On battle.net US Use teamwork and tactics to fight your way through an Infested Lab full of dark hallways and huge boss rooms.
Updated to beta 1.16
Features
Up to 10 players
2 modes Hardcore and Easy
5 classes Grunt, Brute, Sniper, Pyro, Scout
7 abilites each (4 class 3 shared) max level 20
22 weapons (all classes have at least 3)
4 Different Vehicles
Huge map tons of Zerg to kill takes over 2 hours to complete (can be completed in under 90 min solo if your real good and even faster with a team of players that have had at least little practice.)
Lots of items (over 50 sofar) including spidermines, armor, damage upgrades, range upgrades, and more.
————————New in 1.16———————
Fixed a bug in Final Boss Room that made things much harder than intended.
Class changes
Brute:
Increased armor from 1 to 2
Increased base attack speed by .1 sec
Pyro:
Increased armor from 1 to 3
Scout:
Fixed scanner sweep ability.
Added tips and tweaked boss fight to be a little easier.
————————New in 1.13———————
Tooltips Tooltips Tooltips
All abilities have level descriptions so you guy know what your your points are doing. (sorry that took so long.)
Items on the ground now have color coded tooltips based on quality level.
Some items will now disappear if left untouched for to long this includes, health pickups, ammo upgrades, armor upgrades, and grenades.
Vehicles now self repair very slowly and are much better at handling Zerglings
Ability balance tweaks
Scout:
Auto turrets – Life and armor increased duration decreased Full Auto Spray – Damage Increased cooldowns decreased
Pyro:
Hive Mind Irradiater – no longer effects empty vehicles.
Brute:
Chrono Rift – Cooldowns decreased
Hell’s Angels Suit:
New ability – Cluster bombs
Goliath and Spartan Suit:
New weapon – Retribution field
————————New in 1.12———————
Added a new class the Scout
Added Vehicles 4 types so far
Plus many minor little tweaks and fixes.
————————New in 1.11———————
Fixed Win Conditions (sorry everyone that made it to the end and never got and evac).
Added button layout to loading screen.
Hopefully fixed the respawn system for beginner difficulty (this one hard to test but I think I got it).
Sniper cloak duration increases with ability level.
More tool tip corrections and a few other little things.
————————New in 1.9———————
Beginner Difficulty now has hero respawns so when the team dies they respawn at the last cloning station and must fight their way back to the suits.
Holy Crap I wasn’t expecting that thanks for putting me up on the front page!
But I got say this to everyone that is playing it the current version has a major flaw at least in my eyes, I forgot to turn a trigger on that gives the Zerg a life bonus based on how many players are in game. So the next update will defiantly be more difficult but it will also have a waypointish system so if the whole team wipes you won’t have to start from scratch. Update should be ready in a day or three if I can get this all working the way I want it to.
Also a Big Thank You to everyone here in the community that has helped me with learning the editor you guys are awesome.
I know I have a few things to fix in the current version but I got a cold and haven’t felt like getting on the computer the last few days but I’m feeling a little better now so hopefully you guys will be seeing some improvements soon,
Whats on the list for the next version are some ability improvements such as longer cloak time for the Sniper, stop Crono Rift for slowing allies, decreasing Barrages movement debuff.
Also fixing some trigger problems… Mainly making sure the Win trigger works every time but also fixing the announcer to say the correct player number (right now it seems to pick player number based on the order the players pick there classes so if your hosting try to be the first one to pick your class and at least the announcer will announce you correctly.
and a few tooltip corrections that I have found.
hopefully a new loading screen that will show button layout.
Hey, Cool Map, just played with a two man team. I played Brute and he played Sniper.
Nearing the end, my sniper ally was doing only 5 points more damage than my brute (35-ish compared to my 30), but his attack speed was twice as slow. I think the sniper's total damage should stay close to double the Brute's, because his speed is way worse. He also noticed that I had my maximum weapon, and he couldn't find a top-gear sniper gun for a long time. Is there random item generation, or was a gun missed in a boss area?
The Key-mapping was awkward, but your loading screen mentioned that. The camera angle was funny, but I missed your comment on using Mouse3 - I can move it now.
The bonuses that purchasing a second level of an ability get you weren't shown when upgrading. I know this is probably because of tweaking, but I didn't know if the cool-down, energy cost, or damage would improve.
!!!!!SPOILER ALERT!!!!!
We only had two game-breaking moments, late game, with our suit's lost. The first was the spine crawler and mutalisk hill - we lost our suits in enemy aggro range. The second was when we died in aggro range of the Ultralisk boss and his minions. For the second occasion, a Fatty had spawned between us and the room, blocking the bridges completely - we were doomed.
My sniper ally could only seems to load his clones into his suit from the left hand side. I don't know why.
Shield upgrades never got better. We kept finding the same +10 pack everywhere. Also, ammo was hard to inspect without picking it up. Couldn't tell the difference between +1 and +2 damage.
The Evac message also came after killing the Ultralisk, but before we finished exploring the last area. It gave a victory message. Did we win?
Other than those issues, this module was AWESOME. Good use of constant upgrades on weapons and ammo. Great use of high ground and class abilities. Love the grenades and the spider mines. Liked the cloning stations and the fact you can revive on the spot, if your party survives.
DEFINITELY will play again, hopefully with a larger group.
Thank you so much for your feedback I’m not quite sure how I want to handle the sniper damage yet I will most likely increase it also the grunt and the brute do have a fifth weapon upgrade which makes them a little overpowered but soon you will only be able to find level 5 weapons when playing hardcore.
As for losing your suit in a highly populated that kinda how I wanted it I know It can make things freaking hard but I like hard also all the mini bosses like the fatty can wander quite far so if he is camping on your suit give him a few and he might walk away. Not sure about the sniper having problems regaining his suit I’ll take a look at it.
Currently the are only 2 levels of shield mods and thats probably the way it will stay although type1 and type 2 stack with each other.
Yeah I know the ending seems abrupt I haven’t made any cinematics yet but if the victory screen popped up then you won.
Finally I know the ability upgrade explanations are hazy at best but your right I don’t wanna type them out before I get them all balanced to my contentment right now almost all of them just lower the cooldown.
Is there any way you could "show / teach" me on how to do the "suit / mecka" trigger or something, Im trying to do a car trigger, that if a player is not in the car the car won't move, so any help would be very much helpful.
thank you
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On battle.net US
Use teamwork and tactics to fight your way through an Infested Lab full of dark hallways and huge boss rooms.
Updated to beta 1.16
Features
Up to 10 players
2 modes Hardcore and Easy
5 classes Grunt, Brute, Sniper, Pyro, Scout
7 abilites each (4 class 3 shared) max level 20
22 weapons (all classes have at least 3)
4 Different Vehicles
Huge map tons of Zerg to kill takes over 2 hours to complete (can be completed in under 90 min solo if your real good and even faster with a team of players that have had at least little practice.)
Lots of items (over 50 sofar) including spidermines, armor, damage upgrades, range upgrades, and more.
————————New in 1.16———————
Fixed a bug in Final Boss Room that made things much harder than intended.
Class changes
Brute:
Increased armor from 1 to 2 Increased base attack speed by .1 secPyro:
Increased armor from 1 to 3Scout:
Fixed scanner sweep ability.Added tips and tweaked boss fight to be a little easier.
————————New in 1.13———————
Tooltips Tooltips Tooltips
All abilities have level descriptions so you guy know what your your points are doing. (sorry that took so long.)
Items on the ground now have color coded tooltips based on quality level.
Some items will now disappear if left untouched for to long this includes, health pickups, ammo upgrades, armor upgrades, and grenades.
Vehicles now self repair very slowly and are much better at handling Zerglings
Ability balance tweaksScout:
Auto turrets – Life and armor increased duration decreased
Full Auto Spray – Damage Increased cooldowns decreased
Pyro:
Hive Mind Irradiater – no longer effects empty vehicles.
Brute:
Chrono Rift – Cooldowns decreased
Hell’s Angels Suit:
New ability – Cluster bombs
Goliath and Spartan Suit:
New weapon – Retribution field
————————New in 1.12———————
Added a new class the Scout
Added Vehicles 4 types so far
Plus many minor little tweaks and fixes.
————————New in 1.11———————
Fixed Win Conditions (sorry everyone that made it to the end and never got and evac).
Added button layout to loading screen.
Hopefully fixed the respawn system for beginner difficulty (this one hard to test but I think I got it).
Sniper cloak duration increases with ability level.
More tool tip corrections and a few other little things.
————————New in 1.9———————
Beginner Difficulty now has hero respawns so when the team dies they respawn at the last cloning station and must fight their way back to the suits.
plus some minor little fixes.
Sorry
Bump for Video
Holy Crap I wasn’t expecting that thanks for putting me up on the front page!
But I got say this to everyone that is playing it the current version has a major flaw at least in my eyes, I forgot to turn a trigger on that gives the Zerg a life bonus based on how many players are in game. So the next update will defiantly be more difficult but it will also have a waypointish system so if the whole team wipes you won’t have to start from scratch. Update should be ready in a day or three if I can get this all working the way I want it to.
Also a Big Thank You to everyone here in the community that has helped me with learning the editor you guys are awesome.
Updated to 1.9 beta
At these times I hate the EU/US splitup... :(
@Eldrazor: Yeah it really is a big bummer.
I know I have a few things to fix in the current version but I got a cold and haven’t felt like getting on the computer the last few days but I’m feeling a little better now so hopefully you guys will be seeing some improvements soon,
Whats on the list for the next version are some ability improvements such as longer cloak time for the Sniper, stop Crono Rift for slowing allies, decreasing Barrages movement debuff.
Also fixing some trigger problems… Mainly making sure the Win trigger works every time but also fixing the announcer to say the correct player number (right now it seems to pick player number based on the order the players pick there classes so if your hosting try to be the first one to pick your class and at least the announcer will announce you correctly.
and a few tooltip corrections that I have found.
hopefully a new loading screen that will show button layout.
Updated
Hey, Cool Map, just played with a two man team. I played Brute and he played Sniper.
Nearing the end, my sniper ally was doing only 5 points more damage than my brute (35-ish compared to my 30), but his attack speed was twice as slow. I think the sniper's total damage should stay close to double the Brute's, because his speed is way worse. He also noticed that I had my maximum weapon, and he couldn't find a top-gear sniper gun for a long time. Is there random item generation, or was a gun missed in a boss area?
The Key-mapping was awkward, but your loading screen mentioned that. The camera angle was funny, but I missed your comment on using Mouse3 - I can move it now.
The bonuses that purchasing a second level of an ability get you weren't shown when upgrading. I know this is probably because of tweaking, but I didn't know if the cool-down, energy cost, or damage would improve.
!!!!!SPOILER ALERT!!!!!
We only had two game-breaking moments, late game, with our suit's lost. The first was the spine crawler and mutalisk hill - we lost our suits in enemy aggro range. The second was when we died in aggro range of the Ultralisk boss and his minions. For the second occasion, a Fatty had spawned between us and the room, blocking the bridges completely - we were doomed.
My sniper ally could only seems to load his clones into his suit from the left hand side. I don't know why.
Shield upgrades never got better. We kept finding the same +10 pack everywhere. Also, ammo was hard to inspect without picking it up. Couldn't tell the difference between +1 and +2 damage.
The Evac message also came after killing the Ultralisk, but before we finished exploring the last area. It gave a victory message. Did we win?
Other than those issues, this module was AWESOME. Good use of constant upgrades on weapons and ammo. Great use of high ground and class abilities. Love the grenades and the spider mines. Liked the cloning stations and the fact you can revive on the spot, if your party survives.
DEFINITELY will play again, hopefully with a larger group.
@ddubious:
Thank you so much for your feedback I’m not quite sure how I want to handle the sniper damage yet I will most likely increase it also the grunt and the brute do have a fifth weapon upgrade which makes them a little overpowered but soon you will only be able to find level 5 weapons when playing hardcore.
As for losing your suit in a highly populated that kinda how I wanted it I know It can make things freaking hard but I like hard also all the mini bosses like the fatty can wander quite far so if he is camping on your suit give him a few and he might walk away. Not sure about the sniper having problems regaining his suit I’ll take a look at it.
Currently the are only 2 levels of shield mods and thats probably the way it will stay although type1 and type 2 stack with each other.
Yeah I know the ending seems abrupt I haven’t made any cinematics yet but if the victory screen popped up then you won.
Finally I know the ability upgrade explanations are hazy at best but your right I don’t wanna type them out before I get them all balanced to my contentment right now almost all of them just lower the cooldown.
All good answers. Looking forward to playing this again.
Big Update
Updated to 1.15 patch notes coming soon.
Updated to 1.16
@Keldrif: Go
Is there any way you could "show / teach" me on how to do the "suit / mecka" trigger or something, Im trying to do a car trigger, that if a player is not in the car the car won't move, so any help would be very much helpful. thank you