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
I think lurkers need a nerf, 2 x lurker counters too much too cost effectively.
Love the Game, only a teal sword atm but i practice often, would like to enter one of the turnys with my buddy, whens the next one?
I didn't save the replay, so I don't know exactly how it was done either. I assumed it was a suicide, so that the disruptors were killed instead of removed, just before the end of the round, so that the remove-all-units occurred in the delay before broodlings spawned.
@Strilanc: Go
I reported the broodling thing on page 3, I kinda assumed it was fixed since I haven't seen it since. I'm not sure how it is done.
Games with computer opponents shouldn't be rated. You can abuse it by adding a computer to the opposite team and force starting the game when a sucker joins. Works especially well if your ally is a stooge who will leave after you feed off of the computer for 10 minutes. Then you can easily kill the computer and "win" against a 1000+sucker_enemy_rating rated "opponent".
Then you kill the remaining opponent with your massive gas and score advantage thanks to an ally who left and feeding all game for another "win". If, on the other hand, you were the person I played last game, you would utterly fail even with that massive advantage. Then fail to even kill the computer opponent in the next round. With a "crown" rating. sigh
The broodlings from disruptors can live into the next round and attack pylons before players can defend themselves properly.
I thought perhaps a way to balance 2v1 's a bit is to make the max minerals 1000 for each player on the 2 side and leave it as 2k for the other player.
Minor quibbles:
I watched the replay. He may have only been playing around, but what he was doing caused it to happen so it's an exploit as opposed to an uncontrollable glitch.
The exploit was done by merging templars into archons after the end of a round. Merging has a negative gas and mineral cost for some reason, so he ends up with 1650 gas. Then he starts spamming the "increase income" upgrade. Apparently there's a small amount of time between when income is zero-ed and when resources are zero-ed, and in that time he manages to get 6 income upgrades.
He also uses another silly trick you probability didn't even notice. He flew his SCV over to the spawning building area and spawned a changeling there. The game interpreted it as a unit to spawn and dutifully created 12 changelings at his pylon.
If dark templar countered massive units, in a toned down way similar to their hero counterpart, both a few problems would be solved or improved. I suggest giving them a weaker attack, but make them prioritize massive and units and give their attack a mediocre AoE when hitting massive units.
Someone sent me this screenshot http://imageshack.us/f/830/perphgames72min24income.png/ which is apparantly an exploit which grants 12 extra income at the start of a round.. Replay: Link Removed: http://www.mediafire.com/?u75e2b6y6j1i556
@The_Animus: Go
I think lurkers aren't too bad and warp prisms can be countered quite easily with vindicators.
In terms of suggestions, maybe buff the units that nobody uses, eg aberattions, those other sentries that spawn broodlings, pheonix, maybe a few others.
Also maybe a hyper hyper mode. Like hyper but even faster for very intense games. Also I wish a hyper 3/4 vote would go through. I swear people are not voting hyper in order to troll and hope their opponent leaves for free points these days.
I had an idea to revamp aggro a bit: instead of spawning x12 powerful aggro units when timer reaches 0, it'll spawn some weaker units slowly while the timer is below a certain value.
This is to make the punishment more long-term instead of an instantly devastating punishment that causes some super short games.
Been a while Tordecybombo. You still alive and kickin?
Anyway the 3 things I'd like to see most if you're still updating this map are as follows:
1. Bring back aggro mode as an option. Just like for hyper. Some people like it, some people don't, but at least this gives the option. 2. Nerf Lurkers: At the moment they are just too good against too many different units. Yes they can be countered. However it is very difficult when mixed well with other units. They need a SLIGHT damage reduction. 3. Nerf Void Prisms: Again not hard to counter exactly but far too often AA units will not focus on the prisms which leaves them there to destroy an entire army. I don't know exactly how targeting priority works but I know in other maps they've been able to edit it so if possible AA units should prioritize prisms. This one seems like it would be the hardest to balance properly.
Still dropping at the start some times.
The 2v1 startinc income (not gas) should be increased to +3 or +4.
Still getting double bonus when a dead player leaves, and no bonus when a player leaves as soon as the game begins.
How's the 6v6 coming along? I'm really excited to try it out! :)
@tordecybombo: Go
Sorry <700 value armies (just an estimate). Definitely building a group or marines or something gave 0 terrazine. Opponent income was <40 I don't remember specifics.
Link Removed: http://www.mediafire.com/?7auwp7ac4gs4wa9 Here is the replay.
How much was your opponent's income? Can I see the replay? And <700 income? What do you mean for that?