Staredit Network > Forums > SC1 Map Showcase > Topic: Impossible UV2
Impossible UV2
Aug 29 2022, 1:56 am
By: Ultraviolet  

Aug 29 2022, 1:56 am Ultraviolet Post #1

Don't stop till you get enough

Impossible UV:2




Download:

DOWNLOAD VERSION 0.11 HERE! now with music~!

Specifications:
  • Dimensions: 256x192
  • Tileset: Space
  • Players: 1-6 (5+ recommended)
  • Genre: Impossible Scenarios
  • Size: 18.6 MB
  • SC Version: Remastered
  • Current Map Version: 0.11
  • Missions: 4 + Final Boss Fight
  • Heroes: 15 Selectable + 6 Secret
  • Special Thanks to Azurez for hours of balancing and updates discussions as well as creation of terrain and unit selection and placement choices

Description:
This is intended to be a spiritual successor to Impossible Cyrus and direct successor to my previous Impossible map. This map is a fair step harder than the first. 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 which increases upgrades a final time to 9/9/4.

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. There are six heroes only selectable through random hero select or inputting a code given for winning the game in hard mode+

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, 4 total), and Hero Tesla Regenerator upgrades (2+2 ore each, 5 total). Building a Data Disc (A) 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, a single use level skip usable by the highest numbered player in game (P1 first, P2 if P1 isn't in game, etc) and various storage locations for game maintenance.

Gameplay follows traditional Impossible Scenarios style, with five 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. The final level is a boss level with four bosses you can challenge in whatever order you choose.

Players start with 25 ore. 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. There is limited ore available on the map, resulting in the requirement of heroes to select certain paths or builds. A more recent addition is that for every player missing from the game, with maximum bonuses at 2 players, players get additional starting ore and ore per level (applies retroactively if someone leaves later on).

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


Updates:
  • 05/06/22: Version 0.00 notes. Made initial changes to transfer map to new tileset. Changed mission spawning patterns.
  • 05/08/22: Version 0.01 notes. Corrected mission 4 area where enemies attacked unit select area
  • 05/08/22: Version 0.02 notes. Converted boss fight triggers to mission 5.
  • 05/08/22: Version 0.03 notes. Added trigger to move players to mission for mission 5 (oops).
  • 05/09/22: Version 0.04 notes. Changed name, removed AzSpace from title at Azurez' request. Changed Plibblisk hydra boss to Dragonlisk muta boss. Added updated terrain from Azurez. Added notification of difficulty level selected for all players. Increased Boss' HP & SP & DMG 50%.
  • 06/16/22: Version 0.05 notes. Added victory screen. Fixed Mission 4&5 boundaries. Scrambled victory codes. Fixed invincible civilian in arena. Increased mission 2 difficulty rush spawns. Fixed name. Made Mature Chrysalis Zerg Carapace armor (increases with difficulty). Fixed border of unit selection area terrain. Fixed bunker hotkey. Changed Engineer's Protoss build hotkey P->V. Changed Dragonlisk to Hamsterlisk, same unit different name. Omnighost's hideout 0 resource cost (in case wanting to repair for whatever reason). Increased Mission 1 spawn pressure. Changed unit picks for boss level to match the original map. Added extra HP&SP for bosses (bosses now have between 30K and 50K combined HP&SP). Extra 5 starting ore per difficulty level. Extra 3 ore per level per difficulty level. Added black hero unit rush spawns. Fixed level skipper. Fixed Witch enemy units post-Confuse behavior. Added Overlord (detector) pre-placed units & added detection for Mature Chrysalis and increased HP to 1000.
  • 06/18/22: Version 0.06 notes missing?
  • 06/18/22: Version 0.07 notes. Fixed Mission 2 spawns.
  • 06/20/22: Version 0.08 notes. Changed Irradiate hotkey I->R/A. Changed lurker, devourer & guardian to cost 0 ore, 40 gas for lurker and devourer, 120 for guardian. Fixed glitch with mission 4 spawning. Doubled length between mission 2 spawns.
  • 08/26/22: Version 0.09 notes. Added music toggleable at Comsat Station (default off).
  • 08/28/22: Version 0.10 notes. Fixed victory codes to display properly. Easy mode gives SP, HP and NRG regeneration codes, Hard+ unlocks hero codes and harder difficulty modes.
  • 09/11/22: Version 0.11 notes. Found sneaky trigger resulting in victory codes not displaying properly. Should work this time :awesome:

Download:

DOWNLOAD VERSION 0.11 HERE! now with music~!

Post has been edited 3 time(s), last time on Sep 11 2022, 5:52 am by Ultraviolet.




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[2022-11-26. : 9:47 pm]
Ultraviolet -- buncha convict descendants :P
[2022-11-26. : 5:40 pm]
Oh_Man -- then how come AUS doesnt do it
[2022-11-25. : 4:45 pm]
Fire_Kame -- because we're colonizers
[2022-11-25. : 4:45 pm]
jjf28 -- it's tradition
[2022-11-25. : 4:44 pm]
Nekron -- how come SEN only ever celebrates thanksgiving
[2022-11-25. : 2:21 pm]
Andrea Rosa -- :wob:
[2022-11-25. : 3:14 am]
lil-Inferno -- :wob:
[2022-11-24. : 11:13 pm]
Fire_Kame -- Voyager7456
Voyager7456 shouted: tl; dr that's why Kame is a regular despite not playing SC at all :P
I'm still waiting on my veteran's discount tbh
[2022-11-24. : 11:07 pm]
Fire_Kame -- :wob:
[2022-11-24. : 11:03 pm]
Roy -- Wow, it thought the comma was part of the URL. I meant this: http://www.staredit.net/forum/43/
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