• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:15
CET 01:15
KST 09:15
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool38Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 518 Radiation Zone The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
Soulkey's decision to leave C9 JaeDong's form before ASL BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Ro24 Preview Pt1: New Chaos ASL21 General Discussion
Tourneys
[Megathread] Daily Proleagues ASL Season 21 LIVESTREAM with English Commentary [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7178 users

[GE]Fighting Spirit in SC2!

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 9 10 11 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-04 20:03:56
April 23 2010 02:51 GMT
#1
Map is UP on US on Patch 15, haven't had any luck publishing on EU for some reason...
Go to custom > create game, and search "Fighting Spirit" under Popular


To anyone who wants to use this map in a tournament, shoot me a PM and let me know. I definitely won't say no, but if there are matches going to be played I'd like to know when to watch 8D

Fighting Spirit SC2 recently won qxc's SC2 BW mapmaking contest! Showmatches with team root TBA
[image loading]
I am currently testing this map as well as my first original map (2) Impervious


I need feedback! Test the map out and tell me what you think about it!


Pics of progress:
+ Show Spoiler +

[image loading]
Pic of version 1.13
[image loading]
[image loading]
Pics of version 1.11
[image loading]
[image loading]
Pics of version 1.8
[image loading]
[image loading]
Pic of version 1.7
[image loading]
[image loading]
Pic of version 1.6
[image loading]
Original map
[image loading]
[image loading]
Pic of version 1.5
[image loading]
[image loading]
Pic of version 1.4.1
[image loading]
Pic of version 1.3
[image loading]
These pics are before version 1.3
[image loading]
[image loading]


I'll call these pics of the beta version because me having a beta sounds cool
+ Show Spoiler +

--These are before doodads were added and the textures were finally touched up, <1.0
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
These are before I had the layout done
[image loading]
I started by using the import legacy map tool, which decided not to do anything with the terrain on the top part of the map :/
[image loading]
[image loading]
Two bases done!
[image loading]
Three bases!




Map Features:

-Center base has rich geysers which return 6 per trip, and 12 patches instead of the standard 8. (In the original, there was two geysers which was double the gas you'd get from a normal base.)
-Center base blocked by a destructible rock
-All naturals can be walled in with forge gateway cannon side-by-side, or barracks barracks depot
-Cannot build on bridge or around it (Like in BW, there are 1x1 holes so Zerg can place creep tumors)
-Cannot walk or blink across the spiky area between main and 3rd. (like in bw)
-Cannot walk on any of the cliff edges around the naturals or the middle (like in bw)
-Reapers and colossi cannot move over the walls in the middle.
-Watchtowers at the north and south ends of the middle diamond. This is still up for testing

Feedback is appreciated!
CHANGELOG
+ Show Spoiler +

Changes in v1.1
-Increased the size of the rivers to prevent siege tanks shooting into the nat across the river.
-Changed some doodads and foliage
Changes in v1.2
-Reworked textures to be more consistent
-Fixed some pathing issues
-Smoothed the hills between main and 3rd so air units don't fly 9999 miles in the air while over a giant spike
Changes in v1.3
-Changed the building pathing to be more like brood war
-Added two watchtowers
-Cosmetic terrain changes
-Made all bridges the same width and distance from nat
Changes in v1.4.1
-Boundaries fixed; They were exploitable by air
-Fixed so that stalkers cannot blink from main to 3rd
-Retextured the water to make the map feel a little darker, like SC1
-Retextured the bases to look more natural
-Changed some doodads
-Fixed the glitch texture at bottom-right's ramp
Changes in v1.4.2
-Texture adjustments
-Mineral patches now look different and natural
Changes in v1.5
-My will to continue working on this today
-Lighting of the map
-Touched up some missed water spots and textures
Changes in v1.6
-Fixed more textures
-Moved geysers to the corner of the mains
Changes in v1.7
-Map rebuilt, now symmetrical
-Mineral patches placed correctly
-Retextured
-Changed border
-Added LOS blocker around watchtower. This is still up for testing.
Changes in v1.8
-Vastly improved the map aesthetically
-Added doodads
-Changed water scheme
-Retextured
-Added more detail into the border and map architecture
Changes in v1.9
-Changed the layout of the resources at each base to better look like an SC2 map
-Added 1x1 holes in the unbuildable area so Zerg can spread creep
-Made the map 4 player instead of 1. Oops~
Changes in v1.10
-Added two more Xel'Naga Towers
-Moved them so they can no longer see into the 3rd (and spot creep)
-Published the map for the public to play
-Fixed some textures
-Fixed the Map picture in the load screen.
[u]Changes in v1.10 and v1.11
-Fixed the teams, map can now be set to melee
-fixed some textures
-Checkerboarded non-buildable area to make placing creep tumors much easier
-Resized some trees so that they should no longer interfere with gameplay
Changes in v1.12
-Changed water
Changes in v1.13
-Changed mineral patches in the center from normal to gold. This is still up for testing
-Aesthetical improvements
-Can now click "Open to public"
Changes in v1.14
-Removed watchtowers completely. This is a bit of a judgement call, but I didn't like the way the games were playing out with them on the map.
-Made bridges 1 matrix more narrow - It wasn't much of a choke the way it was
-Aesthetical improvements

[/i]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
deth
Profile Blog Joined August 2009
Australia1757 Posts
April 23 2010 02:56 GMT
#2
Looks freaking awesome so far, cant wait for maps like this to get out there which will promote higher economy games, hopefully making army sizes bigger and in turn micromanagement harder

Should get whoever takes over the map to make the center field gold as well.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 23 2010 02:57 GMT
#3
On April 23 2010 11:56 dethrawr wrote:
Looks freaking awesome so far, cant wait for maps like this to get out there which will promote higher economy games, hopefully making army sizes bigger and in turn micromanagement harder

Should get whoever takes over the map to make the center field gold as well.

i was actually thinking 2x rich vespene geyser (as in high yield)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Tdelamay
Profile Joined October 2009
Canada548 Posts
Last Edited: 2010-04-23 03:11:22
April 23 2010 03:10 GMT
#4
I started working on a melee map; it's called Alterac :D The sides aren't balanced or anything, but it's the outline.

+ Show Spoiler +
[image loading]
This road isn't leading anywhere...
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-23 03:13:50
April 23 2010 03:11 GMT
#5
I also think if the center has rich geysers, it should be blocked by a destructible rock
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Aduromors
Profile Joined July 2009
United States279 Posts
April 23 2010 03:44 GMT
#6
Keep in mind you need to have actual cliffs and not just morphed terrain. If you use morphed terrain units will not hesitate to swim the channel rather than using the bridges
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 23 2010 03:47 GMT
#7
On April 23 2010 12:44 Aduromors wrote:
Keep in mind you need to have actual cliffs and not just morphed terrain. If you use morphed terrain units will not hesitate to swim the channel rather than using the bridges


This is very important. Be sure you're using the cliff tool when sectioning off impassable water areas.
Bring back 2v2s!
Leoj
Profile Joined January 2010
United States396 Posts
April 23 2010 03:48 GMT
#8
Looks pretty good, can't wait to see a finished product. =)
CowGoMoo
Profile Joined December 2006
United States428 Posts
Last Edited: 2010-04-23 03:57:14
April 23 2010 03:56 GMT
#9
On April 23 2010 11:51 prodiG wrote:
-The cliffs around the nats need pathing blockers so ground units can't get on them
-I'm not sure if the rough elevation between the main and the 3rd will block units, but i've placed pathing blockers there anyway
-Everything outside the blue border is garbage, if I understand the editor correctly
-There are no spawn locations, I couldn't find them
-The vespene geysers disappeared when I tried to place them :/
-It needs details. Badly. :/

If anyone does go ahead and finish this, give some credit to prodiG for getting it started, will ya? ;D

Use cliffs, dont use pathing blockers. (height changes dont affect pathing, only cliffs do)
Start locations are in the points layer.
The yellow border is where your camera stops, the blue border is where units stop moving. (i think)
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 23 2010 04:00 GMT
#10
nicely done
cant wait til the finished product
Et Ducit Mundum Per Luce
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 23 2010 05:26 GMT
#11
On April 23 2010 12:44 Aduromors wrote:
Keep in mind you need to have actual cliffs and not just morphed terrain. If you use morphed terrain units will not hesitate to swim the channel rather than using the bridges

I was kind of wondering about that...

and i was avoiding using cliffs for between the bases because i can't put little bits of cliff that nothing can land on like in sc1
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 03:20 GMT
#12
Yet another shameless bump:
I posted the finished product!
what do you guys think?
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Toran7
Profile Joined March 2010
United States160 Posts
April 24 2010 03:28 GMT
#13
Man this map looks really intense, great job ProdiG
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 24 2010 03:30 GMT
#14
ProdiG good job man! Can't wait to play that
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
April 24 2010 03:31 GMT
#15
daaaaaaamn i cant wait for the patch that lets users publish maps so theyre playable on bnet!
ModeratorBlame yourself or God
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 03:32 GMT
#16
On April 24 2010 12:28 Toran7 wrote:
Man this map looks really intense, great job ProdiG

Thanks. I'm thinking about putting watchtowers on the top and bottom of the middle area, not far from the 3rd exit. Thoughts?~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
April 24 2010 03:32 GMT
#17
Looks like you can siege the nat's gas from the outside if you have vision at 7 and 11?
We spend our youth attaining wealth, and our wealth attaining youth.
statix
Profile Blog Joined October 2004
United States1760 Posts
April 24 2010 03:33 GMT
#18
noob question...what folder do i save this in?
SCC-Caliban
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 03:35:28
April 24 2010 03:34 GMT
#19
On April 24 2010 12:32 AssuredVacancy wrote:
Looks like you can siege the nat's gas from the outside if you have vision at 7 and 11?

I agree!
i'll have to test and fix!
looking at FE from SC1 the river is a little bigger around that area, nice catch

@Statix:
if you want to try this on bnet, http://forums.sc2mapster.com/development/map-development/344-play-custom-maps-on-official-battle-net-custom-games/

otherwise I have no idea, i've only been running it straight out of galaxy editor
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 24 2010 03:35 GMT
#20
Really well done. I look forward to trying it out.
1 2 3 4 5 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:20
Best Games
Solar vs Cure
herO vs TBD
LiquipediaDiscussion
PSISTORM Gaming Misc
20:00
FSL showmatch Nachoz vs all
Liquipedia
BSL
20:00
S22 - Open Qualifier #3
ZZZero.O95
LiquipediaDiscussion
LAN Event
16:00
StarCraft Madness Day 2
Airneanach70
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft612
Nathanias 89
RuFF_SC2 15
StarCraft: Brood War
GuemChi 3941
Artosis 679
Shuttle 318
ZZZero.O 95
NaDa 23
Dota 2
monkeys_forever359
Other Games
summit1g11420
Mew2King187
ViBE119
JimRising 94
Maynarde75
UpATreeSC39
JuggernautJason13
deth5
Organizations
Other Games
gamesdonequick1139
Dota 2
PGL Dota 2 - Main Stream53
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 73
• musti20045 36
• davetesta21
• RyuSc2 16
• Hinosc 12
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21615
Other Games
• imaqtpie1638
• Scarra1585
Upcoming Events
Replay Cast
8h 45m
Afreeca Starleague
9h 45m
Sharp vs Scan
Rain vs Mong
Wardi Open
11h 45m
Monday Night Weeklies
16h 45m
Sparkling Tuna Cup
1d 9h
Afreeca Starleague
1d 9h
Soulkey vs Ample
JyJ vs sSak
Replay Cast
2 days
Afreeca Starleague
2 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
2 days
Replay Cast
2 days
[ Show More ]
KCM Race Survival
3 days
The PondCast
3 days
WardiTV Team League
3 days
Replay Cast
3 days
WardiTV Team League
4 days
RSL Revival
5 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
5 days
Platinum Heroes Events
5 days
BSL
5 days
RSL Revival
6 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-22
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.