Make sure you follow instructions or your vote will not be counted! -Comment in this thread if you want to vote. -Vote for exactly five maps.

TLMC8 Public Voting Text by TL.net ESPORTS Graphics by Shiroiusagi







The images you see on this page are those of the most updated maps.



Hover over the thumbnail for the "before" images of the original versions of these maps.



To get a larger overview, click on the map images.



Besides our display below, you can also view them all conveniently in this imgur album. We strongly recommend using this because it allows you to view the maps in high resolution very easily.



Remember that there is currently a battle.net bug that prevents players from searching for these maps directly. As such, we will link to each map on each of the three main battle.net servers if you want to check them out.



All official TLMC maps will be labeled with the [TLMC8] tag. Maps are uploaded on the NA, EU, and Korean servers. Over the past week, mappers have been working to tweak and finalize their maps for final public judging. Now it's your turn to take part in the process and vote for your favorite maps. Below are all of the finalists for TLMC8 with a multitude of ways to view them.



FINALISTS



Macro Maps



Acolyte | Enekh NA: battlenet:://starcraft/map/1/283784

EU: battlenet:://starcraft/map/2/198507

KR: battlenet:://starcraft/map/3/114078



Changelog:

Fixed Tank Drop location at center base.



Deleted bush at base



Ascension to Aiur | SidiantheBard NA: battlenet:://starcraft/map/1/283786

EU: battlenet:://starcraft/map/2/198496

KR: battlenet:://starcraft/map/3/114067



Changelog:

None



Asteroid Barricade | Samro225am NA: battlenet:://starcraft/map/1/283802

EU: battlenet:://starcraft/map/2/198512

KR: battlenet:://starcraft/map/3/114083



Changelog:

Major changes in the geometry in the center to create better flow, clearer structure and more space:

Smaller part of each high ground cut and replaced with a ramp size 3

Decreased chasms in middle and towards gold

Small tower in big arena between gold and high ground expansion now structures the bigger open surface

Minor changes in the geometry at the two corner bases to create better flow and decrease map height for less air space:

Corner bases rotated slightly and moved towards center

Adapted terrain to new flow

Minor changes in the geometry at the 3/9 o'clock base:

Cliff tower with vent moved behind high ground expansion to open the choke up slightly

Major changes in the setup of rock towers and rocks at the gold base:

Rock tower between natural expansion high ground and gold high ground gone, because gold was too safe, also the corridor situation that could be generated here would hinder flow

Huge rock at gold base ramp changed to a pair of large rocks

Major changes in the setup of rock towers and rocks at the 'pocket third':

Rock tower now sits on a low instead of a high ground

no additional rocks block the path behind the gold base

Minor changes in the setup of rock towers and rocks at the high ground expansion:

Rock tower moved from ramp to high ground, where it no longer blocks movement up the ramp, but creates a choke on the platform, it now has potential for an attacker to slow down movement towards corner expansion

Rocks from the ramp toward the corner expansion moved away to the ramp size 3, this change makes is easier to take next expansions fast

Major change in the positioning of the watch towers, which are now stronger in any game situation:

Watch towers moved from center towards the outside

Watch towers are stronger for each side when utilized defensively

Occupation of both watch towers give even more visibility

Cleaned up doodads and doodad positioning as well as recreated foliage.



Several smaller texture changes to create better read-ability.



Corrected pathing.



Hwangsan | AVEX NA: battlenet:://starcraft/map/1/283790

EU: battlenet:://starcraft/map/2/198501

KR: battlenet:://starcraft/map/3/114072



Changelog:

Vertical third base has been shifted closer to the natural, the natural has been rotated 45 degrees counter-clockwise.



Xel'Naga Watchtowers were moved Diagonally, North West and South East, to now cover the far reaches of the map, as well as a slight sliver of the high middleground.



Made the map slightly more yellow, for namesake.



Paradisia | SidiantheBard NA: battlenet:://starcraft/map/1/283796

EU: battlenet:://starcraft/map/2/198504

KR: battlenet:://starcraft/map/3/114074



Changelog:

None



Windwaker | AVEX NA: battlenet:://starcraft/map/1/283794

EU: battlenet:://starcraft/map/2/198506

KR: battlenet:://starcraft/map/3/114076



Changelog:

9th mineral patch in main removed.



Some ramps removed in the middle.



4th base philosophy changed. Vertical 4th has a high mineral income, but little longevity, as well as only one geyser. The opposite 4th, has 10 minerals and 2 gas geysers, for longevity.



Lowground late-game bases have 5 mineral patches, but 3 geysers as a risky base option after the longevity base was taken.



Xel'Naga Rocks added to help defend the vertical base after taking the gold option.



The Gold base has 8 mineral patches, all of which at a 33% decreased value (1000 for near, 600 for far patches)



Rush Maps

Eremita | AVEX NA: battlenet:://starcraft/map/1/283789

EU: battlenet:://starcraft/map/2/198499

KR: battlenet:://starcraft/map/3/114070



Changelog:

Debris added to front ramp, has 350 hp and 5 armor.



Natural choke made smaller.



Rock Towers added in the middle.



Long rocks under LOS blockers by natural removed.



Coolant Tower added to down-ramp by natural.



Hunger Game | Enekh NA: battlenet:://starcraft/map/1/283797

EU: battlenet:://starcraft/map/2/198510

KR: battlenet:://starcraft/map/3/114133



Changelog:

Deleted center Terraform style base, added force field



Added a collapsed rock at the natural ramp



Maxwell Platform | Youngrustler NA: battlenet:://starcraft/map/1/283879

EU: battlenet:://starcraft/map/2/198571

KR: battlenet:://starcraft/map/3/114131



Changelog:

Cooling Towers removed from all naturals.



Naturals ramp size reduced on all naturals down to 8x8.



Replaced Cooling Towers with destructible debris which blocks ramps and allows to be walled off by a single 3x3 building



Added destructible debris blocking the ramps near the middle spawn which lead into their 4ths.



Added additional path blocked by destructible debris between bottom and top spawns with LOS blockers.



All destructible debris is set to normal HP and armor, besides 2x2 debris which have 1500 HP still 3 armor for all.



8/10 Bases rotated counter-clockwise.



12/6 Bases moved back towards the outside of the map.



Aesthetics have been updated around the map.



New Maps

Paradise Lost | Jacky NA: battlenet:://starcraft/map/1/283799

EU: battlenet:://starcraft/map/2/198511

KR: battlenet:://starcraft/map/3/114080



Changelog:

Removed the 'Narrow Path': Among the many feedbacks, it was often said that the 'Narrow Path' was complex and unintuitive, causing the players to be confused.



Among the many feedbacks, it was often said that the 'Narrow Path' was complex and unintuitive, causing the players to be confused. Created a new attack route. (Changed the third and the gold expansion's terrain.): It showed stable games, but the game was too boring due to the third and the fourth which is so easily secured. As a result, the third's expansion's terrain was changed, and the gold expansion was redesigned to create a new attack route.



It showed stable games, but the game was too boring due to the third and the fourth which is so easily secured. As a result, the third's expansion's terrain was changed, and the gold expansion was redesigned to create a new attack route. Removed the diagonal rock between the third and the fourth: The diagonal rock was removed because players can defend enough the third.



The diagonal rock was removed because players can defend enough the third. Widened the central bridge and the central expansion's ramp: It was widened for smooth troop movement in the mid-late game.



Geumgangsan | RQM NA: battlenet:://starcraft/map/1/283795

EU: battlenet:://starcraft/map/2/198508

KR: battlenet:://starcraft/map/3/114079



Changelog:

Moved resource nodes of the main close to vertical borders.



Added a reaper cliff to the main.



Replaced a force field on the center of pocket island with a 4x4 rock.



Replaced force fields on the main ramp with 'new' force fields. New force fields can be seen in the fog of war and can be spotted on minimap. These changes do not influence original force fields made by sentries.



Connected the pocket island and natural. A huge rock was added to block the passage.



Adjusted the natural to leave spaces for passage to pocket island.



Placed a 4x4 rock on the entrance of natural. Ramp close to it was also moved farther.



Moved the third base closer to the main.



Redesigned the ramps in the middle with force fields. Ramps became two times wider than before and force fields were replaced with huge destructible rocks.



Replaced force fields on the outer bases with two 4x4 destructible rocks.



All 4x4 destructible rock have 1 armor and 1200 HP in order to be vulnerable to early armies of all races.



Few doodads were added and textures were changed.



Sequencer | NegativeZero NA: battlenet:://starcraft/map/1/283793

EU: battlenet:://starcraft/map/2/198505

KR: battlenet:://starcraft/map/3/114075



Changelog:

Increased all 6x6 debris HP to 3000



Increased all long diagonal debris HP to 6000



Added 2 watchtowers along the map's center line



Reduced the width of the bridges next to the low ground 3rds



Experimental Resource Maps

Keres Passage | Kantuva NA: battlenet:://starcraft/map/1/283791

EU: battlenet:://starcraft/map/2/198502

KR: battlenet:://starcraft/map/3/114073



Changelog:

Several architectural changes to improve map spacing and army movement.



Changed central passage design in order to improve map spacing.



Changed central highgrounds and ramps near central Xel'naga to improve openness of top right area of the map.



Slightly reduced size of Main bases.



Improved unit pathing over the center of the map.



Slightly changed and opened up area in front of Natural base in order to improve defensive positions from attacks coming from bottom passage.



Added destructible rocks to the 9 and 6 bottom bases to improve the area openness on late-game scenarios.



Bandarlog Ruins | Samro225am NA: battlenet:://starcraft/map/1/283787

EU: battlenet:://starcraft/map/2/198497

KR: battlenet:://starcraft/map/3/114068



Changelog:

Major change in the mineral count:

Mains increased from 500/350 to 750/450

Naturals increased from 900/500 to 1125/675

Major change in the geometry of the maps:

boundaries were set to default in the published version, this was corrected to 168x144

Minor change in the visibility of the low ground areas- fog falloff increased



Minor changes of doodads and foliage, including rocks next to the watch tower to make clear that there is only a narrow path.



Minor changes pathing of some areas to avoid issues.



Blood Boil | AVEX NA: battlenet:://starcraft/map/1/283788

EU: battlenet:://starcraft/map/2/198498

KR: battlenet:://starcraft/map/3/114069



Changelog:

"Pocket" base philosophy changed from less economy, to less gas but more minerals.



Natural Choke made slightly smaller, and backdoor ramp into natural is now a size 1 ramp.



Pocket "Natural" rocks moved from the main to the ramp towards the natural.



Base met by three down-ramps changed into an 8 gold 2 geyser base.



Xel'Naga Tower position adjusted slightly.



Exposed Fourth Base mineral line rotated 45 degrees. It is still exposed, but not as much as it was previously.



Prizing

While Blizzard has the final say on which maps go on the ladder, this is your chance to send Blizzard a message as to which maps you want to see in the ladder pool next season.



And let's not forget; not only are the maps competing for ladder consideration, but the top five maps will be awarded with cash prizes - all provided by Blizzard.



First - $1,000

Second - $500

Third - $250

Fourth - $150

Fifth - $100



Vote!

Please note that your vote must contain exactly five maps or it will not count. Additionally, you must comment in this thread for your vote to count. A simple "voted" will do. Of course, we encourage you to post which maps you voted for and to have a discussion about which maps you like best as well!



You have until Friday, Mar 10 4:59am GMT (GMT+00:00) to cast your votes for your favorite TLMC maps, after which the winners will be announced.



Click here to vote



Voting closes in .

While Blizzard has the final say on which maps go on the ladder, this is your chance to send Blizzard a message as to which maps you want to see in the ladder pool next season.And let's not forget; not only are the maps competing for ladder consideration, but the top five maps will be awarded with cash prizes - all provided by Blizzard.Please note that your vote must containmaps or it will not count.A simple "voted" will do. Of course, we encourage you to post which maps you voted for and to have a discussion about which maps you like best as well!You have untilto cast your votes for your favorite TLMC maps, after which the winners will be announced.Voting closes in