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 love this map. I've played the current version over a hundred times on solo queue, and about 50 games 2 queueing with the same partner. There needs to be some reason to build units built in though, as there is no advantage to building first. I've been opening with ultras at 220 mins, followed by lings to block, because only a couple builds counter that well and it stops people from turtling into defensive structures. Really more than anything it just gets the game opening which people have no real incentive to do.
Few ideas: 1: Waghmonger's pretty much word for word: Increase start minerals to 200 and have people spend them blind pick style to kick start the game.
2: At the start of the game and once every 3 minutes each player is automatically given randomly a wave of zealots, marines, or zerglings. The RNG does suck a lil bit since it puts one player into the slightly defensive position right away, but over time it is likely to balance out. It is also way more dynamic than the current system.
3:The player who builds first is given 300 minerals. The one who builds second is given 200. The one who builds third 100. With some number tweaking, probably favoring the first builder more.
Other comments: Defensive structures are probably too good for their cost, but more problematically don't act as a comeback mechanism so much as a punishment for the opponent building units, since sending units into the defensive player tends to feed them. This generally encourages players to turtle.
I'm not sure if the banelings not giving points is a problem, since there a pretty good number of units they aren't effective against or counter them pretty well. Or when they do kill efficiently its not much better than building a real counter anyway since you don't have any meaningful units left to push towards the enemy to make them build. Like if you use 2x banelings to wipe 3x zerglings, thats not much better than 2x ghost sniping those zerglings, although it is better.
I've found almost every unit at least is a reasonable counter to one other unit. One unit that stands out particularly as not being too great though is the Banshee. It's not very cost effective against anything that you couldn't build phoenixs against. Lower cost to 250? Increase damage to ground?
This game is awesome, but really needs an incentive to go first. Everyone just sits there. xD
If it's possible, it would be cool if you could set starting minerals to 200 and force each player to pick a unit to send out BEFORE the game begins. That way everyone plays blind at first and nobody has an advantage or disadvantage for going first.
it doesnt works. i mean i did everythign stated but it didnt helps
http://forums.sc2mapster.com/development/tutorials/1358-misc-easiest-way-to-localization/?page=2#p23
@ Eldrazor: For v1.2 and beyond, I added unit score scaling based on the cost of the unit, so each zergling kill counts as 50 points while something like an elite unit gives 500. Not sure if you already noticed that.
@rakyn87: pretty good ideas i might do that
@soldat12: that param string thing is a problem with localization http://forums.sc2mapster.com/development/tutorials/1358-misc-easiest-way-to-localization/
also there is a pretty steep learning curve with no defensive structures since 1.3 or whatever.
i see alot of "noobs" get crushed in 2-3 minutes flat because they havent figured out game.
since u added the auto turret as a cheaper defensive unit, maybe have each base start with 1 auto turret just to help a bit with defensive pylon?
a wave or two of zealots can take a turret out if u dont help it so its not like its OP to start ;)
again just suggestions, your the boss ;p
Could you make it so that if you are the first to send a wave of units you get a % mineral discount, or for like the first 60 seconds of the game each time u send a wave you get a % return on how much you spent?
just thinking out loud
Give points for something else than killing units. Because giving points for killing units makes mass zerglings or some other unit bad, because when the enemy kills them he gets massive kills while you don't. I suggest basing it on damage done to enemy.
PS. Uploading 1.6 now :)
Poo got the header errors again -_-
ok i published it via this guide: http://forums.sc2mapster.com/development/tutorials/2177-misc-how-to-publish-custom-maps-on-battle-net-2-0/#p1
noone joined my game yet in 5 minutes, sitll hope hosts will choose the latets version now
ive just played with computed (and wow it worked) but there was errors. Game itself played OK but instead of description of "income", for example i've got stuff like ParamValue23346577353755 etc, and such wrong descriptions was about 5-10 all over the map. How to fix it? i think its error with my preferences?
pritn screen via link http://tinypic.com/view.php?pic=28sygds&s=6
im guessing it's region-locked so someone with an EU key can publish 1.6 version for the EU servers
Hello i really enjoy the map but cant see version 1.,6 at EU serves
how could i play 1.6 at EU?
current version is 1.1 v.01 (where armageddon cost 1500)
also, i agree that games need to be balanced for bannelings (they really give points to you when they die, trying to kil lenemy (not sure if they die to towers)
and as other ppl arguing and myself it maybe will b better to give some sort of points for producing units, not for killing, this wil lencourage attacks a lot!
also guys im not sure if its imba but most usable build for early game for me is
immortals500 colossi x350 ultras + rest snipers crush a lot of armies
and lategame is thors+colossi+some sort of antiair+mass lings
its very hard to beat and im not sure if it should be like that!
thanks for theawesoem map !
so the 2 biggest complaints of bc armageddon are:
First one is easy to fix. Give the opponent points if the baneling did not suicide in the opponent's "region". Makes banelings more of an offensive unit than defensive.
Second one not so much. Players recommended adding score for producing units but that itself is not enough. Need some sort of time factor in there as well, like first attacker over x period of stalling.
Also as I said on a previous comment, banelings give the owner points when they suicide, so you not only get points for killing the enemy units but for killing your own banelings too
Hi, I played battlecraft a bit in sc1 and ive been playing it religiously since they fixed custom games in the beta a few days ago.
I'm quite good at it. the changes you have made so far have been great and helped make for a more balanced interesting game.
I feel im qualified to speak on this topic as I have played about 50-60 games of the various versions of battlecraft and ive lost maybe 2-3 games, mostly due to bad teammates.
In terms of finer tweaking though, i may be able to help with some suggestions. I know nothing about map editing so i dont know if any or all of these are implementable.
first off, banelings- pretty much everything that is wrong with the game.
The issue is that when someone waits until enemy infantry is right on top of their pylon to cast them, they can take out huge armies, without sacrificing income. what i mean by this is when a baneling suicides he doesnt give any points to the other player... so to a large extent it makes infantry pretty worthless especially in early game. it takes out alot of the infantry vs infantry counters. for example, why make ghosts to counter marines or zerglings when you can just buy banelings and be gaurunteed you will give your opponent no income?
My suggestions to fix this would be either to implement a system where when banelings explode on a target they give your oponent credit/points for the kill.
another solution would be to tweak the cost a bit so they arent spammable... I'd reccomend 175 minerals or something to that extent... that way other infantry counters such as ghosts, marines, lings are cheaper than banelings.
--in late game, ive found that there are a few units that get used probably a bit too often and in tandem are pretty much unbeatable.i think the problem most people have in late game surrounds the doomsday monolith. essentially its just too good of an all purpose unit. the counter to them is lings but if you back them up with ghosts or something it just tears ling counters apart.
My suggestion is to make doomsday monoliths less effective vs air so that some air units can work as a more effective counter vs them. im not talking a huge tweak here, if you reduce their damage vs. air by like 10-20% i think it would more balance the unit.
Just my humble suggestions, i wish you the best of luck and thanks for the great map
Planning on giving more aggressive players rewards or "points" for stuff like upgrades (income, damage, etc). Not exactly sure how to do it yet but I'm thinking about it.
Yep, the map has a lot of shortcomings but it's only an early version.
To the creator: if you want to make your map really good and need inspiration, try the brilliant Castle Fight for War3 (http://eeve.org/board/viewtopic.php?f=12&t=1709) I strongly believe that this is what you want to turn your map into.
Personally i think everything in the 4th tower is totally OP because their stronger and since income is based on kill there the only thing you want to send. You need some reason to send units too games always stall off the bat, maybe also giving income for making units instead of just killing them.
grats on being top map this rocks <O-O<
"Fun map but needs localization."
full ack! its horrible to read params/value over and over again :(
Fun map but needs localization.
Well it should be fine with a 5 minute cooldown now. Now people have to "strategically" use it now I guess.