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[GE]Fighting Spirit in SC2! - Page 2

Forum Index > SC2 Maps & Custom Games
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Dingo_egret
Profile Joined June 2005
Brazil97 Posts
April 24 2010 03:37 GMT
#21
Great job, looks awesome =); just 1 question though:
Even though you mentioned the reason for the gas geysers positioning on the mains, don't you feel the top left and bottom right gases are much harder to defend against harass than the bottom left and top right ones? Seems kind of a positional imbalance to me... otherwise it's great
"I should wake up from nightmares all sweaty and go like 'OH GOD HE'S BUILDING CANNONS UNDER MY BED'" - Day[9]
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
April 24 2010 03:38 GMT
#22
Really, really nice. I can't wait to play all these maps!

Definitely rich gas in middle, makes it much more worth it to try and sneak the expo in
KTY
Wi)nD
Profile Joined April 2010
Canada719 Posts
April 24 2010 03:40 GMT
#23
this is the best old map turned new i have seen yet

rather this is best map i have seen created for sc2

nice job!
QuothTheRaven
Profile Joined December 2008
United States5524 Posts
April 24 2010 03:43 GMT
#24
Looks pretty nice!
. . . nevermore
Saracen
Profile Blog Joined December 2007
United States5139 Posts
April 24 2010 03:44 GMT
#25
Looks siiiiiiiiiiiick
enzym
Profile Joined January 2010
Germany1034 Posts
Last Edited: 2010-04-24 03:53:12
April 24 2010 03:47 GMT
#26
good. we need more maps, and the old bw ones have proven themselves & are already familiar, and i think we are all curious to see how they affect the game this time around. sadly you cant add them to the ladder pool.

id add two watchtowers, in the top and bottom middle positions there where that little temple thing was in the original, and where the grass lands are, so that they cover the bottom and the top area, bordering two bridges at the left and the right respectively.

(it might also be interesting to leave a larger map like this completely in the dark and up to much closer range scouting. i just read the question and instantly thought they would belong right there..)

go, go, broodwar maps :D <3

edit: one thing i just noticed is that the passageway between the main and both 1st and 2nd expansion looks kind of smaller than in the original? i have no idea how wide the map actually is, but from the picture i do get the impression.
"I fart a lot, often on my gf in bed, then we roll around laughing for 5 mins choking in gas." — exog // "…be'master, the art of reflection. If you are not a thinking man, to what purpose are you a man at all?" — S. T. Coleridge
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 24 2010 03:48 GMT
#27
Really good! But why not both rich gas AND mins? :/
Bring back 2v2s!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 03:50 GMT
#28
On April 24 2010 12:37 Dingo_egret wrote:
Great job, looks awesome =); just 1 question though:
Even though you mentioned the reason for the gas geysers positioning on the mains, don't you feel the top left and bottom right gases are much harder to defend against harass than the bottom left and top right ones? Seems kind of a positional imbalance to me... otherwise it's great

Are you talking about how the geysers are closer to the edge of the base?
If so, I'm not sure how big of a deal it will be since there is ample room to get units in and defend, or make some form of static defense
Definitely worth considering though.

Also, I've uploaded a version 1.1 which deals with the tanks sieging into nats issue, as well as some re-doodad-ing
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 24 2010 03:51 GMT
#29
Fighting Spirit should be a ladder map on sc2
When I think of something else, something will go here
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 24 2010 03:51 GMT
#30
wow, looks great! i wanna try it :D
LUCK IS NO EXCUSE
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 03:53 GMT
#31
On April 24 2010 12:51 blade55555 wrote:
Fighting Spirit should be a ladder map on sc2

I agree :D!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Retsukage
Profile Blog Joined February 2008
United States1002 Posts
April 24 2010 04:02 GMT
#32
cant wait to fight on this
To change is to improve, to change often is to be perfect - Winston Chruchill
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 04:13:25
April 24 2010 04:11 GMT
#33
On April 24 2010 13:02 Retsukage wrote:
cant wait to fight on this

Yeah, just as soon as battle.net wakes up

Also, version 1.2 is up; see changelog in OP
I think 1.3 will have a pair of watchtowers

@Enzym
edit: one thing i just noticed is that the passageway between the main and both 1st and 2nd expansion looks kind of smaller than in the original? i have no idea how wide the map actually is, but from the picture i do get the impression.


I feel like it plays about the same. It is geographically a little smaller (not by more than 1 or two squares), but units in SC2 clump it a lot more so your space is used more efficiently.
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 05:42 GMT
#34
Version 1.3 is up!
(I really should stop double posting...)
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50389 Posts
April 24 2010 05:51 GMT
#35
there is a missing texture in the 1.3 pic on the ramp of the bottom-right start location..
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
InSpiReZerG
Profile Joined January 2010
United States159 Posts
April 24 2010 05:54 GMT
#36
This is one of the most beautiful things iv ever seen.
Treacherous and impure, impious and murderous, Cadaverous yet living, dead to eyes but ever dreaming
InSpiReZerG
Profile Joined January 2010
United States159 Posts
April 24 2010 05:59 GMT
#37
The only thing i can see is u may have to tweek it so that the naturals cant be just Siege tanked from the middle area. Well, if u want it to be like the other FS. but maybe T needs more advantages? -_- i personally vote no.
Treacherous and impure, impious and murderous, Cadaverous yet living, dead to eyes but ever dreaming
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 07:01:09
April 24 2010 06:52 GMT
#38
On April 24 2010 14:59 EuroBlast wrote:
The only thing i can see is u may have to tweek it so that the naturals cant be just Siege tanked from the middle area. Well, if u want it to be like the other FS. but maybe T needs more advantages? -_- i personally vote no.

read OP changelogs, it's been fixed

On April 24 2010 14:51 BLinD-RawR wrote:
there is a missing texture in the 1.3 pic on the ramp of the bottom-right start location..

It's just a glitch within the editor, it's not like that in-game
EDIT: I lied... it looks like it is... I'll try to fix
EDIT 2: Fixed, the ramp was just bugged. If you ran a unit into the glitched area, it would fall into it like a big hole~

version 1.4.1 is up, fixed a huge issue and the glitch described above
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
April 24 2010 07:03 GMT
#39
i'm impressed you've already a good looking map. i tried fucking around with the map editor and was totally not getting anywhere. good job
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
April 24 2010 07:06 GMT
#40
I can't wait for a neo medusa remake
Hi there. I'm in a cave, how bout you?
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