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Team Liquid Map Contest #20: Voting

Forum Index > SC2 General
11 CommentsPost a Reply

Team Liquid Map Contest #20: Voting

Text byTL.net ESPORTS
March 9th, 2025 08:10 GMT
TLMC20
With the WardiTV Test Tournament coming to a close, it's finally time to begin the voting phase of Team Liquid Map Contest #20!

Your votes will decide which map-makers will take home the biggest share of the prize money, and also which maps will be given extra consideration when selecting future map pools.

The voting period begins now, and will close on March 16th. So make sure to look over our sixteen finalists, check out some games from the WardiTV Test Tournament, and submit your votes!

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.

VOD's from WardiTV Test Tournament:
Day 1 - Day 2 - Day 3 - Day 4 - Day 5 - Day 6


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.


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 March 16th (PST).

Time remaining:


Public voting via TL.net determines 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

While the popular vote will be taken into consideration, maps that place high in TLMC #20 are not guaranteed to be added to the competitive ladder. Multiple factors will be considered in order to construct a well-rounded and high quality map pool.

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
sidasf
Profile Joined February 2023
79 Posts
Last Edited: 2025-03-10 02:13:46
March 10 2025 02:03 GMT
#2
Let me preface with this: All these maps have clearly had so much effort put into them and I once again congratulate each and every mapmaker for making it this far. I'll give a brief thumbs up/down and then list my top favorites at the end.

Diffusion: Not bad, not amazing. Lack of base markers on the natural tiles, and a difficult to defend 3rd make me not a big fan. 👎

Tokamak: Phenomenal look and markers on every base! This should be the new standard for TLMC maps going forward! Awesome map! 👍

Magannatha: Great map, looks beautiful. After playing this map a few times, I must say though the minimap is a bit overwhelming and full. Hopefully this can be amended. Also, right click doesn't trigger an attack on buildings/debris, not sure if this is always how it is. 👍

Steam city: Not a whole lot to say. Not visually pleasing at all, needs some kind of contrast. 👎

Last Fantasy: Not a fan of the looks. Not a fan of multiple spawns either. I'm not sure who exactly is calling for these, but it presents multiple problems for scouting and makes cheese even stronger. 👎

Persephone: Rough on the eyes. I also cannot in good faith recommend maps with healing shrines due to the fact that they introduce unforeseen balance/gameplay/strat abuse issues, and we are stuck with these maps and the same patch for a year if not more. 👎


Sandwyrm: Looks good, but lack of base markers is a negative. Tiny bases will be frustrating for protoss and terran, no doubt, not that that's necessarily a negative. 👍

Pylon: Great layout, looks BEAUTIFUL. Needs base markers on the snow though. 👍

Killer's Mile: I cannot commend this mapmaker enough for putting base markers on every base-but the map aesthetic is lacking. 👍

Torches:Aside from the healing shrines, the map is very hard is on the eyes. Tiles are problematic for lots of engagements. 👎

Selaginella: Love the base markers but they need to be bolder. Aesthetic is wild, 3rd base setup is interesting. 👍

Antimatter: Extremely interesting map, but lack of base markers is a small minus. Some very interesting doodads and aesthetic pieces, but the minimap looks very clunky and odd. 👍

Incorporeal: Not a fan of the aesthetic or lack of base markers on the beaches. I must say though, interesting collapsible rock placement for the outer bases. 👎

The Grid: Extremely far linear third will force most to take a triangle third which is awful to play versus terran. The map looks good, but it's way too abusive for drop/medivac play in my opinion. 👎

Spirit Crusher: A wise man once told me:"If it ain't broke, don't fix it". This map is an incredibly solid standard map, plus the fact that it has base markers, even on the sand, is a huge plus. Could use with some more interesting doodads to spice up the aesthetic.👍

Killswitch: Having to mine out to take the linear third is problematic for some styles of macro play, but if unlocked it is rather safe. The backdoor access to the main once mining out minerals makes for some interesting games, overall, interesting map. 👍

My top three: Tokamak, Spirit Crusher, Magannatha/Pylon tied for third. Would love to see these make it to the map pool!

Overall this map pool looks promising and fun as hell. Can't wait to play it!
Azzur
Profile Blog Joined July 2010
Australia6257 Posts
March 10 2025 03:53 GMT
#3
Watching the WardiTV tournament, I thought the maps were alot of fun! Definitely voted
OmniSkeptic
Profile Joined January 2021
Canada68 Posts
Last Edited: 2025-03-10 03:54:45
March 10 2025 03:54 GMT
#4
On March 10 2025 11:03 sidasf wrote:
markers on every base!
but lack of base markers is a negative.
Needs base markers
putting base markers
Love the base markers but
lack of base markers on the beaches.
that it has base markers
y r u weigh u r
Mapmaker and M1 Terran from Canada. Most notable maps include 1st place TLMC#19 finalist "Anomaly Found", ladder map "NeoHumanity", and other maps that try to be competitive yet non-standard such as the asymmetrical Gridworm or resource-deviant Deadwind
IIEclipseII
Profile Joined February 2016
Germany157 Posts
March 10 2025 12:32 GMT
#5
I gave Killswitch 5 points, I really like all the third base options infront of the natural with the optional mineralwall entrance that can be opened up. Maybe it would be better to have that mineral wall + destructible rocks on the other ramp so protoss has an easier time to take the backwards third vs zerg. The rest of the map is also very cool, with the golden mineralwall + tower to get access to a completely different part of the map and spice it up. Should produce a lot of creative builds.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
March 10 2025 19:55 GMT
#6
5 pts: Last Fantasy
really cool combination of defensive highground expansions but speed-zoned lowground space for army movement along with the air-blockers that help reduce the amount of air space that has to be defended against, one of the consistent difficulties of 3 player maps

4 pts: Sand Wrym
cool pathing layout, nice use of infantry-favored pathing without over relying on destructible-rocks, and the central destructible-rocks make sense as a way to provide pathing alternatives later in the game without just pointlessly impeding pathing; cool idea with relatively nearby gold bases that have to be unlocked; I feel like the 12/6 bases are too close to the triangle bases, but otherwise pretty cool map

3 pts: Torches
interesting use of zerg rocks; cool backdoor area in the east, reminds me favorably of the semi-island portions of Shakuras Plateau; I don't think I like the lowground gold base, as there are so many other bases on the map that I can't see players actually fighting over it, in which case it just pointlessly obstructs pathing in one of the most important central regions of the map (I know there's a gap, but it still obstructs); there are too many bases in the lowground corners, this should be reduced by 1 or maybe even 2 to promote more use of the east; and I don't know how the healing field will work, but it's an interesting way to add importance to the otherwise most distant, isolated, and resourceless part of the map

2 pts: Pylon
this is either the most interesting standard map or the most standard innovative map among the selection; very clean layout with good pathing, cool use of high-yield gas expo which feels just defensible enough to be worth considering as a 4th base; unburrowable bridges are cool, maps definitely need more unburrowable terrain

1 pt: Persephone
resource density is too high--way too many bases in the player's starting corner; too many rocks; but I like the use of speed zones in the east to address the problem that this type of symmetry usually brings
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
monitor
Profile Blog Joined June 2010
United States2404 Posts
Last Edited: 2025-03-11 23:18:43
March 10 2025 20:11 GMT
#7
Voted. Here are some non-finalist maps that I’m hoping get chosen for ladder.

Cenotaph by avex
+ Show Spoiler +
[image loading]


Land O' Cagers by Omniskeptic
+ Show Spoiler +
[image loading]


Talisman by Patches
+ Show Spoiler +
[image loading]


Arbiter by themusic
+ Show Spoiler +
[image loading]


Institute by volumin (TLMC17/18)
+ Show Spoiler +
[image loading]


Carnivore by Killersmile (TLMC18)
+ Show Spoiler +
[image loading]
Mapmaker & TLMC Judge. Amygdala, Frostline, Crimson Court, and Korhal Compound (WoL).
JettCooper
Profile Joined March 2025
1 Post
Last Edited: 2025-03-22 13:25:49
March 11 2025 11:00 GMT
#8
On March 10 2025 11:03 sidasf wrote:
Let me preface with this: All these maps have clearly had so much effort put into them and I once again congratulate each and every mapmaker for making it this far. I'll give a brief thumbs up/down and then list my top favorites at the end.

Diffusion: Not bad, not amazing. Lack of base markers on the natural tiles, and a difficult to defend 3rd make me not a big fan. 👎
+ Show Spoiler +
The Team Liquid Map Contest #20 voting phase is here! Check out the sixteen finalists and cast your votes before March 16th. The maps include creative revamps like Diffusion, which modernizes Daybreak, and Tokamak, a macro-focused map with hybrid bases and destructible towers. Don't miss your chance to influence the future of competitive map pools! Descriptive essays are all about creativity, but I struggled with vivid descriptions and structuring my thoughts. I decided to try Academized to buy descriptive essay available at https://academized.com/buy-descriptive-essay here. The writer captured every detail beautifully, making the paper engaging and visually appealing. My professor was impressed with my storytelling skills, thanks to their help.

Tokamak: Phenomenal look and markers on every base! This should be the new standard for TLMC maps going forward! Awesome map! 👍

Magannatha: Great map, looks beautiful. After playing this map a few times, I must say though the minimap is a bit overwhelming and full. Hopefully this can be amended. Also, right click doesn't trigger an attack on buildings/debris, not sure if this is always how it is. 👍

Steam city: Not a whole lot to say. Not visually pleasing at all, needs some kind of contrast. 👎

Last Fantasy: Not a fan of the looks. Not a fan of multiple spawns either. I'm not sure who exactly is calling for these, but it presents multiple problems for scouting and makes cheese even stronger. 👎

Persephone: Rough on the eyes. I also cannot in good faith recommend maps with healing shrines due to the fact that they introduce unforeseen balance/gameplay/strat abuse issues, and we are stuck with these maps and the same patch for a year if not more. 👎


Sandwyrm: Looks good, but lack of base markers is a negative. Tiny bases will be frustrating for protoss and terran, no doubt, not that that's necessarily a negative. 👍

Pylon: Great layout, looks BEAUTIFUL. Needs base markers on the snow though. 👍

Killer's Mile: I cannot commend this mapmaker enough for putting base markers on every base-but the map aesthetic is lacking. 👍

Torches:Aside from the healing shrines, the map is very hard is on the eyes. Tiles are problematic for lots of engagements. 👎

Selaginella: Love the base markers but they need to be bolder. Aesthetic is wild, 3rd base setup is interesting. 👍

Antimatter: Extremely interesting map, but lack of base markers is a small minus. Some very interesting doodads and aesthetic pieces, but the minimap looks very clunky and odd. 👍

Incorporeal: Not a fan of the aesthetic or lack of base markers on the beaches. I must say though, interesting collapsible rock placement for the outer bases. 👎

The Grid: Extremely far linear third will force most to take a triangle third which is awful to play versus terran. The map looks good, but it's way too abusive for drop/medivac play in my opinion. 👎

Spirit Crusher: A wise man once told me:"If it ain't broke, don't fix it". This map is an incredibly solid standard map, plus the fact that it has base markers, even on the sand, is a huge plus. Could use with some more interesting doodads to spice up the aesthetic.👍

Killswitch: Having to mine out to take the linear third is problematic for some styles of macro play, but if unlocked it is rather safe. The backdoor access to the main once mining out minerals makes for some interesting games, overall, interesting map. 👍

My top three: Tokamak, Spirit Crusher, Magannatha/Pylon tied for third. Would love to see these make it to the map pool!

Overall this map pool looks promising and fun as hell. Can't wait to play it!


Thank you for making it easy.
betyek1
Profile Joined March 2025
2 Posts
March 13 2025 08:47 GMT
#9
--- Nuked ---
michel2023
Profile Joined March 2025
2 Posts
March 13 2025 11:50 GMT
#10
--- Nuked ---
michel2023
Profile Joined March 2025
2 Posts
March 13 2025 11:53 GMT
#11
--- Nuked ---
Avexyli
Profile Blog Joined April 2014
United States694 Posts
Last Edited: 2025-03-13 23:49:33
March 13 2025 23:48 GMT
#12
On March 11 2025 05:11 monitor wrote:
Voted. Here are some non-finalist maps that I’m hoping get chosen for ladder.

Cenotaph by avex
+ Show Spoiler +
[image loading]


Land O' Cagers by Omniskeptic
+ Show Spoiler +
[image loading]


Talisman by Patches
+ Show Spoiler +
[image loading]


Arbiter by themusic
+ Show Spoiler +
[image loading]


Institute by volumin (TLMC17/18)
+ Show Spoiler +
[image loading]


Carnivore by Killersmile (TLMC18)
+ Show Spoiler +
[image loading]


updoot i also liked these (excluding my own) in the sheet

I voted for Killswitch, Grid and Antimatter (i'm pretty sure, my memory's a bit hazy) as I believe they'll produce good game for fan.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Currently assisting developing StarCraft: Evolution Complete as Environment Artist & Multiplayer Game Design and Balancing.
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