• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:57
CET 20:57
KST 04:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!9[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Evil Geniuses - shutting down16ISSL (IntoTheTV x SOOP SC2 League): Premier5Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League77Weekly Cups (October 5-11): Farewell to 5.0.167
StarCraft 2
General
Evil Geniuses - shutting down REPORT: StarCraft 2: Remastered In Development How do you feel about the mass reverts in the 5.0.17 PTR? Team Liquid Map Contest #22: Results and Winners No more SC2 streamers on team liquid?
Tourneys
ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22 ISSL (IntoTheTV x SOOP SC2 League): Premier WORTEX Challenger Series — Open SC2 LAN in Budapes
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps [A] Nemrods 1/4 players [M] (2) Sweltering Sands
External Content
Mutation # 549 Endless Sparkles The PondCast: SC2 News & Results Mutation # 548 Shining Bright Mutation # 547 Temple Of Terror
Brood War
General
Recent recommended BW games [Megathread] Daily Funny Videos Hands of Pluto Oceanic Brood War - Join and chat! Bot on ladder
Tourneys
[Megathread] Daily Proleagues [$1250] International ShieldBattery League [ASL22] Grand Finals [BSL23] RO24 Group C
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Mobile Legends: Bang Bang Armies of Exigo - YesYes? General RTS Discussion Thread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread
Fan Clubs
Reynor Fan Club The Flash Fan Club Serral Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9237 users

[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
Please log in or register to reply.
Live Events Refresh
Next event in 4h 33m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 406
JuggernautJason80
Nathanias 43
EmSc Tv 20
StarCraft: Brood War
Britney 15648
Shuttle 425
Dewaltoss 152
ProTech145
White-Ra 127
firebathero 108
Zeus 52
910 21
Sexy 16
Sacsri 9
League of Legends
Trikslyr60
Heroes of the Storm
Liquid`Hasu604
Other Games
Grubby3780
FrodaN1193
ceh9441
shahzam399
B2W.Neo383
KnowMe87
C9.Mang085
QueenE51
Chillindude12
Organizations
Counter-Strike
PGL26023
Other Games
WardiTV216
StarCraft 2
EmSc Tv 20
EmSc2Tv 20
[ Show 18 non-featured ]
StarCraft 2
• Adnapsc2 17
• Reevou 6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 41
• FirePhoenix20
• Pr0nogo 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3528
• TFBlade962
Other Games
• imaqtpie971
• Shiphtur688
• WagamamaTV172
Upcoming Events
PiGosaur Cup
4h 33m
IntoTheTV X SOOP
6h 3m
The PondCast
14h 3m
Kung Fu Cup
15h 3m
IntoTheTV X SOOP
1d 15h
SHIN vs GuMiho
Clem vs Classic
OSC
2 days
WardiTV Invitational
2 days
GSL
2 days
Epic.LAN
2 days
Replay Cast
3 days
[ Show More ]
Sparkling Tuna Cup
3 days
Epic.LAN
3 days
Yamato Cup
4 days
Map Test Tournament
5 days
WardiTV Weekly
5 days
Replay Cast
6 days
Rogue vs Classic
Patches Events
6 days
Liquipedia Results

Completed

Acropolis #5 - GSC
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

IPSL Winter 2026-27
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.