Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Impossible Concepts
Impossible Concepts
Oct 7 2009, 4:48 am
By: payne  

Oct 7 2009, 4:48 am payne Post #1

:payne:

Due to the abandon of the "Impossible SEN" project and the fact that I didn't like much some points of this project, I decided to go on and ensure such a project ever gets realized.

For my part, I've though of 3 possible categories:
1) Conceptual impossible scenarios
2) Classic impossible scenarios
3) Normal impossible scenarios


The first category is about thinking of original concepts for levels. Kaias already showed us it was possible with his "Tunnel Impossible" (I decided of this name) which involves burrowed a Hunter Killer to create tunnels in the ground and get-around obstacles, not being allowed to pass under cliffs. I've attached the map to this post. I -really- suggest you to check it out, it is very good and the level actually has a very sexy set-up.
I myself though about adapting the map "Protect the civilian" to an impossible scenario level. The real consistence of such an adaptation isn't clear yet and you could participate in elaborating it.
I've also thought about an other idea: Terran Civilians would be spread randomly into the pre-made level and when a player kills one, it gives him a new "Chooser" which allows him to select one of the 3 randomly selected units as reinforcement.
You can also take a look at "Impossible Confluence" for more examples of "custom" impossible scenarios.

The second category is about classic levels. You know, those that provides each player -very- few units (most of the time only 1) and that contains some very well thought up terrain that will actually involve some wise planning to get through the scenario. A very good example of this is the "Archon level" of "Impossible Crepuscular".

The third and last category is about the normal scenarios. What I mean by normal (since it is very subjective) is a level with a relatively big terrain and "a lot" of enemies. It also gives multiple units to each player which aren't always all used (they are there just in case the players make an error). An example for this would be the "Science Vessel level" from "Impossible Crepuscular".

I hope you will enter this and help us elaborate an interesting and popular impossible map for the B.net players so they can finally stop playing Impossible Crepuscular :P

Notes:
- The levels-choose system will be similar to Impossible Crepuscular's
- There will be no alteration done to the units' names*

*Exception made for Critters which can be used for the the custom scenarios (Funkapotimus, one of the makers of 3 well-known impossible maps, uses them a lot for little customization, though it may look unprofessional. This will need to be discussed upon.)

EDIT:

All information subject to change.

Quote from To decide
Tileset: Jungle
Size: 256x256
Players: 5
Computers: 3*

* 1 normal, 1 hero, 1 builder

Quote from Needs more in-depth informations
Main Concepts/Modes/Themes:

#1 - Nydus (Original idea: Devourer, map not provided)
Description: You choose the place where you spawn.

#2 - Civilian
Description: You select random units at start.

#3 - Hydralisk (Original idea: Kaias)
Description: You must create tunnels to move from an isolated area to an other.

#4 - Vulture
Description: Small micro levels.

#5 - Dropship (Original idea: Devourer)
Description: You must use a loading-unit to move from an isolated area to an other.

#6 - Reaver
Description: You must protect a reaver (with no scarabs) that runs into the enemies' army.

#7 - SCV
Description: You must hurry to destroy a base that is building up.

#8 - Valkyrie
Description: Normal impossibles.

#9 - Devouring One (Original idea: Queseld)
Description: Act fast, the enemies are charging you.

Well that's it. Do you like the ideas? Help me elaborating over these.
You'll have understood that the unit next to the # is the unit that will represent the level (like in Impossible Crepuscular).
We have 9 themes in order to follow the established format by Funkapotimus with his pre-made triggers (we can thus use Impossible Crepuscular and change things inside it, but we must fix the leaver system, which do not work well).
The #5 should be exactly like Devourer's Impossible Dropship map.
The #8 is a bit similar to #7, if ever you have an other great idea, go on. To replace it, I thought we could steal the Impossible Confluence's idea about SCV "gathering" ressource power-ups in order to build units. I've also thought about spreading Civilians around levels and when you'd kill them, you'd receive a random unit. In relation with that last idea, I also thought we could set a radius around the civilian and when the players enter it, the computers starts to attack the civilian.

EDIT: I've added some links to maps that can represent a bit the ideas. Authors added to.
Try to find a new unit for the #9, Devouring One do not represent that much the #9 even though it is fast.

EDIT: In order to replace #8, I though about setting the #9 as #8 and have #9 being a section represented by a weird unit like a power-up named "Experimental". It would provide levels with altered statistics and some bizarre things. Here are some examples:

1) Science Vessel + Medic.
Science Vessel has 100% energy all the time, Medic 0% energy. There are enemies around, but the retarded computer have set mines all around him.
2) Broodling + Spell units, but no other offensive.
Act wise and fast in order to not lose your broodling (either because it runs out of energy or because it dies).
3) SCV + Medic + 1 Ghost + 1 Marine, bunker and turrets available.
Construction time = 0,
Cost = 0.
4) Medic + Dark Templar (+ Scourges?).
Medic has 100% energy all the time. Have fun using Optical Flare over detectors.

Do you like it? ;o

Attachments:
Imp Sen Kaias.scx
Hits: 3 Size: 43.75kb
Impossible Confluence 1.6.scx
Hits: 2 Size: 146.37kb
Impossible Crepuscular 1.4.scx
Hits: 4 Size: 153.47kb

Post has been edited 1 time(s), last time on Oct 21 2009, 10:34 pm by payne.



None.

Oct 7 2009, 9:40 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Make judicious use of shooting into black fog, what I think snipers refer to as a "shs" or some other ridiculous term. You know, where you hold shift, right click an area, then attack a unit you can see. If the unit is in range when your waypoint comes up, you'll shoot him even though you can't see him.

Also include some Infested Terran levels. They are the most underused units in starcraft. Also, bcs vs scourges (I'm thinking 10 variously damaged bcs vs 35 scourges).

if you REALLY want to have some fun, kill 22 zerglings with 1 firebat, 2 meds and a dropship, with the zerglings constantly attacking the firebat's location. (I know for a fact 29 is possible).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Oct 7 2009, 7:01 pm payne Post #3

:payne:

Would you be able to design a decent level for the "shs"? Make sure people can beat it without knowing "shs" because that is medium-advanced sniper techniques ;o
By Inf. Terran level, you mean for the enemies or the allies?



None.

Oct 17 2009, 7:07 pm payne Post #4

:payne:

There is -no one- that has neat ideas for that project? :(



None.

Oct 18 2009, 10:34 pm payne Post #5

:payne:

All information subject to change.

Quote from To decide
Tileset: Jungle
Size: 256x256
Players: 5
Computers: 3*

* 1 normal, 1 hero, 1 builder

Quote from Needs more in-depth informations
Main Concepts/Modes/Themes:

#1 - Nydus (Original idea: Devourer, map not provided)
Description: You choose the place where you spawn.

#2 - Data Disc
Description: You select random units at start.

#3 - Hunter Killer (Original idea: Kaias)
Description: You must create tunnels to move from an isolated area to an other.

#4 - Vulture
Description: Small micro levels.

#5 - Dropship (Original idea: Devourer)
Description: You must use a transporter to move from an isolated area to an other.

#6 - Warbringer
Description: You must protect a Warbrniger (with no scarabs) that runs into the enemies' army.

#7 - SCV
Description: You must hurry to destroy a base that is building up.

#8 - Valkyrie
Description: Try to destroy the heavy bases that are established.

#9 - Devouring One (Original idea: Queseld)
Description: Act fast, the enemies are charging you.

Well that's it. Do you like the ideas? Help me elaborating over these.
You'll have understood that the unit next to the # is the unit that will represent the level (like in Impossible Crepuscular).
We have 9 themes in order to follow the established format by Funkapotimus with his pre-made triggers (we can thus use Impossible Crepuscular and change things inside it, but we must fix the leaver system, which do not work well).
The #5 should be exactly like Devourer's Impossible Dropship map.
The #8 is a bit similar to #7, if ever you have an other great idea, go on. To replace it, I thought we could steal the Impossible Confluence's idea about SCV "gathering" ressource power-ups in order to build units. I've also thought about spreading Civilians around levels and when you'd kill them, you'd receive a random unit. In relation with that last idea, I also thought we could set a radius around the civilian and when the players enter it, the computers starts to attack the civilian.

EDIT: I've added some links to maps that can represent a bit the ideas. Authors added to.
Try to find a new unit for the #9, Devouring One do not represent that much the #9 even though it is fast.

EDIT: In order to replace #8, I though about setting the #9 as #8 and have #9 being a section represented by a weird unit like a power-up named "Experimental". It would provide levels with altered statistics and some bizarre things. Here are some examples:

1) Science Vessel + Medic.
Science Vessel has 100% energy all the time, Medic 0% energy. There are enemies around, but the retarded computer have set mines all around him.
2) Broodling + Spell units, but no other offensive.
Act wise and fast in order to not lose your broodling (either because it runs out of energy or because it dies).
3) SCV + Medic + 1 Ghost + 1 Marine, bunker and turrets available.
Construction time = 0,
Cost = 0.
4) Medic + Dark Templar (+ Scourges?).
Medic has 100% energy all the time. Have fun using Optical Flare over detectors.

Do you like it? ;o

Post has been edited 5 time(s), last time on Nov 11 2009, 2:28 am by payne.



None.

Oct 19 2009, 4:38 am MEMEME670 Post #6



If you want this to be beatable by someone with great skill but no hacks or knowledge of the map, dont include stupid thigns like a mass of burrowed units that have to be killed b y storm or they'll ruin your base.

Burrowed units work great, just not retardedly many.

maybe something like, civillian with 1 hp must be used to kill buildings that are continously spawning marines, ghosts, tanks, etc.

They wouldnt spawn fast, because this would be a scenario with little units on your side, but they would spawn and be noticeable when they did.



None.

Oct 19 2009, 5:00 am payne Post #7

:payne:

I was already thinking about having some Infested CC spawning Infested from times to times until it is dead, but thanks for the idea ^^
Anything else? :O



None.

Oct 19 2009, 6:01 am CecilSunkure Post #8



I've made a concept map for a possible idea to be used in creating a level. The level in this map is about the size that I specified in my other topic. 1 player for now, though there is a slot for an observer/downloader. Took about 5-10 minutes to create.

[Edit]You have two dark templars, melding them heals you, and teleports you to the nearest enemy. You use this to jump up and down cliffs, and to keep your templars from dieing. I can possibly limit the amount of teleports each player will get, or lower the spawning HP of the templars lower and lower after each teleport. I can also add in something to teleport to, just in case all other enemies have been killed at the location you need to return to, maybe a resource or powerup.

Attachments:
DT Imp Concept Cecil.scx
Hits: 4 Size: 42.65kb

Post has been edited 1 time(s), last time on Oct 19 2009, 6:12 am by CecilSunkure.



None.

Oct 19 2009, 10:05 am Devourer Post #9

Hello

My Nydus-Concept:
At the beginning of the game you can select between several unit-packages, after selecting them you get center-viewed on a nydus which is yours.
With this, you have to place the exit on the battlefield where you want your units to be, because they'll get moved to the nydus canal.
Your Nydus got tons of HP but when it dies your units get neutral and rescueable, therefor you would be useless for your team but your units could be rescued by them.

Additional Information (what I had in mind):
-> Only ground units, maybe 1 air unit per player
-> Cannot place 2 nydus in the same area (maybe a 20x20 location above the nydus which prevents other nydus-canals to exit there, makes it more difficult
-> Your idea here...



Please report errors in the Staredit.Network forum.

Oct 19 2009, 9:14 pm payne Post #10

:payne:

So where you choose to land the nydus must either be
1) Clear (=> pre-placed spots),
2) Anything within a certain range dies,
3) Nydus has high HP and you must act quick to move all units and defend it :O,
4) Have the Nydus Invincible

Also, I think allowing up to 2 nydus near each other would be better for obvious reasons ;o

Moreover, I remember you had suggested through the shoutbox that every 3 kills a new random units spawn at the nydus, do you still think that's a good idea?



None.

Oct 19 2009, 9:22 pm Devourer Post #11

Hello

Quote from payne
Moreover, I remember you had suggested through the shoutbox that every 3 kills a new random units spawn at the nydus, do you still think that's a good idea?
Depends on balance.



Please report errors in the Staredit.Network forum.

Oct 21 2009, 10:32 pm payne Post #12

:payne:

I'm done with a level. I've also changed a mode, see update ^^

Please give me your feedbacks and suggestions for ameliorations :D

Attachments:
Impossible Missions.scx
Hits: 1 Size: 114.99kb

Post has been edited 1 time(s), last time on Oct 22 2009, 4:10 am by payne.



None.

Oct 31 2009, 12:25 am LokiArexon Post #13



I would be in on this, probably just use my idea from the imp sen thread that I planned to do. All I want to do is make a classic lurker dance level. They're often my favorite part of an imp map and it's basically impossible to screw up. The idea of doing it with random units and heroes seemed really hot too.

Is this going to have a limit on triggers like imp sen was going to?



None.

Oct 31 2009, 12:55 am CecilSunkure Post #14



Quote from LokiArexon
I would be in on this, probably just use my idea from the imp sen thread that I planned to do. All I want to do is make a classic lurker dance level. They're often my favorite part of an imp map and it's basically impossible to screw up. The idea of doing it with random units and heroes seemed really hot too.

Is this going to have a limit on triggers like imp sen was going to?
There was never a trigger limit on Imp SEN, just a location and size limit.



None.

Oct 31 2009, 4:17 pm payne Post #15

:payne:

I probably won't allow any sound.
No trigger limit.
What is that Lurker thingy you are talking of?



None.

Nov 11 2009, 2:04 am payne Post #16

:payne:

Okay, I somehow managed to work on that map.
I renamed it to "Impossible Adaptation".
Here it is.

2/10 levels done.
Leaver system done.
The fact that you can lose and continue is just for testing purposes.
Choosing system done.
Energy Restore system done.
**Boundaries done partially.


** If I have a trigger under "Force 1" that has as condition "Current Player (Force 1) brings at least 1 [any unit] to 'Out of bounds'" and action "Move all [any unit] for Current Player (Force 1) to 'Start spawn'", what happens when Player 1 (part of Force 1 with player 2,3,4,5) enter that location (Out of bounds) ?

Attachments:
Impossible Adaptation.scx
Hits: 4 Size: 120.7kb



None.

Nov 11 2009, 3:17 am Heinermann Post #17

SDE, BWAPI owner, hacker.

Current Player is not Force 1. Current Player is the player that meets the conditions. If player 1 is out of bounds, player 1's units are moved back.




Nov 11 2009, 3:38 am payne Post #18

:payne:

Okay, so it do not need to have 1 units from each player of the Force 1 in order for it to apply ? :)
I am creating a second level for the Reaver one since it was a bit hard. Second one is even harder, but heh, you now only have to beat 1 level out of the two to win ^^
I'll upload soon (after testing).



None.

Nov 11 2009, 4:49 am payne Post #19

:payne:

Here it is.

Attachments:
Impossible_Adaptation.scx
Hits: 1 Size: 140.22kb

Post has been edited 1 time(s), last time on Nov 11 2009, 7:34 am by payne.



None.

Nov 16 2009, 4:56 am payne Post #20

:payne:

http://www.staredit.net/files/1622/
4 levels done.
Have fun ^^

I am wondering how I should do the boundaries of the level 9 (Nydus Canal)... I hope you understand why I cannot think of a non-shitty way ;o



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