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Team Liquid Map Contest #22 - The Finalists

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Team Liquid Map Contest #22 - The Finalists

Text byTL.net ESPORTS
Graphics byv1
April 14th, 2026 07:39 GMT
TLMC22
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!

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

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.

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TL+ Member
Avexyli
Profile Blog Joined April 2014
United States711 Posts
April 14 2026 07:49 GMT
#2
Thank you to Shopify Rebellion and Monster for the amazing opportunities!! Really excited to see all the games that'll come from these. The reign of four player maps is nigh!
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
KillerSmile
Profile Joined November 2018
Germany95 Posts
April 14 2026 07:59 GMT
#3
Yeah nice branding on the map pictures :D

Gonna be fun to see the games on the 4 player maps especially.

Lockdown is probably my favourite just for having such a strong contrast of elevation out on the map right next to each other. I know Washout and Storm Surge also use 4 elevation levels, but not quite as boldly as Lockdown does.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
bela.mervado
Profile Joined December 2008
Hungary408 Posts
April 14 2026 12:14 GMT
#4
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.
KillerSmile
Profile Joined November 2018
Germany95 Posts
Last Edited: 2026-04-14 16:29:49
April 14 2026 16:24 GMT
#5
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.

Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
Cygnus
Profile Joined February 2004
United States851 Posts
April 14 2026 16:41 GMT
#6
4 player maps back on the menu, nice! Worker-Only-Tubes look fun.
sidasf
Profile Joined February 2023
98 Posts
Last Edited: 2026-04-14 19:31:41
April 14 2026 19:18 GMT
#7
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

monitor
Profile Blog Joined June 2010
United States2409 Posts
April 14 2026 19:49 GMT
#8
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
https://liquipedia.net/starcraft2/Monitor
Response
Profile Blog Joined April 2004
United States1937 Posts
April 14 2026 21:19 GMT
#9
4 player maps sound fun.
the REAL ReSpOnSe
BrewKnowURSA
Profile Joined April 2024
23 Posts
April 15 2026 03:01 GMT
#10
I'm watching TLMC Maps Pigosaur Cup tonight... just wanted to pop in and say I love TLMC season.
ejozl
Profile Joined October 2010
Denmark3491 Posts
April 15 2026 14:40 GMT
#11
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.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
CommanderChp
Profile Joined May 2021
United States13 Posts
April 15 2026 19:56 GMT
#12
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!
TLMC19 Finalist (Sacred Isle and Atlantis) TLMC20 Finalist (Persephone), TLMC21 Finalist (Taito Citadel, Talisman and Celestial Enclave), TLMC22 Finalist (Lumen, Washout, Rorschach, Verdant Temple)
Mizenhauer
Profile Blog Joined February 2015
United States1923 Posts
April 16 2026 06:24 GMT
#13
Bifrost clone getting in the map tournament in 2026 is crazy.
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
KillerSmile
Profile Joined November 2018
Germany95 Posts
April 17 2026 06:18 GMT
#14
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?
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
JimmyJRaynor
Profile Blog Joined April 2010
Canada17486 Posts
April 17 2026 13:15 GMT
#15
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.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ultralisk_breath
Profile Joined April 2026
1 Post
Last Edited: 2026-04-22 02:31:15
April 21 2026 19:01 GMT
#16
Is it possible to download the finalists to check them out in-game?

Edit: nvm - see they are already in the map browser
Mizenhauer
Profile Blog Joined February 2015
United States1923 Posts
Last Edited: 2026-04-21 23:08:59
April 21 2026 22:31 GMT
#17
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
┗|∵|┓Second Place in LB 28, Third Place in LB 29 and Destined to Be a Kong
OmniSkeptic
Profile Joined January 2021
Canada86 Posts
Last Edited: 2026-04-26 20:09:20
April 26 2026 20:08 GMT
#18
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)
Mapmaker from Canada. “Be the change you wish to see in the cushions”.
ejozl
Profile Joined October 2010
Denmark3491 Posts
Last Edited: 2026-04-27 10:14:45
April 27 2026 09:57 GMT
#19
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?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Avexyli
Profile Blog Joined April 2014
United States711 Posts
April 27 2026 10:18 GMT
#20
Old Sun Temple doesn't allow vertical spawns.
AVEX - Multi Winner, Finalist, Judge of the TeamLiquid Map Contests, Former SC:EVO Enviroment Artist & Multiplayer Game Design
KillerSmile
Profile Joined November 2018
Germany95 Posts
Last Edited: 2026-04-29 19:43:21
April 29 2026 19:39 GMT
#21
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.
Mapmaker, author of Mothership LE, 10000 Feet LE, Data-C, Solaris, Ley Lines, Torches and Reclamation LE
ejozl
Profile Joined October 2010
Denmark3491 Posts
April 30 2026 12:46 GMT
#22
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?
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
ragna_sc2
Profile Joined September 2025
2 Posts
May 01 2026 14:49 GMT
#23
Question, is there a Exact Date For when Public Voting will be Available?
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