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
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