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 think warp prisms are ignored because they are not seen as hostile. Keep in mind that fixing this will make prisms a lot worse.
oooo new patch (1.3) is gonna revamp the whole custom map listing!
http:us.battle.net/sc2/en/blog/2356436#blog
guess i dont have to tell you guys, but when the patch is up, bookmark battlecraft & give a thumbs up to it! :)
Warp prisms have very low priority don't they? I've found the best way to deal with them is corruptors or vindicators. They're psionic so the vindicators chew them up without having to target them.
They should target air units first at least from what I experienced. Vikings and scouts prioritize their anti-air weapon because their air weapon is set in the first index while the ground weapon is set on the second.
Think I know what you mean though. They prioritize attacking the unit that's attacking them regardless of weapon priority. Not sure if there's a way to change it. Might have something to do with the tactical AI everyone unit has.
Do you think anything can be done for the anti-air targeting priorities for Vikings and Scouts? Say my opponent spawns Marine/Banshees, I tried to spawn Marine/Scouts, but the Scouts keep attacking the ground units, while the Banshees fire equally at air/ground. In a game I was messing around with a buddy, he sent Collosus/Warp Prism/Lings and I spawned Mule/Viking/Ghost, and all the Vikings did was target the lings, even though the prisms were right on top of them.
Here's another rough design of Stakes mode I have before I start implementing. It's similar to aggro cept it doesn't automatically spawn units once the timer reaches 0. The timer starts at 0 and you gain time as you purchase units. The higher the timer, the more terrazine you'll be rewarded each second. Terrazine can be used to buy stuff like heroes. In Stakes mode, heroes can only be purchased w/ Terrazine. In other modes, i'll just stick w/ vespene until I see how well the 3rd resource works. Some feedback would be cool. Ask if you want any clarifications.
Player time t = 0s
Purchase max player time t_max = 100s (excluding time pool additions)
Absolute max player time t_max = 200s (including time pool additions)
Stall timer t_s
Deplete timer t_d
Time pool tp
Every s, if t > 0, +ceiling(t^(1/2)) terrazine for player
Purchase:
+(unit_score/player_income) s to t
If tp > 0,
Time Pool: each time pool tp shared between opposing players
t_s expire, every s +2s to tp
t_d expire, tp = 0
tp_max = 100s
Terrazine costs, other:
+2000 score = 400
Random 0 score army (w/o income based strength) = 800, 60s cooldown
Universal Soldier, Unstable Gem, Ultima Paladin = 1200
Hel's Angel, Sanguineous Predator, Almighty Mage = 1600
Exemplary Sniper, Golden Falcon = 2000
Odin, Queen of Blades, Black Prelate = 2400
Leviathan = 2800
Decrepit Adjutant, Patriarch = 3200
Uberlisk, Mothership = 3600
Teratron, Diablo = 4400
Max Terrazine each level: 400 * (level+2)
Remove produce score from heroes
I weakened it a bit anyway. It's still very powerful against armies w/ air, just doesn't decimate the armies as quickly.
I find the only time an adjutant is useful is when they're got a colossus or air army built. Otherwise I make a patriarch. The adjutant is very easily countered if you don't make air. You might as well say the uberlisk kills the pylon too fast! Of course it does if you let it live for 2 minutes to walk all the way over. And of course the adjutant is too powerful if you spawn 1200 min of void rays. Just as in regular SC, balance should not be determined by how poorly novice players respond to a given unit.
You cant make them vote but you can make your vote count for more by using -vote command before the round starts
if there's 4 players you can type
-vote 1 5 for extravagant
-vote 2 5 for aggro
-vote 3 5 for fog
excuse me tordecybombo how do i make the computer players vote on single player i looked it the help tab but it didnt really help me, and what is tester 8 thats makes the mothership and terratron available
Its easy to kill if you don't send air. one of the weaker heroes i believe.
The adjutant hero needs to be nerfed. Its anti air attack is absurdly strong, especially against players who don't realize they can't make air (or colossus). It's super effective when you wait for them to spawn an army with air right before you spawn it, because they lose everything. Bonus points if they just spawned an uberlisk...
The area of effect should be decreased, the range needs to be decreased a bit, and the damage needs to be MASSIVELY decreased. One volley should maybe take 1/5 of an army's health, not destroy it utterly, and that would still be really strong.
What i mean is, i cant find it anywhere, including in create a game, i search and search, nothing, even if i use recently played, the map i played doesn't exist anymore.
You might have to create a game manually and play w/ computers for the time being to get it popular.
@Tord - I don't believe so, i think the Eu version was fine, though again, i only played it for like an hour then suddenly it vanished, cant find it since.
Looks like another new patch. Tell me if it broke anything.
Oh cool, that makes a lot of sense, thanks Hobbes.
The stats are something like:
Rounds Played
Rounds Won
Disconnects
Lane Kills
Lane Losses
Average lane time
Average game time
-rstats does the same but for aggro.
As far as tank/immortal damage, are you seeing imbalance in some situation? Immortals have inferior range and slower rate of fire which negates their increased damage. Immortals have the benefit of taking only 10 damage to their shields from all attack types.
Random glitch it seems:
First round Standard/Aggro/Fog Off
I am bottom (blue)
Purple leaves immediately, Teal spawns a couple units (I forget) then lags out, but his units carry on and destroy purple's pylon with 2 sets of aggro units, red had already sent and both sets kill me before I can get to my 3rd vespene. Round over
Second round Standard/Aggro Off/Fog Off
I destroy Red's pylon, and my units head towards Teal's (absent) pylon. They continue to mass there until I realize that the round was glitched. There was no winner prompt and the game continued (I assume) because I left.
This has happened to me about 2 or 3 other times. Hope you can figure it out!
Hey guys please add me character code: 672, username: Bpayne ... I've been sitting at my current ranking for days now because every game I join it's either 2 D+ (and lower) or C's that don't like aggro anymore. Also, I was just wondering if the immortals vs tank damage is a little lopsided, immortals do 100 to armored whereas tanks only do 80/90 (massive)