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(4)Snow Fighting Spirit

Forum Index > BW General
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SBL-Keias
Profile Joined October 2017
32 Posts
Last Edited: 2017-12-19 07:51:58
December 02 2017 02:20 GMT
#1
Snow is Here :D
Download

http://www.panschk.de/mappage/maps/(4)Fighting Spirit Snow 0.4(n).scx

[image loading]
Eywa-
Profile Blog Joined August 2010
Canada4876 Posts
December 02 2017 03:19 GMT
#2
But why?
Being mannered is almost as important as winning. Almost...
JacktheTerr
Profile Blog Joined November 2016
United States97 Posts
December 02 2017 03:21 GMT
#3
why not??
It's hard to stay sucker free in a world full of lollipops.
JacktheTerr
Profile Blog Joined November 2016
United States97 Posts
December 02 2017 03:23 GMT
#4
its christmas foo
It's hard to stay sucker free in a world full of lollipops.
Dazed.
Profile Blog Joined March 2008
Canada3301 Posts
December 02 2017 03:24 GMT
#5
On December 02 2017 12:19 Eywa- wrote:
But why?
Because Santa's on his way.
Never say Die! ||| Fight you? No, I want to kill you.
Scaramanga
Profile Blog Joined March 2008
Australia8090 Posts
December 02 2017 03:32 GMT
#6
Snow maps aren't great on the eyes
Loda talked about the fun counter, it's AdmiralBulldog on his natures prophet
jimminy_kriket
Profile Blog Joined February 2007
Canada5490 Posts
December 02 2017 03:38 GMT
#7
the mains and center are dark though it's not too bad
life of lively to live to life of full life thx to shield battery
Piste
Profile Blog Joined July 2006
6167 Posts
December 02 2017 03:46 GMT
#8
On December 02 2017 12:32 Scaramanga wrote:
Snow maps aren't great on the eyes
Just check your screen settings and open up your curtains
White is everywhere outside bw! I have my brightness settings on minimum and use low color temperature.

I love snow maps.
Greg_J
Profile Blog Joined July 2010
China4409 Posts
Last Edited: 2017-12-02 04:21:30
December 02 2017 04:21 GMT
#9
Break out the festive tunes and the epilespy. It's Christmas!

edit: I downloaded it by the way.
CHEONSOYUN
Profile Joined August 2017
515 Posts
December 02 2017 04:30 GMT
#10
My dropship will deliver presents to little Protoss and Zergs all around the map!

A vulture and three mines for every good little boy and good little girl!
JAEDONG...!!! EFFORT IS ANGRY. ZERG...?!
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17726 Posts
December 02 2017 05:10 GMT
#11
I actually like this better than regular fighting spirit.
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
iamho
Profile Joined June 2009
United States3347 Posts
December 02 2017 05:18 GMT
#12
Seriously, Blizzard should rotate between this and regular FS in the map pool every few months just to keep things fresh
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
December 02 2017 05:21 GMT
#13
I love it! <3

Downloaded w/ ease.
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
Cryoc
Profile Joined July 2011
Germany909 Posts
December 02 2017 08:48 GMT
#14
The map is not finished, yet. The middle area is still completely buildable and the paths between nat and thirds are not equivalent to the original.

Is there a reason why you cannot play this map in single-player mode?
http://www.twitch.tv/cryoc
shall_burn
Profile Joined January 2016
252 Posts
December 02 2017 08:49 GMT
#15
i've seen a blue FS too. (Same tileset as Chain Reaction and Jade).
Are there sand/space platform versions?
fizzgoof
Profile Joined October 2017
3 Posts
December 02 2017 09:46 GMT
#16
Okay guys, I've been working on this since Sayle and Qikz came up with the idea:

Behold:

http://www.panschk.de/mappage/comments.php?mapid=5020
+ Show Spoiler +
[image loading]

http://www.panschk.de/mappage/comments.php?mapid=5021
+ Show Spoiler +
[image loading]

http://www.panschk.de/mappage/comments.php?mapid=5022
+ Show Spoiler +
[image loading]

http://www.panschk.de/mappage/comments.php?mapid=5023
+ Show Spoiler +
[image loading]

http://www.panschk.de/mappage/comments.php?mapid=5024
+ Show Spoiler +
[image loading]

http://www.panschk.de/mappage/comments.php?mapid=5025
+ Show Spoiler +
[image loading]


+ Show Spoiler [Editors' Notes] +
Editors' notes:
- The only significant difference between those maps and the original Fighting Spirit is the degree of buildability in the middle section of the map.
- Ash World and Badlands versions have exactly the same unbuildable terrain tiles as the original FS. Desert World and Space Platform versions are slightly more buildable in the middle. Ice World and Twilght World versions are fully buildable in the middle.
- The only other, minor difference are a few misplaced/omitted doodads.
- All ramps and bridges have been tested and arranged so that their tiles are just as large and buildable (or not) as the original ones.
- Ash World and Space Platform tilesets don't have fully buildable and walkable doodads or sprites to decorate their high ground with - thus no doodads there.
- Twilight World and Space Platform tilesets don't have fully buildable and walkable doodads or sprites to decorate their low ground with - thus no doodads there.
- Ice World tileset has only buildable and walkable doodads for the High Dirt tile, thus so little decoration on it's snowy high ground.
- There are no Ice World bridges that would look remotely decent when put over the icy rivers and each bridge is exactly 4-hex wide anyway so I went with simple passages.
- Ice World ice has been edited so that no unit bigger than Zergling can be dropped on it. This, however, doesn't apply to the narrow icy "rivers" (since it's hard to imagine anyone gaining particular advantage from dropping stuff there anyway).


Have fun...
onlystar
Profile Joined March 2015
United States971 Posts
Last Edited: 2017-12-02 10:21:10
December 02 2017 10:00 GMT
#17
Haha F.s forever I love it
Freakling
Profile Joined October 2012
Germany1526 Posts
December 02 2017 10:15 GMT
#18
There are some things that do not translate well between different tilesets:
  • ramps and bridges vary in width and cliffs and doodad sizes are different. As a result wall-ins are different or require additional terrain editing and pathfinding is not the same in some areas.
  • The original FS has lots of Jungle trees around the middle that provide cover for units. This cannot be reproduced at all in most tilesets and available alternatives, such as dirt trees, are still rather different.


On the other hand, there are some things that can be significantly improved:
  • You can easily reproduce unbuildable areas exactly, using custom terrain types, such as bridge plating, for some tilesets.
  • It looks like you just copied your ramps from some old maps, having no regard for proper width balance and terrain levels. As a result they are a mess as far as proper high ground advantage (vision, miss chance) is concerned, unit numbers to block them are not the same for reverse ramps on some tilesets and your reversed ash ramps even have forced vortex bugs on them, due to isolated low ground edge tiles.
  • You also copy-pasted very sloppily. Some of the bridges lack proper transitions or even have unwalkable spots on them.
Poegim
Profile Joined February 2017
Poland264 Posts
December 02 2017 10:21 GMT
#19
Nice, i had hope half of my life someone will make desert / blue FS :D
Aka: Poezja[T4], Zulu. [[ Probably second best player in the world. In honor of my best friend Moagim, he was a Kraken from the sea. Poegim ]]
fizzgoof
Profile Joined October 2017
3 Posts
December 02 2017 10:37 GMT
#20
On December 02 2017 19:15 Freakling wrote:
There are some things that do not translate well between different tilesets:
  • ramps and bridges vary in width and cliffs and doodad sizes are different. As a result wall-ins are different or require additional terrain editing and pathfinding is not the same in some areas.
  • The original FS has lots of Jungle trees around the middle that provide cover for units. This cannot be reproduced at all in most tilesets and available alternatives, such as dirt trees, are still rather different.


On the other hand, there are some things that can be significantly improved:
  • You can easily reproduce unbuildable areas exactly, using custom terrain types, such as bridge plating, for some tilesets.
  • It looks like you just copied your ramps from some old maps, having no regard for proper width balance and terrain levels. As a result they are a mess as far as proper high ground advantage (vision, miss chance) is concerned, unit numbers to block them are not the same for reverse ramps on some tilesets and your reversed ash ramps even have forced vortex bugs on them, due to isolated low ground edge tiles.
  • You also copy-pasted very sloppily. Some of the bridges lack proper transitions or even have unwalkable spots on them.


- Maps have exactly the same unbuildable tiles on the high ground as in original FS. The walls should be the same, right?
- Yes, adding terrain that provides miss chance is impossible without making the maps very ugly. So I just skipped it.
- Reproducing unbuildable areas is easy, I know but it would make things very ugly too. Is it such a big deal, anyway?
- All my ramps were copied from old [Ramps] map on broodwarmaps.net. I assumed they're OK, maybe I was wrong...
- You're right, I somehow missed that unbuildable thingy. Gonna fix it. Anyway, the bridges were doomed to be a mess.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2017-12-02 10:51:31
December 02 2017 10:50 GMT
#21
On December 02 2017 19:37 fizzgoof wrote:
Show nested quote +
On December 02 2017 19:15 Freakling wrote:
There are some things that do not translate well between different tilesets:
  • ramps and bridges vary in width and cliffs and doodad sizes are different. As a result wall-ins are different or require additional terrain editing and pathfinding is not the same in some areas.
  • The original FS has lots of Jungle trees around the middle that provide cover for units. This cannot be reproduced at all in most tilesets and available alternatives, such as dirt trees, are still rather different.


On the other hand, there are some things that can be significantly improved:
  • You can easily reproduce unbuildable areas exactly, using custom terrain types, such as bridge plating, for some tilesets.
  • It looks like you just copied your ramps from some old maps, having no regard for proper width balance and terrain levels. As a result they are a mess as far as proper high ground advantage (vision, miss chance) is concerned, unit numbers to block them are not the same for reverse ramps on some tilesets and your reversed ash ramps even have forced vortex bugs on them, due to isolated low ground edge tiles.
  • You also copy-pasted very sloppily. Some of the bridges lack proper transitions or even have unwalkable spots on them.


- Maps have exactly the same unbuildable tiles on the high ground as in original FS. The walls should be the same, right?
Wall-in tightness is a matter of walkability, not buildability, and walkability is a minitile property and varies a lot between tilesets.

- Yes, adding terrain that provides miss chance is impossible without making the maps very ugly. So I just skipped it.
I don't know why you think it would make the maps ugly. You can definitely come close to the original on Desert and Ice tileset (if you are willing to accept snow terrain) and just use trees for Badlands, but for other tilesets there simply aren't any cover providing doodads/tiles.

- Reproducing unbuildable areas is easy, I know but it would make things very ugly too. Is it such a big deal, anyway?
It's mostly a bid deal in PvT where slow pushes with Turrets and Depot walls are common. Again, I don't know why you think it would have to be ugly.

- All my ramps were copied from old [Ramps] map on broodwarmaps.net. I assumed they're OK, maybe I was wrong...
BWMN is a free and ope site, any one can upload anything, there is no quality control. Personally I would not touch most of those template maps with a ten foot pole. What you should do is use the tile/minitile flag overlays in ScmDraft to check terrain properties.
fizzgoof
Profile Joined October 2017
3 Posts
Last Edited: 2017-12-02 11:22:58
December 02 2017 11:10 GMT
#22
Hmmm freakling, I'm obviously not nearly as adept at it as you are...

Wall-in tightness is a matter of walkability, not buildability, and walkability is a minitile property and varies a lot between tilesets.


Wait, you mean that terrain between the cliff and building's edge differs in tightness depending on tilesets? Cause everywhere else, you can fit the same buildings, so the walkability between them will also be the same...

I don't know why you think it would make the maps ugly. You can definitely come close to the original on Desert and Ice tileset (if you are willing to accept snow terrain) and just use trees for Badlands, but for other tilesets there simply aren't any cover providing doodads/tiles.


But I would have to import tree doodads from other tilesets, wouldn't I? And I don't even know how to do that without copying the obviously very different terrain that's underneath them - do I copy the sprites only?

It's mostly a bid deal in PvT where slow pushes with Turrets and Depot walls are common. Again, I don't know why you think it would have to be ugly.


Original FS has most of the terrain in the middle buildable anyway. Also, there's no unwalkable grass in Ice World, so it I can't imagine that map not getting ugly with some bridge tiles in the middle or such.

BWMN is a free and ope site, any one can upload anything, there is no quality control. Personally I would not touch most of those template maps with a ten foot pole. What you should do is use the tile/minitile flag overlays in ScmDraft to check terrain properties.


Are there any maps with state-of-art ramps I could copy-paste from? Frankly, I can't be bothered with tweaking what I've got endlessly. It's been already a time-consuming task, as it is.

Edit: Unbuildable tiles on the bridges are now fixed.
Freakling
Profile Joined October 2012
Germany1526 Posts
Last Edited: 2017-12-02 13:22:51
December 02 2017 13:12 GMT
#23
On December 02 2017 20:10 fizzgoof wrote:
Hmmm freakling, I'm obviously not nearly as adept at it as you are...

Show nested quote +
Wall-in tightness is a matter of walkability, not buildability, and walkability is a minitile property and varies a lot between tilesets.


Wait, you mean that terrain between the cliff and building's edge differs in tightness depending on tilesets? Cause everywhere else, you can fit the same buildings, so the walkability between them will also be the same...
Yes. You can see this with Microtile Overlay/Impassable. Different walkability can also change pathfinding zoning.

Show nested quote +
I don't know why you think it would make the maps ugly. You can definitely come close to the original on Desert and Ice tileset (if you are willing to accept snow terrain) and just use trees for Badlands, but for other tilesets there simply aren't any cover providing doodads/tiles.


But I would have to import tree doodads from other tilesets, wouldn't I? And I don't even know how to do that without copying the obviously very different terrain that's underneath them - do I copy the sprites only?
Cover is also a tile flag – you can check it under Tile Overlay/Provides Cover.


Show nested quote +
It's mostly a bid deal in PvT where slow pushes with Turrets and Depot walls are common. Again, I don't know why you think it would have to be ugly.


Original FS has most of the terrain in the middle buildable anyway. Also, there's no unwalkable grass in Ice World, so it I can't imagine that map not getting ugly with some bridge tiles in the middle or such.
Bridge terrain looks fine if done right and has the advantage of providing clear visual clues to players. Otherwise, you can just use unbuildable dirt, using various doodad and cliff edge tiles.

Show nested quote +
BWMN is a free and ope site, any one can upload anything, there is no quality control. Personally I would not touch most of those template maps with a ten foot pole. What you should do is use the tile/minitile flag overlays in ScmDraft to check terrain properties.


Are there any maps with state-of-art ramps I could copy-paste from? Frankly, I can't be bothered with tweaking what I've got endlessly. It's been already a time-consuming task, as it is.
My newer maps would be good sources for bug free ramps.
I also compiled some brush files a while ago.
These are some much improved Space High Platform ramps.
This is a very extensive palette for custom Desert Dirt ramps which are a lot closer to "standard" ramps than the standard Dirt ramp doodads.
These are some improved standard Dirt ramps for Jungle.

This map has a good selection of bug free Ash ramps.
Jukado's Badlands maps, like this one, should have good Badlands Dirt ramps.
Custom Dirt ramps for twilight are generally good, not much one could screw up with them.
Ice terrain is just very hard to work with in general…
_Animus_
Profile Joined February 2011
Bulgaria1064 Posts
December 02 2017 14:09 GMT
#24
quo very quo. I look forward to final version, snow maps makes the graphics beautiful and warping buildings shiny.
Luv ya BroodWar!
outscar
Profile Joined September 2014
2832 Posts
December 02 2017 18:24 GMT
#25
Great addition to my collection, I got all version of LT now I get FS. LancerX must be proud.
sunbeams are never made like me...
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2017-12-02 19:09:49
December 02 2017 19:06 GMT
#26
cool^^ in ladder map pool rotation, sounds good^^
such as two "common" maps out of 5 for the pool, in the slot of "common" FS and a very few others, and rotate the version of it when it comes up..? would be pretty cool^^ or FS always as only common map, but why
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
December 02 2017 19:20 GMT
#27
Wow, I wish we had this back in 2010. Would have liked to see a bit more color in the middle though.
The harder it becomes, the more you should focus on the basics.
SBL-Keias
Profile Joined October 2017
32 Posts
December 06 2017 05:40 GMT
#28
Thanks guys :D
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