[TLMC4] Results Text by Plexa Graphics by shiroiusagi

The TeamLiquid map contest has a long history of providing top quality maps and some of those have found their way into competitive use. Today we get to add to that legacy with the results of the latest edition of the TLMC. Last week we asked the community to vote for their favorite maps from our selection of hand picked finalists by the TeamLiquid Strategy team. You can find the complete list of finalists



As always, the maps presented here will be considered for use on the ladder or WCS -- this doesn't mean than any of the maps below will definitely be used! But we are confident that if they are, they will carry on the TLMC legacy and be worth successors to their predecessors.



The TeamLiquid map contest has a long history of providing top quality maps and some of those have found their way into competitive use. Today we get to add to that legacy with the results of the latest edition of the TLMC. Last week we asked the community to vote for their favorite maps from our selection of hand picked finalists by the TeamLiquid Strategy team. You can find the complete list of finalists here . Now it's come time to announce the results of those polls.As always, the maps presented here will befor use on the ladder or WCS -- this doesn't mean than any of the maps below will definitely be used! But we are confident that if they are, they will carry on the TLMC legacy and be worth successors to their predecessors.

Prizes

For this contest Blizzard have kindly donated the following prizes. The top three will each receive a dev team signed HotS Collectors Edition and with preference from first to third be able to select one of the following:

- Razor Banshee Headset

- Razor Marauder Keyboard

- Razor Spectre Mouse



and one of

- SC2 Battlecruiser Blocks

- SC2 Raynor Figure

- SC2 Kerrigan Mousepad







TLMC Winners (Team)

Honorable Mention



Solar Flare

by NewSunshine







It seemed cruel to not mention Solar Flare as one of the top maps in the team play contest. Literally a single vote separated it from third place. The map has four possible spawn locations for the teams (corners) which already makes it an interesting map. It also uses interesting map architecture to give each player their own natural which is separated from their team mates. This allows for some interesting strategies around exploiting the vulnerability of a split natural via timing attacks. A truly top quality map.





Third Place



Lava Storm

by lefix







Lava Storm takes the split map concept to the extreme - splitting the map into two halves connected by small passageways. Players will have to make decisions about whether to focus their efforts entirely on one half of the map or to try and control both sides of the map at the same time. Air units will likely prove very powerful as they're able to pass from one side of the map to the other unimpeded. How players approach this map will create interesting and varied game play.





Second Place



Preservation

by Timetwister22







While all of the maps in the team play competition were top notch, the competition for first was really a two horse race. Preservation started out in the vote very strongly, but the first place finisher was able to squeeze out a win. Preservation is a modern version of the classic 2v2 formula. Players have an in base natural and accessible bases close to each main, this means that players will be able to play a macro oriented game -- unlike earlier maps using this style. After the first bases the map progresses in a natural team-oriented way meaning this map will reward strong team synergy more than the other finalists. To top it off, not only is this map beautiful but it also





First Place



Sacred Path

by IeZaeL







The winner of the team play portion of the competition is also the only finalist to be actively used in current tournaments - currently Sacred Path is in use in TotalBiscuit's SHOUTcraft clan wars. The map is in use for a good reason, it's an exciting twist on how we should approach team play maps. Separate mains in 2v2 isn't a concept that has been explored at a professional or on the ladder in any significant way. This means that when people play this map they will have to devise new 2v2 strategies to best make use of the fact their allies are so far away.



The map itself is inspired by the famous Brood War 2v2 map Iron Curtain by 송기범 (skb9728_CyGnus). There is a distinctive line down the center of both the BW original and Sacred Path. However, Sacred Path deviates from the original by firstly having a small opening which can be used earlier on and secondly making the entire line out of destructible rocks. This gives teams control over how they want to shape the battlefield and adds another dimension to the strategies teams will employ. IeZaeL has done a fantastic job creating a map which does justice to the legacy of the original map while providing enough difference to be considered a masterpiece in it's own right.



+ Show Spoiler [Full Results] +

1. Sacred Path by IeZaeL

2. Preservation by Timetwister22

3. Lava Storm by lefix

4. Solar Flare by NewSunshine

5. Korhal Carnage by Sidianthebard

6. Lunar Curtain by NewSunshine



It seemed cruel to not mention Solar Flare as one of the top maps in the team play contest. Literally a single vote separated it from third place. The map has four possible spawn locations for the teams (corners) which already makes it an interesting map. It also uses interesting map architecture to give each player their own natural which is separated from their team mates. This allows for some interesting strategies around exploiting the vulnerability of a split natural via timing attacks. A truly top quality map.Lava Storm takes the split map concept to the extreme - splitting the map into two halves connected by small passageways. Players will have to make decisions about whether to focus their efforts entirely on one half of the map or to try and control both sides of the map at the same time. Air units will likely prove very powerful as they're able to pass from one side of the map to the other unimpeded. How players approach this map will create interesting and varied game play.While all of the maps in the team play competition were top notch, the competition for first was really a two horse race. Preservation started out in the vote very strongly, but the first place finisher was able to squeeze out a win. Preservation is a modern version of the classic 2v2 formula. Players have an in base natural and accessible bases close to each main, this means that players will be able to play a macro oriented game -- unlike earlier maps using this style. After the first bases the map progresses in a natural team-oriented way meaning this map will reward strong team synergy more than the other finalists. To top it off, not only is this map beautiful but it also has the blessing of Snute The winner of the team play portion of the competition is also the only finalist to be actively used in current tournaments - currently Sacred Path is in use in TotalBiscuit's SHOUTcraft clan wars. The map is in use for a good reason, it's an exciting twist on how we should approach team play maps. Separate mains in 2v2 isn't a concept that has been explored at a professional or on the ladder in any significant way. This means that when people play this map they will have to devise new 2v2 strategies to best make use of the fact their allies are so far away.The map itself is inspired by the famous Brood War 2v2 map Iron Curtain by 송기범 (skb9728_CyGnus). There is a distinctive line down the center of both the BW original and Sacred Path. However, Sacred Path deviates from the original by firstly having a small opening which can be used earlier on and secondly making the entire line out of destructible rocks. This gives teams control over how they want to shape the battlefield and adds another dimension to the strategies teams will employ. IeZaeL has done a fantastic job creating a map which does justice to the legacy of the original map while providing enough difference to be considered a masterpiece in it's own right.



TLMC Winners (1v1)

Third Place



KTV Kamala Park

by Uvantak







Kamala Park, like waystation, is a two in one map. Players will always spawn in cross positions, but top left/bottom right (industrial) spawns will provide a different architecture than top right/bottom left (grassy) spawns on the map. The two different starting positions on Kamala Park play similarly to one another but the slight differences provide just enough variation without creating positional imbalances that greatly favor any single race. A good mix of open space and ramps in the center of the map will emphasize strong positioning when entering into any engagement.



The high ground third base is an interesting aspect of the map. The "industrial" spawn position will find the high ground third more difficult to take, as the destructible debris needs to be destroyed in order to make it more easily defensible when taken early. In the "grassy" spawn positions, the third base is easier to take, with the destructible debris making it easier to hold against aggression. The high ground third also provides strong defensive options thanks to the ramp. Losing control of this high ground gives your opponent a very powerful forward position to attack you from making its defense absolutely critical in a macro game. Free airspace on the edges of the map is also limited making drop play more difficult to hide from your opponent, weakening harass oriented play on this map considerably.





Second Place



KTV Foxtrot Labs

by Uvantak







Second place in this contest also goes to Uvantak, which is a truly incredible feat. Innovation did not go unrewarded in this competition. Foxtrot represents quite possibly, the greatest push towards "non-standard" that doesn't rely on gimmicks, poor map design, or by providing any one race an overwhelming advantage over another. The map structure with two high ground lanes in the center is reminiscent of Cloud Kingdom, one of the greatest maps in StarCraft 2 history, and the winner of the first TLMC.



The base layout is non-intuitive and provides for a lot of strategic depth. For now, we believe the map's main focus will be securing one of the main ridges on the map providing control over various attack paths and protecting most of your bases on the low ground. Keep in mind, there are no vertical spawns on this map, which might take some getting used to. Mining out a gold base does more than provide you with minerals on this map, it gives you an additional attack path. However, the gold base is extremely exposed, making the choice to take it a tactical one. Cross positions will also give a slightly different set of tactical choices and attack paths compared to spawning horizontally making this map almost like a two in one map without relying on top/bottom vs left/right asymmetry.





First Place



CJ Biome

by NemRaC







While perhaps not as pretty as the previous two maps, the community was clear that it was seeking a map to radically challenge the norms of 1v1 maps. While Foxtrot subtly pushes the game in interesting directions, Biome is anything but subtle as a 5 player map which breaks all the rules. With forced cross positions, you will always have two bases to scout in order to find your opponent. Rotational symmetry often leads to concerns regarding the third and fourth bases favoring one spawn over another. Surprisingly, Biome seems to break this curse by making everyone's third and fourth bases relatively easy to take and forcing cross spawns.



Well, with easy third and fourth bases you might assume that the games are boring with a lot of turtle play however the air space in this map ensures that this cannot happen. You cannot simply contain your opponent to 4 bases and take the rest of the map. The 360 degree air space you need to defend poses a challenge to turtle play we haven't quite yet seen in StarCraft 2 to date. Warp prisms, dropships, and mutalisks will always be in the back of your mind while playing on this map. The large center also provides a lot of options to outmaneuver any attempt at a contain. Playing this map is all about controlling the center area while staying protected against the gigantic airspace around your four bases. Congratulations NemRaC on your achievement!



+ Show Spoiler [Full Results] + 1. Biome by NemRaC

2. KTV Foxtrot Labs by Uvantak

3. KTV Kamala Park by Uvantak

4. Deadwing by JessicaSc2

5. Catallena by Timmay



Thank you to everyone who entered, voted or left a comment in any of the TLMC threads. As always it's an honor to be able to host this contest and we look forward to doing it again in the future. Congratulations to all of the winners.



Kamala Park, like waystation, is a two in one map. Players will always spawn in cross positions, but top left/bottom right (industrial) spawns will provide a different architecture than top right/bottom left (grassy) spawns on the map. The two different starting positions on Kamala Park play similarly to one another but the slight differences provide just enough variation without creating positional imbalances that greatly favor any single race. A good mix of open space and ramps in the center of the map will emphasize strong positioning when entering into any engagement.The high ground third base is an interesting aspect of the map. The "industrial" spawn position will find the high ground third more difficult to take, as the destructible debris needs to be destroyed in order to make it more easily defensible when taken early. In the "grassy" spawn positions, the third base is easier to take, with the destructible debris making it easier to hold against aggression. The high ground third also provides strong defensive options thanks to the ramp. Losing control of this high ground gives your opponent a very powerful forward position to attack you from making its defense absolutely critical in a macro game. Free airspace on the edges of the map is also limited making drop play more difficult to hide from your opponent, weakening harass oriented play on this map considerably.Second place in this contest also goes to Uvantak, which is a truly incredible feat. Innovation did not go unrewarded in this competition. Foxtrot represents quite possibly, the greatest push towards "non-standard" that doesn't rely on gimmicks, poor map design, or by providing any one race an overwhelming advantage over another. The map structure with two high ground lanes in the center is reminiscent of Cloud Kingdom, one of the greatest maps in StarCraft 2 history, and the winner of the first TLMC.The base layout is non-intuitive and provides for aof strategic depth. For now, we believe the map's main focus will be securing one of the main ridges on the map providing control over various attack paths and protecting most of your bases on the low ground. Keep in mind, there are no vertical spawns on this map, which might take some getting used to. Mining out a gold base does more than provide you with minerals on this map, it gives you an additional attack path. However, the gold base is extremely exposed, making the choice to take it a tactical one. Cross positions will also give a slightly different set of tactical choices and attack paths compared to spawning horizontally making this map almost like a two in one map without relying on top/bottom vs left/right asymmetry.While perhaps not as pretty as the previous two maps, the community was clear that it was seeking a map to radically challenge the norms of 1v1 maps. While Foxtrot subtly pushes the game in interesting directions, Biome is anything but subtle as a 5 player map which breaks all the rules. With forced cross positions, you will always have two bases to scout in order to find your opponent. Rotational symmetry often leads to concerns regarding the third and fourth bases favoring one spawn over another. Surprisingly, Biome seems to break this curse by making everyone's third and fourth bases relatively easy to take and forcing cross spawns.Well, with easy third and fourth bases you might assume that the games are boring with a lot of turtle play however the air space in this map ensures that this cannot happen. You cannot simply contain your opponent to 4 bases and take the rest of the map. The 360 degree air space you need to defend poses a challenge to turtle play we haven't quite yet seen in StarCraft 2 to date. Warp prisms, dropships, and mutalisks will always be in the back of your mind while playing on this map. The large center also provides a lot of options to outmaneuver any attempt at a contain. Playing this map is all about controlling the center area while staying protected against the gigantic airspace around your four bases. Congratulations NemRaC on your achievement!Thank you to everyone who entered, voted or left a comment in any of the TLMC threads. As always it's an honor to be able to host this contest and we look forward to doing it again in the future. Congratulations to all of the winners.





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