Team Liquid Map Contest #10 Finalists Text by Hayl_Storm Graphics by Shiroiusagi



From the pool of submitted maps, we chose 3 Macro Maps, 3 Standard Maps, 3 Rush Maps, and 3 "New" Maps. In addition, we had four (4) "Judge's Choice" picks, which could come from any category. For this particular contest, we felt that the Standard category’s maps were the strongest, so this season we will have 6 Standard maps in the map pool, as well as 4 Macro maps.



Again, we will be working with all mappers in the coming two phases (



You can find the maps on AM, EU, and KR by searching for [TLMC10].

It's finally here! One month after we opened up TLMC10 , the judging has concluded and we're now ready to reveal our finalists.From the pool of submitted maps, we chose 3 Macro Maps, 3 Standard Maps, 3 Rush Maps, and 3 "New" Maps. In addition, we had four (4) "Judge's Choice" picks, which could come from any category. For this particular contest, we felt that the Standard category’s maps were the strongest, so this season we will have 6 Standard maps in the map pool, as well as 4 Macro maps.Again, we will be working with all mappers in the coming two phases ( WardiTV Tournament Phase and Iteration Phase) to improve the maps before the final voting stage where you, the Starcraft community, will get to pick who wins additional cash prizes.You can find the maps on AM, EU, and KR by searching for [TLMC10].



FINALISTS



Macro Maps



A total of 38 maps were submitted to this category. For this category, judges focused on the ones that truly promoted macro play and had interesting layouts throughout the entire map.



Treachery | Youngrustler Treachery is a larger map that allows players to play into the late game. It has a very safe layout and offers different paths of expansion, which can lead to different games.



Unlike other large macro maps, this one stays at a size where it doesn't feel too daunting to play on.









16-Bit | themusic246 This retro red vs. blue digital landscape accommodates many play styles. Capture watchtowers to watch your perimeters and strategically take down the rocks to create an aggressive attack path.



The pocket natural tends to lead towards longer games while not being too favorable towards turtling after the forward natural is taken.





Kherrisan Rift | Solstice245 Kherrisan Rift is a large map with a third base defended by rocks and a rock tower on one side.



From there you have the choice to expand to the central or outer highground areas, each with defensive locations to take advantage of.



As the game progresses, paths on the sides of the map can be used for run-bys.



Para Site | Zweck Para Site features a very non-linear expansion pattern. There are three options for your third base, as well as your fourth and fifth bases.



At first, it's easy to hold three or four bases, but bases tend to be more spread out as the game progresses.



The central area is varied, with some paths being more favorable towards open fights or surrounds than others.







Standard Maps



A total of 42 maps were submitted to this category. In this category, the judges looked for maps that were well-executed or gave us slight deviations from what we're used to.



Blueshift | NegativeZero Blueshift is a medium-sized 14 base route. The fastest attack route is a corridor straight down the middle, with defensive chokes at either end. Vision is obscured by numerous sight blockers in the middle of the corridor.



Larger high ground paths flanking this path serve as more open routes to the opponent's expansions. Later in the game, 4 large rocks connecting the two can be destroyed to connect the central corridor to the outer paths, opening up the map significantly.



Players can expand in either direction, but in the long-term, expanding towards the forward high ground is optimal.





Fracture | AVEX The thirds are relatively normally spaced but might feel a little far due to the straight line that is the attack path between the two bases.



This map features a low base count, and is more narrow than macro maps as a nod to the medium maps of Heart of the Swarm.



The Main-to-Main distance remains standard compared to most maps, in order to keep the early game of Legacy relatively untouched.





Cerulean Falls | Solstice245 There is a standard main and natural expansion setup, and a lengthy linear path between opposing bases.



Multiple options for a 3rd exist, and these expand into numerous options for a 4th.



The center has high-ground expansions that can be an important acquisition late into the game.







Artana | IronManSC A technical map with a straightforward pathway to your enemy. Utilize the high ground advantage to defeat your opponent.



There are two watch towers that cover the side pathways and promote positional gameplay by both players.



Overall, this map is standard in both layout and gameplay style.







Lost and Found | Zweck A standard map that allows for a variety of strategies, from early pressure to a late-game focus.



Choke points and attack paths are varied in their size and width. Using the appropriate ones at the right time can be critical.



Opening up the rocks in the center lets you switch lanes more quickly in the later stages of the game.





Digital Frontier | NegativeZero The direct rush path is hindered by rows of LoS blockers and an extremely narrow central choke, which can be abused in the correct position, or widened by killing the adjacent rocks.



Though the 3rd is open, it's tucked against the main and easy to defend - additional bases are more vulnerable.



The placement of 4 large rocks encourages army movement outwards along the high grounds until they're destroyed, at which point the map becomes extremely easy to traverse, with an open path to almost any location.



The expansion pattern leads clockwise but becomes ambiguous in the late game, with the side bases able to be contested by either player.





Rush Maps

19 maps were primarily submitted in this category. For Rush maps, we looked for maps that weren't just smaller scale versions of standard maps. In general, a combination of creative ideas and execution on those ideas dominated this category.



Arashi | AVEX Narrow map with a straight path directly between the main and natural connected by relatively sizable ramps.



Bases are relatively standard and potentially defensive for the first three locations, but may become increasingly difficult as the game progresses, holding many points of interest for army engagements relatively close to expansions.



Cybros Relay Station | octomologyst The rush distance and path are favorable for reinforcing and moving towards the third bases.



Air access is slightly limited, meaning drops or other air units can be intercepted near the main, but they can still sneak past.



Players can take a more recessed, choked off third in a linear set up or go for the more open triangular third, depending on their game plan.







Dreamcatcher | VSG Dreamcatcher is a angled mirrored map that effectively uses all four corners of the map, while featuring a smaller size and shorter rush distance.



Collapsable rocks give players the option to divert the attack path. When one rock is taken down, both collapse.



Players have a choice of expanding to the top right versus the bottom left. Both routes have different benefits.







New Maps



There were 25 maps submitted in this category. For New maps, we focused on ideas that we felt would truly change how the maps played. Maps were excluded for a variety of reasons, including execution, not introducing any particularly new features, and being too obviously imbalanced.



System Shock | Zweck This map has rectangular up-down symmetry that creates a shorter rush distance. To partly make up for this, this map features watchtowers accessible from both players' natural expansions that provide scouting information.



This scouting information can potentially lead to more strategical depth or mind games.



A player's watchtower can not be activated from the opposing player's side of the map.



A no-fly zone exists between the natural expansions to counteract the short air distance.





Backpfeifengesicht | NegativeZero The backdoor gold base poses an interesting problem: not only is it extremely vulnerable to harassment, but mining it out opens a direct attack path straight into the back of your main.



A watchtower between the main additionally allows for easy scouting information on both the gold bases and potential attacks from the air.



In sharp contrast, the Eastern section of the map is fairly open and standard.







Travincal | AVEX Travincal features tall stone walls amongst the manmade highground. These walls act as line-of-sight blockers and will block vision of all units, ground and air, preventing sight of units on the other side.



These walls, like LOS blockers, will become very transparent if units are nearby in order to not hinder visibility during engagements.



The addition of this feature should change the way how armies will engage in the early and midgame, and create interesting situations throughout the map's lifespan.





What's Next?



Congratulations to all the mappers who made it to the finals. Not only do we want to highlight the maps that progressed to the final 16, we want to highlight the mappers that have brought you these great maps:

Solstice245 and themusic246 are first-time finalists who have been entering quality maps since TLMC8.



and are first-time finalists who have been entering quality maps since TLMC8. IronManSC (TLMC1 2nd, TLMC2 2nd) is an old-school mapper who created Ohana and Mech Depot.



(TLMC1 2nd, TLMC2 2nd) is an old-school mapper who created Ohana and Mech Depot. Zweck is another first time finalist who got an impressive three maps into the finals!



is another first time finalist who got an impressive three maps into the finals! octomologyst is a finalist who just started entering maps in TLMC9.



is a finalist who just started entering maps in TLMC9. VSG , formerly known as Timmay , is the creator of Catallena.



, formerly known as , is the creator of Catallena. Youngrustler is in the finals for third time in a row.



is in the finals for third time in a row. AVEX (TLMC8 1st, TLMC9 1st), creator of Blackpink, Odyssey, Blood Boil, and Invader, has three maps in the finals.



(TLMC8 1st, TLMC9 1st), creator of Blackpink, Odyssey, Blood Boil, and Invader, has three maps in the finals. NegativeZero (TLMC6 1st, TLMC7 2nd, TLMC9 2nd), creator of Abiogenesis, Catalyst, Sequencer, Interloper, Apotheosis, and Terraform, has three maps in the finals.

Starting tomorrow, WardiTV will be hosting its



Afterwards, mappers will be given time to balance and touch up their maps for the final judging process where you can vote for your favorite maps. The entire process is detailed A total of 38 maps were submitted to this category. For this category, judges focused on the ones that truly promoted macro play and had interesting layouts throughout the entire map.A total of 42 maps were submitted to this category. In this category, the judges looked for maps that were well-executed or gave us slight deviations from what we're used to.19 maps were primarily submitted in this category. For Rush maps, we looked for maps that weren't just smaller scale versions of standard maps. In general, a combination of creative ideas and execution on those ideas dominated this category.There were 25 maps submitted in this category. For New maps, we focused on ideas that we felt would truly change how the maps played. Maps were excluded for a variety of reasons, including execution, not introducing any particularly new features, and being too obviously imbalanced.Congratulations to all the mappers who made it to the finals. Not only do we want to highlight the maps that progressed to the final 16, we want to highlight the mappers that have brought you these great maps:Starting tomorrow, WardiTV will be hosting its WardiTV Teamliquid Map Test Contest Tournament exclusively on these maps. Similarly to the last TLMC, the lineup involved is one of strongest lineups we've ever seen in an online tournament, so make sure you tune in.Afterwards, mappers will be given time to balance and touch up their maps for the final judging process where you can vote for your favorite maps. The entire process is detailed here . So what do you think about the finalists? What are your favorite maps? Which maps got snubbed? Leave your thoughts and comments below! Editor @TL_Hayl // Return of the (Marine)King