[MAP]
{
	Description=Floating World;
	TidalStrength=25;
	Gravity=130;
	MaxMetal=0.01;
	ExtractorRadius=256;
	MapHardness=999999999999999999;
	DetailTex=ArghDetail01.bmp;
	AutoShowMetal=1;
	NotDeformable=0;
	voidwater=1;

	[SMF] 
	{
	minheight = -1;
	maxheight =  1;
	}

	[ATMOSPHERE]
	{
		Skybox=OutputCube.dds;

		FogColor=0.3 0.3 0.3;
		FogStart=0.5;

		CloudColor=0.9 0.9 1.0;
		SkyColor=0.5 0.6 1.0;

		SunColor=1.0 1.0 0.6;
		CloudDensity=0.1;

		MinWind=1;
		MaxWind=30;
	}
	[WATER]
	{
		waterdamage=20000;
		WaterBaseColor=0.3 1.0 0.7;  //color at water surface
		WaterAbsorb=0.004 0.003 0.002;  //how fast different colors are absorbed by the water
		WaterMinColor=0.1 0.2 0.3;  //the min value the water colors will go down to
		WaterPlaneColor=0.3 1.0 0.7;
		WaterRepeatX=128;
		WaterRepeatY=128;

		//WATER 4 OPTIONS
		BumpWaterTexSizeReflection=64;
		BumpWaterReflection=1;
		BumpWaterRefraction=0;
		BumpWaterShoreWaves=1;
		BumpWaterAnisotropy=0;
		BumpWaterUseDepthTexture=1;
		BumpWaterDepthBits=24;
		BumpWaterBlurReflection=1;

		specularPower=0.05;
		specularFactor=0.1;
		ambientFactor=0.2;
		diffuseFactor=0.2;
		fresnelMin=0.2;
		fresnelMax=0.7;
		fresnelPower=4.0;
		reflectionDistortion=1.0;
		blurBase=2.0;
		blurExponent=1.5;
		perlinStartFre=4.0;
		perlinLacunarity=3.0;
		perlinAmplitude=1.1;
	}
	[LIGHT]
	{
		SunDir=-0.3 1.0 -0.3;
		GroundAmbientColor=0.4 0.4 0.6;
		GroundSunColor=0.6 0.6 0.7;
		GroundShadowDensity=1;
		UnitAmbientColor=0.4 0.4 0.6;
		UnitSunColor=0.6 0.6 0.7;
		UnitShadowDensity=1;
		SpecularSunColor=1.0 1.0 0.7;
	}
	[TEAM0]
	{
		StartPosX=199;
		StartPosZ=302;
	}
	[TEAM1]
	{
		StartPosX=4000;
		StartPosZ=4000;
	}
}