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
Don't know if this is the right place to ask about this, but here goes.
I'm on a Mac Pro 1,1 and BattleCraft keeps crashing SC2 for me.
The BattleCraft version I try to play is 2.5a (the only one I can find on Battle.net), and it crashes after a minute or two of playtime, giving the following error:
EXC_BAD_ACCESS (0x00000001)
EXC_BAD_ACCESS KERN_PROTECTION_FAILURE 0xBC000FFC
Anyone who could offer some support?
Thank you in advance!
@Shulcare
For me it's about 5th on the list right now so it's on the first screen. I'm in the US so maybe it's not up for your region? I've played hundreds of games since release so it's definitely there.
You can also try going to the "create game" screen instead of the join game screen and typing in battlecraft into the search box.
@torde
Yet another suggestion. I was thinking maybe there could be a FFA mode with the vote at the beginning, so there's no partner.
Also, maybe you could use bank files to remember what your last vote was you can just press one button (vote what you did last) instead of having to click 3 (or 4 if you take my FFA suggestion).
cheers torde.
Please, can anyone tell me why I can't find Battlecraft since the release of SC2?! There is just no Battlecraft game listed in battle.net for several weeks! And I always search far down the list. So, WHERE IS THIS GAME? Please help me, I want to play it, it rules :-)
Hey again Torde.
I've got a suggestion. I've noticed that I don't really ever use mules because they have no good purpose. I'm assuming that they're supposed to be tanks at the front to soak up damage. But they really kinda fail at that job since they're light so a variety of things kill them no problem. I think that you should make them neither light nor armored and then maybe nerf their health to 300-400 as well as their damage down to maybe 10.
I think this would make them useful as this would make there be no really fast way to kill them, so they soak up a good amount of damage and can fulfill their purpose as tanks without making it so you just mass them and you win.
I'll probably be commenting here whenever I can think of a way to make a unit more interesting/useful or if a unit is OP or if I get a new idea for a unit/hero.
Edit: also, I don't know about anyone else but when I see a new version of battlecraft on battle.net I kinda spaz out and want to know exactly what's changed, so if you could maybe possibly update the change log here BEFORE you upload a new version to b.net or at least soon thereafter that would be absolutely amazing. Or, even better, add a change log into the tips you do at the beginning of the map.
Also if you want help with anything with the map I'd be more than happy to try and help. I'm not artsy but I can try to think of ideas, I can do GUI and some data editor stuff, peace for real this time lol.
Hope I can help you make this an even better game, see ya torde!
Edit2: dangit sorry, I forgot to say that slowing down the mule to 2.25 would be good too, that way they don't get too far ahead of your main force.
Woah that's unexpected. Thanks for the compliment :)
I keep forgetting to change the weapon names I duplicated.
It doesn't matter tordecybombo because battlecraft blows both of them out of the water. I was bamboozled when I saw that nexus wars was #1 instead of battlecraft.
imo battlecraft is pretty much the only custom map worth playing so far. You've done an amazing job torde (if I may call you torde =)), and i hope you keep it up (more heroes for extravagant please!).
On a more serious note, there's 2 small things that are bugging me.
1.) On the leader board the color for the background of the 4th player (purple) is blue when the score outline color is purple which is really annoying for me. 2.) The weapon for the doomsday monolith is called "photon cannon copy"
go battlecraft!
Are you talking about Desert Strike or Income Wars?
There is another tug map out now that is 3v3, their concept is cool... but i still think yours is better. You should consider a 3v3 tug map of your own!
You may have changed this since I last checked but it would be nice if you extended the range that sound is displayed from units. If you zoom out too far then you can't hear any sound which is the only reason I don't use the zoom function, would be a nice addition I think.
So where can I find version 2.2? Under files, it appears that the newest version is 2.0 from June 7th.
Welp, looks like Beta is over :(
See you guys at release!
v2.2 [Editor: 0.20.0(16036)] - July 17, 2010
v2.1.7 [Editor: 0.20.0(16036)] - July 14, 2010
v2.1.6 [Editor: 0.19.0(15976)] - July 13, 2010
v2.1.5 [Editor: 0.19.0(15976)] - July 11, 2010
Pretty much uses the same rocket system as shown by QuantumMenace's map: http://forums.sc2mapster.com/development/map-development/397-making-a-rocket-launcher-missile-that-collides-with/#posts
Fair enough, that artillery infestor caught my eye. I was playing with it today, and it's hilarious because people didn't know how to handle it (I had to tell one dude they can't attack air lol).
I wanted to take a look how you created that weapon, a projectile that fires straight forward, explodes on impact or after a certain range, but isn't an ability just a normal attack.
Not much really changed besides the data to fix the incompatibilities from phase 2. If you have a question about how some part of the map works you can ask me.
Holding off uploading new versions until release so other people don't publish the map.
I'm curious to see some of the inner workings of this map, are you not uploading newest versions to this site anymore?
oh man thanks for the info
I was wondering why some maps I played had "Wait for Key" thing all of a sudden. Would NOT having a custom loading screen also work then? You know the melee loading screen that starts the game until everyone else is loaded.
I just hate having to wait for everyone else to load without seeing their progress.
tordecybombo:
Hey if you haven't fixed the massive lag / disconnects since the patch this info might help you out:
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If your map lags like hell on battle.net after the patch, you experienced the same as me.
I couldn't understand why, because it worked great before, so I started deleting chunks of triggers, reseted all data fields, removed all regions, points and doodads, heck I even flattened the terrain...
Basically my map was completely stripped with 1 marine in it, and it still lagged. And then I finally found it:
Map Loading Screen:
You can choose between Melee/Custom, but if you want to use custom (like most of us do), 'Wait for key' must be checked. If it's unchecked, the map desyncs with battle.net somehow and causes extreme lag.
Hope this helps, it certainly did for me and several others.
Now I'm finally able to upload Rocket Arena Deluxe! Hope to see you ingame :)""
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Original Thread here: http://forums.battle.net/thread.html?topicId=25968670288&sid=5000
Think I'll finally add an air-attack only unit: corruptor. It'll cost more than the pheonix and have less dps than the phoenix (against armored non-massive). But it gains the huge benefit of not having ground units tank its damage. Perfect against those dreaded collosi.
Also made marauders much much more useful in that the slow effect affects a small area so they'll be highly effective against melee units as support. Did a controlled testing of $400 of coupled ultraling vs $400 m&m, m&m won w/ over 10 rines left over. Think I'll weaken the slow effect a bit since $400 of marauders & HTs are much better.
Got something planned for DTs so that they're more effective against ranged massive ground units.
I love starting a tug. Turtlers (after they used their armageddon) start panicking once I start closing in. Finally ended a long 30 min game with the help of infestors sieging my opponent's ground unit spawn.
I'm gonna add the timer thing from 2.0 (with the option of turning it off through voting). It should jumpstart early game and prevent players from going straight for elites or defense bases. Kinda sick of players always waiting for the other player to go first.