CoreFight can be classified as a Tug of War game. It's inspired by two of my favorite wc3 games: Castle Fight and Missile Wars. I've tried to mix both game concepts by including some of their basics, as well as adding some new features.
This game is currently available to be played in the following regions of bnet:
There are two opponent teams, the red team and the blue team. Each team controls one base on opposite sides of the map. The main objective of the game is to defeat the enemy team by destroying the Core at their base.
To do so, you start the game by taking control over a single unit, your builder. Your builder has the ability to make structures inside your team base, which will continuously train units and send them to attack towards the enemy team base. Every 10 seconds, you will receive some mineral income, allowing you to keep expanding your base and growing up the size of your forces.
Additionally, every time you kill an enemy unit, you will be granted a small amount of energy. This energy will allow your builder to cast powerful artillery abilities at the enemy team base, inflicting direct damage to their builders and structures, and helping you to overthrow their defenses.
Version 1.1 is out. It just fixes some minor bugs:
v1.1:
Increased the score you get when playing more than one round.
AI won't take control over players after the game ends.
Fixed players respawning and causing the camera to look at them after the core is destroyed.
Bunker attack buffed.
Fixed ability buttons dialog not hiding when a round ends.
Fixed AI deactivating for afk players when a new round starts.
Hidden some UI panels that aren't used in the game.
Keep playing the map and let me know if you have some suggestion or have find some bug. Remember that you can play against AI if you don't find enought players to fill the lobby.
Added information on the tips about how to upgrade structures.
AI will synchro their structures.
Cleaned up the end game code.
Score is round based now.
Bunker attack nerfed.
Added custom descriptions for minerals and vespene gas.
Fixed score not showing for some players since last version.
Lowered max number of rounds to 3.
AI now will synchronize its units. This should make it harder to beat the AI.
I need your feedback to confirm this version is stable and has no bugs. Then I'll start working on next major version (2.0) which will add the zerg race. I've also added a poll about the map in the main post.
I had a go at playing this, the terrain was really impressive but it made the game really laggy right from the start, so much so that all 3 other players had left within 5 minutes so did not get the chance to try it out properly. Looked promising though.
I know that was a little risky to make a good looking terrain, as people often use to set their graphics to ultra althought they don't have enought machine to run them. I play the map with medium-high graphics and it doesn't lag at all. Maybe I should add a tip about this.
I understand where your coming from but I can play the campaign with a decent frame rate.
Also its highly unlikely people will be prepared to lower their settings for one map.
It looks like theres quite a bit of space you can chop of the edges of the map which may help a little.
If AI takes control over a player while in the pick race panel, it will pick a race.
Queueable upgrades.
Lowered training time of units.
Lowered vespene obtained from units to match the new training times.
Medivacs won't spawn Medics if there isn't any injured ally.
Many people had suggested me to make upgrades queueable. I've got them to work in this version.
Also I've lowered the training time of units, as some people suggested, so there is more action on early game.
To solve the bug of the sharing mineral, you can create a trigger like this:
Events
Any player leaves the game.
Actions
Set playerleaved [number of player]=1
To work you create a global array variable of type integer with spots= number of players , called playerleaved and set to 0 (all spots) at the beginning of the game.
And add a condition to the trigger that gives the money (I asume you give the money each 10 seconds by a trigger) like this:
Actions
if (playerleaved [player number]==0)
Here you put the trigger you use.
---------------
Hope this was helpfull.
It looks really cool, I will try it soon.
This way the player won't receive minerals. But I wan't the AI to take control over the left player and keep getting minerals. This can't be done right now, because when a player leaves the game, its resources variables can't be increased anymore. Maybe I could create a new player and change all the units from the leaver to the new created player.
Right now I'm making zergs and tactical AI for version 2.0. :)
Much interesting!
Something that could be added.
In warcraft 3, we could choose from 3 different terrain, we had Ice type, lava type and grass type. Would be great to have something like this :)
I see one problem, how can EMP pulse kill people! Thought it was an Electronic kind of sound waves or something like that..
Should be called Shockwave or something different I think, but thats your choice, you are the map maker xD
It's really fun, but I think it starts out a little too slow. An option at the beginning to let people vote for a lower, default or higher income rate would be nice.
Keep up the good work.
This looks good is it in NA? Also I don't know why but when I heard core and tug I was thinking there would be nodes around the map that you would capture to be able to capture your opponents core. *note to self: make map where you capture nodes to capture enemy base*
@Momogai & Keyeszx & Fugos:
How does other mappers usualy get their maps published on US?
I want to do it right. I don't want for my map what happened to Nexus Wars on EU, that there're thousand versions of the map and none of them is up to date.
@Dustine:
I'll increase the initial amount of minerals and income for the next version. I don't like the lower/medium/high income thing in castlefight. All the people ended up selecting the high taxes option, which caused horrible lag at the end of the game. I prefer to adjust a single income system so everyone enjoys it. :)
@mnadeau1992:
The terrain thing is a good idea. But I think it can't be done in starcraft2 because of the doodads and the foliage. I can only change textures.
1.- Introduction:
CoreFight can be classified as a Tug of War game. It's inspired by two of my favorite wc3 games: Castle Fight and Missile Wars. I've tried to mix both game concepts by including some of their basics, as well as adding some new features.
This game is currently available to be played in the following regions of bnet:
- Europe: CoreFight (starcraft://map/2/124662)
- Americas: CoreFight NA (starcraft://map/1/235573)
- Korea and Taiwan: CoreFight (starcraft://map/3/78964)
- Southeast Asia: CoreFight (starcraft://map/6/20867)
2.- Gameplay:
There are two opponent teams, the red team and the blue team. Each team controls one base on opposite sides of the map. The main objective of the game is to defeat the enemy team by destroying the Core at their base.
To do so, you start the game by taking control over a single unit, your builder. Your builder has the ability to make structures inside your team base, which will continuously train units and send them to attack towards the enemy team base. Every 10 seconds, you will receive some mineral income, allowing you to keep expanding your base and growing up the size of your forces.
Additionally, every time you kill an enemy unit, you will be granted a small amount of energy. This energy will allow your builder to cast powerful artillery abilities at the enemy team base, inflicting direct damage to their builders and structures, and helping you to overthrow their defenses.
Version 1.1 is out. It just fixes some minor bugs:
v1.1:
Keep playing the map and let me know if you have some suggestion or have find some bug. Remember that you can play against AI if you don't find enought players to fill the lobby.
Version 1.2 is out!!
v1.2:
AI now will synchronize its units. This should make it harder to beat the AI.
I need your feedback to confirm this version is stable and has no bugs. Then I'll start working on next major version (2.0) which will add the zerg race. I've also added a poll about the map in the main post.
Version 1.3 is out!! You will also notice that I've added some screenshots to the main post.
v1.3:
I'm still waiting for some feedback. :(
lol nobody posted. Looks better than nexus wars. :D
@IliIilI: Go
Video privated. Otherwise nice terrain. Already beaten Nexus Wars at this point.
It might help to make your hype video public. Right now, only your friends can view it.
Yes, uploaded yesterday a new version of the video and I forgot to make it public.
I had a go at playing this, the terrain was really impressive but it made the game really laggy right from the start, so much so that all 3 other players had left within 5 minutes so did not get the chance to try it out properly. Looked promising though.
You should lower your graphics.
I know that was a little risky to make a good looking terrain, as people often use to set their graphics to ultra althought they don't have enought machine to run them. I play the map with medium-high graphics and it doesn't lag at all. Maybe I should add a tip about this.
I understand where your coming from but I can play the campaign with a decent frame rate.
Also its highly unlikely people will be prepared to lower their settings for one map. It looks like theres quite a bit of space you can chop of the edges of the map which may help a little.
Version 1.4 is out!!
v1.4:
Many people had suggested me to make upgrades queueable. I've got them to work in this version.
Also I've lowered the training time of units, as some people suggested, so there is more action on early game.
Thx for the feedback.
To solve the bug of the sharing mineral, you can create a trigger like this:
Events
Any player leaves the game.
Actions
Set playerleaved [number of player]=1
To work you create a global array variable of type integer with spots= number of players , called playerleaved and set to 0 (all spots) at the beginning of the game. And add a condition to the trigger that gives the money (I asume you give the money each 10 seconds by a trigger) like this:
Actions
if (playerleaved [player number]==0)
Here you put the trigger you use.
---------------Hope this was helpfull. It looks really cool, I will try it soon.
This way the player won't receive minerals. But I wan't the AI to take control over the left player and keep getting minerals. This can't be done right now, because when a player leaves the game, its resources variables can't be increased anymore. Maybe I could create a new player and change all the units from the leaver to the new created player.
Right now I'm making zergs and tactical AI for version 2.0. :)
@IliIilI: Go
Much interesting! Something that could be added. In warcraft 3, we could choose from 3 different terrain, we had Ice type, lava type and grass type. Would be great to have something like this :)
I see one problem, how can EMP pulse kill people! Thought it was an Electronic kind of sound waves or something like that.. Should be called Shockwave or something different I think, but thats your choice, you are the map maker xD
Good luck and have fun making the map.
I really like castlefight and no tug of war map has really been like it. Is there a way that this can be brought to the NA server?
Played it a little while ago.
It's really fun, but I think it starts out a little too slow. An option at the beginning to let people vote for a lower, default or higher income rate would be nice. Keep up the good work.
This looks good is it in NA? Also I don't know why but when I heard core and tug I was thinking there would be nodes around the map that you would capture to be able to capture your opponents core. *note to self: make map where you capture nodes to capture enemy base*
Could you please put this on the US servers i would be willing to upload it.
First, thanks for all the feedback. :)
@Momogai & Keyeszx & Fugos:
How does other mappers usualy get their maps published on US?
I want to do it right. I don't want for my map what happened to Nexus Wars on EU, that there're thousand versions of the map and none of them is up to date.
@Dustine:
I'll increase the initial amount of minerals and income for the next version. I don't like the lower/medium/high income thing in castlefight. All the people ended up selecting the high taxes option, which caused horrible lag at the end of the game. I prefer to adjust a single income system so everyone enjoys it. :)
@mnadeau1992:
The terrain thing is a good idea. But I think it can't be done in starcraft2 because of the doodads and the foliage. I can only change textures.