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Team TLMC #5: Vote to Decide Ladder Maps!

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Team TLMC #5: Vote to Decide Ladder Maps!

Text byTL.net ESPORTS
Graphics byv1
September 22nd, 2025 04:25 GMT
TTLMC4
The WardiTV TLMC Test Tournament has concluded, meaning it's time to start official community voting for TL.net Team Map Contest #5.

The #1 vote receiving maps in the 2v2, 3v3, and 4v4 categories will be [b]directly added to the official StarCraft II ladder. Additionally, all map-makers will receive $220 per finalist map and extra winnings depending on their maps' placement in public voting (+$100 for first place in a category, +$50 for second place).

>>Vote Now<<

Time remaining:


Once again, here are our list of finalists, alongside detailed maps and commentary from the mapmakers. Also, you can view the VOD playlist from the WardiTV TLMC tournament to see high-level players competing on the finalist maps.

2v2 Maps

Rust Bucket

By: Patches
Rust Bucket is a standard 2v2 map with a unique main and natural setup. Players start separated but share a natural fortress.


Purple Reign

By: volumin
Standard 2v2 map with 10 bases per team. Players start with shared mains and naturals, the latter of which has two relatively easily walled entrances. Third bases and other expansions are more open and require team play to defend.


New Bed of Chaos

By: KillerSmile
You and your ally expand vertically along high ground terrain towards the opponents to take your 3rd and 4th bases. The more exposed 5th bases are on the low ground in between, where at 3 distinct points you can cross over to attack.
  • Rocks at the natural entrance and near the 3rd base to help defend
  • Reaper access from the low ground via Reaper jump cliff
  • Your 4th bases are close by air to your opponents, creating a large front for attacks
  • Low ground bases are ambiguous, leading to conflict in the mid and late game


Toha Industries

By: depressed1
Toha Industries is a standard semi-fortress map. Two semi-blocked natural entrances allow you to start a safe and stable game. Further expansion demands more attention and teamwork. Don’t underestimate features that are in the center of the map. Destructible cooling towers, slow zones and multiple high ground ramps awaits you for stirring maneuvers and action. Use them wisely.

The map has ramp setups similar to Emerald City. You have two natural entrances. They are very close to each other and half-closed by debris. This is a very safe and stable design to start a standard game. After following entrances, you may have a choice, stay at high ground or low ground. High ground third bases are closer to your opponents but safer than low ground thirds. But low ground thirds have further expansions and they are away from your opponents. So you can get an idea how to play the game.

Another good thing about the map is that you can spread the creep without blocking an ally's paths. So it should be very clean on paper. Adapted space in between bases and rush distance from 1v1 will standardize this map for high-level gameplay.

Destructible cooling towers are the main feature of the map. You can use them as a cover for ambush positions or as a defensible factor to block or even crush an opponent's army.


Gemgarden

By: Avex
A rectangular 26-base map with asymmetrical north and bottom halves to accompany larger macro games while maintaining a relatively safe rush distance for average game times to still be played.

Rock towers can assist in locking down oppressive movement on both the north and southern sides. The main bases additionally have two Zerg rocks that block off the northern side of the map, in addition to a mineral wall that blocks access to the southern ramp, while a large rock blocks the northernmost ramp.

Outside the editor the minimap has been adjusted to account for the low and mid-ground colors to be different enough for players to differentiate the levels.


3v3 Maps


Baalpeak

By: Avex
A diagonal 30-base map with two separate expansion paths. The curved highway of high ground holds a strong center for dominant positional play, while the curving low ground alleyways offer various opportunities for alternative counterattacks.


Incognito

By: CharactR
"There are 2 main and 2 natural entrances players will need to be aware of. A destructible Xel'Naga tower reveals many line-of-sight blockers across the rush path. The 8-patch gold base can be built on location, but has mining obstructed by 1500hp conjoined debris. Many destructible rocks are spread across the center.

Key Features:
    32 bases (5 1/3 bases per player)
  • 30 standard bases, 2 eight rich patch bases
  • Shared mains and naturals with 2 natural entrances that are fairly easy to wall.
  • Destructible xel'naga tower (via the cooling towers) that overlooks the main rush paths and los blockers around the middle
  • 1500 HP conjoined debris that blocks the rich mineral bases


Radiator

By: depressed1
Radiator is a rush-style open map with a true island hybrid base. You have a fair chance to survive and take it, because the map is not big enough to sit and wait. You need to move and sweat even more because radiators are fuming hot air around you.

One player starts separately from others like in 1v1. But he shares one natural expansion area with everyone. In exchange, a player that is separated has easy access to the third and fourth bases. Technically you can take four bases in the line. The center of the map is initially blocked by rocks. So you need to move around and take advantage of high ground ramps until you can.

Island hybrid base: I think it is always good to give something funky and unorthodox to players. Usually such a base is favored to Terran players. So I took away one gas and blocked it with Zerg debris. And now it is a real island base that looks acceptable for anyone. Also, it needs to be pointed out that the base is far from the main base and it is not easily affected by Nydus / Swarm Host game play.

Overall the map is relatively small but it has lots of good points to be a modern rush map design like in 1v1. The number of bases are on the low side. The distance in between bases is optimal for modern days. And you have fourth bases on high ground, which are more defensible and stable for late game.


Tacit Sanctity

By: KillerSmile
On this map every ally has their own starting base but a joint natural expansion area. The 3rd bases are easy to reach, but the 4th bases are vertically towards the corners. To secure bases in the late game, take control of the middle ridge.

  • 30 blue bases 8m2g, 2 purple gas bases 8m1g, 2 gold bases 6m2g
  • Large macro map with 5 normal bases per player
  • Rich resource bases are placed in more vulnerable positions, especially the gold base is very exposed and open, while the purple gas base can be attacked from the cliff below



Sleeping Giant

By: depressed1
Sleeping Giant is a semi-fortress but defensible map with a very dense arrangement of bases. You start strong and you have a great choice to move together with allies. But you can be greedy and take a journey alone to the gold base. And don’t wake up the giant and his sleeping guards.

The map has more defensible positions at the beginning. All three natural expansions are very close to each other. There are two natural entrances: one is the ramp that is far from opponents and super close high ground entrance semi-closed by rocks. Vertical expansions are more dangerous but you can get a gold base, while linear expansions are on high ground and pretty comfortable to defend.

Around the gold base there are collapsible rocks and side blockers. You can use them for ambush or protection. The center of the map is wide open and does not have any features to restrict maneuvers around the bases.

Overall the concept of the map was to create a slightly turtle design at the beginning. You have a straight way to take three bases. And generally speaking it is a great map to demonstrate that zerg players can spread the creep and don’t bother allies in most of the cases. Rush distance was adapted to 1v1.


4v4 Maps


Greenspill

By: KillerSmile
On this large 4v4 map allies spawn on the same highground behind 2 different size ramps. One natural expansion is in the back corner while the other 3 are placed against the cliff of the main base. The natural entrances are reinforced with debris. Taking 3rd bases requires taking a backwards base or expanding horizontally. Expanding vertically is more risky, but still possible, especially early on when the middle high ground are still obstructed by the Zerg rocks. The highground bases out on the map are made easier to take with debris on their ramps shielding them from big attacks.

  • 34 blue bases 8m2g
  • Watchtower in the center of the map
  • Bushes on the lowground
  • Limited access to the corner bases good for lategame standoffs, but still many paths across the map to keep it dynamic
  • Destroying the many rocks makes the map more open over time, the Zerg rocks even die on their own



Heavenward

By: depressed1
Heavenward is a semi-fortress map with two semi-blocked front ramps and one open sideway with following high ground thirds. You have one pocket base and an additional base at your natural area. All the following expansions work mostly in a defensive way, prowling through additional space and away from your opponents. So, in general this is a macro oriented style map design with few rush opportunities.

Two watchtowers can help you hold high ground positions and control the space around the center of the map. But they can’t reach the exact center of the map. So this path is in shadow from you.

Two rich Vespene geyser bases were added for flavor in easily contested positions. With a couple speed zones in combination with side blockers, it makes this certain region of the map funkier and more interesting to poke around. In late game scenarios, most of the time you will rotate around watchtowers and high ground thirds.

Overall it is a refined design to prior existing ones. And it should not be a problem for Zerg players to get three bases and even spread the creep. The main base is squished but there is enough space for everyone with various race distributions. To be sure that is everything okay two low ground bases were added in an opposite direction.


Netsphere Terminal

By: depressed1
Welcome to the Netsphere Terminal. An open map with low number of resources and short rush distance. You have fair chances to get into late game and fight against the Safeguards. And who knows, maybe you will even find Cibo there.

This is primarily a map with a short rush distance and one wide open natural entrance that is up front. The other two entrances are not so important and dangerous. One of them is half-closed by debris. And the other one is way far from your eyes. This is a little bit of an unusual design. You don’t have lots of bases here. And the main base builds around the idea that you are forced to move around. You have one big central high ground diagonal, which is the main artery of the map. 1x ramp gives you the shortest path to opponents’ natural expansion. The other paths are not so strong looking for initial aggressions.

There are two watchtowers built around wide open low ground areas and rich Vespene bases.
With this map I just wanted to create something compact and fast unlike others. Usually 4v4 maps are big, even gigantic maps. Long rush distance. But with this map I want to have something aggressive and not too fatiguing to play.


Iron Dragon

By: Meavis
Team play map. You share a fortress with your allies. Additional resources are nearby, further resources are further towards the outskirts, with some resources in the center of the map.

Key Features:
  • Shared main
  • Inbase naturals
  • Shared naturals



Mossfire

By: Timmay
Bases are arranged to allow for expanding as a team. Natural chokes can be walled with three 3x3 buildings.


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