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
Previously, it was at least adding the dead ally's minerals to the remaining player's. I believe the income was added as well. When this happened to me, I would usually just hotkey one of my ally's buildings and make a few token units and then use the uber income to crush the guy in my lane. If the income could magically be separate but control granted to the remaining player it'd be perfect. But really, it's not too OP since you do have to control/defend two crystals at once if we were back to the old way.
Don't use aggro mode if there are only 2 votes and they are on the same team. It's just not fair at all. 90% of the time my ally dies when this happens.
-still waits impatiently on .27- Whats the holdup? =(
Epic update will be epic
I actually haven't experienced much cases where my ally leaves before his life crystal is destroyed. Assume this is the version before leaving the game just destroyed your crystal, was the ally's income being combined w/ the player? Like your ally had 10 income, you have 10, after your ally leaves, you have a total of 20 income all of a sudden. Didn't intend to do it this way because it's obviously OP.
Yea I think it would be better if it was shared control if your ally leaves w/o the "combined" income from your defunct ally. Think it ups the skill curve too since you gotta handle two full income players while having your own income + small bonus.
You're probably better off sharing control (BUT NOT MONEY) than using an AI.
I wanted to turn the left player into an AI but that'll require some "wraparound" fake AI :[
To expand on what I just said a bit: Nexus Wars is based on Castle Fight from wc3. In Castle Fight, leavers are controlled by bots. As a result, games keep going even when multiple players from one team leave. If Nexus Wars doesn't have a similar balancing mechanic, it is a serious problem.
If a chain reaction occurs when a single player leaves, that is the map's fault. Good maps don't utterly fail at being fair when a single player leaves. This is even more important as the number of players increases. (Unless you WANT to create a dota-like levels of rage around leaving...)
In particular, Battlecraft didn't fall apart before it started instantly killing the leaver's stuff.
There'll always be people leaving games, even in 4v4. Once one leaves, it'll start a chain reaction (Nexus Wars, etc).
People still leaving games... Need 4v4 maps... and when is 2.4 coming??
Hello tordecybombo. When will you post new version on EU server? Can i do it myself?
:/
Hopefully the new round system I implemented will get its popularity back up. I noticed a good half of its games played aren't being counted in popularity because games are ending too quickly.
I'll try to force a round extension for first rounds that end very quickly. Not really for counting popularity sake, but so newbies have a second chance at getting used to the game. I'd figure it must be a bit frustrating for a newbie to lose in a minute because he's getting used to the gameplay. Think of the first round as a "getting used to gameplay / warmup" round while second round is where the newbie could finally understand a lot better to put up at least a more decent counter.
Its at the bottom now on NA :(
I'm worried if you dont release .27 soon Battlecraft will fall off the first page of popularity =(
I used a trigger that executes whenever any unit takes damage from the High Temp's crit damage effect. The trigger then creates a text tag saying "CRIT!" at the position of the triggering unit.
Hey this is an awesome map man, my friends are addicted to it now!
But I did see an effect in there that I'm kinda jealous of and wish I knew how to do. How did you you get the Crit! Crit! Crit! to pop up on targets whenever your High Temps hit them? It looks like a simple effect to make, but could be so effective and versatile for different stuff I'd love to know how you did that!
Edit: You should def. add in the rematch feature without having to leave game. And just a suggestion on top of that, a button between each rematch to shuffle teams?
hmm that's a cool idea
Add an AI to your team so you don't want a human ally taking up a slot. During mode vote, you have the option of slaying your AI ally so that you can force a 1v2.
I'd implement this once I can figure out why teams are messy when you add AI. It goes backwards when you add an AI compared to when human players join. Ex: 2nd human player to join the lobby will be Player 2, 3rd human will be player 3, 4th human will be player 4. However, 2nd computer player to be added to the lobby will be player 4, 3rd comp will be P3, 4th comp will be P2. Mix em up and it'll be even more confusing.
Didn't really get into yet. Just a few observations I noticed.
So that's why I had a loss after my stats were zeroed.
You should store information about the current game separately from the stats, zero that info at the end of the game, and check it next game. If it's not zero, then the player left and you can do a proper update.
I was trying to deliberately set up a 1on2 matchup tonight so I'd have a chance of earning some points. I tried creating a game, adding a Very Easy AI, and then opening to public. Unfortunately the game starts immediately so I can't remove the AI, but I thought it'd be easy enough that it'd be 1v2 anyway. But once in game the AI was switched to the other team. Did I mess something up or is BC determined to keep me down? I guess I'd like a way to gain rating without having to have my ally die.
My rating is only about 1300, not high enough that it would go up by 0.