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Team Liquid Map Contest #20: Results and Winners

Forum Index > SC2 General
13 CommentsPost a Reply

Team Liquid Map Contest #20: Results and Winners

Text byTL.net ESPORTS
Graphics byv1
March 21st, 2025 02:07 GMT
TLMC20
The community's votes have been cast and counted, and we're ready to announce the winners of Team Liquid Map Contest #20!

Ahead of the results, we'd like to thank everyone who made this TLMC possible. Monster Energy's long-term support for TLMC has been vital to the SC2 scene, and with their help, we hope to keep updating competitive map pools through 2025. Of course, the map-maker community is the foundation of TLMC, and we're grateful for their unending passion and creativity. We also want to thank Wardi and the TLMC test tournament participants for showcasing our finalist maps, as well as other creators who helped highlight this TLMC.

Now, onto the winners!

TLMC20: Results

Read our finalists post for full descriptions and overviews of all sixteen finalists.

Runners-up (16th to 6th place)
  • #16: Incorporeal
  • #15: Steam City
  • #14: Spirit Crusher
  • #13: Sandwyrm
  • #12: Antimatter
  • #11: Magannatha
  • #10: Selaginella
  • #9: Killer's Mile
  • #8: Diffusion
  • #7: Pylon
  • #6: Killswitch

5th place

"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.


4th place

"The Grid" by themusic246


Map-maker comments: 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.



3rd place

"Torches" by KillerSmile


Map-maker comments: 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.


2nd place

"Persephone" by Patches


Map-maker comments: 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).


1st place

"Last Fantasy" by Timmay


Map-maker comments: 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.




Mapmakers will receive $200 per map that finished in the top sixteen, as well as additional prize money for maps that finished in the top five of public voting.
  • 1st place - $200
  • 2nd place - $125
  • 3rd place - $100
  • 4th place - $75
  • 5th place- $50

Note: Top placing maps in TLMC #20 are not guaranteed to be added to the ladder and/or professional tournaments. The results of voting will be considered alongside other competitive factors.
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TL+ Member
sidasf
Profile Joined February 2023
80 Posts
March 21 2025 03:00 GMT
#2
With all these freestyle maps, I hope we get an extra veto or this game's playerbase is going to plummet over the next year.

We already tried a map pool with a high amount of freestyle maps in the previous pool and it was almost universally resented. I hope ESL gives some representation to the other maps too. It's sad to see Magannatha, Sandwyrm or Pylon didn't even make top 5.
Magnath10
Profile Joined February 2020
Egypt33 Posts
March 21 2025 03:46 GMT
#3
agree on the Magannatha front!! + Show Spoiler +
shh
themusic246
Profile Joined December 2012
United States211 Posts
March 21 2025 03:56 GMT
#4
Agree on the Pylon front!!

No shh.
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
kikito
Profile Joined March 2025
1 Post
March 21 2025 11:47 GMT
#5
Congrats to the winners! And thanks to the authors of Incorporeal, Steam City, Spirit Crusher, Sandwyrm, Antimatter, Selaginella, Diffusion, Pylon and Killswitch for their efforts.
CharactR
Profile Joined January 2020
Canada105 Posts
Last Edited: 2025-03-21 17:56:21
March 21 2025 17:54 GMT
#6
I hope ESL gives some representation to the other maps too. It's sad to see Magannatha, Sandwyrm or Pylon didn't even make top 5.

As the guy who made Sandwyrm. I'm ok with it not making top 5.
It's a pretty basic rush map with a light twist, but it's nothing special, I certainly could have made more interesting use of the infantry only filters aka the Dragons Teeth.
Plus It doesn't really affect if it makes ladder or not, and I can't complain with a 200$ prize, any extra is just a cherry on top :D
Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
Black_Frames
Profile Joined May 2021
3 Posts
March 22 2025 02:05 GMT
#7
Can someone explain to me why we don't just use the top nine finishers here for the ladder? For whatever flaws the TLMC process may have, at least it is a process -- one that has itself been subject to review and improvement over the last few cycles.

High-level players looked at the submissions to make sure the finalists were solid choices. Average players like me looked at these and voted on those we thought would be enoyable to play on. If there is some other basis for how the ladder maps are chosen, I, for one, would like to know what those criteria are.

The top 9 include some that I personally love and some that I wasn't so keen on, which is absolutely fine and what you would expect from a process like this.

In the past one of the difficulties facing the TLMC is just finding enough person-hours to review all the maps. I'd humbly suggest that this would be a lot easier, and volunteers would be much more willing to spend time carefully reviewing each map, if there were a clearer, more direct relationship between TLMC results and being added to the pool. If you look at past TLMC results and compare it to the ladder, the claim that "it helps" to be a top-finisher is tenuous at best.
MrIronGolem27
Profile Joined July 2020
United States211 Posts
March 22 2025 02:42 GMT
#8
On March 22 2025 11:05 Black_Frames wrote:
Can someone explain to me why we don't just use the top nine finishers here for the ladder? For whatever flaws the TLMC process may have, at least it is a process -- one that has itself been subject to review and improvement over the last few cycles.

High-level players looked at the submissions to make sure the finalists were solid choices. Average players like me looked at these and voted on those we thought would be enoyable to play on. If there is some other basis for how the ladder maps are chosen, I, for one, would like to know what those criteria are.

The top 9 include some that I personally love and some that I wasn't so keen on, which is absolutely fine and what you would expect from a process like this.

In the past one of the difficulties facing the TLMC is just finding enough person-hours to review all the maps. I'd humbly suggest that this would be a lot easier, and volunteers would be much more willing to spend time carefully reviewing each map, if there were a clearer, more direct relationship between TLMC results and being added to the pool. If you look at past TLMC results and compare it to the ladder, the claim that "it helps" to be a top-finisher is tenuous at best.


Nobody can explain it to you, because the people who know the reason are under NDA
HyperONE - mapmaker (TLMC19 2nd place, TLMC17 3rd+5th place), tournament organizer (organizer for the StarCraft Evolution League and Circle Derping), Liquipedia editor, Aligulac contributor, owner of Team HyperONE, and SC: Evo Complete developer
Balnazza
Profile Joined January 2018
Germany1130 Posts
March 22 2025 03:24 GMT
#9
On March 22 2025 11:05 Black_Frames wrote:
Can someone explain to me why we don't just use the top nine finishers here for the ladder? For whatever flaws the TLMC process may have, at least it is a process -- one that has itself been subject to review and improvement over the last few cycles.

High-level players looked at the submissions to make sure the finalists were solid choices. Average players like me looked at these and voted on those we thought would be enoyable to play on. If there is some other basis for how the ladder maps are chosen, I, for one, would like to know what those criteria are.

The top 9 include some that I personally love and some that I wasn't so keen on, which is absolutely fine and what you would expect from a process like this.

In the past one of the difficulties facing the TLMC is just finding enough person-hours to review all the maps. I'd humbly suggest that this would be a lot easier, and volunteers would be much more willing to spend time carefully reviewing each map, if there were a clearer, more direct relationship between TLMC results and being added to the pool. If you look at past TLMC results and compare it to the ladder, the claim that "it helps" to be a top-finisher is tenuous at best.


Just one added thought on this: This is a contest, so each map is individually looked at, but (atleast I assume so) they never get looked at together.
Meaning: It is checked how balanced a map is on its, but not how balanced the Top 9 are all together. It is entirely possible that for example 5 of the 9 maps are slightly X favored over Y, three are balanced and one is Y favored over X.
If you just pick them all together, the entire mappool suddenly is heavily X over Y favored, even though each of the nine maps individually is good and fine, together they suddenly create a huge problem
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
Black_Frames
Profile Joined May 2021
3 Posts
March 22 2025 20:19 GMT
#10
Just one added thought on this: This is a contest, so each map is individually looked at, but (atleast I assume so) they never get looked at together.


I can see the problem that you're describing, but in my opinion it is made worse, not better, by having this arbitrary and opaque selection process after the voting.

If everyone knows ahead of time that "the vote determines the pool" then the playerbase as a whole is highly-incentivized to participate. Not only that, but especially if you want to be selfish and pick maps that are good for your race / playstyle, you can only successfully do this by actually opening up the maps because there are simply too many things that you can't judge from an image.

The problem you're describing is basically "Yeah, but what if most people doing this like race / playstyle X? Don't we need something to correct for that?" and all I can say I think past pool selection has shown that, if anything, what happens is the vote tends to favor a relatively conservative / balanced pool, whereas the post-voting selection seems to reject standard maps in favor of more "interesting" choices.

And the really key point is, even if you reject that characterization of how it has gone historically, you can't tell me what basis was really used to select the pool because no one knows.
Balnazza
Profile Joined January 2018
Germany1130 Posts
March 22 2025 20:47 GMT
#11
On March 23 2025 05:19 Black_Frames wrote:
Show nested quote +
Just one added thought on this: This is a contest, so each map is individually looked at, but (atleast I assume so) they never get looked at together.


I can see the problem that you're describing, but in my opinion it is made worse, not better, by having this arbitrary and opaque selection process after the voting.

If everyone knows ahead of time that "the vote determines the pool" then the playerbase as a whole is highly-incentivized to participate. Not only that, but especially if you want to be selfish and pick maps that are good for your race / playstyle, you can only successfully do this by actually opening up the maps because there are simply too many things that you can't judge from an image.

The problem you're describing is basically "Yeah, but what if most people doing this like race / playstyle X? Don't we need something to correct for that?" and all I can say I think past pool selection has shown that, if anything, what happens is the vote tends to favor a relatively conservative / balanced pool, whereas the post-voting selection seems to reject standard maps in favor of more "interesting" choices.

And the really key point is, even if you reject that characterization of how it has gone historically, you can't tell me what basis was really used to select the pool because no one knows.


My argument wasn't about player-bias or the voters deliberately trying to skew the balance. It can however just happen. If you would make a vote about the best 9 maps ever, there is a good chance that mappool would not be balanced.

However, and I just want to point that out: It is just one argument, I haven't put much thought into the idea beyond that. Back in the day for WC3, I actually was in the position to decide the mappool for tournaments and leagues, though ofc it was a much different discussion, since in WC3 we always re-used old(er) maps and just introduced new ones from time to time.
"Wenn die Zauberin runter geht, dann macht sie die Beine breit" - Khaldor, trying to cast WC3 German-only
chirphysio
Profile Joined March 2025
1 Post
March 23 2025 04:02 GMT
#12
--- Nuked ---
Dobro
Profile Joined July 2018
1 Post
April 05 2025 06:24 GMT
#13
Would love to see new maps on ladder. Maybe soon... or without ESL hopefully at least later.
MJG
Profile Joined May 2018
United Kingdom920 Posts
Last Edited: 2025-04-14 10:57:30
April 14 2025 10:57 GMT
#14
I really hope the winner doesn't make it onto ladder. A three-spawn map in 2025? No thanks...
"You have to play for yourself, you have to play to get better; you can't play to make other people happy, that's not gonna ever sustain you." - NonY
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