
With voting for new team maps already in progress, it's time to reveal the sixteen 1v1 finalists from TLMC #21 as well! Once again, the map-making community has delivered a strong batch of new ladder map candidates, ranging from variations on tried and true patterns to innovative new ideas.
Usually we'd announce that the WardiTV TLMC Tournament is coming right up, but this time it will be slightly delayed to October 7-12. However, the finalist maps will still be made openly available to play in the coming days, and we hope to see them in various online tournaments as early as next week.
Once again, we'd like to thank Monster Energy for their continued support of StarCraft II and TLMC. The past three years of ladder rotations wouldn't have been possible without Monster, and we hope we can make this next ladder pool the best yet.
Okay, on to the maps!
A high ground path leads through the center with multiple expansion options in either direction.
Taito Citadel is a macro map designed to provide a solid base spread without oversaturating the layout with expansions.
The natural/triangle third high ground is set up so that the triangle third is slightly farther from the natural than usual. However, once secured, it is highly defensible thanks to the ramp layout and the presence of Xel’Naga blockades (rocks). Destroying the blockade opens a 2x directly in front of the natural, significantly shortening the rush distance and increasing the vulnerability of the natural/triangle defensive setup.
The forward base, while more exposed, reinforces the triangle third by covering its primary attack angle. A secondary attack path still exists, preventing the forward base from completely cutting off the attacker's access to the triangle 3rd. Control of the central Xel’Naga tower provides crucial vision of direct pushes down the center lane and can allow attackers to better assess defenses around the forward base.
The gold base sits in the bottom-left corner, with its mineral line facing outward so it can be pressured from the low ground. This orientation reduces the travel distance required to respond to harassment (e.g., Liberators), balancing the longer distance needed to reach the base itself. While this setup makes small-scale harassment easier to handle, it leaves the base more vulnerable to full-scale pushes since the mineral line is more exposed overall.
Talisman is an unorthodox map that makes use of "Worker Only Paths." While the linear expansion direction is normal, the triangle expansion direction features a hybrid triangle base with 4 rich patches, 4 regular patches, which when mined out, opens up a ramp into the main (this ramp can be somewhat easily walled), and a hybrid forward base which has 3 rich patches and 3 regular patches.
The Worker only path next to the hybrid base allows players to use workers to scout in the early game if the main ramp has been walled off (the Reaper cliff surface area has been reduced to account for this) and also allow players to more easily expand to the hybrid base before the ramp is mined open (each reduced node has 65 minerals). Debris on the ramp leading into the triangle base creates a dynamic where the hybrid is more separated from the other bases until it has been knocked down, which creates an interesting dynamic where you can expand to the hybrid as a natural (depending on your race/matchup) or 3rd base before the debris is down. Depending on the player's setup this debris may hinder or help the player take the hybrid base while it is still up.
The forward hybrid base is not as strong mineral wise as it only has 3 rich, 3 regular patches, but it's still stronger than a regular base. While the base is exposed, if the player is able to hold the base it provides them with a very strong forward position. That being said, the base is still very exposed to attack due to its proximity to the opponent and openness.
Finally, this map also features a rich gas half base. In the past rich gas bases, which can be taken as a third have been frowned upon due to all ins and cheeses, but with this setup, the base is much more exposed to small harassment forces and drops from the high ground (compared to a map like Crimson) making it much harder to take as a 3rd base. The rich gas base may still get taken for all ins, but it's much more balanced than previous versions of forward rich gas bases. In a regular game it would likely be taken as a 5th or 6th+ (or in some cases a 4th). This rich gas base only has 6 mineral patches.
A 3 player map with airblockers, where air units can only exist above the safety of the Mothership. All 3 players have a 90 degree corner like on a normal square map. Your 3rd base is on high ground protected by 2 debris. The path to the opponent always leads through the middle over ramps. You can choose your 4th base to be away from the opponent on the lowground, either next to your 3rd base or next to your natural. Between the low ground bases you can walk over see-through platform walkways.
Magnetic North is a short rush distance map with a low amount of resources. All reduced-resource bases are intended for late game scenarios. You can’t sit and turtle so easily anymore. Now you are relying on cheap and low gas compositions and good trades.
So here is the idea. This is a relatively compact (narrow) map. You have a pretty standard beginning. The linear third base is pushed a little back closer to natural expansion, because it is a short rush distance map. But overall, everything is pretty familiar.
Until you step into the late-game phase. You will run short on gas and minerals. You can’t put together tier 3 army composition as easily. All reduced-resource bases are a little bit closer to each other, so it's a little easier to expand, maneuver and defend. Because it shouldn’t be done in a way when you snooze you lose the game instantly.
You have a high ground center of the map with lots of ramps. And a pretty open low ground area. So there are no hard pressure points but a lot of good moments where you can reminisce about the good old days. Splitting marines, surroundings with lots of charge zealots, and running through the wall with the swarm.
Risen Memory is a somewhat standard map, the natural choke has a rock to help with walling off.
Initial expansions are relatively close by and easy to defend, and the farther expansions towards the corners are much more vulnerable, especially when the rocks-debris are broken.
Standard map with 7 bases per player. Further bases are spread out so that expanding beyond 4 is more difficult. Pathways are wide but there are rocks blocking some of the paths.
Winter Madness is a macro map with 16 bases total, two of which have a single rich gas. There are two third base options, no overlord pillar at the natural, some airspace around the edges, rocks and line of sight blockers.
Celestial Enclave is a macro map with small twists to make it more interesting and allow for players to come up with new strategies. The map features a pocket base with 5 minerals and 1 gas, so while much safer it comes at the price of reduced resources.
The rocks in the natural allow the defenders to open up a path to the triangle 3rd, or for attackers to open up an additional entrance to their opponents natural. The rocks take a while to break down, so as long as the defender is aware it's difficult for the attacker to break open the second entrance into their enemy's natural during the early game.
The worker only path on this map allows players to use workers to scout even if the player has walled off their main (because of this, the Reaper spots are slightly reduced on this map). The worker path can also be walled with a single 2x2 structure. The worker only path can be used to retreat workers from the triangle base to the pocket as well.
The forward rich gas half base is designed to be a base taken later in the game due to its reduced mineral count. You can also take this base if you want to all in (such as Zerg taking rich gas bases to all in), but unlike maps like Crimson Court, the base is more exposed and has less resources.
Zerg Rocks limit the options for paths across the map early on and protect an expansion right next to your natural, which you can access faster by mining out the minerals on a connecting backdoor ramp. The map features many small patches of sightblocker bushes. There is a backwards facing base very close to your natural entrance, that is however very vulnerable to being sieged from the middle of the map.
The bottom left corner of the map has a higher base density, but the top left has gold bases. Choose your expansion pattern wisely.
Distinctive Features: Narrow Reaper cliff in the main, but Reapers also have access through a cliff to the natural as well. Rocks and sight blockers create a nice position to hold between linear thirds.
Macro map with 16 bases, two of which has 1 rich gas. Players expand counterclockwise, far from the opponent at the start of the game. Entrance to the natural can be walled off in a standard way or more creative way with the use of nearby rocks.
A forward base has a rock behind it that can be opened up. 4 Levels of terrain make the natural area a particularly important area to hold.
Andromeda is a dynamically changing over time map design. The map has a small rush distance but the more you play, the more you drown into a protracted game. From where you can’t escape once you get there.
Instead of having some abnormal things and objects as features on the map, I primarily worked on layout. The idea of the map is quite simple. Once you get into three bases you may partially fail in defense because of the small rush distance. But if you are able to survive for a little bit more you can turtle up and move into late game. So you can get a second chance. Because the next after linear third base is now placed away from the opponent. And the more you play, the more you drown into a protracted game. Which can be a stabilizing factor to get back on track.
In-between third base. This is the new feature. Usually we have a choice to move left or right after third base but now we have a more compactable design solution. You can take in-between third base. Which is located exactly in between thirds and intended to be as a distribution base. When you get three bases and want to take your fourth the mineral line at the main base dries out. And In-between third base may help you to spread workers and mine resources evenly and safer until you fully establish your fourth. Also It can be used as a retreat base. Because it is much closer to your natural expansion. It is very complicated to say how it will affect gameplay but this is for sure an attribute of a passive and defensive gameplay. And because of that it can be carefully placed at low ground and it must be relatively open to assault the base.
The map has a couple ice rocks in the middle. Nothing special. Regular debris makes the initial stage of the game valuable, less open and interesting for maneuvering.
Reflection symmetry map with two distinct areas of the map: top left and bottom right. A pathway out of the natural base splits into these two directions, creating a choice in expansion direction, counter attack paths, and army positioning.
Notable Features: Destructible rocks at the triangle third for better defensive rotations as well as an optional wider attack angle.
Satellite Years is a macro oriented, but not boring one map design. You start strong, but up front bases look challenging and demand you always move forward to face your opponent. Two watchtowers covered by ice rocks will help you control the sides.
The main work was done by revising and overseeing layout for macro maps. Several changes were done to escape passive game play and add some dynamics by placing bases up front and shaping smoothness of paths for maneuvering.
The third linear base is placed on high ground. And it has a non-standard continuation that leads to two more bases and a watchtower covered by ice rocks. One base is on high ground. It is super tight to third. And the other one on low ground and it is upfront and exposed. Because the linear base is so close to natural expansion the distance and siege tank positions were double checked to prevent any unreasonable damage.
The triangle base is placed on low ground and you have two more high ground bases to take ahead. Rich Vespene base is up front similar to the 2000 Atmospheres map. It is up front and it is solely needed not to get stuck with late game. You have a pretty good and not turtle continuation.
Public voting via TL.net will determine the final rankings in TLMC #21. The #1 vote-receiving map will directly win a spot in the next ladder map pool, while other high-placing maps will be given a higher weight when selecting ladder maps.
All sixteen finalist maps will receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:
Usually we'd announce that the WardiTV TLMC Tournament is coming right up, but this time it will be slightly delayed to October 7-12. However, the finalist maps will still be made openly available to play in the coming days, and we hope to see them in various online tournaments as early as next week.
Once again, we'd like to thank Monster Energy for their continued support of StarCraft II and TLMC. The past three years of ladder rotations wouldn't have been possible without Monster, and we hope we can make this next ladder pool the best yet.
Okay, on to the maps!
Team Liquid Map Contest #21: Finalists
- Maps are accompanied by comments from the mapmaker.
- 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.
Throne of the Dunes
By: themusic246
Taito Citadel
By: Patches
The natural/triangle third high ground is set up so that the triangle third is slightly farther from the natural than usual. However, once secured, it is highly defensible thanks to the ramp layout and the presence of Xel’Naga blockades (rocks). Destroying the blockade opens a 2x directly in front of the natural, significantly shortening the rush distance and increasing the vulnerability of the natural/triangle defensive setup.
The forward base, while more exposed, reinforces the triangle third by covering its primary attack angle. A secondary attack path still exists, preventing the forward base from completely cutting off the attacker's access to the triangle 3rd. Control of the central Xel’Naga tower provides crucial vision of direct pushes down the center lane and can allow attackers to better assess defenses around the forward base.
The gold base sits in the bottom-left corner, with its mineral line facing outward so it can be pressured from the low ground. This orientation reduces the travel distance required to respond to harassment (e.g., Liberators), balancing the longer distance needed to reach the base itself. While this setup makes small-scale harassment easier to handle, it leaves the base more vulnerable to full-scale pushes since the mineral line is more exposed overall.
Talisman
By: Patches
The Worker only path next to the hybrid base allows players to use workers to scout in the early game if the main ramp has been walled off (the Reaper cliff surface area has been reduced to account for this) and also allow players to more easily expand to the hybrid base before the ramp is mined open (each reduced node has 65 minerals). Debris on the ramp leading into the triangle base creates a dynamic where the hybrid is more separated from the other bases until it has been knocked down, which creates an interesting dynamic where you can expand to the hybrid as a natural (depending on your race/matchup) or 3rd base before the debris is down. Depending on the player's setup this debris may hinder or help the player take the hybrid base while it is still up.
The forward hybrid base is not as strong mineral wise as it only has 3 rich, 3 regular patches, but it's still stronger than a regular base. While the base is exposed, if the player is able to hold the base it provides them with a very strong forward position. That being said, the base is still very exposed to attack due to its proximity to the opponent and openness.
Finally, this map also features a rich gas half base. In the past rich gas bases, which can be taken as a third have been frowned upon due to all ins and cheeses, but with this setup, the base is much more exposed to small harassment forces and drops from the high ground (compared to a map like Crimson) making it much harder to take as a 3rd base. The rich gas base may still get taken for all ins, but it's much more balanced than previous versions of forward rich gas bases. In a regular game it would likely be taken as a 5th or 6th+ (or in some cases a 4th). This rich gas base only has 6 mineral patches.
Mothership
By: KillerSmile
Magnetic North
By: depressed1
So here is the idea. This is a relatively compact (narrow) map. You have a pretty standard beginning. The linear third base is pushed a little back closer to natural expansion, because it is a short rush distance map. But overall, everything is pretty familiar.
Until you step into the late-game phase. You will run short on gas and minerals. You can’t put together tier 3 army composition as easily. All reduced-resource bases are a little bit closer to each other, so it's a little easier to expand, maneuver and defend. Because it shouldn’t be done in a way when you snooze you lose the game instantly.
You have a high ground center of the map with lots of ramps. And a pretty open low ground area. So there are no hard pressure points but a lot of good moments where you can reminisce about the good old days. Splitting marines, surroundings with lots of charge zealots, and running through the wall with the swarm.
Risen Memory
By: Shadefang.Pklixian
Initial expansions are relatively close by and easy to defend, and the farther expansions towards the corners are much more vulnerable, especially when the rocks-debris are broken.
Ruby Rock
By: volumin
Winter Madness
By: Marras
CelestialEnclave
By: Patches
The rocks in the natural allow the defenders to open up a path to the triangle 3rd, or for attackers to open up an additional entrance to their opponents natural. The rocks take a while to break down, so as long as the defender is aware it's difficult for the attacker to break open the second entrance into their enemy's natural during the early game.
The worker only path on this map allows players to use workers to scout even if the player has walled off their main (because of this, the Reaper spots are slightly reduced on this map). The worker path can also be walled with a single 2x2 structure. The worker only path can be used to retreat workers from the triangle base to the pocket as well.
The forward rich gas half base is designed to be a base taken later in the game due to its reduced mineral count. You can also take this base if you want to all in (such as Zerg taking rich gas bases to all in), but unlike maps like Crimson Court, the base is more exposed and has less resources.
10000 Feet
By: KillerSmile
Missing You Today
By: Timmay
Distinctive Features: Narrow Reaper cliff in the main, but Reapers also have access through a cliff to the natural as well. Rocks and sight blockers create a nice position to hold between linear thirds.
Old Republic
By: volumin
White Rabbit
By: themusic246
Andromeda
By: depressed1
Instead of having some abnormal things and objects as features on the map, I primarily worked on layout. The idea of the map is quite simple. Once you get into three bases you may partially fail in defense because of the small rush distance. But if you are able to survive for a little bit more you can turtle up and move into late game. So you can get a second chance. Because the next after linear third base is now placed away from the opponent. And the more you play, the more you drown into a protracted game. Which can be a stabilizing factor to get back on track.
In-between third base. This is the new feature. Usually we have a choice to move left or right after third base but now we have a more compactable design solution. You can take in-between third base. Which is located exactly in between thirds and intended to be as a distribution base. When you get three bases and want to take your fourth the mineral line at the main base dries out. And In-between third base may help you to spread workers and mine resources evenly and safer until you fully establish your fourth. Also It can be used as a retreat base. Because it is much closer to your natural expansion. It is very complicated to say how it will affect gameplay but this is for sure an attribute of a passive and defensive gameplay. And because of that it can be carefully placed at low ground and it must be relatively open to assault the base.
The map has a couple ice rocks in the middle. Nothing special. Regular debris makes the initial stage of the game valuable, less open and interesting for maneuvering.
Tourmalene
By: monitor
Notable Features: Destructible rocks at the triangle third for better defensive rotations as well as an optional wider attack angle.
Satellite Years
By: depressed1
The main work was done by revising and overseeing layout for macro maps. Several changes were done to escape passive game play and add some dynamics by placing bases up front and shaping smoothness of paths for maneuvering.
The third linear base is placed on high ground. And it has a non-standard continuation that leads to two more bases and a watchtower covered by ice rocks. One base is on high ground. It is super tight to third. And the other one on low ground and it is upfront and exposed. Because the linear base is so close to natural expansion the distance and siege tank positions were double checked to prevent any unreasonable damage.
The triangle base is placed on low ground and you have two more high ground bases to take ahead. Rich Vespene base is up front similar to the 2000 Atmospheres map. It is up front and it is solely needed not to get stuck with late game. You have a pretty good and not turtle continuation.
TLMC Test Tournament, Community Tournaments, and Voting
The WardiTV TLMC Test Tournament will be held during October 7-12, and public voting will begin shortly afterward. Similar to the previous TLMC #20 cycle, we welcome all tournament organizers to try out the TLMC finalists maps so they can undergo more rigorous testing. The finalist maps will be published in the coming days, so hopefully we may see them in online cup competitions as soon as next week.Public voting via TL.net will determine the final rankings in TLMC #21. The #1 vote-receiving map will directly win a spot in the next ladder map pool, while other high-placing maps will be given a higher weight when selecting ladder maps.
All sixteen finalist maps will 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
Prize money has been provided by Monster Energy, and we thank them for their support of the map making community and competitive StarCraft II.Second - $125
Third - $100
Fourth - $75
Fifth - $50