Staredit Network > Forums > SC1 Map Production > Topic: Impossible SEN (lol pun)
Impossible SEN (lol pun)
Jul 27 2009, 5:00 am
By: CecilSunkure
Pages: 1 2 34 >
 

Jul 27 2009, 5:00 am CecilSunkure Post #1



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Impossible SEN (lol pun)
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To keep things organized, I will post updates to this post with this color, except the lists at the bottom of the post pertaining to people signing up and so on.

Main Idea:
Sie_Sayoka and I have come up with an idea based off our love for microing, as well as impossible scenarios games. Sie came up with the original idea based off of Clan Ximp collaborated maps, then proposed that Orig makes one, then I proposed that we include SEN.

We want to put together an impossible scenarios map, where each person that contributes creates 1 scenario, and has a unit with their name on it. The first people to sign up get first pick on which units will have their name on them.



Rules:
We plan to have about 30 or so different levels, and the triggering for the level picking system, and other general triggering (Such as the intro) will be done my Sie and myself based on popular demand, however if you join in on this you can complete your level in basically any way you want. Each person can work on a max of 1 level. Partnering up for a level is allowed. If you partner to create a level, you may not create another level, or partner on another level. We plan to have the map dimensions be as small as possible to accommodate everyone's level. Though, if enough people sign up, we will use 256x256. There is no set size limit, however, if your level is causing a problem due to sheer size we will moderate the size to accommodate the best interesests of the entire map. You must use SCMdraft2 to work on this map, as we don't want to have to deal with multiple editor incompatability issues.

I quickly did a calculation and decided that each persons' impossible scenario should be at a maximum of around 50 tiles by 50 tiles, assuming we use the 192x192 dimensions. That is over 2 screen widths wide, and about 4 screen heights tall.

Absolutely NO units' hp/shields/energy may be modified unless it is some sort of boss! Blizzard did a great job at balancing this game, and we don't need anyone tinkering with it ;)


What is Expected:
Good impossible scenarios maps are as fast-paced as possible, and as micro intensive as possible. We DON'T want bound obstacles, and we don't want long levels. Create your level as unique, fast-paced, and challenging (but beatable) as possible. I will do the terrain for the borders as well as any terrain text.

If you do decide to join in on this map and create a level, try not to cover multiple properties and ideas. Leave room for other people to create their own level. You can include wavs to your scenarios, though they will be deleted if they are too large for obvious reasons.

Overall, we want UNIQUE levels ranging from assaulting bases to vulture microing!

Currently, the map has not been started, and a release date will be determined in time.


Map Detail Updates and Ideas:
Random specs:
-To clarify: Each person will have time to work on their own level, and do whatever they wish as long as it is as fun as possible. That means you can decide what to do with your terrain, any text being displayed, and the triggering during the play of your level. Please don't post asking us to create a level for you, this map is meant so that we can all contribute and create a fun map.
-Jungle terrain seems to be the most popular choice, and I agree with having a jungle type terrain for our map.
-I am issuing out 7 locations per level, based off of an estimate of 30 levels in the map.
-Issuing out deathcounts should not be a problem as long as we keep things organized.

-As of now, we have decided to have 5 human slots, and 3 computer controlled slots. [Edit] Player 6 is now neutral.
-I STRONGLY suggest we do not have any level resettable. This way we can create complex maps with little hindrances.
-To keep things organized, before we start creating levels for this map, we will have all needed deathcounts and locations set up, and properly labeled to allow for as smooth of editing as possible. Just remember, we want to keep all the units hp/energy/attack/armour/and shields at the original settings unless your level requires a boss or special unit.

If you have any problems or suggestions for the things listed above, feel free to discuss them in this topic.


Lets Vote for the Tileset:
Jungle 4
Twilight 1
Ice 1


Level Picking System:
-I would like player 1 to be able to choose a level with the description that Sie suggested: There will be a box with each of our named units junkyarded, and player 1 shoots one of these units to enter into that level.
-As for when a level is lost, a life system would be appropriate, so when the team of players loses a certain amount of levels, they lose.
-I would like to implement a randomization system for each levels' units to be chosen to play with. I suggest we allow each player a choice between 2 different unit groups per level, for a total of twelve different unit groups to choose from, with each person having two different choices. The units to be used in the level will NOT be randomized, what will be randomized is the two choices each person will get to choose from that level's specific set of units. If your level requires each person to have the same unit, we can have the players just start at that level with their units.

If you have any ideas or suggestions for the ideas listed above, feel free to discuss them in this topic.



To sign up to help create this map, just simply reply to this topic. You're reply may be denied if you have an idea similar to what someone else has already proposed.

The current SEN'ers signed up are:
Sie_Sayoka - Infested Duran
CecilSunkure - Scantid
UnholyUrine - Hydralisk
O)Archon (Apocalypse666) - Archon
LokiArexon - Lurker
Ahli - Sunken Colony
r00k - Broodling
Norm - N/A
Kaias - Hunter Killer
lil-Inferno - Goliath
Dark_Marine - Marine
Payne - Terran Civilian
Queen-Gambit - Matriarch
Doodle77 - Defiler
Conspiracy - Kakaru
XGenesis - Ghost
Pyro682 - Fenix (Goon)/Tassadar (Templar)
Polkaman[NBM] - Siege Tank
Rockz - N/A
LolCakeLazors - Torrosque
Mneox - Alan Schezar
O)Spirit - N/A
Vizard_ - Zealot
Joshuawolf - Tassadar/Zeratul (Archon)
Artanis186 - Scout

25 Total


How to Edit the Map
In order to allow everyone to have a chance to fully customize their own level, we will each be taking turns editing the same file. In order to edit the same file, we will each have time to be the only person currently editing the map. To clarify, each person will have at most 50x50 tiles, and 7 locations to use in creating their level, as well as a single unit renamed to their own starcraft account name of their choosing. As for deathcounts, each person will post the DC's that they have used, and I will modify this post to contain a list of USED DC's, so to avoid any confusion. The list will specify under which player the DC is being used for. As for locations, name your locations whatever you want, and don't use more than 7, and everything will be fine.

In order to request to edit the current map file, simply post a request when there is nobody in the "current SEN'er Editing a Level" section. After your request is noticed, this post will be modified and you can edit the map to incorporate your level. Once you are finished, this post will be edited and the below slot will be empty, awaiting another person to incorporate their own level.

As for the randomization method, I will create an easy to add on to system for randomizing all the unit sets for a specific level. Sie and I will create our two levels before anyone else starts creating their own levels, so you can all see how to go about placing your units for players to use for your level into the randomizer. If more specific details or help is needed on adding your level into the system of triggers, I and Sie, as well as anyone who previously modified the map will gladly assist you.

The level picking system will be a box of junkyarded units that contain our names. Player 1 will be able to choose a unit to kill, which will send all 5 humans players to play the level of the killed unit's name's.

I will keep the most current map downloadable from this post, and I will keep all other files in a folder on my PC just in case we need an earlier version of the map.


The Current SEN'er Editing a Level:
CecilSunkure/Sie_Sayoka

The current Map to Edit and Download:
N/A

Post has been edited 39 time(s), last time on Sep 26 2009, 3:22 am by CecilSunkure.



None.

Jul 27 2009, 6:04 am Urahara Post #2



I love you all(:
Count me in :D



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Jul 27 2009, 7:46 am LokiArexon Post #3



I'd be down for this. For a unit, I'd go with lurker.



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Jul 27 2009, 10:09 am Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Add mine :D
It's fast and deadly for newbies.
-6 goons (with range upg) vs 6 (burrowed) infesteds and 2 sunkens
There are multiple strategies to achieve victory.


Post has been edited 1 time(s), last time on Jul 27 2009, 11:24 am by Ahli.




Jul 27 2009, 11:49 am r00k Post #5



IŽd really like to join, as i played a lot of Impossibles, and i made one myself 2 years ago, but never finished it, although it was playable.
However, in my oppinion, there are 2 kinds of Impossible Maps, the once with and the once without terrain.
I like the once with terrain( some crepuscular levels, Grandma, Confluence (still awesome imo), some Ximp...

Although iŽd like to know if there will be some kind of Hereos, or random selection of units, or anything.
Unique features, unique Terrain, unique everything is what i am talking about, improvement on all fronts.
I mean if this will be a "Sen Production", it should show the high Quality of Mappers that are around here, in every aspect.
And it should easily take on with the best Impossible Maps out there.

If that is what you are planning to do, than plz count me in with the Broodling.
If you wanna do it more like all flat and no Terrain challenge, than this is not for me.
Although if someone can come up with good level ideas, but has no Terrain skills, iŽll be glad to offer my help.

Some random ideas:
  • Maybe you can give the Credit not only for the Unit, but for the Level, like having a welcome message "Level 10" created by...
  • One of the most fun parts in Impossibles is the Random Unit choosing, i love how Confluence did this, although its harder to make it balanced.
    Its very important, to know if you are going with it, and if, how you wanna do it, as you have to make your level around it.
    If you donŽt want this for the whole Map, iŽd do a Level with it, maybe someone else wants to join in, as it would be a big one.
  • In my old impossible, i had the idea, that you "earn" Units through the levels, can be the last survivors, or just based on something like time or anything.
    This Units will be put aside, to another place(p12) or use some dc system to store what was alive, and you get them back for the Final Level to beat it.
    As i never finished my map, i never realized it, so it would be new, as far as i know.
  • Bridges. I love the Words " DonŽt block" and its a must in every impossible Map.

edit: Ok i read your text again, as my english is not the best, i didnŽt get it in the first place.
You wanna do exactly the other side of what iŽd do, right ? What a waste of ressources.
Flat, no terrain, just standard Unit fighting, like this 42 levels Thing Impossible Paja, which you play 3 times,
than you know how to beat it, and everytime you play it again all you do is shouting Noob, Noob, Noob.
Or am i confused now ?
It would be nice if you can give some Examples on Impossible Maps, or Levels, which show what you want to do.

edit2: Also, if there is Terrain, the Tileset would be somehow of interest.

Post has been edited 2 time(s), last time on Jul 27 2009, 12:10 pm by r00k.



None.

Jul 27 2009, 1:27 pm Sie_Sayoka Post #6



Each person will create their own level, unit placement, terrain, etc. everything. So to answer your terrain question there will be a variety of flat terrain (such as ahli's example) to the more complex levels where natural terrain will be present. However for those of you that want to use extended terrain blending, please keep in mind that playability will be the utmost top priority and not the smooth blendings.

For the level selection we can have everyones personal unit in a junkyard roam, and to have player 1 kill that unit to select the level.

I love all clan ximp maps for the originality, replayability, and fun they present. And I also love the random unit selection, we could create a random selection for units to be used in levels that require them. Other examples would be Impossible Skyway part 1 and 2, Impossible versalife, and impossible choice. There are also numerous Korean micro maps such as the block the gate genre that have you defend rather than attack.

Since there will be several people working on this map I think that we should come up with some kind of trigger planning so they do not conflict with each other. Does anyone have suggestions?



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Jul 27 2009, 2:37 pm r00k Post #7



Quote
please keep in mind that playability will be the utmost top priority and not the smooth blendings.
As Sen is the place where the best Terrainer meet the best Triggerer, meet the best Mapper, this should be able to go hand in hand.
Maybe people can help each other out. And maybe we can get some kind of Agreement about the Quality of the Terrain.
All flat is fine, when its as simple as ahlis is, but you can make even all flat look nice, when you use different "flat" terrains.
Still the Question is open, which Tileset will be used, iŽd say Jungle.
1. There are no good Jungle Impossibles, except maybe Impossible Options
2. Everyone is good with Jungle Terrain.

Quote
Once there will be several people working on this map I think that we should come up with some kind of trigger planning so they do not conflict with each other. Does anyone have suggestions?
You should make 3 Lists in this topic.
1. Death Count Units
2. Switches
3. Location Names

And someone must do the outline like how levels start, the chooser, the Randomization, the Ending, and all that.
Will the Levels be one after the other, or can you choose ?
To save locations, i think a good idea would be to use preplaced burrowed units, on which you center the "Player start create location" for each level.
By the way, 6 Player ?
Maybe use a DC system, and make 1 big location for each level.

pseudocode
Condition:
Chooser on Location "Choose Level 12"

Action:
Set DC "Level" =12

-----------------------------------------------------------------------------------------------------------------------------------------

Condition:
DC "Level" = 12

Action:
Center Location "P1 start units" on zerg zergling p9 at location "level 12"
Give 1 Zerg Zergling at "P1 start units" from P9 to p10
create 5 Units

Center Location "P2 start units" on zerg zergling p9 at location "level 12"
Give 1 Zerg Zergling at "P2 start units" from P9 to p10
create 5 Units
...
..
.

or something similiar...
Team Mapping
Team Mapping 2

Oh and plz put my name on your list. I take the Br00klyng.

Post has been edited 2 time(s), last time on Jul 27 2009, 4:37 pm by r00k.



None.

Jul 27 2009, 4:33 pm Kaias Post #8



I agree that the map should have a high standard if it is going to be a "SEN" labeled map. If this is going to work you're going to have to set down some guidelines (IE 5 player, Map must be resettable, max of X locations used, max of Y terrain space used). I also think a location grid should be employed.

Just in-case this project does work out though, I'll reserve a spot and take the Hunter Killer.

Edit: A tileset has to be established (if it was I didn't see it). I vote twilight.



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Jul 27 2009, 5:01 pm lil-Inferno Post #9

Just here for the pie

I'll have my name on a Terran Goliath I suppose.

My idea for a level: Have everyone have a Shuttle/Dropship/Overlord and a Goliath. There are scattered Sunken Colonies around the area with some on hills, some on low ground, etc. The players will have to quickly unload and load their Goliath so that they aren't hit by the tentacle.




Jul 27 2009, 5:33 pm r00k Post #10



Quote from kaias
Edit: A tileset has to be established (if it was I didn't see it). I vote twilight.
I checked my download Folder. A lot of Impossible Maps are Twilight, Desert or Badlands.
Strange to say, not very much are Jungle. So i still say Jungle.



None.

Jul 27 2009, 7:35 pm Riney Post #11

Thigh high affectionado

Terran Marine ;D

Have a level where you have to kill a boss by microing him, but he only takes damage by going through bound traps which dont hurt the players.



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-- Updated as of December 2021 --

Jul 27 2009, 9:26 pm r00k Post #12



I started. Here is an idea about Random unit creation. Its not perfect, but a start.

6 Random Units are created on 6 Spots. You choose with Mindcontrol, 1 of 6 Units. Can be more or less i donŽt know...
After you have choosen, all Units will be removed and replaced with 6 new Units.
All Players choose from the same 6 Units at the same time.

I tested it, and even when 2 Player Mindcontrol the same Unit, it worked fine.
I am aware of the fact that using Mindcontrol would eleminate the Dark Archon for the most Levels, but maybe
another solution is possible (reseting mana every few seconds, fixing mana, i dunno )
The last test i did 6 PPl stayed 10 Minutes in the game having fun, just selecting and fighting each other. ^^

As a little extra i added a Hero Mode feature. I thought it could work like that.
You can earn Gas (or Death Counts if Gas is needed for anything else) during the Levels.
You can buy a Scarab for 1 Gas. When you do so all units will be removed and you have a 50% Chance
on each of the 6 Units, that it will be a Hero. Still all Player can choose, so its possible that someone steels your Hero.

Maybe there can be added more, like block other Players from choosing or something.
This way choosing could be a nice Event.

I used the One Switch Method, shown here, and planned to add more Triggers for the weak Units, so that the Chance to get weak Units is higher.
I used Switch 77 & 78. and the Alan Turret DC.

Attachments:
Imp Sen.scx
Hits: 5 Size: 42.33kb



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Jul 28 2009, 12:53 am Norm Post #13



I would like to contribute a level where the player must navigate as a Dark Templar past guards and a security system to acquire and/or destroy an object of importance. I would require use of a 2X2 Building, Dark Templar Unit, a ranged ground unit, and a flying detector unit. As for locations, I would require use of 2X 2X1 or 2X2 locations, and one larger location (probably like 5x6) I would also require a 1 pixel location that I could use for cycling through units. I would also require 2 units to use as death counters.

Let me know if I can do something like this.



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Jul 28 2009, 1:36 am LokiArexon Post #14



Quote from r00k
I started. Here is an idea about Random unit creation. Its not perfect, but a start.

If this is a big project, I think we should go with 256x256



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Jul 28 2009, 2:22 am payne Post #15

:payne:

I want Terran Vulture (yup, I get the biggest known micro unit :D)!
You can be sure I'm in: I love impossible maps, though so much sucks :(
Only ones I loved were Option, Confluence and, of course, Crepuscular.
I'd be glad to set-up a level for you guys ;)



None.

Jul 28 2009, 2:30 am CecilSunkure Post #16



Quote from Norm
I would like to contribute a level where the player must navigate as a Dark Templar past guards and a security system to acquire and/or destroy an object of importance. I would require use of a 2X2 Building, Dark Templar Unit, a ranged ground unit, and a flying detector unit. As for locations, I would require use of 2X 2X1 or 2X2 locations, and one larger location (probably like 5x6) I would also require a 1 pixel location that I could use for cycling through units. I would also require 2 units to use as death counters.

Let me know if I can do something like this.

Yes this is perfectly acceptable.

Quote from LokiArexon
Quote from r00k
I started. Here is an idea about Random unit creation. Its not perfect, but a start.

If this is a big project, I think we should go with 256x256

[Edit]The map will stay as small as possible, and we can expand if we need more space.

About r00k's hero idea, I prefer not to have heros. I like old school microing and old school Imp levels. Also, if we were to add heros, there would need to be excessive balancing, we would also lose out on some units for people to use to make their levels.

Here, I have a map that uses the idea for the randomization of the unit sets for each level that I mentioned in the updated portion of the OP. Check it out, see if you think this would be fun for the levels with different unit groups to pick from. Also, as for levels where each player receives the same unit then we can just carry out the randomization trigger like I did in this downloadable map, or we can just have that certain level start with all the players controlling their units in the level to begin with.

Attachments:
Impossible Origv1.04.scx
Hits: 5 Size: 80.14kb

Post has been edited 4 time(s), last time on Jul 28 2009, 2:41 am by CecilSunkure.



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Jul 28 2009, 2:33 am Kaias Post #17



Quote from LokiArexon
Quote from r00k
I started. Here is an idea about Random unit creation. Its not perfect, but a start.

If this is a big project, I think we should go with 256x256
Definitely not. 256x256 is too large for almost any map, especially since they are prone to lag (as they are usually accompanied with an equal excess of units. Its best to keep it smaller, cleaner and just limit everyone to not make a level too large.



None.

Jul 28 2009, 2:35 am CecilSunkure Post #18



Quote from Kaias
Quote from LokiArexon
Quote from r00k
I started. Here is an idea about Random unit creation. Its not perfect, but a start.

If this is a big project, I think we should go with 256x256
Definitely not. 256x256 is too large for almost any map, especially since they are prone to lag (as they are usually accompanied with an equal excess of units. Its best to keep it smaller, cleaner and just limit everyone to not make a level too large.
Yeah I said in the OP that I will make the map size as small as possible, but if we need to (if we get a ton of people) we'll use 256x256.

Quote from name:Dark_Marine
Terran Marine ;D

Have a level where you have to kill a boss by microing him, but he only takes damage by going through bound traps which dont hurt the players.
I said in the OP that we wanted to stay away from Bounds.. I would prefer that we keep the levels impossible scenarios, not bounds.

Quote from Kaias
I agree that the map should have a high standard if it is going to be a "SEN" labeled map. If this is going to work you're going to have to set down some guidelines (IE 5 player, Map must be resettable, max of X locations used, max of Y terrain space used). I also think a location grid should be employed.

Just in-case this project does work out though, I'll reserve a spot and take the Hunter Killer.

Edit: A tileset has to be established (if it was I didn't see it). I vote twilight.
What do you mean a location grid? And yes, I'll keep everything as organized and guided as possible.

Post has been edited 1 time(s), last time on Jul 28 2009, 2:58 am by CecilSunkure.



None.

Jul 28 2009, 2:56 am poison_us Post #19

Back* from the grave

Quote from r00k
A lot of Impossible Maps are Twilight, Desert or Badlands.
Strange to say, not very much are Jungle. So i still say Jungle.
Go with Ice. Everyone needs a lil THO every now and then, especially Yammy :flowers:
Seriously though, this sounds like a good idea, I just jumped on the bandwagon too late. :blush: If you need help with redundant testing, I'm your man--nothing bores me.




Jul 28 2009, 3:24 am CecilSunkure Post #20



For my level, I think I will go with a base assault level. About 30 tiles by 30 tiles, where each player gets a corsair and a couple zerglings.

To beat the level you will have to use your webs to disable a key unit or two of the opponent's, then web your own ling to keep a group of melee units occupied.

After those two steps are done, you use the corsairs to keep a few wraiths pre-occupied and send in the lings to kill a couple nydus canals that spawn enemy ground units everytime an enemy ground unit is killed by the lings. You will also have to send a couple lings to each of those key units you disabled with your webs (most likely siege tanks). Once the nydus canals are killed and the wraiths are killed, you kill that group of pre-occupied enemy melee units with your remaining lings.



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