
The votes are in, and it's time to announce the winners of TL.net Team Map Contest #5!
The #1 and #2 vote receiving maps in the 2v2, 3v3, and 4v4 categories are confirmed to be added to the upcoming ladder map pool, while considerations are being made to add the #3 map in each category as well. We hope to announce a provisional map pool later in the week and make revisions based on feedback from the community.
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).
We'd like to thank Monster Energy one final time for supporting TLMC and allowing the community to continue updating StarCraft II. We also thank Blizzard for their continued trust and cooperation, and the map-makers who make all of this possible.
Maps may be revised from their current versions before being added to the ladder.
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.
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.
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.
"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.
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.
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.
The #1 and #2 vote receiving maps in the 2v2, 3v3, and 4v4 categories are confirmed to be added to the upcoming ladder map pool, while considerations are being made to add the #3 map in each category as well. We hope to announce a provisional map pool later in the week and make revisions based on feedback from the community.
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).
We'd like to thank Monster Energy one final time for supporting TLMC and allowing the community to continue updating StarCraft II. We also thank Blizzard for their continued trust and cooperation, and the map-makers who make all of this possible.
Maps may be revised from their current versions before being added to the ladder.
2v2 Maps
1st Place
"New Bed of Chaos" by KillerSmile

- 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
2nd Place
"Gemgarden" by Avex

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
1st Place
"Baalpeak" by Avex

2nd Place
"Incognito" by CharactR

4v4 Maps
1st Place
"Heavenward" by depressed1

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.
2nd Place
"Netsphere Terminal" by depressed1

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.