TLnet Map Contest #14 - Results Text by Julmust Graphics by v1



TLMC #14 was definitely one that will be remembered, and not only because of the voting restart. Several pros have commented on the very high quality of the maps submitted this year. So even if your submission didn't win, stand tall.



We, the admin team, want to extend our thanks to the pros that have taken part in the judging process, Wardi for hosting yet another great tournament, the mapmakers, and — of course — Blizzard, for their continuing support. We have no new contests to announce at the moment but we'll hopefully see you all in the next one.

Results Before we get on to the announcement of our top 5, a quick reminder: All of the sixteen finalist maps have already earned their creators $100 a piece, so we will now hand out a bit of extra cash to the top five. The structure looks like this:

1st - $500 2nd - $250 3rd - $125 4th - $75 5th - $50



Also, remember that this vote was only to distribute the additional cash. We will now send these maps off to Blizzard and they will decide which ones make it onto the ladder. But enough of this stalling, let's get to the :REEEE:sults!

Fifth place "Submarine" by Zweck



Other Rush Category map, Submarine just how far a solid layout with an interesting map center can take you into a TLMC, the usage of ramps and highgrounds in the center is reminiscent of Foxtrot Labs but with a far more modern take or a more aggressive version of Lost And Found, both maps with some highly interesting and tactical center design which is what ensures not only good gameplay but a good canvas where players can show off their skills.



Non-overly exposed low-ground third bases will allow a degree of protection and safety that is not very common on Rush maps, so the map will most certainly be quite comfortable for players of any level.



Fourth place "Beckett Industries" by Superouman



From the Challenge Adrenaline Rush category comes Beckett. From a mapmaking perspective one of the most eye catching maps, not only from the visual side of things but core map layout and design. The central chokepoints with acceleration zones make for very interesting army movement through the map. These chokes don't overwhelmingly punish armies moving through them unlike normal tight choke points but work very well as defense points.



The entire map is designed from the ground up to work like good old Cloud Kingdom where the farther out of way one goes the better army positioning one is rewarded with. The only thing to watch out for is the very close Rush and Main to enemy Third rush distances! This is an aggressive map after all.



Third place "Lightshade" by Marras



From the Standard Category, Lightshade is quite the open map which will ensure that we will see some strongly positional play. Through the Tournament we saw the central rocks come into use time and time again, working as intended to create central map strong position and provide defenders advantage and reward those who move their armies into the map. A feature which goes hand in hand with the central highgrounds that provide the aggressive potential benefitting the aggressor's positioning.



Second place "2000 Atmospheres" by themusic246



Also from the Standard Category comes 2000 Atmospheres, the attack paths vary a considerable amount as the game progresses until the very lategame once they will tend to settle on a top vs bottom position, yet one of the most interesting areas has got to be the attack paths into the lowground third bases, which during the TLMC Wardi Tournament saw considerable amounts of action with sieges and heavily positional play.



First place "Blackburn" by Insidioussc2



Based on mirrored symmetry, Blackburn brings an old idea into a new form with the very choked up central passage that opens up later in the game, which not only make interesting use of Slowing Zones taking advantage of the short by air rush distance to ensure interesting positioning alongside the ones in the center, but also strengthening defender's advantage which tends to be a very high concern on this type of maps. The cherry on top is the very good usage of Rich Mineral Lines as walls akin to some older ladder maps that also made good use of the feature.



Blackburn has got to be one of the best Rush Category maps we have seen for a long, long time, and the games played on it during the Wardi TLMC Tournament prove it!



+ Show Spoiler [Full results] + Blackburn 2000 Atmospheres Lightshade Beckett Industries Submarine Bamboozle Jagannatha Oxide Romanticide Ice and Chrome Ecostation Hard Rain Pillars of Gold Deathaura Old Forgotten Temple Impostor





It's always sad when a TLMC comes to its inevitable end. The weeks leading up to the end are always so exciting, as you get to see what new ideas the mapmaker come up with and then we get to see some pros try to figure out the maps.TLMC #14 was definitely one that will be remembered, and not only because of the voting restart. Several pros have commented on the very high quality of the maps submitted this year. So even if your submission didn't win, stand tall.We, the admin team, want to extend our thanks to the pros that have taken part in the judging process, Wardi for hosting yet another great tournament, the mapmakers, and — of course — Blizzard, for their continuing support. We have no new contests to announce at the moment but we'll hopefully see you all in the next one.Before we get on to the announcement of our top 5, a quick reminder: All of the sixteen finalist maps have already earned their creators $100 a piece, so we will now hand out a bit of extra cash to the top five. The structure looks like this:Also, remember that this vote was only to distribute the additional cash. We will now send these maps off to Blizzard and they will decide which ones make it onto the ladder. But enough of this stalling, let's get to the :REEEE:sults!Other Rush Category map, Submarine just how far a solid layout with an interesting map center can take you into a TLMC, the usage of ramps and highgrounds in the center is reminiscent of Foxtrot Labs but with a far more modern take or a more aggressive version of Lost And Found, both maps with some highly interesting and tactical center design which is what ensures not only good gameplay but a good canvas where players can show off their skills.Non-overly exposed low-ground third bases will allow a degree of protection and safety that is not very common on Rush maps, so the map will most certainly be quite comfortable for players of any level.From the Challenge Adrenaline Rush category comes Beckett. From a mapmaking perspective one of the most eye catching maps, not only from the visual side of things but core map layout and design. The central chokepoints with acceleration zones make for very interesting army movement through the map. These chokes don't overwhelmingly punish armies moving through them unlike normal tight choke points but work very well as defense points.The entire map is designed from the ground up to work like good old Cloud Kingdom where the farther out of way one goes the better army positioning one is rewarded with. The only thing to watch out for is the very close Rush and Main to enemy Third rush distances! This is an aggressive map after all.From the Standard Category, Lightshade is quite the open map which will ensure that we will see some strongly positional play. Through the Tournament we saw the central rocks come into use time and time again, working as intended to create central map strong position and provide defenders advantage and reward those who move their armies into the map. A feature which goes hand in hand with the central highgrounds that provide the aggressive potential benefitting the aggressor's positioning.Also from the Standard Category comes 2000 Atmospheres, the attack paths vary a considerable amount as the game progresses until the very lategame once they will tend to settle on a top vs bottom position, yet one of the most interesting areas has got to be the attack paths into the lowground third bases, which during the TLMC Wardi Tournament saw considerable amounts of action with sieges and heavily positional play.Based on mirrored symmetry, Blackburn brings an old idea into a new form with the very choked up central passage that opens up later in the game, which not only make interesting use of Slowing Zones taking advantage of the short by air rush distance to ensure interesting positioning alongside the ones in the center, but also strengthening defender's advantage which tends to be a very high concern on this type of maps. The cherry on top is the very good usage of Rich Mineral Lines as walls akin to some older ladder maps that also made good use of the feature.Blackburn has got to be one of the best Rush Category maps we have seen for a long, long time, and the games played on it during the Wardi TLMC Tournament prove it! Administrator I'm dancing in the moonlight