RuneCraft is our take on the Tug-Of-War Genera. It mixes a few classic, tug staples in with tons of fresh gameplay ideas and enhancements to present the best Tug-Of-War experience in Starcraft 2. Players take control of a powerful mage, capable of creating ancient markings called runes. These ancient runes contain miraculous powers- everything from summoning creatures out of the great void, to unleashing deadly psionic storms upon your foes. It's easy to learn, but difficult to master.
How does the Rune system work?
RuneCraft contains a huge array of runes, all of which provide a variety of different effects. There are 5 main types of runes, all of which can be combined with up to 2 other "sub-runes" to form Runic Circles. The system allows for a huge amount of player choice. Combine a Summoning Rune with a marine rune, and you get a circle that spawns marines. Add in a shield rune, and your marines will be better protected. These are the 5 main types of "base" runes, from which you can attach additional runes to form powerful structures
Primary Runes
Function
Extra Runes
Summoning Rune
Summons units from the void to fight for you
Unit Runes & Buffs
Tower Rune
Provides a static defense for your base
Turrent Runes & Buffs
Trap Rune
Detonates when an enemy steps over it
Spells
Spell Rune
Allows you to cast powerful spells anywhere on the map
Spells & Buffs
Aura Rune
Provides buffs and debuffs across the entire lane
Spells & Buffs
Tech Demo 1
Keep in mind that we are only just entering beta, so you can expect changes to both aesthetic and gameplay elements. We've already made some fairly significant changes since this video
What kinds of features are in RuneCraft
Full "career" stat tracking- Track your stats across all your games
Ranking System- The more you play, the higher you will rise in the ranks
Surrender System- To keep games from stagnating, we added a surrender vote system. If your team agrees, you can end the game and still record all your stats
Custom UI- We added a very nice custom UI for all your button-clicking needs
Full Achievements System- We have added fully functional achievements system. Gaining achievements also gives you points towards ranking up.
Easy to Learn- Newer players are treated to a quick first-game tutorial, and the rune creation system has been streamlined for ease-of-use
Hard to Master- The amount of options provided by the rune system means no game will ever be the same, and no strategy will reign supreme
Tech System- Instead of progressing through repetitive tech trees like many other tug maps, RuneCraft offers a wide array of research, spells, units, and upgrades to choose from. With all the available options, no game will ever be the same.
Secure Banks/Ban System- Too keep the game fun and fair for everyone, systems are in place to destroy any hacked banks, and permanently ban players that cheat or hack.
Beautiful Terrain(In progress)- Unlike many Tug maps, we have a nice terrain, created by the amazing Mozared. It's about halfway done currently, but it will be finished for the release.
When will RuneCraft be available?
We are currently making preparations to launch an open beta in both US and EU regions. If you are interested in participating in the beta, keep an eye on this thread. We will be releasing the map into a public beta within a few days, along with additional videos and information.
Update: RuneCraft is now available for BETA in EU and US.
So that's it for now- please let us know what you think- we appreciate any and all feedback. :D
Flamestrike: After a 1 second delay, deals 40 damage in an area and sets units on fire for 20 damage over 5 seconds
Fungal Growth: Immobilizes and cause 30 (40 vs Armored) damage over 4 seconds. Decloaks units
Psi Storm: Deal 80 damage over 4 seconds in the targeted area. Can be added to aura runes, dealing 160 damage to the entire lane after a charge up period.
EMP: Removes 100 shields and energy from all units in an AoE, and uncloaks them.
Nuke: Do I even need to explain this? Nuke drops after a dealy.
Slimeball: Slows units by 75%
Feedback: Deals damage equal to the energy of the target, and removes 50 energy (If the target isn't shielded). If you have scanner sweep, you can use this to disable enemy spell runes.
Rejuvenation: Heals units that stay in target area for 50% of their health and shields over 10 seconds
Shield: Shields units for 30 points for 15 seconds in target area.
Frenzy: Increases the attack speed of affected units by 50% for 10 seconds
Vortex: Creates a vortex that sucks in units for 10 seconds. It's bigger on the inside.
I'm crazy for aesthetics, but I'll hold up until I actually get to play the map, because I want to see what all those other icons are for. By the way, you made this fancy background for defaultUI, but IMO it stands out in a bad way when you have all those default SC2 icons on it (Units/Runes list also doesn't look good, maybe you could at least desaturate unresearched options?). And light-green wireframe on bright-orange background doesn't feel right for me.
Also, I smiled at "Beautiful Terrain". Is it present (and completed) in that video or it's work in progress?
Again, it looks like something that's worth checking out, so I guess I'll see you on Friday :D
I'm crazy for aesthetics, but I'll hold up until I actually get to play the map, because I want to see what all those other icons are for. By the way, you made this fancy background for defaultUI, but IMO it stands out in a bad way when you have all those default SC2 icons on it (Units/Runes list also doesn't look good, maybe you could at least desaturate unresearched options?). And light-green wireframe on bright-orange background doesn't feel right for me.
Unfortunately I don't know how to change the colors of the wireframe (I have an idea, but that would end up changing the colors of the health bars as well which would be very confusing >.>)
I could maybe change the background of the UI where the wireframe is to have make it a bit darker or add something so that the colors don't stand out that much, but I don't think that would solve the problem.
Will see if the icons can be desatured, good idea. I'm also trying to figure out how to change the default button backgrounds for the command card and dialog buttons so that I can switch those out with some that stand out less.
This just mysteriously appeared in my mailbox. No idea where it came from, but.... I'll just leave it here.
I'm not sure if I can fully understand an item of such magical power, but if I were you, and I wanted to get a sneak peak at the RuneCraft beta, I would probably head over to EU MapNight this friday. There *might* be something happening. Just saying.... ;)
As Zelda has very subtly suggested, I'll be bringing RuneCraft to Map Night today. Unless there are any gamebreaking bugs/imbalances/etc, I'll leave the map as public and the beta may start.
It was a lot of fun to play it on EU mapnight,
I see it on the future-page-one instead of Nexus Wars. ( ididnt like Nexus Wars at all)
Things i noticed:
Some Units seem to be overpowerd. E.g the stalkers seemed to strong. But thats hard to juge couz we just played 2 times.
The multiselection of buildings is a bit buggy. I wanted to make some controllgroups with the spellbuilidings But that wasnt easy to make, couse spellbuildings seem to have the same aliases alltouhg they have different runes.
Maybe it will be a problem that everyone will like to use the spells only.
My Idea: make Spellbuildings and Spawnbuildings cost diffent ressources. So that every plaver has to mix up spell and spawn builidings.
RuneCraft is now released on EU and US servers for BETA testing! If you guys got a chance to play, please fill out the feedback form at bit.ly/rune-feedback. I'll also be recording our chance log here for you guys in case you are interested :P
Patch 0.2 Notes
Quote:
Balance Changes
Stalker Rune cost increased to 35 Ink from 30
Spell Rune (Primary) cost decreased to 30/2 from 40/3
New Features
There is a Guardian behind the ¾ line on each lane for each team to ward off early attacks and reduce the likeliness of ridiculously short game.
If multiple Spell Runes are selected all available spell buttons will be shown and useable now
Trap recharge timer is now colored like the Summonig Rune spawn timer
Bug Fixes
Units spawned by summoning runes built on the lanes will no longer return to the ramp before actually heading towards the enemy
The leaver bug has been fixed
Slime Target filters fixed
Melee unit runes no longer cause everything around them to be slimed upon death
Selection circles for runes now work properly
All Primary Runes now have their proper wireframes
The Mage’s group icon now works properly.
The trailer is almost complete- we'll have it up sometime this week.
Some Units seem to be overpowerd. E.g the stalkers seemed to strong. But thats hard to juge couz we just played 2 times. The multiselection of buildings is a bit buggy. I wanted to make some controllgroups with the spellbuilidings But that wasnt easy to make, couse spellbuildings seem to have the same aliases alltouhg they have different runes.
I increased the cost of stalkers slightly, I hope that helps, and yea, we need to do more tests to see whether they really are overpowered. Im pretty sure though that the same amount of marauders could easily eat them up.
About spellbuildings, they have the same alias because they are the same unit :p And all the buttons were on the same slot (Which I only now realize isn't convenient but absolutely stupid. Yup, I'm smart.) Selecting all buildings will now allow you to use all spells you have built, so multiple control groups wont even be necessary.
Maybe it will be a problem that everyone will like to use the spells only. My Idea: make Spellbuildings and Spawnbuildings cost diffent ressources. So that every plaver has to mix up spell and spawn builidings.
One of the main "principles" we have is that "Pure units" has to always be an option. No matter what we add, we want people to still be able to play this just the same way the play nexus wars: Build units and sit back as they kill each other. And in the same way we want players to be able to ignore units entirely (If they have unit support from other players that is, since Spells or whatever else we add will not be able to damage buildings (excluding possible some sort of artillery like in Core Fight, if we decide to add something like that))
Ah finally this thread on the first page so I can post my feedback.
It was a fun game. Nothing seemed really wrong with it. Allthough I think it most likely is highly imbalanced, its pretty hard to say that when playing with random people and there are so many upgrades but you definetly should try to make it as balanced as possible. I dont really have anything negative to say about this, however I have some suggestions that might help you.
Towers seem like last resort thing, could you make them more useful somehow (noobs build them...ofc I build units over towers...)
Building size is kinda big. You can build like 3 structures and then its already as wide as the ramp. Dunno should it be smaller
I wonder if timed spawns would be better than the syncro button (you pretty much always want to syncro anyways). But I suppose I wouldnt change this yet atleast
Some descriptions were highly lacking. Like spell runes...no idea how long they last and how much they up my attack and such...so its even harder to evaluate the balance and usefulness of things.
We will be improving tooltips in the future for sure. As for balance- we agree that there are many potential balance issues. But as I'm sure you can tell, it's very hard for us to test balance without people actually playing the map. Our private alpha testing was used to hammer out the bugs, and the beta is intended to help us balance. So yes, please tell us everything you feel is unbalanced. ;)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
This map seemed fun.. for 5 min that I managed to play it during map time, not enough to even fill a feedback form :l My own fault for showing late for MapNight I guess. Do you guys plan to do any test-plays other than Friday evenings?
Btw, I thought that extra-fast winning was fun.
Want to play some more of it. How are towers? Is it possible that one player tried to defend two lanes with towers while other three spam 3rd lane in order to overwhelm surprised enemy in 1st 5 minutes of game? :D
Will try not to be late tomorrow.
Rollback Post to RevisionRollBack
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Zeldarules28 & TheAlmaity Present...
What is RuneCraft?
RuneCraft is our take on the Tug-Of-War Genera. It mixes a few classic, tug staples in with tons of fresh gameplay ideas and enhancements to present the best Tug-Of-War experience in Starcraft 2. Players take control of a powerful mage, capable of creating ancient markings called runes. These ancient runes contain miraculous powers- everything from summoning creatures out of the great void, to unleashing deadly psionic storms upon your foes. It's easy to learn, but difficult to master.
How does the Rune system work?
RuneCraft contains a huge array of runes, all of which provide a variety of different effects. There are 5 main types of runes, all of which can be combined with up to 2 other "sub-runes" to form Runic Circles. The system allows for a huge amount of player choice. Combine a Summoning Rune with a marine rune, and you get a circle that spawns marines. Add in a shield rune, and your marines will be better protected. These are the 5 main types of "base" runes, from which you can attach additional runes to form powerful structures
Tech Demo 1
Keep in mind that we are only just entering beta, so you can expect changes to both aesthetic and gameplay elements. We've already made some fairly significant changes since this video
What kinds of features are in RuneCraft
When will RuneCraft be available?
We are currently making preparations to launch an open beta in both US and EU regions. If you are interested in participating in the beta, keep an eye on this thread. We will be releasing the map into a public beta within a few days, along with additional videos and information. Update: RuneCraft is now available for BETA in EU and US.
So that's it for now- please let us know what you think- we appreciate any and all feedback. :D
Reserved.
Spell Runes
Minor Runes
Ranks
These numbers are subject to change as we start beta testing and can estimate the point gains per game better.
Achievements
Not all achievements are implemented yet, expect a lot more.
_
More info will be added here if needed. Expect the map to be uploaded soon(tm)!
This looks extreamly polished already, if it wasn't for the map system this should easily go to the top maps :)
Good job :) Cant wait to try it out on EU
Edited my second post for more info. I'll show up for Map Night this week on EU and I hope we can test this then :)
Also, this map has the Eiviyn's Stamp of Approval*
*Such a thing does not exist and even if it did that sentence is utter male-cow-excrements and is therefore a lie.
Jeez, you made me want to try it out.
I'm crazy for aesthetics, but I'll hold up until I actually get to play the map, because I want to see what all those other icons are for. By the way, you made this fancy background for defaultUI, but IMO it stands out in a bad way when you have all those default SC2 icons on it (Units/Runes list also doesn't look good, maybe you could at least desaturate unresearched options?). And light-green wireframe on bright-orange background doesn't feel right for me.
Also, I smiled at "Beautiful Terrain". Is it present (and completed) in that video or it's work in progress?
Again, it looks like something that's worth checking out, so I guess I'll see you on Friday :D
Not completed by a long shot; I'd say it's around 40-50% done right now.
Unfortunately I don't know how to change the colors of the wireframe (I have an idea, but that would end up changing the colors of the health bars as well which would be very confusing >.>)
I could maybe change the background of the UI where the wireframe is to have make it a bit darker or add something so that the colors don't stand out that much, but I don't think that would solve the problem.
Will see if the icons can be desatured, good idea. I'm also trying to figure out how to change the default button backgrounds for the command card and dialog buttons so that I can switch those out with some that stand out less.
Thanks for the feedback ;)
And as Moz said, he's still working on it.
@TheAlmaity: Go
Looks nice- go post video to r/sc2mods
@PirateArcade | I make games | Ask me things on Discord
@greythepirate: Go
Thanks! We were planning to post there, but first we need a better video (Zelda has been working on a more trailer-ish one)
Looks awesome! Cant wait to play this :)
Looks like a lot of fun guys can't wait to try it out.
This just mysteriously appeared in my mailbox. No idea where it came from, but.... I'll just leave it here.
I'm not sure if I can fully understand an item of such magical power, but if I were you, and I wanted to get a sneak peak at the RuneCraft beta, I would probably head over to EU MapNight this friday. There *might* be something happening. Just saying.... ;)
As Zelda has very subtly suggested, I'll be bringing RuneCraft to Map Night today. Unless there are any gamebreaking bugs/imbalances/etc, I'll leave the map as public and the beta may start.
I hope those that played RuneCraft yesterday on Map Night see this - Please post some feedback! You can also use this: http://www.bit.ly/rune-feedback
Very nice Map,
It was a lot of fun to play it on EU mapnight, I see it on the future-page-one instead of Nexus Wars. ( ididnt like Nexus Wars at all)
Things i noticed:
Some Units seem to be overpowerd. E.g the stalkers seemed to strong. But thats hard to juge couz we just played 2 times. The multiselection of buildings is a bit buggy. I wanted to make some controllgroups with the spellbuilidings But that wasnt easy to make, couse spellbuildings seem to have the same aliases alltouhg they have different runes.
Maybe it will be a problem that everyone will like to use the spells only. My Idea: make Spellbuildings and Spawnbuildings cost diffent ressources. So that every plaver has to mix up spell and spawn builidings.
Sry for my bad english im german.
@fate1990: Go
RuneCraft is now released on EU and US servers for BETA testing! If you guys got a chance to play, please fill out the feedback form at bit.ly/rune-feedback. I'll also be recording our chance log here for you guys in case you are interested :P
Patch 0.2 Notes
The trailer is almost complete- we'll have it up sometime this week.
I've updated the EU version as well now.
I increased the cost of stalkers slightly, I hope that helps, and yea, we need to do more tests to see whether they really are overpowered. Im pretty sure though that the same amount of marauders could easily eat them up.
About spellbuildings, they have the same alias because they are the same unit :p And all the buttons were on the same slot (Which I only now realize isn't convenient but absolutely stupid. Yup, I'm smart.) Selecting all buildings will now allow you to use all spells you have built, so multiple control groups wont even be necessary.
One of the main "principles" we have is that "Pure units" has to always be an option. No matter what we add, we want people to still be able to play this just the same way the play nexus wars: Build units and sit back as they kill each other. And in the same way we want players to be able to ignore units entirely (If they have unit support from other players that is, since Spells or whatever else we add will not be able to damage buildings (excluding possible some sort of artillery like in Core Fight, if we decide to add something like that))
Ah finally this thread on the first page so I can post my feedback.
It was a fun game. Nothing seemed really wrong with it. Allthough I think it most likely is highly imbalanced, its pretty hard to say that when playing with random people and there are so many upgrades but you definetly should try to make it as balanced as possible. I dont really have anything negative to say about this, however I have some suggestions that might help you.
@zenx1: Go
We will be improving tooltips in the future for sure. As for balance- we agree that there are many potential balance issues. But as I'm sure you can tell, it's very hard for us to test balance without people actually playing the map. Our private alpha testing was used to hammer out the bugs, and the beta is intended to help us balance. So yes, please tell us everything you feel is unbalanced. ;)
This map seemed fun.. for 5 min that I managed to play it during map time, not enough to even fill a feedback form :l My own fault for showing late for MapNight I guess. Do you guys plan to do any test-plays other than Friday evenings?
Btw, I thought that extra-fast winning was fun. Want to play some more of it. How are towers? Is it possible that one player tried to defend two lanes with towers while other three spam 3rd lane in order to overwhelm surprised enemy in 1st 5 minutes of game? :D
Will try not to be late tomorrow.