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http://www.panschk.de/mappage/maps/(4)Fighting Spirit Snow 0.4(n).scx
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SBL-Keias
32 Posts
Download http://www.panschk.de/mappage/maps/(4)Fighting Spirit Snow 0.4(n).scx ![]() | ||
Eywa-
Canada4876 Posts
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JacktheTerr
United States97 Posts
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JacktheTerr
United States97 Posts
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Dazed.
Canada3301 Posts
On December 02 2017 12:19 Eywa- wrote: Because Santa's on his way.But why? | ||
Scaramanga
Australia8090 Posts
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jimminy_kriket
Canada5490 Posts
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Piste
6167 Posts
On December 02 2017 12:32 Scaramanga wrote: Just check your screen settings and open up your curtains Snow maps aren't great on the eyes ![]() White is everywhere outside bw! I have my brightness settings on minimum and use low color temperature. I love snow maps. | ||
Greg_J
China4409 Posts
edit: I downloaded it by the way. | ||
CHEONSOYUN
515 Posts
A vulture and three mines for every good little boy and good little girl! | ||
Ilikestarcraft
Korea (South)17726 Posts
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iamho
United States3347 Posts
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ninazerg
United States7291 Posts
Downloaded w/ ease. | ||
Cryoc
Germany909 Posts
Is there a reason why you cannot play this map in single-player mode? | ||
shall_burn
252 Posts
Are there sand/space platform versions? | ||
fizzgoof
3 Posts
Behold: http://www.panschk.de/mappage/comments.php?mapid=5020 + Show Spoiler + ![]() http://www.panschk.de/mappage/comments.php?mapid=5021 + Show Spoiler + ![]() http://www.panschk.de/mappage/comments.php?mapid=5022 + Show Spoiler + ![]() http://www.panschk.de/mappage/comments.php?mapid=5023 + Show Spoiler + ![]() http://www.panschk.de/mappage/comments.php?mapid=5024 + Show Spoiler + ![]() http://www.panschk.de/mappage/comments.php?mapid=5025 + Show Spoiler + ![]() + 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
United States971 Posts
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Freakling
Germany1526 Posts
On the other hand, there are some things that can be significantly improved:
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Poegim
Poland264 Posts
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fizzgoof
3 Posts
On December 02 2017 19:15 Freakling wrote: There are some things that do not translate well between different tilesets:
On the other hand, there are some things that can be significantly improved:
- 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
Germany1526 Posts
On December 02 2017 19:37 fizzgoof wrote: Wall-in tightness is a matter of walkability, not buildability, and walkability is a minitile property and varies a lot between tilesets.Show nested quote + On December 02 2017 19:15 Freakling wrote: There are some things that do not translate well between different tilesets:
On the other hand, there are some things that can be significantly improved:
- 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. 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
3 Posts
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
Germany1526 Posts
On December 02 2017 20:10 fizzgoof wrote: Yes. You can see this with Microtile Overlay/Impassable. Different walkability can also change pathfinding zoning.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... 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? 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. 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. 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_
Bulgaria1064 Posts
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outscar
2832 Posts
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ProMeTheus112
France2027 Posts
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
Netherlands3122 Posts
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SBL-Keias
32 Posts
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