The crashes are random and i'm still trying to figure out why it happens. If anyone has any ideas please let me know!
Builders have food on purpose, I will increase the cap, if I don't put that cap, then the lagg (which is already high) just gets higher. Fighter early game is still being worked on.
The fighter should not be able to attack the other team's builders. I will look into it.
Rollback Post to RevisionRollBack
My current maps:
Builders and Fighters
Eos TD
Power Towers SC2
not that fighter can attack the builders... the builders can send air units to opposing builders and attack, its cheesy and something should be done about that
i like the version 2.0 map for different reasons than the previous. It is longer so players have a chance to come back. there is still the issue though that if you camp the other players base and have a good amount of units then you will pretty much win. Maybe make a box that ports in all units built at the same time?
Also some fighters seem to be bored for the first 5 or so min before units are ported in, maybe give them something interesting to do in the meantime?
Also ive seen in some maps such as baneling arena that you can vote on a map to play so is this possible to use? People can vote to play on the new nap or older one
BUGS
one time when i was playing two protoss builders were being used, and for some reason both probes were on the same side so basically one of the builders was way behind
cybercinetic core is invisible as it builds,
another that may have been fixed, zerg need an upgraded base in order to use half the upgrades
also you can only upgrade weps and armor once without running into tech requirements
SUGGESTIONS to change the gas somehow, for some reason its backwards and you need 6 probes to mine it completly instead of 3
Also since this is in Beta stages, im not sure that it is completly balanced for build tech times. Protoss get access to all their units right after cyber core, while zerg need to build all their tech tree stuff ( i think)
also i think that you tried to make the rocks in map 2 block the ramps, but you are able to run past it with units such as zealot, marine and zerging. im not sure if this is on purpose or not just to keep bigger units off until later but just somwthing that may be important
Also, i think terran can still lift off a command center and send it through as i saw a bunch of scvs harvesting for the fighter. While this is ok, you should be able to send a nexus or such through to balance
Current version 2.0 I think has quite a few bugs. Glad to see mineral and gas pwoerups for the fighters tho, good step.
Current bugs I've found:
- If Yellow player picks Toss, his builders spawn at Purples base.
-Some bases have 1500 minerals per patch, while other bases have 9999999 minerals per patch.
- Gas workers have seizures while trying to get to vespene geyser, some workers stop mining altogether and just sit there, usually for bottom left geysers.
-Cyber core has no build model.
-Fighter weapon upgrades can't get past level 1, at least for Terran ground it only goes up to 1.
- Supply depots do not give supply, but Overlords and pylons do. For Terran to mass units fast, they have to spend 400 minerals for a new CC.
-Planetary fort does not have mules or scans, but the tooltip says it does, since Orbital Command was removed from the game.
-Toss cannot make Motherships, requires Fleet beacon.
-Medics (not vacs) have almost no build time.
-(Just a idea, not a bug) Overlords not having speed for Builders make sending them to fighters take forever, maybe let builders research that one up, like the warp gates for toss?
-From last version before the geysers were changed, I noticed the crashes happened every single time I tried to make a building behind one of the geysers that did not have room to make a building.
-Mutas can fly into top builders area. If fighter shares control with builders, the mutas will kill off all the enemy builders units and buildings, without being hit.
-Fighter units can attack North builder base if there is a flying unit giving vision.
-Command centers can be flown and given to fighter, letting him build more SCVs and units.
-Rock debris blocking ramps can be bypassed. They don't fully cover the exit so small units can walk past, getting early mineral and gas powerups.
-Weapon and armor upgrades still won't go past level 1.
-Not sure if it's intended, but Ravens spawn for fighters with all spells.
-If there is no Terran builder, the fighter doesn't get a SCV to repair his main base.
-Even if team wins, Builders still get DEFEAT screen.
Disclaimer: I never played a builder & fighters game before this, so some of these complaints may actually be features of the genre.
Feedback:
1. As the fighter, when grabbing units that spawn, it's really common to accidently grab the peon mining gas.
2. As the fighter, there is nothing to do for the first 5 minutes of the map.
3. Builders seem to be more popular than fighters, so I got a bunch of games where the sixth person joined, the countdown started, the sixth person saw they were a fighter and left.
3. I played 4-6 games and didn't see a single super unit, I'm not even sure if they are implemented, but if they are their visibility needs to be increased.
4. There is no comeback mechanism. If you get behind, there is no reason for the enemy not to just camp the spawn point while killing your command center.
5. The early minerals are cool, but after they have been collected there isn't a reason to move out. In fact, if all players are of similar skill levels, the smartest thing to do would be to turtle.
6. There is no reason for the command center to have 50000 hp. It could have 10000 hp and it would serve the same purpose, but every game wouldn't end with a minute of waiting for your huge army (many minutes if they have an scv and many more if they have 2) to destroy it.
Additional Bugs:
1. For the fighter, the protoss assimilator only costs 25 to build while the terran and zerg versions cost 50.
2. As the fighter, I researched stim but was unable to use it on my marines.
3. I think the loading screen requires everyone(?) to press a key to start which is super annoying, especially when someone doesn't.
4. Rearranging people in the lobby doesn't seem to change to their roles.
5. The other teams fighter left and they claimed they couldn't control his units.
EDIT: 6. If you place pylons close to the edge on the north side, you can warp in units on the other side of the wall.
Balance:
1. The most advantageous strategy seems to be for one of the builders to quit early in the game, allowing the fighter to purchase upgrades and the other builder to macro one race of units up twice as fast.
I noticed a bug yesterday while playing and it seems to only affect zerg harvesters. When they are harvesting they will quite frequently stop harvesting for 5-10 seconds and then start again randomly. They do show as idle on the UI.
Where is this "super units" area that we're suppose to put units into? A simple intro cinematic showing the various locations would be extremely helpful, since I have no idea where to get the super units, and I've been LOOKING.
You should remove the mineral requirements for carrier interceptors. Attackers dont have many minerals
Builders and fighters has been uploaded to battle.net! Feel free to play it!
Builders and Fighters is a remake of Builders and Fighters from Warcraft 3.
Due to the low quality of that video (the next one will be in full HD) here's a description of what it demonstrates:
The next video will also show more of the features contained in with this map.
Planned features:
it crashes a lot, fighters can't mine gas, builders should have more resources to mine
fighter should not be allowed to attack other team's builders with flying units
builders shouldnt even need food for all units and build time should be reduced so fighters dont have to wait that long
@DJSC: Go
The crashes are random and i'm still trying to figure out why it happens. If anyone has any ideas please let me know!
Builders have food on purpose, I will increase the cap, if I don't put that cap, then the lagg (which is already high) just gets higher. Fighter early game is still being worked on.
The fighter should not be able to attack the other team's builders. I will look into it.
not that fighter can attack the builders... the builders can send air units to opposing builders and attack, its cheesy and something should be done about that
@Pwootage: Go
v2.0 the minerals are not enough!!!
@DJSC: Go
v2.1 when i use protoss builder... i dont start with probes.. and no energy for boost in my nexus......
i like the version 2.0 map for different reasons than the previous. It is longer so players have a chance to come back. there is still the issue though that if you camp the other players base and have a good amount of units then you will pretty much win. Maybe make a box that ports in all units built at the same time? Also some fighters seem to be bored for the first 5 or so min before units are ported in, maybe give them something interesting to do in the meantime? Also ive seen in some maps such as baneling arena that you can vote on a map to play so is this possible to use? People can vote to play on the new nap or older one
BUGS one time when i was playing two protoss builders were being used, and for some reason both probes were on the same side so basically one of the builders was way behind cybercinetic core is invisible as it builds, another that may have been fixed, zerg need an upgraded base in order to use half the upgrades also you can only upgrade weps and armor once without running into tech requirements SUGGESTIONS to change the gas somehow, for some reason its backwards and you need 6 probes to mine it completly instead of 3
Also since this is in Beta stages, im not sure that it is completly balanced for build tech times. Protoss get access to all their units right after cyber core, while zerg need to build all their tech tree stuff ( i think)
also i think that you tried to make the rocks in map 2 block the ramps, but you are able to run past it with units such as zealot, marine and zerging. im not sure if this is on purpose or not just to keep bigger units off until later but just somwthing that may be important
Also, i think terran can still lift off a command center and send it through as i saw a bunch of scvs harvesting for the fighter. While this is ok, you should be able to send a nexus or such through to balance
Current version 2.0 I think has quite a few bugs. Glad to see mineral and gas pwoerups for the fighters tho, good step.
Current bugs I've found:
- If Yellow player picks Toss, his builders spawn at Purples base.
-Some bases have 1500 minerals per patch, while other bases have 9999999 minerals per patch.
- Gas workers have seizures while trying to get to vespene geyser, some workers stop mining altogether and just sit there, usually for bottom left geysers.
-Cyber core has no build model.
-Fighter weapon upgrades can't get past level 1, at least for Terran ground it only goes up to 1.
- Supply depots do not give supply, but Overlords and pylons do. For Terran to mass units fast, they have to spend 400 minerals for a new CC.
-Planetary fort does not have mules or scans, but the tooltip says it does, since Orbital Command was removed from the game.
-Toss cannot make Motherships, requires Fleet beacon.
-Medics (not vacs) have almost no build time.
-(Just a idea, not a bug) Overlords not having speed for Builders make sending them to fighters take forever, maybe let builders research that one up, like the warp gates for toss?
-From last version before the geysers were changed, I noticed the crashes happened every single time I tried to make a building behind one of the geysers that did not have room to make a building.
Newest Ver as of 8/29 bug list:
-Mutas can fly into top builders area. If fighter shares control with builders, the mutas will kill off all the enemy builders units and buildings, without being hit.
-Fighter units can attack North builder base if there is a flying unit giving vision.
-Command centers can be flown and given to fighter, letting him build more SCVs and units.
-Rock debris blocking ramps can be bypassed. They don't fully cover the exit so small units can walk past, getting early mineral and gas powerups.
-Weapon and armor upgrades still won't go past level 1.
-Not sure if it's intended, but Ravens spawn for fighters with all spells.
-If there is no Terran builder, the fighter doesn't get a SCV to repair his main base.
-Even if team wins, Builders still get DEFEAT screen.
Disclaimer: I never played a builder & fighters game before this, so some of these complaints may actually be features of the genre.
Feedback:
1. As the fighter, when grabbing units that spawn, it's really common to accidently grab the peon mining gas.
2. As the fighter, there is nothing to do for the first 5 minutes of the map.
3. Builders seem to be more popular than fighters, so I got a bunch of games where the sixth person joined, the countdown started, the sixth person saw they were a fighter and left.
3. I played 4-6 games and didn't see a single super unit, I'm not even sure if they are implemented, but if they are their visibility needs to be increased.
4. There is no comeback mechanism. If you get behind, there is no reason for the enemy not to just camp the spawn point while killing your command center.
5. The early minerals are cool, but after they have been collected there isn't a reason to move out. In fact, if all players are of similar skill levels, the smartest thing to do would be to turtle.
6. There is no reason for the command center to have 50000 hp. It could have 10000 hp and it would serve the same purpose, but every game wouldn't end with a minute of waiting for your huge army (many minutes if they have an scv and many more if they have 2) to destroy it.
Additional Bugs:
1. For the fighter, the protoss assimilator only costs 25 to build while the terran and zerg versions cost 50.
2. As the fighter, I researched stim but was unable to use it on my marines.
3. I think the loading screen requires everyone(?) to press a key to start which is super annoying, especially when someone doesn't.
4. Rearranging people in the lobby doesn't seem to change to their roles.
5. The other teams fighter left and they claimed they couldn't control his units.
EDIT: 6. If you place pylons close to the edge on the north side, you can warp in units on the other side of the wall.
Balance:
1. The most advantageous strategy seems to be for one of the builders to quit early in the game, allowing the fighter to purchase upgrades and the other builder to macro one race of units up twice as fast.
@Pwootage:
I noticed a bug yesterday while playing and it seems to only affect zerg harvesters. When they are harvesting they will quite frequently stop harvesting for 5-10 seconds and then start again randomly. They do show as idle on the UI.
Other than that I find it to be quite fun. GJ!
Where is this "super units" area that we're suppose to put units into? A simple intro cinematic showing the various locations would be extremely helpful, since I have no idea where to get the super units, and I've been LOOKING.
You should remove the mineral requirements for carrier interceptors. Attackers dont have many minerals
Other issues are as people have mentioned above.