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 0.21 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 Ultraviolet map. This map is a fair step harder than the first. Players consist of a team of up to six players facing five 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


Gameplay Videos:





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:
  • 01/08/23: Version 0.12 notes. Removed UV hero code (due to folks breaking into map and obtaining it without truly earning it). Removed Code #'s from trigger comments. Made it so enemy UV heroes are not mind controllable. Fixed boss fight boundaries. Checked for leftover units after Mission 4, checked top border of Mission 4 for enemy units. Replaced Hallucination ability on Cyborg DT with Ensnare. Changed Cyborg DT energy regen to be higher (1.25x->2x). Changed Mech HP to 250, reduced collision box sides from 11 to 8. Increased Cyborg DT vision 7->9. Reshuffled Victory Codes. Made Victory Codes display through ore rather than text (in an attempt to obfuscate them from people opening the map). Fixed players being able to run hallucinations around different mission levels. Changed Sciencecruiser's Irradiate ability into Restore.
  • 01/09/23: Version 0.13 notes. Fixed issue introduced in last patch with nukes being unusable.
  • 01/18/23: Version 0.14 notes. Fixed Mission 4 issue with being able to skip past destroying enemy Barracks and Mature Crysalis. Fixed Mission 4 east side death + Mission 5 west side death.
  • 01/19/23: Version 0.15 notes. Fixed Mission 5 west side (again).
  • 01/21/23: Version 0.16 notes. Fixed Mission 5 west side free healing issue. Sloppy updates lately, I'm a little rusty, hoping I finally corrected the issues :-_-:
  • 01/25/23: Version 0.17 notes. Fixed bug where players could exit the final mission after beating it and exploit various game mechanics to obtain a victory code for a higher difficulty level than the actual one beaten.
  • 09/11/23: Version 0.18 notes. Randomized boss spawn locations. Made cannons and other towers invincible on boss stage until boss is spawned. Made the holding area unbuildable. Added +1 scourge to Psycho's 40 ability. Modified the Shadowcraft substantially making him more arbiter-like with a set of energy abilities. Increased Tesla Regenerator cost 2+2->3+3. Swap Cannon and Dragoon construct cost 80<->70. Psycho starting ore +10. Psycho 120 skill duration 20s->30s. Psycho now gets 1 permanent Aerial Support with 120 ability instead of scourges. Guardian gas cost 120->80. Capped Elite Marines at 6, Dev Ones at 4, Hunter Killers at 4 and Elite Firebats at 2. This should allow for the niche circumstances I was worried about while still implementing a reasonable limit to avoid players abusing a glitch to get more than intended. Increased Dev One limit for Summoner +1. Buffed Dev One armor +1. Added battery explosion ability in 11x11 area for Shadowcraft every 45 seconds.
  • 09/11/23: Version 0.19 notes. Fixed Shadowcraft 1 ore heal to include energy.
  • 09/23/23: Version 0.20 notes. Reduced bosses' HP by 50%. Bound bosses spawning area to within the catwalks. Reduced Ultrarbiter boss' spawn rate by 50% from once every 2.5s to once every 3.75s. Provided temporary vision at boss spawn via creation of P7 scanner sweep. Increased Mindflayer's base energy regeneration rate by 1x the rate that normal units regenerate energy.
  • 09/27/23: Version 0.21 notes. Capped Psycho's Air Support at 1. Reduced Psycho's 40 skill to 1 scourge. Added SP regen after 3s to Psycho's 40 skill. Increased Assassin's base NRG regeneration +0.5x normal spellcaster regen rate. Added passive observer spawn to Assassin every 4 casts of Decoy (max 1). Reduced Eng Gol construct cost from 100->90. Buffed Omnighost slightly by converting 4K SP to HP.

Download:

DOWNLOAD VERSION 0.21 HERE! now with music~!

Post has been edited 11 time(s), last time on Yesterday, 3:39 am by Ultraviolet.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Jan 22 2023, 12:57 am Ultraviolet Post #2

Don't stop till you get enough

Made several updates recently, admittedly been a little sloppy requiring several versions to get some issues corrected. I guess that's what I get for taking a break and getting busy with RL :P
  • 01/08/23: Version 0.12 notes. Removed UV hero code (due to folks breaking into map and obtaining it without truly earning it). Removed Code #'s from trigger comments. Made it so enemy UV heroes are not mind controllable. Fixed boss fight boundaries. Checked for leftover units after Mission 4, checked top border of Mission 4 for enemy units. Replaced Hallucination ability on Cyborg DT with Ensnare. Changed Cyborg DT energy regen to be higher (1.25x->2x). Changed Mech HP to 250, reduced collision box sides from 11 to 8. Increased Cyborg DT vision 7->9. Reshuffled Victory Codes. Made Victory Codes display through ore rather than text (in an attempt to obfuscate them from people opening the map). Fixed players being able to run hallucinations around different mission levels. Changed Sciencecruiser's Irradiate ability into Restore.
  • 01/09/23: Version 0.13 notes. Fixed issue introduced in last patch with nukes being unusable.
  • 01/18/23: Version 0.14 notes. Fixed Mission 4 issue with being able to skip past destroying enemy Barracks and Mature Crysalis. Fixed Mission 4 east side death + Mission 5 west side death.
  • 01/19/23: Version 0.15 notes. Fixed Mission 5 west side (again).
  • 01/21/23: Version 0.16 notes. Fixed Mission 5 west side free healing issue. Sloppy updates lately, I'm a little rusty, hoping I finally corrected the issues :-_-:




My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Jan 22 2023, 3:20 pm shuishen49 Post #3



orz need code can pass .
too hard! for me



None.

Jan 26 2023, 3:06 am Ultraviolet Post #4

Don't stop till you get enough

Yeah this one is really tough.. you need a good team of experienced players working together to beat it. The first map is a little more forgiving, although neither are easy. They are "Impossible" maps after all :P



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Aug 13 2023, 4:45 pm Sa1nts347 Post #5



the engineer is broken(v0.17)
buildings don't produce units



None.

Aug 14 2023, 12:39 pm Ultraviolet Post #6

Don't stop till you get enough

Quote from Sa1nts347
the engineer is broken(v0.17)
buildings don't produce units

It's not. You most likely have Gift Mode toggled on. Use the Info button (A) at the Spell Panel to toggle gift mode on or off. When gift mode is on, only allies can turn the buildings into units, when gift mode is off, only the engineer can turn them into units. I had to implement that system to prevent the engineer from automatically converting all buildings since part of his role is to be able to give units to other players.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Aug 15 2023, 8:05 am Sa1nts347 Post #7



what heroes can an engineer craft? and how many units of one kind are required for the hero, except marine.
why is the SP regen code from version 0.11 not working in version 0.17?



None.

Aug 15 2023, 12:42 pm Ultraviolet Post #8

Don't stop till you get enough

Quote from Sa1nts347
what heroes can an engineer craft? and how many units of one kind are required for the hero, except marine.

Marine is the only one.

Quote from Sa1nts347
why is the SP regen code from version 0.11 not working in version 0.17?

I learned that people were using cheat engine to unfairly gain access to codes, so I had to make some modifications to the code system to try to obfuscate them from any cheaters. I imagine that you acquired the code authentically, so I'll go ahead and send you the new SP regen code in a private message.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Aug 16 2023, 6:22 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

How even would go about using cheat engine for that? I know you can look for values you know to find addresses and then change values at addresses you found. But what do you do if neither know the code nor the address?




Aug 16 2023, 1:07 pm Ultraviolet Post #10

Don't stop till you get enough

Quote from NudeRaider
How even would go about using cheat engine for that? I know you can look for values you know to find addresses and then change values at addresses you found. But what do you do if neither know the code nor the address?

I never saw it personally and don't remember perfectly, but a player in our Battle.net group showed me how it was done at one point. I believe they were simply reading the data from the comments section and/or display text triggers since for each code I had a comment like "CODE MARSHALL 1234" or something along those lines. I ended up removing the codes from the comments and display text and doing some basic math and a couple other weird tricks so the code numbers never are readable in a straightforward format. We tested again after I implemented the changes, and the tester wasn't able to locate the codes anymore. If someone managed to break into the map, they could still easily enough extrapolate the codes, but I believe EE2 breaks it pretty well from being unlocked and as far as I know, no one has managed to obtain the codes unfairly since.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Aug 27 2023, 6:48 am responsibIeman Post #11



first of all i cannot express enough how great this map is. the best part is heroes with unique abilities which require some new approaches. i liked building strategies and doing micro with unusual, fresh combinations of units and skills which are never seen in other impossible maps. hell maybe it is not restricted to imposs, and i don't think i've seen anything like this before. i love this game so much that i've cleared the hardest mode+gauntlet with almost every hero. thanks so much for your exceptional work.

it is kinda difficult to determine in general if a method is a valid strat or cheese. for example you can exceed the limit of elite marines/hunter killers with a shuttle even though it takes forever. or you can bomb under a hallucination of bomber hero. these methods at least require you to come up with the idea and restrict you to specific unit pick. (engineer can collect unlimited numbers elite marines with bunkers which i'd not consider the most effective personally. that's a different story)

however some abilities just depends on the game speed, which sounds ridiculous to me; if you make a room in bnet at a faster setting(#x1 or #x2), it allows you to hit enemies more times with snipe(special ops) or fire breath(phoenix).
in #x1 everything becomes 1.17 times faster but snipe isn't removed fast like others, which lets you attack twice. things are 1.45 times faster in #x2, but the number of hits is the same as #x1 fortunately. meanwhile it's even possible to hit more than twice in #x3 or higher, but you cannot play at this speed in multiplayer mode.
the same thing happens for fire breath, which allows firebats to walk to a distant enemy and destroy it. the distance depends on the game speed.

if you have a plan to standardize the duration, i think it'd be better to buff the duration in fastest(without #x) and make it equivalent to #x1 or #x2. but that's jut my thought.



None.

Aug 28 2023, 3:16 am Ultraviolet Post #12

Don't stop till you get enough

Quote from responsibIeman
first of all i cannot express enough how great this map is. the best part is heroes with unique abilities which require some new approaches. i liked building strategies and doing micro with unusual, fresh combinations of units and skills which are never seen in other impossible maps. hell maybe it is not restricted to imposs, and i don't think i've seen anything like this before. i love this game so much that i've cleared the hardest mode+gauntlet with almost every hero. thanks so much for your exceptional work.

Hey, thanks so much for playing and for giving your kind and thoughtful feedback. These are the kind of comments that inspire me to keep working on these maps. It brings me a lot of joy to know that you are out there enjoying my creation so much :)

Quote from responsibIeman
it is kinda difficult to determine in general if a method is a valid strat or cheese. for example you can exceed the limit of elite marines/hunter killers with a shuttle even though it takes forever. or you can bomb under a hallucination of bomber hero. these methods at least require you to come up with the idea and restrict you to specific unit pick. (engineer can collect unlimited numbers elite marines with bunkers which i'd not consider the most effective personally. that's a different story)

The strategies you refer to lie somewhere in between valid and cheese, leaning towards cheese. The core of the issue is that they're based off quirks in SC:BW which are difficult to circumvent as a mapper. The shuttle/bunker bug is due to SC:BW not detecting units contained in those units/structures in conditions. I could detect if a player owns more than X quantity of Elite Marines or Hunter Killers and simply remove the units, but I haven't done so in an attempt to allow for certain niche circumstances, like a player using their civ to buy two sets of Elite Marine packs or Hunter Killer packs. Even still, I could set a maximum limit that accounted for that, but the bug wouldn't be fixed entirely, it would just prevent people from going totally nuts with it. The hallucination bug is also one where actions in SC:BW aren't specific enough for me to specifically center a location only on real units and conditions can't detect hallucinations so it puts me in a bind. Ultimately, I ended up resigning to the fact that if players have played the game enough to think of such things to gain a small advantage, so be it.

Quote from responsibIeman
however some abilities just depends on the game speed, which sounds ridiculous to me; if you make a room in bnet at a faster setting(#x1 or #x2), it allows you to hit enemies more times with snipe(special ops) or fire breath(phoenix).
in #x1 everything becomes 1.17 times faster but snipe isn't removed fast like others, which lets you attack twice. things are 1.45 times faster in #x2, but the number of hits is the same as #x1 fortunately. meanwhile it's even possible to hit more than twice in #x3 or higher, but you cannot play at this speed in multiplayer mode.
the same thing happens for fire breath, which allows firebats to walk to a distant enemy and destroy it. the distance depends on the game speed.

if you have a plan to standardize the duration, i think it'd be better to buff the duration in fastest(without #x) and make it equivalent to #x1 or #x2. but that's jut my thought.

This is interesting, and I was admittedly not aware of it prior to you bringing it to my attention. That being said, generally from what I've seen, abilities like Special Ops' Snipe and Phoenix's Fire Breath are underutilized. So if increasing the game speed makes them more useful, that doesn't really bother me. I'm not sure how I could even change that without affecting the effect in the regular game speed as well.

Post has been edited 1 time(s), last time on Sep 13 2023, 2:40 am by Ultraviolet.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

Sep 13 2023, 2:48 am Ultraviolet Post #13

Don't stop till you get enough

Updated map to version 0.19. See OP for update notes.



My Projects:

Mercenaries 2020 | Mercenaries III | Impossible Ultraviolet | Impossible UV2

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

Pixel Adventure 2 | Space Snipers | Control the Ball

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[12:51 am]
Ultraviolet -- RIVE
RIVE shouted: Beta 4 lyfe, ya kno
feels like a lower commitment. like if someone bitches about something, I can say it's in beta phase whatchu expect? :P
[06:46 am]
RIVE -- Beta 4 lyfe, ya kno
[05:26 am]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
indeed
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet prediction: It will. ;)
:massimo:
[2023-9-28. : 1:13 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
I suppose that's one justification for pushing it to 1.00. I'm still messing with some novel concepts, I completely revamped the Shadowcraft hero in v0.18 and there's some kinks to work out with some of the other changes I made, but I suppose that doesn't mean I can't call the currently version 1.XX
[2023-9-28. : 1:12 am]
Ultraviolet -- NudeRaider
NudeRaider shouted: Ultraviolet :lol: did you really just commit another shout just to add a bracket? :D
Damn straight! :P
[2023-9-27. : 7:22 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: Imp UV3 is actually in the works with some major changes, but it's been slow going. I'd like to have a version of Imp UV for every tileset at one point.. hopefully it doesn't take until 2030 :P
prediction: It will. ;)
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider Oh definitely fully playable. I used the first map as the shell, so it was basically complete from the first release. I've made some tweaks and improvements here and there based on nuances between the maps, like UV2 has more air units so certain ground-focused heroes like Psycho and Shadowcraft have needed some buffing. Other improvements have been little bug fixes or ways of stopping cheese strategies (like the bosses now spawn in a random location instead of at their lair so players can't just camp them with nukes. UV2 is definitely harder despite only being 4 levels + boss fight instead of 5. I'd say it's definitely worth a go, there's some unique mechanics that make each of the levels have kind of their own interesting spin
Oh, then your versioning is maybe a bit misleading. I didn't have much trust in a v0.2
[2023-9-27. : 7:21 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: nukes).* lol
:lol: did you really just commit another shout just to add a bracket? :D
[2023-9-27. : 4:22 pm]
ubtrueblue -- hello
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