This summer has been a hectic one for mapmakers. Just as the previous TLMC #13 ended, we announced this: TLTMC #2. Over the last couple of weeks, we've received some great team maps from the mapmaking community and it's now time to figure out which ones are your favorites!
We have uploaded all the maps to battlenet, using the tag [TLMC TM2], so go ahead and test them carefully before you vote. Unlike in the 1v1 contest, you only get one vote per category here, so choose carefully!
To the map making community, the admin team would like to extend a huge "thank you". We know these last few months have been intense, with back-to-back contests, but you've submitted some truly amazing maps and we're honored to get to judge them!
Nightscape is a large, fortress style team map. Vertical expansions zigzag between safe, rear bases and aggressive, forward bases. Teams are encouraged to alternate accordingly. Destructible debris opens a gold expansion or emergency use or early aggressive plays.
This ancient red wasteland simply known as Polka is a large semi-fortress map. The geyser placement in the main provides options for more complex strategies, borrowing gas from your teammate (sharing is caring). The reduced mineral wall at the natural provides both a potential expansion path, as well as the possibility for setting up a flank attack when under attack. Be aware though, cause the area can also become a target for enemy forces. The center of the map is highly dynamic, where some paths initially are blocked by rocks, while others have collapsible rocks that can be destroyed in order to block pathways.
Time to bring out the big guns. A mineral wall blocks off the shortest path into the naturals and other rocks partially block attack routes.
Features: Mineral wall blocking ramp to naturals
All expansions are protected by chokes both you and your ally can defend, spanding in a single direction, but with a possibility of going in another direction once the mineral walls fall.
With rich bases that can give a raw edge in the early to mid game, aggression is key to breaking any shell that may form on this map.
Both teammates have their own main base and pocket bases. There are slow zones next to the mains to help defend against air harass and also on one the ramps leading to the lowground and near the central path.
Distinctive features: Players have their separate mains and pocket bases, there are IZGs next to the main bases, near the central path and on the ramp leading to the lowground next to rocks. There’s rocks and los blockers on the middle path. Gold bases in the middle of the lowground areas.
On Augustine Fall, one of the teammates spawns separate from the rest, but the main bases are connected through a pocket area between them. Every player has the option to take a pocket base or a forward one as their natural, though the forward ones are much more vulnerable.
Distinctive features: One main separate from the rest, connected through pocket area, all players have a pocket base option as well as forward one, the main area with two spawn locations has a 2x ramp whereas the one with only one spawn location has 1x ramp, 30 blue bases in total
Inhibitor zones slow air movement between bases. Control the high risk gold base or expand towards the corners as a team.
After a long period of peace, war emerges again. Work as a team to defend evenly spaced expansions to leapfrog your way across the map. A mineral wall partially blocks off a pocket expansion allowing the option to expand the other direction.
The map aims on splitting the team, with back bases that have the main route into them blocked, the team has full opportunity to expand and defend the forward choke that one player can expand down.
Being defensive is the aim on the map with the few chokes and vulnerable bases once the rock walls go down.
Players start with their own mains and do not share a fortress besides what holds their natural.
With one player having a backdoor that allows them to take a third easily without having to go the extra mile. With all said and done this map has multiple chokes and fields to fight in, with direct middle being choked and IZG to aid in defending.
On Tuonela the main bases are connected and there are three pocket bases. Collapsing the rock towers at the large forward ramp helps with defense. There's also some gold bases on the lowground for some extra income.
Distinctive features: connected mains, three pocket bases, collapsible rocks at the large ramp leading to the lowground, rocks and los blockers at the middle path, four gold bases at the lowground and 30 blue bases in total
Large 4v4 map set in a classic lava fortress environment. The direct path between the players is initially blocked by two rich expansions. Mining those out will open a very short path. The starting base’s minerals are placed toward the middle of the fortress. Don’t worry, i’ve placed them precisely to not have workers to go to allies’ mineral fields. Custom bridges by the way.
Fortress map with Inhibitor Zone Generators covering the air space between mains.
Features: Inhibitor Zones occupy the air space between mains and also slightly cover the shortest path.
Each team can defend a single choke at the start and has a generous amount of expansion routes. Rocks partially block important attack routes early game.
Expansions are somewhat more spread and fewer available encouraging low economy play, communication between you and your allies in regards to resource allocation and tech specialization is vital.
Some things to keep in mind:
All of the finalists will receive $50 per entry. On top of that, the winner of each category will receive an additional $450.
Vote here!
Voting closes in .
We have uploaded all the maps to battlenet, using the tag [TLMC TM2], so go ahead and test them carefully before you vote. Unlike in the 1v1 contest, you only get one vote per category here, so choose carefully!
To the map making community, the admin team would like to extend a huge "thank you". We know these last few months have been intense, with back-to-back contests, but you've submitted some truly amazing maps and we're honored to get to judge them!
2v2 Finalists
Nightscape
By: PanzermannNightscape is a large, fortress style team map. Vertical expansions zigzag between safe, rear bases and aggressive, forward bases. Teams are encouraged to alternate accordingly. Destructible debris opens a gold expansion or emergency use or early aggressive plays.
Polka
By: AgatonThis ancient red wasteland simply known as Polka is a large semi-fortress map. The geyser placement in the main provides options for more complex strategies, borrowing gas from your teammate (sharing is caring). The reduced mineral wall at the natural provides both a potential expansion path, as well as the possibility for setting up a flank attack when under attack. Be aware though, cause the area can also become a target for enemy forces. The center of the map is highly dynamic, where some paths initially are blocked by rocks, while others have collapsible rocks that can be destroyed in order to block pathways.
Heavy Artillery
By: themusic246Time to bring out the big guns. A mineral wall blocks off the shortest path into the naturals and other rocks partially block attack routes.
Features: Mineral wall blocking ramp to naturals
Slyia
By: PklixianAll expansions are protected by chokes both you and your ally can defend, spanding in a single direction, but with a possibility of going in another direction once the mineral walls fall.
With rich bases that can give a raw edge in the early to mid game, aggression is key to breaking any shell that may form on this map.
Arctic Dream
By: MarrasBoth teammates have their own main base and pocket bases. There are slow zones next to the mains to help defend against air harass and also on one the ramps leading to the lowground and near the central path.
Distinctive features: Players have their separate mains and pocket bases, there are IZGs next to the main bases, near the central path and on the ramp leading to the lowground next to rocks. There’s rocks and los blockers on the middle path. Gold bases in the middle of the lowground areas.
3v3 Finalists
Augustine Fall
By: MarrasOn Augustine Fall, one of the teammates spawns separate from the rest, but the main bases are connected through a pocket area between them. Every player has the option to take a pocket base or a forward one as their natural, though the forward ones are much more vulnerable.
Distinctive features: One main separate from the rest, connected through pocket area, all players have a pocket base option as well as forward one, the main area with two spawn locations has a 2x ramp whereas the one with only one spawn location has 1x ramp, 30 blue bases in total
Flashback
By: themusic246Inhibitor zones slow air movement between bases. Control the high risk gold base or expand towards the corners as a team.
Sentinel
By: themusic246After a long period of peace, war emerges again. Work as a team to defend evenly spaced expansions to leapfrog your way across the map. A mineral wall partially blocks off a pocket expansion allowing the option to expand the other direction.
Voided Fortresses
By: PklixianThe map aims on splitting the team, with back bases that have the main route into them blocked, the team has full opportunity to expand and defend the forward choke that one player can expand down.
Being defensive is the aim on the map with the few chokes and vulnerable bases once the rock walls go down.
Realities Simulation
By: PklixianPlayers start with their own mains and do not share a fortress besides what holds their natural.
With one player having a backdoor that allows them to take a third easily without having to go the extra mile. With all said and done this map has multiple chokes and fields to fight in, with direct middle being choked and IZG to aid in defending.
4v4 Finalists
Tuonela
By: MarrasOn Tuonela the main bases are connected and there are three pocket bases. Collapsing the rock towers at the large forward ramp helps with defense. There's also some gold bases on the lowground for some extra income.
Distinctive features: connected mains, three pocket bases, collapsible rocks at the large ramp leading to the lowground, rocks and los blockers at the middle path, four gold bases at the lowground and 30 blue bases in total
Fortitude
By: SuperoumanLarge 4v4 map set in a classic lava fortress environment. The direct path between the players is initially blocked by two rich expansions. Mining those out will open a very short path. The starting base’s minerals are placed toward the middle of the fortress. Don’t worry, i’ve placed them precisely to not have workers to go to allies’ mineral fields. Custom bridges by the way.
Nekodrec
By: TimmayFortress map with Inhibitor Zone Generators covering the air space between mains.
Features: Inhibitor Zones occupy the air space between mains and also slightly cover the shortest path.
Concord
By: themusic246Each team can defend a single choke at the start and has a generous amount of expansion routes. Rocks partially block important attack routes early game.
FDP
By: MeavisExpansions are somewhat more spread and fewer available encouraging low economy play, communication between you and your allies in regards to resource allocation and tech specialization is vital.
Voting
In the voting document, linked below, you will be able to vote for your favorite map in each category.Some things to keep in mind:
- After you've voted you must comment in this thread. A simple "voted" will do but feel free to comment on the maps and share your thoughts!
- This vote is only used to internally rank the maps, to determine the prize pool split. Blizzard has the final say regarding which map(s) make it into the ladder pool.
All of the finalists will receive $50 per entry. On top of that, the winner of each category will receive an additional $450.
Voting closes in .