BattleCraft
Push spawned attackers toward the enemy side to destroy their life crystal while protecting your own. Pick the right units over your enemy to push through your enemy's attackers.
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Search for "BattleCraft" on battlenet:
- US: "BattleCraft"; filter "Tug of War"
- EU: "BattleCraft BETA"
- SEA: "BattleCraft BETA"
I'm open to suggestions like balance, glitches, fixes, and stuff.
Things to do:
- Balance Balance Balance
- Fixing glitches
- New units and heroes
- Custom GUI
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I'm remaking a classic from SC1 for SC2.
Recommended players: 2 [1v1] or 4 [2v2]
Some details:
- Buy attacker armies at the top left corner of the map. Each individual unit purchase creates an army of that unit. These units will automatically attack toward the enemy's life crystal.
- Buy defensive structures and heroes at your Life Crystal. In addition to minerals, these special units require vespene gas.
- Mineral count increases automatically. To fasten the pace of game as time goes by, income and vespene gas increases as you kill more units.
- For more convenient purchasing, hotkeys are initiated at the start for each player. [1-4] are for buying attacker armies while [w] is the life crystal.
- You can still play with/computers by adding AI for a player slot. The AI just makes random units so don't expect it to be any good.
Original map from SC1 by: Spikes10012
@tordecybombo: Go
Ok I checked the replay and I was still getting terrazine although very slowly. The reason I was thrown off was because I had weapon upgrades and wasnt spending much money to counter the enemy and when I built low value armies I got 0 terrazine. <700 income seemed to give 0 and >700 gave 40-80. My income was only 35 and my weapon upgrades were at 10x times normal damage.Btw this was at 1hr 10 minutes by blizzard clock.
edit: I still got minerals.
What kind of income were you at by 45 minutes? For it to appear 0, players would have to reach way beyond 100 income even when purchasing $100 units.
It's probably a rounding error, but could also just be a design error.
The higher your income the less terrazine timer increase you get per spawned unit, so the less terrazine income you get. You must have had an income large enough to either cause the increase to be rounded to 0 or the increase became so small you couldn't keep it above 0.
Not intentional. Did you stop getting minerals too?
I've noticed by about 45 minutes in bc you stop getting terrazine completely. Is this intentional it seems a bit silly if someone just camps on 4k terrazine for long enough they can build a hero that can't be countered.
Disrupter spawn broodling that survive into the next round. (game breaking exploit)
I meant 6v6 yes. There are 4 corners, 3 players in each corner. Team 1 is NorthWest & SouthEast, team 2 is NorthEast & SouthWest.
Edit: Actually better layout would be 3 players at center of each side so every player has same lane distance. Guess I'll just forget about versatile players to keep things consistent.
@Tordecybombo:
Did you really mean 6v6 or did you mean 3v3? If the diagonal distance is say 1.4x as long as the other lanes, could you just set it up so the person who gets the diagonal spot has their units move 1.4x faster? This way the units cover the extra distance in the same amount of time it takes the other players units to get to the middle.
Actually nm that wouldn't work. Once the diagonal opponent dies the extra speed would be weird when the units stop going diagonal once they reach the midpoint.
Also a 6v6 might be cool, but for every additional set of players you add it makes it more likely that games will start off with a dropped or player who leaves. In other words I think a smaller percentage of games would start with a full set of players and even teams.
@tordecybombo: Go
Definitely sounds worth trying out.
Hey my account is stuck so evertime i finish a game is just goes back to a previous score of 33 wins and 20 losses. Is there anyway to reset my account within the game without reinstalling all of starcraft? I assume whatever caused this would be erased with a reset of my score.
my previously mentioned tactic is merely one of the ways you can attempt to win in a 1v2 situation. i'm sorry that you feel that it is one of the worst things you can do. i understand that there are many different approaches to this game, so i will step out of the conversation.
<3
What do y'all think of a 6v6 battlecraft? Originally I thought about 4v4 but I was like why not go even higher to 6v6? I don't like the idea of directly shared lanes so every player will have their own lane (with the option/timing of ally interfering @ intersections for assist etc), so the map layout will be a square w/ diagonals.
You probably guessed the players that use the diagonal lane will cover longer path distance so what I do to compensate is make the diagonal players more versatile in changing paths. They're essentially the point player or captain for each corner.
Space and lag will definitely be an issue so I'll reduce the spawn size from 12 to 8.
Quickly dumping your gas into minerals doesn't work against competent teams. To be fair, very little works 1v2 against competent teams, but dumping your money is one of the worst things you can do.
If they play even a little defensively, they will have the money to nuke your gas push. By the time you get the next one they can trade.
@youfailgb Actually, Strilanc is the best. :\
strilanc, no way to overcome that particular 1v2 tactic?
i'm assuming you're a higher rated player and you know the game well enough to beat both of the other 2 players to 3 gas while still having a good portion of your army still alive. use the gas for minerals and win. there's no trading for the first few minutes of each round so you win.
if you think that doesn't work you're wrong. period. it's extremly possible and has gotten me many wins, and i'm sure you've done this yourself plenty of times before. please note that i'm not saying this is a 100% winning tactic, this is merely a tactic that provides winning as a possiblity.
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Because then some teams sacrifice one person on purpose. I've seen it done. They give everything to one player, which is already too strong and not fun, then the other commits suicide for an even bigger advantage.
The importance of the player choosing when to commit suicide, instead of letting it happen, is that it allows them to do it as the lane is being won.
Well then why not allow friendly fire with structures? I don't see why not.
I actually feel like the double bonus is WAY too much of an advantage.
The tactic of not killing the leaver's pylon shouldn't exist. There is no way to "overcome" it. They can throw the same amount of units at you, by trading, but you have less income. There's no "counter" because you can't do anything about it. (There used to be one: you could use a tower to make them commit suicide.)
in my experience, that is the sole reason for dropping.
relogging is just one of the options that works around not dropping for the next game, it is not an addition to doing all of the previous mentioned suggestions. each is its own workaround.
when you mention in a previous post about how when your ally leaves during countdown you dont get +2 inc and gas, but if he leaves after he dies you get double, is that a subtle suggestion at always getting a double bonus?
if he leaves on countdown and you don't get the bonus, as you know you still get the +2 inc and gas once his pylon is gone. if the opponent in that lane chooses to not kill the pylon leading to you not getting the gas and income, that is a 1v2 team tactic they are using that you must overcome, it is not something that needs to be fixed.
@youfailgb
What makes you think dropping is related to how fast you play again? Rejoining battle.net after every game is a bit of an absurd workaround.
Balancing 1v2 is important because it means a single player leaving doesn't ruin the game. This is probably the number 1 thing most popular maps screw up, but battlecraft has it almost right. The main thing it gets wrong is encouraging you to let your ally die. It's funner and you get more points.