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
Selecting your warp gates is 'w', building a wall with your missing ally's scv is also 'w'.
Heh I feel ya. I got some time still so if you need help with the map contact me.
I've changed/swapped a few models after I applied the campaign dependency.
Updates might take longer now that school started this week. Pretty hard courses w/ lots of workload! :(
Just some more suggestions. This includes previous suggestions in case you missed them.
1. Revert back to 2 gas for when you teammate loses. 2 v 1 when all 3 players are good is impossible for the 1 person.
2. Have both players be affected by the aggro timer in 2 v 1 in aggro mode.
3. Possibly change assasin model to spector. (Visual variety purposes)
4. Change flaming berzerkers model to firebat (Logical)
5. If a person starts the game immediately in a 2 v 1 where the teammates pylon is nonexistent, then increase their income from anywhere of 2-4.
6. You probably did this in the upcoming patch but remove double income gain when your allie leaves with their pylon intact. I've had games where I won by controlling both pylons and both sets of unit structures easily.
7. More units! Which your working on :P
8. Again, make the income bonus with 3 gas more useful. Either make it 2-4 income increase or scrap the idea entirely. As of right now 1 income is insignificant especially in 2 v 1 where minerals are demanded.
9. This is a question but are you working on unit information menus for when your purchasing units similar to how you did the base defenses?
10. Option between 1 v 1 v 1 v 1 or 2 v 2 ingame or in battlenet lobby.
11. Do something so when doing commands like -stats and -ratings that beginners can understand the information. I've seen so many new players just be confused asking everyone what the information meant.
This is all I can think of for now. Unit wise in the game it seems really well balanced except the mule as was pointed out. Infestors and mules are extremely effective now against all ground attacks.
Hopefully the next popularity reset, the people will join the intended Tug 2v2 instead.
Should be soon since they've been doing resets weekly. If not, Patch 1.1 is coming out soon and that'll guarantee a popularity reset.
When is the next update that may or may not fix the map so that we can play with teams again. I have like 12 of us that like to play this game, and some of us just fight each other, but some of us like to fight pugs, makes the team things better. This custom tug stuff is retarded, no love at blizzard.
@Doomser91- He already said that the popular one is the wrong one in terms of the way its published. (Team setup and timer)
One more thing, to ease the pain in 2 v 1 make it so in aggro mode the opponent opposite you also triggers the unit spawn. As of right now it's only the player adjacent to you so changing this would force the other player to actually attack constantly unless he wants his allie to be overwhelmed preventing the wait until 2000 minerals and then attack onslaught.
Did you intentionally make it so players 1 and 3 are allies and 2 and 4 are allies because you cant currently play with a friend because it will put you against each other. just curious if this was intentional or an accident.
I realized allowing MULEs to push through the player's ground units will make them significantly more effective as tanks, so I reduced their health a bit. They're still light units so light unit killers like ghosts, banelings, or hellions are still quite effective against MULEs.
I think you made mules a little too powerful.
Guide to Countering Elite Units
Of course, all those counters assume the elites are alone. When they start mixing and matching you need to think on your toes. Just remember:
good point. you could also have like in Desert Storm map where the initial health is chosen too. I know with all of that it becomes like 7 options in the beginning lol but hey, there are default settings anyways, so if the players dont choose them, then they can go to the default settings
I think there should be a special which resurrects your ally, even if they have left. However, it would require the shared income thing to be fixed. This would allow good players to compensate for quick-dying allies, but still require exceptional performance to win since you would need to multi-task.
@lid6j86- All are viable except for 3. The game did have defences early on and it simply dragged the game because there was no early action. What I like about the current version is that the moment the game start there can be significant action in the map where people are tested for their unit composition right away.
Here are my suggestions:
The games are too short. You can have a couple different things:
1: have a simple option at the end to "continue playing" or not, 2: Have "lives" where you can select like 3, 5, or 10 life games, where after a pylon dies, all units are removed and reset, and its like a points game. 3. have the pylon start with some sort of defense. Just like... cannon or something so that it doesn't end like 5 seconds after joining. 4. you could have a switch for which opponent you want to attack. Instead of always attacking the one in front of you, you could choose to attack the one to your side, or something like that.
those are my suggestions
2v1 is only a close game when the opponents suck. Two good players will act as one player with significantly more income as well as more total gas and double armageddons. There's no way to hold under the pressure they can apply.
@lighttemplar- my apologies, I thought you were talking about the unit and not the building.
feremuntrus - its not that simple lol, at least not with the game i was in. with the cost of only 400, its pretty easy to just send cheap waves of units like lings to be shield for the tank.
I think the change from 1 to 2 supply was a huge enough cost increase to the tank.
As for armageddon, it's all about timing. Knowing the amount of minerals your opponent could potentially have, spend as little as possible to counter his push, anticipating any possible armageddons (considering the cooldown and minerals etc). Likewise you should use your armageddon defensively if he were to use it aggressively in the case where his army composition is too large.
Lighttemplar- Tanks are easy to kill especially with collosi and 2 sets of zerglings kill tanks 1 on 1.
I got another observation. I finally played a game where it was a 2 v1 situation with me and 2 other good players. My allie died after like 1-2 minutes into the game. I was always aggressive and always doing the right counters but I eventually got overwhelmed because my income was still too low and my gas was at 2. I suggest changing the gas transfer back to 2 because in my situation not even infestors would save me because I kept getting attacked by archons and a bunch of other units.
Here's the replay for more insight.
http://rapidshare.com/files/416114722/BattleCraft__6_.SC2Replay