Staredit Network > Forums > SC2 General Discussion > Topic: Impossible Treat
Impossible Treat
Jul 3 2010, 10:17 pm
By: payne  

Jul 3 2010, 10:17 pm payne Post #1

:payne:

We were three to start this project; an Impossible Scenario map.
One of us actually had to be hospitalized and did not have the time to do any work on the map itself, so we continued to work on the map, waiting for him.
Now it's been quite a while and we think Onekrana, our partner, may be dead (D:).

Anyways, I've searched for the Impossible maps this community had to offer, and there so few!
One made by me, one by franck, and two more. I contacted nomoreholywar, but he is way too inactive to work with us. The other Impossible maker is actually not fitting with the style of Impossible we are currently creating (as far as I know).

So now we're left with a map literally designed to be made by 3 different persons, but are missing 1.
We will be very selective in regards of the people wanting to get in: we are promising a high-quality map.

All of our levels are supposed to feature a good difficulty (hard enough to ensure players will have to brainstorm before acting), a unique style (it can be a scenario where the players choose their units from unit-packs, or from randomly generated units, or they just receive units the maker wants them to have) and a good environment (yes, we want every level to actually -look- good, so if you suck at terraining, you might not make it. BUT, if you are very confident that you are filling perfectly the 2 other features, we can probably try to pretty-up your levels a bit. Also, some levels have to be plain. For example, an other type of level are the very small levels, involving a lot of micro and brainstorm because a single millimetre too far can blow up your whole army; This is the kind of level that requires all the attention of the player, so we shouldn't place distractions such as waterfalls or other doodads).

To give you an idea, we already have 10 pages of discussions through Mapster's PMs to determine how our levels work, look, etc.

P.S. The name is subject to change!
Oh, and we already have 6 levels done. We planned to do something around 12, though we'll probably go past this number.



None.

Jul 3 2010, 10:42 pm Morphling Post #2



Payne it's good that you want to make Starcraft II maps because our Starcraft II forums seem dead, but you should really try and branch out to other, more creative ideas.



None.

Jul 3 2010, 11:04 pm payne Post #3

:payne:

Quote from Morphling
Payne it's good that you want to make Starcraft II maps because our Starcraft II forums seem dead, but you should really try and branch out to other, more creative ideas.
I am completely unable to trigger in GE for now and RL stuff keeps me away from trying to learn, so I stick with one of the very few maps I actually love to play. Moreover, it is one of the easiest to create in terms of triggers :awesome:
... notice how I had to hire triggerers for my Random Micro Arena projects (avgnerd and jb4times4). I am still waiting for jb4 to actually do some stuff. ;o

And anyways, this is exactly the kind of maps that are very popular if effort is set in it. Just think of Impossible Adaptation: it is now one of the most played Impossible map of B.net 1.0's history! And God knows I've past a lot of time on this project and really made my best to make it look beautiful (I'm a detail-freak).
Plus, I am currently trying to get the Clan xImp (from SC1) to move to SC2 and join our forum for their productions (though this is still very vague since I am unable to talk to the maker of the clan: he is always afk)... and that would help much the activity of our forums! ;)
For sure having produced popular impossible maps in sc1 and sc2 will help my case on this idea.



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Zoan -- Oh_Man
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oh ya I saw that when Armo posted it on Discord, pretty crazy
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so that gives me approximately 27 more years to finish tenebrous before you get to it?
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