Team Liquid Map Contest #12 - Voting Text by TL.net ESPORTS Graphics by v1



After an exciting end to the



The voting, just as last year, will be hosted as a Google survey so you can vote on your five favorites. This also means that just before/after you submit your vote you will have to post in this thread saying you voted, to make sure no one is impersonating you to vote. More details can be found under the



The voting will remain open until Saturday, Mar 02 8:00pm GMT (GMT+00:00) and the results will be published on the 3rd of March.



The 12th edition of the Team Liquid Map Contest is closing up on the finish line but we still have the most exciting part left: the voting.After an exciting end to the WardiTV Team Liquid Map Contest Tournament we gave the map makers a week to fix smaller issues with their maps, so they could really impress you, the voters. That iteration period has now come to an end and it's time for you, the community, to give us your thoughts on the maps. Or as Frank Sinatra once sang: "And now, the end is near, and so we face the final voting."The voting, just as last year, will be hosted as a Google survey so you can vote on your five favorites. This also means that just before/after you submit your vote you will have to post in this thread saying you voted, to make sure no one is impersonating you to vote. More details can be found under the "Voting" section at the end of this post. Please read through it before you post.The voting will remain open untiland the results will be published on the 3rd of March. Standard



Bandwidth

By: themusic246

Expand the perimeters of this digital battleground or hold the forward highground bases to control important chokepoints. Changelog Made natural walling easier

Aesthetic enhancements

Added cannon rush deterrents

Operation Lockdown

By: IeZaeL

All of the parts and attack paths of the map are connected by small bridges. No attack paths are near each other, making each one very important and different. Players must be extra careful to not get caught offguard when crossing them. Map awareness is key here. Changelog None

Triton

By: themusic246

Mixture of high and lowground bases on a frozen outpost. A xel'naga tower in the center of the map gives vision of important attack routes. Bundle up! Changelog Made natural walling easier

Highground base retexture for easier identification

Made corner base ramps smaller

Moved corner lowground base to add more space to its area

Added cannon rush deterrents

Aesthetic enhancements

Ephemeron

By: -NegativeZero-

A series of small bridges and ramps aid in defense and emphasize positional awareness. Destroy the rocks to open up larger, unobstructed attack paths across the high grounds. Changelog Minor pathing fixes

Improved visibility of overlord pods



Macro



Disco Bloodbath

By: Marras

Macro map with an average rush distance of 45s. There are 16 blue bases total. Rocks on both of the thirds to help with defense. In the middle of the map there is a disco dancefloor, which might make it a bit harder to see burrowed or cloaked units. Changelog Fixed the issue with the overlord spots

Changed some of the doodads on unpathable areas

Moved the overlord spot near the highground third a little bit further from the cliff to make the path wider and changed the smaller debris to a larger one

Added debris on the ramp leading to the corner base

Added a visual cue for the reaper ledge

Changed the lighting a little bit

Acropolis

By: RQM

Acropolis is a relatively smaller sized map for macro plays. Vertical third is very close to natural and main. Natural and third are easy to acquire and protect. Middle encourages direct conflicts in early games. Possessing central high ground leads players to victory. Players can take bypassing routes after destroying large rocks. Changelog Gave more space behind natural mineral nodes

Rocks on central high grounds are now smaller, enabling units pass in early game

Ramps involving direct path became wider and were moved backwards

Added a reaper path to main

Added extra doodads near the map boundaries

Black Baroque

By: Zweck



It provides a safe third and lots of easy to hold bases in contrast to the exposed main bases.

The middle part provides good possibilities to flank, good options to maneuver and strategically demanding high and lowgrounds. However the outer attack parts require more dedication. This big old stardusted temple of the gods got battered down with grime during its industrialized renaissance.It provides a safe third and lots of easy to hold bases in contrast to the exposed main bases.The middle part provides good possibilities to flank, good options to maneuver and strategically demanding high and lowgrounds. However the outer attack parts require more dedication. Changelog Natural choke was made a little bit smaller, to make 3 3x3 wall a bit easier to pull off / understand

Reaper jump-attention decals added

The lowground passage between the two lowground bases was made a little bit wider and more open. Therefore the 5th base on the highground pointing towards the middle was moved a little bit further to the middle

Small decorational changes

Easy cannon rush spot in the natural was made harder to wall off

Heatwave

By: themusic246

Choose between an open third and safer fourth, or safer third in open fourth. Bring on the heat. Changelog Aesthetic enhancements

Fixed reaper jump spot pathing

Added cannon rush deterrents





Challenge #1



Thunderbird

By: RQM

Thunderbird is a macro-friendly map with mineral walls. Every reduced mineral nodes in the map is worth '5', allowing workers eliminate them by one trip. Changelog Mineral placement of base over the first mineral wall was changed

Mineral wall heading to external paths was removed

Overlord pods on middle were replaced with rocks and LoS blockers

Bases on 3 and 9 o'clock were moved to become a bit safer

Collision Course

By: IeZaeL





Collision Course is a map inspired by Freakling's well regarded BroodWar map Oxide While the layout is purposefully as standard as possible, there are new gameplay elements: Mineral fields that litter the shortest attack path and mineral fields that block other "main" attack paths. Both are minable to open up new ways. Changelog None

Rest Calm

By: Marras

A map with a smallish average rush distance of 37 seconds. There are 12 regular blue bases in total with additional semi-island gold bases on the 9/3 o’clock positions. These bases are blocked off with a wall of reduced mineral nodes with the value of 50. The gold mineral nodes themselves also form a wall, and the mineral line can be harassed from the other side. If mined out, a new pathway will open up leading to the lowground third base. The path going straight through the middle of the map has LOS blockers and rocks making the path narrower. There are also rocks on the middle highground areas restricting army movement. Changelog Removed the rocks from the ramp leading to the lowground third

Rocks added to the highground

The path through the middle made narrower by moving the rocks closer to each other

The mineral line at the natural moved closer to the edge of the map, also ramp moved accordingly and made a bit wider, added a highground pillar to ensure easy wall-off

Highground third moved a bit away from the edge so it is closer to the natural, rocks added to make it easier to defend

Reaper ledge moved to the other side of the lowground third

The mineral line at the lowground third made more compact and moved a bit closer

Some of the highground pillars in the middle paths replaced by doodads, los blockers placed between them

Added rocks and los blockers to the vertical lowground path

World of Sleepers

(Previously known as "Loss Aversion")

By: -NegativeZero-

This dreamlike battleground provides three choices for your third base - the standard linear option, the aggressive low-ground base with a rich geyser, and the protected base located behind a row of depleted minerals. Changelog Name changed to "World of Sleepers"

Changed mineral wall at the nat to 2 rows with 10 minerals each

Added pair of rocks narrowing the center choke

Added pair of rocks partially blocking outer low ground paths

Reduced vulnerability of the main cliff to reapers

Decorative improvements





Challenge #2



Neo-Tokyo Turbo Cruise '84

By: Superouman

This small map features three rows of slowing areas that make the initial rush distance longer. As the game progresses, the additional bases make both players much closer than usual which promotes aggressive playstyles. So get ready for some turbo games on the turbo cruise. Changelog Slightly enlarged the main

Slightly enlarged the path around the triangle third

Disabled occlusion and activated outline occluder to "Korhal Sky Scraper Medium" and "Space Platform Sign"

Mungyeong Saejae

By: RQM

Mungyeong Saejae is a large map for macro games with inhibitor zones attached. Attacker can choose between two paths in front of enemy's natural entrance. One is a wide ridge but with inhibitor zones, and the other path involves LoS blockers. Changelog Removed IZGs on central ramps. Those ramps became wider.

Double ramps on middle were removed and now there is a flat passage. High ground close to them became wider.

Break Out

By: ATTx





It is a structure that can be easily adapted to a new object called deceleration field.



Players can be defended using a decelerator. And you can break a long rock to open a new passage. TThe map has a narrow distance in the center and a wide outer battlefield.It is a structure that can be easily adapted to a new object called deceleration field.Players can be defended using a decelerator. And you can break a long rock to open a new passage. Changelog The texture has changed a little. Before — After

Doodads has changed a little. Before — After

Added some doodads to the map. Before — After

Winter's Gate

By: Marras

Smallish map with total of 14 blue bases and an average rush distance of 37 seconds. The triangle thirds are connected to each other via a highground route. There are four IZGs on this path to slow down units. In addition to this, there are also rocks near the choke to help defend against early pushes. Additional IZGs are situated next to the main bases to slow down air units. Changelog Widened the ramp leading to the choke at the highground third

Added a visual cue for the reaper ledge

Removed the lowground path and widened the ramps near it to compensate, added rocks to one of the wider ramps leading to the lowground area

Made one of the overlord spot at the lowground area smaller

Changed the decoration next to the main to make the new IZG models more visible there



Voting Voting



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

After you've voted you must comment in this thread. A simple "voted" will do.



comment in this thread. A simple "voted" will do. 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.

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:



First - $500

Second - $250

Third - $125

Fourth - $75

Fifth - $50

Vote here!



Voting closes in .











In the voting document, linked below, 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: