TLnet Map Contest 13 Finalists Text by Julmust Graphics by v1



For now there's not a lot to do for participants and fans wanting to get your voices heard. As the judging phase is quite theoretical, we now need to get some players to test them out. So this Tuesday, July 2nd, Wardi will kick off the



After this, we'll give the finalists a chance to put some final touches on their maps before we move onto the public voting phase on the 15th of July. See you all again, then!



Standard The standard category is a staple of the mapmaking contest. It's the most popular category, by far, and for good reason. A standard map challenges a mapmaker to stand out without using any special tools. It's a completely even playing field. To enter a map into this category map makers had to design a medium sized map with a rush distance of roughly 40-45 seconds. Simulacrum By: -NegativeZero- This standard map provides the usual complement of chokes, open areas, and choices of expansion. Defend the central bridges, or control the forward high ground bases as a late game focal point. This standard map provides the usual complement of chokes, open areas, and choices of expansion. Defend the central bridges, or control the forward high ground bases as a late game focal point. Biosphere By: -NegativeZero-

Though the initial 3 base setup is very standard, Biosphere's layout encourages more of a top vs bottom split than the diagonal situation common in other maps. The direct scouting/attack path passes through 3 LoS blocked chokes, allowing for ambushes and encouraging players to explore the various other, more open, paths. Pairs of destructible rocks along the map edges force attention towards the central low ground earlier in the game, while making the outlying bases slightly safer to take.

Though the initial 3 base setup is very standard, Biosphere's layout encourages more of a top vs bottom split than the diagonal situation common in other maps. The direct scouting/attack path passes through 3 LoS blocked chokes, allowing for ambushes and encouraging players to explore the various other, more open, paths. Pairs of destructible rocks along the map edges force attention towards the central low ground earlier in the game, while making the outlying bases slightly safer to take. Ever Dream By: Marras The map has 16 blue bases, two of which have a single rich gas geyser. The average rush distance is 37s. There are rocks in the middle path and on the ramp leading into the lowground third. Line of sight blockers are situated in the 11 & 5 o’clock positions on the outer path of the map an in the highround near them in addition to the direct middle. Main bases not directly in the corner. The map has 16 blue bases, two of which have a single rich gas geyser. The average rush distance is 37s. There are rocks in the middle path and on the ramp leading into the lowground third. Line of sight blockers are situated in the 11 & 5 o’clock positions on the outer path of the map an in the highround near them in addition to the direct middle. Main bases not directly in the corner. Earthrise By: Superouman

Average sized map with a simple expansion layout. Rocks can be taken down to reduce the distance between the players.

Average sized map with a simple expansion layout. Rocks can be taken down to reduce the distance between the players. Nightshade By: Marras

The map has 14 blue bases and an average rush distance of 36s. There are rocks at both thirds and on one of the ramps leading through the middle highground areas. Two sets of line of sight blockers are located the 1 & 7 o’clock positions. The map has 14 blue bases and an average rush distance of 36s. There are rocks at both thirds and on one of the ramps leading through the middle highground areas. Two sets of line of sight blockers are located the 1 & 7 o’clock positions.



Macro While the the macro category shares some similarities with the "Standard" category, we've challenged mapmakers to design a slower playing map where players feel safe to expand. These maps are generally a bit larger and the recommended rush time is 40-55 seconds. Eternal Empire By: Superouman

A modern interpretation of Cloud Kingdom. Even though the map isn’t as huge as other macro maps, most of the expansions are easy to secure. The first three bases have small chokes which helps surviving early attacks. The xel naga tower near the middle helps the players to cover more paths and expansions. A modern interpretation of Cloud Kingdom. Even though the map isn’t as huge as other macro maps, most of the expansions are easy to secure. The first three bases have small chokes which helps surviving early attacks. The xel naga tower near the middle helps the players to cover more paths and expansions. Cloud Monarchy By: Sanglune

This is a large map with relatively safe and plentiful bases. The layout is balanced. Safe and plentiful early bases make it suitable for macro. This is a large map with relatively safe and plentiful bases. The layout is balanced. Safe and plentiful early bases make it suitable for macro. Golden Forge By: Legan

Big map with many bases close to each other with direct high ground attack path from natural to opponents vertical fourth and triangular third bases that separates the middle from sides and allows only moving between sides one three locations.

Big map with many bases close to each other with direct high ground attack path from natural to opponents vertical fourth and triangular third bases that separates the middle from sides and allows only moving between sides one three locations. Hurricane By: Superouman

Large macro map shaped like a hurricane. The first three bases are very easy to take thanks to the large distance between the players. Two additional bases can be easily defended by keeping your army Large macro map shaped like a hurricane. The first three bases are very easy to take thanks to the large distance between the players. Two additional bases can be easily defended by keeping your army here



Challenge #1 Both challenges, in this contest, are reruns of those we used for TLMC #12. While the maps submitted to the last contest were all great, we felt like not all options had been explored. In this challenge we asked map makers to design a map utilizing mineral nodes to alter or affect the pathing of units. A bit of a throwback to StarCraft: Brood War. Avant Garde By: RQM

A macro-friendly map with safe pocket base. Geysers of the base are initially blocked with mineral nodes of 150. Also 2 rows of 5 minerals can be mined to open path from third to pocket base. Air blockers weaken strength of flanking between third and pocket base. High yield vespene bases close to middle are also handicapped with 150 mineral nodes. Mineral walls on middle allow slightly open fields. A macro-friendly map with safe pocket base. Geysers of the base are initially blocked with mineral nodes of 150. Also 2 rows of 5 minerals can be mined to open path from third to pocket base. Air blockers weaken strength of flanking between third and pocket base. High yield vespene bases close to middle are also handicapped with 150 mineral nodes. Mineral walls on middle allow slightly open fields. Podcast By: Timmay

Enjoy a cup of coffee and listen you your favorite podcast as you destroy your opponents!



Mineral wall patches contain 5 minerals each, and the walls are positioned to keep tanks out of range of the 3rd/4th base. The other mineral wall is a base with rich geysers. This base is possible to take, but very exposed.

Enjoy a cup of coffee and listen you your favorite podcast as you destroy your opponents!Mineral wall patches contain 5 minerals each, and the walls are positioned to keep tanks out of range of the 3rd/4th base. The other mineral wall is a base with rich geysers. This base is possible to take, but very exposed. Golden Wall By: Superouman

This map’s structure is very unique. A wall divides the map in two very distinct halves. The bottom half of the is inaccessible at the beginning of the game. There are 3 ways to get to the bottom part:

Mine the middle reduced minerals

Mine the gold base

Mine the main backdoor

The players can choose to play the way they want. They can play the map in a vanilla style with five easy bases on the top part of the map. Or they can take advantage of the unique features of the map and outsmart the opponent by using the bottom part of the map.

This map’s structure is very unique. A wall divides the map in two very distinct halves. The bottom half of the is inaccessible at the beginning of the game. There are 3 ways to get to the bottom part:Mine the middle reduced mineralsMine the gold baseMine the main backdoorThe players can choose to play the way they want. They can play the map in a vanilla style with five easy bases on the top part of the map. Or they can take advantage of the unique features of the map and outsmart the opponent by using the bottom part of the map. Zen By: Superouman

This map has a very short rush path that goes through multiple rows of reduced mineral fields that are one tile wide. Early attacks through these tiny choke may be possible early but moving larger armies will take a very long time even if the distance is physically short. Players will need to mine these reduced mineral fields to move their armies more easily. Or they can ignore those fields and only use the sides of the map. This map has a very short rush path that goes through multiple rows of reduced mineral fields that are one tile wide. Early attacks through these tiny choke may be possible early but moving larger armies will take a very long time even if the distance is physically short. Players will need to mine these reduced mineral fields to move their armies more easily. Or they can ignore those fields and only use the sides of the map. Challenge #2 The second return of a challenge. Here we challenged the community to create a map utilizing the structure “Inhibitor Zone Generator”, a neutral and invulnerable structure that slows in an AoE, in clever ways. Polaris By: KillerSmile

Standard expansion pattern with Ihibitor Zone Generators placed on strategically important highground passages, but not touching a wall or cliff, so players can micro around it with smaller forces. A lighter touch on what to do with the IZG compared to Turbo Cruise 86. Standard expansion pattern with Ihibitor Zone Generators placed on strategically important highground passages, but not touching a wall or cliff, so players can micro around it with smaller forces. A lighter touch on what to do with the IZG compared to Turbo Cruise 86. Zeta Orion By: Meavis

A choked up center, partially by IZG's surrounded by an outer pathway. To give some extra incentive to control the center, a central high ground mineral only base exists a full base could simply not fit here without breaking the map. A choked up center, partially by IZG's surrounded by an outer pathway. To give some extra incentive to control the center, a central high ground mineral only base exists a full base could simply not fit here without breaking the map. Purity and Industry By: Superouman

Inhibitor Zone Generators (IZG) received a negative impression from players. This is mainly because getting slowed feels bad in all games. I thought about how IZGs could be used while reducing the frustrating sensation of players. This is why i choosed to use IZGs exclusively in areas where only air units can be affected. To fully use air only IZGs, i decided to use a map layout where both players start very close by air like back in the days on lost temple. I compensate the short air travel time by filling the air gap with IZG. I kept a small space that isn’t slowed on the edge of the map. This route allows for a safer attack and retreat path for air drop and harass. The power of air play toward the main base is reduced because the attacker’s units will get hit a few more times by the defender if they go straight through the IZG. The ground rush distance is quite long to bait players to still go for air units even if they are weaker in this map. Inhibitor Zone Generators (IZG) received a negative impression from players. This is mainly because getting slowed feels bad in all games. I thought about how IZGs could be used while reducing the frustrating sensation of players. This is why i choosed to use IZGs exclusively in areas where only air units can be affected. To fully use air only IZGs, i decided to use a map layout where both players start very close by air like back in the days on lost temple. I compensate the short air travel time by filling the air gap with IZG. I kept a small space that isn’t slowed on the edge of the map. This route allows for a safer attack and retreat path for air drop and harass. The power of air play toward the main base is reduced because the attacker’s units will get hit a few more times by the defender if they go straight through the IZG. The ground rush distance is quite long to bait players to still go for air units even if they are weaker in this map. After a longer than usual submission phase and an in-depth judging, we now have what we consider to be the best 16 maps submitted to the 13th edition of the TL.net Map Contest. We saw a slight decrease in submissions this time around but the quality was, as per usual, very high. Some maps just barely missed the cutoff for the top 16, so don't feel discouraged if your map didn't make it this time around. Keep working on it and we'll, hopefully, see your submission in the next TLMC.For now there's not a lot to do for participants and fans wanting to get your voices heard. As the judging phase is quite theoretical, we now need to get some players to test them out. So this Tuesday,, Wardi will kick off the TLnet Map Contest Tournament , his map contest tournament. It will run throughout the week, with the finals being played on Sunday.After this, we'll give the finalists a chance to put some final touches on their maps before we move onto the public voting phase on the. See you all again, then! Administrator I'm dancing in the moonlight