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
Actually, I noticed that too. It was crashing/frozen so I started up Task Manager. I looked at SC2 and it said it wasn't responding, but after a few seconds, showed that it was now running fine. The second I went back in, it started doing the same ol stuff.
This is odd. I just completed a very lagging game at the end. I've exited the game and Mem Usage is 1,000,000+. If the mem usage goes up from having a game loaded, you'd think it would drop back down upon exit.
Honestly I always thought SC2.exe was around 1,000,000 until I started looking into this, but it frequently sits in the 500,000 range. So I started believing that it's only 1,000,000 during a game and that's when I had looked at it previously.
Sure seems to the uniformed (me) that weird stuff is going on, but maybe I'm headed down the wrong path.
The "crashing"... I was able to tab out (had Task Manager running beforehand) and saw the Mem Usage for SC2.exe at 1,000,000+. While tabbed out and no SC2 video processing the game ran as normal. Mem Usage dropped to 575,000. Once I tabbed back in, the game stopped responding again.
I still think video or system memory usage may be the culprit.
I don't know if the memory usage doubling during load is common or not, but I've tested the tabbing out quite a few times now. If I don't try to tab out, nothing responds normally ever. If I tab out the game eventually starts responding... I have sound enabled while tabbed out.
Replays desync so I haven't been saving them. I'll give it a try though next time it happens.
Vindicators shouldn't counter-hurt defensive buildings.
Did you happen to save a replay of that happening? If so you can send it to me. It could help if I had the exact time of the 2nd opponent leaving.
Ya, that has happened to me quite a few times. Game doesn't know it's over.
Ran into another glitch. My partner and I won the first round. One opponent had already left. The other guy left as the second round was loading up. The second round started with no opponents left in the game, but both their life crystals were there (well fog was on so I suppose they were). We both made units and they just ran to each others' pylon. Aggro wasn't on so we just quit. No harm done, but strange that it didn't trigger a victory with no opponents.
well i have a feeling the crashing and lagging might be related by the same cause
if at least one person in the map is experiencing a "crash" or somehow dipping to a crash, all the other players will experience lag
Well it's not so much "crashing" as it is lagging. Normally when it freezes, the screen is black and it says "waiting for other players to load". After 30 seconds or so, it continues with the countdown and/or someone starts lagging out. It's a very long pause, but I've never had it actually CRASH, it always recovers.
But, for me... it does this 50% of the time.
Was just in a game and my opponent's partner dropped pre-load. My partner dropped during the countdown. My opponent started with 13 and I started with 10.
Now I just need to find someone that's experiencing crashes all the time because they could be the key to solving the crashing issue!
@ tordecybombo
(first of all, thanks for the reply before)
Mainly I just wanted to help with the freezing games. If you need simple feedback or testing I'd be happy to help. I love the new visible letter ranks and the fact that you can view the actual numbered rank by hovering it.
an unintentional but surprisingly friendly typo :)
lol Stormbrah... not sure what is worse Stormblah or Stormbrah. Just call me Storm :)
Storm was taken :(
Thanks again for all your work and your time spent explaining stuff (and listening) here.
@StormBrah
I know elo rating isn't the perfect system for this type of game because this game lacks one important ingredient: matchmaking. I can't really setup matchmaking since that's out of the scope of the map. Since you're going against many random matchups against people ratings 1000 to 1300, it's really hard to go beyond 2000.
I suppose as an alternative, you can make parties and counter-parties so that you only fight w/ and against people closer to your rating, but that's really inconvenient since you'll need to keep lots of names.
I was thinking about adding a bonus pool system for people that periodically play the game more often. You'll get extra points for winning a game and stuff etc.
Don't worry im not deleting anything (I hope).
Just trying to debug something.
Zeplic are ALL the games crashing? If so, it would really help if you sent me those files. Just copy & paste them then upload it to me.
Please dont delete my 700 games played =*(
Ya, I know how elo and the K factor work. I designed and managed a system using elo for a sport, which shall go un-named. Perhaps that is why I feel compelled to make comments on it. Any time you need to use elo to calculate individual ratings in a team setting, it's a nightmare. However, I do feel pretty strongly about awarding a set minimum point value for wins, just like there is a max.
I'm not sure how easy it would be to cherry pick. You don't really know what everyone's ratings are before entering the "match." Of course you recognize a lot of players, but not enough to make it worth while to spend your time cherry picking. Look at how ratings are distributed right now. I would say well over 75% of the players are sub 1000. You have a few that are 1100-1300. And I only have run across about 5 that are around 1800-2200. It's still a game that I think the better players are playing for fun. I know I like it when I finally get a match that isn't a freebie.
A little points inflation toward the top, wouldn't be such a bad thing, in my opinion. I think over time it would make a wider band at the bottom as some of the better players at the lower end of the spectrum snag some more points here and there, instead of just trading points back and forth. Of course, I don't know for sure.
I still claim my biggest issue, though absolutely no fault of tordecy, is when I lose points it more often happens due to something besides me playing bad. The second biggest issue is I think you should either award points per lane or points per team, based off of last man standing. I don't like that the first kill gets 100% and the second kill gets split. If my teammate gets in trouble I'll often cut off the units in the middle. In effect, that delays me killing my lane, and usually means I kill my lane last splitting my point gain if I win, and really punishing me if I lose.
A fun variation would be a FFA. Everyone's units are hostile to everyone else's, even though you have a direct lane opponent.
Anyway, I'm just thinking out loud, so I'll shut up for now.
@tordecy - since you asked everyone who started 2v1 reported having two gas