The map is now hosted on NA. Many thanks to Milfeus!
Player Zone > Map Feedback
Genetic Lab Wars
- 13 posts
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irok2002 Author
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- Mildawg
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irok2002 Author
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Hi,
I'm still looking for feedback, has anyone had the chance to play? I have updated the original post a bit to explain the map better.
Latest updates include:
- Complete reworking of the rewards system. You now start with the ability to train standard terran units (marine, firebat, viking & siege tank).
- With so many games played and so many won you unlock the mercenary equivalent who is slightly stronger but also costs a little more. This unit replaces the original Terran unit. I felt this was fairer than just awarding an extra starting unit.
- Metabolic Boost research increases the speed of Zerg units.
- Ghost nerfed so they fire half as often while cloaked to prevent 1 ghost decimating the other teams defense units.
- A few small bug and exploit fixes.
These changes are not yet up on NA, hopefully will be soon.
I'd also like to get some ideas for some Zerg abilities. I want each of the final 3 units (Hydralisk, Pygalisk and Roach) to each have an expensive ability that can be unlocked. Currently my only idea is for the Roach to have a one shot acid splash attack that it uses just before going into melee. Any suggestions would be very welcome. It needs to be an ability the unit can use itself rather than the player. It would also need to be visual so other players can see it.
Last edited Jun 08, 2011 by irok2002 -
irok2002 Author
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Just updated this map on EU so it now has 22 Zerg units instead of 6 to give a much larger variation to the game.
I've also changed slightly how income works, so your not just spamming an upgrade.
The UI has been improved to fit into the screen better and save space.
It would be really nice to get some feedback so please have a look :)
Last edited Sep 02, 2011 by irok2002 -
caparosmith Author
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- caparosmith
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I'm from SEA and I got an account in NA. I don't know if u realise but the NA version of your map is bugged. The text is all messed up. See screenshot:

Please fix.
By the way, have you tried promoting your map on us.battle.net?
Last edited Sep 02, 2011 by caparosmith -
irok2002 Author
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Thanks for that, I had no idea!
Its an old version on NA and this is the first I've been told. I'm looking for a NA host as my current one seems to have gone missing.
I've only tried promoting here, Team Liquid and eu.battle.net, better not promote on us until this is fixed :)
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IliIilI Author
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Nice!! There's a lot of new units. :)
I couldn't test it with players, but I think AntiAir Missile Turrets are very overpowered. They one-shot kill all your air units. I hope I can play this new version with other players. Maybe at the EU Map Nights?

Play CoreFight - Play CoreFight - Play CoreFight - Play CoreFight - Play CoreFight -
irok2002 Author
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They are pretty though but you can overwhelm them, thats only on 1v1 though as I'm yet to manage to get a 3v3 together. It would be nice to play with more players but it seems to be suffering from YouHaveBeenDropped Syndrome.
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IliIilI Author
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Do you use banks or custom mods?
If you load some bank or mod at the start of the map, it can cause players to be dropped. Place a wait timer of 0.0 seconds before loading them.
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irok2002 Author
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Thanks for the advice, I have banks but their currently disabled as I'm rewriting the code for them.
I also have use dependencies from Battle.net but they are all data. The dropping only seems to happen to me and only if I'm player 1 so its a little bit weird.
Might be something to do with the Left2Die dependency though.
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caparosmith Author
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Do you want me to host your map on NA? I can host on SEA too.
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irok2002 Author
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Hi everyone.
I've just had a brief go at updating this. I have improved the UI, balanced a few things and fixed a couple of bugs.
I have also introduced a new rule which limits the Tier 5 units you can build. Your team can train 1 T5 unit per bunker you loose. This gives the loosing team a chance to fight back and stops them being steamrolled.
Hopefully I will get a new video up sometime as the one above is quite old.
- 13 posts
irok2002 AuthorGenetic Lab Wars
Story
Each team takes on the role of a genetic research lab that has just begun to clone Zerglings. In order to secure all the research funding they both set their Zerglings on each other!
Map
A 3v3 tug style map with 3 lanes; top, middle and bottom. Two bases are on either end and units are sent along each lane. You choose which lane to attack in co-ordination with your team. Combines the macro of a tug map with a small amount of micro from the defensive units. The game features 22 Zerg "tug" units and 10 Terran units.
The top lane features a large extension bridge, the middle lane contains a Vespine Gas Refinary and the bottom lane sports a hydro-electric power plant.
Gameplay
The Zerg attacking army is spawned from a Breeding Lab building. This building contains what are effectively research items that increase the number of Zerg you spawn each round. To train a more powerful Zerg creature you have to follow the evolution line which requires 2 Zerg from the previous tier. e.g. A Swarmling (tier2) requires 2 Zerglings (tier1). Once researched the 2 Zergling are removed and the player receives a Swarmling each round instead.
This means a player can either mass a large army of weak units or breed a small army of strong creatures or some sort of balance.
There are a total of 22 Zerg units spread over 5 tiers. They are split into Ground, flying, infested and tier 5 units.
You have the ability to switch which lane your forces attack instantly (starting with the next wave). Additionally as well as the macro of a tug map, your defenses are managed by Terran mercenaries. These units cannot be associated with the attack so are not allowed to attack buildings. Their low health also makes them vulnerable. By hiding in bunkers and running to a lane in danger on the defensive, and microing them on the attack to avoid enemy bunkers and Zerg I believe this adds an extra dimension and a small amount of micro to the standard Tug genre.
There are a number of upgrades available to boost your Zerg, Mercenaries and Bunkers.
A rush ability is available from the breeding lab, allowing an extra wave to be sent at once for a mineral cost. As a counter to massing Banelings may be spawned using vespine gas collected from the middle lane. Banelings deal large splash damage but are only sent once. Both abilities cost increases with use so do not waste them.
To give the loosing team a chance to comeback, your team are only allowed to train 1 Tier5 unit for each bunker lost.
Features:
OLD Video
Thanks for looking.