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Team Liquid Map Contest #20: The Finalists

Forum Index > SC2 General
11 CommentsPost a Reply

Team Liquid Map Contest #20: The Finalists

Text byTL.net ESPORTS
February 23rd, 2025 16:27 GMT
TLMC20
Our panel of judges have completed their examination and determined the sixteen finalists for Team Liquid Map Contest #20!

Ahead of the reveal, we'd like to thank Monster Energy for helping us continue the TLMC into 2025. The entire community has pulled together to keep competitive StarCraft II going in these uncertain times, and we're proud to have Monster as a part of that community.

Make sure to tune in next week for the WardiTV TLMC test tournament, where high-level players will give our finalist maps a trial by fire (specific dates and players TBA). For now, take a good look at our finalists, and tell us which ones you'd like to see added to future ladder map pools!

Team Liquid Map Contest #20: Finalists

  • Maps are accompanied by comments from the map-maker.
  • The maps are listed in random order and do not reflect their score in judge voting.
  • Maps outside the sixteen finalists will be considered for inclusion in the competitive map pool.


Diffusion

By: Avex
Akin to the classic map remasters being made in Brood War at this time—such as Retro, Fighting Spirit, Neo Dark Origin, and Destination—Diffusion aims to modernize the WoL classic Daybreak and bring it up to LotV standards.

It is not a direct clone or modification of the map—it has been made entirely new, sporting third bases that are actually nearby compared to its predecessor, whilst still fielding its wide arcs. The center has been redesigned to feature a rhombus, favoring high and low ground engagements rather than splitting the map via a land bridge. Alternative paths that were not present in the original map now provide additional flanking paths to be opened later. Of course, the staple rich geyser at the forward base makes its return, exposed at the outside cliff edge.

Lastly, two new Xel'Naga towers provide vision on the outskirts of the map, but they themselves are threatened by Coolant Towers that can destroy them should another player wish to permanently deny the towers for the rest of the game.


Tokamak

By: volumin
Tokamak is a wide macro map with 16 bases, two of which are hybrid with 4 blue, 4 gold mineral patches + 1 Vespene gas. First expansions are relatively safe, further ones are more open.

Behind the hybrid base there are destructible towers that can be used defensively or offensively. When destroyed they block the area behind the base, but they crush all 4 blue mineral nodes.


Magannatha

By: hoper

This map owes much of its design to the success of several previous ladder maps, including Dreamcatcher, Eastwatch, and Altitude. Magannatha is a macro-oriented map, with emphasis on the innovative use of collapsible rock/cooling towers (henceforth simply “towers”) and diagonal symmetry.

Key features:
  • 2 Xel’Naga Towers block gold bases on the diagonal, but do not see the most direct attack path(s) between naturals.
  • Zerg oppressively controls the corners on diagonally symmetric maps. Thus, chokes leading into bases lean small on average.
  • 3 Large Acceleration Zone Generators reduce the effective size of the top-right corner.
  • Every tower has at least 1 of 5(+?) applications:
    1. Creates Tank spots (obviously). Tank pushes attacking non-diagonal bases on the open terrain of this map are hopelessly impotent without them.
    2. Seals off an attack route/base. In particular, Terran/Protoss will generally want to destroy the double towers between the triangle 3rd and 4th bases.
    3. Destroys nearby Xel’Naga Towers. Although first explored by Altitude, the Xel’Naga Towers here see more important regions of the map and destroying them may have greater value.
    4. Hastens destroying rocks underneath them. Destroying the huge rocks near the northeast gold base requires dealing 2000 damage, but the 500 HP towers flanking it will inflict 1000 damage onto them when collapsed.
    5. The defining feature of this map: Adjusts the default pathing of units on the map so that they pass through Xel’Naga Tower vision.


Steam City

By: Chronoxeo
Standard ramped map with a lowground linear third. Center of the map has a lot of debris that create narrow alleyways.


Last Fantasy

By: Timmay
Tournament organizers want more than two spawns. Players don't want four spawns. This is the perfect compromise to get more than two spawns. Acceleration Zones promote fast maneuvering.

Distinctive Features: Air blockers surround the map, keeping air space the same for all spawns. All naturals can be walled with three Evolution Chambers with no Creep tumors. All mains and natural mineral lines have pockets for workers.


Persephone

By: Patches
Persephone is a mostly standard map with some unique features. While the map itself is quite long, expanding to the triangle base significantly shortens the distance between you and your opponent. Due to the triangle third's proximity to the opposing side, the rocks + small mineral wall (5 minerals per node) serve the purpose of making the triangle easier to defend early on.

The triangle fourth base is uniquely positioned to help defend the main base while being only slightly closer to the opposing side than the triangle third base.

On the right side of the map, there is an acceleration zone "highway" leading to a gold base. This path is designed to enable armies to move quickly between the far corners of the map, adding a dynamic and strategic element. The gold base serves as a contestable late-game base that players may fight over.

At the center of the map is a healing shrine paired with an air blocker, preventing air units from taking advantage of it. While the shrine offers a potential tactical advantage, its placement also exposes players to enemy attacks if caught off guard.

Rock towers positioned around the map make it possible to close off smaller 2x ramps making positions easier to defend if used correctly. The rock towers can also be utilized to hinder the defender's (or attackers) ability to rotate their army (somewhat similar to Babylon's linear third base setup)

Near the center, there is also a small LOS blocker "pod" breaking up the open space, this adds a little bit of spice to the otherwise open high ground which players may utilize in various ways (for example, hiding Reapers and Hellions in TvT and surprising the opposing Terrans reapers).


Sandwyrm

By: CharactR
"The sets of Dragon's Teeth across the center of this desert are Terran fortifications that are used to impede Tanks and larger units while allowing small infantry units to pass freely. Destroying the large rocks adjacent to them can free up large unit movement. The 1500hp 2x2 debris is conjoined.

Key Features:
  • A chicane of Dragon's teeth across the middle that allow small infantry units to filter through while creating a chokepoint for larger units
  • 2 smaller sets of dragon's teeth on outer ramps.
  • Rocks on either side on the central choke that can be used to bypass the choke later game.
  • 2 rich mineral bases blocked by 1500hp debris that allows bases to be taken on location before they can be mined. This way the bases can't be rushed, but don't have the same friction of taking them as traditional 2000hp rocks that block buildings.


Pylon

By: themusic246
A high risk, high reward rich gas base doubles as a mineral wall, leaving it exposed and open after mining out. Double light bridges in the center are not buildable or burrowable. Several open spaces contrast several tighter spots for a variety of engagement types.


Killer's Mile

By: KillerSmile
Despite its size, the path to the opponent is very direct. However, it is compromised by having to push up through a narrow ramp, similar to Abyssal Reef. The highground of your natural and third base share extends out into the map to a forward base, and controlling it is the key to defense.

The only other path from north to south leads through 2 small bridges in the very center. To make the outside bases more protected despite their lowground positioning, players can choose to block the paths with cooling towers.


Torches

By: KillerSmile
The map features a narrow lowground passage to the opponent that opens up later in the game through self-destructing Zerg 'rocks', allowing access to the right-side gold base area. You can expand there earlier by mining through a gold mineral wall similar to Amphion or El Dorado. The gold bases on this map are conflict bases, and the gold minerals have a 2 tile wide gap every unit can fit through. Still, bigger armies will struggle to traverse them. On the left side there is a secluded healing shrine.


Selaginella

By: Avex
This map features an in-base natural, and a third base "natural" with multiple entrances. Two entrances will be opened by the death of an infested rock at around eight minutes. One such entrance will open a backdoor to a fourth base behind the third, and the other opens a small path out to the rest of the map (which may be closed by a rock tower).


Antimatter

By: themusic246
Start the game with a choice of a forward natural or a pocket natural with a mineral wall that can be opened up. Gold bases sit on the sides of the map, rocked off with an inhibitor zone making them high risk, high reward opportunities.


Incorporeal

By: Monitor
A central Xel'Naga Tower splits two central high ground pods. Gaining control of the tower provides vision of the primary attack paths, with only the outer paths out of vision range. Collapsible rocks block off strategic pathways.

Two center mineral-only expansions contain 10 blue minerals. Corner expansions can be walled with collapsible rocks, becoming semi-islands.


The Grid

By: themusic246
When ground units travel inside the exhaust vents, they block vision of the outside terrain acting as the inverse of line of sight blockers. The map has 5 levels all consecutively going lower down the map. Welcome to The Grid.


Spirit Crusher

By: Timmay
A diagonally symmetrical map with many choices for expansion patterns.

Distinctive Features: LoS blockers just outside the main path offer great ambush potential.


Killswitch

By: volumin
16 base rush/standard map with unique layout. In the main base there's access to a Xel'Naga tower that is blocked by mineral patches and rocks. Next to the tower there's a backdoor to the main blocked by minerals. There's also a second ramp to the natural. Slow zones in the middle can be destroyed.


TLMC Test Tournament and Voting

The WardiTV TLMC Test Tournament will be held in early March, followed by public voting to decide the winning maps.

Public voting via TL.net will determine the final rankings in TLMC #20. 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 #20 are not guaranteed to be added to the competitive ladder. Non-finalist maps will also be considered for inclusion on the competitive ladder.

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
Legan
Profile Joined June 2017
Finland381 Posts
Last Edited: 2025-02-23 17:21:01
February 23 2025 17:08 GMT
#2
Congrats to everyone.

A quick look at the scoring sheet. The variance of the average score over all maps was 0.279722194. Three maps had an average score above 4, and 77 maps had an average of 3 or greater.
Creator of Gresvan, Tropical Sacrifice, Taitalika, and Golden Forge
Magnath10
Profile Joined February 2020
Egypt33 Posts
February 23 2025 17:19 GMT
#3
MAGANNATHA FINALLY MADE IT ☝️☝️☝️
CharactR
Profile Joined January 2020
Canada105 Posts
February 23 2025 21:32 GMT
#4
It's cool to finally see a 3 player map make it through.
While I'm a little sad it wasn't Windchill, I'm happy to see Last Fantasy finally got it's due.
I'm also glad to see a range of different types of maps, I was a little worried only the most standard homogenized maps would make it to the top of the score sheet with everything competing in the same category but I'm pleasantly surprised to be wrong!
Grats to all finalists!
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
sidasf
Profile Joined February 2023
79 Posts
February 25 2025 01:23 GMT
#5
I still do not understand why there is a need to introduce the Healing Shrines mechanic into StarCraft 2. What does it add to the game that is necessary? Especially 14 years into the game's life, where we will be stuck with the maps and patch for at least one year, cutting our ability to fix potential meta abuses that can arise from such a game changing mechanic.

The last sentence also applies to 3p maps.

That being said, I see lots of really stunning, fun maps. Can't wait til the voting phase, and congrats to all who made it this far!
Cygnus
Profile Joined February 2004
United States845 Posts
February 25 2025 05:36 GMT
#6
3 spawn Last Fantasy in the finals, LET'S GO!!!
themusic246
Profile Joined December 2012
United States211 Posts
Last Edited: 2025-02-26 05:20:12
February 26 2025 05:16 GMT
#7
On February 25 2025 14:36 Cygnus wrote:
3 spawn Last Fantasy in the finals, LET'S GO!!!


100% second this.. we've had some 4p maps in ladder and we all know their weaknesses inside and out from a map design and balance standpoint. 3p maps are better in almost all those aspects. Make 3p maps great again. Also.. leave it to the GOAT 3p mapmaker to make sure it's done right. Can't lose.

...also congrats to finalists woo (:
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
ejozl
Profile Joined October 2010
Denmark3343 Posts
February 26 2025 18:13 GMT
#8
I'm happy about the 3-player map as well, but I don't accept the doctrine that 4-player maps aren't possible.
I do think 3 player maps have some advantages over 4-player maps, so either way I'm a happy camper.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
solace__________
Profile Joined March 2025
1 Post
March 04 2025 20:09 GMT
#9
I'd like to see Last Fantasy as well. Bc its 3 player it feels like it will be harder to split bases down the middle which I think is cool for late game.
DanielleBailey
Profile Joined February 2025
1 Post
Last Edited: 2025-03-20 07:50:42
March 06 2025 13:19 GMT
#10
--- Nuked ---
OmniSkepticSC
Profile Joined November 2023
19 Posts
April 17 2025 09:19 GMT
#11
On February 25 2025 10:23 sidasf wrote:
I still do not understand why there is a need to introduce the Healing Shrines mechanic into StarCraft 2.


Can you actually try playing on a map with a shrine just one time before spamming every mapmaking thread with your opposition to them? It’s lord of the armchair philosophy out here
NinjaDuckBob
Profile Joined March 2014
177 Posts
Last Edited: 2025-04-17 21:32:56
April 17 2025 21:32 GMT
#12
On February 25 2025 10:23 sidasf wrote:
I still do not understand why there is a need to introduce the Healing Shrines mechanic into StarCraft 2. What does it add to the game that is necessary? Especially 14 years into the game's life, where we will be stuck with the maps and patch for at least one year, cutting our ability to fix potential meta abuses that can arise from such a game changing mechanic.

It really sounds like you're just analyzing this in a vacuum. Remember that time and positioning is everything in SC2. Ultimately that is what every interaction and every value and strategy boils down to. To go heal at a shrine means:
- Time cost to go to the shrine.
- Time cost to heal at the shrine.
- Time cost to travel from the shrine to the position you want your units in afterwards.
- Moving away from defensive or offensive positions to go heal at the shrine.

What are you allowing the opponent to do in that time and with that positioning? A unit can't be at both the shrine and another position at the same time. Is it just a matter of being used if there happens to be an engagement near it? Why can't the opponent just avoid that area if you are nearby or take advantage of it themselves if they are worried about it? There's strategic choice and counterplay here. Are you taking these into consideration with your criticism?
NinjaDuckBob ~ Fear the fuzzy!
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