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.
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.
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.
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.
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:
Zerg spawn from your lab to attack the enemy every 30 seconds.
The army that spawns can be upgraded from the lab with techs, more zerglings and more powerful Zerg.
The player can choose which lane to attack via a dialogue box.
Each lane is fortified with bunkers. These can be upgraded with improved shielding, armour and turrets.
A number of expensive Terran units can be hired to improve your defence.
These Terran units are upgraded to Mercenary units depending on your number of games played and games won.
Income is gained by capturing and holding beacons on the lanes.
You may also "rush" 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.
Each lane provides a unique bonus when the middle beacon is held:
The top lane allows a single Viking to be hired and grants a higher bonus income that the other two.
The middle lane gives the team a refinery providing vespine gas every turn.
The bottom lane allows a single Siege Tank to be hired and provides the team with a Hydro-Electric Power Plant giving their Bunkers increased shield regeneration.
OLD Video
The map is currently hosted on EU and NA under Tug of War. I am looking for people to host on other servers!
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.
Yeah that would be amazing, I'll PM you.
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.
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.
@caparosmith: Go
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 :)
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 :)
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:
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.
The map is now hosted on NA. Many thanks to Milfeus!
Genetic 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.