Welcome to TeamLiquid Map Contest #15!
Thanks to our friends at ESL and Shopify, TLMC will continue to be the primary pipeline for new maps in competitive StarCraft II. Blizzard are continuing their commitment to TLMC as well, doing QA for maps and making sure they are ladder-ready.
Now that Shopify and TLO are on board, it seems appropriate to test the map-making community's creativity. TLMC #15 features a creative/freestyle category which challenges map-makers to push the boundaries of competitive map design. Also, we are looking to shake things up in a big way and reintroduce maps with three or more starting positions.
*The tournament schedule and prize pool have been adjusted according to the June 2nd update from ESL.
ESL is interested in reintroducing maps with 3+ starting positions to competitive 1v1 play. In order to encourage map-makers to submit such maps, we will be using all four "Judges Picks" (read "How to Submit Maps" below for more details) to include these maps among the sixteen finalists. Maps with 3+ starting positions can be submitted to ANY of the four categories: Macro, Rush, Standard, and Freestyle.
After the contest, map-makers will be contacted by ESL in order to make improvements and get their maps into a ladder-ready state before each ladder season. For instance, map-makers can make small adjustments to the maps such as changes to Reaper ramps. Results from our performance tests will also be made available to map-makers who can use those results to improve performance.
As with last season, we are giving map-makers more opportunity to get feedback from judges with the intent to allow for potential issues to be ironed out prior to judging. All maps that are submitted on or before the June 7th will be reviewed by members of the judging panel and feedback provided ASAP. Please keep in mind that maps with positive feedback or have had issues fixed as a result of this review process are not guaranteed to be selected for the Top 16.
Note: All submissions are anonymized before being sent on to the judges. Only the two main admins of the contest have access to who the submitters are.
In addition, the public voting phase will now run parallel with the tournament phase, in order to accelerate the schedule for maps to receive ladder approval. The tournament phase is extremely important both for map-makers and for voters. It allows everyone to see the maps being played by some of the best players in the world. We will work together with Wardi again for the tournament. Details will be announced separately at a later date.
Last contest we introduced a finalists posts with more information about each map, which was well received. We will continue with the same format for TLMC #15. map-makers who make the top 16 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post. All this information will be sent out in a PM to the 16 finalists after the tournament phase.
In keeping with the most recent TLMC contests, map-makers will also receive $200 in bonus prize money for each map that finishes in the top sixteen.
And as always, all sixteen finalists will receive a Community Commander Portrait. Once you have qualified for the top 16, please message the contest admin if you do not already have the portrait.
Please PM your map file(s) to TL Map Contest with the below format by June 21st. Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be asking map-makers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features. Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry has not officially been confirmed until any issues with the submission have been resolved.
If you want to submit a revised map for the contest before the end of submissions, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.
The map file has to contain:
Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC admin Waxangel instead.
We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.
Q: How do I attach a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.
Q: Can I enter a team map/FFA map into the contest?
Sorry, we will not be accepting non-1v1 maps in this contest. In the past, the Team Liquid Map Contest has occasionally allowed team play maps to be entered and evaluated separately from 1v1 maps, and some of these submissions did eventually reach the ladder map pool. However, we are focusing on only 1v1 maps for this contest. While we hope to hold a team map contest in the future, we cannot guarantee one at this time.
Q: Will the first place map automatically be included in tournaments?
No. A list of top maps will be considered by ESL for use in tournaments and ladder.
Q: Will any of the maps outside of the top 16 be included in tournaments?
While there is a very small chance for this to happen, it’s not to be seen as commonplace.
Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM us and we will tell you whether or not it is appropriate.
Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the map-makers?
Post in their map threads and give them support, encouragement, and replays on their maps! Giving your favorite map-maker support will be much appreciated by the map-maker. Replays are especially valuable as it helps the map-maker align their design goals with the map with the reality of how people play their map.
If you have any unanswered questions please do not hesitate to ask them below or PM us who will be happy to answer them. Best of luck in the competition.
Thanks to our friends at ESL and Shopify, TLMC will continue to be the primary pipeline for new maps in competitive StarCraft II. Blizzard are continuing their commitment to TLMC as well, doing QA for maps and making sure they are ladder-ready.
Now that Shopify and TLO are on board, it seems appropriate to test the map-making community's creativity. TLMC #15 features a creative/freestyle category which challenges map-makers to push the boundaries of competitive map design. Also, we are looking to shake things up in a big way and reintroduce maps with three or more starting positions.
*The tournament schedule and prize pool have been adjusted according to the June 2nd update from ESL.
Changelog
- Submissions have been reduced to 5 maps per map-maker.
- Instead of giving map-makers a specific feature to focus on, we've added a "Freestyle" category (similar to the "New" category from previous TLMC's). We want to give map-makers a much broader canvas to express themselves on.
- Reintroducing maps with three or more starting positions: ESL is interested in reintroducing maps with 3+ starting positions to the competitive 1v1 map pool, and a concerted effort will be made to include such maps among the sixteen finalists. The four "Judges' Picks" will EXPLICITLY be reserved for such maps.
- Inhibitor Zone Generator and Accelerator Zone Generator can now be used in all categories. Use these features carefully, to ensure that they are consistent with the intent of the specific category and synergize with overall gameplay.
- Reminder: We are keeping the reduced "Average rush distance" and "Playable map dimensions" values from TLMC #14. Over the last few contests, we've noticed a trend toward larger maps. We still feel there is plenty of potential for high-quality maps to be created on the 'small' side of the spectrum, and have kept the reduced values from the previous TLMC. Ultimately, these are just suggested values, and it's up to each individual map-maker to decide what map size fits their vision best.
Easing Restrictions
Maps With Three or More Starting Positions
While maps with three or more starting positions were not technically banned in previous contests, TLMC judges typically adhered to the norms of the competitive scene and focused solely on two-player maps. This resulted in what was effectively a 'soft-ban' on non-two-player maps.ESL is interested in reintroducing maps with 3+ starting positions to competitive 1v1 play. In order to encourage map-makers to submit such maps, we will be using all four "Judges Picks" (read "How to Submit Maps" below for more details) to include these maps among the sixteen finalists. Maps with 3+ starting positions can be submitted to ANY of the four categories: Macro, Rush, Standard, and Freestyle.
Up to Five Levels of Terrain Height Allowed
One of the latest features yet to see light on TLMC is the newly expanded Terrain Height. Because of implementation and gameplay limitations, map-makers will be limited to five pathable terrain levels. Depending on how map-makers make use of this new feature, future contests may see the number allowed terrain levels increase. In TLMC #15, this feature will be limited to the new Freestyle category.Categories
Freestyle
- Guidelines: Maps in this category explore new ideas for how StarCraft II can be played. This category is intended for unorthodox, outside-the-box maps.
- Examples of features that might be included in this category:
- Heavy or atypical usage of backdoor entrances with Mineral Walls/Reduced Mineral Patches.
- Usage of Vespene Geysers as potential gates.
- Inhibitor and Accelerator Zones.
- Non-standard numbers of Mineral nodes or Vespene geysers at bases (Restriction: Values of each individual resource node cannot be adjusted)
- Other strongly non-standard map designs.
- Heavy or atypical usage of backdoor entrances with Mineral Walls/Reduced Mineral Patches.
- Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 14,000 and 18,000. (Note: Not a hard restriction)
- Examples:
Rush
- Guidelines: Map favors early aggression and offensive play.
- Average rush distance (main ramp to main ramp): 33 seconds or less. (Note: Not a hard restriction. Could be more or less)
- Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 14,000 and 16,000. (Note: Not a hard restriction. Could be more or less)
- Examples:
- Kairos Junction (playable area: 120x140=16,800)
- Paladino Terminal (playable area: 144x112=16128)
- Interloper (playable area: 134x142=19028)
- Defender’s Landing (playable area:150x130=19500)
- Kairos Junction (playable area: 120x140=16,800)
Standard
- Guidelines: Medium sized map. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.
- Average rush distance (main ramp to main ramp): 33-38 seconds. (Note: Not a hard restriction. Could be more or less)
- Playable map dimensions guidelines (not full map dimensions): Map playable area should be approximately between 15,000 and 17,000. (Note: Not a hard restriction. Could be more or less)
- Examples:
- Blueshift (playable area: 136x136=18,496)
- New Repugnancy (playable area: 152x120=18,240)
- Cyber Forest (playable area: 128x148=18,944)
- Catalyst (playable area: 136x144=19,584)
- Overgrowth (playable area: 120x144=17,280)
- Coda (playable area: 138x144=19,872)
- Ephemeron (playable area is 132x148=19,536)
- Triton (playable area: 144x144=20,736)
- Simulacrum (playable area: 144x124=17,856)
- Nightshade (playable area: 138x136=18,768)
- Blueshift (playable area: 136x136=18,496)
Macro
- Guidelines: A map that favors defensive play and encourages players to reach end game unit compositions.
- Average rush distance (main ramp to main ramp): 38-43 seconds. (Note: Not a hard restriction. Could be more or less)
- Playable map dimensions (not full map dimensions): Map playable area should be approximately between 16,000 and 18,000. (Note: Not a hard restriction. Could be more or less)
- Examples:
- Year Zero (playable area: 166x128=21,248)
- Port Aleksander (playable area: 158x140=22,120)
- King’s Cove LE (playable area: 153x148=22,644)
- Odyssey (playable area: 152x156=23,712)
- Blackpink (playable area: 148x140=20,720)
- Ascension to Aiur (playable area: 160x132=21,120)
- Acropolis (playable area: 140x136=19,040)
- Disco Bloodbath (playable area: 148x132=19,536)
- Eternal Empire (playable area: 140x140=19,600)
- Year Zero (playable area: 166x128=21,248)
Features allowed per category - overview
Rush | Standard | Macro | Freestyle | |
---|---|---|---|---|
Mineral Wall | ||||
Rich Geyser | ||||
Inhibitor Zones | ||||
Acceleration Zones | 3+ Starting Positions | 5 Levels of Terrain Height |
Restrictions
- Maps can be submitted to one category only. Maps cannot be submitted to multiple categories.
- No custom textures or Force Fields.
- No custom data on maps.
- The restriction on Renegade Missile Turrets remains, and this feature cannot be utilized for this contest.
Notes and Suggestions
- Since the size of maps have been increasing over time, we’ve tried to re-adjust the “average rush distance” and the “playable map dimensions” values for the different categories to encourage smaller map sizes during this submission period.
- The average rush distance and playable map dimensions are guidelines and not strict restrictions. For example, large maps that play out aggressively or small maps that promote long games will still be considered using the same criteria as the other maps in the category.
- In a previous contest, when we introduced the Renegade Missile Turret map feature, we received many maps that utilized the structure in large numbers. We want to let map-makers know that maps or submissions aren’t required to utilize a high number of map features. Maps will be judged based on how well map features are used and how much they add to the map rather than how many are used.
- We’d like to remind submitters that edge map distance has been steadily decreasing over the last TLMC’s, and this is a strong point of contention, it is recommended for maps to have a modicum of air space between playable ground areas and map’s edges.
- Overlord high ground scout positions over naturals have become more popular in recent maps. We want to remind everyone that while these spots are still acceptable, they are not required, and we’d like to see a greater variety in how they’re placed.
- When deciding to utilize a gold base, make sure there is some sort of risk associated with them. Otherwise, gold mineral bases with low risk tend to usually favor Zerg over the other races.
- Be careful when adjusting the number of mineral nodes, vespene geysers, or rich vespene geysers at bases, especially in the main and natural, as it could impact balance between races and/or matchups.
- When using air pathing blockers, avoid setting up zones that trap air units within them.
- During the iteration phase of the competition (more on this below), small changes are often more desirable than large radical changes that dramatically alter the map’s direction.
Post contest map iteration
We want to give the map-makers an opportunity to edit their maps after the contest period to make any adjustments if necessary. Hopefully this will give the map-makers more control and a chance to make improvements based on any feedback from ESL, Blizzard, pro players, or the community at large.After the contest, map-makers will be contacted by ESL in order to make improvements and get their maps into a ladder-ready state before each ladder season. For instance, map-makers can make small adjustments to the maps such as changes to Reaper ramps. Results from our performance tests will also be made available to map-makers who can use those results to improve performance.
Tournament Phase
Note: The default timezone for TLMC is Pacific Standard Time (PST). While countdowns and specific times will be converted to your local timezone PST will be used whenever we "just" use dates in posts. For example: the end of submissions is June 21st. So the deadline is June 21st at 11:59 PM PST.Submission Phase
May 21st to June 21st
Pre-Judging FeedbackAs with last season, we are giving map-makers more opportunity to get feedback from judges with the intent to allow for potential issues to be ironed out prior to judging. All maps that are submitted on or before the June 7th will be reviewed by members of the judging panel and feedback provided ASAP. Please keep in mind that maps with positive feedback or have had issues fixed as a result of this review process are not guaranteed to be selected for the Top 16.
TLnet Judging Phase
June 22nd to June 27th
Once the maps have been submitted they will be checked for quality and the remaining maps will be passed to representatives from the Team Liquid Strategy team and selected professional players/community figures for judging. If you are a professional player and would be interested in helping out, PM us. Together, the judges will trim down all submissions to a final 16 that will be used in the next stages of the contest.Note: All submissions are anonymized before being sent on to the judges. Only the two main admins of the contest have access to who the submitters are.
Tournament & Public Voting Phase
July 5th - July 11th
Finally, the public will then vote on the final versions of these maps. Note that public voting only determines the final placing of these maps, that is how much money each map-maker wins. It does not directly affect which maps will be chosen to appear in the next season of ladder play. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.In addition, the public voting phase will now run parallel with the tournament phase, in order to accelerate the schedule for maps to receive ladder approval. The tournament phase is extremely important both for map-makers and for voters. It allows everyone to see the maps being played by some of the best players in the world. We will work together with Wardi again for the tournament. Details will be announced separately at a later date.
Iteration Phase
July 11th - July 19th
The iteration phase has become a vital part for map-makers in TLMC. It gives them a chance to fix smaller issues that they may have caught during the tournament phase. Note that smaller fixes are often better than huge changes.Last contest we introduced a finalists posts with more information about each map, which was well received. We will continue with the same format for TLMC #15. map-makers who make the top 16 will be given the opportunity to submit extra screenshots and link to YouTube or Twitch VODs of their map being played. We will also be collecting information about what they've changed and will mention the changes in the voting post. All this information will be sent out in a PM to the 16 finalists after the tournament phase.
TLMC Winners Announced
Shortly after the conclusion of the voting phase, we will present the final standings. After this, all sixteen maps will be considered for inclusion in the upcoming ladder seasons. After a rigorous QA session, the new maps will be officially announced ahead of the new ladder season.Prize Distribution
Provided by Shopify
Thanks to Shopify and ESL, the prize pool has been increased from TLMC #14.First - $800
Second - $500
Third - $250
Fourth - $150
Fifth - $100
Second - $500
Third - $250
Fourth - $150
Fifth - $100
In keeping with the most recent TLMC contests, map-makers will also receive $200 in bonus prize money for each map that finishes in the top sixteen.
And as always, all sixteen finalists will receive a Community Commander Portrait. Once you have qualified for the top 16, please message the contest admin if you do not already have the portrait.
How To Submit Maps
Submission Rules
- Each individual map MUST be assigned to one category. DO NOT submit the same map to multiple categories.
- Map-makers will be limited to five(5) map submissions each, with a limit of two maps per category. For example, you may submit two maps in two categories, one map in a third category, and none in the remaining category.
- For this contest, the judges will pick sixteen(16) finalist maps to move on to the next stage:
- Three(3) Standard Maps
- Three(3) Macro Maps
- Three(3) Rush Maps
- Three (3) "New" Maps
- Four(4) "Judges' Picks" - *TLMC#15 change: Reserved for maps with 3+ starting positions*
- Three(3) Standard Maps
- Judges may reassign a map to a more appropriate category at their discretion.
Please PM your map file(s) to TL Map Contest with the below format by June 21st. Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be asking map-makers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features. Once your map has been received you will receive a PM back confirming that we have received it. If you have not received a reply within 24 hours, please contact us directly. We may also PM you back requesting missing information. Your entry has not officially been confirmed until any issues with the submission have been resolved.
If you want to submit a revised map for the contest before the end of submissions, please send us a reply in the original PM chain on TLnet. This to ensure there are no mixups in the submission process.
The map file has to contain:
- A short gameplay description. There is a field for it with a limit of 300 chars. Suggestion for what to include in this field can be seen in TLMC #12's finalists announcement. This description will be used in the announcement of the top 16 maps!
- Map Name
- A picture of your map. Please submit your maps with a standard 90° top down overview' do not use any angled or tilted images. Please mark start locations and describe any starting location constraints.
- The size (dimensions) of the map
- The map category you wish to enter with this map.
- A description of the map.
- List and describe any distinctive features of the map.
- Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers.
- Main to Main distance: (in-game seconds using a worker from town hall to town hall)
- Top of main ramp to top of main ramp distance: (in-game seconds using a worker)
- Natural to Natural distance: (in-game seconds using a worker from town hall to town hall)
- Any relevant analyzer images (optional)
- A download link to your map
Entries not in this format may be excluded from consideration. Please do not send questions to the 'TL Map Contest' account; contact TLMC admin Waxangel instead.
Submit your map
FAQ
Q: Do I need to send my map file, or will an image or a link to my map on Battle.net be enough?We want the map file for this contest, so a link to Battle.net is not sufficient. There will be a huge number of maps to choose from, so we will need to open many of them up in order to check for details that we can't find otherwise. To send your maps, upload them to a file hosting service such as Mediafire or Dropbox and include the link in your entry.
Q: How do I attach a map file or image to a PM?
The TeamLiquid PM system does not support attachments. Instead, use an external image/file hoster such as Mediafire, Dropbox or Google drive for map files or Imgur for image files. Please sent those links along with your submission.
Q: Can I enter a team map/FFA map into the contest?
Sorry, we will not be accepting non-1v1 maps in this contest. In the past, the Team Liquid Map Contest has occasionally allowed team play maps to be entered and evaluated separately from 1v1 maps, and some of these submissions did eventually reach the ladder map pool. However, we are focusing on only 1v1 maps for this contest. While we hope to hold a team map contest in the future, we cannot guarantee one at this time.
Q: Will the first place map automatically be included in tournaments?
No. A list of top maps will be considered by ESL for use in tournaments and ladder.
Q: Will any of the maps outside of the top 16 be included in tournaments?
While there is a very small chance for this to happen, it’s not to be seen as commonplace.
Q: How crazy can my maps be?
Maps need to be ladder appropriate. This means that features requiring specialist knowledge (rising lava, geysers used to block ramps, etc.) will not be accepted. If your map passes that test and complies with the guidelines above then your map is acceptable! Of course, if you are concerned that your map may not be suitable for ladder then please PM us and we will tell you whether or not it is appropriate.
Q: I’m interested in the contest, but I’m horrible at map making. What can I do to support the map-makers?
Post in their map threads and give them support, encouragement, and replays on their maps! Giving your favorite map-maker support will be much appreciated by the map-maker. Replays are especially valuable as it helps the map-maker align their design goals with the map with the reality of how people play their map.
If you have any unanswered questions please do not hesitate to ask them below or PM us who will be happy to answer them. Best of luck in the competition.