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    posted a message on [Release] Genetic Lab Wars

    I have just released a large update to this introducing new features and better terrain and different building models. Please play and let me know what you think.

    Thanks

    Posted in: Project Workplace
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    posted a message on Green selection ring size

    I'm an idiot and have found it already. Its under the model not the actor.

    Posted in: Data
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    posted a message on Green selection ring size

    Hi thanks for looking.

    Basically I have a building with a new model but now the green selection ring doesn't appear around it when you select it.

    I've been searching high and low through the editor (and here too) but cant find out where to fix this.

    Any help would be appreciated.

    Thanks!

    Posted in: Data
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    posted a message on [Release] Genetic Lab Wars

    Gen Wars

    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. Map

    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 and infested 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.

    SS

    Features:

    • Zerglings 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 investing in research at the lab and by capturing and holding beacons on the lanes.
    • From the Breeding Lab 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 point is held:
    1. The top lane allows a single Viking to be hired and grants a higher bonus income that the other two.
    2. The middle lane gives the team a refinery providing vespine gas every turn.
    3. 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.

    Video

    Embed Removed: https://www.youtube.com/v/UQSTpcjgd18?fs=1 Embed Removed: https://www.youtube.com/v/t1VxVBLjAp4?fs=1

    Plans & Updates

    • The latest update was to the UI and I am now working on providing rewards for playing and winning games in the form of slightly more powerful Terran Mercenary units.
    • Updated
    • The map is currently hosted on EU and NA under Tug of War. I am looking for people to host on other servers!

    Thanks for looking.

    Posted in: Project Workplace
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    posted a message on Terran Drop-Pod help

    Please do! Just been trying to work this out.

    Posted in: Data
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    posted a message on [Release] Evolution Wars

    The 3 lane map layout and capture lanes to increase income for genetic lab wars was based on civ wars.

    Posted in: Project Workplace
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    posted a message on Bridges

    Ok I know theres endless threads about this because I've read them all but nowhere explicitly says how to get a bridge working.

    What I've done is placed the mar sara bridge long doodad across a gap, changed the height so it matches with the terrain, added the 4x12 pathing to the modle. Units don't walk across it.

    Please can someone help? Thanks for looking.

    EDIT: Also every time I go to pathing it seems to have wiped the pathing I did last time leaving it blanc?

    Posted in: Data
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    posted a message on Two questions about tech's and buttons

    Hi there, thanks for looking, done a bit of searching but can't really find the answer. Two questions really:

    1) I have several techs which the user can research multiple times, how do I set a cap on this and remove the button? I tried setting max level with no affect.

    2) I have a building with a load of custom techs, however for 4 of them the buttons on the building do not appear even though from what I can tell I have set them up fine. So they cannot be researched. I know its a bit vague but is there a tutorial or has anyone else has a similar problem, or link me to a guide (couldn't find one with a very weak attempt at searching).

    Thanks!

    Posted in: Miscellaneous Development
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    posted a message on How do you make a map popular?

    Surely put any maps being hosted with spaces in a lobby at the top, then list maps with no lobby's underneath ranked by popularity. Then at least if your trying to host your brand new map it can get some attention.

    Posted in: Miscellaneous Development
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    posted a message on The Map Testers List

    Midlawg:549:eu

    I need help testing my "Genetic lab wars" map and of course will help test others. Am starting to get the hang of the editor now so may be able to help on that front also.

    Posted in: Miscellaneous Development
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