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[GE]Fighting Spirit in SC2!

Forum Index > SC2 Maps & Custom Games
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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 +

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Pic of version 1.13
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Pics of version 1.11
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Pics of version 1.8
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Pic of version 1.7
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Pic of version 1.6
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Original map
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Pic of version 1.5
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Pic of version 1.4.1
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Pic of version 1.3
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These pics are before version 1.3
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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
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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]
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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.
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?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 07:19 GMT
#41
uploaded a 1.4.2

I found out how to make the mineral patches look different! wee!~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
April 24 2010 07:24 GMT
#42
good work.
Dingo_egret
Profile Joined June 2005
Brazil97 Posts
April 24 2010 07:27 GMT
#43
On April 24 2010 12:50 prodiG wrote:
Show nested quote +
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 should wake up from nightmares all sweaty and go like 'OH GOD HE'S BUILDING CANNONS UNDER MY BED'" - Day[9]
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 07:31:36
April 24 2010 07:30 GMT
#44
On April 24 2010 16:27 Dingo_egret wrote:
Show nested quote +
On April 24 2010 12:50 prodiG wrote:
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Katkishka
Profile Blog Joined December 2009
United States652 Posts
April 24 2010 07:31 GMT
#45
This is looking really good.
Keep it up, I'd rather play on this than most of the blizz maps...
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2010 07:54 GMT
#46
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!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
crappen
Profile Joined April 2010
Norway1546 Posts
April 24 2010 09:37 GMT
#47
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.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-04-24 09:42:38
April 24 2010 09:40 GMT
#48
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
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
FoBuLouS
Profile Blog Joined September 2008
United States570 Posts
April 24 2010 09:57 GMT
#49
That looks awesome! Keep it up.

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.
Plaaguu
Profile Joined April 2009
United States406 Posts
April 24 2010 10:01 GMT
#50
Sweet map design. 2x gas or gold minerals in the center would definitely be good.
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
April 24 2010 10:02 GMT
#51
On April 24 2010 19:01 edhead999 wrote:
Sweet map design. 2x gas or gold minerals in the center would definitely be good.

i agree put gold in center
Tomorrow never comes until its too late...
zionman
Profile Blog Joined April 2009
Belgium149 Posts
April 24 2010 10:11 GMT
#52
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 :'(
freakz
7mk
Profile Blog Joined January 2009
Germany10157 Posts
April 24 2010 10:22 GMT
#53
woooah sweeet man gj!!
god I hate that I cant play sc2 right now
beep boop
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
April 24 2010 10:30 GMT
#54
map looks real sweet and I gotta try it out asap. Good job sir!
Do you really want chat rooms?
simme123
Profile Blog Joined February 2010
Sweden810 Posts
April 24 2010 10:34 GMT
#55
Love it!
remag
Profile Joined August 2009
Germany354 Posts
April 24 2010 10:38 GMT
#56
This looks so good!
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
April 24 2010 10:40 GMT
#57
Holy shit, this is amazing.

I was going to do Neo Medusa, but after 2 hours of work only got 1/3rd of the map done and gave up.
Jippie
Profile Joined December 2009
Sweden40 Posts
April 24 2010 10:40 GMT
#58
this is nice!

but shouldent the middle expo have gold minerals
or is that too good?
Artisan
Profile Joined February 2010
United States336 Posts
April 24 2010 10:42 GMT
#59
wow really impressed by this looks like the best remake of any broodwar maps so far
Fortress
Profile Joined February 2010
Sweden96 Posts
April 24 2010 10:42 GMT
#60
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.
opt in they said... ;_;
FaCE_1
Profile Blog Joined December 2006
Canada6173 Posts
April 24 2010 10:44 GMT
#61
really nice, its actualy look like a sc2 map.
n_n
zionman
Profile Blog Joined April 2009
Belgium149 Posts
April 24 2010 10:46 GMT
#62
So everybody is able to play it ?
doenst work for me share me ur knowledge plz
freakz
WarChimp
Profile Blog Joined March 2010
Australia943 Posts
April 24 2010 10:47 GMT
#63
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
Hjertify
Profile Joined April 2010
Sweden70 Posts
Last Edited: 2010-04-24 12:16:33
April 24 2010 12:13 GMT
#64
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?

[image loading]
http://img153.imageshack.us/img153/1001/lunat.jpg

Its far from an exact copy so to say,but im just training, also i know that the down/left corner is fucked up more then the other corners :&
...
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 24 2010 12:18 GMT
#65
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
Progamerpls no copy pasterino
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
April 24 2010 12:21 GMT
#66
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?
GANDHISAUCE
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 24 2010 12:24 GMT
#67
On April 24 2010 21:21 De4ngus wrote:
Show nested quote +
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
Progamerpls no copy pasterino
treason
Profile Joined February 2009
Germany72 Posts
April 24 2010 12:30 GMT
#68
Link in OP is broken, this is the correct link:
http://forums.sc2mapster.com/development/map-development/344-play-custom-maps-on-official-battle-net-custom-games/
PredY
Profile Joined September 2009
Czech Republic1731 Posts
April 24 2010 12:49 GMT
#69
that looks hella fun, would love to try this one out
http://www.twitch.tv/czelpredy
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-04-24 17:05:43
April 24 2010 16:37 GMT
#70
On April 24 2010 21:30 treason wrote:
Link in OP is broken, this is the correct link:
http://forums.sc2mapster.com/development/map-development/344-play-custom-maps-on-official-battle-net-custom-games/

I'll fix the OP

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

I had an epiphany last night that tells me this is a good idea.

EDIT: Version 1.6 is up with the properly placed geysers. See screenshots
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
April 24 2010 18:32 GMT
#71
NICE OMFG
AKA: TelecoM[WHITE] Protoss fighting
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
April 25 2010 00:15 GMT
#72
This map is beautiful. I badly want it in the ladder rotation.

Going to try it some more during the week.
I
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 25 2010 02:51 GMT
#73
On April 25 2010 09:15 Gigaudas wrote:
This map is beautiful. I badly want it in the ladder rotation.

Going to try it some more during the week.

Me too.
:D
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 25 2010 19:56 GMT
#74
Update~
I haven't been able to get the testing method in my OP to work.
If anyone has any more luck, let me know <: D
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
sob3k
Profile Blog Joined August 2009
United States7572 Posts
April 25 2010 20:16 GMT
#75
How symmetrical is this? Top left looks way smaller than bottom right....
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 26 2010 01:42 GMT
#76
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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
cloudJR
Profile Blog Joined April 2010
United States266 Posts
April 26 2010 19:09 GMT
#77
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
All I can hear are thousands of children screaming imbalance.......
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 26 2010 22:05 GMT
#78
is the border let flying unit to fly over ?
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 26 2010 22:08 GMT
#79
On April 27 2010 07:05 KhAlleB wrote:
is the border let flying unit to fly over ?

No units can go where the border is.
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 26 2010 22:09 GMT
#80
Contact blizzard and beg them to put this in the map pool
When I think of something else, something will go here
Jandos
Profile Blog Joined December 2003
Czech Republic928 Posts
April 26 2010 22:10 GMT
#81
Great job, really !
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
Last Edited: 2010-04-26 22:15:00
April 26 2010 22:14 GMT
#82
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
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 26 2010 22:20 GMT
#83
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-04-27 00:49:16
April 26 2010 23:52 GMT
#84
On April 27 2010 07:20 prodiG wrote:
Show nested quote +
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
April 27 2010 00:41 GMT
#85
Why are the 2 and 4 mains MUCH bigger than 8 and 10?
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
April 27 2010 00:44 GMT
#86
wow map looks really well done! hope it gets published!
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 27 2010 00:51 GMT
#87
On April 27 2010 09:41 MasterReY wrote:
Why are the 2 and 4 mains MUCH bigger than 8 and 10?

camera angle and my hand-symmetry
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Triik
Profile Joined January 2010
Canada51 Posts
April 27 2010 01:04 GMT
#88
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.
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
April 27 2010 01:14 GMT
#89
--- Nuked ---
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
April 27 2010 01:15 GMT
#90
This looks freaking awesome. Really looking forward to seeing the final product.
Writerdamn, i was two days from retirement
Davee
Profile Joined March 2010
United States38 Posts
April 27 2010 02:16 GMT
#91
On April 27 2010 09:51 prodiG wrote:
Show nested quote +
On April 27 2010 09:41 MasterReY wrote:
Why are the 2 and 4 mains MUCH bigger than 8 and 10?

camera angle and my hand-symmetry


I saw this on the map design thread
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 27 2010 02:28 GMT
#92
On April 27 2010 11:16 Davee wrote:
Show nested quote +
On April 27 2010 09:51 prodiG wrote:
On April 27 2010 09:41 MasterReY wrote:
Why are the 2 and 4 mains MUCH bigger than 8 and 10?

camera angle and my hand-symmetry


I saw this on the map design thread
http://www.youtube.com/watch?v=IG-6yCfH0S8

Yeah I figured out how to do that after the map was done, I think I might go back and make sure everything's all even and fix the border sometime...
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
May 07 2010 23:30 GMT
#93
UPDATE:
version 1.7 is now up! check out the new overhaul on the map!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Dankmids
Profile Blog Joined March 2010
United States316 Posts
May 07 2010 23:44 GMT
#94
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.
"Alright, Lets poop out a daily" Day9- Daily #203
Blinn
Profile Blog Joined March 2009
United Kingdom68 Posts
May 07 2010 23:47 GMT
#95
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.
2 Fav Things? Team Melee & Bjornebryggs!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 07 2010 23:49 GMT
#96
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Cirno
Profile Joined December 2008
Canada168 Posts
May 08 2010 00:05 GMT
#97
looks awesome bro =)
NrG.Cirno
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 08 2010 04:07 GMT
#98
Version 1.8 is up!

It's pretty~*~*
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Marksman
Profile Blog Joined May 2009
Malaysia523 Posts
May 08 2010 04:23 GMT
#99
Sweet looking, nice work!
I live by the LoL
R4ptur3d
Profile Blog Joined November 2009
Canada206 Posts
May 09 2010 05:50 GMT
#100
Awesome map bro its totally awesome and chill maybe you should totally try making maps bro
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-22 19:18:42
May 20 2010 21:16 GMT
#101
EDIT: Map taken down from SC2 Mapster.

Changes may follow due to SC2Mapster wizards telling me how I can improve the map
Edit: Version 1.9 is up
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
May 22 2010 19:18 GMT
#102
Scratch my last post. Map is taken down from SC2Mapster, see instructions to play the map in the OP.

Version 1.10 is up, see changelog for info.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2010-05-22 19:37:48
May 22 2010 19:35 GMT
#103
i'd love to play this map but i'm on eu server
any options?
http://www.twitch.tv/czelpredy
Fallen33
Profile Blog Joined April 2007
United States596 Posts
May 22 2010 19:36 GMT
#104
shouldm ake the middle gold minerals
"Glory is fleeting, but obscurity is forever." - Napoleon Bonaparte ¯\_(ツ)_/¯
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 22 2010 19:37 GMT
#105
On May 23 2010 04:35 PredY wrote:
i'd love to play this map but i'm on eu server

wow, it doesn't get uploaded globally?
that's really gay... I'll see if i can try to get it uploaded in EU then
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
May 22 2010 19:38 GMT
#106
Can someone publish this on EU?
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-22 19:53:26
May 22 2010 19:43 GMT
#107
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.

EDIT: the teams are still bugged -_-
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
OptimoPeach
Profile Joined July 2009
United States137 Posts
Last Edited: 2010-05-22 19:54:44
May 22 2010 19:53 GMT
#108
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
PredY
Profile Joined September 2009
Czech Republic1731 Posts
May 22 2010 19:56 GMT
#109
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.

EDIT: the teams are still bugged -_-


is it any difficult? i could do that...
http://www.twitch.tv/czelpredy
Papillon
Profile Joined February 2010
Germany131 Posts
May 22 2010 20:08 GMT
#110
man this looks great :D one of my favorite bw maps
keep it up!
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 22 2010 20:31 GMT
#111
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Baarn
Profile Joined April 2010
United States2702 Posts
May 22 2010 20:33 GMT
#112
Awesome map.
There's no S in KT. :P
MrStorkie
Profile Joined April 2010
United Kingdom697 Posts
May 22 2010 20:35 GMT
#113
brilliant work
1a2a3a4z5z6d7d8d9p0p
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
May 22 2010 20:55 GMT
#114
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)
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-22 21:00:42
May 22 2010 21:00 GMT
#115
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.

[image loading]

I'm not trying to upload 'Fighting Spirit [esES]' -_-
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
nurle
Profile Joined August 2009
Norway308 Posts
May 22 2010 21:01 GMT
#116
like all the maps in sc2 it's probably way smaller than original map, so probably sucks!
Jaedong fucking beast
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
May 22 2010 21:02 GMT
#117
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
OptimoPeach
Profile Joined July 2009
United States137 Posts
May 22 2010 21:13 GMT
#118
On May 23 2010 06:00 prodiG wrote:
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.

[image loading]

I'm not trying to upload 'Fighting Spirit [esES]' -_-

B.net is down at the moment so that might be why. But maybe not, I really don't know how this works
Kokosaft
Profile Joined April 2010
Germany172 Posts
Last Edited: 2010-05-23 19:35:13
May 23 2010 19:34 GMT
#119
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


found on: http://forums.battle.net/thread.html?topicId=25026323304&sid=5010

i like the look of that map, when b.net starts working again, ill test it :D
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-05-23 20:11:01
May 23 2010 20:07 GMT
#120
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.

EDIT: It seems that map publishing is back.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 23 2010 20:38 GMT
#121
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


found on: http://forums.battle.net/thread.html?topicId=25026323304&sid=5010

i like the look of that map, when b.net starts working again, ill test it :D

i had all that done, the map name button is bugged
the name on bnet atm is "Fighting Spirit BW" because Fighting Spirit is taken -_-
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
snotboogie
Profile Blog Joined August 2009
Australia3550 Posts
May 23 2010 20:40 GMT
#122
This looks bjuejularly amazing. Sweetne$$$$$$!
zergnewb
Profile Blog Joined April 2009
United States816 Posts
May 23 2010 20:43 GMT
#123
Can't you expand the map so that it goes all the out to the border instead of having all that air space? It just seems like such a waste.
Welcome to the Durst-Zone
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
May 23 2010 20:50 GMT
#124
Make middle expansion minerals high yield instead or noone will take it
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 23 2010 21:24 GMT
#125
On May 24 2010 05:50 KinosJourney2 wrote:
Make middle expansion minerals high yield instead or noone will take it

there are 12 mineral patches, which is 4 more than you get at a normal base. when saturated, that base is worth more than anything else on the map.

...and nobody took it in BW anyway
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
haaz
Profile Joined May 2010
157 Posts
May 24 2010 11:25 GMT
#126
Where i can download this map? In eu there is no fightning spirit to download form bn. So are there any links in internet for direct download?
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
haaz
Profile Joined May 2010
157 Posts
May 24 2010 13:10 GMT
#127
C'mon guys please, I need this link for download this awesome map!
I absolutely loved to play on it in bw !
temp banned: 2 warnings: 8, my little achievments 8), last update: 23-05-2013
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 25 2010 02:39 GMT
#128
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
krowe
Profile Joined April 2010
United States184 Posts
May 25 2010 03:13 GMT
#129
I didn't really play sc1 so I don't know the map but it does look pretty well. who knows, maybe bliz can use it for the ladder
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 25 2010 03:30 GMT
#130
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BigDatez
Profile Joined April 2010
Canada434 Posts
May 28 2010 02:08 GMT
#131
Great map, hard for Zerg though due to 3 bases being so easy to defend from all ground, nearly impossible to take over a P or T who has 3base going.
Video games > sex (Proven fact)
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
May 28 2010 02:10 GMT
#132
I would make the middle gold minerals and change the water to be more detailed/reflective/etc.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 28 2010 02:11 GMT
#133
On May 25 2010 12:30 prodiG wrote:
Show nested quote +
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
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
HDstarcraft
Profile Blog Joined May 2009
United States577 Posts
May 28 2010 02:12 GMT
#134
I've noticed that the trees at 7o'clock main base can actually block vision of units if a battle occurs there.

YouTube.com/HDstarcraft
yomi
Profile Blog Joined June 2004
United States773 Posts
May 28 2010 02:14 GMT
#135
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.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-28 03:13:38
May 28 2010 02:50 GMT
#136
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
[image loading]
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 28 2010 04:29 GMT
#137
I had no lag problems, this was my favorite bw map and im glad your putting the work in to do it justice

thank you prodiG
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
May 28 2010 07:13 GMT
#138
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:
[image loading]

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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
May 28 2010 07:19 GMT
#139
i love this map so much!! good work man
AKA: TelecoM[WHITE] Protoss fighting
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 28 2010 08:23 GMT
#140
wow i love the new changes
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-28 19:37:59
May 28 2010 10:02 GMT
#141
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
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
May 28 2010 11:20 GMT
#142
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
disco
Profile Blog Joined June 2009
Netherlands1667 Posts
May 28 2010 18:46 GMT
#143
Doesn't seem to be up @ EU. Doesn't show up when I search for "fighting"
this game is a fucking jokie
Leball
Profile Joined February 2010
Sweden21 Posts
May 28 2010 19:24 GMT
#144
Same here, i only find a "Fighting_Spirit v1.9 2v2" made by Spyko, is that the one?
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-05-28 19:43:21
May 28 2010 19:37 GMT
#145
On May 29 2010 04:24 Leball wrote:
Same here, i only find a "Fighting_Spirit v1.9 2v2" made by Spyko, is that the one?

definitely not, i'll hop on my desktop and take a look in a second, i may have accidentally kept the map private instead of public


EDIT: Yep, checked private instead of public. My bad guys, should be working now!
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
Last Edited: 2010-05-29 20:00:11
May 29 2010 19:04 GMT
#146
Version 1.13 up on US, EU to follow soon

By popular demand I changed the middle base to gold minerals, and left the geysers as rich geysers. What do you guys think?

Poll: What kind of resources should be in the center?

Both (31)
 
56%

Standard Geyser + Mineral (14)
 
25%

Rich Geyser - 6 gas/trip x2 geyser (5)
 
9%

Rich Mineral - 6min/trip x12 patches (5)
 
9%

55 total votes

Your vote: What kind of resources should be in the center?

(Vote): Rich Geyser - 6 gas/trip x2 geyser
(Vote): Rich Mineral - 6min/trip x12 patches
(Vote): Both
(Vote): Standard Geyser + Mineral



Also:

Poll: Should the watchtowers stay?

Yes (35)
 
54%

No (30)
 
46%

65 total votes

Your vote: Should the watchtowers stay?

(Vote): Yes
(Vote): No






EDIT: Should be up in EU. If you're in EU, search "Fighting Spirit BW" and tell me if you can find it
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Cirno
Profile Joined December 2008
Canada168 Posts
June 01 2010 04:37 GMT
#147
nice map bro =)
NrG.Cirno
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
June 01 2010 04:39 GMT
#148
Take the watchtowers out of the map imo.
"Time to put the mustard on the hotdog. -_-"
Arco
Profile Joined September 2009
United States2090 Posts
June 01 2010 04:40 GMT
#149
Having some fun macro games on this map with my practice partner. Starting to feel nostalgic of SC1 a little.

Good work.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
June 01 2010 04:50 GMT
#150
Goddamn. With all the trimmin's too.
All the trees around the edge and all that, mad props.
This is one of my favorite newer maps.

I'm actually emailing this thread to people I play with. Nice. Work.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
StayFrosty
Profile Joined February 2010
Canada743 Posts
June 01 2010 05:59 GMT
#151
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 -_-
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 01 2010 06:06 GMT
#152
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
gawk
Profile Joined February 2010
Germany310 Posts
June 01 2010 06:54 GMT
#153
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 :/
Kyouya
Profile Joined January 2008
Mexico318 Posts
June 01 2010 07:40 GMT
#154
Up in US, i just downloaded it, thanks prodiG.
Strike First, Strike Hard, Show No Mercy.
Frenzy175
Profile Joined January 2010
Australia42 Posts
June 01 2010 08:07 GMT
#155
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
selboN
Profile Blog Joined January 2008
United States2523 Posts
June 01 2010 08:22 GMT
#156
Been playing this quite a bit tonight. Very well done, thanks for taking the time to convert it over to SC2!
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
2on2
Profile Joined April 2009
United States142 Posts
June 01 2010 14:30 GMT
#157
I cant wait to play this map and give some feedback! Thanks for the great work
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2010-06-01 17:53:24
June 01 2010 17:52 GMT
#158
On June 01 2010 15:54 skatman1744 wrote:
Show nested quote +
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


ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 01 2010 18:48 GMT
#159
On June 01 2010 15:06 prodiG wrote:
Show nested quote +
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
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 01 2010 22:31 GMT
#160
On June 02 2010 03:48 jamesr12 wrote:
Show nested quote +
On June 01 2010 15:06 prodiG wrote:
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
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 02 2010 00:28 GMT
#161
On June 02 2010 07:31 prodiG wrote:
Show nested quote +
On June 02 2010 03:48 jamesr12 wrote:
On June 01 2010 15:06 prodiG wrote:
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
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 02 2010 19:57 GMT
#162
On June 02 2010 09:28 jamesr12 wrote:
Show nested quote +
On June 02 2010 07:31 prodiG wrote:
On June 02 2010 03:48 jamesr12 wrote:
On June 01 2010 15:06 prodiG wrote:
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!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
BigDatez
Profile Joined April 2010
Canada434 Posts
June 02 2010 20:01 GMT
#163
I Love the map, but as Z i find it hard to play against P and T because the 3'rd base is so easy to defend compared to most maps
Video games > sex (Proven fact)
numLoCK
Profile Blog Joined November 2008
Canada1416 Posts
June 02 2010 20:05 GMT
#164
Oh I'll definitely have to play this map, it looks very well done and I love playing FS on BW.
Scias
Profile Joined July 2009
United States148 Posts
June 02 2010 20:19 GMT
#165
anyone know if god's garden is out? ~_~
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 03 2010 00:53 GMT
#166
On June 03 2010 05:19 Scias wrote:
anyone know if god's garden is out? ~_~

I know it was made, I have no idea if it ever got published...


Fighting Spirit is in the Macro/Micro Tournament Map pool! be sure to check it out this weekend.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
durecell
Profile Joined April 2010
United Kingdom85 Posts
June 03 2010 01:18 GMT
#167
On EU I could only find Fighting Spirit 1.9 0.1 and Fighting_Spirit 1.9 2v2.
Alphaes
Profile Joined April 2010
United States651 Posts
Last Edited: 2010-06-03 08:08:37
June 03 2010 01:45 GMT
#168
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?

What this
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 03 2010 02:27 GMT
#169
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.

[image loading]
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.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Keype
Profile Joined March 2010
Sweden455 Posts
June 06 2010 07:54 GMT
#170
Nice work!
Tornado Terran Fighting!
thisFish
Profile Joined April 2010
Germany42 Posts
June 06 2010 07:58 GMT
#171
wow maps looks great and i think it can be a lot of fun to play on
i really like the design, good job! :-)
"Stick a fork in those buns!"
Williowa
Profile Joined April 2010
129 Posts
June 06 2010 08:08 GMT
#172
i wish the beta wasnt ending, every single in house game I play with 3 of my friends would be this map...awesome job
It's A Zergling Lester
Dukat
Profile Joined April 2009
United States235 Posts
June 07 2010 00:40 GMT
#173
The map is awesome. HuK going mass archons on it was just lulz. Love the center base idea.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 07 2010 00:44 GMT
#174
Thanks everyone~

Be sure to check out the finals of the Micro/Macro Tournament coming up in a few hours after ITL!
http://www.ustream.tv/channel/stew-tv
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Ideas
Profile Blog Joined April 2008
United States8121 Posts
June 07 2010 00:52 GMT
#175
this is a really good port. SC2 is a lot more fun on fighting spirit. it's actually big enough to be able to maneuver armies around and stuff!
Free Palestine
Wihl
Profile Blog Joined June 2010
Sweden472 Posts
June 07 2010 01:18 GMT
#176
You can make bridges with terrain objects, there's a guide on sc2mapster. Looking really good.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 07 2010 01:36 GMT
#177
On June 07 2010 10:18 Wihl wrote:
You can make bridges with terrain objects, there's a guide on sc2mapster. Looking really good.

Can you provide a link? If i can make the bridges look like they did in brood war i'd be super happy~
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
killercheebo
Profile Joined November 2009
Korea (North)46 Posts
June 09 2010 00:15 GMT
#178
shouldn't mid have 4gas since original sc1 map had 2gas?
NORTH KOREA PWNS AT SC
PsykoMantis
Profile Joined June 2010
United States203 Posts
Last Edited: 2010-06-11 01:31:51
June 11 2010 00:15 GMT
#179
woops wrong thread
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
June 11 2010 00:18 GMT
#180
On June 09 2010 09:15 killercheebo wrote:
shouldn't mid have 4gas since original sc1 map had 2gas?


I belive he made them high yeild gas opposed to making 4 gas
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
June 11 2010 01:29 GMT
#181
Really wish Blizz would add this to ladder :D

They should buy maps like this from people and incorporate them into ladder! :D
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
June 11 2010 02:18 GMT
#182
On June 11 2010 10:29 Subversion wrote:
Really wish Blizz would add this to ladder :D

They should buy maps like this from people and incorporate them into ladder! :D

Blizzard states in the Galaxy Editor terms of usage that if they want to steal the map idea and make it their own there's nothing I can do about it

On June 11 2010 09:18 jamesr12 wrote:
Show nested quote +
On June 09 2010 09:15 killercheebo wrote:
shouldn't mid have 4gas since original sc1 map had 2gas?


I belive he made them high yeild gas opposed to making 4 gas

correct, the gas is high yield
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
SONE
Profile Joined May 2010
Canada839 Posts
July 29 2010 15:52 GMT
#183
Every hour I try to search this on retail, hope it isn't scrapped for it
TriniMasta
Profile Joined December 2009
United States1323 Posts
August 09 2010 06:39 GMT
#184
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.
정명훈 FIGHTING!!! Play both T and P.
Ikkuh
Profile Joined June 2010
Netherlands170 Posts
August 21 2010 10:54 GMT
#185
this map is so fucking epic
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
Last Edited: 2010-08-21 11:02:54
August 21 2010 11:02 GMT
#186
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.
"Mudkip"
iNF
Profile Joined September 2010
Sweden4 Posts
September 01 2010 14:00 GMT
#187
Looks awesome dude.
Can't really test them though as I'm on the EU and the latest version up is 1.0.

If you want maybe I can help you publish them on the EU side or something, as I'm getting proper tired of the default blizzard maps.
pinkranger15
Profile Joined June 2010
Philippines1597 Posts
September 01 2010 15:51 GMT
#188
wow. really cool man.
yoyo!
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 03 2010 10:02 GMT
#189
I totally love this Map!

I wish we could see more big Maps like this in the future and implement them in the Mappool.
https://soundcloud.com/thesamplethief
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
Last Edited: 2010-09-03 17:00:58
September 03 2010 10:27 GMT
#190
Hey prodiG

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 !
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
September 03 2010 12:42 GMT
#191
On August 21 2010 20:02 Madkipz wrote:
Show nested quote +
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.
simme123
Profile Blog Joined February 2010
Sweden810 Posts
September 03 2010 12:47 GMT
#192
So awesome
BoomStevo
Profile Joined August 2010
United States332 Posts
September 07 2010 23:03 GMT
#193
On June 03 2010 11:27 prodiG wrote:
Show nested quote +
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.

[image loading]
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.

Hard to explain, so just compare the images: + Show Spoiler +

[image loading]

[image loading]
Compare the distance of the red lines with the blues lines and it's pretty easy to see.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=158246 - My Maps
TekKpriest
Profile Joined March 2010
308 Posts
September 08 2010 11:51 GMT
#194
i played earlier versions and im happy to read that the watchtowers were removed.

Now i really like that map

Need to download nao! I hope those maps will be used in some tournaments instead of the blizz maps :<
A Man chooses, a slave obeys
nihoh
Profile Blog Joined May 2010
Australia978 Posts
September 08 2010 12:37 GMT
#195
On June 11 2010 11:18 prodiG wrote:
Show nested quote +
On June 11 2010 10:29 Subversion wrote:
Really wish Blizz would add this to ladder :D

They should buy maps like this from people and incorporate them into ladder! :D

Blizzard states in the Galaxy Editor terms of usage that if they want to steal the map idea and make it their own there's nothing I can do about it

Show nested quote +
On June 11 2010 09:18 jamesr12 wrote:
On June 09 2010 09:15 killercheebo wrote:
shouldn't mid have 4gas since original sc1 map had 2gas?


I belive he made them high yeild gas opposed to making 4 gas

correct, the gas is high yield

I hope Blizzard does steal ur map...... XD
Dont look at the finger or you will miss all that heavenly glory.
CONFIG
Profile Joined May 2010
Romania99 Posts
September 08 2010 13:52 GMT
#196
I hope this map get's in the map pool but chances are 0 :/

Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
September 23 2010 21:17 GMT
#197
I can't find this map on EU but I'm a noob when it comes to custom games.

I should just select "Popular" when creating a custom game and then search for "fighting" right? Doesn't give me any hits.
I
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 23 2010 21:20 GMT
#198
On September 24 2010 06:17 Gigaudas wrote:
I can't find this map on EU but I'm a noob when it comes to custom games.

I should just select "Popular" when creating a custom game and then search for "fighting" right? Doesn't give me any hits.

Search iCCup
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 23 2010 21:23 GMT
#199
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 -_-
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
September 23 2010 21:25 GMT
#200
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 :<
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
dimfish
Profile Blog Joined February 2010
United States663 Posts
September 23 2010 21:34 GMT
#201
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.
dezi
Profile Blog Joined April 2010
Germany1536 Posts
September 23 2010 21:42 GMT
#202
On EU you got 'no maps found' so waiting for results will just be a waste of time.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
September 24 2010 16:39 GMT
#203
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.
I
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
April 24 2012 01:38 GMT
#204
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
John 15:13
-NegativeZero-
Profile Joined August 2011
United States2141 Posts
April 24 2012 01:54 GMT
#205
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...
vibeo gane,
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
April 24 2012 02:24 GMT
#206
On April 24 2012 10:54 -NegativeZero- wrote:
Show nested quote +
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
John 15:13
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
April 24 2012 05:18 GMT
#207
It's still published on NA :O
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
April 24 2012 05:25 GMT
#208
i wish this was an sc2 ladder map T_T
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
AssyrianKing
Profile Blog Joined August 2011
Australia2115 Posts
April 24 2012 05:51 GMT
#209
On April 24 2012 14:18 prodiG wrote:
It's still published on NA :O

ProdiG can you see if there is a way to improve the map :D
John 15:13
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