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
Nice update. The hero costs and cooldowns look better, the Hero's Rising nerf is great, the terrazine pool counter next to the income is helpful, even the little bar below the score is a nice touch. 8D
People are still using Heroes a lot, but so far so good.
Oh i thought it was something special for just the people who tested the map. I'm happy to hear that everyone will get to use it soon. I hope you implement it soon :)
@me8825 didn't implement yet
@Chaosquo if i can find someone from EU to upload it for me
I'm sure this has been asked before but what is Tester 8? The terra tron looks pretty beast but i've never seen anyone use it.
Also i think aggro was stupid. It removes half of the skill from the game.
Could you please upload the newest version onto the EU server? The version I get is called 2.5.0, but the ratings and stats reset every game, which is kinda annoying. Thanks for the great work so far
glitch when opposing team leaves between rounds.. the game cannot continue message doesn't appear and the round starts but their pylon doesn't spawn so your only option is to leave and lose points
here's a replay for reference
Link Removed: http://www.mediafire.com/?dt7qtk23259bpf5
New system might make cheaper heroes a little more viable because they can tank to maintain higher terrazine multipliers. Also terrazine income won't be as insane.
I'm seeing way too many high tier heroes... 3 a game is common. You can literally send patriarchs or uberlisks within 2 MINUTES of each other. And it's not because the player killed a lot either... just spamming and spending. Either the terrazine revamp you're talking about needs to help, or the heroes need to be more expensive.
on second thought i wont remove the current pool bonus yet
The terrazine tug might complement in some way so it doesn't put the other player at too much of a disadvantage.
Aggro only encouraged spawning if you weren't good at defending.
I spent my aggro games letting the opponent get aggro units until I had two towers and 2000 minerals, even against people with star/sword/crown rankings.
Even the first wave of aggro units is easy to kill. You don't have a lot of money to work with, but the first wave can only be supported with cheap units or fast units. Those all tend to die to the same things that kill aggro units.
Pro 1v1 games were especially hilarious on aggro. Both players would sit and watch aggro units fight until one of them was forced to spawn to prevent pylon damage. Repeat until the one with less points had max money and towers and was forced to spawn or allow their opponent to accumulate high score bonuses.
I don't agree that aggro caused even more turtling. If you did you were punished by them having even more units coming your way. Now people just sit there and wait for the other person to go first, and then they counter. And because of the waiting the counter is that much worst in that the first person loses more minerals and score.
The old aggro system forced people to send units and to do it semi-frequently.
Thinking about removing the critical point pool timer bonus and adding a "tugging for terrazine" type bonus. Get at least 1 unit in your opponent's region (across from center) and it'll increase your terrazine multiplier while decreasing theirs, vice versa. This change removes the critical "randomness" that could occur when players buy at same times and is much easier to understand since it better fits the idea of tugging.
It might encourage buying fast units as an early combo but are they worth the bonus? Iunno let's see how it works out.
This version still needs polishing, but I think it will end up better. Aggro was really not that great.
Aggro mode encouraged turtling even more than standard mode, because you end up with more money and score than your opponent by sitting and countering (and in aggro mode more score leads to more top score bonuses leads to more damage upgrades leads to ownage). They keep spending to prevent their timer from hitting 0, you just let it happen and end up with a timer that hits 0 when you're 200 minerals richer.
It's also frustrating when lag delays your spawn and you get punished for it.
Some of the changes are interesting, but removing the old aggro option was a terrible idea. Please put it back.
Once you touch the center, you start capturing it if there aren't any enemy units in it. You don't need a unit to stay in the center to capture it, so it actually favors fast units because they could reach the center quicker. But how long can only fast units defend themselves for over 10s?
Although I could see using fast cheap units like zergings as a means to prevent enemy capture when you're on a high terrazine timer.
It favors slow units like infestors.
Might implement "center control" as a terrazine income limiter. Each pool has its own center control. In the center of the map is an area that can be controlled if you get your units in there. If you have control of center, your terrazine income is capped to 17 or sqrt(200)+2. If you don't, your terrazine income is capped at 6.
The way control works is sort of like a king of the hill thing. Get a unit in there, it'll take 10s to control it. But if there's any enemy units, the timer will revert.
It's a better incentive for players to not turtle every time. It's not terribly bad for the player that doesn't have control since it only caps terrazine income, not half it. Didn't think much about problematic scenarios yet, what do you guys think?
My enemy spawned aggro units and his timer jumped to a super high value. I think his terrazine timer went negative and it wrapped around.
If a player leaves, their opponent can purposefully not kill them, wait for 2k and get HUGE terrazine income time. Very unfair to the 1 in 2v1 when their side opponent has 350 timer the whole game.
They can actually do it twice via suicide.
Or maybe "average" distance from your opponent's pylon. Or "control" for center, like how the old BattleCrafts from brood war did. Those could be other factors to pool bonuses.