I guess what you did is open the map in SCMDraft and change the tileset under the resize/change tileset option (whatever it is really called...) What this does is simply replace the tiles from the original tileset with the tiles from the new tileset which have the same tile ID (All tilles are referenced as part of a 2-dimensional array; if you want to find out the tile index of any specific tile, you can do so by opening a terrain palette, go to the tileset indexed dialogue in thew dropdown menu and crtl-leftclick the tile in the map).
Now the problem is this: All the original StarCraft tilesets are completely independant of each other, meaning that their terrain types do not directly correspond to other specific terrain types on another tileset and the same tile indices on different tileset palettes thus usually map to wildly different kinds of tiles (i.e. not only different terrain types, but what is a high ground cliff edge tile in one tileset may actually be, just as an example, a transitional tile between two low ground terrain types on another, or often just a "blank" null tile)
However, all the Broodwar tilesets (i.e. ice, desert, twilight) are based on the Jungle tileset from the original StarCraft and thus transition between any of these four is generally unproblematic, although certain terrain attributes, like buildability and walkability, may differ between corresponding terrains of different of these tilesets.
Here's a complete list of corresponding terrain types with their specific properties in each particular tileset:
(Note to TL-staff: Why isn't the table-tag implemented for BBCode on this site )
(1.) Jungle: Water (low ground, unwalkable, unbuildable) ; Twilight: Water (low ground, unwalkable, unbuildable) ; Desert: Tar (low ground, unwalkable, unbuildable) ; Ice: Ice (low ground, walkable, unbuildable) Notes: - cliff-transitions into: (2.) - ice terrain is accessible via ramps and can thus be used in a wholy different fassion than the corresponding water in any of the other tilesets
(2.) Jungle: Dirt (low ground, walkable, buildable) ; Twilight: Dirt (low ground, walkable, buildable) ; Desert: Dirt (low ground, walkable, buildable) ; Ice: Snow (low ground, walkable, buildable) Notes: - transitions into: (3.), (4.), (5.) - cliff-transitions into: (1.), (9.)
(3.) Jungle: Mud (low ground, walkable, buildable) ; Twilight: Mud (low ground, walkable, buildable) ; Desert: Dried Mud (low ground, walkable, buildable) ; Ice: Moguls (low ground, walkable, buildable) Notes: - transitions into: (2.)
(4.) Jungle: Jungle (low ground, walkable, buildable) ; Twilight: Crushed Rock (low ground, walkable, buildable) ; Desert: Sand Dunes (low ground, walkable, buildable) ; Ice: Dirt (low ground, walkable, buildable) Notes: - transitions into: (2.), (6.) - cliff-transitions into: (7.), (8.)
(5.) Jungle: Rocky Ground (low ground, walkable, unbuildable) ; Twilight: Crevices (low ground, walkable, unbuildable) ; Desert: Rocky Ground (low ground, walkable, unbuildable) ; Ice: Rocky Snow (low ground, walkable, unbuildable) Notes: - transitions into: (2.)
(6.) Jungle: Ruins (low ground, walkable, unbuildable) ; Twilight: Flagstones (low ground, walkable, buildable) ; Desert: Crags (low ground, walkable, unbuildable with buildable transitional tiles) ; Ice: Grass (low ground, walkable, buildable) Notes: - transitions into: (4.) - when changing tilesets, note that buildability of these common (mostly decorative) terrain types tends to warry somewhat complexly, most of which can be corrected manually in various ways, though
(7.) Jungle: Raised Jungle (low ground, walkable, buildable) ; Twilight: Sunken Ground (low ground, walkable, buildable) ; Desert: Sandy Sunken Pit (low ground, walkable, buildable) ; Ice: Water (low ground, unwalkable, unbuildable) Notes: - cliff-transitions into: (4.) - no good reverse ramps for desert, obviously wildly different for ice...
(8.) Jungle: Temple (medium ground, walkable, unbuildable) ; Twilight: Basilica (medium ground, walkable, unbuildable) ; Desert: Compound (medium ground, walkable, unbuildable) ; Ice: Outpost (medium ground, walkable, unbuildable) Notes: - cliff-transitions into: (4.) - good reverse ramps only available for twilight
(9.) Jungle: High Dirt (medium ground, walkable, buildable) ; Twilight: High Dirt (medium ground, walkable, buildable) ; Desert: High Dirt (medium ground, walkable, buildable) ; Ice: High Snow (medium ground, walkable, buildable) Notes: - transitions into: (10.) - cliff-transitions into: (2.)
(10.) Jungle: High Jungle (medium ground, walkable, buildable) ; Twilight: High Crushed Rock (medium ground, walkable, buildable) ; Desert: High Sand Dunes (medium ground, walkable, buildable) ; Ice: High Dirt (medium ground, walkable, buildable) Notes: - transitions into: (9.), (11.) - cliff-transitions into: (12.), (13.)
(11.) Jungle: High Ruins (medium ground, walkable, unbuildable) ; Twilight: High Flagstones (medium ground, walkable, buildable) ; Desert: High Crags (medium ground, walkable, unbuildable with buildable transitional tiles) ; Ice: High Grass (medium ground, walkable, buildable) Notes: - transitions into: (10.) - when changing tilesets, note that buildability of these common (mostly decorative) terrain types tends to warry somewhat complexly, most of which can be corrected manually in various ways, though
(12.) Jungle: High Raised Jungle (medium ground, walkable, buildable) ; Twilight: High Sunken Ground (medium ground, walkable, buildable) ; Desert: High Sandy Sunken Pit (medium ground, walkable, buildable) ; Ice: High Water (medium ground, unwalkable, unbuildable) Notes: - cliff-transitions into: (10.) - do not use ramps for twilight or desert because they are badly bugged (low ground), obviously wildly different for ice...
(13.) Jungle: High Tample (high ground, walkable, unbuildable) ; Twilight: High Basilica (high ground, walkable, unbuildable) ; Desert: High Compound (high ground, walkable, unbuildable) ; Ice: High Outpost (high ground, walkable, unbuildable) Notes: - cliff-transitions into: (10.) - good reverse ramps only available for twilight, do not use the standard ramps for twilight, desert or ice, because they are all badly bugged (low ground)
However, this is only for the standard section of the terrain palette, the doodad section is not at all convertible between any two tilesets, and all the tilesets have some gaps in the pallette where other tilesets haven't, so you will have to do the following manual editing steps in any case (not necessarily in this order):
1. fill all the black null tiles with appropriate terrain tiles (most of this can be done with the Rectangular dialogue on the terrain palette) 2. remove all doodads and add fitting new ones from the tileset you transitioned to 3. go over all the parts of the map that use manual blending (which usually encompasses at least all the ramps) and redo them from scratch (or pick and copy ones from a template map or any other existing map with ramps you may have access to)
One last thing you should take into account is that Fighting Spirit is a map that has got quite a lot of trees on it, which provide cover for units "behing" them (technically for units whose collision box centre point is on one of the corresponding doodad tiles) and most of the tilesets do not have to offer anything similar (in Desert you could use any of the "little hut" doodads or their tiles [like on (4)DeserTec], for ice there are only some very bulky snow doodads and for twilight there's nothing that provides cover).
In either case, if remaking FS (or any other existing map) in another tileset is what you want to do, you are probably better off just manually doing it from scratch, which isn't actually that much work if you have access to the original map and if you have somewhat of an idea what you are doing.
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