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 can win 1v2 against 1300 level players pretty easily. It's just that there are so many ways to lose points without it being your fault. That's one issue. The biggest issue is partners are encouraged to screw each other for their own benefit. That just goes against what I think the spirit of the game is.
At a very minimum I think you should at least gain 1.5 rating points for a victory. I don't want to detail the unscrupulous ways people can hose you, or glitches in b.net, but when you lose a couple games to no fault of your own and lose say 50-70 points, it can take 25-100 games to get that rating back even if you win them all.
No, I really don't need to have a higher rating than 2000ish, but that is *part* of the fun of the game.
StormBlah:
Do you mean as to how ratings are calculated? It certainly does. If you get the first kill, the rating is calculated as just you vs the guy you killed. If your ally is killed first and subsequently kill the opponent in your lane, that rating is calculated as the sum of the two remaining players vs you. If you then finish off the remaining guy, it's just your rating vs his.
I don't know that I feel the system needs to be reworked. Thought I think there are some changes to lessen large losses to high rank players in the beta.
I'm sitting in the 1900s right now too. That means we're at the point where we are expected to win 2on1s vs 900 level players. So we're penalized a lot for pretty much any loss and rewarded minimally for 95% of our wins. 2000 is more or less a ceiling unless you can start finding lots of high ranked players to match up with. Do you really need to be ranked higher than 2000? I'd suspect you already get plenty of "holy crap ur rated 1900!?" Though I suppose it would be nice to not be stuck unable to progress.
Hey I've been looking for this map's updated form for ages but can't find it anywhere I have 2.0 but it's kinda bugged seeing how all troops seem to need gas for some reason. Is there like an actual download link for 2.3.3 that just doesn't seem to loop me back to this page telling me to look at the change log? I'm in the South east Asia & ANZ (SEA) region but can't seem to get this map and no results come up when I hit up battlenet. Can anyone help me? It'd be much appreciated.
I should add, I'm not 100% convinced the order in which people die makes a difference, but it's a common conception out there, and it *seems* like there is some validity to it. Please correct me if that is not correct.
I'm hoping you will consider tweaking how ratings work.
Here's the situation. I sit comfortably in the 1900-2000 range. Breaking 2K has been pretty much impossible to do as a nice guy. The only way I gain points is if my partner dies and I get a 1v2. However, I consider it a team game, so I always tell my partner ahead of time if I'm spawning before agro or waiting so he/she doesn't get butchered in the middle on his own.
I can play 50 games and my rating doesn't budge. If my opp is better than my partner's, my partner usually gets the first kill and points don't change at all no matter how good my opp is. If my partner's opp is stronger I usually get the first kill, but when you are 19XX beating even a 1200-1300 point player you hardly get anything.
To compound that, I lose a lot points when I get teamed up with a selfish partner who purposely tries to sabotage me so he can go 1v2, ie tells me he's going to spawn with 2 secs left, but then doesn't. I go all in and get raped by agro units. There are plenty of other ways to lose quite a few points, which is fine, but it's just so darn hard to gain them back being a nice guy.
I really don't want to be a jerk and hose my partner, but as I see it that's the only way to move up once you are around 2K.
Just my thoughts. Thanks again for all your work.
Here's my idea on how Stakes mode will work:
There will be (# of players)/2 timers. Each timer will be associated with one player and his opponent. In the case of 2v1, there will be 1 timer.
It'll start at 5 seconds and reset to 5 seconds after every "Stakes" phase. When either you or your opponent purchase something that costs minerals (units, armageddon) the timer will go up by cost/200 seconds, upto a maximum of 15 seconds.
Once the timer reaches 0, it'll enter the Stakes phase where the first player to buy something (under certain mineral requirements) during this phase will be rewarded with something. The rewards during the first few seconds are very small and might not be worth it at the disadvantage of attacking first. After each second, the worth of the reward goes up by higher income of the associated players. After 20 seconds of stalling from players, another seperate reward shows up (Tier 2 reward). And then after another 20 seconds, tier 3 reward. The maximum reward will be 60 seconds * income. The max possible reward will be worth 1800 minerals.
What's this about 3 tiers of seperate rewards? Basically once there are at least 2 tiers of rewards showing up, the first player to purchase will only get top reward. There will be a short grace period (3 sec?) for the opposing player to get the lower tier reward. This is so it isn't all over if the first player gets the reward, the opposing player has a chance to get back a little bit if he reacts quickly enough. Although the initial rewarded player may also take the lower tier rewards if he continues to spend minerals very quickly.
You can't just spend any type of minerals, say just periodically spend $100 worth of armies like zerglings to constantly reap rewards. There will be a mineral requirement for the rewards that'll go down for every expenditure. [Ex: Tier 1 reward w/ 300 min requirement. Player 1 spends $100 on zerglings. Min requirement goes down to 200 and now the opposing player (P3) will still have a chance at the reward. Player 1 needs to spend at least another 200 quickly before the opposing player gets it.
How the tier spending requirements and transitions downward after players spend minerals, im still thinking about the mechanics of.
Apocalypses beasts are pretty strong...
For example, my starting strategy in aggro is currently to wait for 500 minerals then spawn apocalypse beasts when the enemy reaches me. Not only does it beat pretty much everything that early, even backed by the aggro spawns, it gives me a higher early money ceiling (from the aggro). The only downside is if the first aggro unit is lings, because you take some pylon damage and can't wait for the rest to get close.
By the way, did you intend for defensive units to increase the aggro timer? If I spawn a tank it increases the timer (not immediately, but after my next spawn).
I want to generate some discussion about apocalypse beasts. I feel like they're a bit too powerful especially in early aggro. Templar are great vs apocs, but they need meat shields. If you've just spent 350 or 450 on your first wave attack, you can be pretty broke and unable to do much more than zealot + temp which may not stand up to apocs + lings and/or rines. The same goes for tanks. They're not an instant win, but perhaps just more powerful than they should be.
I noticed apocs have been already been nerfed in previous patches. I like their tanking ability, so maybe leave their HP alone and nerf damage a bit? Thoughts anyone?
Also anyone from Latin America region confirm there is a working BattleCraft (BETA?) version published by me?
@redechelon
You do not get score if the enemy baneling suicides. Your units have to actually kill it. I guess it could be annoying if you're against a person that abuses the defensive baneling strat, but I see less and less people use it nowadays due to its ineffectiveness against armored units. I think it's safe to say it's a viable strat in certain circumstances.
You could reset your stats but I wouldn't recommend it. Stats are suppose to encompass the player's entire experience w/ the map. I don't like the idea of people abusing resets so they can pretend to be "newbies".
A few questions:
First of all, Banelings. Say an enemy spawns banelings, and I create ultras or simliar to absorb the damage... Do I get kills and income for that, or is it only when you physically shoot/pop one?
Secondly, is there any way to reset your stats/ratings? I have gotten much better now and my old games tarnish my record. It's not a big deal, but would be nice to have a fresh start.
Any answers would be awesome, thank you! (BTW, great game.... best out there in my opinion.)
Tordecybombo's explanation:
-stats :
RP = # of Round Plays RW = # of Round Wins DQ = # of Disconnections before game ending LK = # of Life crystals destroyed LL = # of Life crystals lost ALT = Average life crystal time (in seconds) ART = Average round playing time (in seconds) -rstats : same as -stats but for rated games only
-ratings: some experimental ELO rating system I made just for fun to compare players. Obviously this game isn't complicated enough for ratings to matter but I'll just put it in there for the hell of it. Your ratings change depending on if you win/lose and on how high of a rating your opponents are.
Read more about the mathematical details of the ELO rating system on wikipedia. If you disconnect early (before your life crystal gets destroyed), it'll count as a loss against your opponent. If you're in a 1v2 situation, you generally won't be penalized for losing (might lose a point or there, nothing big). Likewise if you do manage to win a 1v2, you'll generally get lots of points (31 being the max amount of points you can get from winning over your opponent).
-ostats:
AL = # of allies lost A = # of armageddons used S = # of suicides used OAP = # of times aggros spawned for your opponent RAL/RA/RS = rated equivalent of AL/A/S -vstats: # of times players voted for each mode
sorry if this has been answered already, but i can't seem to find this anywhere... how do you read the stats when you type in "-stats"?
Can you give me your map? I want to post your map to korea
[email protected]
I have posted this map in koKR(Korea).
map name is BattleCraft - Tordecybombo
Would be nice to play this map on LA, it is possible?
This is my favorite SC2 map. I wanted to offer a suggestion. Add another mode of play where everyone starts with a set number of minerals and gas and that is all the resources they get. They must wisely use those resources to finish off their opponent.
Sudden Death Mode 2000 minerals 3 gas
or something like that.
ETA: Also I've noticed that sometimes aggro units will spawn even when you click units with 2 seconds left on the timer. This happens because for some units there is a slight time delay between clicking the button and spawning. For most units this doesn't happen, but I've noticed it several times with tanks.
If there is, it hasn't been significant enough for me to notice. I played a bunch last night.
By the way, is there a brief pause after the beta map loads?
whoops, meant to only change the ability that increases income
I'll change the regular level up income increase to 1