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]](http://img96.imageshack.us/img96/6751/fightingspiritsc2.jpg)
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]](http://img85.imageshack.us/img85/9259/fightingspiritv113.jpg)
Pic of version 1.13
![[image loading]](http://img179.imageshack.us/img179/9563/sc2editor20100528011810.jpg)
![[image loading]](http://img266.imageshack.us/img266/3070/sc2editor20100528011826.jpg)
Pics of version 1.11
![[image loading]](http://img69.imageshack.us/img69/6797/sc2editor20100507215700.jpg)
![[image loading]](http://img514.imageshack.us/img514/5606/sc2editor20100507215810.jpg)
Pics of version 1.8
![[image loading]](http://img153.imageshack.us/img153/3065/sc2editor20100507171954.jpg)
![[image loading]](http://img64.imageshack.us/img64/4148/sc2editor20100507171917.jpg)
Pic of version 1.7
![[image loading]](http://img132.imageshack.us/img132/3636/sc2editor20100424110018.jpg)
![[image loading]](http://img687.imageshack.us/img687/8610/sc2editor20100424105958.jpg)
Pic of version 1.6
![[image loading]](http://www.iccup.com/upload/maps/images/ICCup%20fighting%20spirit%201.3.jpg)
Original map
![[image loading]](http://img709.imageshack.us/img709/2186/sc2editor20100424013925.jpg)
![[image loading]](http://img97.imageshack.us/img97/3711/sc2editor20100424013840.jpg)
Pic of version 1.5
![[image loading]](http://img717.imageshack.us/img717/5205/sc2editor20100424010152.jpg)
![[image loading]](http://img46.imageshack.us/img46/6301/sc2editor20100424010141.jpg)
Pic of version 1.4.1
![[image loading]](http://img85.imageshack.us/img85/4225/sc2editor20100423232651.jpg)
Pic of version 1.3
![[image loading]](http://img99.imageshack.us/img99/6817/sc2editor20100423232626.jpg)
These pics are before version 1.3
![[image loading]](http://img41.imageshack.us/img41/2862/sc2editor20100423210536.jpg)
![[image loading]](http://www.iccup.com/upload/maps/images/ICCup%20fighting%20spirit%201.3.jpg)
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]](http://img34.imageshack.us/img34/5240/sc2editor20100423185650.jpg)
![[image loading]](http://img227.imageshack.us/img227/8834/sc2editor20100423185705.jpg)
![[image loading]](http://img265.imageshack.us/img265/5905/sc2editor20100423185737.jpg)
![[image loading]](http://img405.imageshack.us/img405/6332/sc2editor20100423185725.jpg)
![[image loading]](http://img13.imageshack.us/img13/4494/sc2editor20100423185732.jpg)
![[image loading]](http://img265.imageshack.us/img265/5905/sc2editor20100423185737.jpg)
![[image loading]](http://img14.imageshack.us/img14/1488/sc2editor20100423185719.jpg)
![[image loading]](http://img62.imageshack.us/img62/5820/sc2editor20100423185714.jpg)
These are before I had the layout done
![[image loading]](http://img696.imageshack.us/img696/5599/sc2editor20100422204518.jpg)
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]](http://img293.imageshack.us/img293/7537/sc2editor20100422194949.jpg)
![[image loading]](http://img231.imageshack.us/img231/5465/sc2editor20100423172945.jpg)
Two bases done!
![[image loading]](http://img694.imageshack.us/img694/4127/sc2editor20100423175925.jpg)
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