I'm pleased to announce that the judges have had their say and the votes have been counted, and this seasons set of finalists have been decided. We had over 140 submissions to TLMC2 across both the 1v1 and team play portions of the contest. We were immediately blown away by the quality of the submissions and deciding between the top maps in both categories was incredibly difficult. The judges this season were instructed to look for variety and new ideas in their maps, while remaining balanced. It was this emphasis on diversity and fresh ideas that ultimately separated the very good maps from the very best. All entries were judged without any information which would identify them as being by a particular author or associated to a particular team.
So who were the judges this season?
WW.MorroW: Morrow is a progamer playing for the team Western Wolves, and has dabbled in both Terran and Zerg. While his insight as a progamer brings much to the table, Morrow was also an active mapper during the BW era and early WoL. He made the micro tournament map which bares his name and even submitted an entry to the first TLMC. The combination of both progaming and mapping knowledge made him an exceptional judge for this contest.
monk: Monk leads the TL strategy section and as a result knows a ton about the game. His ability to theorycraft and map out how maps are expected to play were invaluable assets for the judging process. He is also a high masters/gm level Protoss player and brought that expertise to his judging as well.
Ragoo: Ragoo was a finalist in the first season of TLMC but decided that he would not be submitting this season. As as a result we picked him up to judge this seasons entries. He is an incredibly talented mapper and as a result is able to give a good reflection of the perspective of the map making community in his judging.
Liquid`TLO: TLO was without doubt the best random player during the early life of WoL and has transition into one of the premier European Zergs. He was able to bring a balanced perspective to his judging because of his experience with all three races at the highest level. Despite his WCS commitments, he found the time to give his valuable input and we're really appreciative of that!
Plexa: Plexa is an admin on TL and is the organiser of the TLMC. While not directly involved in the judging, he served as the moderator for the contest's judging and decided the finalists for each category based off of the feedback/rankings of the judges.
The images below are obviously too small for you to form an opinion on the maps, so please click on the images to view full size pictures of the maps. The maps are presented in alphabetical order in each category.
![](http://www.teamliquid.net/staff/Plexa/TLMC2/electriccircuit_small.jpg) | TPW Electric Circuit by lefix
Features: - Spawns are 1, 5, 7, 11. All spawns enabled. - There is an inbase natural and exterior natural that are easy to take - The exterior natural and main are the same height level - There is a backdoor entrance to the inbase natural blocked by rocks |
CruX Frost by Semmo
Features: - Spawns are 1, 5, 7, 11. All spawns enabled. - Accessible thirds no matter where you and your opponent spawn - Thirds are harassable by backdoor paths - Two watchtowers can help you control the center
| ![](http://www.teamliquid.net/staff/Plexa/TLMC2/frost_small.jpg) |
| ESV Insidious by Timetwister22
Features: - Spawns are 11 and 5. - Natural has a second entrance blocked by rocks - Terrain is complex with many places to outplay your opponent |
TPW Keru by Meerel
Features: - Spawns are 2 and 8. - Mains are on the lowground, natural on highground - Clearing the rocks in the center allows for an aggressive midgame - No watchtowers
| ![](http://www.teamliquid.net/staff/Plexa/TLMC2/keru_small.jpg) |
| TPW Khalim's Will by Meerel
Features: - Spawns are 2 and 8. - Backdoor expansion and easy to take forward base. - Back door entrance blocked by destructible rocks. - Multiple attacks paths, easier to attack back door than main |
TPW Koprulu by monitor
Features: - Spawns are 1, 5, 7, 11. All spawns enabled. - Thirds are unique 'double sided' bases, similar to Outsider from Brood War - Double sided base can be taken as natural, but is easily harassable - Protoss can warp in over the double sided bases mineral wall
| ![](http://www.teamliquid.net/staff/Plexa/TLMC2/koprulu_small.jpg) |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/ravage_small.jpg) | ESV Ravage by IronManSC
Features: - Spawns are 4 and 10. - Simple main-nat-third setup - Center highground partially blocked by rocks, serves as a major strategic focus in the mid-late game |
TPW Strangewood Mire by Samro225am
Features: - Spawns are 1, 5, 7, 11. All spawns enabled. - Accessible thirds regardless of starting locations - Collapsible rocks can be used to slow down early-midgame attacks
| ![](http://www.teamliquid.net/staff/Plexa/TLMC2/strangewood_small.jpg) |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/etcetera_yeonsu.jpg) | DF Yeonsu by etcetera
Features: - Spawns are 2 and 8. - Main-nat-third setup very similar to Ohana - Islands at 11 and 5, no rocks blocking them - Standard macro oriented map |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/drifas_small.jpg) | TPW Drifas Throne by Meerel 2v2
Features: - Spawns are top vs bottom. - Players are separated, but their naturals are joined via a back passage - Both naturals can be easily walled, as if it were a 1v1 map - Gold base between naturals will be a major focus point of strategy on this map |
ESV Emrel Coast by Timetwister22 2v2
Features: - Spawns are bottom left, top right. - Island expansions are very close to the mains - Strategic highground divides the map in half - Defensive macro oriented map
| |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/mystic_small.jpg) | TPW Mystic by monitor 2v2
Features: - Spawns are Left vs Right or Top vs Bottom - Map is split into two halves using a double layer of destructible rocks - Left vs Right results in two '1v1' games until players break the rocks in the center or get air units - Top vs Bottom results in an island map game - Reminiscent of the hugely successful 2v2 map 'Iron Curtain' |
TPW Sandlands by lefix 2v2
Features: - Spawns are bottom left vs top right. - There are two in base expansions; one is safe one is exposed. - Two central gold bases are very difficult to defend, but may prove to be major focal points in the late game - One easy third base, other expansions are more difficult to secure | ![](http://www.teamliquid.net/staff/Plexa/TLMC2/sandland_small.jpg) |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/mooniacs_small.jpg) | TPW Mooniacs by lefix 3v3
Features: - Spawns are bottom left vs top right. - Every player has an easy to secure natural - Thirds are reasonably easy to take as well - Conducive to macro oriented play
|
TPW Rimfrost by Meltage 3v3
Features: - Spawns are bottom left vs top right - Only two players have easy to secure naturals, the other has to do a little work before being able to secure the base - Defensive highground allows players to fend off attacks easily but there are multiple paths so unit positioning is very important | ![](http://www.teamliquid.net/staff/Plexa/TLMC2/rimfrost_small.jpg) |
![](http://www.teamliquid.net/staff/Plexa/TLMC2/breeze_small.jpg) | CruX Breeze by Semmo 4v4
Features: - Spawns are top vs bottom (light circles vs dark circles) - Highly aggressive map, most games will be mass Tier 1 or Tier 1.5 units - Map will be very simple to play, but will require good team synergy to win games - Channels the spirit of the map "The Hunters" from Brood War |
ESV Retribution by NewSunshine 4v4
Features: - Spawns are bottom left vs top right. - Standard style 4v4 map - Every player has a possible natural and third to take - Central gold bases may prove to be the difference in long games
| ![](http://www.teamliquid.net/staff/Plexa/TLMC2/retribution_small.jpg) |
Very shortly we will be announcing the dates for the TL Opens aimed to test these maps. You will be able to play test each of these maps in battle.net with your friends very shortly (I will be uploading the maps immediately after this, sit tight!). TL Strategy will also be taking a look at each of the 1v1 maps to give everyone a better understanding of how each map plays out. After the TL Opens have concluded there will be a public vote and a progamer vote to decide the winning maps from each category -- so start picking your favourites now!
All maps will be uploaded with the [TLMC] tag so that you and your friends can find the maps easily on the Arcade.
But for now, please join with me in congratulating the finalists on their achievement. I'm really looking forward to seeing which of these maps ends up winning!