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wow the 4 player maps. curious how these will work with the worker only paths.
dear mapmakers, i have a question, maybe it was already asked/tested before. have anyone tested slow zones over mineral fields/bases? the point would be to slow down mining partially (minerals, maybe 1 gas as well), to simulate bw mining to an extent. would be used in every base or in most of the bases.
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On April 14 2026 21:14 bela.mervado wrote: wow the 4 player maps. curious how these will work with the worker only paths.
dear mapmakers, i have a question, maybe it was already asked/tested before. have anyone tested slow zones over mineral fields/bases? the point would be to slow down mining partially (minerals, maybe 1 gas as well), to simulate bw mining to an extent. would be used in every base or in most of the bases.
Yes, but mathematically it doesn't make a lot of sense. We have paired workers in SC2, so for close mineral nodes it's always one worker mining and the other is on the way to the building and back.
So at best you are influencing only half the time that the worker uses to bring minerals into your bank.
Additionally as far as I know it only slows the worker by 30%, which means at best it walks roughly 2 tiles when in a slow zone, when it normally would have walked a distance of 3 tiles. So it would be very similar to having your base building 1 tile away, which is a lot less impactful than most people think. You could maybe compare it to having close mineral nodes suddenly be far mineral nodes.
If a slow zone would slow workers by 50% it would be the equivalent of a 6 tile gap between building and minerals instead of the usual 3 tile gap, but you would make up for it by having 3 workers per mineral node instead of 2 (1 mining and the other 2 in transit).
I am also ignoring the fact that workers take a little to get up to speed and accelerate, so the slow doesn't even impact the whole travel time either as far as I understand, because slow zones don't lower units acceleration, only the top speed.
The real problem is that Broodwar doesn't have it's optimal number of workers per node at 2 or 3, but at below 2, so you start losing efficiency already at your 9th worker at a base, not at the 17th, which means a slow zone would have the exact opposite effect of what you want.
There have been efforts in the past with something called "double mining" which tried to simulate the broodwar style economy by having a worker mine twice before the trip back to base and would do basically what you are asking, but it didn't really go anywhere.
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4 player maps back on the menu, nice! Worker-Only-Tubes look fun.
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Congrats guys, you deserve the cash! Thanks to Monster and Shopify again!
This looks to be a freestyle contest/map pool. Lots of 4p maps, healing shrine maps, and maps with multiple entrances in the main. Surely we can limit the amount of freestyle maps to three so people can veto them? Current map pool setup is fantastic IMO. It's bad to have nothing but boring maps, it's also bad to have so many freestyle maps people can't veto them.
A few trends I noticed-the main bases in this map are absolutely massive. A huge nerf for zerg and a buff for terran. Also remember that worker only paths allow terran and protoss to pull workers to avoid damage by zergling runbies whereas protoss and terran can keep killing drones with oracles/marines. These maps as they are I believe will be a large nerf to zerg, and I'm not sure that's what we need right now. It's something I hope is kept in mind during the final selection process.
edit: To add to that, the linear 3rd bases are EXTREMELY far apart. Yet another nerf to zerg whereas terran and protoss are not as affected with their static defenses. Not to balance whine about zerg-I think zerg is fine right now-but really this pattern is quite jarring, for some reason everybody makes linear thirds so far apart now.
It seems like the mapmakers have done away with base markers which is unfortunate. I really think they are a good QOL feature. We have pylon markers, would be nice to see maps with base markers again like in the current map pool. These maps also have a rather low amount of creative doodads aside from Avex's voidstorm and blackrock.
As for maps that didn't make it in, would love to see Wrath, Planetfall or Arbiter make it in. If not keep a couple standard maps from the current pool like we have done in the past, since we have an unprecedented amount of freestyle maps this pool.
Cheers
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Congrats finalists! This was a fun one to judge. One thing I will note - we actually had very few high quality "standard" maps this go around. The best and most carefully constructed maps (cliffwork, spacing, proportions, etc.) were generally on the experimental side, which is why I think we got these results.
I left comments for all submissions on the judging sheet but here are some general principles I was looking for while judging.
+ Show Spoiler +Expansions become progressively more difficult to hold - or if not, there are appropriate tradeoffs. This can be achieved through one or more varied techniques: - Players are spread thinner and thinner as they expand (typically inherent with map design) - Later game expansions become more open with larger choke points - Expansions have progressively increasing harassment vulnerabilities - “Reverse” expansions, ledges, LoS blockers, multi-entrance - Expansions move closer to the opponent (typically inherent with map design) - Expansion placement or spacing requires defending players to split up armies or make more complex defense choices (ie no place to “park” a defensive army)
Space, cliffing, and choke points are sized appropriately and allocated proportionately throughout the map - Expansions are proportionately sized for production, army placement, and wall-offs - There are not excessively large spaces or unnecessarily constricted areas - Open areas for army engagements are appropriately sized and placed correctly - There are no significant dead areas of the map, and for the dead air space, it is balanced and intentional - Paths are appropriately and intentionally sized and for their purpose and stage in the game they will be used - Cliffwork and choke point placement is intentional and well thought out to balance defenders advantage with providing opportunities for engagements, counter attacks, surrounds, and multi-prong harassment
Pathing is clean, clear, meaningful, and tied to the map design concept - Unit movement across the map is clear and units follow an expected path without excessive splitting/splintering or major movement changes from small differences in clicks - Players can anticipate the way an army will move at a glance without deciphering or decoding terrain/path options - Players make meaningful pathing choices when attacking into different expansions and controlling key areas of the map (ie pathing options are not excessive or omnidirectional) - Paths throughout the map tie into the map design concept. Some standout examples are 10,000 Feet, Automaton, Golden Wall, Terraform, and King Sejong Station. The map avoids terrain and layout pitfalls that discourage comebacks, and/or lower skill expression - Two entrances to expansions that are closer for the attacker to ping-pong between than the defender, creating an impossible scenario for the defender - A “safe” air path between players that is shorter than ground distance, creating an impossible to attack without risk of a counterdrop or base trade - Split pathing that is difficult to scout and/or unrelated to the map concept, often resulting in basetrades or armies missing each other - Split map, aka top vs bottom: a map layout that is easily divided by sides, with players retaining significant distance between each other even during late game scenarios, resulting in slow/stale gameplay. Note: this can happen even on maps with “neutral” bases. - Tunnels or corridors that are excessively long, narrow, or critical to use, often creating excessive difficulty for players caught out of position with low opportunity for counterplay - Excessively short or excessively long distances between players, resulting in either stale gameplay or too little time to react defensively - Highly linear paths: straight lines and direct paths often create uninteresting or repetitive movement with little room for skill expression and differentiation between map gameplay - Constricted center map width: a map with only a few paths through the center, or an unnecessarily constricted middle can be too easy to scout, predict movement, and pre-plan engagements, leading to stale and/or repetitive gameplay - Overly standard map features with few or no features differentiating the map from others we’ve seen over StarCraft 2’s history of competitive maps
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I'm watching TLMC Maps Pigosaur Cup tonight... just wanted to pop in and say I love TLMC season.
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If 6 worker start is necessary for 4 player maps to return, it's honestly a sacrifice I'm willing to make. But I don't think it has to come to that.
Maybe I just want to see chaos, but I don't think there needs to be some formulaic amount of standard ,aps in the pool, if it's good enough and it offers something new, it'll be worth adding in.
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Congrats everyone 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!
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United States1923 Posts
Bifrost clone getting in the map tournament in 2026 is crazy.
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On April 16 2026 15:24 Mizenhauer wrote: Bifrost clone getting in the map tournament in 2026 is crazy.
Can you explain which map you're referring to?
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On April 15 2026 06:19 Response wrote: 4 player maps sound fun. +1
On April 15 2026 23:40 ejozl wrote: If 6 worker start is necessary for 4 player maps to return, it's honestly a sacrifice I'm willing to make. But I don't think it has to come to that.
Maybe I just want to see chaos, but I don't think there needs to be some formulaic amount of standard ,aps in the pool, if it's good enough and it offers something new, it'll be worth adding in. +1
i agree with these guys. moar 4 player maps.
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Is it possible to download the finalists to check them out in-game?
Edit: nvm - see they are already in the map browser
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United States1923 Posts
On April 17 2026 15:18 KillerSmile wrote:Show nested quote +On April 16 2026 15:24 Mizenhauer wrote: Bifrost clone getting in the map tournament in 2026 is crazy. Can you explain which map you're referring to?
The paths on the top/bottom/sides of the map Exarch have only been previously seen on Bifrost.
+ Show Spoiler +I'm obv being hyperbolic, but it's crazy to see this feature appear more than a decade later
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On April 16 2026 15:24 Mizenhauer wrote: The paths on the top/bottom/sides of the map Exarch have only been previously seen on Bifrost. Fear and Faith was submitted last TLMC with them on it, and prior to that HyperONE had a map with Worker-Only-Paths along the outside even before they got properly patched into the game (by using zerg eggs to block the entrance) and I know that he wasn't the first. Bifrost would not be my first comparison being the point here
My own response to the finalists was that maps like Wavebreaker and Lumen I think are cool and enjoy figuring out/ watching others figure out how to play on them. Rorschach and Old Sun Temple are example of maps I think just execute the standard really well with a bit of flair. Maps like Rainfall and Eternity's edge on the other hand put me to sleep, they're boring and unoriginal with few risks and if there is originality it only kicks in when you're already entering lategame. I think Exarch and Storm Surge diverge from the standard in interesting ways but the long term viability once the players optimize the fun out of them I'm not totally sure about (prior to iteration stage Exarch is too open and Storm Surge is too tight)
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What exactly is the mechanic used on old sun temple for its spawn limitation. Is it 50/50% of it being close spawn, or is it that there are two close spawns, so a 66% of a close spawn, and it just reveals one of the fake close positions?
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Old Sun Temple doesn't allow vertical spawns.
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On April 27 2026 18:57 ejozl wrote: What exactly is the mechanic used on old sun temple for its spawn limitation. Is it 50/50% of it being close spawn, or is it that there are two close spawns, so a 66% of a close spawn, and it just reveals one of the fake close positions?
The idea was that if you spawn bottom left that you were either set as spawn "bottom left A" or "bottom left B" where A had cross and vertical as possible opponent and B had cross and horizontal as possible opponent.
Unfortunately that didn't work in practice, because the ping system that marks your possible opponent spawn locations on the minimap does so not according to if you are part of set A or set B, it just marks everything set as "not ally" as far as I understand it.
Which means I ended up setting the vertical spawns as ally, which means your opponent is always horizontally or across from you, which is a 50/50.
The biggest difference between the two systems is not just that this simplified arrangement has less variety, it also means in cross spawn scenrios you always end up scouting towards different locations when scouting for close spawns, as opposed to the set A and set B system, where you would have scouted the same empty close spawn location.
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Gotcha, so it's basically 2v2 fixed spawns in 1v1. I prefer it to be 50/50 that seems more intuitive. Would it be possible to do a 5-player map and disable close spawns?
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Question, is there a Exact Date For when Public Voting will be Available?
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