Wednesday, Mar 04 8:00pm GMT (GMT+00:00)

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Pillars of Gold By: Agaton Terran prospectors have reported they’ve seen structures in the distance, soaring up to the sky like pillars of gold. The Protoss settlement consists of 14 bases with a very safe natural expansion and two third base choices. The low ground third is further away from the opponent, but leaves you with less map control compared to the high ground third. No matter in which direction you go, there’ll be a fourth waiting for you. The corner base will prove valuable as vantage point and to help control the base located below it.



VOD: (T)Dream vs. (Z)soO



Map Features Click to expand

Changelog:

+ Show Spoiler + - Slight increase size of main and natural.

- Both third bases has had their attack paths tightened.

- The 3 and 6 o'clock areas has been slightly modified as the attacker had bit too much of a positional advantage.

- The two pillars in the middle has had their size increased in order to make the inner paths a bit more "chokey" and to allow for more tactical diversity.

- A pillar has been added in front of the low ground forward base to help with defending while keeping the location interesting. The base has also been moved one tile further back.

- The potential siege spot below the main has been modified so that larger units such as siege tanks can't get there without help from a medivac.

- Minor pathing and aesthetic changes

Terran prospectors have reported they’ve seen structures in the distance, soaring up to the sky like pillars of gold. The Protoss settlement consists of 14 bases with a very safe natural expansion and two third base choices. The low ground third is further away from the opponent, but leaves you with less map control compared to the high ground third. No matter in which direction you go, there’ll be a fourth waiting for you. The corner base will prove valuable as vantage point and to help control the base located below it.

2000 Atmospheres By: themusic246 Underwater map, multiple third options, standard and balanced, glowing fish and giant sharks, good map flow, units float up when they die? Honestly, I'm not sure why this wouldn't be your #1 pick.



VOD: (T)uThermal vs. (P)Harstem









Map Features Click to expand

Changelog:

+ Show Spoiler + - Changed one of the reaper jump spots to prevent tank drops on the ledge

- Made lowground triangle third choke toward mid slightly smaller to make that base a tiny bit easier to hold as a third option

- Adding pathing to the main jagged corners so units dont get stuck there after building

Underwater map, multiple third options, standard and balanced, glowing fish and giant sharks, good map flow, units float up when they die? Honestly, I'm not sure why this wouldn't be your #1 pick.

Lightshade By: Marras Frustrated how DARK Nightshade is? Want to play on some brighter maps in the future? Worry not, your prayers have been answered. I present to you: Lightshade. It’s nice and standard, nothing too wacky or gimmicky going on, and what’s best you no longer need night vision goggles to play! There’s also plenty of rocks that provide safety to some of the bases early on and destroying them in the middle of the map is very beneficial when taking fights in that area. All in all, Lightshade is a good stable for any map pool, supporting a great variety of playstyles.



VOD: (T)Cure vs. (Z)Rogue



Map Features Click to expand

Changelog:

+ Show Spoiler + - Added some base location markers

Frustrated how DARK Nightshade is? Want to play on some brighter maps in the future? Worry not, your prayers have been answered. I present to you: Lightshade. It’s nice and standard, nothing too wacky or gimmicky going on, and what’s best you no longer need night vision goggles to play! There’s also plenty of rocks that provide safety to some of the bases early on and destroying them in the middle of the map is very beneficial when taking fights in that area. All in all, Lightshade is a good stable for any map pool, supporting a great variety of playstyles.

Hard Rain By: ATTx To win in the hard rain jungle, you must use the rock tower well and also study how to attack the base in the direction of 3 and 9 o'clock. You'll learn this map easily, but you'll have to think to win.



VOD: (T)Clem vs. (Z)Elazer











Map Features Click to expand

Changelog:

+ Show Spoiler + - Changed Doodads a little.

- Changed the texture a little

To win in the hard rain jungle, you must use the rock tower well and also study how to attack the base in the direction of 3 and 9 o'clock. You'll learn this map easily, but you'll have to think to win.

Macro

Bamboozle By: ObsidianScabbard Large armies attacking through the shortest path will ride the struggle bus to the enemy. Outside paths are much more spacious.



A mineral wall protects your 3rd/4th base. Each patch has 10 minerals. If you take the central base by the mineral wall, your workers will automatically mine the wall. This is intentional!



VOD: (T)uThermal vs. (Z)Elazer











Map Features Click to expand

Changelog:

+ Show Spoiler + No changes reported

Large armies attacking through the shortest path will ride the struggle bus to the enemy. Outside paths are much more spacious.A mineral wall protects your 3rd/4th base. Each patch has 10 minerals. If you take the central base by the mineral wall, your workers will automatically mine the wall. This is intentional!

Ice and Chrome By: themusic246 Vote for this map if you like a nice solid macro map (that's not too big) that you will get some epic matches out of. Your choice of an easy 3rd and open 4th, or open third and easy 4th. If Triton leaves the map pool soon we need another snow map. Vote it in.



VOD: (T)Dream vs. (Z)Hurricane









Map Features Click to expand

Changelog:

+ Show Spoiler + - Made the triangle third choke toward mid a bit larger as the base felt a bit too easy to hold for the objective of the map

- Made the lowground corner 4th bases a little more open to fit the objective of the map

Vote for this map if you like a nice solid macro map (that's not too big) that you will get some epic matches out of. Your choice of an easy 3rd and open 4th, or open third and easy 4th. If Triton leaves the map pool soon we need another snow map. Vote it in.

Romanticide By: Marras Romanticide is a macro map with a slightly shorter rush distance than normal. The “maze” of rocks and line of sight blockers in the middle path offer a lot of positional opportunities. Some of the paths leading to the forward base with a rich gas geyser are blocked with mineral walls, with the node value of 10.



VOD: (T)Cure vs. (Z)soO





Map Features Click to expand

Changelog:

+ Show Spoiler + - Added some base location markers

Romanticide is a macro map with a slightly shorter rush distance than normal. The “maze” of rocks and line of sight blockers in the middle path offer a lot of positional opportunities. Some of the paths leading to the forward base with a rich gas geyser are blocked with mineral walls, with the node value of 10.

Ecostation By: CharactR The plant life on this space station adds a lot to the atmosphere, and not just the artificial one if you know what I mean. A large map with various expansion options, with shorter routes that cross the reverse S-shaped center, and aggressive central expansions that are wrapped around by the longer routes.



VOD: (T)Soul vs. (Z)Bly



Map Features Click to expand

Changelog:

+ Show Spoiler + - Cleaned up some texturing

- Added doodads around some more barren areas of the map

- Super minor pathing changes (Nothing gameplay affecting whatsoever)

The plant life on this space station adds a lot to the atmosphere, and not just the artificial one if you know what I mean. A large map with various expansion options, with shorter routes that cross the reverse S-shaped center, and aggressive central expansions that are wrapped around by the longer routes.

Rush

Old Forgotten Temple By: robeng At one of the many forgotten temples at auir, two armies stand ready to fight. With a rocky highway through mid, armies must be careful and think about other ways to fight. Rock towers that connect to mid can block counter aggression and give the defender more time to set up.



VOD: (Z)soO vs. (T)Dream









Map Features Click to expand

Changelog:

+ Show Spoiler + - Added style and doodahs outside of playable areas.

- Adjusted the fog to be slightly brighter.

- Decrease the amount of grass foliage on playable areas.

- Added gap-fillers.

- Fixed navmesh.

At one of the many forgotten temples at auir, two armies stand ready to fight. With a rocky highway through mid, armies must be careful and think about other ways to fight. Rock towers that connect to mid can block counter aggression and give the defender more time to set up.

Oxide By: themusic246 This is a small and cozy "rush map" that doesn't offer imbalanced cheesy shenanigans like other rush maps. The main to main distance is actually quite standard. Games will play out relatively normal but your timings may have to adjust a bit due to the smaller map size. Once the rocks go down, things get really interesting. Most importantly, if you take the awesomeness of all maps that have been created since the beginning of Brood War until now, this map here is better than all of them combined. Vote it in.



VOD: (T)Cure vs. (T)uThermal



Map Features Click to expand

Changelog:

+ Show Spoiler + - This map rivals the beauty and timelessness of the Mona Lisa, therefore it has received no significant changes.

This is a small and cozy "rush map" that doesn't offer imbalanced cheesy shenanigans like other rush maps. The main to main distance is actually quite standard. Games will play out relatively normal but your timings may have to adjust a bit due to the smaller map size. Once the rocks go down, things get really interesting. Most importantly, if you take the awesomeness of all maps that have been created since the beginning of Brood War until now, this map here is better than all of them combined. Vote it in.

Submarine By: Zweck If you're tired of the large maps we exclusively had in the last map pools, here is a smaller one for you. It still supports all kinds of strategies with a solid, standard-ish layout. But in addition it comes with some fresh and pretty colors!



VOD: (T)Clem vs. (Z)Bly







Map Features Click to expand

Changelog:

+ Show Spoiler + - The attack paths into the triangular and the linear third bases were narrowed down a bit.

- Rocks were added at the ramp in front of the linear third base.

- The "reaper stairs" were made unpathable for siegetanks.

- And some doodad color correction

If you're tired of the large maps we exclusively had in the last map pools, here is a smaller one for you. It still supports all kinds of strategies with a solid, standard-ish layout. But in addition it comes with some fresh and pretty colors!

Blackburn By: Insidioussc2 Blackburn has a short rush distance, but through its layout and symmetry it is suited for split-map macro games as well as for early all-ins. There are Inhibitor Zones slowing players down on the most direct air and ground attack paths. The gold bases are risky to take early on, can be easily harassed in later stages, but provide strategic options for creative players and a change in tempo in standard macro games.



VOD: (Z)soO vs. (T)INnoVation



Map Features Click to expand

Changelog:

+ Show Spoiler + - Removed Inhibitor Zones at 12 o'clock base

- Fixed a minor pathing bug

- Fixed some minor visual bugs

Blackburn has a short rush distance, but through its layout and symmetry it is suited for split-map macro games as well as for early all-ins. There are Inhibitor Zones slowing players down on the most direct air and ground attack paths. The gold bases are risky to take early on, can be easily harassed in later stages, but provide strategic options for creative players and a change in tempo in standard macro games.

Challenge – “Adrenaline Rush”

Impostor By: insidious_bombardier An impostor is in our midst! Draw your mighty sword from its obsidian scabbard, speed down the central corridor, and lay your rightful claim to this map.



VOD: (T)Cure vs. (Z)Rogue















Map Features Click to expand

Changelog:

+ Show Spoiler + -Complete decorative overhaul

-Fixed resource positioning

-Added rocks to make the low ground 3rd easier to defend

-Moved high ground rocks to improve the defender's position over the central corridor

-Increased bunker build time

An impostor is in our midst! Draw your mighty sword from its obsidian scabbard, speed down the central corridor, and lay your rightful claim to this map.

Jagannatha By: Timmay Accelerator Zones are placed in four strategic locations to allow players to quickly change paths. The layout was carefully constructed with the help of Twitch chat.



VOD: (T)Dream vs. (Z)Rogue



















Map Features Click to expand

Changelog:

+ Show Spoiler + No changes reported

Accelerator Zones are placed in four strategic locations to allow players to quickly change paths. The layout was carefully constructed with the help of Twitch chat.

Deathaura By: Marras On Deathaura there is no free scouting for overlords and in general there are only a few overlord spots on the map. The initial scout path zigzags through the middle bridges with the Acceleration Zone Generators. There’s also a nice amount of airspace and a forward base with two rich gas geyers.



VOD: (T)Cure vs. (Z)soO







Map Features Click to expand

Changelog:

+ Show Spoiler + - Added base location markers

- Added some doodads here and there

On Deathaura there is no free scouting for overlords and in general there are only a few overlord spots on the map. The initial scout path zigzags through the middle bridges with the Acceleration Zone Generators. There’s also a nice amount of airspace and a forward base with two rich gas geyers.

Beckett Industries By: Superouman You want small maps, right? So why not vote for the smallest finalist map.There are also 3 Accelerating zones placed in small choke points that lets larger armies to go through them quickly while still letting the defender to prepare nice concaves.



VOD: (T)INnoVation vs. (Z)Rogue

















Map Features Click to expand

Changelog:

+ Show Spoiler + - Moved the linear third one tile closer to the edge to give the defender a slightly better concave

- Slightly enlarged the unpathable areas in front of the triangle third

- Changed some textures and the ramps have more decoration

You want small maps, right? So why not vote for the smallest finalist map.There are also 3 Accelerating zones placed in small choke points that lets larger armies to go through them quickly while still letting the defender to prepare nice concaves.

Voting

If you vote for a map more than once, your vote will be voided. For example: If you vote for MAP 1 once as your highest rated map and then again as your lowest rated map, none of those votes will count



This vote is only used to internally rank the maps, to determine the prize pool split. Blizzard has the final say regarding which map(s) make it into the ladder pool.

First - $500

Second - $250

Third - $125

Fourth - $75

Fifth - $50

Voting closes in .

Due to some unforeseen issues with the spreadsheet used to count the votes, we will not be able to use a Google Form for TLMC #14. Unfortunately this means that the votes cast so far cannot be used and we have to start over in the voting process.To avoid a repeat of the issues, we will now host the voting in our own, internal, polling system. This means that there is no need to write in "Voted" anymore, and you can instead discuss your votes and favorite maps below. To vote, simply go here and expand the spoilers.We're truly sorry about this and will make sure that this does not happen again. Thank you for being understanding.Voting is open now and will remain open untilIn the voting post, the second post in this thread, you will be able to vote for a total of 5 maps, ranking them high to low. Your highest rated map will receive 5 points, your 2nd highest rated map will receive 4 points, etc all the way down to 1 point for your 5th highest rated map.Some things to keep in mind:As a reminder, all of the top 16 finalists will receive $100 per entry. The top five entrants, as voted by you, will have their winnings expanded with the following amounts:All of the prize money has been provided by Blizzard, so a huge thank you to them for their continous support of the map making community.