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
This type of ELO rating system is not ideal for a matchmaking system like this where you're facing completely random players with different ratings. I guess you could circumvent this problem by forming parties vs other parties of high rating players, but then you have to form parties to get a higher rating. Not only is it an inconvenience for players, but higher rating players can "pick" their opponents (which can further cause inflation). Ideally the matchmaking should match with similar rating players to make the most out of ELO system.
But.... it works somewhat. I never intended it to be a full blown accurate rating system. If blizz can allow us mapmakers to customize the matchmaking works, i'd gladly make it more accurate.
@me8825
The counter to infestors is vindicators with something to spread them out. Ironically the best units to do that are... infestors. In any case, infestor then vindicator beats 2x infestor.
You should NOT gain a few points every game. It's a rating system, not a win count. In fact, ratings need to be fixed in the OTHER direction. In chess, the highest rating EVER was 2851. There are multiple battlecraft players with ratings over 3000, and I have a rating of 3100. That's downright ridiculous. Two players fighting one should not be rated as the sum of their ratings.
Giving nukes a delay, and some straggling survivors, is a good idea. Perhaps an effect that crosses the map killing as it goes, to still allow defensive nukes?
Infernos are actually good in a few very important places. If you can get them close, they are deadly, even to the patriarch. Mules are by far the best tanking unit, especially against templar. I use them all the time.
Most towers don't need a buff, they are already excellent. Zerg towers are incredibly effective because they can soak up damage, and the siege tank can be microed to kill support units (photon cannon and turret suck). I would still buy them if heroes weren't so much more important now.
@tordecy
It does matter that terrazine benefits both offensive and defensive play. It's adding complication for no reason. Pointless complexity is not fun. Actually, it does do one negative thing: makes medium armies non-viable. I'm either sending bits and pieces, or huge armies. Medium armies are overkill for control, and poorly rewarded on income.
I already know the dominant strategy was to just force the pool timer to stay above a hundred. I said that. I also said it was not fun.
Why would I spend 400 on a tower if I'm just going to salvage it? I need that money for terrazine income.
-=Sorry about the bottom one the format got messed up=-
god what a wall of text :O
[Start here]=
I've been playing Battlecraft for more then 6 months and after being reset several times am now at 2100+ points. I love this game and its definately my favorite sc2 map but i still have some complaints.
[1.] Infestors= I rarely if ever lose to them but i'm tired of being stuck with weak players who die to them almost instantly. In the hands of a good player Infestors become overpowered and difficult to kill.
The most common counter used in games that i've seen are vindicators which against a good players are rarely if ever cost effective. I always hear people talking about how easy they are to counter, yet whenever i watch them try to do it in a game against a good player its basically never cost effective.
Small things i think would help to balance it:
-Lower its damage to 80-90 so it can't as easily kill zerglings, marines, and weaker units in 1-2 hits.
[and]
-Lower the infestors hp from 250 to 225 or 200.
[2.] Armageddon I love the concept but its way too effective. More then 80% of the games i lose are because of armageddon. In a 2v1 situation its almost a game ender every time. Also when used with a hero it basically makes the hero impossible to kill without using your own hero.
You made it so you lose no points for losing in a 1v2 yet its just as easy to die in a 2v2 against armageddon and yet you lose tons of points.
Changes i think would help:
-Countdown Timer= After Armageddon is purchased have a 3-5 second countdown timer, that can be seen by every player in the game, before it kills all the enemy units.
[or]
-Instead of having it kill every enemy unit have armageddon only kill 60-80% of the enemy units. This would give the person whos units were killed time to regain some minerals or rebuild another army.
[3.]Weak Units= Some units are too weak and are only used by noobs who have yet to realize how badly these units suck.
-Infernos Berserker= Has basically no use against a good player and is hardly ever used
-Battlecruiser= Used by noobs but very easily countered for less then half of its cost.
-Final Seraphim= Too easy to kill and is countered by basically everything.
-Skysplitter Demon= Has a few uses but could use a small buff.
-Mule= Somewhat useful in the beginning of the game but a power cost of 150 would be better.
-Diamondback= Easily demolished by any decent combo, could use a 10-20% hp boost.
-All Towers= Make then 100 or 200 minerals more but with 50-75% more hp.
[4.] Rating System- Its way way way to hard to get more points when you get higher up. Its completely idiotic that you get no points for winning some games, yet you can lose tons. You should get atleast 1-3 points no matter who your playing against or who kills there enemy first. I honestly couldn't care less if someone played there friend 300 times to gain 300 points. If there really that bad there rating will be knocked back down to where it should be over time.
This is a game of teamwork theres no reason that the first person to kill there enemy should get points but there teamate shouldn't. more then 50% of my games involve both me and my allie working together to kill 1 person first then the other using Armageddon or by sending him minerals, so points should atleast be shared 66% to the first person to kill there allie and 33% to the 2nd if not 50/50.
I think it's fine for terrazine incentives to fight against each other. I don't want a single "spawning pattern" to significantly overpower your opponent. This way you can either spawn aggressively to keep your multiplier up, or spawn one big group to your timer high. Once your timer is high, you can prob switch up to go aggressive so you can get a higher multiplier. Or then switch back again when your timer is low.
As for the pool timer, you don't even need for it to drop so low. Just be somewhat aggressive enough for the pool timer to stay high. When it drops below 100, make something within a reasonable time so it doesn't have to be a "reversed game of chicken". You're guaranteed to be at a slight advantage in terms of terrazine income.
It's not exactly a center control, it's just you get your units on your opponent's region (which is across the center), you'll push your multiplier, vice versa. You could probably mix fast units or move-only units (diamondbacks or corruptors when vs no air) to push your multiplier quicker.
You can still let them get close to control the situation. Having a low multiplier momentarily isn't a big deal unless you have had it for a long time.
You can salvage towers when there's a need for heroes.
I think the changes have overall been bad for the map. It's not as fun anymore. A few problems:
I suggest:
I think banelings need to be nerfed or changed slightly. Right now they are too strong because they counter not only all 100 cost units, but sever other units that cost 125 and 150. They even counter other units that cost as much as 500 such as the uber zealots. You can just spend like 375-500 and get all the points for killing them while the opponent gets nothing at all.
My suggestion would be to still have detonated banelings give your opponents points, but maybe only half as many as for killing them.
Heroes are your anti-armageddon. During a long stall, if you make a bunch of units before your opponent makes units, you'll get a huge terrazine timer bonus. Just don't spend all your minerals at once so you can't recover with a counter-armageddon or something.
hey just an idea, what do you think about an armageddon blocker? for example you have an army that cant be killed by armageddon. im kind of sick people doing nothing the whole game, then when you finally have a big enough army, they just arma.
Fuck the new hotkeys I quit.
Updated, tell me if it still happens. If it does, look for the red error messages above minimap
i've posted about this bug earlier with a replay
here it is again Link Removed: http://www.mediafire.com/?dt7qtk23259bpf5
Think i know what that is. Thanks.
ok i managed to capture the error message if it helps in debugging.
it says something error in the RQV, divide by 0
i've had both situations happen sometimes it goes to ally if map is empty, sometimes it goes across if another enemy is still there or empty, it happens in 2v0 (not against comp), 2v1, or 1v1
was it a 2v0? When you make units, do your units goto your ally or across the map?
Ok this new bug is happening more and more often getting really annoying... if a player loses and quits instantly, there's this bug that will not generate a win condition... instead the next round will start and no opponents to fight... then you hv to force quit and lose ratings...
The bar is the terrazine "tug" multiplier for each pool. Red is Team 1 (includes Red & Teal) and Blue is Team 2 (includes Blue and Purp). If the bar is closer to your side, you'll get more terrazine. Get at least 1 unit on your opponent's region and the bar will move toward your side, vice versa.