• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:46
CET 09:46
KST 17:46
  • 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
ByuL: The Forgotten Master of ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0247LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued Behind the Blue - Team Liquid History Book
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
TvZ is the most complete match up Soma Explains: JD's Unrelenting Aggro vs FlaSh CasterMuse Youtube ACS replaced by "ASL Season Open" - Starts 21/02 BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Escore Tournament StarCraft Season 1 [LIVE] [S:21] ASL Season Open Day 1
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Battle Aces/David Kim RTS Megathread Path of Exile Nintendo Switch Thread Beyond All Reason New broswer game : STG-World
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread
Community
General
UK Politics Mega-thread US Politics Mega-thread YouTube Thread Mexico's Drug War Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
BIZNET MLBB TOURNAMEN…
Dionisius Kenn
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1712 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
Next event in 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft241
SortOf 154
StarCraft: Brood War
GuemChi 3082
Stork 260
Jaedong 246
Leta 179
Dewaltoss 123
Killer 101
Jaeyun 67
ToSsGirL 61
ZergMaN 39
Sharp 37
[ Show more ]
Larva 32
Backho 25
Shinee 21
Bale 18
NaDa 14
Dota 2
XaKoH 516
League of Legends
Reynor133
Counter-Strike
Stewie2K1211
m0e_tv725
kRYSTAL_53
Other Games
summit1g11891
singsing1665
JimRising 420
ceh9329
crisheroes297
C9.Mang0194
Mew2King72
NeuroSwarm56
Organizations
Other Games
gamesdonequick702
Counter-Strike
PGL343
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 44
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• blackmanpl 13
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt466
Upcoming Events
PiG Sty Festival
15m
Serral vs Maru
herO vs Solar
PiGStarcraft241
Big Brain Bouts
8h 15m
Shino vs DnS
SpeCial vs Mixu
TriGGeR vs Cure
Korean StarCraft League
18h 15m
PiG Sty Festival
1d
Reynor vs Clem
ShowTime vs SHIN
CranKy Ducklings
1d 1h
OSC
1d 2h
SC Evo Complete
1d 4h
DaveTesta Events
1d 9h
AI Arena Tournament
1d 11h
Replay Cast
1d 15h
[ Show More ]
PiG Sty Festival
2 days
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
2 days
Replay Cast
3 days
Wardi Open
3 days
Monday Night Weeklies
3 days
Replay Cast
3 days
Replay Cast
5 days
Replay Cast
5 days
The PondCast
6 days
KCM Race Survival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Underdog Cup #3

Ongoing

Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025

Upcoming

NationLESS Cup
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
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.