You've seen the initial version of maps. You've seen them played in a high-profile mapping tournament. And you've seen the pros' thoughts and reflections. Now that all the mappers have been given one week to tweak, fix, and possibly revamp their maps, it's time for us to show off the finished products.
After viewing these maps, please contribute by voting for which maps you like the best and discussing the maps below.
Finalists
Below are all of the finalists for TLMC7 with a multitude of ways to view them.
- Hover over the thumbnail for after and before images.
- To view big map images, click on the maps.
- Besides our display below, you can also view them all conveniently in this imgur album. We strongly recommend using this because it allows you to view the maps in high resolution very easily.
- You can also view or play on the maps in-game uploaded to Battle.net by searching for the [TLMC7] tag. Maps are uploaded on the NA and EU servers.
- You can additionally find the VODs from the BaseTradeTV tournament below. Special thanks to /u/Utilael on reddit for organizing them.
Macro Maps
Annihilation Station | Meavis
Changelog:
- Fixed some doodads that jumped out of cliffs.
- Fixed some pipelines that misaligned and had gaps between them.
- Fixed some areas that had small chunks of the wrong textures for that area.
- Fixed a small piece of cliff from asteroid to space station.
- Replaced a large doodad cluster with slightly fewer less complicated doodads.
- Reduced the amount of pipelines in some areas for performance reasons.
- Fixed some doodads lacking pathing blockers under them.
Frozen Zone | Kycsyhuszar
Changelog:
- Fixed mineral field bug.
- Fixed pathing bug caused by central doodads.
+ Show Spoiler [VODS] +
Galactic Process | New Sunshine
Changelog:
- Reduced size of the main base.
- Reduced size of the natural ramp.
- Adjusted the third base to allow reasonable defense of Reapers, Stalkers, and Liberators.
- Pushed the cliff facing the low ground expansion out slightly to give units in the area more space. Moved the low ground 4th/5th accordingly.
- Removed the rocks at the secret corner hallway. Rocks near the natural were also moved slightly closer to the natural.
- Created a choke point between the natural and third ramps.
+ Show Spoiler [VODS] +
Rush Maps
Korhal Killzone | SidianTheBard
Changelog:
- Opened up the choke below the natural ramp slightly.
- Removed the sight blockers around the map, outside of the corner expansions.
- Added rock towers to cover the top and bottom paths.
- Moved the 4th bases closer to the central 3rd and removed some of the chokes to open it up slightly.
- Widened the choke by the corner bases to open the area up.
- Changed some of the textures and added a small number of doodads.
+ Show Spoiler [VODS] +
Namaste | Avex
Changelog:
- Northern pathway widened and connected to middle pathway.
- Middle pathway made completely highground.
- Towers moved further to the north/south ends of the map.
- Swapped the gold third and blue natural.
- Bridge between naturals and main opened up. This bridge can be walled using a 2x2 unit or structure. It can be opened up for midgame ease in pathing.
- Bottom half revamped. It is now more open and ends on a central gold base similarly to Ulrena. It was also cut by about 10 cells, making the map 148x138.
- Added decoration to the vertical sides and curtains around the map.
- Anti-liberator rocks added behind the main and gold natural.
+ Show Spoiler [VODS] +
Paladino Terminal | Namrufus
Changelog:
- Reduced length of reaper-able cliff into the main.
- Slightly reduced size of natural choke and shifted natural mineral line slightly.
- Shifted mineral line and moved geyser of the lowground 3/9 o'clock bases to fix an issue where the geyser could be hit by marines on the highground.
- Slightly shifted mineral line of 11/5 o'clock bases and added doodads to prevent siege tanks from hitting the town hall from the low ground.
+ Show Spoiler [VODS] +
Shiva | IeZaeL
Changelog:
- Slightly increased playable map bounds.
- Increased main base size slightly.
- Removed every doodad in the main outside of the wooden tarmacs, due to a graphical bug, and fixed some doodads in the natural, northern, and corner bases that caused pathing/graphical issues.
- Added a reaper path.
- Added LoS blockers to the rock tower ramp in the natural.
- Fixed pathing errors and improved building placements in the southern and northern areas of the map. The grey border in the south is now unpathable.
- Added a set of rock towers leading into the center.
- Increased size of both ramps at the 12 and 3 o'clock bases.
- Slightly widened chokes leading into the 8 o'clock base.
- Fixed some of the gold mineral fields not being mineable.
- Removed all LoS blockers from the bridges and changed the larger ones into two smaller ones.
- Changed rocks in the center.
- Revamped the low ground textures and altered the cliff textures.
- Added some varied doodads to display unpathable areas better.
- Completed the border art.
- Changed fog settings and lighting.
+ Show Spoiler [VODS] +
New Maps
Dasan Station | Enekh
Changelog:
- Changed the natural expansion's terrain.
- Fixed center terrain like Ulrena.
- Moved the rocks onto the other natural ramp .
- Increased the main's size.
+ Show Spoiler [VODS] +
Eris | Uvantak
Changelog:
- Replaced the pathable level 1 ground textures.
- Changed the chiseled rocks' color.
- Changed and increased the size of small unpathable highgrounds at 12, 3, 6 and 9 o'clock.
- Reduced the size of the chokepoints between unpathable highgrounds and ramps at 12, 3, 6 and 9 o'clock.
- Moved optional fourth bases at 12, 3, 6 and 9 o'clock one tile towards the top right and bottom left corners of the map.
- Slightly increased the size of the highgrounds overlooking the central bridge of the map and removed their doodads.
+ Show Spoiler [VODS] +
New Gettysburg | Jacky
Changelog:
- Improved the air blocker placement at the center island expansions.
- Created a smaller route through the center.
- Increased the size of the main.
- Changed the main's ramp placement.
+ Show Spoiler [VODS] +
Gold Maps
Caldeum Plateau | Avex
Changelog:
- Changed the layout to separate gold and blue base expansion paths.
- In-base natural removed.
- Gold natural option pulled closer to the main.
- Rocks added outside natural wall to temporarily prevent tank and vision abuse.
- Rocks added to center and ramp outside natural to help with walling and pathing towards the choked areas.
- Decoration fixes.
- Fixed various pathing and hole issues.
+ Show Spoiler [VODS] +
Flame Juggler | Fatam
Changelog:
- Increased width of main ramp, but added a neutral depot to keep it easy to wall.
- Increased the harassable surface area around the natural.
- Split the upper right gold into two gold bases, and added a ramp in between.
- Extended the LoS blockers on the high ground above the upper golds slightly.
- Increased the size of the map to increase the airspace and fit the new gold bases.
+ Show Spoiler [VODS] +
Gojira Greenhouse | Avex
Changelog:
- Main increased in size slightly.
- Changed the position of the ramp into the natural and made it smaller.
- Allowed the in-base gold expansion to have a town hall placed and mined more efficiently.
- Moved the highground area above the natural, and it no longer blocks vision.
- Fixed a geyser at the fourth base.
- Moved the gold bases on the sides closer to the players.
- Changed the central bases to low ground and significantly reduced the central high ground areas.
- Lots of decoration added all over the map and under it (such as the sides)
- Some pathing errors fixed along the outside of the map.
- Fixed a liberator spot behind the third base.
+ Show Spoiler [VODS] +
Prizing
In the last few weeks, mappers, Blizzard, TL staff, casters, and players have done their steps to ensure we have the best maps possible for next season. It's now the community's turn. While Blizzard has the final say on which maps go on the ladder, this is the time to send Blizzard a message on which maps you want to be in the pool next season.
And let's not forget; not only are the maps competing for ladder consideration, but the top five maps will be awarded with cash prizes - all provided by Blizzard.
Second - $500
Third - $250
Fourth - $150
Fifth - $100
Voting
As you may have noticed, this year's TLMC has more than double the number of finalists compared to previous TLMCs. This fact along with some mapper feedback have pushed us to allow you to vote for five maps instead of one. Please note that your vote must contain exactly five maps or it will not count. Additionally, you must comment in this thread for your vote to count. A simple "voted" will do. Of course, we encourage you to post which maps you voted for and to have a discussion about which maps you like best as well!
Another note is that you are free to vote for any maps you'd like regardless of category. For example, you can vote for four Rush maps and one Gold map if that is your cup of tea.
You have until Friday, Jun 10 3:59am GMT (GMT+00:00) to cast your votes for your favorite TLMC maps, after which the winners will be announced.
Voting closes in .