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
Request for updated screenshot on this page to reflect updated score menu and unit choices
Stop joining the Custom mode. Join the one that says Tug 2v2.
I suddenly can't play as a party with my partner. It seems to be randomizing the players and he is never on my team. It also shows 3 people for team 1 and 1 for team 2
@John1021 When your ally leaves without dying, you get their income and control of their buildings. Essentially you have double income and can spawn on either lane. If the enemies don't cooperate, they die very very quickly.
@John1021
About the 2 v 1 and shared money thing. I have personally yet to see my two opponents beat me in a 2 v 1 because of all the resources I get. If they spam ground I use infestors with meat shields or simply thors for air and etc. If you simply know the right builds you can beat anyone and if you manage to get 2 defensive tanks in the 2 corners of the front in your little platform you'll be unstoppable.
I personally think it should be removed and whether you lose or not in the 1 v 2 is solely dependent on how you played earlier and whether you wasted resources.
"# Defensive tanks are too strong. I can 2v1 easily once I have 5 tanks. They should cost 2 food."
I don't see how this is a problem, the game shouldn't be an automatic loss just because your ally dies. As long as there is a unit that is a strong option against tanks, it should be fine. Especially since if you bought 5 tanks<sub>, what did they buy with those 2000 minerals?</sub>
In fact 2v1 without tanks is pretty much impossible unless your enemy is extremely bad.
"# Shared money when your partner leaves is way way too strong,"
Why? I've already noticed quite a disadvantage from being 2v1ed. You can make smarter unit choices than your enemy and still lose, I don't think it needs to get any worse.
Heroes arent anywhere near overpowered tordecy, dont sweat it. They need to be buffed imo if you want them to be a legitimate part of extra mode, I have yet to see someone spawn a hero and not get immediately smooshed on the next wave.
I don't think that hereos are overpowered, i just want to see more, like an air hero or something.
I didn't meant Heroes to be overpowered. Are they overpowered?
In fact, they should be a bit underpowered for their cost. They were meant to be used as tanks or as a unit that can counter Armageddons by simply being immune to them.
Anyways that's why I stick em in Extravagant mode and not Standard :) If someone picks Extravagant and you don't want it, pick Minimal to balance back to Standard. Vote results are based on an average of points between players, a minimal vote is worth -1, standard 0, and extravagant 1.
Interesting ideas. Thanks for being so active on this page by the way. I'd like to rush you on your idea for the rematches =P.
Also, me and my friend that play a lot would like to suggest maybe a page here or at least something to label the top 10 or so rated players if youre able to see that.
I personally think that people complain too much about aggro mode and need to calm down and just beat the timer.
I'm also curious to see what more youre going to do with the heroes, otherwise i think you should take them out completely.
Also a tournament here and then would be cool =P
This is a very addictive map.
There are a few issues I think should be fixed:
What 3 second timer?
Edit: oh you mean the lobby countdown timer? I had to change it back to normal because it was giving some people problems joining the lobby, including myself. 23 seconds is the lowest that can be done when the lobby is forced to start, which is at least faster than most other games that have 30 seconds :)
Bring the 3 second timer back? =( Why did you change it?
There's a new version on EU published. It's called BattleCraft 2.3.3
Hello!
Great map, but it doesn't look like it's available and maintained on EU. We have some old version 60 pages down the list. Is it possible to upload this to EU and maintain it when a new version is released?
Prob change them later.
Any save/loading errors yet?
Any changes with units yet? Are you waiting until later to incorporate the campaign units and make the graphical changes like the flame berzerkers.
Ok I promise this is the last stat reset for a while. :)
By a while I mean long enough to test how high those ratings can go!
@Zeplic
I thought about changing the name of Aggressive Mode to something else because I had another type of "Aggressive" mode in mind that was also rated.
I wouldn't call it Aggressive mode exactly. It's an alternative rated mode where instead of punishing the player that takes too long to attack, it rewards the player that attacks first after a certain period of time where neither players attack. The reward becomes bigger as the wait becomes longer, so eventually one player has to attack before the other player because the risk of the other player reaping in a big reward becomes higher.
I think it adds a bit mind game and strategy in there too so it's pretty cool. Think I'll call this "Stakes" mode or something like that. The reward can be different things, ranging from temporary boost in income, additional score, free additional units or heroes, etc.
Just an idea at the moment. Not set in stone.