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



Impossible Ultraviolet


Download:

SEE SHOWCASE TOPIC FOR LATEST VERSION

Specifications:
  • Dimensions: 192x192
  • Tileset: Jungle
  • Players: 1-6 (3+ recommended)
  • Genre: Impossible Scenarios
  • Size: 2.10 MB
  • SC Version: Remastered
  • Current Map Version: 1.02
  • Missions: 5 + Boss Fight
  • Heroes: 15 Selectable + 6 Secret
  • 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:

See this post

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, available through randomizer and game code given as reward for beating all missions
  • 02/11/21: Version 0.54 released. Mech hero added. 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. 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, 4 for Impossible) 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.
  • 03/07/21: Version 0.58 released. Special Ops +1 Dmg/upg & +15s on shield generator with a random ghost or medic spawn at the end. Assassin +2 Dmg/upg. Fixed Mission 5 skip bug. Fixed Ultrarbiter boss not cloaking units. Fixed Engineer's Arbiter Construct not being able to be built. Added Cyborg hero. Consolidated upgrade buildings, all terran upgrades are now on armory, zerg on evolution chamber, and protoss on forge.
  • 03/09/21: Version 0.59 released. Added detection to Witch. Added Berzerker hero. Made Summoner's 40 spell spawn two zerglings instead of one.
  • 03/11/21: Version 0.60 released. Fixed Berzerker's 1 ore full heal. Changed Cyborg's High Templar form to Dark Templar, reduced energy regeneration.
  • 03/16/21: Version 0.61 released. Fixed Ultrarbiter's arena movement. Increased Ultrarbiter's unit spawn rate from one every 3s to one every 2.5s. Increased Ultrarbiter's rate of casting Mirror attack from every 60s to every 22.5-45s. Added Ultrarbiter's Mirror attack for Heroes 17-21. Fixed Guardian and Devourer requirements to remove Greater Spire. Fixed delay on Mission 5 attacks to make the initial phase more survivable (still tough).
  • 03/16/21: Version 0.62 released. Fixed Ranger's Guardian form to restore negative status effects after spell ends. Fixed Ranger's Guardian holding area triggers. Changed Ranger Hydra form damage from 28+7 to 30+6. May further reduce DMG per upg in future. Made several heroes invincible during their spell morphs, with the intention of making it so if you morph while irradiated, your hero will be saved.
  • 03/27/21: Version 0.63 released. Minor adjustments to Mission 3 & 4 spawns. Adjusted Engineer hero energy regen upgrades, now they give half as much gas regeneration, but each upgrade reduces construction time for all constructs by 10%. Made enemy hero units spawn as an orange-ish color as opposed to the standard yellow of normal units. Increased frequency of Azchon's Annihilate attack. Moved Mission 4 start location, hopefully this will make the mission a little less horrendously difficult.
  • 04/04/21: Version 0.64 released. Added Irradiate to Mindflayer. +25 SP to Mindflayer. Added Irradiate to Support Drone. Made P5 salmon colored. Remove all heroes from enemy spawns, replaced with more normal units. Made Mission 5 easier. Changed Support Drone Lockdown to EMP. Changed Mission 4 patrols. Made Comsat Station upgradeable, starts at 0 energy. Made all mission spawns less when fewer people in game, 5P:-12.5% 4P:-25%, 3P:-50%. Added ore handicap bonuses when fewer players in game.
  • 04/04/21: Version 0.65 released. Made Omnighost and Plibblisk bosses have Unit IDs <130 to avoid crashes. Fixed Comsat upgrades.
  • 04/05/21: Version 0.66 released. Fixed Bomber unplaceables. Reduced strength of Ultrarbiter boss. Made bosses only regenerate HP&SP when >=5 players in game. Reduced Ultrarbiter HP&SP regen from 10/s to 3/s. Removed shield regeneration & decoys from Ultrarbiter's Mirror Image attack. Removed energy regen for bosses, always have energy set to 100% now (for feedback). Changed Spell Panel hotkeys to QWEASDZXC layout. Removed Azchon boss full heal spell.
  • 04/12/21: Version 0.67 released. Fixed Omnighost & Plibblisk crashes (again, hopefully last time!) by changing their unit IDs to dropship and drone respectively.
  • 05/04/21: Version 1.00 released. Fixed pre-boss fight message. Fixed Plibblisk HP (was set at 15000 instead of 8000 for some reason). Removed Plibblisk healing aura as it was suspected to cause a crash. Changed Ranger upgrades from zerg air to zerg carapace and missiles.

Download:

SEE SHOWCASE TOPIC FOR LATEST VERSION

Post has been edited 33 time(s), last time on Jun 1 2021, 9:23 am by Ultraviolet.



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

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. You can call me Alexander. :)
Additional Story Series creator
Maps & Info - https://disk.yandex.ru/d/8yj1Y_ddxE9FIA
Videos - https://www.youtube.com/playlist?list=PLvj8rhscGCvTrcYKVyvvMP7uTxlkSjMzz

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



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.



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

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. You can call me Alexander. :)
Additional Story Series creator
Maps & Info - https://disk.yandex.ru/d/8yj1Y_ddxE9FIA
Videos - https://www.youtube.com/playlist?list=PLvj8rhscGCvTrcYKVyvvMP7uTxlkSjMzz

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



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



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

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



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.



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

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



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.



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Mar 10 2021, 11:02 am Ultraviolet Post #8



I've made a lot of progress recently. All planned features have been implemented, all known bugs and issues have been resolved, with the exception of the substantial lag present when there are players in the game with older PCs and/or poor connections. Development for Impossible UV 2, on arctic tileset increased to 256x256 in size has begun. Goals for the second map are mostly QoL oriented, such as reducing number of preplaced units to attempt to reduce some lag, making levels smaller with more functional (spacious and ground considerate) terrain and increasing the diversity of level types present.

To provide some further information:

Selectable Heroes


Hero 1 - Combat Medic (Sarah Kerrigan)

HP: 150 DMG: 20+3
SP: 25 Type: Concussive
Armor: 1 Range: 6
Sight: 11 Cooldown: 22

Spells Gateway Panel Max Mana: 20 + 10 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Summon Skip the Zergling (upgraded to benefit from Terran Infantry upgrades and with permanent cloak and detection)
T 120 gas: Full Heal - Restore HP, SP & NRG to all nearby units
K FREE: Display Spell Information

Unit Abilities: Heal, Cloak, Defensive Matrix, Restoration, Optical Flare
Energy Regen: 1.5x normal rate + 0.5x per upgrade (2.25x normal rate required for permanent cloak)


Hero 2 - Special Ops (Alexei Stukov)

HP: 75 DMG: 45+9
SP: 75 Type: Concussive
Armor: 0 Range: 8
Sight: 11 Cooldown: 36

Spells Gateway Panel Max Mana: 80 + 20 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Snipe an enemy in range
T 120 gas: Summon Shield Generator for 30s, randomly spawns a ghost or medic at the end of duration
K FREE: Display Spell Information
EXTRA 200 gas: Build Nuclear Missile

Unit Abilities: Cloak, Yamato Cannon, Nuke
Energy Regen: 1.5x normal rate + 0.5x per upgrade


Hero 3 - Commando (Infested Duran)

HP: 150 DMG: 18+3
SP: 75 Type: Normal
Armor: 2 Range: 6
Sight: 11 Cooldown: 15

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Place Autoturret for 30s (Max 2)
T 120 gas: Place Gravity Trap for 20s, spawns mines every few seconds (Max 1)
K FREE: Display Spell Information

Unit Abilities: Stim Packs, Lockdown, EMP Shockwave
Energy Regen: 1.5x normal rate + 0.5x per upgrade


Hero 4 - Summoner (Unclean One)

HP: 150 DMG: N/A
SP: 0 Type: N/A
Armor: 0 Range: N/A
Sight: 11 Cooldown: N/A

Spells Gateway Panel Max Mana: 80 + 40 per upgrade Mana Regen: 1/s + 1 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Summon two zerglings (max 12)
8 Zerglings -> 1 Devouring One (max 3)
T 120 gas: Summon hydralisk (max 6)
4 Hydralisks -> 1 Hunter Killer (max 2)
K FREE: Display Spell Information

Unit Abilities: Dark Swarm, Plague, Burrow, Consume, Irradiate
Energy Regen: 2.5x normal rate + 0.5x per upgrade


Hero 5 - Witch (Infested Kerrigan)

HP: 225 DMG: 40+6
SP: 0 Type: Normal
Armor: 3 Range: Melee
Sight: 11 Cooldown: 15

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Confuse a nearby enemy into attacking their allies (max 2 at once)
T 120 gas: Summon Ultralisk (max 2)
K FREE: Display Spell Information

Unit Abilities: Cloak, Dark Swarm, Psionic Storm, Spawn Broodling
Energy Regen: 2x normal rate + 0.5x per upgrade


Hero 6 - Assassin (Zeratul)

HP: 100 DMG: 60+10
SP: 150 Type: Normal
Armor: 2 Range: Melee
Sight: 11 Cooldown: 22

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Decoys - Spawn 2 Elite Dark Templar hallucinations
T 120 gas: Execute - Instantly kill one nearby enemy
K FREE: Display Spell Information

Unit Abilities: Permanent Cloak, Optical Flare, Lockdown, Stasis Field, Maelstrom
Energy Regen: 0.5x normal rate + 0.5x per upgrade


Hero 7 - Sorcerer (Tassadar)

HP: 50 DMG: 30+6
SP: 200 Type: Normal
Armor: 1 Range: 6
Sight: 11 Cooldown: 22

Ascended Sorcerer (Tassadar/Zeratul)
HP: 100 DMG: 60+7
SP: 800 Type: Normal
Armor: 3 Range: 2
Sight: 8 Cooldown: 20
Special: Shields regenerate very quickly in archon form

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Meditation - Highly increased energy and shield regen while standing still, moving ends meditation
T 120 gas: Ascension - Transform into an elite archon for 45s
WARNING: Dying in archon form will result in a lost life
K FREE: Display Spell Information

Unit Abilities: Psionic Storm, Hallucination, Yamato Cannon, EMP Shockwave
Energy Regen: 2.5x normal rate + 0.5x per upgrade


Hero 8 - Psycho (Fenix Zealot)

HP: 175 DMG: 40+8
SP: 175 Type: Normal
Armor: 4 Range: Melee
Sight: 7 Cooldown: 22

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Kamikaze Charge - Create an explosion surrounding your hero
T 120 gas: Fighting Stance - Regenerate HP & SP extremely quickly for 20s
K FREE: Display Spell Information

Unit Abilities: Stim Packs
Energy Regen: 1 HP & SP/s + 0.5 per upgrade


Hero 9 - Matriarch (Matriarch)

Queen
HP: 175 DMG: N/A
SP: 0 Type: N/A
Armor: 1 Range: N/A
Sight: 10 Cooldown: N/A

Dragon (Kukulza Mutalisk with splash attack)
HP: 345 DMG: 34+5
SP: 0 Type: Normal
Armor: 3 Range: 7
Sight: 9 Cooldown: 22

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Summon Suicider - Either 1 Infested Terran or 2 Scourge
T 120 gas: Dragon Morph - Morph into Dragon form for 30s (it's really good!)
K FREE: Display Spell Information & Toggle Summon Suicider Mode

Unit Abilities: Parasite, Spawn Broodling, Ensnare, Irradiate
Energy Regen: 2x + 0.5x per upgrade


Hero 10 - Mindflayer (Dark Archon)

HP: 25 DMG: N/A
SP: 150 Type: N/A
Armor: 1 Range: N/A
Sight: 10 Cooldown: N/A

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Mind's Eye - Grant team vision of enemy for 15s
T 120 gas: Mind Control - Take control of a valid enemy unit within 7x7 area
NOTE: Heroes, battlecruisers, ultralisks and carriers may not be controlled
K FREE: Display Spell Information

Unit Abilities: Feedback, Disruption Web, Maelstrom, Psionic Storm
Energy Regen: 3x + 0.5x per upgrade


Hero 11 - Bomber (Raszagal)

HP: 125 DMG: 15+2
SP: 100 Type: Explosive
Armor: 4 Range: 5
Sight: 9 Cooldown: 8

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Mini-Bomb Run - Drop bombs every 1/4s for 2s
T 120 gas: Extended Bomb Run - Drop bombs and scarabs every 1/4s for 7s while continuously drawing in nearby enemies
K FREE: Display Spell Information

Unit Abilities: Disruption Web, EMP Shockwave, Hallucination
Energy Regen: 2x + 0.5x per upgrade


Hero 12 - Sciencecruiser (Hyperion)

HP: 250 DMG: 30+3
SP: 0 Type: Normal
Armor: 3 Range: 6
Sight: 11 Cooldown: 22

Spells Gateway Panel Max Mana: 0 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Self-Restoration - Restore all status effects (except acid spores)
T 120 gas: Nanobot Repair - Slowly regenerate HP for 30s
K FREE: Display Spell Information

Unit Abilities: Defensive Matrix, EMP Shockwave, Irradiate, Yamato Cannon
Energy Regen: 1.5x + 0.5x per upgrade


Hero 13 - Shadowcraft (Artanis)

HP: 25 DMG: 50+3 Ground / 20+2 Air
SP: 200 Type: Normal / Explosive
Armor: 1 Range: 5
Sight: 10 Cooldown: 30 / 22

Spells Gateway Panel Max Mana: 0 + 20 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Repulsion - Push away all nearby enemies for 5s
T 120 gas: Summon Shield Battery
K FREE: Display Spell Information

Unit Abilities: Permanent Cloak
Energy Regen: Shield Battery 1x normal rate + 1x per upgrade


Hero 14 - Engineer (Probe as SCV)

HP: 125 DMG: 10+2
SP: 50 Type: Normal
Armor: 0 Range: Melee
Sight: 8 Cooldown: 15

Spells Gateway Panel Max Mana: 200 + 40 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Artillery Mode - Transform into Elite Artillery, half mana regen while in Artillery Mode, unsiege to return
T 120 gas: None
K FREE: Display Spell Information & Change Construct Gift Mode

Unit Abilities: Produce Constructs which can either be personally controlled or taken control of by allies (K to switch modes)
Energy Regen: +0.333 mana/s per upgrade


Hero 15 - Phoenix (Tom Kazansky)

HP: 175 DMG: 18+2 Ground / 48+4 Air
SP: 0 Type: Normal / Explosive
Armor: 2 Range: 6
Sight: 8 Cooldown: 26 / 22

Spells Gateway Panel Max Mana: 0 + 36 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Fire Breath - Attack a nearby ground enemy with your fire breath
T 120 gas: None
K FREE: Display Spell Information

Unit Abilities: Cloak
Energy Regen: 1x + 0.25x & 0.25 HP/s per upgrade

Phoenix passively regenerates every time mana reaches 360 and once for free after every life consumed. If Phoenix dies, regenerations will be consumed to respawn before lives.


Random and Code Only Heroes


Hero 16 - Ultraviolet (Danimoth) Code awarded for beating Impossible PLUS difficulty, hero also is picked approximately 1/64th of the time from randomizer

HP: 125 DMG: 15+2
SP: 125 Type: Ignore Armor
Armor: 2 Range: 8
Sight: 11 Cooldown: 6

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Self-Restoration - Restore all status effects (except acid spores)
T 120 gas: Time Travel - Revive any of your units that die, including your hero, for 15s. At the end of 15s all units HP, SP & NRG are restored to full
K FREE: Display Spell Information

Unit Abilities: Recall, Stasis Field, Disruption Web, Yamato Cannon, Cloak all nearby units
Energy Regen: 1.5x + 0.5x per upgrade


Hero 17 - Marshall (Jim Raynor Vulture as Marine) Code awarded 50% of time for beating Normal difficulty, hero is also picked approximately 1/32th of the time from randomizer

HP: 225 DMG: 25+4
SP: 0 Type: Normal
Armor: 3 Range: 6
Sight: 8 Cooldown: 20

Spells Gateway Panel Max Mana: 0 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: EMP Grenade - Launch a grenade which explodes on contact removing all enemy shields & energy
T 120 gas: Medfield Generator - Fully restore HP for all allied units in 7x7 area for 15s and spawn a marine every few seconds
K FREE: Display Spell Information
EXTRA 200 gas: Build Nuclear Missile

Unit Abilities: Stim Packs, Spider Mines, Nuke
Energy Regen: 0.75 HP/s + 0.75 HP/s


Hero 18 - Mech (Alan Schezar + Edmund Duke) Code awarded 50% of time for beating Normal difficulty, hero is also picked approximately 1/32th of the time from randomizer

Goliath
HP: 200 DMG: 24+2 Ground / 36+6 Air
SP: 0 Type: Normal / Explosive
Armor: 3 Range: 6
Sight: 8 Cooldown: 22

Tank
HP: 200 DMG: 40+5
SP: 0 Type: Explosive
Armor: 3 Range: 7
Sight: 10 Cooldown: 37

Tank (Sieged)
HP: 200 DMG: 120+10
SP: 0 Type: Explosive
Armor: 3 Range: 12
Sight: 10 Cooldown: 75

Spells Gateway Panel Max Mana: 10 + 15 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Transform - Permanently transforms between Goliath and Tank form
WARNING: Dying in either mode will result in a lost life
T 120 gas: Summon Support Drone - If already alive, regenerates drone energy and spawns an SCV (max 2)
K FREE: Display Spell Information

Unit Abilities: Siege Mode; Drone: Defensive Matrix, Lockdown, Restoration, Feedback
Energy Regen: Drone: 1x + 0.5x per upg; Mech: +0.25 HP/s per upg


Hero 19 - Ranger (Yggdrasill as Hydralisk) Code awarded 50% of time for beating Hard difficulty, hero is also picked approximately 1/32th of the time from randomizer

Hydralisk
HP: 200 DMG: 28+7
SP: 0 Type: Explosive
Armor: 2 Range: 6
Sight: 8 Cooldown: 15
Special: Corrosive Spines apply acid spores to air enemies

Guardian Morph
HP: 300 DMG: 40+5
SP: 0 Type: Normal
Armor: 3 Range: 10
Sight: 11 Cooldown: 15

Spells Gateway Panel Max Mana: 40 + 20 per upgrade Mana Regen: 0.5/s + 0.5 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Sporeshot - Attack a nearby flyer with 9 mini-devourers
T 120 gas: Guardian Morph - Transform into guardian form for 30s, at the end morph back and spawn a mutalisk
K FREE: Display Spell Information

Unit Abilities: Burrow
Energy Regen: +0.75 HP/s per upg


Hero 20 - Cyborg (Fenix Dragoon + Aldaris) Code awarded 50% of time for beating Hard difficulty, hero is also picked approximately 1/32th of the time from randomizer

Dragoon
HP: 125 DMG: 35+5
SP: 125 Type: Explosive
Armor: 3 Range: 6
Sight: 8 Cooldown: 22

Templar
HP: 50 DMG: 25+5
SP: 125 Type: Normal
Armor: 1 Range: 5
Sight: 7 Cooldown: 30

Spells Gateway Panel Max Mana: 10 + 15 per upgrade Mana Regen: 0.333/s + 0.333 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Transform - Permanently transforms between Dragoon and Templar form
WARNING: Dying in either form will result in a lost life
T 120 gas: Aerial Support - Attack nearby enemies with four strong support scouts for 20s
K FREE: Display Spell Information

Unit Abilities: Feedback, Stasis Field, Hallucination, Irradiate
Energy Regen: Dragoon: +0.375 HP & SP/s per upg; Templar: 1x + 0.5 per upgrade


Hero 21 - Berzerker (Mojo as Kerrigan with Shotgun) Code awarded 50% of time for beating Insane difficulty, hero is also picked approximately 1/32th of the time from randomizer

HP: 275 DMG: 30+6
SP: 25 Type: Normal (Splashes like siege tank, but enemy only)
Armor: 3 Range: 5
Sight: 9 Cooldown: 30

Spells Gateway Panel Max Mana: 20 + 10 per upgrade Mana Regen: 0.25/s + 0.25 per upgrade

Z 1 ore: Full Heal Hero
D 40 gas: Medkit - Summon a medic (60 starting energy, max 3)
T 120 gas: Berzerk - Double damage, 150% attack speed, constant SP regen & summon firebats for 30s
K FREE: Display Spell Information

Unit Abilities: Dark Swarm, EMP Shockwave, Stim Packs, Ensnare
Energy Regen: 1.5x normal rate + 0.5x & 0.5 HP/s per upgrade

Post has been edited 1 time(s), last time on May 4 2021, 6:39 am by Ultraviolet.



My Projects:

Impossible Ultraviolet | Impossible UV2 | Impossible UV3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

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