
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!
Runners-up (16th to 6th place)
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.
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.
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.
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).
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.
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.
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

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

3rd place
"Torches" by KillerSmile

2nd place
"Persephone" by Patches

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

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.