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'm planning to do a unit (hotkey 6) to change paths. That's probably the best way.
The 4v4 design looks great. I'm not sure if you could do it or not, but some maps have a unit you can position to change the direction your units move in, or even chat commands to set an attack point. Maybe this option could be opened up after your opponent dies or quits. As far as preventing defensive plays, there's not a whole lot that can be done, other than aggro mode, it does a decent job of keeping people spawning. And Armageddon should definitely have cost increased, with 8 players it's bound to be game changing almost every time its used. If you need help testing anything, i'm on quite frequently.
I think vindicators are a very effective counter for prisms, infestors, queens, ghosts, and ht. They are not so good against archons. In what circumstances are you finding them an inefficient counter? I find it helpful to send additional units with the vindicators so they survive long enough to inflict damage both with their direct attack and via the psionic poison feedback.
hey can vindicators cost less? They are only a counter for a couple units and perform inefficiently at that
Maybe a less defensive layout would have team 1/team 2 alternate every other player going around the map.
X | | O
O __ |__|__X
___|__|__
X ___|__|__ O
O | | X
Perhaps it'd be too easy to gang up on 1 player if you send units to intercept your neighboring enemy as your teammate's army shows up at his door. But it seems like it could be pretty crazy of like a movie stand off situation where everyone has a gun to someone else's head.
Progress on the terrain of the 4v4 version so far: http://static.sc2mapster.com/content/images/30/89/bca_0.1.jpg
Hard part will be trying to get the pathing right, like when players change their path. I got to think of something more efficient since an 8 player map like this will cause some hefty slowdown.
Already see a few problems w/ this design. Allies are very close to each other, so it's even more advantageous to play defensively. I'm gonna have to put stakes mode (w/ reward as 3rd resource instead of units) as a default to combat super defensive plays. Extravagant mode will prob be default too. Armageddon is going to have to cost more too (higher cooldown, vespene cost, etc) since it can potentially destroy 8000+ minerals of units.
Feedback?
i added that check and message in like 2.4.1 i think, 3 months ago
Tell me if it still happens when that msg appears
Yes I believe it does. I used to lose rating for no reason before but I never knew why, Recently however, it has become more frequent. But it was occurring before 2.4.12 I believe, hopefully someone else can confirm this.
Does the "Game cannot continue without any opposing players" message appear more often after the most recent update? I'm asking because this is the first time I seen you guys mention it. It shouldn't though. Anyway, at least we're getting somewhere with this issue, think I might finally have a solution.
I was thinking about adding a bonus pool system where people that play more often will get bonus points added to the pool. When they win a game, points will added to the player after they won a game and subtracted from the bonus pool.
ok back to confirm one other thing: it doesn't matter if it's only 1 vs 2, the quit glitch occurs as long as both players on the opposing team leave before their pylons are destroyed in aggro mode. i'm not sure if the ones that quit lose points even, but i assume they do along with the winning team.
anyway, the other thing i wanted to bring up...
tordecy, when you do get the chance to update this game, would you please consider revising the way the rating system currently works?
what i would like to propose is that you include points for winning a match and points for losing a match, regardless of the rank. i believe +5 or so points for a win and -5 points for a loss is a fair amount, and that will help those of us wanting to get beyond A rank out.
additionally, maybe you could make it so that the -5 points for losing is still calculated into your current system for amount lost... in other words, let's say a D rank is facing an A rank and loses.
the D rank player currently loses aX, where X is the standard amount lost and "a" is the multiplier that reduces/increases that amount, depending on the other player's rank (in this case, A).
in this situation, the D rank player would lose aX + a(5).
the A rank player currently gains only aX.
in this situation, the A rank player would gain aX + 5. this would allow everyone to more easily appreciate victories, because the ratings will rise more than they will fall...
i think this would also encourage new players to play more often, because they can see that despite losing to pros, they are still ranking up when playing against others and winning. additionally, it would reward those people who are frequent BC players, as the more they play overall, the higher their rating will rise...
additionally, this might encourage team-play if you give that +5/-5 to both winners/losers of the game. it would mean the players would cooperate to get that better score rather than try to one-up each other by letting the other teammate die and getting into a 2v1 circumstance that gives points...
please consider this at your leisure. i would say something like this means more to me than the quit glitch.
I also can confirm it is only in the instance of that message that the bug occurs
yes i believe it only occurs in situations where that message appears. i'm not 100% sure, but i'd like to say i'm 90% sure on that.
i can understand about class work, man :P school comes way before games, after all :D
and about rank icons, does that mean that 2900 is blue crown and beyond that it stays as blue crown? or is there more than three variations per sword/crown?
Does it only happen for the case where the message shows "Game cannot continue without any opposing players"?
FFA would just make it too unfair for players sometimes.
There are 2 lane designs I got for 4v4. One is the one i previously posted and the other is where the pivot points or intersections are closer to the center. There's a few gameplay problems I notice for both designs, but i'd prefer the one I explained because it focuses a bit on individual play too and not everything on teamwork. Nonetheless in a 4v4, teamwork will be much more emphasized compared to a 2v2.
Rank icons go from letters to stars to swords to crowns.
I plan to change aberration if I can figure out a more balanced and similar mechanic for it.
Firebats appear randomly for some testing purposes don't worry about it.
I love me some Teratron too! :)
Progress has been slow for me since I don't have a lot of free time because of school work :(
dear tordecy,
"Hello!" i made a SC2mapster account for this post :)
. thanks for this great map, as it is one of the only games i play on a regular basis nowadays
.. as dpesola has said, 2v1 quit glitch is still happening (where you lose points b/c players quit b4 u destroy their pylons and the screen showing "Game cannot continue without any opposing players").
... I haven't bothered to read through all these pages of comments (though, in the past, I feel certain I've read the majority of them), but could you by any chance PM me or give a listing here of all the letter/icon ratings BattleCraft has?
.... I am ready and willing to help you test for this map. i have a good amount of free time currently, so if you need some help, just talk to me in-game or let me know on here (tag in-game same as this one). i'm also very experienced with the units currently in use (sword rank hehe).
..... love the brainstorming for 4v4 that u posted. seems like it would be solid, and i wouldn't worry about lack of teamwork, as that seems rampant in 2v2 as well... i doubt it can be helped... maybe the amount of focus on teamwork in 4v4 might actually go towards more cooperation between teammates
...... has FFA been considered? I thought I remember reading something about it but I guess it got dropped (i can understand why, just wondering)
..... have u considered changing the way aberrations work? they seem to be the least used unit currently
.... can we haz non-elite firebats again? xD
... i long for Terratron. that is all ;P
sincerely, vex
Should be able to. Other people have sent me replays and I could see them.
Ok I have 2 sets of consecutive games saved where the two opponents quit before it ended and their life crystals were destroyed. the first replay shows them quitting and the second game shows the rating loss for what was a victory, if i send you the SC2Replay files will you be able to view them or is there another way of transferring replays.
I do have a replay saved, however the rating loss doesn't show up until I am in the next game I can save the 2 subsequent matches to show you tho. let me know how to share them.
The way i do this is temporarily save a loss record when the round starts so it couldn't be avoided even if the guy disconnects during the round. When the round ends, the loss record is overwritten w/ whatever happened (win or loss).
Do you happen to have a replay saved of this happening?