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
Some little icon that shows next to your name so you don't have to type -ratings everytime to get an idea of what skill your opponents are. Established players (aka players that won more rounds) will lose less rating against players that have much lower rating, so you won't lose something like 32 but instead 16.
What is this portrait for rankings and established player stuff?
hi :)
I need a 4v4 map !!
I've long been a fan of aggro but I've recently played a few more non-aggro matches. I've enjoyed having a bit longer match with more units coming into play. Why is it that only aggro matches are ranked? Could there be separate rankings for both?
I wouldn't mind a reset of ratings/stats even though it took a long time to get to 2k. Rstats did not get reset as you mentioned.
Now that the new patch added a time-elapsed game clock, the zoom buttons need to be moved up a little bit.
Pretty much. A simple wait 1 second action before the actual saving would solve it.
Any of you mind a total reset for when the new version is up? I put little icons representing rating categories. If you start from the beginning again it'll give you another sense of progression now that there's cute little icons shown next to your name :3. Not to mention stats are a little inconsistent due to those resets. Oh well rated stats are the only ones that matter anyway. I'm recording non-rated stats for my own purposes.
Or do you just want it to not reset because it took too long to get to your rating? :]
Actually I think I'll just not reset it.
It reset them because it saved the stats before they were loaded. The game ended before the stats were loaded.
hmmm did it ever happen before the patch?
If not, patch did something iunno about.
You say disconnection? When do they disconnect? During the lobby? Immediately after the game is loaded?
Edit: Actually that 0 opponent thing might make sense. Did rated stats not get reset? If not I think I know why.
As Strilac just posted, my stats were cleared too from 2 discons and having no opponents. So now I have a 2015 rating with 4 games played :)
If you play a game with no opponent, it zeroes your stats.
Yeah I'm going to retract the earlier statement about no change noticed with ultras. They seem to be performing rather well against everything except for HT. Apocalypse Beasts seem to be especially robust. It seems archon/zealot isn't quite so potent. I've seen ultra/roach and ultra/hydra perform very well against it today. Did something change in the patch besides removing their ram ability? Or am I just imagining all this since you asked us to look for it?
Also, my stats were reset in the middle of playing a series of games. My rating remained the same, but I went back to 0 for all stats. Not that I really mind, but it was strange.
I've found that ultra/hydra does well against zealot/archon/ling.
Careful hobbes or I'll turn you into a big worm.
Check back a page or two and you'll see a bit of an archon discussion. They're very OP in early game and I think still somewhat OP even later on.
I also agree about the lings. Once I send out a combo, I generally send waves of lings. They're cheap, they're fast, and they force the other player to counter them, generally with units that are a poor counter to what's rolling in right behind them. I'd say I win at least 50% of the aggro games solely by sending zealot/archon followed by lings and maybe a reaper.
I think 2v1 is really the only time I even see armageddon used. But it does make 2v1 universally unwinnable if both teammates are at least semi-competent. OTOH, w/o armageddon, it can be extremely difficult to defeat a solo player who's running a good conservative defense. I think it's a good tool to have to punish players who save up money and then build an enormous ball all at once. For that reason it can be very useful to the solo player in a 1v2 matchup.
I can't think of how to tweak armageddon w/o eliminating it or making it altogether useless.
First off I have to give you props for making such a well made map. Definitely the best UMS out there. I feel that the unit counters work out really well except for the archon. My standard opener of zealot/ling with archons really has no good counter. I can win the majority of my games with just them.
The same goes for lings for a lesser extent. I feel like they are necessary in every build since they counter a lot of units and can be used just to soak up shots. Not sure if this is the extent to which they were intended for but maybe nerf them a bit.
My only other problem I have is the armageddons when its 1v2. Is there anyway to disable armageddons once it becomes a 1v2?
Finally, I think the Custom/Custm thing is gone forever now! :)
Although I'm not sure if teams will be working correctly 100%. Someone try w/ party of 2 vs another party of 2 and see if you're on the right team.
It was impossible to remove until today's patch.
I'll see if I can upload a quick hotfix version that's compatible with this patch.
Although if I do upload it, the Custom/Custom version might turn "invisible" and therefore unselectable. So create the Tug/2v2 games until it gets back the pages.
My Question for the CUSTOM / TUG mode is why is there an option. I've seen several other game maps out there that don't even have a Custom option. Do away with it completely
Yeah earlier today the proper version was on the first page (NA) and now... custom custom is the only one near-ish the top