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[M] (2) DF Panwa

Forum Index > SC2 Maps & Custom Games
Post a Reply
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-05-02 18:19:20
April 27 2013 15:18 GMT
#1
[image loading]

DF Panwa
Uploaded to [NA] [EU]
[image loading]

Aesthetics
+ Show Spoiler +
[image loading]

[image loading]

[image loading]

[image loading]

[image loading]


Details
Name DF Panwa
Version 1.0
Bounds 156x128
Bases 12


Please leave a comment, all feedback is appreciated.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
a176
Profile Blog Joined August 2009
Canada6688 Posts
April 27 2013 15:33 GMT
#2
what exactly is the point of that second ramp into the nat?
starleague forever
The_Templar
Profile Blog Joined January 2011
your Country52798 Posts
April 27 2013 15:39 GMT
#3
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.
ModeratorI am still alive, somehow
TL+ Member
Callynn
Profile Joined December 2010
Netherlands917 Posts
April 27 2013 15:42 GMT
#4
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
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 27 2013 15:56 GMT
#5
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.
Mapmaker | Author of Atlas, Rao Mesa & Paralda
Archvil3
Profile Joined September 2010
Denmark989 Posts
April 27 2013 16:11 GMT
#6
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.
Let thy speech be better than silence, or be silent.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 27 2013 16:51 GMT
#7
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
Mapmaker | Author of Atlas, Rao Mesa & Paralda
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
April 27 2013 18:46 GMT
#8
I thought the ramp to the side of the map so to speak is pretty cool. Even if its for the most part obsolete, I feel like it makes the map just that much more unique.
Exigaet
Profile Joined May 2010
Canada355 Posts
April 27 2013 20:15 GMT
#9
Have you thought about setting this map up to be two maps in one? You could make 12 and 6 main bases and 1/7 naturals.

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.
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
April 27 2013 23:11 GMT
#10
How did you do the lighting along the shoreline? Or is that actually standard lighting
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
ZigguratOfUr
Profile Blog Joined April 2012
Iraq16955 Posts
April 27 2013 23:15 GMT
#11
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...
Master of DalK
Profile Blog Joined June 2012
Canada1803 Posts
April 27 2013 23:26 GMT
#12
awwww I thought you could go run around the map =[

Still pretty cool idea though, we could use more exciting and innovative maps like this :D
@MasterDalK | Maelstrom Entertainment | Streaming Every Esport Under the Sun
Uvantak
Profile Blog Joined June 2011
Uruguay1381 Posts
April 27 2013 23:52 GMT
#13
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
@Kantuva | Mapmaker | KTVMaps.wordpress.com | Check my profile to see my TL map threads, and you can search for KTV in the Custom Games section to play them.
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
April 28 2013 00:04 GMT
#14
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"/>
Mapmaker | Author of Atlas, Rao Mesa & Paralda
eTcetRa
Profile Joined November 2010
Australia822 Posts
April 28 2013 05:16 GMT
#15
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.


Retired Mapmaker™
ScorpSCII
Profile Joined April 2012
Denmark499 Posts
Last Edited: 2013-05-02 18:19:04
May 02 2013 18:17 GMT
#16
  • Panwa is now available on both EU and NA
I'd love to hear your thoughts!
Mapmaker | Author of Atlas, Rao Mesa & Paralda
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