Welcome back to the Team Liquid Map Contest! And as this is the second round of 2018 we've switched it up a little.
With this edition of the TLMC we've done away with the Rush and New categories. In their place, we've added two challenges and will be using those categories to keep the contest fresh moving forward.
The final piece of housekeeping comes from our friends at Blizzard:
A note from Blizzard:
We understand that there is interest from the community to pay tribute to TotalBiscuit when designing these maps for the upcoming ladder season. In the spirit of Play Nice, Play Fair, we ask that map makers refrain from including nods to John in their map as to not have any influence on the voting portion of the contest. We want to make sure that players are voting for maps based on their gameplay design and aesthetic without being influenced by any other factors.
With that said, we are pleased to share that we're working on our own tribute to John in StarCraft II. We'll have more information to share once we've settled all of the details. Good luck to the map makers!
Submission Phase
June 25th - July 23rd
Rules/Restrictions:
Maps can be submitted to one category only. Maps cannot be submitted to multiple categories.
No custom textures or Force Fields.
Rocks and collapsible structures use default HP values and cannot be modified.
Individual mineral node and vespene geysers have default resource amounts and cannot be modified.
No custom data on maps.
Judges may reassign a map to a more appropriate category.
When using air pathing blockers, avoid setting up zones that trap air units within them.
Suggestions/Concerns:
When deciding to utilize a gold base, make sure there are some sort of risk associated with them. Otherwise, gold minerals bases with low risk tend to usually favor Zerg over the other races.
Map makers can adjust the number of mineral node or vespene geysers at the third or later base locations, but cannot adjust the values of each individual resource node.
Be careful when adjusting the number of resource nodes at bases because it could impact balance between races and/or matchups.
During the iteration phase of the competition, small changes are often times better than large radical changes that dramatically alter the map’s direction.
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.
Pre-Judging Feedback This season we are giving mappers 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 July 9th (Pacific Time) will be reviewed by members of the judging panel and feedback provided after a week. 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 as this contest is very competitive.
Categories
1. 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: 35-45 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 16,000 and 22,000. (Note that these numbers are guidelines and not hard rules.)
Guidelines: A map that favors defensive play and encourages players to reach end game unit compositions.
Average Rush Distance: 40-55 seconds. (Note: Not a hard restriction. Could be more or less)
Playable map dimensions (not full map dimensions): Map playable area should be approximately 20,000 and up. (Note: Not a hard restriction. Could be more or less)
Guidelines: Design a map where each player’s starting location and/or natural expansion are close by air but further by ground. The map should also favor aggression from both players.
Guidelines: Design a map making use of the “Renegade Missile Turret” structure. Pre-place these structures on maps as Player 15 and the structure will be hostile to all players. Even before getting revealed, these structures will display a mini map icon at the start of matches to indicate the structure’s locations. Also, the “Renegade Missile Turret” structure will have a hover tooltip that states, “Hostile towards all players.”
Mappers who submit maps MUST submit each map in one of the four categories. This time, the judges will pick sixteen(16) finalist maps to move on to the next stage:
Three(3) Macro Maps
Three(3) Standard Maps
Three(3) Challenge #1 Maps
Three(3) Challenge #2 Maps
Four(4) "Judges' Picks"
Judges' Picks can come from any category and will consist of maps that the judges feel belong in the top 16. As we don't except all the categories to be uniform in quality, this helps to ensure that the most deserving maps, regardless of category submitted, make it to the next round.
All maps submitted on or before July 9th will be reviewed by members of the judging panel and feedback will be provided to mappers by July 16th. In the event that you submit a map multiple times because of revision the judging panel will use the most recently submitted map file for judging.
TL Judging Phase
July 24th - July 30th
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.
Tournament Phase
July 31st - August 5th
Next we'll have a tournament stage where professional players will compete on these experimental maps for prize money. Once again, thanks to Blizzard for providing the funding for this event. Details will be disclosed at a later date.
Iteration Phase
August 6th - August 12th
The iteration phase is one we introduced in TLMC7 and in general it's been a big hit for everyone. In this phase, mappers will be able to submit clean final versions of their maps for consideration by Blizzard and the community.
Public Voting Phase
August 13th - August 16th
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 mapper wins. It does not directly affect which maps Blizzard will chose to appear in the next season of ladder. However, this is your chance to make your voice heard about which maps YOU want to be on the ladder.
Prize Distribution
Provided by Blizzard
We are also keeping on the additional prizing for finalists. Each finalists will again receive $100 for each map they've submitted to the contest. In addition, there will also be more prizing awarded to mappers who have maps that finish in the top 5.
First - $500 Second - $250 Third - $125 Fourth - $75 Fifth - $50
After the winners are announced, Blizzard will take into consideration all sixteen maps for the next season of ladder and WCS. After a rigorous QA session, Blizzard will announce which maps will be available for you to play on at home closer to the start of the next ladder season.
How to Submit
Mappers will be limited to six map submissions each with a limit on two maps per category. For example, you may submit two maps in two categories and one in the other two or two maps in three categories and none to the fourth.
Please PM your map file(s) to TL Map Contest with the following format before Tuesday, Jul 24 4:59am GMT (GMT+00:00). Please title your PMs with the name of the map and keep all submissions to one map per PM. We'll once again be be asking mappers to submit more detailed information about their maps to ensure neither the judges nor the community misses any key features.
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.
Why the map fits the category you selected.
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 organizer The_Templar instead.
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 attached 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: I want to enter a team map/FFA map into the contest.
The Team Liquid Map Contest has traditionally 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. Unfortunately, this season we will not be considering team play maps submitted to the contest. If you're really passionate about making high quality team play maps then we strongly encourage you to post your work in our Maps and Custom Games forum.
Q: Will the winning map automatically be included in WCS?
No. A list of the top maps will be submitted to Blizzard for consideration for use in WCS/ladder.
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 The_Templar 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 mappers?
Post in their map threads and give them support, encouragement and replays on their maps! Giving your favorite mapper support will be much appreciated by the mapper. Replays are especially valuable as it helps the mapper 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 The_Templar who will be happy to answer them. Best of luck in the competition.
Wish I had the patience and skill to make a map, I have some ideas just can't make them. Good luck to all map makers though, hope to see some cool maps
On June 26 2018 01:30 Hayl_Storm wrote: 3. Challenge #1 Guidelines: Design a map that favors aggression from both players and the start and/or natural base locations are close by air but far by ground.
Read: rotate Scrap Station in a way that hasn't been on ladder yet
What you have to do is reskin New Gettysburg, remove the air blockers and add renegade turrets instead. Maybe rotate the map too so it's not as obvious.
These challenges are really narrow--the 'rush' and 'new' categories which admittedly had problems were scrapped for two challenges which are essentially "this specific type of rush map" and "new maps that should focus on this gimmick".
Also what should maps that formerly be submitted as 'New' (e.g Neon Violet Square) be submitted as? "Standard" or "Macro" depending on the size I assume?
On June 26 2018 03:58 ZigguratOfUr wrote: These challenges are really narrow--the 'rush' and 'new' categories which admittedly had problems were scrapped for two challenges which are essentially "this specific type of rush map" and "new maps that should focus on this gimmick".
Also what should maps that formerly be submitted as 'New' (e.g Neon Violet Square) be submitted as? "Standard" or "Macro" depending on the size I assume?
1. In the past the 'new' and 'rush' categories have had entries of lower quality than the other categories. We think that a contributing factor to this is the lack of direction for these map archetypes. We hope that the challenge categories remedy this by being more explicit in expectations. There's also an argument to be made about how adding limitations/restrictions can often bring out the best work from people but I guess we'll wait and see if that is the case!
2. Formerly 'new' maps should be submitted to Standard or Macro depending on whichever archetype they fit best. Although some of the more extreme 'new' maps would probably have little chance of being selected for top 16 within the standard or macro archetypes.
On June 26 2018 03:58 ZigguratOfUr wrote: These challenges are really narrow--the 'rush' and 'new' categories which admittedly had problems were scrapped for two challenges which are essentially "this specific type of rush map" and "new maps that should focus on this gimmick".
Also what should maps that formerly be submitted as 'New' (e.g Neon Violet Square) be submitted as? "Standard" or "Macro" depending on the size I assume?
1. In the past the 'new' and 'rush' categories have had entries of lower quality than the other categories. We think that a contributing factor to this is the lack of direction for these map archetypes. We hope that the challenge categories remedy this by being more explicit in expectations. There's also an argument to be made about how adding limitations/restrictions can often bring out the best work from people but I guess we'll wait and see if that is the case!
2. Formerly 'new' maps should be submitted to Standard or Macro depending on whichever archetype they fit best. Although some of the more extreme 'new' maps would probably have little chance of being selected for top 16 within the standard or macro archetypes.
I'd argue that the "High Yield" category from TLMC7 and the "Alternate Resource" category from TLMC8 were basically challenges, and those weren't exactly successes, but I guess we'll see.
Oh man, glad TLMC is back! Good luck to all mappers! As always, once I finish with everything I'll post all my submissions with a few art pictures as well as I always tend to do.
Good luck everyone, and I hope we can get some good maps for the challenges! I will for sure try to submit something for the 2nd challenge it seems really interesting to try and figure out something that could work without it being annoying.
On June 26 2018 05:17 Avexyli wrote: There is a public mapping discord I run for those interested in discussing and looking for feedback for their work.
mmm? sorry? i just re read and i am in awe, not in a good way... the "rules" say no custom textures" bou hou hou (i can see how that would help but ..i amquite chagrined by the whole thing)
Also? May i ask here (mmm i mean "lobby for" i guess) if mineral blocks are allowed..? If they are, can this "blocker" be made with a very low mineral count (so as to make this a solely a wall requiring multitasking skill)?
Description: This is a modern take on Cloud Kingdom and turned into a map with diagonal axis symmetry which makes it completely different from its predecessor. The gold bases in the middle are easy to reach but hard to defend from the cliff behind it. Longer paths still lead to better offensive positions.
Why the map fits the category you selected: While the map is on the large size of standard maps, the diagonal axis symmetry makes it so the players will always expand closer to the opponent. Both players will never be far away from each other.
List and describe any distinctive features of the map: The anchor pattern that takes the entire map
Main to Main distance: 43s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 33s
Description: This map uses the bridge choke feature to its fullest. All the bridges are unbuildable and can be blocked like a regular ramp. The double bridges encourage players to micro more their armies to go through both bridges at the same time. As usual, longer paths give better attack angles. Expanding horizontally and vertically are both viable depending on how aggressive your game plan is.
Why the map fits the category you selected: The long distance between the two naturals and the defensive power of bridges make the map more macro oriented.
List and describe any distinctive features of the map: Widespread use of bridges and doubles bridges which makes optimal attacking through these chokes more micro intensive.
Main to Main distance: 45s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 35s
Description: This map features a tight but very long rift that goes all around the map. While being tight, armies in the rift are prone to ambushes from the high ground. There are multiple ramps on the rift that make it temporarily wider. To compensate the tightness of the rift, there are two very wide paths that spiral on the map. Expanding vertically and horizontally are both viable and give different strengths and weaknesses. The gold bases are not easy to take and not easy to hold either. As usual, longer paths lead to better attack angles.
Why the map fits the category you selected: Long main to main distance. Reasonable natural to natural distance Easy to expand away from the opponent. Multiple small chokes on the shortest paths. High amount of bases.
List and describe any distinctive features of the map: The rift that goes all around the map. For a travelling army, it offers defense from straightforward attacks but quite vulnerable from ambushes from the high ground.
Main to Main distance: 46s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 33s
Hooray for another TLMC! Just out of curiosity, what prompts the timing for the map contests? Is it a set schedule, does Blizzard ask for more maps, or is it something else?
On June 30 2018 01:49 Kitai wrote: Hooray for another TLMC! Just out of curiosity, what prompts the timing for the map contests? Is it a set schedule, does Blizzard ask for more maps, or is it something else?
Most well guarded info on tl You could say the timing of blizz hard needing new ones to make a "new season" would matter!? and you could be right
I am pretty psyched about his map contest, I've been practicing map making for the past 6 months and I think I'm ready to submit some maps for the first time. Hopefully they turn out okay. The plan is to get one for each challenge category plus two macro and two standard maps. I might post some pics here in the near future.
On June 30 2018 10:44 Marras wrote: I am pretty psyched about his map contest, I've been practicing map making for the past 6 months and I think I'm ready to submit some maps for the first time. Hopefully they turn out okay. The plan is to get one for each challenge category plus two macro and two standard maps. I might post some pics here in the near future.
I will still be doing some balance tweaks and changes to the maps but overall they should be ~95% complete. Good luck to all other contestants! May the best map win!
I am barely better than the average player and will spam out my gut thoughts on the maps without playing them. PM me if you want a playtester. Weekends of July leading up to final submission I can play.
The Anchor - Siege tank timings will be strong. Therefore this map is good. Hephaistos - Really want to try it. Hard to judge from map pic. I hope the bridges are narrow enough that any army > 50 supply should consider splitting up to cross them. Untainted Paradise - Again, good for siege tanks. Despite any possible merit the map might have, it just won't get much attention due to it not being aesthetically pleasing. Too square shaped. Siege tanks look like they would be strong here, but not necessarily overpowered since it looks like that is water in the canals so Terran can't bunker up. Accordion - I have never enjoyed a map that has had single unit (or close enough) pathways. They never seem fun, and it mostly comes into play when a Zerg player just doesn't pay enough attention to zergling pathing or the first reaper of the game. Ashen Isle - Looks like a really well designed map. I'm going to lean towards it being zerg favoured since the long lanes in the middle allow for easy counterattacks and the fifth base is pretty achievable as long as the middle 3rd/4th is successfully taken. Given that creep spread is overpowered bullshit, and the queen range buff of 2011 was the biggest mistake since the birth of David Kim, I think that it will not be too big of a problem. Dunes of Destiny - I like how the pillars break up the open flat ground. It allows for some micro and maneuvering as people position armies to fight for a 3rd/4th. Blood Trials - Looks like such a fun Terran vs Terran map. As long as avilo is permanently banned for being literally the most boring and lame player ever. I want to say PRotoss will be favoured on this map. Justification: when I look at a map I mostly think about 1) What is the dynamic between melee and ranged units. 2) Imagine range circles. Siege tanks, Collosus, Stalkers/Marines, Broodlords. Where can these be placed to maximum effect. In this case, I feel like other than the natural third at 3 and 9 o'clock, shield batteries can perfectly protect the main entrances to any expansion Protoss can take. Seeing as shield batteries are the primary reason political activists regularly protest outside of Blizzard HQ (1 Blizzard Way, Irvine, CA 92618, USA) I just don't see Protoss players easily losing bases to counterattacks or drops. King's Cove - This map looks so strong for Terran timings and cheeses. Can cut off the natural from the main with a bunker rush pretty easily. Can siege up the lowground of the natural third. Liberator below the 10 o'clock base. Zerg will not have the easiest time to play a counterattack style on this map. Protoss will have an easy time getting to 3 bases since it's not 2012 anymore and parking vikings between the natural and the third to pick off collosus doesn't work anymore. Protoss will like this map, getting that 7th and 8th gas is achievable if on takes the 12 and 6 o'clock bases and parks the army at between the third and fourth basest. 2f0rt Tetr0n - I'm not going to play on it because I don't want to deal with microing things over clear terrain. Treetop Temple - I imagine blink stalker harass and smile to myself.
on my map (where there is a trillion bases with full minerals not far) it would make sense to make the "base" with the mineral wall have "only gas" <3
Anyway, just lobbying <3 for it i guess
Edit: play testing the map, i feel it is how the map should be (with minerals as 3/9 count each), having it a wall that would open only in late game would be fine, but the whole idea is for it to not be worth it to build from the inside / top (except for the terran obviously)... The time awarded "once" to go plant a hatch or a nexus is one of the quirks.. but opening the rocks allows for a "smoother 3 base".
hf
# really nice maps .. thank you to all the people showcasing their contributions <3 )
Okay, here's some of my maps that I've thought about submitting but haven't yet since I probably have to make some changes still after testing them a bit more. So, if you think of something that should be changed please tell. I'm still planning on making one for the challenge 1 category, but I wasn't happy with what I had made before so I started from scratch :D
On June 28 2018 06:04 Superouman wrote: Hello everyone, i'll open up the public submissions with my first batch of maps, 2 macro, 1 standard, 1 challenge #1.
Description: This is a modern take on Cloud Kingdom and turned into a map with diagonal axis symmetry which makes it completely different from its predecessor. The gold bases in the middle are easy to reach but hard to defend from the cliff behind it. Longer paths still lead to better offensive positions.
Why the map fits the category you selected: While the map is on the large size of standard maps, the diagonal axis symmetry makes it so the players will always expand closer to the opponent. Both players will never be far away from each other.
List and describe any distinctive features of the map: The anchor pattern that takes the entire map
Main to Main distance: 43s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 33s
Description: This map uses the bridge choke feature to its fullest. All the bridges are unbuildable and can be blocked like a regular ramp. The double bridges encourage players to micro more their armies to go through both bridges at the same time. As usual, longer paths give better attack angles. Expanding horizontally and vertically are both viable depending on how aggressive your game plan is.
Why the map fits the category you selected: The long distance between the two naturals and the defensive power of bridges make the map more macro oriented.
List and describe any distinctive features of the map: Widespread use of bridges and doubles bridges which makes optimal attacking through these chokes more micro intensive.
Main to Main distance: 45s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 35s
Description: This map features a tight but very long rift that goes all around the map. While being tight, armies in the rift are prone to ambushes from the high ground. There are multiple ramps on the rift that make it temporarily wider. To compensate the tightness of the rift, there are two very wide paths that spiral on the map. Expanding vertically and horizontally are both viable and give different strengths and weaknesses. The gold bases are not easy to take and not easy to hold either. As usual, longer paths lead to better attack angles.
Why the map fits the category you selected: Long main to main distance. Reasonable natural to natural distance Easy to expand away from the opponent. Multiple small chokes on the shortest paths. High amount of bases.
List and describe any distinctive features of the map: The rift that goes all around the map. For a travelling army, it offers defense from straightforward attacks but quite vulnerable from ambushes from the high ground.
Main to Main distance: 46s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 33s
Description: This map has a different use of Renegade Missile Turrets (RMT) compared to most maps. They are used in combination with large areas of line of sight blockers (LoS). The LoS are intentionally placed in a checker pattern to drastically reduce the vision of ground units which don’t have air support. But since there are many RMT inside the LoS forest, it is hard to keep the vision over those areas. The players can make a decision to keep or destroy RMT defensively or offensively. Destroying the RMT with ground units requires the vision of air units but they need to keep distance with the RMT. This process takes some attention and micro from that player. The RMT can delay attacks that contain air units The defender can see from his side if the RMT are being attacked and then can decide to ambush the attacker army while it is occupied. Air units can only see half of the LoS forest while the RMT are up. This gives a big defensive advantage if the attacker chooses to attack without air support while the defender has air units seeing inside the LoS forest. Also, the highground pods with the RMT are buildable and droppable once the RMT are destroyed. Destroying the opponent’s air units inside the LoS forest can severely hinder the fighting capabilities of the opponent’s army in that area.
Why the map fits the category you selected:Use of RMT
List and describe any distinctive features of the map: RMT used in combination with large areas of LoS.
Main to Main distance: 40s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 33s
Description: This is a medium sized map that has a simple expansion pattern on the sides. The twist of the map happens in the middle with the combination of xelnaga towers and double layered rocks which make the map split ambiguous. Additionally the highground expansion in the middle make the map split ambiguous and both players can take those expands depending on the direction where they expand.
Why the map fits the category you selected: Medium sized map. Simple expansion pattern on the sides. Has a unique feature with the xelnaga tower/double rocks combo.
List and describe any distinctive features of the map: The combination of xelnaga towers and double layered rocks in the middle which make the furthest xelnaga tower by air actually the cloest by ground until the rocks are taken down.
Main to Main distance: 39s Top of main ramp to top of main ramp distance: 32s Natural to Natural distance: 30s
[ZoU] Masada - Standard, I guess. I eventually got around to revisiting this idea of holes in the map that I tried with Yopico for TLMC9. It's similar to Neon Violet's squares except they're diagonal and you get 2x2 gaps at the intersection of the 1x1 grid, which means fighting within the holes is more manageable than the squares.
This is an unofficial compilation of publicly declared TLMC11 submissions (i.e maps only get included if their creator has stated in a public setting that they were submitting it to the contest) . Please message me if there are any errors with the list.
Map Name: Polarity Image: https://imgur.com/a/m8ShN1A Map Dimensions: 136x152 Category: Challenge #1 Description: Polarity begins with two major attack lanes, and as the game goes on, more pathways are opened by breaking destructible rocks. Category Reasoning: Polarity features a significantly faster air distance from natural to natural than ground distance in the early to mid game, before the rocks are broken. Air units are also protected from ground attacks by taking the direct route to the enemy before the rocks are broken. List and describe any distinctive features of the map: -Players must use attack lanes that circle around the map until they break any set of centrally located rocks. -Mineral lines are placed such that ground-based defenses and strategic area control are rewarded. -3 o’clock and 9 o’clock island bases can be taken in late-game map scenarios, but are easily contested by the opponent. -Players can choose between an easily harassabe third, an open third that is protected from drops by the main, or a multi-entrance third that leads to a close fourth base. Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 54s Top of main ramp to top of main ramp distance: 47s Natural to Natural distance: 44s A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
Map Name: Commodore Image: https://imgur.com/a/jXMH5fr Map Dimensions: 148x128 Category: Standard Description: Commodore offers gameplay options for all types of players. It features a central attack lane, with many pathways surrounding the map including a far path leading to a backdoor. Category Reasoning: Commodore uses standard distances and sizes to create a map that is balanced across all levels of aggression and defense. List and describe any distinctive features of the map: -Players can chose between breaking their backdoor rocks to take the corner expansion as a fourth or fifth base, or leaving the rocks up to protect from aggression. Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 42s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 33s A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
Map Name: Percolator Image: https://imgur.com/a/D7tg5Fy Map Dimensions: 148x128 Category: Challenge #1 Description: Percolator is an experimental map, with an usual four-base layout. Category Reasoning: Percolator features RMT’s located on the highground pods outside the main, natural, third, and fourth base. There are seven total per player, and limit drop options for offensive players (without rendering drops useless) List and describe any distinctive features of the map: -’Pocket’ expansions located in the corner of the map, which creates a cliff overlooking the natural and third expansion for players to use offensively and defensively. It includes three neutral creep tumors, which allow zerg to defend and attack easier to create balance among the races. -Small two gateway wide natural choke, with a slightly below average natural to natural distance -Natural includes an semi-inbase third expansion, which leads to a wider attack route for middle and lategame Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 40s Top of main ramp to top of main ramp distance: 33s Natural to Natural distance: 28s A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
Map Name: Wildflower Image: https://imgur.com/a/leLC7M8 Map Dimensions: 152x152 Category: Macro Map Description: Wildflower is four player rotational symmetry map with all spawns enabled. Category Reasoning: Wildflower can be played like a standard map or macro map in cross spawns. Due to its size, density of bases, and destructible rocks blocking early and mid-game game attack paths, the map tends to lean towards macro style games. List and describe any distinctive features of the map: -Destructible rocks block large attack paths through the center of the map. Players must use the smaller, outer lanes to reach and scout their opponent. Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 37s close, 47s cross Top of main ramp to top of main ramp distance: 32s close, 42s cross Natural to Natural distance: 30s close, 39s cross A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
edit: fixed images edit 2: all four of the middle ramps on wildflower are missing rocks. oops. imagine they're there plz.
Map Name: Scorpion Image: https://i.imgur.com/MndGdIX.jpg Map Dimensions: 142x146 Category: Macro Map Description: Scorpion features a small, fast attack lane between players and wider, longer paths around the outer rings. Category Reasoning: Scorpion is a relatively large map with long distances, especially considering longer attack paths players must use with larger armies. It also includes 16 bases, with each being very realistic to defend. List and describe any distinctive features of the map: -Mineral lines are strategically placed to encourage and discourage drop play. -Very little 'wasted space' means that ground-based defenses are encouraged. -Players can choose between two primary expansion routes: one is more aggressive, but safer from drops, while the other is more defensive but requires higher army spread to defend harassment. Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 49s Top of main ramp to top of main ramp distance: 43s Natural to Natural distance: 38s A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
Map Name: Centripetal Image: https://i.imgur.com/6KA4uWB.jpg Map Dimensions: 144x144 Category: Standard Map Description: Centripetal is a rotational symmetry four player map, featuring an inbase natural expansion. Category Reasoning: Centripetal could fit into the RMT Challenge, but because it is a relatively small 4p map with short close spawn distances, I decided to place it in the standard category. List and describe any distinctive features of the map: -Renegade Missile Turrets are placed to limit harassment and doom drop potential, and to balance out spawn positions. -Rocks partially block the main ramp, which can be broken by the attacker for increased two base aggression. Point out any alternate resource or rock usage on the map. Describe why you chose to use non-standard numbers. -None. Main to Main distance: 32s close, 40s cross Top of main ramp to top of main ramp distance: 28s close, 36s cross Natural to Natural distance: N/A A download link to your map: Because I am submitting for early feedback, I am assuming judges don’t want to take the time to download the map. Please let me know if that is wrong though, and I will gladly upload them!
Just a little heads up Zigg, both 2f0rt & Treetop are Challenge #2 maps and you have them listed at Challenge #1. Honestly, doesn't really matter much but figure I'd let you know.
Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D
On July 10 2018 11:25 SidianTheBard wrote: Just a little heads up Zigg, both 2f0rt & Treetop are Challenge #2 maps and you have them listed at Challenge #1. Honestly, doesn't really matter much but figure I'd let you know.
Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D
Last TLMC every single eventual finalist was in the list which was pretty exceptional. I don't expect the same this time--though I could improve the chances by including recently uploaded maps off Battle.net that I merely suspect are TLMC submissions and don't know for sure (like all of IeZaeL's maps) I noticed that PandaBearMe has made maps recently, so maybe we'll have our first mapmaker/progamer?
Hoping as the deadline gets closer we get more people showing off their maps, always fun to see some of the competition. Although I know a good chunk of people prefer not to show anything and then "bam!" unknown tlmc finalist! :D
That is the best part is seeing the surprise gems that people hide because they would rather not let people know they are mapping gods.
The size (dimensions) of the map : 142*148 Playable
The map category you wish to enter with this map : Standard
A description of the map: This newly updated version of On The Trail fixes the (admittedly) big balance concerns that made the map perform poorly in TLMC10, in particular Siege Tanks can no longer hit the minerals and the nexus from the safety of the other side of the rocks at the lowground third base. The same issue is also fixed from the highground base located directly behind the third base. Other changes include a small 1x ramp on the highground third and a few location changes to improve the flow of the game. A few aesthetics changes/general polishing.
Why the map fits the category you selected : this is a classic standard map with a gameplay twists, since the attack paths get drastically altered when destroying the strategically placed sets of rocks. Ofcourse, the long winding S shaped path is always available, though it is hardly the best option.
List and describe any distinctive features of the map : aside from the tactical game-of-chess in the middle of the map, the 1x small ramp near the highground third base provides interesting gameplay choices, both offensively and defensively. While in the general the paths are wide enough to support late game armies, there are a lot of artificial chokes to provide micro possibilities. Honestly, bias aside, I believe this map is just great
Main to Main distance: 45s from town hall to town hall
Top of main ramp to top of main ramp distance: 37s ramp to ramp
The size (dimensions) of the map : 144*128 Playable
The map category you wish to enter with this map : Challenge #1
A description of the map: For this challenge, we were asked to create a map with the main bases close by air while far(ther) by ground. The easy way out is to do an Ulrena-style map, but i wanted to try something different, using rotational simmetry: instead of positioning the main bases at the corners of the map, i placed them in the "middle", artificially creating a shorter air distance and a longer ground distance. Since the request was also to favor aggression, the map's layout is small and very simple, without any gimmicks.
Why the map fits the category you selected : The air rush distance (main minerals to main minerals) is only 18 seconds, measured using an Oracle, since it is one of the most commonly used air units in the early game, while the ground main to main distance is more or less in line with other standard maps.
List and describe any distinctive features of the map : this map is essentially different from any other map that will (probably) be submitted to this category, it features a small and compact layout while providing lots of attack possibilities and staying true to the requests of the challenge.
Main to Main distance: 42s ground main to main
Top of main ramp to top of main ramp distance: 38s ground ramp to ramp
The size (dimensions) of the map : 150*148 Playable
The map category you wish to enter with this map : Standard
A description of the map: With this map, I took a lot of inspiration from the design of Eastwatch, simplifying it to make the layout smaller and more streamlined. The core concept is still about alternating choke points and wide areas, this means players will need to manouver around the map to avoid getting caught off guard. A pair of gold bases in the middle provide a possible but very hard to hold third base. Beware of getting caught when crossing a bridge!
Why the map fits the category you selected : This is really just a good and old standard map with a choice between two thirds and
List and describe any distinctive features of the map : the two gold bases in the middle are reminiscent of the old BW map designs, with bases spread out a lot. They are placed so that players may take them to maximize income, but it will leave them open to be attacked by all angles.
Main to Main distance: 48s town hall to town hall
Top of main ramp to top of main ramp distance: 44s ramp to ramp
The size (dimensions) of the map : 168x140 Playable
The map category you wish to enter with this map : Macro OR Challenge #1
A description of the map: Alright, this map is... different than any other. There are 4 spawn positions, this means that theoretically players could spawn (excluding vertical spawns for balance concerns) either horizontal or cross spawns. The catch is, that the 4 spawn locations are not the same! This means that there can be 3 possible spawn positions : horizontal (south), horizontal (north), cross. I believe that, while in the past we've had 2in1 types of maps, this is the first 3in1 map afaik. Both types of spawns are very macro oriented, with close thirds and fourths to allow longer games easily, while in certain spawn combinations players may want to prefer rushing the enemy early.
List and describe any distinctive features of the map : Since the two north spawn positions are so close together, there's a wall of unpathable terrain both by air and ground (see image below).
Main to Main distance: 44s horiz south, 48 cross, 44 horiz north
Natural to Natural distance: 40 horiz south , 44 cross , 40 horiz north
The size (dimensions) of the map : 156*152 Playable
The map category you wish to enter with this map : Macro
A description of the map: I've been wanting to create a good 2in1 map for a while. Since most of them clearly do have a "main" spawn point and a "secondary" one, I've thought about how to fix this. The solution was to create a 4p map that featured all spawns types. Of course, we all know rotational 4p is pretty often imbalanced for one of the two players, which is why the bases are placed at exactly the same spot for every spawn, but the pathways and the architecture of the map is a bit different. Not drastically, but enough to promise different gameplays depending on the spawn positions.
Why the map fits the category you selected : I chose to submit this one as macro due to the dimensions and it having lots of bases (quite) easily takeable. The fact that the map is 4p helps in this.
List and describe any distinctive features of the map : 2in1 4p map.
Main to Main distance: 38s (close), 46s (cross)
Top of main ramp to top of main ramp distance: 36 (close), 44 (cross)
Natural to Natural distance: 34s (close), 42 (cross)
Holyshit just make a ladder map pool purely made of Iezael's maps already. Love your work, fam Your early work was a little too new wave for my taste. But when Bastion came out in '18, I think you really came into your own, lay out wise and artistically. The whole map has a clear, crisp design, and a new sheen of base placement that really gives the map a big boost. It has been compared to Foxtrot, but I think yours has a far more balanced yet interesting gameplay.
So I'm trying to design a 2-player map where there's a duality of what is actually happening. Here's what that means:
1) For each player, the bases on the far half of the map are gold mineral and their own are just regular. 2) For each player, the other side of the map is covered in multiple vision blinders (bushes) but your own side has none (just different colored ground in those places). 3) For each player, the xel naga tower nearer the other side of the map is invisible/inaccessible.
I am having difficulty implementing this because SCII demands static access instead of dynamic access. Any ideas? Anyone is welcome to 'steal' this idea if you think you can use it/improve on it.
All of those things can be done (the vision blockers would be difficult/impractical) but require triggers and/or data which isn't allowed in melee maps. Also, this discussion is best suited for the Simple Questions/Answers thread.
Some of my favorites so far: Operation Lockdown, Polarity, Hephaistos, Dunes of Destiny
On July 12 2018 07:39 paralleluniverse wrote: WTF is a "renegade missile turret"?
A missile turret that was framed for the destruction of the bunker they loved, who will team up with a fellow missile turret to clear their name and avoid capture by Dominion—and mysterious—forces. And if they help a beautiful tech lab locked near a ramp along the way, well shoot, all the better.
The only entry I will submit as a novice. Map Name: Cherenkov Radiation
The size (dimensions) of the map 110*184 Playable, 112*192 Full A picture of the map + Show Spoiler +
The map category you wish to enter with this map. The map will be for Challenge #1
A description of the map. The natural is on the high ground. Space in main is limited. Lateral movement are not advised. Unit will filter through the side alley and receive fire from high ground en route. The radiation inhibit your sensors and partially occluding the view of the other side. Beware at which level the combat is taking place.
Why the map fits the category you selected. The map have a air main to main distance of 143 and ground main distance of 180. The map is not Standard or Macro.
Main to Main distance: 45.7 seconds (180/3.94)
Top of main ramp to top of main ramp distance: 36.8 seconds (145/3.94) Natural to Natural distance: 60 seconds (237/3.94)
On July 10 2018 14:51 IeZaeL wrote: Abaddon's Gate + Show Spoiler +
The size (dimensions) of the map : 168x140 Playable
The map category you wish to enter with this map : Macro OR Challenge #1
A description of the map: Alright, this map is... different than any other. There are 4 spawn positions, this means that theoretically players could spawn (excluding vertical spawns for balance concerns) either horizontal or cross spawns. The catch is, that the 4 spawn locations are not the same! This means that there can be 3 possible spawn positions : horizontal (south), horizontal (north), cross. I believe that, while in the past we've had 2in1 types of maps, this is the first 3in1 map afaik. Both types of spawns are very macro oriented, with close thirds and fourths to allow longer games easily, while in certain spawn combinations players may want to prefer rushing the enemy early.
List and describe any distinctive features of the map : Since the two north spawn positions are so close together, there's a wall of unpathable terrain both by air and ground (see image below).
Main to Main distance: 44s horiz south, 48 cross, 44 horiz north
Natural to Natural distance: 40 horiz south , 44 cross , 40 horiz north
Odowan Paleolithic, you need to add a .png or .jpg to the end of the image link. Also, make sure its not linked to the album (thats assuming you're using Imgur)
On July 12 2018 23:29 Throne1 wrote: Odowan Paleolithic, you need to add a .png or .jpg to the end of the image link. Also, make sure its not linked to the album (thats assuming you're using Imgur)
It's not that--looks like it's a dropbox link which none of us have the permission to see.
I'm notoriously bad in figuring out how a game will play out, judging only by a map picture. However, 2f0rt Tetr0n looks like it would play out like... Desert Oasis, that WoL map that was unplayable against void rays!
Abaddon's Gate is also looking sharp, but if it were on ladder would constantly get hate for being so asymmetric.
Are there really going to be neutral units/defensive structures!?
So are the Renegade Turrets allowed only for Category #2 or can you use them in all melee maps? Because I really want to submit Tree Station RE (available on America and Europe) to Category #1 + Show Spoiler +
We had a lot of maps submitted to pre-judging feedback which is really fantastic. But this does mean we need a bit more time to get everyone feedback - PMs containing feedback will be sent out tomorrow as opposed to today. Apologies for any inconvenience.
Hello everybody! so this TLMC I've seen a lot of interesting maps, but might as well share my own right? To say this isn't all of my submissions. I'm going to finish up my final map later this week and will share it once completed. Until then let your eyes see what I've created in between TLMC 10 and now.
That's all I have for this TLMC. If you like these maps thanks! I barely check TL for people opinions but in all truth these are the best I can offer. Though I doubt I can surely win. Best to luck to myself and everyone else who has and will submit to TLMC11!
I don't know a flying fig about map making, but you guys sure made some pretty maps! I really like how TL hosts these map making competitions. Looking forward to seeing some of these on the ladder!
These four are some what complete and are uploaded onto NA if you want to check them out. I have two more maps that are in the stages of being finished (texturing and doodading sucks) and hopefully I will be submitting 6/6 this contest. Port Aleksander has gone through a lot of tweaking to fix a lot of it's problems that I have received feedback on to fix. As always love to hear feedback on any of the maps I have shown so far and hopefully before the 22nd I will have completed the other two maps!
When Renegade Missile Turrets are placed on a map does it then has to be submitted to Challenge#2 or can the Renegade Missile Turrets also be used on maps submitted to other categories? I just received feedback for my reworked map Lost in the Temple suggesting to remove the towers and resubmit to another category. Is it necessary to remove the towers then?
Feedback has now been sent out to everyone who submitted a map prior to July 9th. All maps were assessed without the judges being aware of the maps author. Please be advised that even if the map has positive feedback it still may not be selected as a finalist as the categories have competitive entries.
On July 18 2018 04:23 Plexa wrote: Feedback has now been sent out to everyone who submitted a map prior to July 9th. All maps were assessed without the judges being aware of the maps author. Please be advised that even if the map has positive feedback it still may not be selected as a finalist as the categories have competitive entries.
oh come on you know this isnt true when testers use the download link provided and can see the uploader
On July 18 2018 04:23 Plexa wrote: Feedback has now been sent out to everyone who submitted a map prior to July 9th. All maps were assessed without the judges being aware of the maps author. Please be advised that even if the map has positive feedback it still may not be selected as a finalist as the categories have competitive entries.
oh come on you know this isnt true when testers use the download link provided and can see the uploader
Maybe some neutral party like Plexa downloads the maps and gives them to the judges?
On July 18 2018 04:23 Plexa wrote: Feedback has now been sent out to everyone who submitted a map prior to July 9th. All maps were assessed without the judges being aware of the maps author. Please be advised that even if the map has positive feedback it still may not be selected as a finalist as the categories have competitive entries.
oh come on you know this isnt true when testers use the download link provided and can see the uploader
This may or may not be true depending on where the file is hosted and whether the uploader's name is recognizable. Besides it's a moot point considering a sizable percentage of the front-runners' maps are easily recognized from the layout or aesthetics or the fact that a variant of the map was submitted to the last two TLMCs.
There is no clear rule stating that a map with Renegade Missile Turrets has to be submtited to Challenge#2. As I haven't received feedback regarding that question if this is true or not, I assume you are not 100% sure about that yourself? Could you please provide an appropriate assurance? I just saw that the same question was asked a few posts before. You also mentioned to ask questions here.
On July 18 2018 19:18 IIEclipseII wrote: There is no clear rule stating that a map with Renegade Missile Turrets has to be submtited to Challenge#2. As I haven't received feedback regarding that question if this is true or not, I assume you are not 100% sure about that yourself? Could you please provide an appropriate assurance? I just saw that the same question was asked a few posts before. You also mentioned to ask questions here.
i do not think so,
Please do not send questions to the 'TL Map Contest' account; contact TLMC organizer The_Templar instead.
me thinks you are suppose to pm (send a private message) gl
My revisions have been sent! I kept the same six maps I submitted earlier in this thread, just did a few tweaks and changes. Nothing big enough to repost all the images.
Good luck to all mappers! Hoping to see some fresh blood again in the finalists, last year we had three first time finalists, hoping we see another couple!
Have fun Judges! Lots of work coming up for you guys in the next couple of days.
So I just finished (and submitted) my final map to TLMC11. Its one of my most favorite maps by far! So heres The Ruined City! (is uploaded to all servers )
I got a second submission done. The hostile turrets are placed in the circular low ground and the gaps between the segments of them are large enough for air units. There's some neutral buildings on the map. They play like rocks except they can burn down and be repaired and stuff. And the neutral tech lab and reactor can be taken by terran to proxy people ofc. There's a gold and some neutral creep tumors--I have to give zerg a bone since they have to deal with accidentally miscouting and getting their first overlord shot down by the turrets.
On July 21 2018 15:25 ZigguratOfUr wrote: I got a second submission done. The hostile turrets are placed in the circular low ground and the gaps between the segments of them are large enough for air units. There's some neutral buildings on the map. They play like rocks except they can burn down and be repaired and stuff. And the neutral tech lab and reactor can be taken by terran to proxy people ofc. There's a gold and some neutral creep tumors--I have to give zerg a bone since they have to deal with accidentally miscouting and getting their first overlord shot down by the turrets.
On July 21 2018 15:25 ZigguratOfUr wrote: I got a second submission done. The hostile turrets are placed in the circular low ground and the gaps between the segments of them are large enough for air units. There's some neutral buildings on the map. They play like rocks except they can burn down and be repaired and stuff. And the neutral tech lab and reactor can be taken by terran to proxy people ofc. There's a gold and some neutral creep tumors--I have to give zerg a bone since they have to deal with accidentally miscouting and getting their first overlord shot down by the turrets.
Huh i haven't thought about using burning buildings in sc2. I used some in sc1 10 years ago by making them invulnerable too so it became a timed path opening.
It would be nice to have a similar feature standardized by blizz.
On July 21 2018 15:25 ZigguratOfUr wrote: I got a second submission done. The hostile turrets are placed in the circular low ground and the gaps between the segments of them are large enough for air units. There's some neutral buildings on the map. They play like rocks except they can burn down and be repaired and stuff. And the neutral tech lab and reactor can be taken by terran to proxy people ofc. There's a gold and some neutral creep tumors--I have to give zerg a bone since they have to deal with accidentally miscouting and getting their first overlord shot down by the turrets.
Huh i haven't thought about using burning buildings in sc2. I used some in sc1 10 years ago by making them invulnerable too so it became a timed path opening.
It would be nice to have a similar feature standardized by blizz.
Would be nice. Since they added the renegade turret it even seems possible that they might add more stuff of the sort (though there's some really obvious stuff like a separate actor for rich vespene geysers that they haven't added).
On July 21 2018 15:25 ZigguratOfUr wrote: I got a second submission done. The hostile turrets are placed in the circular low ground and the gaps between the segments of them are large enough for air units. There's some neutral buildings on the map. They play like rocks except they can burn down and be repaired and stuff. And the neutral tech lab and reactor can be taken by terran to proxy people ofc. There's a gold and some neutral creep tumors--I have to give zerg a bone since they have to deal with accidentally miscouting and getting their first overlord shot down by the turrets.
Description: This is a modern take on Cloud Kingdom and turned into a map with diagonal axis symmetry which makes it completely different from its predecessor. Longer paths still lead to better offensive positions. The fourth base on the highground has a small lowground path behind it that can be used to harass the mineral line and one gas geyser. The gold expansions have been moved closer to each player and they are a bit harder to attack from the middle highground. The positioning of this gold expand is similar to the central expand on Acid Plant which looks like a winner base but it often taken. The gold expand also has one geyser like on Acid Plant. I also changed the map theme to a port which makes more sense for an anchor pattern.
Why the map fits the category you selected: While the map is on the large size of standard maps, the diagonal axis symmetry makes it so the players will always expand closer to the opponent. Both players will never be far away from each other.
List and describe any distinctive features of the map: The anchor pattern that takes the entire map
Main to Main distance: 43s Top of main ramp to top of main ramp distance: 36s Natural to Natural distance: 33s
Feedback response: - First feedback point: The judges remarked on the interesting design of the map, but had concerns about unused space in the corner expansions. They also remarked that late game on the map would be difficult. The amount of unused space in the corners is very low but i still moved the top left expand closer to the corner. The map is intentionally made to be difficult in the late game. After each player has taken his five bases on his side of the map, it will create a very dynamic late game where both players have to fight to take the two middle expands and the corner expands. This makes the map very different from most ladder maps where players still have plenty remaining bases on their side of the map and this makes the late game more passive. There is also a large amount of paths between the two halves of the map which will make passive late game split map scenario impossible.
- Second feedback point: One judge felt that high ground can be easily abused, and that whichever player ends up holding the high ground will probably end up winning the game. There are many paths that go around the central highground area. The central highground area will be crucial mostly during very late game where the central lowground expand will be the one remaining.
- Third feedback point: One judge felt that the gold bases felt like win-more bases rather than accessible bases. Moved the gold expands toward each player and they are a bit harder to attack from the central highground. These bases are similar to the central expands on Acid Plant.
- Fourth feedback point: One judge felt that the third-fourth are too safe, as they are hard to attack in to these bases aside from a head on attack. Moved the highground fourth base farther away from the third base. Added a small lowground terrain behind the fourth base that can be used to harass it.
- Fifth feedback point: One judge felt that the XelNaga Watchtowers could be used better. The two central xelnaga towers (xnt) let players to have a forward staging point as well as to be able to see the highground area. Seeing that much of the highground area decreases its power. The xnt near the bottom right corner also helps to reduce the power of the central highground. Keeping the xnt as they currently are helps with the second feedback point.
Description: This is a medium sized map that has a simple expansion pattern on the sides. The twist of the map happens in the middle with the combination of xelnaga towers (xnt and double layered rocks which make the map split ambiguous.
Why the map fits the category you selected: Medium sized map. Simple expansion pattern on the sides. Has a unique feature with the xnt/single rocks combo.
List and describe any distinctive features of the map: The combination of xelnaga towers and double layered rocks in the middle which make the furthest xelnaga tower by air actually the cloest by ground until the rocks are taken down.
Main to Main distance: 39s Top of main ramp to top of main ramp distance: 32s Natural to Natural distance: 30s
Response to the feedback: - Second feedback point: One judge felt that the center bases felt like 'win more' bases rather than viable expansion options. Two judges commented on how the design of the center may impede movement throughout the map. One suggestion was to make the high ground pods take up less space or be slightly more open. I decided to keep the base on the middle highground. I may not be useful in most games but i think it will still be taken in the late game and its central positioning can shake the flow of the game. The wide ramps of the middle highground pods have been made wider. The small ramp of the highground pod has not been modified because i want to make the closest xnt not too easy to access after the rocks have been taken down.
- Third feedback point: One judge felt that the center ramp rocks should be reduced to one. Deleted one layer of rocks. My intent with these rocks is to make the closest xnt by air the furthest by ground during the early and mid game. I wanted to make this map flow shift to happen as late as possible but I wasn’t sure if one layer of rock is enough.. This made me tip the balance toward deleting one layer of rocks.
Description: This map uses the bridge choke feature to its fullest. All the bridges are unbuildable and can be blocked like a regular ramp. The double bridges encourage players to micro more their armies to go through both bridges at the same time. As usual, longer paths give better attack angles. Expanding horizontally and vertically are both viable depending on how aggressive your game plan is.
Why the map fits the category you selected: The long distance between the two naturals and the defensive power of bridges make the map more macro oriented.
List and describe any distinctive features of the map: Widespread use of bridges and doubles bridges which makes optimal attacking through these chokes more micro intensive.
Main to Main distance: 48s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 37s
Response to the feedback: - First feedback point: All of the judges felt that this map was misplaced in the macro category. In particular, the third bases were too inaccessible for it to be included in the category. I am extremely surprised by the fact that all the judges think this map has been misplaced in the macro category. Here is my thought process as of why it is a macro map.
It has a longer natural to natural distance than the macro map Blackpink which on top of it, it has a double bridge in front of the natural which is a huge defensive point. Imagine these are two ramps next to each other that have the same width as the ramp to the main without the vision disadvantage. If the defender has some army behind the bridge, he can make two small concaves that will destroy armies that are even a bit superior in size.
Then there is the third base next to the natural where there are two ways of getting into for the attacker, through the double bridges or a tight path that require the attacker’s army to pass through the corner of the map. At this point of the game, the defender can make a sim city that will make this entire area very tight and hard to attack for the attacker. The total width of all the chokes when a player has the third base next to the natural (natural’s double bridge + third base double bridge + third base back path) is smaller than on macro maps like Blackpink and Ascension to Aiur. The third base on Hephaistos is also closer than on these two ladder macro maps.
While i do not agree with your feedback of the third base being too hard to take, i made the following changes: The map dimension have been changed to 136x156 from 136x148. This makes the natural to natural distance similar to Ascension to Aiur. The third base is closer by ground and it can now be linked with only one creep tumor from the natural. The natural’s double bridge have been moved closer to the natural because of the shorter path from the natural to the third. Added 6x6 destructible rocks on the third base’s back path. This reduces the width of the back path choke by a half while letting the player to take the corner expand as his 4th base. This makes the total width of the chokes leading to the natural and the third similar to other ladder macro maps (with the rocks taken down) but split into 3 parts
With these changes, the natural + third base setup is more defensive than most ladder macro maps while having a main to main and natural to natural distance on par with ladder macro maps. In the midgame, once the defender has a decent army, it will be very difficult for the attack to pass the bridges. This will force the attacker to find a better attack route which will give time for the defender. https://i.imgur.com/096u4XK.jpg and https://i.imgur.com/4nHoHFY.jpg The general layout of Hephaistos promotes macro games thanks to the large number of bridges where armies couldn’t cross without heavy losses with the opponent is on the other side. This causes the players to look for alternative paths where they can cross safely. This makes the map very different from all the current ones while still being totally playable. And for the lategame, there are multiple very defensive points that both players can use. Here are three lategame scenarios picture depending on how the players expanded: https://i.imgur.com/Qs0Rd5m.jpg / https://i.imgur.com/EIPc2wP.jpg / https://i.imgur.com/glLlThz.jpg Legend: Square = base / Circle = army / Arrow = army movement / Dotted arrow = air/drop paths / Curved lines = conflict lines
- Second feedback point: One judge suggested that the bridges connecting to the third should be replaced with regular terrain. This contradicts the first feedback point. Changing the double bridge to open terrain would make the third a lot harder to defend.
- Third feedback point: Another judge commented that the lack of non-bridge paths may make this map frustrating to play on. I would like to point out something about 99% of all ladder maps. In all these maps, 200/200 armies can pass through all the chokes unhindered. In a scenario where there is no opponent army nearby, there is no downside for a maxed army to move through a choke. Currently, a choke is a tight path of 6 to 8 squares wide where the only danger is when the opponent takes a great concave and the attacker can retreat his entire army entirely.
What i want to do in Hephaistos is to make players think about their army movements. I want them to ask themselves if it is safe to pass the bridges on the shortest route or if they should pass their army further away without danger. In the case of a retreat of a large army, it will not be able to pass the choke instantly and the fleeing army will suffer losses. This rewards the players that pay more attention to their army movements and tactics. To reduce any potential frustration, all the wide paths are very wide. An other upside of the large use of bridges on this map is that it prevents split map scenarios because the defender cannot reinforce quickly all the attacked part of his turtle. Otherwise he would have to sacrifice a large part of the map that contain expands.
Description: This map features a tight but very long rift that goes all around the map. While being tight, armies in the rift are prone to ambushes from the high ground. There are multiple ramps on the rift that make it temporarily wider. To compensate the tightness of the rift, there are two very wide paths that spiral on the map. Expanding vertically and horizontally are both viable and give different strengths and weaknesses. Players cannot build in the rift. This prevents tactics where a terran player could place multiple tanks on the lowground and seal the path with 4 depots. The gold bases are not easy to take and not easy to hold either. As usual, longer paths lead to better attack angles.
Why the map fits the category you selected: Long main to main distance. Reasonable natural to natural distance Easy to expand away from the opponent. Multiple small chokes on the shortest paths. High amount of bases.
List and describe any distinctive features of the map: The rift that goes all around the map. For a travelling army, it offers defense from straightforward attacks but quite vulnerable from ambushes from the high ground.
Main to Main distance: 46s Top of main ramp to top of main ramp distance: 39s Natural to Natural distance: 33s
Response to the feedback: - First feedback point: One judge remarked that the graphics choices and some of the layout decisions make the map look like an amateur map, although they noticed that that is clearly not the case. But wondered if this may impact perceptions of the map.
Decoration: Changed the brown dirt textures to an other texture that have a higher contrast. - Second feedback point: Concerns were raised about how the many chokes would impact army movement. One judge thought that in conjunction with the four base layout that gaemplay may be boring in practice. The width of the ramp chokes is about the same as on all current ladder maps.As written in the description, the tightness of the rift is compensated by the very wide highground paths. The fourth base on the left and right sides has been moved further away toward the corner. This has been done to make the player choose between a further away fourth base that is also far away from the opponent or take the base hugging the main base that is closer to the opponent. One base has been deleted on the top and bottom parts because there would have been bases too closer from each other.
- Third feedback point: Judges thought that the low ground could permit Tank abuse. The lowground paths may seem very good for tank pushes but it also restricts the movements of that army. It is very vulnerable to pincer attacks because the army in the rift cannot dodge the pincer at all as you can see here: https://i.imgur.com/yDADvQT.jpg . And since the lowground rift is unbuildable, the attacker cannot make a sim city there to restrict the defender’s army movements. The third base is placed further away from the rift to let more units between the third base’s town hall and the maximum tank range placed in the lowground rift.
Response to the feedback: - First feedback point: Judges thought that the map could use a graphics revision for improved clarity. The hedges that show the limits of the pathable terrain have been changed to a brighter color. The grass texture below has also been modified to make a clearer contrast between the pathable gradd and the grass behind the hedges. These texture changes have also been made to make the minimap more readable.
- Second feedback point: Judges were unsure about the small paths. One was concerned about how unit pathing would interact with them. Another thought that they were overused, and perhaps were unnecessary at the 6 o'clock base or the center. The judges noted that this feature was essential to the map in order for it to be successful. Deleted the accordion choke around the 6 o’clock base. I wasn’t sure about it and the negative feedback about it made it tip the balance toward its deletion.
Description: This map has a different use of Renegade Missile Turrets (RMT) compared to most maps. They are used in combination with large areas of line of sight blockers (LoS). The LoS are intentionally placed in a checker pattern to drastically reduce the vision of ground units which don’t have air support. But since there are many RMT inside the LoS forest, it is hard to keep the vision over those areas. The players can make a decision to keep or destroy RMT defensively or offensively. Destroying the RMT with ground units requires the vision of air units but they need to keep distance with the RMT. This process takes some attention and micro from that player. The RMT can delay attacks that contain air units The defender can see from his side if the RMT are being attacked and then can decide to ambush the attacker army while it is occupied. Air units can only see half of the LoS forest while the RMT are up. This gives a big defensive advantage if the attacker chooses to attack without air support while the defender has air units seeing inside the LoS forest. Also, the highground pods with the RMT are buildable and droppable once the RMT are destroyed. Destroying the opponent’s air units inside the LoS forest can severely hinder the fighting capabilities of the opponent’s army in that area.
Why the map fits the category you selected:Use of RMT
List and describe any distinctive features of the map: RMT used in combination with large areas of LoS.
Changes since the first submission: Bugfix of the LoS forest. Los blockers were placed diagonally in a 1x1 pattern which let units see through it in the fog of war. Changed the los blocker pattern to 2x1. Added 2 RMT for each highground pod Added one highground pod at the top right and bottom left corners of the map. This closes one safe air path and lowers the total of safe air path from 5 to 3. One through the middle of the map and one between the two LoS forests on each side of the map.
Main to Main distance: 40s Top of main ramp to top of main ramp distance: 37s Natural to Natural distance: 33s
On July 24 2018 10:52 -NegativeZero- wrote: Königsberg (Challenge 1)
I like the layout of Koenigsberg but the ground distance is prob too short for challenge#1
On July 24 2018 10:21 Avexyli wrote: Reprise (Challenge #1)
Reprise tries to be another King Sejong Station which was a very successful map already so it's questionable if this map will work out better. Especially the easy 4th base once the rocks at the natural are down and the blocked off paths will turn most games into a stalmate. It's obvious that the intention was to stretch the ground distance to match the contest guidelines.
The ground distance was shorter on Reprise than it is in that version, as can be seen in an early picture. Judge discussion agreed that only adding some rocks for the early game would make it fit more comfortably with the category than it already was, as the natural fits the condition just fine.
This time.. I started making maps two weeks after the announcement. I just had to upgrade my last dropouts. Most of them below are just revision or mixture of previous ones.
Fun fact. As of now the unofficial list contains 130 maps from 36 different mapmakers. TLMC10 "only" had 124 maps submitted total, of which 86 of them from 22 mapmakers (~70% of them including all of the finalists) were in the unofficial list.
Even assuming that the percentage of maps that are posted in the thread is increasing over time (which seems to be true) it does mean that this is most likely the largest volume of maps that have ever been submitted to a TLMC (though ofc there were only three submissions per person for TLMC5 which is the current record holder at 150).
These predictions were made by the extremely scientific method of glancing at each map's layout for 1 to 15 seconds, and contemplating how they made me feel about the universe.
Random Map Title Black and White Red Mad Thief Salamander
Mäcro
Bandwith Taurus Scorpion Birth of Tragedy Hephaistos Automaton
Standard
Ephemeron Operation Lockdown Tenochtitlan The Anchor Blackpower Orchard Triton
These likes were made by the extremely scientific method of glancing at each map's layout for 1 to 14 seconds, and contemplating how they made me feel about life after death.
here are my favs of other mapmakers, given the pretense that there could still be a few minor adjustments to the layouts:
Challenge #1 Derelict by TheHallucinati Biniru by SeinGalton Extraction by themusic
Challenge #2 Dracula by Timmay Melpomene by ZigguratOfUr Red Mad Thief by Superouman
Macro Automaton by RQM Hephaistos by Superouman Xibir by AVEX
Standard Underdog by Freeze_be Clorotoxin by Namrufus Shamrock Fane by Zweck
Judges Picks (my picks) The Anchor by Superouman Ephemeron by NegativeZero Aldera by NewSunshine Blacktop by Solstice
These choices were made by the extremely scientific method of glancing at each map's layout for at best 30 seconds, and contemplating how they made me feel about determinism and free choice.
::Challenge 2:: Random Map Title - NegativeZero 2f0rt Tetr0n - SidiantheBard Salamander - Timmay
These choices where made by the extremely scientific method glancing at each map for 10-15 now-points and considering how they made me feel about heideggarian temporality.
TheHallucinati is doing aesthetics for Polarity, in the hopes that the layout gets to the top 16! Here's what the map looks like right now (unfinished):
Standard: Ephemeron (bridges omgerd! nice aesthic too. seems balanced.) Operation Lockdown (not sure how this will play, looks fun) Triton
Macro: Xibir Port Aleksander (much better than previous version) Aldera (nat wall area is weird.. other than that its very unique and well done)
Challenge 1: Reprise Arcane Crossing (not sure if the ground is THAT much further than air, if it qualifies it's decent though. make double entrance nats great again) Lotus
Challenge 2: Sudden Awakening (first submission from this mapmaker, looks well done for what it is) Red Mad Thief Random Map Title (not sure how this will work.. but i really want to see it)
Judges Picks: Year Zero (good layout good aesthetic. will suck watching stream on phone because its so dark, but its worth it) Shamrock Fane (not crazy on the aesthetic, but the layout is very unique i want to see it played) Meliora (super standard/solid) Blackpowder Orchard (seems a bit chokey in some spots but layout is pretty neat)
These choices were made because i felt like it. Also, there are a lot of other really good maps not on my list here which is sad.. the quality this time around was pretty nuts.
So is the tournament phase happening as intended/scheduled (as in the OP) and the announcement is late, or are we delayed (say, by GSL vs the World)? Would be nice to know.
On July 30 2018 23:56 Elentos wrote: So is the tournament phase happening as intended/scheduled (as in the OP) and the announcement is late, or are we delayed (say, by GSL vs the World)? Would be nice to know.
Don't currently have time to set-up Liquipedia/TL Thread for this, but the tournament phase starts Tuesday July 31st @ 7pm CEST : Harstem, goblin, TRUE, Reynor & puCK
Each player plays two maps against every other player, meaning we will see 20 maps played per group.
Group B Wednesday August 1st @ 1pm CEST : souL, Lambo, uThermal, Namshar, Zanster