Staredit Network > Forums > SC1 Map Production > Topic: Impossible Ultraviolet
Impossible Ultraviolet
Jan 11 2021, 10:53 am
By: Ultraviolet  

Jan 11 2021, 10:53 am Ultraviolet Post #1

Don't stop till you get enough

Impossible Ultraviolet


Download:

DOWNLOAD BETA VERSION 0.57 HERE!

Specifications:
  • Dimensions: 192x192
  • Tileset: Jungle
  • Players: 1-6 (5+ recommended for serious play)
  • Genre: Impossible Scenarios
  • Size: 2.74 MB
  • SC Version: Remastered
  • Current Map Version: 0.57
  • Special Thanks to Azurez as my project partner

Description:
This is intended to be a spiritual successor to Impossible Cyrus. Players consist of a team of up to six players facing six impossible scenarios. It plays something like a combination between an Impossible map and an RPG. WARNING: It is hard. Teamwork and cooperation are required.

Gameplay:
The first player on the team starts out by choosing one of four difficulty settings: normal, hard, insane or impossible. On normal difficulty all enemies have 1/1 weapon/armor upgrades, except scarab damage which remains at 0 upgrades. On hard difficulty it increases to 3 weapon/3 armor/1 scarab upgrade. This pattern continues up to impossible difficulty where enemy upgrades cap at 7/7/3. There's a hidden Impossible Plus mode, given as a game code for beating the game on Impossible difficulty.

After this, all players on the team have opportunity to select one of 15 unique heroes. Only one of each hero may be selected each game. There is also an option to randomly select your hero. Players are awarded 2 starting bonus ore for going random as well as the opportunity to obtain a powerful (OP, even) exclusively randomly obtainable arbiter hero. All player selectable heroes have been enhanced in some way or another with EUDs to make them better than their original SCBW selves.

Once players have selected their hero, they are granted 5 lives, 25 starting ore and have the opportunity to select units to accompany their hero through the subsequent mission. Similar to heroes, only one of each unit selection may be chosen per mission. Once units are selected for the mission, your hero and units are moved to the beginning of the mission. Make sure to get all your preparation (ore spending) done before selecting your units. All upgrades have been scaled down to a simplified system requiring single digit integer costs of ore only. Gas is reserved as mana for heroes.

Players have available in the lower section of the map an upgrade area which includes a Gateway with casting options for heroes as well as hero upgrades. Heroes upgrades available at the gateway include Mana Cap upgrades (3 ore each, 10 total), Mana Regeneration upgrades (6+6 ore each, 3 total), and Hero Energy Regeneration upgrades (3+2 ore each, 5 total). Building a Dark Templar (K) displays helpful information about your hero. The upgrade area also contains a Comsat Station as well as buildings for upgrading all the weapons (3+1 or 4+1 ore per upgrade, 10 total) and armors (2+1 ore per upgrade, 10 total) available. There are some new upgrades available, such as the ability to upgrade the damage of Psionic Storm. Hotkeying your gateway and comsat station are highly recommended. I usually hotkey my hero 1, gateway 2, and comsat 0, leaving room for units and upgrade buildings to be hotkeyed inbetween; do whatever works best for you. The lower section finally contains a banning area for troublesome players, an emergency civilian which grants you an extra unit selection on a particularly tough round, and various storage locations for game maintenance.

Gameplay follows traditional Impossible Scenarios style, with six missions with many pre-placed units as well as ongoing spawns on timers and building kill retaliation spawns. One feature that makes this map unique from many other impossible maps is randomization of spawns. Each pre-placed unit has a category which has 1-8 different possible units it could spawn as for the mission. Timed spawns and retaliation spawns also generally have 2-16 different random combinations which might spawn on any given cycle. The idea here was to give players a feel similar to playing a game of Diablo where each playthrough, while similar to previous ones, is somewhat unique.

Each mission has several mineral chunks hidden around which when found by a hero will grant the team +2 ore. All players are awarded with +1 ore & +40 gas at 100 team kills, +2 ore & +40 gas at 200, +4/+40 at 400, +8/+40 at 800, and +16/+40 at 1600. Players are also awarded +10 ore at the end of every mission and +10 ore for killing the wandering Kakaru. In total there is 156 ore available on the map, resulting in the requirement of heroes to select certain paths or builds.

Given the combination of range of difficulty levels, randomization of spawns and many unique heroes with a plethora of upgrade paths, no game is likely to feel exactly the same as another, the goal of course being great replay value.

Screenshots:

Images


Map Specifics:

Coming soon

Updates:
  • 01/11/21: Thread started, version 0.48 released. Currently has 16 heroes with 5 of 6 missions completed.
  • 02/03/21: Version 0.50 released, major update. Final boss fight (sixth mission with four unique bosses to challenge) implemented. Unfortunately, at this point the bosses are completely overpowered, making tackling them a truly impossible venture (and not in a fun way). Will be releasing an update to fix this soon.
  • 02/09/21: Version 0.53 released. Boss fight significantly improved, winnable. Marshall (Marine) hero added (Code: 1777) , available through randomizer and game code given as reward for beating all missions
  • 02/11/21: Version 0.54 released. Mech hero added (Code: 8181). Marshall EMP grenade range increased. Fixed Engineer's constructs to work for newly added heroes. Added Arbiter construct for Engineer.
  • 02/19/21: Version 0.55 released. Ranger hero added (Code: 1991). Mech Tank damage decreased 50+6 -> 40+5. Reduced Ultrarbiter boss HP & SP regen from 25/s to 10/s. Attempted to fix randomly crashing bosses by changing building-based boss units to other units.
  • 02/27/21: Version 0.56 released. Improved Commando Gravity Trap range, duration and mine spawns. Changed Ranger Ultimate Spell from permanent morph to 30s morph with greater stats and muta spawn at end of morph. Implemented several game codes to apply different effects to the game, beat the game on all difficulties (2 codes per difficulty) to collect all the codes! Improved Marshall's Ultimate Spell, added marine spawns three times during spell. Reduced quantity of science vessels on fourth mission.
  • 03/04/21: Version 0.57 released. Resolved crash related to selecting multiple mini-devourers with SD graphics. Removed Nuke Silo for Mech and Ranger heroes.

Download:

DOWNLOAD BETA VERSION 0.57 HERE!

Post has been edited 19 time(s), last time on Mar 6 2021, 9:06 am by Ultraviolet.




Jan 11 2021, 2:22 pm C(a)HeK Post #2



Greetings Ultraviolet.
Can you ask me please how you decide what the number need to write in version? (0.48 now)
It makes some sense, but I don't understand.



Hello everyone, friends. I'm translate custom campaigns from English into Russian.
You can call me Alexander.
My YouTube profile - https://www.youtube.com/channel/UC3AKk_GJGHuPgVzw48WN25g?view_as=subscriber
My Campaign Creations profile - https://www.campaigncreations.org/forum/memberlist.php?mode=viewprofile&u=21052&sid=3f543feff02a313d55c77854536b3bce

Jan 11 2021, 10:57 pm Ultraviolet Post #3

Don't stop till you get enough

Quote from C(a)HeK
Greetings Ultraviolet.
Can you ask me please how you decide what the number need to write in version? (0.48 now)
It makes some sense, but I don't understand.

Hey C(a)HeK, my system is pretty straightforward. Every time I release an update and share it with the public, I increment the version number by 1. So I started at Impossible Ultraviolet 0.00 when the map was blank, and 48 times I've made updates that were substantial enough to jump forward to a new version number. I do this for two reasons: one is so people will know they're playing the latest version of the map, and the second is that by creating new versions when I made progress, I automatically have backups of my map in its previous state in case anything goes wrong and the file gets corrupted. I haven't had any corruption issues in a long time, but it used to happen more back in the day, and there's nothing more frustrating than losing weeks or months of progress on a project because your file gets corrupted and you don't have any backups.




Jan 12 2021, 2:31 am C(a)HeK Post #4



Quote from Ultraviolet
Quote from C(a)HeK
Greetings Ultraviolet.
Can you ask me please how you decide what the number need to write in version? (0.48 now)
It makes some sense, but I don't understand.

Hey C(a)HeK, my system is pretty straightforward. Every time I release an update and share it with the public, I increment the version number by 1. So I started at Impossible Ultraviolet 0.00 when the map was blank, and 48 times I've made updates that were substantial enough to jump forward to a new version number. I do this for two reasons: one is so people will know they're playing the latest version of the map, and the second is that by creating new versions when I made progress, I automatically have backups of my map in its previous state in case anything goes wrong and the file gets corrupted. I haven't had any corruption issues in a long time, but it used to happen more back in the day, and there's nothing more frustrating than losing weeks or months of progress on a project because your file gets corrupted and you don't have any backups.

Do you save all versions of the map?



Hello everyone, friends. I'm translate custom campaigns from English into Russian.
You can call me Alexander.
My YouTube profile - https://www.youtube.com/channel/UC3AKk_GJGHuPgVzw48WN25g?view_as=subscriber
My Campaign Creations profile - https://www.campaigncreations.org/forum/memberlist.php?mode=viewprofile&u=21052&sid=3f543feff02a313d55c77854536b3bce

Jan 12 2021, 2:38 am Ultraviolet Post #5

Don't stop till you get enough

I do, although at some point I may start deleting old versions, as my maps folder is starting to grow to be fairly large.




Jan 13 2021, 12:26 am Ultraviolet Post #6

Don't stop till you get enough

So to give some description of what the game is like: the first player on the team starts out by choosing one of four difficulty settings: normal, hard, insane or impossible. On normal difficulty all enemies have 1/1 weapon/armor upgrades, except scarab damage which remains at 0 upgrades. On hard difficulty it increases to 3 weapon/3 armor/1 scarab upgrade. This pattern continues up to insane difficulty where enemy upgrades cap at 7/7/3.

After this, all players on the team have opportunity to select one of 15 unique heroes. Only one of each hero may be selected each game. There is also an option to randomly select your hero. Players are awarded 2 starting bonus ore for going random as well as the opportunity to obtain a powerful (OP, even) exclusively randomly obtainable arbiter hero. All player selectable heroes have been enhanced in some way or another with EUDs to make them better than their original SCBW selves.

Once players have selected their hero, they are granted 5 lives, 25 starting ore and have the opportunity to select units to accompany their hero through the subsequent mission. Similar to heroes, only one of each unit selection may be chosen per mission. Once units are selected for the mission, your hero and units are moved to the beginning of the mission. Make sure to get all your preparation (ore spending) done before selecting your units. All upgrades have been scaled down to a simplified system requiring single digit integer costs of ore only. Gas is reserved as mana for heroes.

Players have available in the lower section of the map an upgrade area which includes a Gateway with casting options for heroes as well as hero upgrades. Heroes upgrades available at the gateway include Mana Cap upgrades (3 ore each, 10 total), Mana Regeneration upgrades (6+6 ore each, 3 total), and Hero Energy Regeneration upgrades (3+3 ore each, 5 total). Building a Dark Templar (K) displays helpful information about your hero. The upgrade area also contains a Comsat Station as well as buildings for upgrading all the weapons (3 or 4+1 ore per upgrade, 10 total) and armors (2+1 ore per upgrade, 10 total) available. There are some new upgrades available, such as the ability to upgrade the damage of Psionic Storm. Hotkeying your gateway and comsat station are highly recommended. I usually hotkey my hero 1, gateway 2, and comsat 0, leaving room for units and upgrade buildings to be hotkeyed inbetween; do whatever works best for you. The lower section finally contains a banning area for troublesome players, an emergency civilian which grants you an extra unit selection on a particularly tough round, and various storage locations for game maintenance.

Gameplay follows traditional Impossible Scenarios style, with five (final sixth boss fight being developed) missions with many pre-placed units as well as ongoing spawns on timers and building kill retaliation spawns. One feature that makes this map unique from many other impossible maps is randomization of spawns. Each pre-placed unit has a category which has 1-8 different possible units it could spawn as for the mission. Timed spawns and retaliation spawns also generally have 2-16 different random combinations which might spawn on any given cycle. The idea here was to give players a feel similar to playing a game of Diablo where each playthrough, while similar to previous ones, is somewhat unique.

Each mission has several mineral chunks hidden around which when found by a hero will grant the team +2 ore. All players are awarded with +1 ore & +40 gas at 100 team kills, +2 ore & +40 gas at 200, +4/+40 at 400, +8/+40 at 800, and +16/+40 at 1600. Players are also awarded +10 ore at the end of every mission. In total there is 146 ore available on the map, resulting in the requirement of heroes to select certain paths or builds.

Given the combination of range of difficulty levels, randomization of spawns and many unique heroes with a plethora of upgrade paths, no game is likely to feel exactly the same as another, the goal of course being great replay value.

Post has been edited 2 time(s), last time on Jan 13 2021, 1:45 am by Ultraviolet.




Feb 9 2021, 4:35 pm Ultraviolet Post #7

Don't stop till you get enough

Big updates lately: boss fight released and balanced (decently), new hero Marshall (Marine) added in newest version, and single use level skipper added to allow players to shorten the game if desired, as most games currently take 90+ minutes which can be a little arduous. Development is almost complete, just need to add 3-4 more secret heroes as well as a few codes for different game modes. From there I will be ready to release version 1.0 with future versions reserved for any necessary bug fixes or balance updates.




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[06:04 am]
C(a)HeK -- greetings all, test 14 is complete - http://www.staredit.net/topic/18203/unread/#special :)
[02:09 am]
jjf28 -- Wing Zero
Wing Zero shouted: Fucc you Demon
ya, made me lose at boxes
[01:34 am]
Wing Zero -- Fucc you Demon
[2021-3-07. : 4:44 am]
C(a)HeK -- greetings all, test 13 is complete - http://www.staredit.net/topic/18203/ :)
[2021-3-06. : 10:52 pm]
Ultraviolet -- Dem0n
Dem0n shouted: Earn it through the boxes o_o
fool's trap :P
[2021-3-06. : 10:52 pm]
Ultraviolet -- Moose
Moose shouted: Ultraviolet ... so you've posted in 202X? xd
Apparently so
[2021-3-06. : 9:17 pm]
Moose -- Ultraviolet
Ultraviolet shouted: IlyaSnopchenko I am, but it's so slow! I feel like I'm one of the most active people on the site these days.
... so you've posted in 202X? xd
[2021-3-06. : 9:17 pm]
Dem0n -- Earn it through the boxes o_o
[2021-3-06. : 9:17 pm]
Dem0n -- You don't get the name glow through contributing, silly.
[2021-3-06. : 8:17 pm]
Ultraviolet -- Never get a name glow at this rate :( Not that it really matters, but I want it
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