The wait is over! After a long and grueling process of judging, we have narrowed down 130 TLMC7 submissions all the way down to 15. As a reminder, this particular TLMC has a few twists, one of the most prominent being that mappers had to submit maps to one of four categories (Macro, Rush, New, Gold). From the pool of submitted maps, we would choose 4 Macro Maps, 4 Rush Maps, 4 "New" Maps and 3 "Gold" Maps in our final 15.
Before we begin, a note on this category submission system. Early on in our judging, it became quite apparent that some categories were clearly weaker than others. Still, we were still fairy happy with the system as it promoted very diversified entries compared to previous contents. While we got our usual high quality standard maps, we also got a lot of cool creative entries that really showcased new concepts and in that way the categories were a success. That being said, we will be working with all mappers in the coming two phases (BasetradeTV Tournament Phase and Iteration Phase) to improve the maps before the final voting stage where you, the Starcraft community, will get to pick who wins the cash prizes.
Predictably, Macro was by far the most popular and competitive category. A total of 50 maps were submitted primarily into the Macro category and we had 10 or so maps that were finalist or almost finalist worthy. Though creativity certainly doesn't hurt, this category mostly came down to clean and solid execution.
Annihilation Station | Meavis
- Macro map featuring multiple attack paths for flanks and zone control.
- Watch the various high ground attack paths carefully when progressing into later stages of the game.
- Scored the highest in the layout category in our internal voting.
Apotheosis | NegativeZero
- Previously known as Miris Spele.
- A map split horizontally by the bridges in the middle, restricting movement.
- Features two different third base options: an aggressive gold towards the middle or defensive blue at the rear sides of the map. Choose carefully.
- Watch the natural destructible rocks as you progress further into the game.
Frozen Zone | Kycsyhuszar
- A 2-in-1 macro map with spawn-dependent expanding patterns. You can only spawn cross from each other.
- Top Right/Bottom Left Spawns are reminiscent of Polar Night.
- Your third and/or fourth base is protected by backdoor rocks in the Bottom Left versus Top Right spawn locations.
- Supports the usage of neighboring spawn locations.
Galactic Process | Newsunshine
- Yes, yes, we all know it looks like Cloud Kingdom.
- Watch the rear attack paths carefully as you expand and secure yourself an economic advantage.
- Utilize the different attack paths stealthily to gain an advantage.
- Tasteless secret hallways lie in the northwest and southeast locations.
The Rush category was one that we struggled with with a total of 26 total submissions. The big problem we had here was that a large portion of the submitted maps generally not "rushy" enough, just below-average size standard maps. In fact, we don't particularly consider some of the finalists in this category true rush maps. In the future, we can work on communicating what exactly constitutes a rush map, but for now, here are four fairly solid maps that were submitted in this category.
Korhal Killzone | SidianTheBard
- A relatively standard map layout, but with a focus on promoting aggressive strategies.
- The mid-map terrain is isolated and choky at first, but breaking destructible rocks reduces rush distances and opens up new attack paths.
Namaste | Avex
- A map with huge emphasis on aggressive playstyles and gold base utilization.
- Watch the gold bases carefully in the early stages as they are likely used as part of the enemy strategy.
- Use the rock towers to your advantage as you progress towards the mid-game.
- The northern part of the map is very narrow as opposed to the open and less aggressive southern part of the map.
- Scored the highest in the aesthetics category in our internal voting.
Paladino Terminal | Namrufus
- Features a very short attack route with a narrow, middle opening that is 2x2 in size.
- A longer rush distance lies around the destructible rocks.
- Destroy the rocks to access new paths to attack your opponent.
Shiva | IeZaeL
- This map is split into three different lanes.
- The bottom lane has a short rush distance and the potential for aggressive expanding.
- The middle lane features destructible rocks and gives access to gold bases.
- The top area of the map allows for more defensive expanding patterns and strategies.
- Each has its own pros/cons, so choose carefully.
37 maps were primarily submitted in this category and in general a combination of creative ideas and execution on those ideas dominated this category. Hopefully some of these maps will leave your scratching your head and really turn the game upside down.
Aiur Plateau | th0t
- Each natural expansion has very different consequences and purposes. There is an aggressive and defensive normal blue base as well as an unique gold base.
- Utilize the rear attack paths and the middle carefully when progressing to the mid-game.
- Pay attention to the watch towers as units can harass the gold bases from the low ground.
- Scored the highest in the creativity category in our internal voting.
Dasan Station | Enekh
- This map features a very aggressive main attack path protected by a narrow ramp with a 2x2 wide destructible rock.
- Choose your expansion carefully on this map. One is protected by rocks and isolated in the back but the gold base secures you an economic lead and forward position.
- Open up new attack paths by destroying rocks and mining out gold minerals.
- We have no idea how this map will play out either.
Eris | Uvantak
- The main choke has ramps leading to two separate expansions.
- While initially tight, the map does open up after destructible rocks are killed, leading to many different paths.
- Expanding patterns vary slightly depending on which gold you wish to expand towards.
New Gettysburg | Jacky
- There are four island bases in the middle of the map. Each island has air blockers surrounding it so that air units can only enter through two entrances, making the islands much more easily defendable.
- The narrow, shorter attack path a là Ulrena is key throughout the entire game while the northern part becomes more vital the later the game progresses.
- Securing the aggressive island bases will provide you with a key positional advantage on the narrow bridge.
Though this was the smallest category sitting at 17 maps submitted and it had some pretty hard bombs, it produced some fairly strong finalists. The best maps in this category were ones that really well-utilized their Gold bases in creative ways to direct the flow of the game.
Caldeum Plateau | Avex
- An aggressive macro map featuring a large variety of expansion choices.
- Each gold base features unique defensive and aggresive mechanisms.
- The normal bases are safer and more isolated while the gold bases promote more aggressive play.
Flame Juggler | Fatam
- An aggressive gold base map with heavy emphasis on natural base choice.
- The in-base normal base is safer than the aggressive high-ground gold base.
- Watch the area around the watch tower closely as this area is key to positional play on this map in the mid-game.
Gojira Greenhouse | Avex
- Macro map featuring gold bases that allows for more mobility as the game progresses to the later stages.
- The layout features a more narrow high ground and more open low ground.
- Gold bases wall off your natural.
- You cannot fit a CC/Hatchery/Nexus between your natural and these Gold bases..
Well first, all the maps are currently available to play on the NA and EU servers. You can find them by searching for the tag [TLMC7].
Next, between May 23rd-May 29th, BaseTradeTV will be hosting their BasetradeTV Map Test Tournament exclusively on these maps. Come watch top notch players play try to abuse these new maps to the best of their abilities. Afterwards, mappers will be given 1 week to balance and touch up their maps for the final judging process where you can vote for your favorite maps. The entire process is detailed here. So what do you think about the finalists? What are your favorite maps? Which maps got snubbed? Leave your thoughts and comments below!