@IliIilI Im not positive but from what ive seen you just get someone to upload it or get a second account if you did let me upload it i would make it locked and not give it to anyone! I would love to see this map i think its awesome, if you are not feeling safe im ok with that i understand this map is your creation.
1 - Purchase a NA account code and use EU client to login to NA server (no cross server support sux, they have it for WoW why not SC2 ;_;)
2 - Finding a confident and having him/her help you upload the map on the NA server (I would gladly upload this map for you, confidents need to learn to press the private button so it doesnt leak to the entire community, poor nexus clones)
I like it so far and think it's interesting and fun, but I definitely do think that you should maybe tone down the terrain just a little bit. I'm not saying you have to delete a lot of stuff, just get rid of a few doodads here and there.
I'll remove some doodads from the sea and I'll make fog static in order to reduce graphic requirements. Also I'll check if I can add some actors to the preload list to improve ingame performance, hope it doesn't increase loading time too much.
Tomorrow, 25 feb, we will be playing CoreFight 4v4 at EU Map Night (7 PM GTM +1). So if you want to try CoreFight against other players, you can join us. Visit the main post of the EU Map Nights event and check which other maps we are playing: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts
I've seen some comments about the map on the US bnet forums. Someone said that the map have some bugs. I'll apreciate if someone could tell me about these bugs, as I can't find any bugs in the current version. http://us.battle.net/sc2/en/forum/topic/2089282331#13
It's published on EU and US servers. Search for the game on the custom map list and click on it to start download. You will find it easier if you check the Tug of War category.
Alright just played and I'm going to give you my first thoughts and things that bugged me. Note. I was playing with 2 AI against 3 AI.
1. Attackable builders? this one seems kinda rough, especially with the amount of tower attacks that can come from the interceptors and seige defenses in later game, I understand you can repair at your core but still?
2. No income timer, so you have no idea when to expect money or how much? there is a lack of information given on that part.
3. The map is very dark, it can be hard on the eyes, whilst the terrain looks awesome, you really can't see much of it anyway, dunno what you can do about that either.
4. AI would build medics first, this is just silly needs to be fixed.
5. The game feels incredibly slow, I dunno if thats a mix of the long building times and slow movement speeds on the HUGE map, game play just really feels like it takes forever.
Other than that, it has a lot of potential and I will definitely be keeping my eye on this for further updates
1. Attackable builders? this one seems kinda rough, especially with the amount of tower attacks that can come from the interceptors and seige defenses in later game, I understand you can repair at your core but still?
That's what makes this game different from other ones. End game is inspired by Missile Wars. You have to spend your vespene in making artillery to beat your enemies before they destroy all your buildings and kill your builder. This way I also avoid neverending rounds and late game lag.
2. No income timer, so you have no idea when to expect money or how much? there is a lack of information given on that part.
There is a hint with some information minerals income and you can also find some information when hovering the minerals icon. But it's true that there isn't any explicit information about the amount of minerals you will get. Where do u think I should show this info? Maybe add an income icon at the resources panel?
3. The map is very dark, it can be hard on the eyes, whilst the terrain looks awesome, you really can't see much of it anyway, dunno what you can do about that either.
4. AI would build medics first, this is just silly needs to be fixed.
Medics are overpowered at the begining of the game if they are supporting some biological units. Anyway, in the current version AI just build random structures. Next version will improve greatly the AI.
5. The game feels incredibly slow, I dunno if thats a mix of the long building times and slow movement speeds on the HUGE map, game play just really feels like it takes forever.
Many people has complained about this, and so I've reduced unit training timers and income timer for the next version.
1. I can understand the attacking buildings I agree thats needed, but the builder did seem a bit rough, especially for someone that hasn't played before and loses it to an attacking mob.
Yea i would either add the mineral information to the current board or add in another one underneath it, either would work.
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@IliIilI Im not positive but from what ive seen you just get someone to upload it or get a second account if you did let me upload it i would make it locked and not give it to anyone! I would love to see this map i think its awesome, if you are not feeling safe im ok with that i understand this map is your creation.
@IliIilI
There are 2 ways of doing this:
Ok everyone corefight is up on NA servers now. It is published by fugos. Enjoy!
Thx Fugos. :)
Two new races comming in next update.
Where is it? Its not in the Tug of War section and search results turned up nothing :\
Whoops sorry accidently published it privately. I fixed it now, i apologize still a noob at this.
Could someone make a post about the game on the US battlenet forums? Doesn't allow me to post there.
I like it so far and think it's interesting and fun, but I definitely do think that you should maybe tone down the terrain just a little bit. I'm not saying you have to delete a lot of stuff, just get rid of a few doodads here and there.
I'll remove some doodads from the sea and I'll make fog static in order to reduce graphic requirements. Also I'll check if I can add some actors to the preload list to improve ingame performance, hope it doesn't increase loading time too much.
Tomorrow, 25 feb, we will be playing CoreFight 4v4 at EU Map Night (7 PM GTM +1). So if you want to try CoreFight against other players, you can join us. Visit the main post of the EU Map Nights event and check which other maps we are playing: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts
I've seen some comments about the map on the US bnet forums. Someone said that the map have some bugs. I'll apreciate if someone could tell me about these bugs, as I can't find any bugs in the current version. http://us.battle.net/sc2/en/forum/topic/2089282331#13
I have updated the "upcoming features" seccion on the main post.
We had a nice match at EU Map Night: http://www.livestream.com/wolfling/video?clipId=pla_17d3d16e-46b4-4a28-8c86-3239c9133ff1&utm_source=lslibrary&utm_medium=ui-thumb
You can download the replay: http://static.sc2mapster.com/content/attachments/13/719/Core_Fight__23_.SC2Replay
Also I've found another video on youtube playing the map:
Excuse me, how i can download this map?
It's published on EU and US servers. Search for the game on the custom map list and click on it to start download. You will find it easier if you check the Tug of War category.
i played as terran and they seemed a bit overpowered compared to the other races, given it was against AI so that may have been it
@IliIilI: Go
Unfortunately i can't find your map in US, even after choosing tug of war.
This...
And I am really keen to try this, castle fight was a favourite in war3 :)
Then you will have to create the game, and make it public.
Alright just played and I'm going to give you my first thoughts and things that bugged me. Note. I was playing with 2 AI against 3 AI.
1. Attackable builders? this one seems kinda rough, especially with the amount of tower attacks that can come from the interceptors and seige defenses in later game, I understand you can repair at your core but still?
2. No income timer, so you have no idea when to expect money or how much? there is a lack of information given on that part.
3. The map is very dark, it can be hard on the eyes, whilst the terrain looks awesome, you really can't see much of it anyway, dunno what you can do about that either.
4. AI would build medics first, this is just silly needs to be fixed.
5. The game feels incredibly slow, I dunno if thats a mix of the long building times and slow movement speeds on the HUGE map, game play just really feels like it takes forever.
Other than that, it has a lot of potential and I will definitely be keeping my eye on this for further updates
Tomorrow we will be playing an early TEST version of CoreFight (v.2) at EU Map Nights. Visit the main post of the EU Map Nights event and check which other maps we are playing: http://forums.sc2mapster.com/general/general-chat/18556-eu-map-night/#posts
That's what makes this game different from other ones. End game is inspired by Missile Wars. You have to spend your vespene in making artillery to beat your enemies before they destroy all your buildings and kill your builder. This way I also avoid neverending rounds and late game lag.
There is a hint with some information minerals income and you can also find some information when hovering the minerals icon. But it's true that there isn't any explicit information about the amount of minerals you will get. Where do u think I should show this info? Maybe add an income icon at the resources panel?
Yep, that's my personal dark touch. ;)
Medics are overpowered at the begining of the game if they are supporting some biological units. Anyway, in the current version AI just build random structures. Next version will improve greatly the AI.
Many people has complained about this, and so I've reduced unit training timers and income timer for the next version.
Thx for the feedback. :) :)
@IliIilI: Go
1. I can understand the attacking buildings I agree thats needed, but the builder did seem a bit rough, especially for someone that hasn't played before and loses it to an attacking mob.
Yea i would either add the mineral information to the current board or add in another one underneath it, either would work.