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
hmmm I am confused, which version is fake and which is orginal. And wtf is up with the 2.5 final loading screen, something about sueing Blizzard O.o ?
And there we go, BattleCraft 2.5 FINAL
OFFICIAL version by Tordecybombo & HateCrew..
:<
I wish blizzard would stop this region locking, at least for published maps.
Also locking public maps. Need to prevent all these fakes and duplicates from coming out.
*sigh* HateCrew once again uploaded a new map on EU battle.net, this time it's the BattleCraft 2.2 OFFICIAL version -_-
Won't be easy getting people to play the actual 1.6 version instead of renamed 1.1 versions with minor changes when both 2.2 and 2.0 are on the first page of popularity =(
Regarding the income problem - the issue wasn't that he received higher income after both people left, it was that we were at the same income level and he needed less points for the next one. Basically, the transition from 23 to 24 took less points for him than it did for me.
It might have something to do with the partial income distribution after a teammate dies. Basically when your teammate dies, you get a 1/3 of his income to make it a little easier for you against 2 players. Whoever has a teammate that dies later, usually has a larger income bonus because the teammate stayed alive longer to get those income bonuses.
btw what do you think about a rematch function?
Like players can type -rematch (or -norematch) while dead or alive. This will set their rematch flag to true/false whatever.
If there is at least one player that wants a rematch, there will be a dialog saying [Rematch? Yes or No] for players that didn't type -rematch, after a team wins.
Should make games somewhat longer for persistent players.
Also, there seems to be a bug with the scoring/income when players leave - I just finished a game where I was on the right, and my opponent on the top (both our teammates had been eliminated at different points in the game). As a result, we both had received an income bonus, yet as the game progressed he was able to keep up with my income despite my score being 10,000 higher than his was. I'm a bit unsure what happened (the two people who lost were defeated within a minute of each other.)
Better to have a few underpowered than a few overpowered.
One I see a bit overpowered are doomsday monoliths. Collosi and Apoc beasts will get destroyed by void rays or tanks, since they have large massive damage bonuses. If the ultras or collosi have lings or marines to tank damage, add hellions to your mix.
Underpowered I see are marauders, reapers, and hydralisks (both regular and elite). Will probably increase marauder slow effect so it can be used as support against strong melee units like Ultras. Will probably boost reaper speed and damage against structures to make them more offensive.
Thinking about giving banshee more ground damage but less air damage too. Also decrease its weapon cooldown so it can attack different targets quicker.
I don't think there are as many balance issues as some of the previous posters would lead you to believe - every unit has a good counter, and there are very few units that are useless. The only units that I never use are marauders, queens, and reapers.
Regarding ultralisk/apoc splash, this seems to be a problem more with blizzard's game mechanics for these units, i.e. their attacks hit an AOE in front of them instead of all units around them where the claws would swipe. This allows them to hit groups of any ground unit that is bunched (which means all ground units), instead of being an effective swarm counter. Still, 1-2 groups of immortals will take out either ultralisk.
As already said in comment #43, on eu server there is a fake 2.0 version published by "HateCrew" that is being played a lot, and now very few people plays the original (1.6)... i don't know how this problem can be "fixed", but if you manage to do it, thanks.
if your working at balance, ive composed a list of units i think are too strong/ too weak
Too weak: reapers marauders queens skyspitters (hero hydras) guardians - (they are one of only good counters for doomsdays, and they arent even that great for 600) and roaches mutalisks too strong:
doomsday monoliths, Apololyspe beasts (its just the range and damage on the splash is too much! maybe lower damage and icnrease health ever so slightly?) collosus if anything is in front tanking for them
perhaps increase cost archons (some people might disagree with this, but its such a good all purpose unit for 250, ive stared using it as my lead off unit at start of game. similiar issue to banelings.. if u wait till units are on ur pylon then spam arcons... can destroy huge masses of units especially air since it stacks up and gets hits by splash) void rays (why would u ever send mutalisks to back up your amry when you can send these bad boys)just some suggestions...
i think alot of these units have issues not in their power but that they are cheap to spam/use in junction with other units to bolster an army, so i think tweaking the cost might help with some of these issues
Must have been something wrong with my connection battle.net earlier, worked fine to upload it now.
I uploaded it as BattleCraft v1.6 local (the only related name I could think of which wouldn't complain about not being available for [ruRU]).
If you're getting a corrupt header you can fix it with this: http://forums.battle.net/thread.html?topicId=25134814222&sid=5000
Any chance of getting the current version localized and published at least? I've localized it myself but have issues publishing the map :<
I wish I could but locking doesn't work correctly atm. If I add text they could probably find the text and modify it.
another shitty thing that curently there is "battlecraft 2.0" at europe server, whereas its obviously not 2.0 thats cause tnere is no cooldowns for suicide/armageddon and no new towers.
so i mean, could you please add actual TEXT on the map laoyat (maybe with scripts, so newbies cant 'hack" it) as well as at game loading screen with current map version?
that would be nice and this will avoid ppl making 'new" versions.
so could author or some1 localize this map with full potential at EU server? as i stated before its seems impossible :( see my post below with links regarding this question..
also i thinking about game balance and there is few weak points at units, whcih are:
-queens (they move like hell slowly) that mean u either need a supertiming OR only other way to use i see is a mass Queens + Guardian+something vs Zerglins (like oclossi) + vikings (if need). it doesnt justify using of queens still imo.
suggestion: make their role better (better anti air or antiground) and/or increase mvoespeed
-helions kinda poor choice, even if they stay in back, they dont deal too huge damage imo. several ghosts (which counter air as well) / bannelings colossi (i know it higher in cost) would work better and could be used better a lot
suggestion: either widen up the range or add special ability liek placing mines randomly...
- reapers. well, reaper is a very special unit at SC2 and uses rarely, mostly for harassing or building snipng. They also mostly good with manual control. Yes they kinda "own" light (in critical mass) but so do snipers (and protecting some air). they seems to not counter lings 1v1 too much.
suggestion: either remove them or increase damage/life a little
- marauders. they kinda ok but w/o stim they dont have super use. one idea i to add "stimpack" ability to your pylon, which will apply marines/marouders but it could be disbalanced then...
- banshee, as statded below
- tank, since it doesnt have aoe, nor superior damage, it seems little weaker than other 300 units... stil lviable but could be balanced better imo
-battlecruiser, maybe increae armor a little?
- roachers & hdyra. overall they seems too weak, given the amount of hard counter s to them. what if increae their spam quantity?
another problem with hydra that its light and get stomped by man yterran units & colossi. i htink making it "neutral" in terms of armor will make them a viable option.
the rest seems fine, maybe superior zealots could be priced little lower (400 like), since they could be coutnered easier, but not a big deal
notice i play 1.1 version cause dont have a chance to play 1.6 :P
Steve I've run into your same problem. Doomsday Monolith [crush phoenixs] fronting for Collossi is brutal, add in lings to front it and suck up attacks and this 950 mineral [couple hundred less for Imms instead of Doomsdays] is really hard to come back against if you are down 400ish minerals to your opponent, ofc being at 400 to opponents 800 minerals is always going to suck, but this normally closes it. One of the counters to lings fronting collosi is if they dont have a million lings is build a shot or two of banelings to pop the lings, then you can get the collosi, but if they have anything else to tank for collosi at that point on top of your base its pretty much gg. Oh if the swarm of lings isn't completely out of hand Apoc Beast can wipe up the lings and beat down the colossi almost fully b4 dying, and with a lil rng help can beat em.
Banshees being made into an actual AtG unit would help. At least you could kill the assault even if your crystal has to tank a lot of damage. Ground 2 Air is much better than Air 2 Ground atm.
Edit: In regard to the jumpstart ideas I put them in order of how much I like them, and you're right about number 3 it doesn't really address the issue, since after the initial mashing you go back into the same stale mate :P, although it could be legit to let someone get 100 more mins than you to get zergling and you to counter with banelings, so it has a little tactical depth.
I'm not so sure why you half-decided to make this map into starcraft 1 battlecraft. I noticed that banshees were changed to be like wraiths, phoenixes like scouts, and vikes like goliaths. Really, this kinda ruins the balance of the game, as there is no viable counter for something like a colossi/ling swarm when you're at low income. Anything you send to kill the zerglings are torn apart by the colossi, and any units that could counter colossi (such as phoenixes) are distracted by zerglings. Plus, the double spawn and speed upgrade for the lings make it too easy to keep up a swarm that will distract any expensive unit.
Maybe I just haven't found the right combo yet, but when income is low, options are limited. I think you should either remove the sc2 units and make it a remake of sc1 battlecraft, or return sc2 units to what they were to keep the units balanced, as in regular games of sc2.
Also, regarding kevinblazeii's ideas for new gamemodes - number 3 seems like a bad idea, and will just result in everyone mashing the "build zerglings" button as the game starts. The second one is a decent idea, but I think the same unit should be sent for all players. I like the blind pick thing, though. Maybe make the blind pick option into a round based gameplay mode, where the player's income for each round depends on his points from kills. Each round would be a blind pick, which could certainly make the game interesting, especially with the 4-way battle in the middle.
Banelings aren't a huge problem, except that in most situations they present a way to get points without much consequence, at a cheap cost. There are few types of units that can get decent amounts of points from the banelings without being massed. I don't think they're a huge problem - at least you fixed the bug where the player who used them got points when they exploded.
One last thing: Armageddon feels like more of an offensive option rather than a last resort in this game. Didn't it used to kill ALL units rather than just enemy units? Granted, it is the only way to end a game when incomes are high...
that kickstart idea is pretty cool
If I can get alternate modes working, I'll some experimental mode that tests all these new features