Name DF Panwa
Version 1.0
Bounds 156x128
Bases 12
Version 1.0
Bounds 156x128
Bases 12
Please leave a comment, all feedback is appreciated.
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ScorpSCII
Denmark499 Posts
Name DF Panwa Version 1.0 Bounds 156x128 Bases 12 Please leave a comment, all feedback is appreciated. | ||
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a176
Canada6688 Posts
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The_Templar
your Country52797 Posts
On April 28 2013 00:33 a176 wrote: what exactly is the point of that second ramp into the nat? I would guess something related to drops. | ||
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Callynn
Netherlands917 Posts
On April 28 2013 00:33 a176 wrote: what exactly is the point of that second ramp into the nat? It looks pretty? :> No idea, why would you drop your units on low ground instead of high ground near the minerals? Maybe tanks with a scan ... no... Just no. I'll stay with that it looks pretty and funky :D | ||
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ScorpSCII
Denmark499 Posts
On April 28 2013 00:33 a176 wrote: what exactly is the point of that second ramp into the nat? It will have different purposes in different scenarios, but is intented to generally serve as drop point / reaper path into the nat. It is easier to defend due to it being lowground, but is still an experimental feature that may get changed or removed entirely. | ||
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Archvil3
Denmark989 Posts
The baselayout is pretty cool, kinda generic and nothing out of the ordinary but very functional and interesting enough. The ramp to the nat is really cute. 2 thumbs up, hope you have luck with this one in TLMC. | ||
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ScorpSCII
Denmark499 Posts
On April 28 2013 01:11 Archvil3 wrote: I really like the center of the map. While we all have our opinions on what a good map should look like, the center of this map is in my opinion perfect in both design and proportions. The baselayout is pretty cool, kinda generic and nothing out of the ordinary but very functional and interesting enough. The ramp to the nat is really cute. 2 thumbs up, hope you have luck with this one in TLMC. Thanks for the really sweet words ![]() | ||
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[]Phase[]
Belgium927 Posts
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Exigaet
Canada355 Posts
The only change you would probably have to make is moving the watch towers to the high ground. Either way, awesome map, I like it. | ||
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IronManSC
United States2119 Posts
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ZigguratOfUr
Iraq16955 Posts
On April 28 2013 00:56 ScorpSCII wrote: Show nested quote + On April 28 2013 00:33 a176 wrote: what exactly is the point of that second ramp into the nat? It will have different purposes in different scenarios, but is intented to generally serve as drop point / reaper path into the nat. It is easier to defend due to it being lowground, but is still an experimental feature that may get changed or removed entirely. I'm disappointed. When I first saw it, I thought that you could run units around the whole edge of the map to reach the other ramp... | ||
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Master of DalK
Canada1803 Posts
Still pretty cool idea though, we could use more exciting and innovative maps like this :D | ||
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Uvantak
Uruguay1381 Posts
On April 28 2013 08:11 IronManSC wrote: How did you do the lighting along the shoreline? Or is that actually standard lighting im wondering the same thing, i really like it. I would like to know if you can make a FFE wall in the natural, or you must use a nexus wall?, for the map i feel that the xel'naga towers are counter producent since they control just too much space, but other than that the map has my seal of aproval :b btw yeah it would have been cool if you could walk units around the edge, but i don't think that is a good idea for a ladder map, with tank drops and all that stuff ![]() | ||
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ScorpSCII
Denmark499 Posts
On April 28 2013 08:11 IronManSC wrote: How did you do the lighting along the shoreline? Or is that actually standard lighting I didn't touch the lighting. However, I worked with the water and fog to make up for that. The benefit of this is that it's kept to the lowest level only, thus not influencing gameplay. This is what I used: + Show Spoiler + Lighting DesertWorld Fog <FogColor value="255,255,255,128"/> <FogDensity value="0.150000"/> <FogFalloff value="1.000000"/> <FogStartingHeight value="8.000000"/> Water <Height value="7.900000"/> <Color value="0.411765,0.627451,0.949020,0.000000"/> <ColorFallOff value="0.575000"/> <Specularity value="73.599998"/> <SpecularScaler value="0.080000"/> <UvRate value="0.000733,-0.000680,0.000000,0.000000"/> <UvRotate value="5.224817"/> <MeshRoughness value="0.000000"/> <TextureRoughness value="0.250000"/> <ReflectionDistortion value="0.184000"/> <RefractionDistortion value="0.020000"/> <MinReflection value="0.000000"/> <ReflectivityPower value="4.000000"/> | ||
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eTcetRa
Australia822 Posts
On April 28 2013 09:04 ScorpSCII wrote: Show nested quote + On April 28 2013 08:11 IronManSC wrote: How did you do the lighting along the shoreline? Or is that actually standard lighting I didn't touch the lighting. However, I worked with the water and fog to make up for that. The benefit of this is that it's kept to the lowest level only, thus not influencing gameplay. This is what I used: + Show Spoiler + Lighting DesertWorld Fog <FogColor value="255,255,255,128"/> <FogDensity value="0.150000"/> <FogFalloff value="1.000000"/> <FogStartingHeight value="8.000000"/> Water <Height value="7.900000"/> <Color value="0.411765,0.627451,0.949020,0.000000"/> <ColorFallOff value="0.575000"/> <Specularity value="73.599998"/> <SpecularScaler value="0.080000"/> <UvRate value="0.000733,-0.000680,0.000000,0.000000"/> <UvRotate value="5.224817"/> <MeshRoughness value="0.000000"/> <TextureRoughness value="0.250000"/> <ReflectionDistortion value="0.184000"/> <RefractionDistortion value="0.020000"/> <MinReflection value="0.000000"/> <ReflectivityPower value="4.000000"/> Like what Blizzard done in their Shakuras campaign map, In Utter Darkness. | ||
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ScorpSCII
Denmark499 Posts
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