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
Well at least someone's having fun with the uberlisk.
10 vespene every game?! Damn! You gotta win more quickly man :D.
Finally lost one after spawning the omegalisk. Had to be 2v1 from the start, and I didn't send any air support with it.
I make it to 10 gas almost every game (unless the enemy team dies). It's not that hard to do when you play defensively. Definitely not a feat worth winning the game!
I used to wait for 8 gas to get weapon upgrades while keeping a boost on hand. Not hard to go 2 more.
Thet's really the point of omega heroes. It's a game decision - cripple yourself by dropping the extra income and damage upgrades, and if you are still kicking at the end of it, an Omegalisk is your reward.
I think that would just push the problem back another 10 minutes.
Summoning an omegalisk is a game winning move. Your opponent can have three weapon upgrades PLUS 2K minerals on hand PLUS a slow-moving army already on the field and YOU STILL WIN.
What if resource sharing were disabled? That would prevent elite heroes from being made prematurely via vespene pooling.
Elite heroic units are way way too strong. There's no point in getting anything else. Whichever team combines their gas wins.
I was thinking about making heroes cost another type of resource that gains similarly to vespene. That way there's guaranteed hero usage in Extravagant mode, which what separates more from Standard mode. Most people would probably just save for later heroes so I'm thinking about an incentive so that people have a reason to use lower heroes, such as having more vespene stored, higher score, or more aggro attack patterns will allow you to gain this 3rd type of resource quicker.
The uberlisk hero might be waaaaaay too strong. I just spent 1500 minerals trying to stop it BY ITSELF and got owned. It still had 1/3 of its hp left.
I think there should be more variety in the heroes' actions. Like a medic hero that goes back to your base when you have no units out, an hero that kites instead of running into death, a high-hp hero with taunt, and things like that?
Really I'd just like more of them to be not-one-time-use-only. Permanent weapon or income upgrades outdo any one-time thing eventually.
That would be consistent with the rating icon bug. He loses a big chunk of points for losing a 2on1, drops below 900, icon changes, game crashes.
That bug also explains why it takes a few days after a stat reset to develop the problem. Noobs have to lose enough to go below 900.
Had the crash bug again when killing the pylon of the guy in my alley when playing 1(me)x2 in game 2. FYI, the game started at launch with 1x2 since one guy left in lobby.
The frustrating part of the bug is that it freezes the game at the best part
right when you killed the first of your two opponents.So I think i've finally narrowed it down to what causes the crashing after countless testing: If your rating is from 800 to 899 after loading, it'll crash. Doesn't crash from 700-799, doesn't crash from 900+ (at least from what i've been testing). Now why it causes this? Lookin into it right now.
Edit: welp, it's the rank icon for 800-899 apparently. Anytime it's loaded by the game (when the map first retrieves the icon), it would crash. Why would it do that? Iunno the game doesn't like the image.
Uploaded a new version that uses another image.
tordecybombo, I am a person who is experiencing crashing 100% of the time I play Battlecraft Beta. I have racked my brain and scoured the net trying to find an answer, but to no avail. Here's my situation. I have been playing Battlecraft for a few days now (just started) and I've gotten really into it. Just today a friend and I were playing and one game we started noticing the crashing problem. The game would load, we would get to the start of the game and the message "Waiting for other players..." would appear and the game would freeze. Nothing would happen and we would have to ctrl+alt+delete to get out of the game. Now this happened the exact same way with both my friend and I who are playing on 2 different computers in 2 different cities hundreds of miles apart. I have tried a number of things to find a solution including: Setting up single-player bot games by myself, bot games with myself and my friend, deleting all battle.net maps from my cache folder, and playing 1v1 with my friend. Every single game no matter what I do results in the aforementioned bug/crash (I have tried loading the game at least a dozen times now). This crash does not occur with ANY other mod including the older non-beta version of Battlecraft, which I found interesting. I love this mod and would want nothing more than to help fix this issue for not only myself, but for others who are likely experiencing this issue. I will provide whatever info you need of me, just ask. Here are my specs (even though I am relatively certain it is not hardware related). Windows 7 64-bit Completely updated SC2 AMD Phenom-II 550 3.2Ghz processor Geforce 9800GT video card 4Gb DDR3 1600 Corsair Ram
Changed a few things with the stat loading and saving. Tell me if there's still crashes or if the stats load incorrectly (not the rating loss, too busy w/ other stuff atm sorry about that).
Undocumented feature: I'm on the 2 side of a 2on1. The remaining guy is in my lane. The other guy had left during the first round. My ally lags out during the countdown for round 2. When he drops and leaves, I don't get an income bonus. So I'm left 1on1 facing a guy with 12 income and 2 vespene. He gets his third vespene and crushes me. Ouch!
Heyo,
I've been getting this consistent problem that occurs every time i've played BC (AND it's BC only. All other maps seem to be fine) for the last 2 or 3 days:
After the map loads and the countdown begins, after about 1 second it looks like everyone disconnects. All three other players the "Waiting for player..." disconnect countdown begins. About 45 seconds into it, anyone who has not disconnected manually gets to play for about 10-20 seconds, then it happens again. By this point everyone manually disconnects, or votes to drop the other players.
I ALWAYS (I play like 10+ games a day) get the "Waiting for players..." disconnect countdown, but it never locks up on me. The game is unplayable now and it really makes me sad :(
I hope that helps!
I made some more careful observations about the rating loss. It seems the rating is in fact calculated when I kill the crystal of the opponent who has left. I stayed in game and checked. However, when the next game starts, a huge rating loss has been recorded. So I'm not sure my other theory is any good. How is another rating calculation made after the game has ended??
I wish I could remember the name of the guy who said he always crashed, but we didn't even make it into the game.
We think its the stats causing the problem because we didn't see the issue when BETA had stats disabled correct? Has anyone reported a similar issue with other maps? Reading some sort of saved information about the player for a certain custom can't be unique to Battlecraft. I wish I knew more and could help you out with it.
I've never seen a rating drop without someone leaving first. Obviously I don't know how you have things coded, but my thought was that once the player leaves, there is nothing there to calculate a rating against and it some how defaults to a loss. Previously, the life crystal and all units were destroyed and the rating was immediately calculated when someone left. Now their crystal survives and nothing is calculated with regards to rating until the crystal is destroyed.
If one player in the map is directly experiencing the crash, then everyone else in the map stalls as well. I'm trying to isolate the cause of this crash and I think I pinpointed it being some really specific pattern of statistical information the player loads. I don't know what kind of pattern it is so I'll need to figure it out by using the stat info of a specific player that always experiences crashes.
At first I thought it was just loading too much statistical information, so in the newer version I trimmed stats (removed voting stats, a few other superfluos stats, version info, etc) so that the player loads less info. Trimmed about 40% of the stats it loads. Apparently it's still happening so I'm guessing it's some specific pattern of info the loading process (read string -> unhash string -> decrypt string -> extract values from string) doesn't like.
Does anyone here (or know a player) that's 100% always experiencing crashing upon map loading? I need their statistical information so I test it myself.
As for the unexpected rating loss, that's unrelated to the initial loading but instead related to the saving that I do at the stat of every round to prevent players from avoiding rating loss when disconnecting early. Not exactly sure why it's doing it. Probably some concurrency issue when players leave. Has this ever happened when players don't leave?