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
The ability to kill off all of your own units makes this game very annoying.
The Life Crystal may be a little too weak now, it dies really fast, especially against ultralisks cause of their headbutt.
Also I noticed that if you send banelings and they manage to suicide, you are awarded points/kill as if you killed them, so you not only get the points for killing the enemy units, but for killing your banelings too, I guess you can just check if the owner of the killed unit is the same as the owner of the killer unit to fix that.
EDIT: Oh and something to kick start the game would be nice, cause everyone wants to wait for the others to be the first to send units so they can counter, dunno what you could do though, maybe periodically send some weak units for everyone, like every 30s spawn a group of marauders for everyone or something, so people would want to send some units to get more score than the others and so on
EDIT2: Oh and if you could make the camera distance be saved in a bank it would be nice so you dont have to set it every time you play
I figure base defenses and the regenerating and armored life crystal were the cause of really really long games.
So I gimped the Life Crystal greatly (no shields, no regeneration, no life armor) and players do not start with 2 photon cannons anymore.
Updated the map and published the new version. Published version is labeled as 1.4 on bnet.
Most notable changes are:
I like the suggestions:
I just played a game that lasted maybe an hour, and I have some suggestions:
- remove the suicide ability, its a nice idea but it doesn't work very well, for more than half the game me and my oponent just stood there looking at each other until some1 decided to send some units, those units then get countered and then you suicide them because you dont want to give him kills, we eventually agreed to not use suicide in that match or it would take for ever. It would be better if it was removed IMO
- armageddon ability: same problem as above, its sometimes better to just sit there and wait till they send everything at you and then you just armageddon and its not very fun. I think the best solution would be to give it a 15-20 minutes cooldown, or make it cost 2 vespene instead of 1 so you will run out of it faster
- income in late game: I think after the 20 income mark you should start getting 2 per upgrade or something, and it should take a bit less units to level it up when ur at 20+, just so that the game ends faster if its takes too long to end
- its not worth at all making small cheap units like zerglings as they spawn in large groups, which gives too many of and advantage to the oponent, and makes people make only the elite units, because they are more powerful by the amount of kills they give if they die. I suggest instead of having every unit give 1 kill, make the kill score of each unit it based off the mineral cost of that group of unit, so 500 minerals worth of zerglings would give the same towards leveling up as 500 worth of banshees for example
- the elite ultralisk is a bit too powerful in my opinion, they do way too much damage in a too big of a "splash" area, and I didnt really find something that counters them like most other units have, apart from siege towers. I say either lower their dmg and a little of the splash or make an elite unit that has bonus dmg against massive and is ranged (couldn't find any other than the siege tank, didn't check them all though), cause if they get close anything dies too fast.
- the elite marauder that has a flame attack is kinda useless, tried to use him once but it is too weak compared to the others
Anyway, great map, its a lot of fun (without suicide :P), keep it up, I hope you keep working on it.
Btw, there are three maps with the BattleCraft name published on bnet, which one is yours?
This map is amazing fun, great job, teams are working btw
Having a problem with lobby teams matching in-game teams. Published a new version online to get the teams working correctly. Hopefully the teams are at least working now.
hi tried to make a nexuz and minerals for each player everything looks fine and works but the probes just auto attack i put the nexuz on a small inland so they just try to move to the attack point , if you could help me with that ? and then perhaps mike amergedon like 2500 because of the minnerals and add mind control :D:D:D
Played version .2. I'd suggest that you use leaderboard "header" preset for your first row headers like Total Kills. Personally I'd prefer player names as the first col instead of #. Also it'd be cool to have an additional col that showed the players income level.
As far as I can tell, the gas is your mineral generation - which means building base defence not only wastes minerals immediately, but in the long term. If you're going to make it cost gas make the defence AWESOME because it really puts you behind. Again, the defence should be way cheaper on the minerals as previously mentioned.
As for unit balance, colossus still damn powerful (should make it OWN small units but not big ones like ultralisks). Also, you should spawn twice as many zerglings, make them cost 50, or double their hp: they really counter nothing.
how can i play vs a friend ? it always places him on my team?
Download the AI version http://www.sc2mapster.com/maps/battlecraft/files/3-battle-craft-v0-2_ai/
how do I get the AI to do something? when I try playing this I'm the only one making units
I agree that base defenses should be cheaper. Maybe not solely on gas but significantly cheaper on minerals. I also like the idea of getting teammate's minerals or income when he dies.
My suggestions: collosus slightly more expensive, cheap units (marine, lings) slightly better, and make base defences solely cost gas - they're pretty weak and you lose if you build them.
Edit: played some more: banelings need more hp, either make it so when your teammate dies it's gg or give the player left standing part of his teammates income so he has somewhat of a fighting chance against the two attackers? Right now if your teammate dies it's gg in 1 wave.
This is much more fun than I thought it would be :o
Even vs the bad AI it's pretty entertaining.
ohh very nice! loved bc armageddon back in bw!
if you need help with triggers or anything, let me know, i would love to help you with this map.
where is download?????