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TL Team Map Contest #5: Presented by Monster Energy

Forum Index > SC2 General
10 CommentsPost a Reply

TL Team Map Contest #5: Presented by Monster Energy

Text byTL.net ESPORTS
June 13th, 2025 02:36 GMT
TTLMC4
Update (July 13, 2025): Because map uploads remain disabled ahead of the testing/judging phase, we are extending the submission phase in rolling one-week increments. The submissions deadline is now July 20th, which will be extended again to July 27th if map uploads remain disabled (and so forth). Judging and testing will commence at the end of the submission period where map uploads are reenabled.

If map uploads remain disabled for so long that we lack the time to prepare the newly submitted maps for a late-fall ladder rotation, adjustments will be made to the latter phases of Team TLMC #5. We are currently considering a number of contingency plans, such as executing a map rotation with previous ladder maps and/or maps submitted to previous Team TLMC contests. We are also pursuing ways to hold some form of WardiTV tournament, even without new maps. Whatever the adjustment ends up being, we are committed to paying out prize money to winning map-makers from this cycle and considering their maps for the next ladder map rotation.

Once the alternative TLMC plans are finalized, we will announce the hard deadline at which submissions will close and Team TLMC #5 will proceed in a different direction.




The Team Liquid TEAM Map Contest is back, and once again we're looking for fresh 2v2, 3v3, and 4v4 maps to add to the official map pool.

As of now, our goal is to execute a full or partial team map rotation in late autumn. We haven't settled on a final ladder map selection process, but we'd like to at least make sure that the #1 community voted maps are added to the ladder. We'll keep the community updated on the selection process as TLMC progresses.

We'd like to thank Monster Energy for continuing to support TLMC as it takes a more central role in ladder map selection. Creative maps have been a key part of RTS and competitive StarCraft in particular, and we're excited to see what kinds of submissions we receive from the mapmaking community.

The submission phase begins now and will last until July 13th.

*****
Map uploads and TLMC: As the status of map uploads is uncertain, we cannot confirm an exact TLMC schedule at this time. As of now, the submission deadline is July 20th, but it may be extended depending on the circumstances.

The ideal scenario is to carry out a ladder map rotation in late autumn, and to that end, we've decided to begin the submission phase now. That way, we can immediately commence with the judging, QA/testing, and voting phases if map uploads are reenabled in the near future.

In the unfortunate case that map uploads remain disabled for an extended period of time, then the ladder map rotation and later phases of TLMC may be delayed. If such a delay occurs, TLMC will resume the map rotation process at the soonest date when it becomes realistic.

In the interest of rewarding mapmaker efforts, we will determine TLMC winners by the end of 2025, regardless of the status of uploads or map rotations.

Map Creation Guidelines

Restrictions & Allowed Features

  • Maps must meet Melee requirements: Triggers and data which affect Melee requirements may not be modified.
  • Maps may not contain custom data related to units or replacement textures for assets.
  • The following features may be used: Rich Vespene Geysers, Inhibitor Zone Generators, Acceleration Zone Generators, Reduced Mineral Fields, Mineral Walls, Destructible Zerg Infestation, [Vespene Geysers or Collapsible Rock Towers crushing Mineral patches to work as gates].
  • The following features may NOT be used
    • Healing Shrines
    • Hostile/Rogue Missile Turrets
    • Permanent Force Fields
  • Avoid the utilization of air pathing blockers in such a way that it is utilized for entirely aesthetic features, and avoid its usage in such a way that units can become trapped by them.
  • If you wish to use a feature that was not explicitly allowed or banned above, please inquire with TLMC staff for clarification.


Guidelines and Suggestions

These suggestions are overall guidelines for team map creation, not strict rules. While we generally advise caution when using non-standard/creative features, ultimately they can only be judged within the context of each individual map.

  • Number of mining bases:
    • 2v2: 4 to 5 bases per player, 9 to 11 bases per team
    • 3v3: 4 bases per player, 11 to 13 bases per team
    • 4v4: 3 to 4 bases per player, 12 to 15 bases per team
  • Avoid adding excessive numbers of Rich Mineral or High Yield Vespene Geysers to the first three bases of each player. Just one per two players might suffice, and then other Rich Bases could be added in the center.
    • Good applications: Overgrown City, Reclamation
  • Bases with non-standard numbers of mining nodes, and/or non-standard amounts of resources per mining node are allowed. As with all other non-standard features, please be cautious when creating non-standard bases (especially inside of each players' first three bases).
  • It is generally more difficult to make successful maps where players start in split bases, as early aggression is very powerful. Maps that succeed while having split base starts tend to be the exception to the shared-base norm.
    • Good application: Sludge City
    • Poor application: Shrines of Lizul
  • It is generally recommended for natural/secondary bases to have either one large or two medium entrances. Please ensure that the natural/secondary base entrances can be walled off with comparative ease but not overly so.
    • Good application: Emerald City, Rhoskallian
    • Poor applications: Catalesque, Polka
  • Take care when placing expansions that cause teammates to expand away from each other, as this can cause scenarios where players end up in a series of parallel 1v1's instead of a team game (especially important in 2v2).
  • Be especially cautious with defense-friendly map designs. There is a heightened level of defender's advantage in team games, and defense-friendly maps can lead to overly passive play.
    • Poor application: Magma Mines
  • Setting up large sections of map terrain and expansions behind narrow choke points can also lead to overly passive and defensive gameplay.
    • Poor applications: Traitor's Exile, Dusty Gorge
  • As team games have larger overall unit count, make sure maps have enough open space for large armies to maneuver through.
    • Poor application: Seeds of Aiur

Map Archetypes & Examples

These are the general archetypes that the vast majority of team maps tend to fall into, but mapmakers are free to experiment with hybrid or more experimental layouts. The listed maps are examples of successful team maps, and should serve as an additional guideline for map creation.

Fortress
  • Description: All teammates can defend the same choke.
  • Examples:
    • 2v2 Emerald City
    • 2v2 Rhoskallian
    • 2v2 Heavy Artillery
    • 3v3 Misty Swamp
    • 3v3 Bastion of the Conclave
    • 3v3 Jungle Depths
    • 4v4 Old Estate
    • 4v4 Last Impact
Semi-Fortress
  • Description: There are multiple chokes and the team typically splits up to defend the chokes.
  • Examples:
    • 2v2 Overgrown Facility
    • 2v2 Dusty Gorge
    • 3v3 Bone Temple
    • 3v3 Augustine Fall
    • 4v4 Sunset Valley
    • 4v4 Mementos
    • 4v4 Concord
Rush
  • Description: Teammates can defend the same choke or multiple chokes, but the short ground and/or aerial distance between opposing bases favors aggressive early-game strategies.
  • Examples:
    • 2v2 Flooded City (Rush Fortress)
    • 2v2 Snowy Mesa
    • Graystone Ravine
    • 3v3 Rosebud (Rush Fortress)
    • 4v4 Multiprocessor (Rush Fortress)
    • 4v4 Shipwrecked (Rush Fortress)
Open
  • Description: Players start separated and do not share starting locations.
  • Examples:
    • 2v2 Efflorescence
    • 4v4 Alaeni Enclave


Focus on Quality Assurance

The Team Liquid Map Contest has always welcomed a broad range of submissions within the tournament rules, regardless of the experience of the mapmaker. However, this leads to a number of submissions that do not meet the standards for competitive StarCraft II, or are poorly optimized for in-game performance.

Since we do not wish to tighten the standards for submitting a map, we request that map-makers conduct as much debugging and quality assurance as reasonably possible before submitting maps to TLMC. This will reduce strain on TLMC staff, and help assure that high quality, refined maps are added to the competitive map pool.

Factors to consider in QA include, but are not limited to:
  • Unit pathing
  • In-game performance (too many doodads is a frequent culprit)
  • Correct line-of-sight blocker implementation
  • Mineral/gas placement
  • Compatibility of natural expansion chokes with standard wall-offs
  • Unintended drop locations
  • Removal of misc. remnants from map creation/testing phase
Please use resources such as video documentation of TLMC map feedback, previous TLMC feedback threads, and community groups such as the “Mappers’ Circle” Discord server to learn more about the principles behind high-end map-making. In particular, community groups can be invaluable for map-making discussion and getting feedback on your maps.

Post contest map iteration

We want to give the map-makers an opportunity to edit their maps after the contest period to make any adjustments if necessary. Hopefully this will give the map-makers more control and a chance to make improvements based on any feedback from the judging panel, high-level players, or the community at large.

After the contest, map-makers will be contacted by TLMC staff in order to make improvements and get their maps into a ladder-ready state before the next ladder season. For instance, map-makers can make small adjustments to the maps such as changes to Reaper cliffs. Results from our performance tests will also be made available to map-makers who can use those results to improve performance.

Contest Phases

Due to the status of map publishing, we cannot finalize specific dates beyond the submission phase.

Note: The default timezone for TLMC is Pacific Time (PDT). While countdowns and specific times should be converted to local timezone on the TL.net website, PDT will be used whenever we "just" use dates in posts. For example: the end date for submissions is July 20th. So the deadline is July 20th at 11:59 PM PDT.

Submission Phase

June 12th - July 20th

To ensure that maps are ladder-appropriate and have minimal performance issues, please conduct as much quality assurance as possible on your maps before submitting them to TLMC.

Playtesting and Judging Phase

July-August 2025 (TBD)

Once submissions have closed, maps will go through an initial screening by TLMC staff. The remaining maps will be submitted to a judging and playtesting panel. The judges will pick fifteen (15) finalist maps from the three categories to move on to the final voting stage:
  • Five (5) 2v2 maps
  • Five (5) 3v3 maps
  • Five (5) 4v4 maps


Note: All submissions are anonymized before being sent on to the judges. Only the main admins of the contest have access to who the submitters are.

Test Tournament & Public Voting

August 2025 (TBD)

The WardiTV TLMC tournament will give everyone a chance to see the new map candidates being played by high-level players.

As with previous TLMC's, we will make a public post introducing the fifteen finalist maps. Map-makers who make the top 15 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post. All this information will be sent out in a PM to the 15 finalists after the tournament phase.

Finally, the public will then vote on the final versions of these maps. Public voting will directly decide some of the maps that will be added to the official ladder. While the exact number has yet to be decided, at minimum, the #1 voted map in each category will be added to the ladder.

Iteration Phase

August 2025 (TBD)

The iteration phase has become a vital part for map-makers in TLMC. It gives them a chance to fix smaller issues that may have been caught during the tournament phase. Note that smaller fixes are often better than huge changes.

TLMC Winners Announced

Shortly after the conclusion of the voting phase, we will present the final TLMC standings.

The full list of official ladder maps for next season will be announced at a later date. The exact selection process has not been finalized, but we will keep the community updated on this process as we did with the 1v1 map pool. We are likely to consider a combination of public voting, feedback from high-level team game players, and the opinions of the testing panel.

Prize Distribution

Thanks to Monster Energy, Team TLMC #5 will feature a prize pool of $3750.

All finalist maps (top 15): $220 base prize

First place (one per category) - $100

Second place (one per category) - $50


How To Submit Maps

Submission Rules

  • Map-makers will be limited to three (3) map submissions per category (2v2, 3v3, 4v4) for a maximum of nine (9) submissions
  • Maps can only be submitted to one category (you can't resubmit a 4v4 map as a 3v3 map with fewer starting points, not that anyone would do this haha)
  • Maps from previous Team TLMC's and other community contests may be submitted.


Please PM your map file(s) to TL Map Contest with the below format by July7th. Your PM should include the name of the map AND its team play category (2v2, 3v3, 4v4). You must submit one PM for each map (nine maps = nine PM submissions). Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry will not be officially confirmed until any issues with the submission have been resolved.

If you want to submit a revised map for the contest before the end of submissions, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.

The submission PM must contain:
  • Map name
  • Team play category: 2v2, 3v3, 4v4
  • A download link to your map
  • A picture of your map. Please use the standard 90° top down overview—do not use any angled or tilted images. Please mark start locations and describe any starting location constraints. You may attach additional images to highlight map features if you wish, but the top-down view is most important.
  • The size (dimensions) of the map
  • Number of bases (note the number of bases with rich minerals and/or Vespene)
  • Main to Main distance (in-game seconds using a worker from town hall to town hall)
  • Top of main ramp to top of main ramp distance (in-game seconds using a worker)
  • Natural to Natural distance: (in-game seconds using a worker from town hall to town hall)
    • Please give the minimum and maximum times between the various bases
  • Any relevant analyzer images (optional)
  • A description of the map: This is a very useful resource for judges and TLMC admins who are examining dozens of maps, so please try to be both informative and concise. We recommend around 800 characters at most, although this isn't a hard limit.
    • Point out any alternate resources, destructible rocks, or other elements that aren't obvious at first glance.
    • Explain the general concept and style of the map
    • Describe the features that distinguish it from 'normal' maps
    • Check out some of the map descriptions provided by the TLMC #17 finalists. As a specific example, here is Marras' short description of Stargazers from TLMC #16:

      Stargazers offers the opportunity to either play standard games or make things a bit more spicy by opening up the path through the pocket natural.

      Features:
      • There are 12 blue bases in total plus one gold base at the 6 o'clock position
      • The pocket naturals have a standard amount of minerals and gas but the base is blocked by two mineral nodes with the value of 10 per each
      • The minerals blocking the ramp leading from the pocket natural have a value of 40 each making opening up that path a big commitment if done by the attacker
      • Line of sight blockers are situated in the middle area and the bottom of the map
      • The Xel'naga Tower at the 12 o'clock position can see a little bit of the outermost parts of the pocket natural mineral lines.

The map FILE must contain:
  • A short gameplay description: There is a field for this with a limit of 300 chars. You can include some flavor text here, or base it on the gameplay description from your map submission.


Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC admin Waxangel or Kantuva instead.

Submit your map

FAQ

Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Google Drive, Dropbox, or OneDrive and include the link in your entry.

Q: How do I attach a map file or image to a PM?
The Team Liquid PM system does not support attachments. Instead, use an external image/file hoster such as Google Drive, Dropbox, or OneDrive for map files or Imgur for image files. Please send those links along with your submission.

Q: Will the first place map in a category automatically be included on the ladder?
Barring extraordinary circumstances, the #1 placing maps in each category will be added to the ladder.

Q: How crazy can my maps be?
Maps need to be ladder appropriate, and the guidelines we listed earlier in the posting should point you in the right direction. If you are concerned that your map might be pushing the boundaries for ladder suitability, then please PM us and we will tell you whether or not it is appropriate.

Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the map-makers?
Post in their map threads and give them support, encouragement, and replays on their maps! Giving your favorite map-maker support will be much appreciated by the map-maker. Replays are especially valuable as it helps the map-maker align their design goals with the map with the reality of how people play their map.

If you have any unanswered questions please do not hesitate to ask them below or PM us who will be happy to answer them. Again, we highly recommend you join the “Mappers’ Circle” Discord server.

Best of luck in the competition.
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CicadaSC
Profile Joined January 2018
United States1708 Posts
Last Edited: 2025-06-13 02:43:33
June 13 2025 02:42 GMT
#2
please god no 3-4 player maps. last fantasy barely gets played, not just not by pros either i have no maps vetoed this season and barely get to play it at all. i get some arm chair map designers might like it and think its cool but really it is a minority opinion. We spent years to figure out and come to a majority agreement that we do not like RNG in our competitive video game. The only exception i will make is if its like a 4p map and they force cross spawns, but even that im not sure will be that good large maps like that tend to favor zerg I believe.

/endrant

User was temp banned for this post.
Remember that we all come from a place of passion!!
Mizenhauer
Profile Blog Joined February 2015
United States1870 Posts
June 13 2025 02:51 GMT
#3
On June 13 2025 11:42 CicadaSC wrote:
please god no 3-4 player maps. last fantasy barely gets played, not just not by pros either i have no maps vetoed this season and barely get to play it at all. i get some arm chair map designers might like it and think its cool but really it is a minority opinion. We spent years to figure out and come to a majority agreement that we do not like RNG in our competitive video game. The only exception i will make is if its like a 4p map and they force cross spawns, but even that im not sure will be that good large maps like that tend to favor zerg I believe.

/endrant


These are team maps, brother...
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
MJG
Profile Joined May 2018
United Kingdom1053 Posts
June 13 2025 08:35 GMT
#4
On June 13 2025 11:51 Mizenhauer wrote:
Show nested quote +
On June 13 2025 11:42 CicadaSC wrote:
please god no 3-4 player maps. last fantasy barely gets played, not just not by pros either i have no maps vetoed this season and barely get to play it at all. i get some arm chair map designers might like it and think its cool but really it is a minority opinion. We spent years to figure out and come to a majority agreement that we do not like RNG in our competitive video game. The only exception i will make is if its like a 4p map and they force cross spawns, but even that im not sure will be that good large maps like that tend to favor zerg I believe.

/endrant

These are team maps, brother...

Any opportunity to remind map makers that they overstepped the boundaries with that horrible map...

"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
KillerSmile
Profile Joined November 2018
Germany86 Posts
June 13 2025 13:05 GMT
#5
We spent years to figure out and come to a majority agreement that we do not like RNG in our competitive video game.


Yeah well, why have a best of 7 then at the end of a tournament? Why have best of 5s or even best of 3s. If there is not randomness and it's all skill, then 1 game should be enough to determine the winner, which of the 2 competitors is the better player.

Reality is there is and always will be an element of randomness in any competitive game and those games are not less competitive because of it. There are TCGs out there where even the best players only win a bit over 60% of their games, but they are still considered the GOAT of their game. Being able to adapt to RNG and overcome the odds is what makes true champions. If you want to go and cosplay as a professional gamer who thinks he deserves to win 100% of the time he is up against a player of slightly lower skill I assure you the game will get stale and the viewer base will grow bored and tired of watching series that are nothing but sweeps of 2-0 3-0 and 4-0.

Reducing RNG is a false ideal, it leads to there being more and stronger scouting than ever all in the name of skill expression and preventing cheese from being "too effective". It's awful to play in an environment like that, where you have to be able to execute build orders for max income without it being a gamble, because any rush strat that could bring you down can be spotted from a mile away or is just too weak to be game winning. Thanks balance council, but no thanks.

Btw if anybody wants to take a look over the rim of SC2, in Broodwar the most balanced maps are 3 and 4 player maps. Too bad it's actually reall hard to nigh on impossible to have more starting locations than teams for random spawns, only Team bIodome and Burning Bridges come to mind and I believe the ladder of those is cross only sadly.
Mapmaker, author of Data-C, Solaris, Ley Lines, Torches and Reclamation LE
sidasf
Profile Joined February 2023
83 Posts
June 20 2025 00:06 GMT
#6
Why are we not allowing healing shrines when we allowed them on two 1v1 maps?
zelevin
Profile Joined January 2012
United States260 Posts
June 21 2025 18:46 GMT
#7
Just wanna say to the TL guys who took over the ladder map pool, this is by far my favorite 1v1 map pool ever. I really appreciate the work you all have done.
Waxangel
Profile Blog Joined September 2002
United States33388 Posts
Last Edited: 2025-07-13 21:13:24
July 13 2025 21:13 GMT
#8
Updated with a submission deadline extension, + some info on alternative plans.
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
OmniSkeptic
Profile Joined January 2021
Canada70 Posts
July 14 2025 03:57 GMT
#9
If we're just gonna talk about 1v1 maps in the team map thread I just wanted to drop a comment here to counteract the previous one that I actually really enjoy playing on Last Fantasy because my brain cells actually get to move in a new direction for once. Ironically, the worst part of the map has nothing to do with its asymmetry and more to do with how choky some areas are. If you get to 4-5 bases on a composition like Mech or Skytoss it's just brutal for someone to try break it. Rush distance gets surprisingly short. But the key is to end the game before then, usually with a hail-mary doom drop
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 Fear and Faith or the asymmetrical Gridworm
CicadaSC
Profile Joined January 2018
United States1708 Posts
Last Edited: 2025-07-14 07:57:03
July 14 2025 07:55 GMT
#10
I'm not sure why my post was given a warning for talking about 1v1 map pool, but others are allowed to talk about it. The difference being my post was critical of the map pool while others were supportive. So the logical conclusion would be you are allowed to post off topic if it is affirmative and not if it is negative feedback. I didn't even post in an inflammatory way; just about my reservations with multi-player spawns in 1v1. To me, this moderation seems a bit hypocritical.

That aside though, I do have some opinions on team maps. I think an ideal map pool should have some variety, but because of the increased number of variables in team play have a more standard layout for the majority of maps. To me, that includes high ground starting bases as a necesity with 1-2 player chokes. this allows you to play safe against some deadly cheeses like double zerg 12 pool. Moreover, I think there should not be too much deadair space between bases as sky strategies are fairly common and this will prevent them from being able to bounce base to base and lead to a more natural progression of tech and strategies than the infamous mass air. Finally, I think high yield bases are a cool idea and I would put them in the center. having minimum 4 players to contest it makes it a large point of contention and reduces effectiveness of turtle playstyles since you will have to move far out on to the map to secure them.
Remember that we all come from a place of passion!!
CharactR
Profile Joined January 2020
Canada106 Posts
21 hours ago
#11
My Submissions
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2v2
Psaruge II
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[image loading]

Neo Richmond
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Torrent
+ Show Spoiler +
[image loading]


3v3
Incognito
+ Show Spoiler +
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Omega Point
+ Show Spoiler +
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Skyscraper District and Templar Park
+ Show Spoiler +
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4v4
Nadir
+ Show Spoiler +
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Indolence
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Bel'shir Temple
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Creator of ladder maps: Altitude LE, Undercurrent (2v2), Crimson Research Lab (2v2), Sandstorm (3v3), Lexiphanicism (4v4), Floodplain (4v4)
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