#5
--- Nuked ---
OmniSkeptic
Profile Joined January 2021
Canada75 Posts
January 07 2024 07:20 GMT
#6
On January 06 2024 06:42 sidasf wrote:
So is the next map pool going to consist entirely of maps from this pool? Or are we just going to add a few of them to an otherwise normal map pool? I don't see categories that we've had for the past TLMCs like Rush, Standard, Freestyle, Macro.


Originally it was assumed they would be mixed in with a few more standard maps from other contests. You can't see the past categories but they do sort of exist; mappers submitted a map category of Rush, Standard, and Macro with each map to keep things organized behind the scenes even though they are technically all Freestyle. Now with retrospect of seeing the finalists, I'm not sure it's even necessary. Some of these maps are probably adjacent enough to standard that they could represent the standard portion
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2024-01-07 10:58:42
January 07 2024 10:55 GMT
#7
The maps were not filtered beforehand considering the freestyle aspect of the map. So there is a wide spectrum of maps among all the submitted maps including a lot of maps that are not a lot more freestyle than past standard maps.

Also to notice, all these maps were basically made by a small group of people that are all on the same discord, giving feedback and tips. That way a lot of QA is done to ensure all the maps are as balanced as possible for each matchup.
MrIronGolem27
Profile Joined July 2020
United States227 Posts
January 07 2024 18:12 GMT
#8
On January 07 2024 19:55 IIEclipseII wrote:
The maps were not filtered beforehand considering the freestyle aspect of the map. So there is a wide spectrum of maps among all the submitted maps including a lot of maps that are not a lot more freestyle than past standard maps.

Also to notice, all these maps were basically made by a small group of people that are all on the same discord, giving feedback and tips. That way a lot of QA is done to ensure all the maps are as balanced as possible for each matchup.


Lol, half the people who submitted anything didn't accept any feedback or didn't bother sharing their work at all...
HyperONE - StarCraft Evolution League organizer, SC: Evo Complete developer, mapmaker (author of Magannatha, TLMC19 2nd place, TLMC17 3rd+5th place), Liquipedia editor
sidasf
Profile Joined February 2023
84 Posts
Last Edited: 2024-01-08 23:16:03
January 08 2024 23:14 GMT
#9
Note: Crimson King's image does not load, the link is broken.




On January 07 2024 19:55 IIEclipseII wrote:
The maps were not filtered beforehand considering the freestyle aspect of the map. So there is a wide spectrum of maps among all the submitted maps including a lot of maps that are not a lot more freestyle than past standard maps.

Also to notice, all these maps were basically made by a small group of people that are all on the same discord, giving feedback and tips. That way a lot of QA is done to ensure all the maps are as balanced as possible for each matchup.


Yeah that is not reassuring in the least bit. A group of random people in a discord channel in charge of upending years of SC2 balance...yikes.

I hope we're just adding a few of these maps to an otherwise balanced map pool-in fact, I think it would be a terrific idea to reuse some older maps. Looking at the ladder map history, there are maps that were in multiple consecutive (and interspersed) pools. I would love to see, personally, something like Dragon Scales, Goldenaura or Oceanborn again in the next map pool.

If the next map pool is going to consist exclusively of these maps, I expect a significant portion of the playerbase quitting the game. We are opening pandora's box on balance in a game that receives one balance patch (if any) per year. The reason SC2 is alive after all these long, abandoned years, is because people enjoy playing a skill based game where there exist no gimmicks or random features. Anyways, enough of my ranting. It is what it is, we'll reap whatever we sow here. Voting done, best of luck to all the applicants!
IIEclipseII
Profile Joined February 2016
Germany157 Posts
Last Edited: 2024-01-09 07:58:08
January 09 2024 07:57 GMT
#10
On January 09 2024 08:14 sidasf wrote:

A group of random people in a discord channel in charge of upending years of SC2 balance...yikes.



why do you think they are random?
The whole contest is a long process, first the maps created by those random people and gaining feedback on the discord server by the same random people, then filtered by more random people in a judging phase who are probably some are also part of the balance council.
RogerChillingworth
Profile Joined March 2010
2947 Posts
January 09 2024 21:11 GMT
#11
Voted! All were sweet but I had preferences based on creativity and aesthetics. sugomA was super neat and I had to get a snow map in there.

Well done all.
tremblingbears
Profile Joined January 2024
1 Post
January 10 2024 08:27 GMT
#12
Its really cool that the community is helping out and trying to maintain this game.

tbh the maps are not very pretty. There's a lot of weirdly contrasting colors, and then the weird faces on the expansion sites. I prefer cheerier looking maps like Golden Aura or Site Delta. I appreciate that people tried hard to be unique and give some interesting touches but in practice I just like greens, forest, golds, pretty colors, or a snow theme, something classic.

There are also too many weird maps and I think in practice I would forget about the special mechanics and just get run over (I'm not very good). I think its fine to have one or two odd maps along with some more traditional choices.


OmniSkeptic
Profile Joined January 2021
Canada75 Posts
Last Edited: 2024-01-10 10:08:33
January 10 2024 10:01 GMT
#13
On January 09 2024 08:14 sidasf wrote:
Yeah that is not reassuring in the least bit. A group of random people in a discord channel in charge of upending years of SC2 balance...yikes.
Upending? Brother, they've been the balance

On January 10 2024 17:27 tremblingbears wrote:
There are also too many weird maps and I think in practice I would forget about the special mechanics and just get run over (I'm not very good)
Because these maps are intended to be balanced at the highest level and the highest level is far more sensitive to changes than the low level, if you're not very good it's very possible the changes present on these maps will be too small to affect your gameplay in drastic ways. Whether that's a blessing or a curse is up to you
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
trakracereu
Profile Joined January 2024
1 Post
January 25 2024 07:42 GMT
#14
--- Nuked ---
nisisac625
Profile Joined February 2024
1 Post
February 06 2024 14:36 GMT
#15
--- Nuked ---
annathree
Profile Joined February 2024
1 Post
February 20 2024 18:22 GMT
#16
--- Nuked ---
i9betviet
Profile Joined January 2024
1 Post
February 26 2024 09:59 GMT
#17
--- Nuked ---
ae888bet1com
Profile Joined March 2024
1 Post
March 06 2024 04:32 GMT
#18
--- Nuked ---
Alberjess
Profile Joined March 2024
1 Post
Last Edited: 2024-03-06 10:17:32
March 06 2024 10:17 GMT
#19
Bot edit.

User was banned for this post.
Sklee854
Profile Joined March 2024
Germany1 Post
March 12 2024 19:52 GMT
#20
Agreed
Don't turn your gaze away ...
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