Impossible UV:Gaiden


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Description
This is a fanmade map of the Impossible UV series. Huge thanks to Ultraviolet for allowing and encouraging this project!
In this map, your goal is to break through enemy lines and complete missions with the main hero you select, along with other units. Each hero has powerful spells, but precise micro and smart tactics are also crucial for victory.
This map inherits most of the core elements that made the original series outstanding, such as unique heroes, various upgrade paths, randomized missions, and more. It also captures some characteristics of the original and subtly weaves them into the mission design to create a reminiscent atmosphere for those familiar with the series. Try finding them out for yourself! There are 5 or 6 missions waiting for you, depending on the difficulty level you choose.
Please refer to these topics to grasp what the game is like.
UV1: http://staredit.net/topic/18232/
UV2: http://staredit.net/topic/18499/
UV3: http://staredit.net/topic/18675/
What's New
The system of this map was made from scratch, which now prevents exploitation with hallucinations and transport ships; e.g., spell effects occuring on the leftmost hallucination and loaded units bypassing summon limit conditions. Restoration triggers for the 1-ore heal and Tesla regen are properly applied to units loaded in transport.
The classic bug where a hero's cloaking field redirects enemy(hero) aggro to allied arbiters has also been fixed in this map. (It happens with Danimoth in non-EUD maps. In this series, Shadowcraft and Ultraviolet used to cause the issue.)
Additional features for convenience have been implemented too.
- Simple HUD that shows useful info like the remaining time for the next Tesla regen
- Intuitive interface for heroes with more than 2 spells (instead of the multiple spell mode)
- Visualization of spell areas with dotted squares
- Switchable hotkey options (you can select between UV style and vanilla settings)
Major and minor changes have been made to each hero's abilities. The most important goal is to ensure balance and encourage diverse playstyles & strategies across all difficulty levels, from Normal to Gauntlet Impossible Plus. Another purpose is to make each hero's concept more distinct by introducing new, unique features. Some spells that were a mixture of multiple effects have been separated into two spells. (More heroes now have three spells than before, as a result.)
Some changes have been made to counter the risk-free meta and the slow meta. Examples:
- Special Ops was arguably much easier to use than other heroes due to the range 8 weapon (longer than the detection range of towers) and snipeshot (40 gas spell, even longer) with cloaking. Unless a detector's incoming, there used to be almost no risk for Special Ops to eliminate everything slowly.
-> The range of the weapon and spell has been reduced to 7. As compensation, the hero's overall DPS has been increased. - Shadowcraft's cloaking field is one of the safest areas from enemy aggro. Combining it with long-range units like siege tanks or guardians allows you to easily eliminate enemies.
-> Made the cloaking field an active spell that costs gas, so you need to spend money on gas upgrades to effectively use those unit combinations. As compensation, the Protoss air unit set on a per-mission basis has been buffed (especially with the inclusion of Elite Scouts in mission 3+). - Engineer was able to produce attack units indefinitely. Meanwhile, it was very time-consuming to produce enough attack units to play an active role.
-> Limited the hero to producing only magic casters, with a maximum of 30 units. Instead, Engineer has been given new combat and support abilities that allow him to actively engage in combat.
Finally, there is a new Zerg hero that focuses on debuffs and stacked mutalisk micro. (Note for UV players: The ability to summon mutalisks has been moved from Matriarch to this hero and has been made fast-paced.)
Good luck, have fun!
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