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Impossible Probe, By: Franck & Payne

Creator: payne
Time: Jul 15 2010, 4:39 am

Post #1     payne Jul 15 2010, 4:39 am

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- Impossible Scenario Probe -
(user posted image)

... brought to you by Franck & Payne @ http://www.staredit.net/ ...


Map specifications:

Levels: 12
Average difficulty: Very Hard
Number of chances: 6




Some more images before continuing:


(user posted image)
- The custom Loading Screen -

(user posted image)
- The Credits scene -


This map is the result of the cooperation of two mapmakers that were recognized for their respective projects: 'Impossible Adaptation' (StarCraft I) for Payne and 'Impossible Scenario F' (StarCraft II) for Franck.
All the features are listed in the custom Loading Screen (see the screenshots above).

We are revealing the fact that the map contains an Easter Egg, but will not explain how to trigger it. Good luck finding it out. :)

Please report any bug in this thread. Feel free to leave your feedbacks as well! :awesome:
This post was edited 12 times, last edit by payne: Nov 11 2012, 5:01 pm.

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Post #2     Centreri Jul 15 2010, 5:18 am

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Dontchoo be tellin' meh when I can feel that ive beaten teh map, boiiii. I've beaten it when I say I've beaten it.

I bet the easter egg is a Probert the Probe reference. <_<

(user posted image)
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Post #3     payne Jul 15 2010, 5:21 am

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Quote from Centreri
I bet the easter egg is a Probert the Probe reference. <_<
Find out yourself. :-_-:

EDIT: Probert the probe: http://www.youtube.com/watch?v=9zkGfigC24I
I just had to share this find of Moose's movie maps. ^^
This post was edited 1 time, last edit by payne: Jul 15 2010, 5:51 am.

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Post #4     fat_flying_pigs Jul 15 2010, 6:03 am

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How do I download this...?

(>^^)>
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Post #5     payne Jul 15 2010, 6:07 am

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I just removed the download attachment from the thread since you can download the map from Battle.net directly.
This post was edited 2 times, last edit by payne: Nov 11 2012, 5:03 pm.

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Post #6     Devourer Jul 15 2010, 11:38 am

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This looks rather hot and I will play it once I am able to (yea the europe servers are still fucked up. Lol.)

(user posted image)
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Post #7     HCM™Aristocrat Jul 15 2010, 11:55 am

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I was expecting that you would be given a quantum state of the current gameplay (the probabilities that X/Y exists), and have to play the game based on your interpretation of the wave function, and it would collapse and give you new probabilities when something happens.

How misleading xD.

(user posted image)
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Post #8     payne Jul 15 2010, 5:18 pm

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Quote from HCM™Aristocrat
I was expecting that you would be given a quantum state of the current gameplay (the probabilities that X/Y exists), and have to play the game based on your interpretation of the wave function, and it would collapse and give you new probabilities when something happens.

How misleading xD.
We did create a level working with quantum physics.
not.

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Post #9     Devourer Jul 15 2010, 5:40 pm

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Quote from payne
Quote from HCM™Aristocrat
I was expecting that you would be given a quantum state of the current gameplay (the probabilities that X/Y exists), and have to play the game based on your interpretation of the wave function, and it would collapse and give you new probabilities when something happens.

How misleading xD.
We did create a level working with quantum physics.
not.
It would make no sense anyways :awesome:

(user posted image)
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Post #10     payne Jul 15 2010, 5:57 pm

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Quote from Devourer
Quote from payne
Quote from HCM™Aristocrat
I was expecting that you would be given a quantum state of the current gameplay (the probabilities that X/Y exists), and have to play the game based on your interpretation of the wave function, and it would collapse and give you new probabilities when something happens.

How misleading xD.
We did create a level working with quantum physics.
not.
It would make no sense anyways :awesome:
It'd be awesome to try and try to pass through a cliff, and randomly succeed! Quantum physics rocks.

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Post #11     Alzarath Jul 19 2010, 7:43 am

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Quote from payne
Quote from Centreri
I bet the easter egg is a Probert the Probe reference. <_<
Find out yourself. :-_-:

EDIT: Probert the probe: http://www.youtube.com/watch?v=9zkGfigC24I
I just had to share this find of Moose's movie maps. ^^

Stop linking to my uploads. >.<
;o

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Post #12     lux Jul 20 2010, 5:51 am

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Seems like a cool map, but pretty hard for one person to complete lol

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Post #13     payne Jul 21 2010, 2:55 am

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It is designed to be -very hard-.
Some levels are much easier alone (the small ones - mostly made by Franck), while some become incredibly hard due to the amount of units to manage (mostly my levels).

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Post #14     ImagoDeo Jul 23 2010, 10:11 pm

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Quote from payne
It is designed to be -very hard-.
Some levels are much easier alone (the small ones - mostly made by Franck), while some become incredibly hard due to the amount of units to manage (mostly my levels).

AND SOME LEVELS ARE IMPOSSIBLE BECAUSE OF TRIGGER GLITCHES.

(user posted image)
(user posted image)
(user posted image)

ALL THREE BLOODY SPAWN POINTS IN THAT LEVEL DID THIS. AND THEY DIDN'T STOP WHEN I KILLED THE STRUCTURES. I MEAN HOLY CRAP MAN.

[/rage]

I must admit, I'm surprised I got as far as I did. It's fun trying to figure out how to micro and do things just right.

But please please please fix it... :disgust:

"We live, as we dream - alone..."
-Marlow, Heart of Darkness
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Post #15     payne Jul 24 2010, 1:40 am

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Are you saying the 3 buildings were spawning DTs and they wouldn't stop even once they are destroyed?

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Post #16     ImagoDeo Jul 24 2010, 5:31 pm

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Are you saying the 3 buildings were spawning DTs and they wouldn't stop even once they are destroyed?

Sort of. All three buildings spawned the proper units, but they had no limit and wouldn't stop once destroyed. I managed to kill all the marauders and ultralisks by using my DT in clever ways, but by that point there were way too many enemy DTs running around and I had lost some units too. So far I love the missions, really challenging and fun, but you really really really need to fix these glitches.

"We live, as we dream - alone..."
-Marlow, Heart of Darkness
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Post #17     payne Jul 30 2010, 7:50 pm

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Quote from HCM™ImagoDeo
Quote from payne
Are you saying the 3 buildings were spawning DTs and they wouldn't stop even once they are destroyed?

Sort of. All three buildings spawned the proper units, but they had no limit and wouldn't stop once destroyed. I managed to kill all the marauders and ultralisks by using my DT in clever ways, but by that point there were way too many enemy DTs running around and I had lost some units too. So far I love the missions, really challenging and fun, but you really really really need to fix these glitches.
Sorry, I was away for vacation. I'll make franck fix this asap. :)

Btw, is the map published now that SC2 is out?

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Post #18     MrrLL Aug 11 2010, 8:24 am

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Yeah, I found the map down pretty far in the list. I wasted (in a good way :) ) away about an hour with my friend playing a couple of stages. He is kind of new to the whole SC series so he accidentally lost his important units, forcing us to restart. He's actually learning the basics of most of the units this way, so this map is a definite micromanagement beneficiary. The match up seems pretty even from what I've seen so far.

Also, what I like about this than some of the other "challenging" maps is the terrain. You guys took the time to pretty up some of the stages rather than just use dirt and grass. Although waterfalls, decorations, and other doodads don't really alter the gameplay, they are a nice touch. I hope you guys continue the series.

Bugs:
• Creating hallucinated probes with a Sentry and killing them activates the easter egg triggers. We were spammed with the prompts when I sent them into the enemy forces. Don't ask why I halluc'd probes. :lookaround:
• Some friendly units are visible from future levels. Example: Payne's level 1, you can see and control units from level 2 in the top right.
• I tried to select a level after I failed it, and nothing happened. The camera centered on that level, but all units were gone. Couldn't do anything except for restarting the map.

Suggestions:
• A "-restart" command?

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Post #19     payne Aug 11 2010, 4:31 pm

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Thanks, Merrell. :)

First of all, may I know, out of curiosity, how many games played per hour it had? :awesome:
Secondly, the 'terrain' was part of the whole project: I wanted something pleasing and professional. I appreciate the fact that you notify it.

Now, for bugs:
- Thanks for that one! And lol@using probes.
- Was it only for this level? A complete list would be very appreciated. :awesome:
- You aren't supposed to be able to replay the same level. In facts, the game shouldn't have triggered anything when you stepped on that beacon.

As for your suggestion, we may include it in our next map (because we are planning to possibly work together again).
Do you have any idea how this "-restart" could be triggered easily? I do not want to use a Point for every single unit of a level. :S

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Post #20     payne Aug 13 2010, 7:08 pm

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This map will be submitted for the Blizzard's SC2 Custom Map Contest
Franck is fixing the few last bugs that are still in there (thanks Merrell!).

If you have any suggestions, PLEASE, go on! I'd love to see SEN advertised via this map.
Help SEN submit a professional map to the contest! :3

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