Impossible UV 2
Download:
DOWNLOAD VERSION 1.03 HERE! now with music~!
DOWNLOAD MIRROR
Specifications:
- Dimensions: 256x192
- Tileset: Space
- Players: 1-6 (5+ recommended)
- Genre: Impossible Scenarios
- Size: 18.5 MB
- SC Version: Remastered
- Current Map Version: 1.03
- 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
- 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.
- 11/08/23: Version 1.00 notes. Fixed bosses being able to leave arena. Made boss' HP&SP based on difficulty selected: 1X, 2X... 5X. Made boss' HP&SP double in Gauntlet Mode. Bosses starting HP&SPs: Hamsterlisk: 8000HP, Omnighost: 5500/2000, Azchon: 7500/5000, Ultrarbiter: 5000/5000. Fixed issue with enmies attacking unit selections on Mission 4. Added mutalisk every third cast of 40 spell for Matriarch. Made Mech 120 spell spawn up to 2 goliaths after Support Drone (subsequent casts). Made Mech 40 give SCV every 2nd cast (max 2). Changed Mech's mana structure 10+15->0+20. Turned off alliance trigger at game end (since everyone tries to fight anyway, figured I'd let them). Made Witch 120 spell into Dark Ritual adding 10-20 gas to the team per cast, Dark Ritual levels up the more it is used giving more mana as it levels up. Removed Vision code (never intended for it to be used in serious gameplay and apparently folks used it rampantly, go figure). Added HP regen to Engineer's Combat Mode. Slightly nerfed Commando's 120 spell 20s->15s. Changed Psi Storm's upgrade cost 3+0->1+1. Increased Shadowcraft's base gas 0+20->40+20. Slightly nerfed Marshall's 120 Medfield Generator, made it only heal every 2 seconds instead of constantly, changed duration 15s->16s.
- 11/09/23: Version 1.01 notes. Fixed bug with boss' HP&SP progression. Fixed Engineer's 120 spell HP regen to work with all players instead of just P1. Updated Hero selection info to reflect recent changes to heroes. Reduced attack speed of Snipeshot (Special Ops 40 spell) unit to prevent double snipes.
- 11/10/23: Version 1.02 notes. Fixed bug with basic marine attack (seems I accidentally changed it to Mech's air attack).
- 12/04/23: Version 1.03 notes. Reduced Boss' HP&SP growth by difficulty by 50%. Increased Marshall's Medfield Generator healing rate every 2s->0.5s. Removed hydralisk spawns from Witch's 120, when ultralisk's are at cap (2), the spell now heals the ultralisks as well as performing the newly added Dark Ritual bonus gas for the team. Made the white P12 units in the unit selection area invincible prior to selection to hopefully rectify some AI oddities.
Download:
DOWNLOAD VERSION 1.03 HERE! now with music~!
DOWNLOAD MIRROR
Post has been edited 18 time(s), last time on May 28 2024, 6:02 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