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 qualifiers will be held today at 10:00 GMT (+00:00), while the main event kicks off 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 25 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.
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.
Lumen is a 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.
A second 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.
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
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
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.
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
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
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.
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.
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
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)
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..?
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
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.
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 qualifiers will be held today at 10:00 GMT (+00:00), while the main event kicks off 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: Avex
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 25 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.
Sanctuary III
By: Avex
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.Lumen
By: Patches
Lumen is a 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.
A second 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.
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
Rainfall
By: CharactR
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
At Eternity's Edge
By: [3D!clan]depressed1
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.
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: OmniSkeptic
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
Rorschach
By: Patches
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
Old Sun Temple
By: KillerSmile
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.
Voidstorm
By: Avex
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.
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: Patches
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
Washout
By: Patches
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)
Blackrock
By: Avex
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..?Defender's Lab
By: CharactR
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
Wavebreaker
By: Avex
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.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.
