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
anyway you can make the game bug out if its on custom mode.
so im playing battlecraft, did about 10 games all of them were 2v2 tug matches, then all of a sudden they're all custom matches. what the hell happened there?
Can't say I specifically checked the ultras' splash, but I did face them this afternoon and my archons dispatched them quite normally. No other abnormalities noted as of yet.
More importantly, is anything noticeably broken?
Sometimes big patches like these screw up something. Check if the ultra's splash is abnormally huge.
The crystal being destroyed is... way worse. Enemy armies should not suddenly turn towards me.
New patch seems to have fixed the player leaves event.
I intended the player's life crystal and units to be destroyed after he leaves. So in a 2v2 situation where your ally leaves before his life crystal is destroyed, it'll instantly go to 1v2.
Hopefully today's major patch (1.1) doesn't break anything in custom maps.
The reapers would be easy to counter, but would throw off the timing. It would prevent them from doubling the middle. Nothing else is fast enough to get there before 250 minerals.
It's not really a waste of reapers because the lings would be easily killed yielding almost the same exact income. As for temps, it's best to try this strategy and others and see for yourself how useful they are.
Then I think that adaptation takes you back to just opening with zealot/archon and foregoing wasting 150 on easily countered reapers.
I think temps are too slow and too easily countered to be a primary attack unit. They are absolutely fantastic for anti-bio but I think that's the extent of their use in the early game.
Firstly it's all adaptive. My build is meant for this principle. In a more broad view, this build of reaper, temp, and ultras is the focus point, however it is simply another combo and some people manage to find ways of beating it. Now if you used archons to counter reapers then I simply have to make archons and zealots for when my opponent nears my pylon assuming that most likely he'll send in some zerglings with them.
Second, if the reapers aren't countered by archons then archons after the ultras, temps, and lings become slightly effective but you will still suffer some casaulties or damage to your pylon. Banshees also do well against this build provided you supplement them with meat shields.
I'll have to try it out.
Do reapers made at 150 get to the opponent before he gets 250 for archons? If not then we're back to square one. Otherwise I'll make ghost/roach/stalker against your repears and as soon as I see temps pop out you can bet I won't be making any more bio units. It seems it would be natural for me to make either archons or a tank/ghost combo. I don't see the advantage to your strat in theory, but maybe it's different in practice.
transmogrifier: Actually archon + zealot is easily beat my new combo. First a reaper to force any kind of retaliation and then (I usually play aggro) when the timer is at 1, make high temps. By this time in a mere amount of seconds you should then make ultras and then start making zerglings. I've seen only positive results with this build and rarely do people effectively do a premature tank or immortal push to stop this build.
I think I'd be in favor of an archon nerf too, or perhaps buff HT against archons.
lol I just think the system needs to be tweaked where you can gain without having to leave middle vunerable so your ally dies. Or I don't have to time aggro to intercept my ally rofl.
Also, I've noticed something with how and when rating is calculated. The game only seems to care if you kill the person across from you. So in a 1v2, if you kill the guy across from you, you get the boost in rating based on their combined rating against yours. Usually thats +32 until you get into the 2k ratings range, then it starts to scale back. I had the perfect example happen earlier tonight. My ally disconned early, so I was controlling both crystals. I timed it so my allies crystal died right before I killed my cross enemy, then the remaining enemy came at me hard. Had I lost, I shouldn't have gotten +28, but the game would have given it to me.
Anyway, if you kill that guy at the expense of the overall game, should you really have gotten a ratings boost? Also the guy on the team of 2 which killed his cross enemy shouldn't gain points if they ultimately lose the game should they?
I think the archons need a nerf actually. Maybe the stakes mode will change the opening dynamic, but as it is, its the archon which causes the problem early game. Its one of the only units which when alone cannot be beaten for less cost, in a timely enough manner to matter.
@Feremuntrus
No one should ever win a 1v2. Proper armageddon should end the game within 2 or 3 minutes. They were just throwing horrible unit combos at you.
I find that most people use infestors ineffectively because they're so slow. It's hard to protect them when everything else flies/runs past them so quickly. Banshees or zerglings do a fantastic job against them.
Does anything beat archon/zealot for an aggro opening? I'm starting to see enough people learn this combo that many aggro games start out with a big ball of archons in the middle and it seems silly to have only one viable open. Marauder/ghost, ultra/roach or ultra/ling all seem to be not quite as good.
Again, this problem might be solved with that nice "Stakes" mode where you're rewarded for making units earlier rather than punished for making them too late.
Madduke - I think when you are at 2k rating you should be somewhat expected to win 1v2 against 1kers. I'm sitting at 2030 right now and I feel like the system does things fairly nicely.