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
Dont worry about that. I'm probably gonna reset stats again after blizz releases the new patch so I can use the new more reliable features.
Also will use whatever's less popular as the actual beta testing map. So currently "BETA" is much more popular atm so the current non-beta one will be the actual beta. I can't do anything about names once they're published.
2 v 1 at this point is fairly balanced imo. Assuming you start with the 2 income bonus and 2 gas even two good players can keep you at bay when u manage to use up your gas for 600 income. Regardless of aggro mode or not, it depends solely on your opponents and 2 v 1 is a pain in the ass already but is a lot more bearable than it was before the latest patch.
I still worry about the annoying unnecessary dc rating drop which has made me lose up to 500 rating at this point. I can barely keep my rating consistent because finding high level players is extremely rare when I play.
Need some strat help.
I just played a game with a bitch ONLY doing collusi and archon. over and over and over. As if he had an inifnite supply. The sad thing was it worked. if i added air, he added vikings. if i zerg spammed, so did he. Based on my mass of units, he would just add more collusi or archons. it was AWFULL. I beat him once saving for the uberlisk, and the second time i won was a 2k protoss ball w/ warp prisims and doomsday. Any other ideas here? I promise i tried EVERYTHING.
Is there any work being done on a separate resource for the heroes? I 100% support this idea.
I've become a big fan of lurkers in the beta. These are the situations I tend to use them in:
1. Opening move in aggro. I usually send marines with 2 seconds then follow up with lurkers. This works great against marauder/ghost and archon/zealot and can even save your butt if your ally doesn't build and you have to go 2on1 in the middle. Weakness: bashees and scourge.
2. Lurkers are fast! They work well in combos with stalkers/archons/lings where things like tanks and immortals would be too slow. They also benefit from having longer range, but the need meat shields to cover them while (un)burrowing.
3. Colossus pushes (including the erstwhile nearly unstoppable colossus/thor combo). Again, tanks could work here, but lurkers are faster with more range. I also use infestors in the back as my long range artillery.
I see that the lurker gets a fair amount of play but I do not use it offensively in my mix of units as I usually prefer protoss units. Also, for defense, I usually turn to tanks or other counter. Any suggestions regarding under what conditions they can be used more effectively than other units?
As an aside, I like the current balance of 2x1
currently the soloist wins against bad opponents, loses against good opponents, and usually wins if there is a bad opponent in lane regardless of strength of opponents partner. One improvement could be that if a person who dies caused aggro spawn, that the aggro spawn dies when he dies.I plan on making diamondbacks move on the edges instead of straight through the middle. It should make them much more effective against melee or short ranged units.
I've had lots of people rage about getting nuked. I feel that in a game like BattleCraft where all units and abilities are available to all players that there is no such thing as "cheese" or a "cheap" strategy. I often nuke in 2on1 situations. It's the most efficient way to end the game without risking a huge rating loss should you have an ineffective ally. I also use them in full 2on2 games that are dragging on for too long. If you know a nuke is a possibility, you should play somewhat conservatively and avoid large armies.
With regards to aberrations and diamondbacks, I was just discussing this with another high level player today. We agreed that both units are essentially useless. I occasionally throw diamondbacks in as a "finishing move" but then it's only because I've already very clearly won. The diamondback concept is interesting, but they're far too weak. The same goes for the aberration. They're supposed to be big meat shields but they're not well equipped to do so.
Any comments on the balance of 2on1 guys?
Nukes are the best offensive you can have. People learn to keep reserves or they lose, and that's all there is to it. Nukes have a huge cooldown, cost a lot, and they can nuke you too.
Does anyone use the aberration or the diamond back? If so, when and why? I play alot and have never felt the need. Is there some situation they are particularly effective?
On occasion, I have been lambasted for the offensive use of nukes which to me is a core strategy of the game. Cheap play or good strategy?
I don't remember if I've posted about this bug before or not. It's 2on1, I'm on the 2 side and in the lane opposite the remaining foe. My partner leaves during the voting countdown. It's now 1on1 but the other guy has the 12 income + 2 vespene bonus, while I am left with nada. I lose and take the big rating hit for losing (700 point difference between us).
I think 2on1 is too skewed towards the solo player if aggro mode is on. The solo player only needs 1 more vespene in order to get 3 and then buy 600 minerals. It is very easy to get that 3rd vespene on the first push and then quickly steamroll the same lane opponent. The other ally is pretty powerless to stop this. I don't say that it's impossible to stop, but I can't think of a time that I've lost a 2on1 in aggro mode (only including those rounds that begin as a 2on1).
If aggro is off, the solo player still stands a good chance, but really has 0 chance vs good players. I find that both allies building complementary armies at about 500 minerals is nigh unto impossible to counter.
It seems that in a 2on1, the solo player should never have the clear advantage due to his bonuses. I think it is balanced well enough in non aggro mode, but that aggro mode could use a tweak. Perhaps if the bonus were 13 income and one vespene if would give the other team sufficient time to be able to counter.
Just had the same thing happen to me as Strilanc experienced. Hitting restore defaults makes the game credits come up, obliterating the screen.
Do you ever think of making more maps like this? Or at the beginning of every match, giving us the choice between multiple playing fields. I love this game type, but maybe something new to look at? -big fan :)
Yeah garr, try more. Both can be countered for 400 or less, which is very nicely cost effective.
Try harder garrhead.
Counters for the sentries include at minimum: sadistic assassins, firebats, banelings, ghosts, infestors, and guardians.
Please nerf both types of sentries, i have yet to find a counter to those 2 and they just do way to much damage for what they are
I know this has been reported but this is a pretty serious issue. Whenever someone leaves before their pylon is destroyed you get a huge drop in rank when you start a new bc game. Can't help personally because I don't know how you scripted rankings to work but this needs to be addressed asap.
This is... weird.
Hitting the 'restore defaults' camera button makes the game credits play and blind you. The game keeps going, hotkeys still work, and you can sortof see a tiny bit along the sides, but you can't make the credits go away!
It's like playing with fog on, except you also can't see your units or your money!
Hmmm I almost had an unsupported uberlisk die (half HP anyway). I don't think they're that hardy to go up against 2000 min of units solo. It was getting chewed up by marauders and vultures. But even if you send the uber out with 0 money, your income should be so high by then that you can easily send sufficient support troops with it. I haven't had one spawned against me yet, though.
On the flip side, I tried pooling vespene and using the uber was definite gg that time. But I haven't seen these guys used in an even matchup. I doubt they'd be that OP in a good game between a few C or higher rated players.