• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:52
CET 16:52
KST 00:52
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
BW General Discussion Let's talk about Metropolis [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Foreign Brood War
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Fighting Spirit mining rates Current Meta Game Theory for Starcraft How to stay on top of macro?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Path of Exile ZeroSpace Megathread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream? The Automated Ban List
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1695 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 1h 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 317
ProTech138
SpeCial 96
StarCraft: Brood War
Britney 34721
Calm 4285
Light 1215
Stork 814
Soma 768
Sharp 714
Snow 621
actioN 509
Mini 505
ZerO 303
[ Show more ]
Rush 253
JYJ 197
Hyuk 193
Hyun 109
ggaemo 52
910 36
Terrorterran 26
Oya187 22
scan(afreeca) 22
JulyZerg 20
Rock 18
zelot 17
soO 15
ajuk12(nOOB) 15
SilentControl 10
HiyA 9
Dota 2
Gorgc6016
singsing3225
qojqva2472
Dendi883
syndereN292
XcaliburYe134
Counter-Strike
allub196
oskar128
Other Games
crisheroes376
Happy359
Hui .332
RotterdaM220
DeMusliM158
ArmadaUGS106
Liquid`VortiX95
QueenE80
ZerO(Twitch)13
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 6
lovetv 5
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• HeavenSC 21
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• FirePhoenix1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2366
• WagamamaTV365
• Noizen53
League of Legends
• Jankos3246
• TFBlade1047
Other Games
• Shiphtur27
Upcoming Events
StarCraft2.fi
1h 8m
Tenacious Turtle Tussle
8h 8m
The PondCast
18h 8m
WardiTV 2025
20h 8m
StarCraft2.fi
1d 1h
WardiTV 2025
1d 20h
RSL Revival
2 days
StarCraft2.fi
2 days
IPSL
3 days
Sziky vs JDConan
RSL Revival
3 days
Classic vs TBD
herO vs Zoun
[ Show More ]
WardiTV 2025
3 days
IPSL
4 days
Tarson vs DragOn
Wardi Open
4 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
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 © 2025 TLnet. All Rights Reserved.