The judges have cast their discerning gaze upon the community's maps, and sixteen battlegrounds have been selected as the finalists for Team Liquid Map Contest #22.
The finalist maps will be tested over the next two weeks in the WardiTV TLMC Tournament, where the adaptability of top progamers will be tested as well. The test tournament will be held during April 16-26, with MaxPax, ByuN, SHIN, Zoun, and Nicoract kicking things off in Group A on Thursday, Apr 16 11:00am GMT (GMT+00:00).
Once again, we thank our presenting sponsor Monster Energy for their ongoing support since 2023. Monster has been essential in allowing the SC2 community to continue enjoying new maps and regular ladder map rotations—just one of their many contributions to the SC2 scene throughout the years.
Also, we thank Shopify Rebellion for joining us as a sponsor for TLMC #22, helping us enhance the prize pools for both the map-makers and progamers participating in the test tournament.
Finally, thanks to the mapmakers and TLMC staff who have kept this project going since 2011.
Okay, on to the maps!
A high ground path leads through the center with multiple expansion options in either direction. This four-player map with no spawn restrictions features multiple worker-only pathways (24 second travel time) to ensure scouting is available to players at the earliest part of the game. One such method is to utilize the fortress walls on the cardinal edges of the main base, which will be directed to all players upon entering the map via an arrow on the ground. These walls have multiple Acceleration zones that accelerate workers to any adjacent main base, so should you scout incorrectly and your opponent is, for example, diagonally opposed to you, one of your workers will still arrive at their base in a timely fashion.
All is not lost, however, should your worker be blocked by a structure; your natural features two flanking mineral walls (each featuring 35 minerals per) that guide your expansion pattern when you discover your opponent’s location, and in those walls are more worker-only paths, and further in that direction are conjoined debris with yes, another worker only path! This leads straight into the natural of your opponent! You will not be without information in this grand fortress, be not afraid.
Changelog
+ Show Spoiler +
A uniquely violet plateau within a gloomy dreamscape; defensive highground wings pair bases together with spiraling pathways connecting the battlefield. The ramp setup between the triangular third and subsequent fourth makes it difficult to comfortably defend from an otherwise flat ground. Players may utilize rock towers to dictate the flow of their opponent, elongating flank patterns or cutting off attack paths to favor their expansion choices.
Changelog
+ Show Spoiler +
Lumen is a freestyle map which builds upon the original idea introduced by Talisman. While the linear expansion path is relatively standard, Lumen offers unique alternate expansion options.
Lumen features a hybrid base blocking an additional ramp into the main base, and two reduced nodes containing 80 minerals help wall off the ramp initially. The worker path next to the hybrid base allows for players to expand to the hybrid base more easily in the early game, creating an interesting risk-reward base as it could be taken as a 3rd, or even as a natural in certain cases.
Zerg Rocks block one of the ramps leading into the hybrid triangle base which will slowly die, however if a Zerg takes the base early, the creep spread from the hatch will prevent the Zerg Rocks from losing additional HP. The design of the Zerg Rocks is intended to make the base more dynamic, as in different situations depending on your race you may rather have the path blocked, or open.
Additional forward hybrid base exists as a hyper-aggressive expansion option for players who have expanded to the first hybrid base, providing a slightly smaller income boost compared to the first (1 less rich node). Taking this second hybrid base will further boost your economy, but is overall more exposed and puts you very close to your opponent, creating an interesting scenario for both sides. Players can also choose to expand in a conventional 'linear' path, where a hybrid third is available.
Features:
- LOS Blockers
- Zerg Rocks
- Collapsible Cooling Towers
- Forward rich gas base
- Triangle Hybrid base (blocking ramp into main base)
- Two additional reduced nodes help block this ramp, each containing 80 minerals
- Worker path from main to hybrid base
- Second forward hybrid base
Changelog
+ Show Spoiler +
Central bridge choke points separate the forward bases and are initially the shortest path between naturals. Zerg debris constricts the map early on, but will bleed out on its own if not killed by a player faster. Alternatively, spreading creep to the debris will stop the bleed.
Features:
- 14 standard bases
- Destructible Zerg debris that will die out at 7:56 on their own if not killed faster by a player.
- 2 tight bridge choke points in the middle
Changelog
+ Show Spoiler +
This is a 4-level macro oriented map design that emphasizes layering expansions and opportunities to expand on the enemy's side through the gold expansion. Due to the specificity of the concept and symmetry, it was necessary to increase the size of the map from usual and make it look bigger. But at the same time, the upper right and left bottom corners of the map were heavily cutted. For this reason, the map looks elongated but it is not wide at all.
Some notes:
1. The linear third expansion is more dangerous, but more rewarding. It allows you to take a gold expansion with 2 fully operating gases. And gives you the opportunity to expand on the enemy's side. However, the design assumes that after the linear third base, there will be a layering fourth base, which poses the greatest danger. This is done intentionally. You can use long range units here. And this will create a counterbalance. It is not giving you easy but still more macro intentional.
2. The triangle third base has a rich Vespene base continuation and this is a major choice (or path) to play macro oriented and stagnated games.
3. I deliberately messed up with the main base and its dimensions. I wanted to change something. But in a way that would be acceptable. It seems to me that in recent years the size of the main base has become so small that it precludes the possibility to hide something and have a blind spot. Which is bad, because we don’t have some of the strategies in the menus anymore. But on the other hand, making the main expansion large is also not profitable. So I decided to make it more narrow and longer. We still have a small main, but there is a spot to hide a pylon or factory (proxy) behind LOS blockers. We also have a spot and a place to drop. We also have some possible rearrangements for siege tanks, blink stalkers and cannons. I think you get it.
4. Acceleration zones are needed to optimize movement speed in between high ground and low ground levels.
Changelog
+ Show Spoiler +
The water pathway down the middle provides a fun twist on cliff level variation.The water pathway down the middle is not buildable or burrowable. Large rocks in the middle open up important new rotation paths when destroyed. Be careful, water and electricity don't mix!
Behold the city built by Fear and Faith. Initial scouting on this 4 player map is quicker and easier than normal with Worker-Only-Paths greatly shortening travel time between potential base locations.
While it is much easier for enemy workers to break in, it is also easier to wall off the main base ramp in order to keep enemy army units out. In later stages, wise players will utilize the WOPs to make expanding to otherwise hard-to-reach quadrants less risky.
Features:
- 4 player map
- 8 Worker-Only-Tubes
- 4 Worker-Only Paths
Changelog
+ Show Spoiler +
Rorschach is a standard map with some unique features, offering interesting late game expansions and a strong center healing shrine (similar to Persephone's shrine).
Features:
- Center Healing Shrine (with air blockers)
- Rich Mineral Base
- Isolated Triangle Hybrid base
- Worker path between triangle 3rd and 4th
Changelog
+ Show Spoiler +
On this expansive 4 spawn map you can easily take 3 bases along your highground, a 4th is right below your main base. Beyond that you have to unlock the shortest path to your 5th base by opening up a ramp by either mining the mineral wall on it or destroying the rock.
One close spawn is disabled, so scouting is more straight-forward, where both players would scout for the close spawn first and then move on to the cross spawn, reducing the randomness without reducing the skill of adapting to the 2 possible spawn scenarios.
The cross map path is supported by speed zones, to counter aggression in close spawn you can throw down rock towers to block important paths. The middle contains a strategic watchtower
A mineral+rock walled ramp is supposed to allow expanding without having to bring back your army from being out on the map, but also allows attacking the rock offensively, something that you couldn't do comfortably on a pure mineral wall.
Changelog
+ Show Spoiler +
This aggressive map has a singular healing shrine within a narrow central corridor just outside the triangular thirds of either player, additionally not far from a prospective forward base on the perpendicular.
Some mineral patches are haphazardly placed around the battlefield, each sporting 25 minerals, and they all seem to conveniently block the ability to place resource collection centers nearby.
Finally, at the farthest corners of the map are the five most important mineral fields – three patches with 500 minerals each, and two with 200. These patches are leftover deposits in mid-refinement that are best reserved for when the map runs dry, and both players must fight for every last mineral left.
Changelog
+ Show Spoiler +
Standard map with a variety of directions to disrupt enemy defenses as well as some counter measures.
Features:
- Acceleration zones shorten rush distance if a worker is sent over the center of the map.
- Rock towers in front of natural can be destroyed to cut off center attack path
Verdant Temple is a rush map inspired by the legendary map "King Sejong Station", featuring a unique pod forward base and a natural backdoor blocked by a rock and Zerg rock. Paired with the natural backdoor is a worker path allowing for ease of access to the base below, and for defense/offensive scouting.
Features:
- Line-of-sight Blockers
- Rock Towers
- Forward Pod Base
- Natural Backdoor w/ worker path
Changelog
+ Show Spoiler +
Welcome to Paradise! Washout is a standard map with a unique twist on the later bases. After your first 3 bases, you have the option to take special hybrid expansions which contain 6 regular nodes and 3 rich nodes (1 extra node overall). At each hybrid base is a collapsible cooling tower; when knocked down each will permanently destroy 3 of the regular nodes at the hybrid base.
Features:
- Conjoined Debris (center debris share an hp pool)
- Hybrid mineral bases
- Destructible minerals (via collapsible towers)
Changelog
+ Show Spoiler +
This all-lowground battleground is full of twists and turns under the watchful eyes of bloodthirsty Orcs, but be careful, you do not have as much vision as you may think! The trees are line-of-sight blockers, so pay extra heed to your air units as you will need them to see through the dense pines. Be additionally cautious of the sparse untended grass and rock towers that make these lanes feel more claustrophobic than they really are. Perhaps the abandoned wood outlooks may be of use for your forces..?
Changelog
+ Show Spoiler +
A sizable macro map with a defensive base setup where the central army rotation routes are covered by speed zones.
Features:
- 16 bases (14 standard, 2 single rich gas)
- 7 acceleration zones that aid in late game army rotation
- Tight central choke
- Line-of-sight blockers far forward from the middle bases
Changelog
+ Show Spoiler +
A large macro map with a natural in a forward-position, allowing the player to choose an expansion path that eventually leads to a more forward and aggressive position, or a more passive one. Three acceleration zones span the very center of the map that can be manually utilized for a quicker aggressive timing between the opposing mains and naturals.
Changelog
+ Show Spoiler +
Public voting is planned for early May, after the community has seen the finalists in action in the WardiTV TLMC tournament, as well as in events hosted by community organizers. As with previous TLMC cycles, we welcome all organizers to use TLMC maps in their tournaments.
Public voting via TL.net will determine the final rankings in TLMC #22. 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. The previous TLMC saw the top three community-vote receivers selected for the official ladder.
All sixteen finalist maps will receive $250 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:
Prize money has been provided by Monster Energy and Shopify Rebellion, and we thank them for their support of the map making community and competitive StarCraft II.
The finalist maps will be tested over the next two weeks in the WardiTV TLMC Tournament, where the adaptability of top progamers will be tested as well. The test tournament will be held during April 16-26, with MaxPax, ByuN, SHIN, Zoun, and Nicoract kicking things off in Group A on Thursday, Apr 16 11:00am GMT (GMT+00:00).
Once again, we thank our presenting sponsor Monster Energy for their ongoing support since 2023. Monster has been essential in allowing the SC2 community to continue enjoying new maps and regular ladder map rotations—just one of their many contributions to the SC2 scene throughout the years.
Also, we thank Shopify Rebellion for joining us as a sponsor for TLMC #22, helping us enhance the prize pools for both the map-makers and progamers participating in the test tournament.
Finally, thanks to the mapmakers and TLMC staff who have kept this project going since 2011.
Okay, on to the maps!
Team Liquid Map Contest #22: Finalists
- Maps are accompanied by descriptions and notes from the mapmakers.
- The maps are listed in random order and do not reflect their score in judge voting.
- Maps outside the sixteen finalists may be considered for inclusion in the competitive map pool.
Exarch
By: AvexAll is not lost, however, should your worker be blocked by a structure; your natural features two flanking mineral walls (each featuring 35 minerals per) that guide your expansion pattern when you discover your opponent’s location, and in those walls are more worker-only paths, and further in that direction are conjoined debris with yes, another worker only path! This leads straight into the natural of your opponent! You will not be without information in this grand fortress, be not afraid.
Changelog
+ Show Spoiler +
The center has been revamped from overwhelming feedback:
Speed and slow zones carefully trap the inner center with more LOS curtains. The combination of these zones and the curved rocks should encourage players to engage with thought and care.
The half-bases that were once an afterthought are now full, have been rotated with their backs to the center flanked by LOS blockers, and can serve as a forward position to assist in expanding to the other quadrants.
All outer non-natural and non-main bases were moved closer to the center, the middle separative decoration was reduced.
The naturals have had their mineral walls increased to 35. All WOP arrows on the map are now a contrasting blue color, making them much easier to see. The WOP channels in the main now have square wall-off indicators.
Overlords can no longer gain benefits from the speed zones in the WOP channels, and fly zones properly wrap the entire exterior.
All of the custom assets were given splats and physics.
Overlord pillars as a result of model changes as well as particle effect dimming are now easier to use.
Ambience and sounds were added to round out the map's aesthetic.
Speed and slow zones carefully trap the inner center with more LOS curtains. The combination of these zones and the curved rocks should encourage players to engage with thought and care.
The half-bases that were once an afterthought are now full, have been rotated with their backs to the center flanked by LOS blockers, and can serve as a forward position to assist in expanding to the other quadrants.
All outer non-natural and non-main bases were moved closer to the center, the middle separative decoration was reduced.
The naturals have had their mineral walls increased to 35. All WOP arrows on the map are now a contrasting blue color, making them much easier to see. The WOP channels in the main now have square wall-off indicators.
Overlords can no longer gain benefits from the speed zones in the WOP channels, and fly zones properly wrap the entire exterior.
All of the custom assets were given splats and physics.
Overlord pillars as a result of model changes as well as particle effect dimming are now easier to use.
Ambience and sounds were added to round out the map's aesthetic.
Sanctuary III
By: AvexChangelog
+ Show Spoiler +
Adjusted the reaper cliffs entering the main from the triangular third - Protoss can now close that entrance from that direction and the adjacent natural reaper cliff with one wall-off. Added doodads to visually signify where these entrances are.
Added small slow zones in the center that are only partially in the pathway as well as two small 4x4 rocks that choke the path, these should encourage players to engage with the pathways outside the direct center slightly more, whilst the direct center still offers the straightest path.
Added a small rich patch at the tucked in forward base to dissuade static play, the patch has 48 minerals.
Fixed the tank spot at the linear third, fixed missing pathing nearby the reaper cliff going into the natural.
Added a very small doodad to break up pathing just outside the natural ramp.
Removed the worker-only-path that was in the natural wall-off.
Adjusted the minimap's saturation manually so creep is much more visible.
Added base markers and a pylon marker at the natural.
Added small slow zones in the center that are only partially in the pathway as well as two small 4x4 rocks that choke the path, these should encourage players to engage with the pathways outside the direct center slightly more, whilst the direct center still offers the straightest path.
Added a small rich patch at the tucked in forward base to dissuade static play, the patch has 48 minerals.
Fixed the tank spot at the linear third, fixed missing pathing nearby the reaper cliff going into the natural.
Added a very small doodad to break up pathing just outside the natural ramp.
Removed the worker-only-path that was in the natural wall-off.
Adjusted the minimap's saturation manually so creep is much more visible.
Added base markers and a pylon marker at the natural.
Lumen
By: PatchesLumen features a hybrid base blocking an additional ramp into the main base, and two reduced nodes containing 80 minerals help wall off the ramp initially. The worker path next to the hybrid base allows for players to expand to the hybrid base more easily in the early game, creating an interesting risk-reward base as it could be taken as a 3rd, or even as a natural in certain cases.
Zerg Rocks block one of the ramps leading into the hybrid triangle base which will slowly die, however if a Zerg takes the base early, the creep spread from the hatch will prevent the Zerg Rocks from losing additional HP. The design of the Zerg Rocks is intended to make the base more dynamic, as in different situations depending on your race you may rather have the path blocked, or open.
Additional forward hybrid base exists as a hyper-aggressive expansion option for players who have expanded to the first hybrid base, providing a slightly smaller income boost compared to the first (1 less rich node). Taking this second hybrid base will further boost your economy, but is overall more exposed and puts you very close to your opponent, creating an interesting scenario for both sides. Players can also choose to expand in a conventional 'linear' path, where a hybrid third is available.
Features:
- LOS Blockers
- Zerg Rocks
- Collapsible Cooling Towers
- Forward rich gas base
- Triangle Hybrid base (blocking ramp into main base)
- Two additional reduced nodes help block this ramp, each containing 80 minerals
- Worker path from main to hybrid base
- Second forward hybrid base
Changelog
+ Show Spoiler +
- Added 6x6 Rock at hybrid triangle & added extra pathing blocker to assist Protoss with walling by creating a semi-choke
- Added 2 rich nodes at linear 3rd
- Added extra rich geyser at forward rich gas base
- Added 2 rich nodes at linear 3rd
- Added extra rich geyser at forward rich gas base
Rainfall
By: CharactRFeatures:
- 14 standard bases
- Destructible Zerg debris that will die out at 7:56 on their own if not killed faster by a player.
- 2 tight bridge choke points in the middle
Changelog
+ Show Spoiler +
- Removed puddle doodads in the main so that cloaked units will be easier to spot
- Removed the lightning flashes (Thanks to Avex for the model)
- Added extra Rain emitters in areas that weren't covered.
- Removed the lightning flashes (Thanks to Avex for the model)
- Added extra Rain emitters in areas that weren't covered.
At Eternity's Edge
By: [3D!clan]depressed1Some notes:
1. The linear third expansion is more dangerous, but more rewarding. It allows you to take a gold expansion with 2 fully operating gases. And gives you the opportunity to expand on the enemy's side. However, the design assumes that after the linear third base, there will be a layering fourth base, which poses the greatest danger. This is done intentionally. You can use long range units here. And this will create a counterbalance. It is not giving you easy but still more macro intentional.
2. The triangle third base has a rich Vespene base continuation and this is a major choice (or path) to play macro oriented and stagnated games.
3. I deliberately messed up with the main base and its dimensions. I wanted to change something. But in a way that would be acceptable. It seems to me that in recent years the size of the main base has become so small that it precludes the possibility to hide something and have a blind spot. Which is bad, because we don’t have some of the strategies in the menus anymore. But on the other hand, making the main expansion large is also not profitable. So I decided to make it more narrow and longer. We still have a small main, but there is a spot to hide a pylon or factory (proxy) behind LOS blockers. We also have a spot and a place to drop. We also have some possible rearrangements for siege tanks, blink stalkers and cannons. I think you get it.
4. Acceleration zones are needed to optimize movement speed in between high ground and low ground levels.
Changelog
+ Show Spoiler +
- Small changes behind triangle third
- Small adjustments behind linear third
- Cosmetic adjustments
- Small adjustments behind linear third
- Cosmetic adjustments
Storm Surge
By: themusic246
The water pathway down the middle provides a fun twist on cliff level variation.The water pathway down the middle is not buildable or burrowable. Large rocks in the middle open up important new rotation paths when destroyed. Be careful, water and electricity don't mix!Fear and Faith
By: OmniSkepticWhile it is much easier for enemy workers to break in, it is also easier to wall off the main base ramp in order to keep enemy army units out. In later stages, wise players will utilize the WOPs to make expanding to otherwise hard-to-reach quadrants less risky.
Features:
- 4 player map
- 8 Worker-Only-Tubes
- 4 Worker-Only Paths
Changelog
+ Show Spoiler +
Made the bottom of the main ramp require 3 structures to wall and pushed back some of the unpathable area near the main base ramps to make sure that the main base wall was more intuitive.
Rorschach
By: PatchesFeatures:
- Center Healing Shrine (with air blockers)
- Rich Mineral Base
- Isolated Triangle Hybrid base
- Worker path between triangle 3rd and 4th
Changelog
+ Show Spoiler +
- Added additional 900min rich node & 900min reg node to hybrid base
- Swapped a single 900min rich node for a 1800 rich node at the top rich base
- Nerfed tank spot at linear 3rd
- Some decor polish
- Added unbuildable plate
- Swapped a single 900min rich node for a 1800 rich node at the top rich base
- Nerfed tank spot at linear 3rd
- Some decor polish
- Added unbuildable plate
Old Sun Temple
By: KillerSmileOne close spawn is disabled, so scouting is more straight-forward, where both players would scout for the close spawn first and then move on to the cross spawn, reducing the randomness without reducing the skill of adapting to the 2 possible spawn scenarios.
The cross map path is supported by speed zones, to counter aggression in close spawn you can throw down rock towers to block important paths. The middle contains a strategic watchtower
A mineral+rock walled ramp is supposed to allow expanding without having to bring back your army from being out on the map, but also allows attacking the rock offensively, something that you couldn't do comfortably on a pure mineral wall.
Changelog
+ Show Spoiler +
Tightened up the reaper jump, made the map 2 tone left vs right to make the spawn arrangement a little more obvious
Voidstorm
By: AvexSome mineral patches are haphazardly placed around the battlefield, each sporting 25 minerals, and they all seem to conveniently block the ability to place resource collection centers nearby.
Finally, at the farthest corners of the map are the five most important mineral fields – three patches with 500 minerals each, and two with 200. These patches are leftover deposits in mid-refinement that are best reserved for when the map runs dry, and both players must fight for every last mineral left.
Changelog
+ Show Spoiler +
All Town Hall interfering mineral patches have been given small slightly obscured blue lens flares to make them much more obvious, some have had previously occluding doodads removed or changed. Some mineral patches had their positions changed.
The central healing shrine has been given an air blocker per overwhelming request.
The middle reaper cliff entering the main from outside the natural choke was removed.
The far reaper cliff entering from the triangular third has an anti-tank doodad placed in the middle of it.
The 4x4 rocks at the triangular third were moved to the center of the two entrances.
The lighting has been made less intense, and player colors should stand out more.
Much more decoration added to the outside, ambience and sound added to round out the aesthetic.
The central healing shrine has been given an air blocker per overwhelming request.
The middle reaper cliff entering the main from outside the natural choke was removed.
The far reaper cliff entering from the triangular third has an anti-tank doodad placed in the middle of it.
The 4x4 rocks at the triangular third were moved to the center of the two entrances.
The lighting has been made less intense, and player colors should stand out more.
Much more decoration added to the outside, ambience and sound added to round out the aesthetic.
Lockdown
By: nyarla
Standard map with a variety of directions to disrupt enemy defenses as well as some counter measures.Features:
- Acceleration zones shorten rush distance if a worker is sent over the center of the map.
- Rock towers in front of natural can be destroyed to cut off center attack path
Verdant Temple
By: PatchesFeatures:
- Line-of-sight Blockers
- Rock Towers
- Forward Pod Base
- Natural Backdoor w/ worker path
Changelog
+ Show Spoiler +
Added 4x4 rock at forward pod base
Added 4x4 rock at linear 3rd base
Added 4x4 rock at linear 3rd base
Washout
By: PatchesFeatures:
- Conjoined Debris (center debris share an hp pool)
- Hybrid mineral bases
- Destructible minerals (via collapsible towers)
Changelog
+ Show Spoiler +
Only made a single bug fix to the invisible platforms above the grate in the main base
to fix a single spot where a 2x2 would appear below the map
to fix a single spot where a 2x2 would appear below the map
Blackrock
By: AvexChangelog
+ Show Spoiler +
All wooden "tank spot" ledges now have a rock tower that allows for them to be closed off and re-opened later. All of these ledges have an adjacent bright red Orc tower to help identify their location, all over decorative towers were de-saturated. A "tutorial" for these tank ledges was added to the main.
Many LOS thickets were adjusted to benefit the defending player, most importantly the ones near the natural and triangular third.
The map has many rock setups adjusted, with some additionally added to create new chokepoints and help the viability of later base locations.
All trees now have more consistent LOS, all tree models accept splats and physics, and should display the flyer-helper properly.
Reaper cliffs fixed, new textures and some lighting adjustments, pylon indicator added for natural wall-off. Sounds and ambience were added to round out the map aesthetic.
Many LOS thickets were adjusted to benefit the defending player, most importantly the ones near the natural and triangular third.
The map has many rock setups adjusted, with some additionally added to create new chokepoints and help the viability of later base locations.
All trees now have more consistent LOS, all tree models accept splats and physics, and should display the flyer-helper properly.
Reaper cliffs fixed, new textures and some lighting adjustments, pylon indicator added for natural wall-off. Sounds and ambience were added to round out the map aesthetic.
Defender's Lab
By: CharactRFeatures:
- 16 bases (14 standard, 2 single rich gas)
- 7 acceleration zones that aid in late game army rotation
- Tight central choke
- Line-of-sight blockers far forward from the middle bases
Changelog
+ Show Spoiler +
- Removed puddle doodads in the main so that cloaked units will be easier to spot
- Removed the lightning flashes (Thanks to Avex for the model)
- Added extra Rain emitters in areas that weren't covered.
- Removed the lightning flashes (Thanks to Avex for the model)
- Added extra Rain emitters in areas that weren't covered.
Wavebreaker
By: AvexChangelog
+ Show Spoiler +
Added smaller speed zones to create a consistent line of speed through the center.
Added new curved rocks to cut through one of the ramps leading down into the clockwise third choice, allowing for it to be a bit more manageable when responding to pressure & Adjusted the original set of curved rocks to now splits down the path pointing toward the natural - the path now is more open on the clockwise side leading into a choke with a thin strip of LOS blockers as opposed to fully closing off.
Added a 6x6 rock adjacent to the central speed zones to make the center feel less wide open when moving from top-to-bottom down that pathway.
Subtle lighting adjustments. Ambience & sound added to round out the map aesthetic.
Added new curved rocks to cut through one of the ramps leading down into the clockwise third choice, allowing for it to be a bit more manageable when responding to pressure & Adjusted the original set of curved rocks to now splits down the path pointing toward the natural - the path now is more open on the clockwise side leading into a choke with a thin strip of LOS blockers as opposed to fully closing off.
Added a 6x6 rock adjacent to the central speed zones to make the center feel less wide open when moving from top-to-bottom down that pathway.
Subtle lighting adjustments. Ambience & sound added to round out the map aesthetic.
TLMC Test Tournament, Community Tournaments, and Voting
The WardiTV TLMC Test Tournament will be held during April 16-26 (qualifiers on April 14).Public voting is planned for early May, after the community has seen the finalists in action in the WardiTV TLMC tournament, as well as in events hosted by community organizers. As with previous TLMC cycles, we welcome all organizers to use TLMC maps in their tournaments.
Public voting via TL.net will determine the final rankings in TLMC #22. 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. The previous TLMC saw the top three community-vote receivers selected for the official ladder.
All sixteen finalist maps will receive $250 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:
First - $300
Second - $250
Third - $200
Fourth - $150
Fifth - $100
Second - $250
Third - $200
Fourth - $150
Fifth - $100
Prize money has been provided by Monster Energy and Shopify Rebellion, and we thank them for their support of the map making community and competitive StarCraft II.

Very solid set of finalists this time around, I think overall much higher quality than the previous contest imo. Looking forward to the next ladder rotation!