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TL.net Map Contest #21: Voting

Forum Index > SC2 General
12 CommentsPost a Reply

TL.net Map Contest #21: Voting

Text byTL.net ESPORTS
October 12th, 2025 17:17 GMT
TLMC21
We're zeroing in on the final phases of Team TLMC #21, and it's time for community voting to commence! As with the previous TLMC, fan voting will have a direct impact on the future ladder pool, with at least the top two vote-receiving maps being confirmed additions (potentially more depending on the number of old maps rotated).

The voting period begins now, and will close on October 17th. So make sure to look over our sixteen finalists, check out some games from the WardiTV Test Tournament, and submit your votes!

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.

VOD's from WardiTV Test Tournament:
Day 1 - Day 2 - Day 3 - Day 4 - Day 5 - Day 6


Throne of the Dunes

By: themusic246
A high ground path leads through the center with multiple expansion options in either direction.


Taito Citadel

By: Patches
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

By: Patches
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.


Mothership

By: KillerSmile
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

By: depressed1
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

By: Shadefang.Pklixian
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.


Ruby Rock

By: volumin
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

By: Marras
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.


CelestialEnclave

By: Patches
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.


10000 Feet

By: KillerSmile
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.


Missing You Today

By: Timmay
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.


Old Republic

By: volumin
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.


White Rabbit

By: themusic246
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

By: depressed1
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.


Tourmaline

By: monitor
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

By: depressed1
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.


Voting

TLMC uses a ranked preference voting system where voters assign points to their top five maps in order of preference. Please follow these instructions when voting:
  • You may only vote for a total of FIVE (5) maps.
  • Among your top five maps picks, assign your points/votes as follows:
    • Highest rated map: 5 points
    • Second highest rated map: 4 points
    • Third highest rated map: 3 points
    • Fourth highest rated map: 2 points
    • Fifth highest rated map: 1 point
  • You may only assign each specific point value once (only one map can be awarded 5 points, etc).
Vote Now!


Voting is open until October 19 (PDT).

Time remaining:


Public voting via TL.net determines the final rankings in TLMC #20. All sixteen finalists, as selected by the judges, 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

While the popular vote will be taken into consideration, maps that place high in TLMC #20 are not guaranteed to be added to the competitive ladder. Multiple factors will be considered in order to construct a well-rounded and high quality map pool.

Prize money has been provided by Monster Energy, and we thank them for their support of the map making community and competitive StarCraft II.

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TL+ Member
Miragee
Profile Joined December 2009
8602 Posts
October 12 2025 18:18 GMT
#2
SC2 players don't like open spaces, do they? lol
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2025-10-12 20:00:15
October 12 2025 19:53 GMT
#3
Wow so many interesting maps!

Hard to choose which but definitely voting for Mothership, we NEED 3p/4p maps back, removing them has removed such a huge part of SC2 gameplay
The games we've seen on it already are reminiscient of old SC2 games on classic maps like Taldarim Altar - much less straightforward areas to attack, there's smaller armies moving around the map and a stream of units trying to reinforce multiple areas. Being able to expand to another main/natural is interesting because it provides defensive features that reward taking farther bases, leading to more spread out gameplay. And it becomes an option to spread out your production buildings to reinforce areas easier and to mitigate the risk of losing due to 1 base trade.

Where as 2player maps are always "it's harder to take later expansions and easy to attack into them, battles are on my side or your side and losing a big fight means you lose all your bases at once, and base trades are often a binary win/loss".

I'm not interested at all in the maps that have "later expansions are more open and harder to take" as a main feature of the map. I never understood why SC2 has leaned so heavily in the direction that later bases need to be harder and harder to take. It leads to linear, 1 dimensional expansion paths. And it leads to linear attack paths where you ball up your army to A move.

Farther base expansions that are viable (whether due to high risk high reward like taking a forward gold or high yield gas base, or having defensive features like small chokes or ramps) lead to more back and forth, more interactions needed, and more small skirmishes and small fires around the map similar to BW, which is what LotV strived to push the gameplay closer to (and succeeded in ways). Golden Wall is an example of a map that allows some viable far base expos too, and many options for your 3rd and 4th. It's part of why it's such a great map and it achieved this by being a 2p map too.

It's already easy enough to attack into bases in SC2. Require players to put more effort dismantling a far expo's defenses before taking it out, make it more of a tug of war. Not just "your army was a bit out of position so i stimmed in and killed it with my army".
Give far bases defensive features that make low effort attacks result in cost inefficient trades. Give them small chokes or ramps that require the opponent to zealot bomb your sieged position, nydus their units in, etc. Then there's a back and forth with then trying to defend vs drops by putting static defense, then there's a way to counter that with blinding cloud, then you can anticipate that by moving your vikings to intercept the vipers, etc.
If you want spread out gameplay, you need to add enough incentive to splitting up your units and stationing them in different areas of the map! If every later game expansion is super open, it just leads to balling your army up.

I know SC2 map making is more restrictive and difficult because of the ease of movement of armies and certain units and abilities. Really happy with the more creative and unique maps though the last couple years and I thank all the mapmakers for their efforts keeping this game fresh and fun to watch!

Anyway I'm definitely voting for Mothership, and some of depressed maps look quite unique and lending to that spread out gameplay we love to watch. Gotta take time to take a closer look at the other maps though
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
sidasf
Profile Joined February 2023
94 Posts
October 14 2025 00:30 GMT
#4
Some incredible, high quality maps. Solid, varied, standard maps are the backbone of this game's enjoyment, and Mothership is the spice to add it on top.

Taito Citadel's aesthetic cannot be understated. The only thing I dislike is having pylon markers-I really think walling off is a good skill check-especially for lower league players to have some fun, and failed wall offs provide some important game variety.

Magnetic North also looks incredible, and White Rabbit actually has some interesting layouts that I think will lead to entertaining games.

On October 13 2025 04:53 Yoshi Kirishima wrote:
Wow so many interesting maps!

Hard to choose which but definitely voting for Mothership, we NEED 3p/4p maps back, removing them has removed such a huge part of SC2 gameplay



In the current season, the 3 player map, along with the healing shrine maps, are by far the most vetoed-by a significant margin. (https://nonapa.com/maps) This tells us that the playerbase by and large does not enjoy them. Not that I am opposed to their existence-Mothership is a map that looks very interesting. Perhaps the map pool went too far in the freestyle direction last season-two healing shrine maps+3p map did not leave any vetoes for one of the more or less standard maps. Hopefully we can find a more balanced middleground moving forward.

Great new maps, sponsorship from monster, and Blizzard possibly getting involved with sc2 again-the future looks bright!
Bowsh
Profile Joined October 2025
2 Posts
October 15 2025 09:38 GMT
#5
Found it quite hard to vote I really enjoyed a lot of the maps during the Wardi tournament so picking wasnt all that easy. I wonder if this a common opinion but I did enjoy the games on Talisman quite a lot and hope it does well, though it wouldn't shock me if that isnt the case.

Either way really looking forward to getting these new maps in place hopefully in the not too distant future.
Avexyli
Profile Blog Joined April 2014
United States701 Posts
October 15 2025 21:43 GMT
#6

In the current season, the 3 player map, along with the healing shrine maps, are by far the most vetoed-by a significant margin. (https://nonapa.com/maps) This tells us that the playerbase by and large does not enjoy them. Not that I am opposed to their existence-Mothership is a map that looks very interesting. Perhaps the map pool went too far in the freestyle direction last season-two healing shrine maps+3p map did not leave any vetoes for one of the more or less standard maps. Hopefully we can find a more balanced middleground moving forward.

Great new maps, sponsorship from monster, and Blizzard possibly getting involved with sc2 again-the future looks bright!



I think Last Fantasy suffers as a 3p map similarly to how specific 4 player maps suffer with rotational symmetry issues where Mothership, albeit still being rotational, tries to mitigate it with better alignment. I think this is something that is more of an execution problem rather than "3p bad". Of course, some players will just think this and veto anything that is not "free 4 base 2 player" anyway and that doesn't mean we should stop making maps that push the limits, players should learn to adapt.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
MJG
Profile Joined May 2018
United Kingdom1365 Posts
Last Edited: 2025-10-16 06:46:28
October 16 2025 06:43 GMT
#7
On October 16 2025 06:43 Avexyli wrote:
Show nested quote +

In the current season, the 3 player map, along with the healing shrine maps, are by far the most vetoed-by a significant margin. (https://nonapa.com/maps) This tells us that the playerbase by and large does not enjoy them. Not that I am opposed to their existence-Mothership is a map that looks very interesting. Perhaps the map pool went too far in the freestyle direction last season-two healing shrine maps+3p map did not leave any vetoes for one of the more or less standard maps. Hopefully we can find a more balanced middleground moving forward.

Great new maps, sponsorship from monster, and Blizzard possibly getting involved with sc2 again-the future looks bright!


I think Last Fantasy suffers as a 3p map similarly to how specific 4 player maps suffer with rotational symmetry issues where Mothership, albeit still being rotational, tries to mitigate it with better alignment. I think this is something that is more of an execution problem rather than "3p bad". Of course, some players will just think this and veto anything that is not "free 4 base 2 player" anyway and that doesn't mean we should stop making maps that push the limits, players should learn to adapt.

First of all, "players should learn to adapt" is incredibly arrogant. I could just as easily say that map makers should learn to adapt to the fact that >2P maps are heavily vetoed (Last Fantasy has only been played in 2% of tournament games since being introduced) by ceasing to make them and, whilst that would also be arrogant, I'd have a stronger point since no players means no game.

Second of all, you've not even identified the correct reason why people dislike >2P maps. The simple fact is that the early game is far too accelerated in Legacy of the Void (for all sorts of reasons that largely stem from 12 worker starts) to account for randomness in scouting patterns. No amount of clever map design will ever account for that.
puking up frothing vitriolic sarcastic spittle
CommanderChp
Profile Joined May 2021
United States10 Posts
Last Edited: 2025-10-16 19:28:20
October 16 2025 19:27 GMT
#8
On October 15 2025 18:38 Bowsh wrote:
Found it quite hard to vote I really enjoyed a lot of the maps during the Wardi tournament so picking wasnt all that easy. I wonder if this a common opinion but I did enjoy the games on Talisman quite a lot and hope it does well, though it wouldn't shock me if that isnt the case.

Either way really looking forward to getting these new maps in place hopefully in the not too distant future.


<3 Glad you liked Talisman! I think it's a map that will take many games for players to figure out, I also hope it does well since I think the games on Talisman will be very unique. Selfishly I really want it on ladder, it's just so fun to experiment with different openings and expansion paths on the map imo.
TLMC19 Finalist (Sacred Isle and Atlantis) TLMC20 Finalist (Persephone), TLMC21 Finalist (Taito Citadel, Talisman and Celestial Enclave)
PoOh
Profile Joined October 2025
1 Post
October 17 2025 21:49 GMT
#9
SC2 is alive, let's go 👍
Avexyli
Profile Blog Joined April 2014
United States701 Posts
Last Edited: 2025-10-18 21:20:51
October 18 2025 09:48 GMT
#10
On October 16 2025 15:43 MJG wrote:
Show nested quote +
On October 16 2025 06:43 Avexyli wrote:

In the current season, the 3 player map, along with the healing shrine maps, are by far the most vetoed-by a significant margin. (https://nonapa.com/maps) This tells us that the playerbase by and large does not enjoy them. Not that I am opposed to their existence-Mothership is a map that looks very interesting. Perhaps the map pool went too far in the freestyle direction last season-two healing shrine maps+3p map did not leave any vetoes for one of the more or less standard maps. Hopefully we can find a more balanced middleground moving forward.

Great new maps, sponsorship from monster, and Blizzard possibly getting involved with sc2 again-the future looks bright!


I think Last Fantasy suffers as a 3p map similarly to how specific 4 player maps suffer with rotational symmetry issues where Mothership, albeit still being rotational, tries to mitigate it with better alignment. I think this is something that is more of an execution problem rather than "3p bad". Of course, some players will just think this and veto anything that is not "free 4 base 2 player" anyway and that doesn't mean we should stop making maps that push the limits, players should learn to adapt.

First of all, "players should learn to adapt" is incredibly arrogant. I could just as easily say that map makers should learn to adapt to the fact that >2P maps are heavily vetoed (Last Fantasy has only been played in 2% of tournament games since being introduced) by ceasing to make them and, whilst that would also be arrogant, I'd have a stronger point since no players means no game.

Second of all, you've not even identified the correct reason why people dislike >2P maps. The simple fact is that the early game is far too accelerated in Legacy of the Void (for all sorts of reasons that largely stem from 12 worker starts) to account for randomness in scouting patterns. No amount of clever map design will ever account for that.


I don't know why you've decided to come at me with such needless hostility but I'll give you a response anyway seeing as I don't think you're as aware of how much mapmakers have had to put up with the complete lack of effort from the vast majority of pro players since the minimum 10 years I've been around and heaven knows longer than that (but I cannot speak for those testimonies as they'd be only hearsay on my account).

Your attempt to dispute my claim that >2P maps could & should not be attempted since the only factor that matters is the accelerated income at the start of the game does not hold, in my opinion, that much ground when accounting for the ability to expand and improve the sandbox. You do not have the knowledge that we do behind the scenes where various people, myself included, have put in months of work in attempts to create features such as a single-ping system that overwrites the current Blizzard implemented pings, or the utilization of WOP (worker only paths), the latter of which was even submitted to this very TLMC as a >2P map for this purpose, to assist in scouting. Just because you do not have the capabilities to formulate solutions to complicated issues does not mean that those of us who have dedicated years of our time do not as well. Now that Blizzard is back in the picture we also have the potential to create brand new features, and while I cannot specifically discuss nor reveal what these are at this time, the fact that anything we can try is seen as "non-standard" and thrown to the wind by pro gamer judges is the root of the problem and why I made my comment that they need to "learn to adapt". The community of players who discuss StarCraft; and if we even just go by those who use tl.net do not play that much. And those at the top, often refuse to look at a competitive StarCraft map past the overview. Go on, look at most of the YouTube videos that get posted for the TLMCs since TLMC6 and see how many of the content creators make any comments that have any depth beyond. "Oh this is ugly/pretty; that third seems far (when it usually isn't), This main is big/small, this map is too big/small". Voting turnout is consistently low, discussion is consistently sparse, the only time we've ever had "good" turnout was whenever Blizzard highlighted TLMC's existence within the game itself, and that was seven or eight years ago. Nothing about what I said was arrogant nor ignorant, it is completely based off of real experience not just from my own views but from what many of the other mapmakers have dealt with before me, during my tenure and after I left.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
alpenrahm
Profile Blog Joined December 2010
Germany629 Posts
October 19 2025 12:33 GMT
#11
Awesome maps
sidasf
Profile Joined February 2023
94 Posts
November 04 2025 19:53 GMT
#12
On October 16 2025 06:43 Avexyli wrote:
Show nested quote +

In the current season, the 3 player map, along with the healing shrine maps, are by far the most vetoed-by a significant margin. (https://nonapa.com/maps) This tells us that the playerbase by and large does not enjoy them. Not that I am opposed to their existence-Mothership is a map that looks very interesting. Perhaps the map pool went too far in the freestyle direction last season-two healing shrine maps+3p map did not leave any vetoes for one of the more or less standard maps. Hopefully we can find a more balanced middleground moving forward.

Great new maps, sponsorship from monster, and Blizzard possibly getting involved with sc2 again-the future looks bright!



I think Last Fantasy suffers as a 3p map similarly to how specific 4 player maps suffer with rotational symmetry issues where Mothership, albeit still being rotational, tries to mitigate it with better alignment. I think this is something that is more of an execution problem rather than "3p bad". Of course, some players will just think this and veto anything that is not "free 4 base 2 player" anyway and that doesn't mean we should stop making maps that push the limits, players should learn to adapt.


This is honestly quite an ignorant take, to say 'players should learn to adapt'. It's the classic simpsons meme-'Am I so out of touch? No, it's the people who are wrong'. The problem isn’t that people “don’t want to adapt” — it’s that mapmakers like you keep brushing off what the actual player base wants.

The players have spoken, the verdict is out-the vast majority of players dislike 3+player maps. Lots of evidence posted by me and MJG. Mapmakers have to come to terms with the fact that the community just does not like these wild maps. Mapmakers cater to what the players want, not vice versa. I hope this message doesn't come across as harsh because I truly appreciate all the work you guys do, but at the end of the day you have a huge amount of power and need to wield it responsibly, not selfishly.
Avexyli
Profile Blog Joined April 2014
United States701 Posts
November 04 2025 20:58 GMT
#13
Maybe you should read the other comment I made before calling me ignorant and out of touch.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
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