this will be my attempt, as a mapmaker myself, to give everyone an overview over the Starcraft melee mapmaking scene, it's history, structure, problems and challenges. I want to encourage everyone to add to this overview and especially discuss what you think are the most important aspects of this scene, its biggest obstacles and how to overcome them in the future.
This post will probably be all over the place, ranging from objective fact stating regarding the history to my very subjective opinion/rants on the scene and its problems. Thus I further encourage you to question and criticize what I am saying.
I'm sorry that it's fucking long but anyone who is really interested in this but doesn't have much experience can probably value this highly
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Excuse any mistakes and typos or if something just is a rant going nowhere.
1. A quick history of mapmaking...
![[image loading]](http://i.imgur.com/cf4MiXQ.jpg)
![[image loading]](http://i.imgur.com/UXX1YWG.jpg)
![[image loading]](http://i.imgur.com/2A8AYLt.jpg)
Starcraft:Brood War
The history of mapmaking as far as I am concerned starts with professional leagues in Korea. In the 15 years of Starcraft history Liquipedia listed over 500 maps and variations, roughly half of which were maps played in professional Starcraft.
When Korean leagues became more professional so did mapmaking and it was seen as integral part of the tournament. Mapmakers were hired by the organizations to produce the highest quality maps together with them and through testing of Korean progamers.
I believe it's fair to say that high quality and (especially later) diverse maps were what helped keeping professional Starcraft alive for such a long time.
![[image loading]](http://i.imgur.com/Omghozu.jpg)
![[image loading]](http://i.imgur.com/E1CikGr.jpg)
![[image loading]](http://i.imgur.com/5J72dBF.jpg)
Meanwhile the foreign mapmaking scene in Broodwar was nothing more but a sidenote. T
he professional scene in Korea was largely isolated and no way for foreign mapmakers to get meaningful connections in the scene. Thus it remained nothing more but a fun hobby apart from some of the maps that made iCCup ladder.
Starcraft 2 – 2010-2011
When Starcraft 2 hit the scene nobody was initially concerned with mapmaking so maps by Blizzard were the norm. Also the lack of a custom ladder like iCCup meant that for now Blizzard had total control over the ladder and thus dictated the map pool.
Meanwhile since the Korean scene didn't initially make the switch, no Korean mapmakers did either. With a new foreign scene developing, connections between foreign mapmakers and tournaments had to grow first.
During this time the first mapmaking powerhouse iCCup (now ESV) formed and held multiple smaller showmatches to showcase their creations (which largely consisted of BW remakes).
It should take them until February 2011 however to convince the first major tournament to use their maps, when MLG started to use the 3 player map Testbug by Superouman. Being the first community map and a quite weird/interesting map at that it captured everyone's heart very fast and was soon used in every tournament for over half a year.
![[image loading]](http://i.imgur.com/zM2ugVP.jpg)
![[image loading]](http://i.imgur.com/68CaqgP.jpg)
![[image loading]](http://i.imgur.com/EBkRlZo.jpg)
Only some months later GOM introduced their own custom maps. The three big 4p rotational maps Tal'Darim Altar, Terminus RE and Crevasse first used in March 2011 were soon a long time stable for the whole scene. Especially Tal'Darim Altar had an incredibly long history after its addition to the ladder (MLG used it still in late 2012!).
2011 was also the birth year of Daybreak, seeing the first use in GSL August, still being used up to this date.
While GSL continued to have a relatively healthy map rotation and Blizzard also made some new maps, during this time the foreign mapmaking scene seemed almost lost. The only hope was the ESV Korean Weekly, a small tournament with relatively small following that featured the best B-teamers of their time (hello Taeja). The Korean Weekly would consistently feature new map creations from the ESV mapmaking team, yet none of these maps could make it to the big stage.
![[image loading]](http://i.imgur.com/fkAR9CJ.jpg)
![[image loading]](http://i.imgur.com/Fpnwws0.jpg)
![[image loading]](http://i.imgur.com/dBXMcSk.jpg)
TLMC
During this time of despair the Teamliquid Map Contest 1 arrived in September 2011. Blizzard had approached Teamliquid to give mapmakers the opportunity to make maps for their ladder and the opportunity was taken.
Out of far over one hundred submissions three maps were chosen to be put on ladder: Korhal Compound (altho rather quickly dismissed), Ohana (which was us everywhere for a long time) and arguably the best map of Wings of Liberty, Cloud Kingdom.
![[image loading]](http://i.imgur.com/dbLldL9.jpg)
![[image loading]](http://i.imgur.com/kpvASPe.jpg)
![[image loading]](http://i.imgur.com/IQUCQfC.jpg)
New hope grew in the foreign mapmaking scene, finally their work was appreciated and used. But was that really a good sign for the future?
2012 and present
The history of mapmaking in 2012 is quickly told. GSL continuously introduced new maps to their league which were used by tournaments around the world, and so did Blizzard (even if not all their maps were as well received).
And the foreign scene? A small cooperation of the Map of the Month contest (a contest formerly held by mapmakers, for mapmakers and of little actual value except recognition within the mapmaking scene) with ESL happened in early 2012. It promised a spot in IEM for the winning map (never happened) as well as some smaller prizes. Other than that nothing really happened as the scene struggled and more and more mapmakers chose to become inactive. Most notably the maker of Testbug and Cloud Kingdom, Superouman.
![[image loading]](http://i.imgur.com/ItQ5mes.jpg)
![[image loading]](http://i.imgur.com/QciGVrp.jpg)
![[image loading]](http://i.imgur.com/G2Mm4le.jpg)
Something notable did however happen at the end of 2012: Kespa entered the scene and with them their professional and innovative attitude towards maps. Largely ignoring Blizzards standards for maps they introduced four maps which ranged from just very gimmicky (Caldeum) to outright crazy (the semi-island BW map Arkanoid).
In 2013 HotS arrived which changed basically nothing for the mapmaking scene; Blizzard, GSL and Kespa are still making maps just as before.
What did however shake up the mapmaking scene lately was the introduction of the Teamliquid Map Contest #2 which should once again give the foreign mapmaking scene a big platform to present their maps to a wide audience and maybe make it into the big tournaments as well.
2. Mapmaking organizations and contests
ESV (formerly iCCup)
The oldest mapmaking team that made maps from beta days on and are led by teamleader and self-proclaimed #1 map-promoter Diamond.
Earlier in the SC2 history they held showmatches and the ESV Korean Weekly to promote their maps. Also they had three maps in ladder from TLMC 1.
In the mapmaking depression of 2012 they underwent big roster changes losing all of their initial members (including the best mapmaker Superouman). Yet they still remain a powerhouse and the biggest brand name in the scene, with mapmakers such as Ironman (creator of Ohana) or Jacky (former GSL mapmaker now Kespa) on their team.
They found and stuck to their own creative yet simple style for some time now, making their creation quite recognizable.
![[image loading]](http://i.imgur.com/4KtzlsB.jpg)
![[image loading]](http://i.imgur.com/Vzicf2x.jpg)
![[image loading]](http://i.imgur.com/18qlZrM.jpg)
TPW
Second oldest mapmaking team filled with mapmaking veterans. They never had one big breakout map (if you don't count Ohana) yet were always a solid and stable force in the scene and are the most active team in recent days, only getting stronger after adding former ESV captain monitor (creator of Korhal Compound).
Their map(maker)s are quite varied from just very solid to quite innovative and BW remakes, mostly not overstepping the established boundaries tho. Additionally this team has arguably the best aesthetics out of all teams (except Ragoo).
![[image loading]](http://i.imgur.com/943vC5n.jpg)
![[image loading]](http://i.imgur.com/jDznEqD.jpg)
![[image loading]](http://i.imgur.com/f2KaPH1.jpg)
DF
A very recent mapmaking team that could already prove themselves by making DF Atlas (Scorp) for GSL. Basically a team of mapmakers that have gotten into the scene after ESV and TPW were established, not quite as experienced but not lacking in talent and skill either.
As for their style I would describe it as solid and stable in both layouts and execution.
![[image loading]](http://i.imgur.com/O1jpTnv.jpg)
![[image loading]](http://i.imgur.com/FUqrySh.jpg)
![[image loading]](http://i.imgur.com/qadrZAX.jpg)
Crux
A Korean mapmaking team that was formed by the GSL mapmakers and provides GOM with maps. They made all the great (and not so great) tournament maps you can think of, ranging from Daybreak, Tal'Darim and Crevasse to Dual Sight, Bel'Shir Beach or Xel'naga Fortress.
After Kespa entered the scene and hired two of their top mapmakers they renewed the team with fresh blood.
Their style is quite solid even tho lately they also made the rather weird Icarus.
![[image loading]](http://i.imgur.com/IjM5GGU.jpg)
![[image loading]](http://i.imgur.com/tAfFNGW.jpg)
![[image loading]](http://i.imgur.com/bi19aU5.jpg)
Kespa
After entering the scene in late 2012 they also got their own mapmaking team, hiring from Crux/Gom as well as one BW legend.
Their style is the most crazy and progressive, seemingly not caring about any of the rules Blizzard tries to establish for maps. Yet at the same time they are heavily relying on remakes of Broodwar maps. Sometimes they have glaring weaknesses in aesthetics which they don't seem to care about.
![[image loading]](http://i.imgur.com/NgyxPVl.jpg)
![[image loading]](http://i.imgur.com/lvvcrRu.jpg)
![[image loading]](http://i.imgur.com/9H5OiES.jpg)
Blizzard Mapmaking Team
I have no idea who these people are but they should honestly stop making maps. Blizzard just seems to make maps at will and then has to filter out 95% of the bad maps they produced after all of the players had to endure them on ladder and unfortunate tournaments picked them up.
Their style is conservative, their aesthetics mediocre and they are deaf for most feedback. Or rather they are not really seeking to get feedback from the right people in the first place.
Even tho lately they claim to make maps with tournament feedback, this will remain nothing more but a neat brand for now. They give tournaments their horrible layouts to give feedback on and then put the maps on ladder no matter what it seems (also most tournaments will actually give very little valueable feedback).
![[image loading]](http://i.imgur.com/dvzzeUx.jpg)
![[image loading]](http://i.imgur.com/Jzevqnb.jpg)
![[image loading]](http://i.imgur.com/gzJL4q5.jpg)
Map of the Month
For the longest time the MotM was a stable part of the foreign mapmaking community. Every month this was the motivation for mapmakers to finish their work and get some recognition within the scene. Even if it didn't seem like this was a way to get maps into tournaments, at least people would make a name for themselves and join some team.
The lack of an actual way into tournaments for winner maps was probably what led to the doom of MotM. As people lost interested in making maps during 2012 and they also lost interest in organizing this contest. It's currently put on hold , maybe forever?!
Teamliquid Map Contest
The one thing all mapmakers look forward to. The first TLMC was a milestone for mapmakers and is responsible for the birth of the best WoL map Cloud Kingdom as well as Ohana. TLMC seeems to represent the only chance for foreign mapmakers to get their maps somewhere and thus the hope of another TLMC was what led people through 2012.
Many hopes lie on TLMC 2 and the possibility of future TLMC events. Hopes that show how miserable and lost foreign mapmakers are in the SC2 scene in general.
3. Structure of the global map pool and how to improve it
Tournaments, ladder and mapmakers – A vicious cycle
When thinking about the mapmaking scene and looking at the community maps, the first question that should come to mind is: So how is it that we don't see these maps played when they obviously have a good enough quality?
Well their is two places to get your maps to, ladder and “the global tournament scene“ aka foreign tournaments.
On the one hand the tournaments don't want to take any risks with maps and thus they only accept maps that have previously been used in tournaments or on ladder.
On the other hand you have Blizzard who have often stated that they want to accept tournament maps into their ladder pool, meaning maps that have previously been used in tournaments (and their own map creations).
Now how do foreign mapmakers fit into this cycle? They don't for the most part.
As I explained earlier in Korea and especially in BW the mapmakers were specifically making maps for their associated organization, feeding them with maps directly. Thus also in SC2 the maps that get introduced to the big stage are all introduced first in Korea by Korean tournaments and mapmakers. Only then do Blizzard and foreign tournaments take them.
Foreign mapmakers don't have any direct association with foreign tournaments and basically don't work together with them at all.
![[image loading]](http://i.imgur.com/pDS8gLz.jpg)
Now the second exception to the rule is of course the Teamliquid Map Contest. Remember thus far this only happened once. Last time it allowed three maps to go to ladder directly and from there enter the map pools of tournaments.
What would be ideal for the map choosing process and map pools?
Ideally the foreigner tournaments would work together on a global pool of maps with the mapmakers. The mapmakers are quite capable themselves to choose what would be optimal maps in that case. Altho feedback (especially pro feedback) is always appreciated.
The goal of such a global pool of maps would be two things: Good and diverse map pools and a healthy map rotation.
Let me first explain my thoughts behind more optimal map pools. I believe map pools of 7 maps are actually the maximum, 5 and in some cases 4 maps in the map pool should be prefered tho.
The reason behind is that if the players have to prepare for less maps they can prepare more specifically. On the one hand that means the strategies are going to be more map specific in general. More importantly for mapmaking tho this means that the maps can be much more specific/innovative. This in return then allows for much more specific strategies. Overall this increases diversity of gameplay by a lot and makes every map and its strategic options distinct (and also makes vetoing process and mind games more interesting).
Also remember the last time someone was just „sick good“ on that one map? It was probably in BW right? In SC2 most maps aren't diverse enough that someone would just be crazy good on a specific map.
The concept of smaller map pools is actually proven through BW yet somehow in SC2 it was completely disregarded. Many people argue that this is the case because a bo7 final needs 7 maps. Now first of all I don't see how a single series should so drastically effect the quality of the whole rest of the tournament. Secondly it's not killing a series if you have to replay a maximum of 2 maps, it rather gives completely new possibilities for the mindgames in that series. As stated before the diversity of maps would be greater with smaller map pools, making for a more interesting series in the first place.
Let me explain that when I say 4-5 map map pools that doesn't mean there should be only 4-5 maps played in the foreign scene at any given time. That's just the size of any given tournaments map pool, yet the amount of maps played could actually be as high as like 7-9. That's still probably a reasonable amount of maps you can just roughly know, even tho you only particularly practice the 4-5 maps in an upcoming tournament. Also it's a good amount of maps to pick from for tournaments.
![[image loading]](http://i.imgur.com/sWLzXVW.jpg)
Also I want to add that map pools actually need more thought behind them than just “these are the top x amount maps for our map pool of x amount of maps. That's it!“ Nope, to make good map pools you actually have to think about having all type of maps covered. Do you have a macro map, a really aggressive map, a rock solid map, a just crazy innovative map etc. What are the things gameplay wise you do or do not want to see in the near future and what maps get you there? All these things have to be considered when making a really quality map pool. (see links at the bottom)
Now let's look at map rotation. Map rotation is important for two reasons, first of all it's simply to kick out the bad maps. Especially if you are going to make riskier maps, sometimes they just turn out to be shitty (something that's totally not a horrible thing even tho it shouldn't happen too often). If they can't be fixed at all it's advicable to kick them from the map pool asap.
Secondly the maps simply get stale and boring to spectate (hello Daybreak). A healthy map rotation in my opinion (and roughly used in BW as well) would be the rule that no map can be used for more than a year in any case. But most maps should be rotated after 6 months and it's totally fine for the niche/crazy maps to go out after only one season.
In the case of foreign tournaments I actually would blame a lack of experience and professionalism. Tournaments are doing a ton to increase viewer experience, yet something that is tied so essentially to gameplay quality is almost completely neglected. All they do about it is pick some of the Korean maps and some of the ladder maps and just say: “go“.
People could argue that a reoccurring TLMC would be a solution. However there is several problems with that. First of all the restrictions to make a ladder map are very harsh, for example you can't vary the amount of resources at a base at all. And you can forget about making a map such as Arkanoid at all. Also Blizzard actually changes stuff on maps without ever asking to fit their vision of the maps regardless of it it makes sense to the mapmaker (Korhal Compound's natural choke says hello).
Secondly once a map hits ladder there is a very small chance you can fix it timely like you could with a tournament map if any smaller balance/design problems become obvious. Neither could a map be removed if Blizzard doesn't want to. Also Blizzard really doesn't seem to be willing to communicate with anyone anyway, altho that might change at some point I guess.
Thirdly the tournaments would probably still pick bad map pools without any proper guidance.
All in all tournaments and mapmakers should get together at some point or much of the potential of the foreign mapmaking community will just go to waste and instead we will see a scene dominated by only bad Blizzard maps and Koreans.
Would it really be bad if Koreans dominated mapmaking?
One has to ask himself now, would it even be bad if all the community maps just came from the Korean scene? Yes and no.
No because Koreans are definitely much better than Blizzard mapmakers. They are more diverse, innovative and overall better at their craft in every aspect. Also Koreans have a history of professional mapmaking an strong ties between mapmakers and tournaments that works out perfectly for them.
Yes because while Koreans definitely make good maps, I would argue that the quantitiy of quality maps is simply higher in the west. And it would grow even higher than it is now if foreign mapmakers had similar conditions like Koreans (working directly with tournaments for increased productivity and motivation). This probably has one very simple reason: The foreign mapmaking community is just much bigger than the Korean one which is exceptionally small in SC2.
4. Other random thoughts and information
Battlenet 2.0?
Here is a scenario: I want to play a non-ladder map, let's say DF Atlas.
In proper gaming platforms: I open a lobby and call it „1v1 practice DF Atlas mid-high diamond“. People who want to do that join the game, and if they aren't actually mid-high diamond players I can just kick them.
In SC2: I can't name the lobby. I open the lobby for DF Atlas, some silver player joins. I can't kick him, the game starts immediately (even worse before the changes to Bnet there wasn't a proper open game list so nobody would join your unknown map ever).
Now obviously what I need to do is go in some chat and find someone who is my skill level and willing to play a game on Atlas. This is such big hurdle tho cos there is probably very few people who would want to do that. So I first have to find the right chat(s) etc and be really lucky cos I only ask a small fraction of all players who are online at that time in the whole of bnet.
Nowadays ladder is basically all the 1v1 people would ever want to do with strangers. Even more so now that you can actually play unranked ladder, making custom matches against strangers obsolete in the mind of most people. And the ladder map pools is obviously dictated by Blizzard in both ranked and unranked ladder so...
I hope you get the idea why melee maps never became a hit on bnet and it was more a hinderance than help.
Is the community too whiny and what is the balance of entertainment and imbalance?
The community (thus far) didn't have the most impact on what maps are and aren't chosen (because basically no maps are ever chosen other than Korean maps/Blizz maps which is behind closed doors). However I think this is a point I feel strongly about and want to address here even tho I might address this in more detail in a future thread.
I feel like this community gives many things that deviate from their “standard“ very little chance and is very quick to cry about perceived imbaness or randomness in maps (as well as in SC2 overall which won't be my concern here).
To give you some examples. In 4p rotational maps the close positions are asymmetrical. Both players start with different conditions. Now this leads probably to the #1 complaint I see, picking any difference and proclaiming it imbalanced.
To “fix“ this either you make maps equal in both directions which will inevitably lead to most 4p rotationals just looking like Whirlwind clones and having nothing interesting or new about them.
Or alternatively a perceived “solution“ is to make the map cross only. Now let me say that anyone suggesting cross only for a 4p rotational map hasn't wasted 5 minutes of intelligent thoughts on maps ever. Otherwise you would realize that by making a 4p rotational cross only, you essentially only created a 2p map, but you restricted yourself to make it under the conditions of a 4p rotational (copy pasting main/natural/third four times instead of only two). This is as idiotic as restricting yourself to paint a 10x12 picture for a 20x30 frame or making a racing track for formula 1 cars even tho BMX are meant to ride on it. It makes no sense and you end up with a horrible map that you should just remove if it really only works in cross.
Another example would be anything that seems abusable. Let's take for example a cliff over the natural, if people see that they will immediately rush to the comments and write “omg tanks abuse nat cliff rofl imba“ in allcaps, without ever looking at any context of it. Maybe you actually have a backdoor natural on the map, maybe the cliff is so small even roaches can reach all of it, maybe there is actually a ramp to the cliff etc. It doesn't matter I see so many idiotic comments from people that don't seem to think properly about maps and just start to cry in the comments (and worse than on TL it's the balance whine on like Bnet forums) and it worries me a lot.
Already I'm pretty sure Blizzard stopped making 4p rotational because the community complained too much about them and they keep complaining about any map feature they dislike instead of just embracing something new and exciting.
I personally believe that asymmetry and imbalance is a necessary evil (in the sense that it's not mathemically elegant for a strategy game) to create innovation, diversity and excitement/spectator value. If you are going to do new maps and new features you will inevitably leave the path of perfect 50/50 balance in all matchups. If that was our goal we would find that one balanced map (let's say Daybreak) and just clone it all the time with minimal changes.
But we want to create new stuff and we want to a high spectator value. And trying something new will inevitably lead to imbalances for the better or worse. I believe that imbalances are actually exciting to watch. Of course at some point you have to say no this doesn't work for a proper (e)sport anymore if it gets too much. But I think this line is perceived way too thinly in the western scene who seem to strive for perfect balance first and foremost.
To see players handle new situations and overcome “imbalances“ is one of the most exciting things to watch, and to watch players handle asymmetry like on 3p maps or 4p rotational is basically why we all love this game so much (remember the races are highly asymmetrical themselves).
Common problems with the game design for mapmakers
This is something we likely won't be able to change yet I still want to talk about it a bit, cos I think there is 2-3 very distinct complaints in the mapmaking scene regarding game design.
Let me fist of all note that mapmakers are designers first and foremost, and only secondly will they care about the balance (which nonetheless is integral to the success of a map of course).
The number one problem for maps in Wings of Liberty was how overly hard it was for Protoss to grab a third in PvZ. The inability for Protoss to set up strong independent defenses at two points made farther away third almost impossible which lead to many maps having incredibly close third, making the quality of all other matchups on that map much worse.
Now this problem luckily has been fixed a lot in HotS with the addition of the Mothership Core, something that hopefully leads to a big improvement in thirds and maps in general.
The second problem which remains unfixed is that highground in SC2 (compared to BW, WC3 or Dota) has almost no impact on the game past the early phase when you lack air units. While in Broodwar central highground could be incredibly key points to hold for players, in SC2 you might as well have a completely flat map from the midgame onwards, making for much much less interesting positioning. This is a big problem for mapmakers because they are really limited in what they can do with the middle of a map. Largely highground only have a psychological factor or represent a position behind a chokey ramp that is hard to move up to (but also down from) the highground.
I'm probably going to write a thread on how highground in SC2 makes no sense later and illustrate this issue with pictures.
Who can even judge maps?
Well everyone can of course claim to judge maps properly but let me give you my opinion who can and who can't judge a map properly.
As maybe I made clear previously I believe the general public can not judge maps, most of the comments on maps I see from the average forum person either makes little sense or is directed at the aesthetics of a map (which often makes little sense as well).
So could I maybe say the average high level viewer could judge a map? No, I totally don't think so. Judging a map's layout is best done from the overview and people who aren't experienced at looking at overviews won't come to the right conclusions or even identify proportions or architecture correctly.
So who can even judge maps? Well people that watch high level play and are experienced at looking at map overviews for a long time could right? Right. And that is for the most part mapmakers themselves, as arrogant as that may sound. The people who practice this craft day in and day out and theorycraft it constantly with others are indeed the best people to judge the work. But careful, when I say that I'm only talking about 2 aspects of a map. That is the layout, architecture or idea of a map. And secondly that is the execution or aesthetics of the map.
There is however a third aspect which is very important and that is the balance of a map. Now while experienced mapmakers and those who followed mapmaking and high level gaming for a long time certainly have something to say about balance, when it comes to specifics there is a totally different type of people you need to ask: pro players.
While pro players are generally race biased and are often only good for telling you what is and what isn't abusable in their specific matchups, they are the ones who can do the actual testing and theorycrafting for anything regarding balance and in the end you can only trust what the professionals find out through that when it comes to balance.
Altho that said most maps aren't pro player tested and do fine regardless, because mapmakers mostly don't go beyond certain explored boundaries. If they do however go outside of boundaries they are used to use and theorycraft about, testing becomes mandatory.
How much time do mapmakers invest and what is their motivation?
Another question that I imagine people commonly ask themselves. Making a good map, including reacting to feedback and doing high level aesthetics (very time consuming) can easily take over 30 hours, meaning people will work 1-2 weeks on a map easily. Additionally to even get on a good level of mapmaking it takes at least several month, many of the mapmakers have been doing this since beta days (and beyond that in other games ofc).
Also many days people have lengthy discussions about maps which I would count as essential to become really good, as well as obviously watching the game a lot and to some extend having played the game for a little while.
So why do mapmakers invest so much time into this without getting any profit? Well for the vast majority of mapmakers it's simply their love for the game and the fact that they want to watch the best possible maps and have the best possible spectator experience.
The dream of actually making money with mapmaking is so far off that I don't think anyone was ever in it for the hope of any money. And honestly, seeing a good map played is already all the satisfaction I could get from this (and it doesn't have to be my map altho that would obviously make it cooler right?!).
The future of mapmaking
Currently the TLMC 2 is running and we can all hope for good results and that the maps are picked up for ladder/tournament play.
Other than that there is nothing really on the horizon bar the hope that in the future foreign tournaments might start to value mapmaking higher and work together with foreign mapmakers to create a better game. Maybe next TLMC won't be in another 2 years, that would help
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tl;dr Nope.
I want to emphasize again that I really encourage you to challenge my views when I got subjective in the second half and write your own opinion! It's interesting to know what everyone else thinks about this as well.
Links:
sc2melee.net Biggest SC2 map database
Maps in the Balance by Xxio, an article discussing the role of maps for Balance in comparison with Broodwar
The Spectator Factor by Barrin, on map “imbalances” and their impact on spectator value
Map Pool Creation Guide by ESV Diamond
Discussion topic on Mapmaking Union (ignore Siskos)
TLMC 1 Results
TLMC 2