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TL.net Map Contest #21: Winners

Forum Index > SC2 General
2 CommentsPost a Reply

TL.net Map Contest #21: Winners

Text byTL.net ESPORTS
Graphics byv1
November 6th, 2025 19:08 GMT
TLMC21
Voting for TLMC #21 has concluded, and it's time to announce the winners and future ladder maps!

The top three vote-receiving maps from TLMC #21 are confirmed to be part of the upcoming ladder map rotation, joining six maps selected through progamer and tournament organizer voting. We will announce the full list of nine new ladder maps in the coming days.

As we wrap up TLMC for 2025, we'd like to thank Monster Energy for their long-term support, the map-making community and its endless creativity, and Blizzard for working with us to continue the tradition of regular map rotations. Of course, we also thank the StarCraft II community for their interest and participation in TLMC, and we hope to deliver some good news about our 2026 plans soon.

TLMC #21: Results

Read our finalists post for full descriptions and overviews of all sixteen finalists.

Runners-up (16th to 6th place)
  • #16: Risen Memory
  • #15: Tourmaline
  • #14: Taito Citadel
  • #13: Ruby Rock
  • #12: Throne of the Dunes
  • #11: Satellite Years
  • #10: White Rabbit
  • #9: Old Republic
  • #8: Magnetic North
  • #7: Andromeda
  • #6: Missing You Today



5th place

"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.


4th place

"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.


3rd place

"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.


2nd place

"Celestial Enclave" 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.


1st place

"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.


Once again, thanks to everyone for voting, and look forward to seeing nine these maps on the ladder soon!
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TL+ Member
sidasf
Profile Joined February 2023
91 Posts
55 minutes ago
#2
Congrats to the winners! Thanks for all the hard work by the mapmakers and admin who make new map rotations a possibility.

I wonder if there's two things we can do moving forward to improve player experience.

First: Would it be possible to take into account player vetoes as a metric for player enjoyment of maps? Statistics show that last season the 3p and healing shrine maps were very heavily vetoed by the playerbase. I think it's only fair to take this into account considering that a) the majority of the playerbase does not vote in these contests and b) the majority of people who vote in TLMC don't even play SC2 anymore. We really should have the playerbase's interest in heart for the sake of the game's health and people's enjoyment of the game.


Second: Is it possible to ask blizzard to give us more vetoes? We already have a map with untested worker paths, a pocket base map, a 3p map, and possible more freestyle maps to be added. I think an extra veto would be fine considering we have more maps in the pool than we used to, 4 vetoes would leave us with plenty of maps to play while letting people veto more now that we are using a record low number of actually standard maps in the pool.
IrregularProjects
Profile Joined September 2025
4 Posts
32 minutes ago
#3
Congratulations to all the winners! I am happy for ye all!
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