We hope you haven't saved your TLMC 11 submissions for the last second! Because in tandem with the 1v1 contest we are pleased to announce the Team Liquid Map Contest: Team Edition!
We're on the hunt for your best maps now for 2v2, 3v3, and 4v4! Submissions are open until August 5th and we can't wait to see what you come up with.
Submission Phase
July 20th - August 5th
Rules/Restrictions:
Maps can be submitted to one category only - 2v2, 3v3, or 4v4. 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.
When using air pathing blockers, avoid setting up zones that trap air units within them.
Suggestion of number of bases per map:
Average number of bases for 2v2, 3v3, or 4v4 categories can vary. These are suggestions and not strict guidelines.
2v2 maps usually provide 5 bases per player or around 10 base locations total for one team.
3v3 maps usually provide 4 bases per player or around 12 base locations total for one team.
4v4 maps usually provide 3.5 bases per player or around 14 base locations total for one team.
Suggested map types for submissions:
Please note that these are merely guidelines for creating a successful team map, and do not define the different categories.
Fortress
Description: All teammates can defend the same choke.
Description: Teammates can defend the same choke or multiple chokes but the rush distance from the player’s main starting ramp to opponent’s main starting ramp is short.
Average Rush Distance (main ramp to main ramp):20-35 seconds. (Note: Not a hard restriction. Could be more or less.)
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.
The judges will pick fifteen (15) finalist maps from the three categories to move on to the final voting stage:
Five (5) 2v2 maps
Five (5) 3v3 maps
Five (5) 4v4 maps
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 choose 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.
Voting will be done based on team size and not map type.
Prize Distribution
Provided by Blizzard
Each category will be winner takes all! Mostly, at least, although each of the Top 15 will earn a prize of $50. The winner of each category will then earn an additional $450!
TLMC Winners Announced
August 17th
How to Submit
Mappers will be limited to six map submissions each with a limit on two maps per category.
Please PM your map file(s) to TL Map Contest with the following format before Monday, Aug 06 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 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.
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: 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.
Oh geez, this is awesome but I'll be curious of the submissions. Maybe I'll have to do a map or two although I've never really done 2v2/3v3/4v4 maps. :x
My only team map was a 2v2 one and it was...yeah, terrible. I never really finished the aesthetics on it because I just knew it was bad.
To be honest, Korhal Carnage Knockout was intended to be a team map, Sooooo...... Lol. :D
On July 21 2018 12:31 Meavis wrote: im honestly curious why this even has categories at all, team mapping isnt nearly as exploree as 1v1
"Voting will be done based on team size and not map type."
seems like those categories are just tips/suggestions and don't actually affect how the judging and voting are split up at all - can someone from TL staff confirm that it's 1 winner each for 2v2/3v3/4v4?
On July 21 2018 15:17 Ej_ wrote: On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.
Making good 2v2 maps is actually pretty doable despite what Blizzard has shown--making good 3v3 and 4v4 maps is basically impossible though since you always end up with one or more of: excessively long distances, not enough bases, or not enough open areas.
Oh boy, I might have to make a submission for this one. I hope the finalists come out a little more standard-ish than the last team contest.
Word to the wise; there are different unspoken/soft rules when creating teamplay maps than when creating 1v1 maps, if you're a mapmaker coming from 1v1 mapping it would be good to do some research and/or play a bunch of team games before coming up with your layout(s).
On July 21 2018 15:17 Ej_ wrote: On the bright side, whatever makes 2v2 ladder, can't be worse than current/previous maps.
Making good 2v2 maps is actually pretty doable despite what Blizzard has shown--making good 3v3 and 4v4 maps is basically impossible though since you always end up with one or more of: excessively long distances, not enough bases, or not enough open areas.
Totally, it's important to keep your rush distances to something similar as 1v1 but have enough bases. That's why you get oddities like Asper Mountain and Primeval Wilds where you have all these backyard bases.
Really interesting. It's about time team maps got some love again. I wouldn't have minded a longer window, but it is what it is. I'll see if I can't whip up something neat.
Yeah the teammaps were really not up to todays standards to say the least. Sadly this tlmc is so short after the "other" tlmc11, that i really need a break from grinding maplayouts x_x
I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas
On July 24 2018 19:38 Adramelech1 wrote: I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas
I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.
Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.
Inspired by the campaign mission Zero Hour. The map 055 features a main base with a large ramp leading to the natural expansion of both players. The distance between the main bases of opposing team is not that far apart as rush attack can be pretty powerful especially with the large ramp to defend. The natural expansion of allies expands away from each other, but not to the point that’s undefendable with the help of allies. What makes 055 a semi-fortress type map is the two paths by the natural expansion away from your ally. Once players starts to expand to the natural expansion they will need to defend those paths, splitting up the two players. Skillful team play is the key to victory and especially so on 055, because on any given moment you or you ally can be facing two opponents in a 1 v 2 scenario since the map is designed to split the team players up. Coordinate with your ally to attack, defend, and overpower your opponent.
Distance between bases
Main to main: 24s Natural to natural: 20s
With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?
With a 24 second rush distance how do you stop a 12 pool (or two 12 pools)?
Scouts and wall up asap. ^.^
Getting a wall up in time (even without scouting) might just be slightly impossible.
12 pool starts at around 18s, finishes at 1:04, and hits by 1:46. Protoss and Terran can finish wall by 1:40 easily with early scout after the first Pylon as Protoss and as the Supply Depot is being placed as Terran. Since it's a small rush distance scouting early is a must as standard play if player don't want to lose to rush.
First Supply Depot / Pylon starts at 18s and the first Barrack / Gateways starts at 40s. Worker will reach the opposing base at 44s assuming the pool is scouted as it finishes at 1:04 there's a 44s window to completely wall off the ramp with 4 Supply Depot and 2 Barracks as double Terran, 4 Pylon and 2 Gateway as Protoss, and any other way to mix and match the wall off.
Map Name: 055 The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.
On July 25 2018 17:20 Yrr wrote: Map Name: 055 The layout looks nice for earlygame (if early pool isnt too strong) but once the midgame start it seems impossible to cross those bridges versus a defending army. A few defensive tank will defeat any ground army.
It can be pretty rough crossing the bridge once a sizable army is on the other side. I would not recommend spear heading into tanks trying to break into a defending Terran during the mid game or any other huge army.
Instead, draw a line to defend and go on the offense on the other bridge or any other way to deal damage that avoids a direct army confrontation.
You cant wall off a ramp that early with that short of a rush distance.
Apotheosis had I believe a 38 second rush distance as a 1v1 map and Protoss would often not have zealot out in time if caught by a 12 pool if following a standard build, and thats a 1x1 ramp. Having it below 20s in what looks to be a 3x ramp would be impossible.
You gotta keep the rush distances similar to 1v1 maps. These short rush / big ramp maps are the reason I used to open fast double-gate or double-rax before gas/xpo in team games. I was dia in 3v3 and high master in 4v4 WoL/HotS doing these kinds of builds. In 2v2 especially very fast timing attacks hit extremely hard.
Keep the rush distances similar to 1v1, but make it so that there are enough bases and attack paths to keep things interesting. It's not an easy thing to do without making super huge maps or having really weird layouts.
Also regarding multiple attack paths, this can often favor the attacker if the defenders have no way to help out a teammate. So make sure that defenders can get to their allies if you're going to have lots of attack paths, otherwise you end up with 3v1 or 4v1 situations where one teammate just gets picked off early on. (And unfortunately the correct way to react to this on some maps is to let your teammate die and counter - which is obviously not fun for the player being singled out.)
On July 24 2018 19:38 Adramelech1 wrote: I've played/play a lot random team 3v3 up to d1. mapmakers feel free to contact me if you'd like to hear any of my insights about 3v3 maps, i believe i could be helpful with some ideas
What are the importants things we shouldn't do?
On July 25 2018 02:52 NewSunshine wrote: I'm generally aware of certain concepts like high-mobility units like Hellion/Zergling being able to split players apart very effectively, but team play in general is much more in the dark than 1v1, so I'd love any bits of advice from actual team game players.
Short version of things that I believe either needs improvements or should be considered for 3v3, as a 3v3 regular:
- Walling. Sometimes the maps layout aren't very... intuitive. And it confuses people. People who maybe aren't used to those maps, or maybe really just don't know any better. I'd like to see more maps in 3v3 where the walling is intuitive for both the less experienced player and the veteran. This has a lot to do with base ramps which is my next gripe.
- Ramps. Middle sized ramps are okay. However I believe gigantic ramps, such as the colossal main ramp in Misty Swamp, are bad. Frankly not a fan of those. Awkward to wall(actually impossible if you get zerg teammates) and difficult to defend. Oh and if we are going to have unprotected backdoor(s) please don't make both the back door(s) and the main ramp(s) large. Or at least give us some rocks. Don't make it impossible to wall when we uh, get zerg team mates. Another suggested map I don't like is Bastion of the Conclave, you cannot reliably secure your natural on that map due to the gigantic ramp leading to it, once again if you get zerg allies you can pretty much forget about it.
- All players should be entitled to AT LEAST a natural base on non-rush maps as a rule of thumb. It only makes sense. Personally I wouldn't mind seeing one map where ALL players can achieve 3 base without too much of a hassle. Currently there is no such maps in 3v3 even though there used to be in the past, except for Black Site, but the wall up on Black Site is kind of tricky and not very obvious, basically you have 2 versions of wall ups here: The safe version and the greedy version. Safe version provides easy 2 base and high ground advantage but requires a wall up at 3 different locations. Greedy version provides easier 3 base with a double wall up on low ground. The double wall up on low ground can be achieved in a somewhat reasonable amount of time by 1 terran with a 1/1/1 opener. If not playing terran and you get zerg allies you are probably screwed out of a wall.
~Example~
A good example of a macro oriented team map that makes good utilization of ramps and rocks is the 4v4 map "Old Estate". I'd like to see something like it for 3v3 again. It has a LOT of bases, the walling is intuitive, safe and easy, the gold bases are pretty hard to take, the backdoor is protected by rocks. Doesn't possesses ridiculous amounts of air space. The dreaded skytoss play and air play in general everyone in the team scene evidently hates isn't as predominant because that stuff can be countered more easily when there isn't too much air space to abuse.... We might even see more variety in the 3v3 low-mid level protoss meta!!... Yeah that's not going to happen. The map certainly does not eliminates that style of play given its inherent macro potential. Yet, good players shall prevail, most of the time.
Well this was supposed to be a short version and I went on and on for a while .... Bleh, let me know if you guys would like to hear more from me
On July 29 2018 15:41 Ej_ wrote: FWIW, I think old estate is a garbage carrier map.
i don't know in my experience that style doesn't seems to be that strong on that map because 1. you don't die as easily to all-ins and 2. not a lot of air space and 3. yeah he can macro up but so can you
So if you just play better than them and punish them for playing greedy it shouldn't be too much of an issue imo. I think it's a worth compromise.
Thanks for everyone who commented on my map 055 thus far, giving me you opinion and suggestions.
I just started a revision of the map 055 in tandem with a 3 player map I'm also making for this tournament. The objective of the revision is to achieve the balance of rush, early game play, and the mid to late game where base count will not become an issue and to add a layer of depth and sophistication to the game play where it isn't just about rush and the early game, but also the late game, which can be full of fireworks as well.
So yesterday i manage to finish a 2v2 map and maybe later on this week I'll finish a 3v3/4v4/maybe another 2v2 map. Anyways heres, Grounds of the Zalria!
Its uploaded to all servers under the [PLX] name. And can be easily found by such. I am not responsible for anyone who gets rushed, cheesed, memed, or skytossed on this map. even though its rush distance is surprisingly long.
Trying to make up for my disappointing tlmc11 with team maps. For each category, i made one simple map that is comfortable to play on and one experimental map where players have to think how to play it efficiently.
Note: All the players start at the bottom wasteland area of the map with low resources. The top part of the map is very rich in resources but there are Renegade Missile Turrets on the way.
Since I did not have much time to do the deco, the aesthetics are a fork of my map Sky Tower, which are in turn a fork of one of RQM's recent maps, Cyperspace. Great stuff.
Now there comes the boring part, writing the submissions PMs...
Clarified in the post that the categories are 2v2, 3v3, and 4v4. If you entered a map under a category name such as "Fortress", "Semi-Fortress", "Rush", or "Open", don't worry about it unless you made more than 2 2v2, 3v3, or 4v4 maps - your maps will be put in the correct category.
Also, no, you don't have to explain why your 2v2 map fits in the 2v2 category.
My 3 Submissions. Yeah i have 3 after all, made the last one literally in under 2 hours, but i had this cool idea, that had to be done in time.. there is always iteration phase in case for the refinement
Fuchsia
Superconductor
The Proving Grounds
. . maps are also uploaded on EU (first 2 on NA also)
So I just finished my second submission for this contest until it comes to an end. See Dreamwaker! a 4v4 map that splits the team into 2 sides. forces into double 2v2's in the attempt to secure your side!
I am not responsible for any injuries from cheeses, cry babies, allies expecting you to carry them, zerg. And any general thing teamgames have problems about. Have fun and embrace the dream!
<3 Hills of Qaijuul, Whitewater Line, Outland, Khalai Temple <3 really digging these 3v3 maps keep 'em coming
Bone Temple looks interesting but I have no idea how you are not supposed to open 1 base given the 6 large ramps on low ground, maybe close 3~4 of those ramps with rocks and add a watch tower? then we have a cool map
proving grounds would be better if everyone could have a natural
King me! A small 3v3 map where control of the center is key. The map starts as two 2v1s but allies are connected by a single fortress. Can your forces reach the other end of the map?
- Rocks divide the center into two 2v1 attack lanes - One pocket natural per team - Connected mains and defensible naturals - Securing a 3rd base for all teammates will be a challenge; players must work together to secure real estate
Main-Main: 50 seconds Top of Main ramp to Top of Main ramp: 42 seconds Nat-Nat: 28 seconds (at shortest path)
On August 06 2018 13:21 Adramelech1 wrote: Bone Temple looks interesting but I have no idea how you are not supposed to open 1 base given the 6 large ramps on low ground, maybe close 3~4 of those ramps with rocks and add a watch tower? then we have a cool map
I added rocks on the ramp leading to the third but i forgot to update the map file i used for the submission T_T