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 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!
Pic of version 1.13 Pics of version 1.11 Pics of version 1.8 Pic of version 1.7 Pic of version 1.6 Original map Pic of version 1.5 Pic of version 1.4.1 Pic of version 1.3 These pics are before version 1.3
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 These are before I had the layout done 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 :/ Two bases done! 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
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
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.
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)
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
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.
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)
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
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
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.
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
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.
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.
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
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
Oopsie daisies took me a little while to reply, sorry.
But what I mean is that the top left and bottom right have it harder than the other two ones; for example, in the ones where the gas is tucked closer to the minerals, you can make 1 turret that covers one side of your mineral line and the gas workers at the same time from air. In the other bases, unless I'm grossly overestimating the distances, you'd have to make a turret just to protect the gas workers and also turrets for the mineral line. Even for units to defend against the harass, he can hit workers on one side, pulling you to it then hit the other resources on the other side, which is much harder for him when the gas is right next to the mineral line. It's not like it's impossible to defend but it still seems easier in 2 positions than in the 2 other ones from what I can see, which is a positional imbalance.
Idk if that would be true in a real game or even if it makes sense, just feels that way for me from looking at it.
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
Oopsie daisies took me a little while to reply, sorry.
But what I mean is that the top left and bottom right have it harder than the other two ones; for example, in the ones where the gas is tucked closer to the minerals, you can make 1 turret that covers one side of your mineral line and the gas workers at the same time from air. In the other bases, unless I'm grossly overestimating the distances, you'd have to make a turret just to protect the gas workers and also turrets for the mineral line. Even for units to defend against the harass, he can hit workers on one side, pulling you to it then hit the other resources on the other side, which is much harder for him when the gas is right next to the mineral line. It's not like it's impossible to defend but it still seems easier in 2 positions than in the 2 other ones from what I can see, which is a positional imbalance.
Idk if that would be true in a real game or even if it makes sense, just feels that way for me from looking at it.
I see your point, but I think you are overestimating the differences. I'll keep it in mind, however EDIT: and by keep it in mind, i mean it's something i'd like to test
On April 24 2010 16:31 Sunny Afternoon wrote: This is looking really good. Keep it up, I'd rather play on this than most of the blizz maps...
I'd love to keep working, but I'm out of ideas of how to improve this without legitimate playtest ...And, I want to go to sleep.
Uploaded version 1.5, see OP for link and changes If anyone wants to playtest over the weekend with a friend, directions on how to do it are in the OP (I haven't tried them but apparently they work) Any feedback is good!
The instructions leads me to a cat that do not have the guide and looks cute. Is it hard to test this map out with a friend over bnet? Thought it was just to place it in the map folder and voila.
I honestly can say that this is like THE best re-work thus far!
On April 24 2010 18:37 crappen wrote: The instructions leads me to a cat that do not have the guide and looks cute. Is it hard to test this map out with a friend over bnet? Thought it was just to place it in the map folder and voila.
Not until possibly next patch. Right now they only let us play with the editor. I hear theres a fat workaround to be able to view it on your own, though, but I dunno the specifics.
EDIT: Durr, the link is in the OP lol. It's broken though
The only thing I don't really like are the watchtower positioning, but maybe it's because it wasn't part of the original FS so it's sticking out like a sore thumb.
the FAQ doesnt work for me :'( , i copy ur map to that folder & copy the name of the previous map over the name of FIGHTSPIRIT map . but doesn't work :'(
On April 24 2010 19:40 Jippie wrote: this is nice!
but shouldent the middle expo have gold minerals or is that too good?
Well that would the expansion have access to 2 separate gold mineral patches and 4 high-yield geysers. Would be a bit ridiculous since it's much easier to defend than 2 separate normal-yield expansions.
I would play it, but I want to play it legit on bnet :D I cannot wait, fighting spirit was one of my favorite maps, and I gotta tell ya this remake is awesome :D
i have made an similare map to "luna" sc1 in the sc2 editor, well im kinda new to making melee maps and i did not use the legacy converter thing only used it to get the minerals placement as the terrai nwould not show up when i tried to use it, so its not that good made, but im mostly trying to learn do you got any suggestions for me?
On April 24 2010 21:18 MorroW wrote: wow really great work here, best remake so far i think
plz move the main geysers so they reach towards the corners rather than the ramp plz
Lol, does anyone even do double gas steal?
what does that have to do with anything? xd i want him to move the geysers towards the corners because every single sc2 map so far is like that. its just logical that they shouldnt be annoying and block the path
On April 26 2010 05:16 sob3k wrote: How symmetrical is this? Top left looks way smaller than bottom right....
I followed the outline of the original using the legacy conversion tool, so it's pretty close to the way it was in the original. It should be pretty close for all of the bases, but it's possible one's a bit bigger than the other.
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 absolutely agree. The map looks fantastic, but the center minerals should be gold. Well done
On April 27 2010 07:14 floor exercise wrote: It's really well done. The first recreation of a SC map that visually looks on par with the blizzard maps. Though I don't like the border
I'm not much of a fan of it either, but I wanted to keep it as close to the sc1 version as possible... I might touch it up to look more natural
On April 27 2010 07:14 floor exercise wrote: It's really well done. The first recreation of a SC map that visually looks on par with the blizzard maps. Though I don't like the border
I'm not much of a fan of it either, but I wanted to keep it as close to the sc1 version as possible... I might touch it up to look more natural
I DL it and i try it and no there's no border in game but i don't know why but i try the other link to show how to play online but i cant to play on it online
Edit: i just wanna share my first tought is why there's 9 mineral patch instead of 8 like all other main from other maps ? its not a big deal but im curious
I wonder how it will work out, whether blizzard will only allow their own maps to be used for ladder. So technically you can only play this map for fun, not competitively (well at least in blizzard related competitions).
But I am looking forward to bigger maps like these, maybe we can finally see some late game in these maps.
In my opinion you should spend more time on careful placement of textures and doodads. If you open up Steppes or Temple you'll see the ridiculous amount of detail (foliage generation helps this out on Forest tilesets). Looks solid so far, though.
On May 08 2010 08:44 Dankmids wrote: Looks great, but add more doodads and make it look more SC2 like, but looks amazing! Maybe this one will be chosen to be a ladder map would be great.
This always was really the only big road block for me, I'm just not sure how to use them well
If there is anyone in EU who knows how to publish maps, PM me and I'll email you the latest version so you can get it uploaded in EU Same for Asia, I suppose.
This looks great, but do you know why I can't change the match category from "custom" to "melee" when I create the game? This disables the 1v1 option, which (I think) means that base placement is fixed according to what slot a player is in.
edit: lol you edited that last post right as I was posting this haha. Alright, glad it's not just some simple option that I missed
On May 23 2010 04:43 prodiG wrote: If there is anyone in EU who knows how to publish maps, PM me and I'll email you the latest version so you can get it uploaded in EU Same for Asia, I suppose.
On May 23 2010 04:53 OptimoPeach wrote: This looks great, but do you know why I can't change the match category from "custom" to "melee" when I create the game? This disables the 1v1 option, which (I think) means that base placement is fixed according to what slot a player is in.
edit: lol you edited that last post right as I was posting this haha. Alright, glad it's not just some simple option that I missed
I'm looking into it now, I thought I had it right but I guess not. I'll keep you posted and publish a new version when it's ready
I like it, but I still think you have way too many straight lines, the map really looks "created", if you take a look at the original map, there is hardly a straight line in the map, straight lines are only really found on maps which are on supposedly created environments, such as spacestations etc (like Match Point or Scrap Station)
On May 23 2010 05:55 Catch]22 wrote: I like it, but I still think you have way too many straight lines, the map really looks "created", if you take a look at the original map, there is hardly a straight line in the map, straight lines are only really found on maps which are on supposedly created environments, such as spacestations etc (like Match Point or Scrap Station)
I don't think it's that bad when you actually get into the game, the screenshots don't really do it justice.
Also: I'm having a lot of trouble getting this map published atm, so if you can't host a game with it that's why.
I'm not trying to upload 'Fighting Spirit [esES]' -_-
Dont get me wrong, prodiG, the map is cute, but its still this sentiment that these straight lines really make the map look unnatural, and its something that you really want to avoid when making non-spacestation-maps
The default Battle.net host in the editor is currently not configured with the correct beta information. Before you can publish from the editor, you will need to change this setting by doing the following:
Use the File > Preferences command from any editor window Select the Battle.net item in the list Change the Host value to: us-beta.logon.battle.net Click OK
I can upload it to EU server if you want, but I cannot promise you to update it regularly. And btw map publishing is currently disabled, but I guess it won't last too long.
On May 24 2010 04:34 Kokosaft wrote: Map Publishing
The default Battle.net host in the editor is currently not configured with the correct beta information. Before you can publish from the editor, you will need to change this setting by doing the following:
Use the File > Preferences command from any editor window Select the Battle.net item in the list Change the Host value to: us-beta.logon.battle.net Click OK
On May 25 2010 11:39 theqat wrote: I think the map variants are set incorrectly on US. Can't set Melee as the game mode and thus can't open to public
The map status in the editor says melee, and bnet's been failing so i haven't been able to test it
yeah you can't in battlenet i tried a few times
I played the map a few times today the other thing is I know the bridges are not buildable in BW but is there any way you can make it so creep tomurs can go on it I think that would make it more balenced
My friend thought spreading creep was too difficult. If you just make the middle a checkerboard of 1x1 spots it would be easy to spread creep while still not allowing buildings to be placed.
On May 28 2010 11:12 HDstarcraft wrote: I've noticed that the trees at 7o'clock main base can actually block vision of units if a battle occurs there.
Thanks, i'll fix this soon
On May 28 2010 11:14 yomi wrote: My friend thought spreading creep was too difficult. If you just make the middle a checkerboard of 1x1 spots it would be easy to spread creep while still not allowing buildings to be placed.
this is actually a great idea... I can't believe I didn't think of this
I'm going to try and figure out the melee thing now, as well as try to fix both of these as well as some more texture issues.
Also, has anybody gotten crazy lag on this map? A friend of mine has had a lot of problems with that
EDIT:
working on checkerboarding right now, teams to be fixed afterwards also reduced many of the trees to be 60% of the size as HDstarcraft mentioned
I have fixed the teams, changed the textures, fixed doodads,am going to update the hell out of the OP once I click post, and even went so far as to make a custom loadscreen (before I realized that having one means you lose melee map status... Shame.) Anyways, I'm all ready to publish, except for one fantastic little bug that all of the internets that I've seen don't know how to deal with:
If you're an editor and you've wizarded (R1CH oh mighty wizard of answers, I know you can hear me :D) your way through this problem, please let me know how to get it working, I really want to get some testing in on this map before the beta goes down in preparation for phase two.
Version 1.11 is up in europe! Test it out and tell me if a) the teams are fixed (you should NOT be able to play FFA, only 1v1 and 2v2- something with the editor vs patch 13)
I'm still struggling to get it up in US but I've had no luck...
EDIT: i deleted v1.10 from US to try and get v1.11 working... sorry if you wanted to play it before I got v1.11 working
Map is UP on US and EU! Working on asia, if anyone knows the beta login server url (asia-beta.login.battle.net didn't work) please let me know so I can get it uploaded :D
Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
On June 01 2010 14:59 StayFrosty wrote: Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
Lost me my game -_-
That's an interesting bug... I think I may know why, I'll look into it tomorrow.
Also, thanks guys~ Let's get this map on the front page of the popular screen? ;D
Map looks great played it a few time last night was heaps of fun. Still bit unsure about the watch towers but time will tell on that I guess, also the middle choke point seems a bit smaller was about it.
The other thing which I've noticed with a few maps is the increase "air" around the edges. Some maps have a small dotted yellow edge around where the BW version of the map ends and then there is some extra area beyond that.
Is this increased area deliberate or a choice by the map makers? I'm hoping just a beta thing cos make muts and void so much more annoying.
On May 30 2010 04:04 prodiG wrote: EDIT: Should be up in EU. If you're in EU, search "Fighting Spirit BW" and tell me if you can find it
Nope :/
...Sigh. I'll look into it...
On June 01 2010 17:07 Frenzy175 wrote: Map looks great played it a few time last night was heaps of fun. Still bit unsure about the watch towers but time will tell on that I guess, also the middle choke point seems a bit smaller was about it.
The other thing which I've noticed with a few maps is the increase "air" around the edges. Some maps have a small dotted yellow edge around where the BW version of the map ends and then there is some extra area beyond that.
Is this increased area deliberate or a choice by the map makers? I'm hoping just a beta thing cos make muts and void so much more annoying.
Top work otherwise
The way map borders work vs. the minimap image is simply irritating. The yellow dotted edge is the camera boundary, and there is about a 5x5 distance away from it represented by a solid blue line. This is the map boundary, units cannot under any circumstance travel past it. On the minimap and map during the load screen, you can only see the area inside the camera line, and the distance between the two cannot be made any smaller. Therefore, in order for the map to appear properly I have to place the camera boundary on the edges of the actual map, and leave the boundaries as is. I haven't found a way to circumvent this without breaking the melee status, and I have no idea how the No-Fly Zone doodads work (if they work at all )
Believe me, if I could fix it I would. If you look at the "Pics of progress" and "beta images" spoilers in the OP you can kind of tell I really struggled to make it work the way you described
On June 01 2010 14:59 StayFrosty wrote: Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
Lost me my game -_-
That's an interesting bug... I think I may know why, I'll look into it tomorrow.
Also, thanks guys~ Let's get this map on the front page of the popular screen? ;D
I wish but sadly the front page is always going to be shitty UMS maps, and python... I hope people start playing maps other then python though
On June 01 2010 14:59 StayFrosty wrote: Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
Lost me my game -_-
That's an interesting bug... I think I may know why, I'll look into it tomorrow.
Also, thanks guys~ Let's get this map on the front page of the popular screen? ;D
I wish but sadly the front page is always going to be shitty UMS maps, and python... I hope people start playing maps other then python though
When I look on the front page for melee maps all i see are all the blizzard maps, python, huge game hunters and Zero Clutter.
On June 01 2010 14:59 StayFrosty wrote: Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
Lost me my game -_-
That's an interesting bug... I think I may know why, I'll look into it tomorrow.
Also, thanks guys~ Let's get this map on the front page of the popular screen? ;D
I wish but sadly the front page is always going to be shitty UMS maps, and python... I hope people start playing maps other then python though
When I look on the front page for melee maps all i see are all the blizzard maps, python, huge game hunters and Zero Clutter.
...disappointing
You know its bad when the map I want to play the most on the front page is python
On June 01 2010 14:59 StayFrosty wrote: Awesome map. 1 problem I noticed in my last game. For one reason or another infestors cant neural parasite over the ledges in the middle of the map near the gold minerals.
Lost me my game -_-
That's an interesting bug... I think I may know why, I'll look into it tomorrow.
Also, thanks guys~ Let's get this map on the front page of the popular screen? ;D
I wish but sadly the front page is always going to be shitty UMS maps, and python... I hope people start playing maps other then python though
When I look on the front page for melee maps all i see are all the blizzard maps, python, huge game hunters and Zero Clutter.
...disappointing
You know its bad when the map I want to play the most on the front page is python
\ At least destination is up there, but I want to get some testing in on my map and I can't do that because nobody can see it.
damn you bnet 2.0
Anyway, the more I think about it the more i'm thinking the watchtowers are a bad feature to have in the map, but that's just theorycrafting in my head. Play the map, tell me what you think!
Looks nice overall, but it seems that the bridges to the center are skewed the "wrong" way compared to the original map, and they are still a bit too much to the center. Any particular reason that was done?
On June 03 2010 10:45 Alphaes wrote: Looks nice overall, but it seems that the bridges to the center are skewed the "wrong" way compared to the original map, and they are still a bit too much to the center. Any particular reason that was done?
There's no bridge doodad like there was in BW, so I just used some terrain.
I started off by using the legacy conversion tool, which gave me that outline there that I used to shape the terrain out of, and then tweak and then tweak and then tweak etc. I moved the bridges out a little big so that tanks can't sit on the bridge and siege into the nat so easily, and after I moved it i didn't really touch it.
I may go back and mess with them some more now that you mention it, but they've seemed to play well the way it is.
I think a cool bridge should be the entrance to the natural, like Brood War. The bridge makes it look a lot cooler than just a simple entrance. I think rocks are unnecessary, I mean no ones gonna rush to the middle and expand anyways.
On August 09 2010 15:39 TriniMasta wrote: I think a cool bridge should be the entrance to the natural, like Brood War. The bridge makes it look a lot cooler than just a simple entrance. I think rocks are unnecessary, I mean no ones gonna rush to the middle and expand anyways.
First i want to say that its a great map and certainly the best FS remake out there. However i have some things which should be fixed imho.
All changes i suggest are changes to make the map an exact copy of the BW version:
- Remove stones in middle - Remove trees in the mains. - Try not to have water around the mains by making them bigger i guess - Make the ramp from the third expansion to the middle blockable by 4 pylons and not 3 - Try to copy the terrain decorations (for example the grass spots in the mains and thirds or the mud spots in the natural area
Ofc those changes arent really nessassary to enhance the gameplay on the map but i think if you remake a bw map then it should be a 100% remake and not a blend between the bw map and new sc2 terrain.
Anyways you make very great maps (i've seen all your other maps aswell). Keep up the nice work !
On August 09 2010 15:39 TriniMasta wrote: I think a cool bridge should be the entrance to the natural, like Brood War. The bridge makes it look a lot cooler than just a simple entrance. I think rocks are unnecessary, I mean no ones gonna rush to the middle and expand anyways.
"cough" terran liftoff "cough"
this is the greatest map in sc2 atm.
Scout all the 3 other bases. He's not there? Atack middle with 10 zerglings/zealots/marine. Win. I vote for removing rocks in the middle.
On June 03 2010 10:45 Alphaes wrote: Looks nice overall, but it seems that the bridges to the center are skewed the "wrong" way compared to the original map, and they are still a bit too much to the center. Any particular reason that was done?
There's no bridge doodad like there was in BW, so I just used some terrain.
I started off by using the legacy conversion tool, which gave me that outline there that I used to shape the terrain out of, and then tweak and then tweak and then tweak etc. I moved the bridges out a little big so that tanks can't sit on the bridge and siege into the nat so easily, and after I moved it i didn't really touch it.
I may go back and mess with them some more now that you mention it, but they've seemed to play well the way it is.
Nitpicking for balance perfection:
I don't think you should have messed with the position of the bridges. It changes the walk distances from the naturals to the thirds. This creates an imbalance when the opponents spawn on the same side. As a Zerg player would want to expand away from their opponent, one player would be able to take their third while the other player would not go for the third that is towards the opponent. Therefore, they would take the next closest third. If you look at the original map, the distance between these two thirds from the natural is similar. But in your remade version, the distance is much farther. I think if you move the bridge, you should move the third.
Search seems to be bugged. I also don't find any map i'm searching. I only get some results by accident ... Took me 20 trys to get the iccup maps listed. Nice bugfix -_-
On September 24 2010 06:23 dezi wrote: Search seems to be bugged. I also don't find any map i'm searching. I only get some results by accident ... Took me 20 trys to get the iccup maps listed. Nice bugfix -_-
I'm hearing about a lot of bugs from people on EU, sadly there's nothing i can do to help :<
I searched for this on US the other day (iccup/fighting spirit/iccup fighting spirit)--it was weird that all kinds of unrelated maps popped up at first.
Just search and go get a drink of water, some minutes later stuff you expect to see will be at the top.
Fucking hell, the people behind bnet2.0 are worse at their job than ...
Actually I can't remember buying any product that is as poorly designed (especially considering the abundance of resources that Blizzard has) so I don't know how to finish that sentence.
On April 24 2012 10:38 PiPoGevy wrote: Hello ProdiG is this map still available on B.Net, if not you can repost it on
I talked to you while you were casting ESV, yous said that you might remake this map again
Holy 1 and a half year thread bump...
I taked to ProdiG while he was commentating for ESV, I requested and many others that he improve this map or im just simply asking if it is still available on B.Net