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
It happened 2 of 2 more times when the opponents quit before losing. Maybe the game gets cut short by them leaving and it bypasses whatever scripting you have for disconnects.
I just finished a game where both opponents left before their crystals were destroyed and lost 32 rating. the loss always follows the "game cannot continue without opposing players" message. I can see how if there are no opposing players it wouldn't want to reward rating, but counting it as a loss just seems wierd. Also, I'd be happy to help test for you, especially those new heroes XD.
Tell me if the rating loss from opponent disconnection still occurs. Make sure you don't disconnect until the round is over.
http://static.sc2mapster.com/content/images/29/972/bca2.jpg
think it's easier to illustrate an example:
So let's say P1 defeats P2. Now P1 can pick a path toward P4, 6, or 8. By default it'll pick the closest opponent to the opponent he just defeated (P8 in this case) to make it convenient for the player.
Now if the player wants to to change to attack toward P6, he's got 2 different possible paths:
Now what reason is there to pick the longer path? I don't know, just to give players more options in case he has some sort of "delayed" attack strat.
Anyway how can P1 change the path? Guess I'll just make some sort of mini path dialog box that automatically generates all the possible unique paths to active enemy life crystals. From there the player can simply pick the whatever path.
Trying to implement this is a different story, I'll have to think of an algorithm. Actually there aren't even that many paths, so i guess it's just easier to store them all in memory and check each everytime a player is defeated.
I still think this pathing for a 4v4 is not bad: http://static.sc2mapster.com/content/images/24/552/bca.jpg
Problem of course will be the complication of picking paths: how they could be changed easily and how they affect gameplay. I guess for the first 5 minutes or so, players cannot modify their paths so players dont go straight for double/triple/quad teaming. After 5 minutes or after 1 player is defeated, players can modify their paths.
The way I thought about how they modify their paths is either changing the "pivot" point(s) (intermediate corners) or "target" points (enemy player life crystals). Could potentially add a lot more strategy and timing to the game. Of course, most of path picking will be automated, the player doesn't have to fully customize the path everytime.
I'm making a Stakes mode as a more fleshed out Aggro mode. Seeing how there's quite a few negative reactions to aggro, I think it's an idea worth trying. Nobody likes being punished directly by the map so i'll try a more indirect form of punishment: rewarding your opponent because he was more aggressive in his play. How i'm doing it is a combination of which player has more minerals spent overtime (so a player would be more "aggressive" if he continuously spends minerals vs a player that waits a long time then spends a lot at once, etc). In addition it'll have that risk growth where the longer stall between players will increase the reward to the first attacker.
Of course the players shouldn't just continuously create armies for the sake of reward. The reward generally isn't worth it if you're mindlessly spamming armies.
I got a bunch of glitches to fixes, most of which is caused by people disconnecting. I need to clean up the way the map handles disconnections. Difficult to test myself since it requires online testing w/ at least 2 players.
Also got a few unfinished things to take care of like Stakes mode (currently got 2 different designs for it), and those other heroes (teratron, diablo, mothership, brain bug, medic maybe). Also considering using a 3rd type of resource used only for purchasing heroes and grows similarly to vespene.
An 8 player (4v4) would be nice but i'm having a difficult time thinking of a reasonable path for it that doesn't stray too much from the basic 2v2 cross. A 4v4 cross (where 2 allies share the same lane) sounds pretty good at first but it really requires teamwork, something most people are not fond with when it comes to playing w/ random allies.
Tordecy,
I would appreciate your thoughts on what is your visage for the future for the game? Minor tweaking or do you contemplate more substantive changes?
I agree with dpes, the ratings loss bug ruins some of the feeling of accomplishment.
Hey Tordecy, I am a huge fan of this mod, thanks for all the time and effort man. The rating loss bug is really killing me though, it would be awesome to see that fixed. If you need suggestions, input, or testing let me know. Thanks, PreparationH
Made a unit stat spread sheet for you guys to see and for my reference (in case blizz breaks something with a patch): stats
It's not done yet, missing a few fields and doesn't account for some auto-upgrades like reaper speed.
FFA could split the lanes and anything you spawn goes to both. Make zealots to counter some lings? You also just sent zealots to attack the other guy (he also had to counter the lings). It would certainly keep things in motion but might penalize some unit types a lot.
Hey bombo,
I really enjoy bc I think its a great game, but dude! you really got to fix the rating lose glitch! Every time in a aggro game when an opposing player leaves, I end up losing rating points.. on average between 20-30 points! I went from B+ to a C+ within a few games just because of that reason:( Please remedy the problem. tyty
The behaviour when a player leaves is really inconsistent. In particular around the time between rounds. For example if a player leaves after the pylon dies but before voting happens, they are still given a pylon and income (ends up shared with their ally).
It's also weird when a player's income is 0-ed, but they still have a pylon. I can control their stuff and get them income from kills, but once an enemy player dies my ally's income is *really* 0-ed and can't be increased.
I've also noticed my name being grayed out sometimes when an ally leaves.
Overall very buggy around this aspect.
ok fixed the issue, make sure it says 2.4.13 on the bottom left of the screen
phew finally got around my account locking issue, couldn't update bcraft if i wanted to
i'll be working on that diamondback issue asap
You can control one of the diamondback groups. Just order them behind your pylon and hold position to build up as many as you want.