Yes, yes, we know we're late. We were doing some last minute Q&A and testing of a new voting system (that we ended up not using this time around). But we're finally ready to announce the finalists of TLnet Team Map Contest #3. The maps are currently being uploaded to the individual server, so if you can't see them yet, check back in soon.
Just as with previous team map contests, you get three votes: one per category. No ranking of the indiviual maps. So make sure you get it right! As per usual, the maps position in the list below does not neccesarily correlate to how the judges scored the map.
Remember to vote before Monday, Jul 20 7:59am GMT (GMT+00:00)
Enough from us. Time to present the finalist!
2v2 Finalists
Reclamation
By: KillerSmileA standard 2v2 map, where players have their own main, but join forces in the natural behind destructible rocks. One of the forward bases has a rich geyser. The long rock next to it is key to take control of the map.
Sub-category: Semi-Fortress
Burning Bridges
By: CharactRDesigned for 2v2, 2v2v2v2 or 4v4 play. This map is covered in a series of tight bridges. Be wary, once you cross it may be too late to turn back.
Sub-category: Rush-Fortress/Fortress
Oratorio
By: ZigguratOfUrOratorio is pretty standard semi-fortress map with a back pocket natural that connects the two mains, and an easily wallable other natural at the 12/6 o'clock positions. The third bases are likewise fairly defensible. The middle of the map as multiple passages of differing width, and are choked up by rocks and have the straightaways broken up by Line of Sight blockers. Most uniquely there are ramps leading up to highground areas which can be used as defensive or offensive strong points. They can be used for staging drops, placing siege tanks, getting vision across the wall, maneuvering colossi etc.
Sub-category: Semi-Fortress
Hexagone
By: TimmayFortress map where the shortest path leads through a line of sight blocking hexagon. Inspired by music from Scene of Action.
Alternate resource or rock usage: Mineral blockers force players to go through the hexagon or an outside path until mined out. The mineral count for these patches is five.
Sub-category: Fortress
Jacob's Summit
By: SirZacharyAtop the Jacob mountain on Mar Sara lies an abandon military facility. With danger hiding behind every corner, can you navigate around your opponent and gain the upper hand?
Sub-category: Fortress
3v3 Finalists
Forgotten Grove
By: SirZacharyOn an uncharted planet only found by wanderers lost to the stars lies a hidden grove stuck in time. With tricky paths to navigate and several paths for expansion, can you outpace your opponent?
Sub-category: Semi-Fortress
Mountain Pass
By: Skypirinha1Many large destructible rocks to open up pathways to attack and/or expand are present on this map.
Alternate resource or rock usage: 6 mineral gold base on a forward high ground. xel naga watchtower a bit clockwise from the main bases to help defending the side expansions on the high ground.
Sub-category: Semi-Fortress
Descent
By: themusic246Safe in-base expansions allow for both all-ins or macro play. Expand together as a team to various base clusters in this ambient crystal cave.
Sub-category: Fortress
Sandstorm
By: CharactRI don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.
Sub-category: Fortress
Imperial Mine
By: AgatonYou start with your own main base but your allies are nearby. Natural expansions are easily defendable but as you head lowground, things get more complicated and requires a good amount of teamwork. Watchtowers located on each side of the map will help you prepare for incoming attacks.
Alternate resource or rock usage: Rocks covers the ramp at the forward base, making attacks from the side more of a commitment early on
Sub-category: Semi-Fortress
4v4 Finalists
Resurrection Hub
By: themusic246Start in a megafortress and expand to either side as the game progresses. Good communication is essential in defending both sides of the map at once. Several gold bases on the map provide opportunity for high risk high reward strategies including gold island bases.
Sub-category: Fortress
Thermal
By: CharactRTwo players share a main and 3 the natural with a pocket expansion for one player.
The natural has 2 entrances to defend and there are plentiful contestable expansions beyond. Just try not to blow up the geothermal plant as this is this planets only source of power.
Sub-category: Rush-Fortress
Lexiphanicism
By: CharactRAllies share mains and naturals. There are 2 natural ramps with destructable rocks which may be taken down for better ease of access later in the game.
There are no pocket bases so you will have to work with your team to secure the rest.
Watchtowers overlook the most direct routes.
Sub-category: Rush-Fortress
Enigma
By: CharactRThis cryptic fortress has plentiful expansions and pocket naturals.
However the fairly short rush distance, flexible routes and backdoor keep it from being too turtley.
Will the secrets of this place be revealed to you or will you be deemed unworthy?
Sub-category: Rush-Fortress
Brass Devil
By: TimmayThere are three in-base naturals and two normal naturals.
Sub-category: Fortress