Retribution 2015
Retribution 2015
The object of this game is keep the monsters that spawn at designated locations from getting to the Temple of Retribution. In order to do this, you construct structures (towers) that will attack the monsters on their way to the Temple. The monsters attempt to follow a set path on their way to the Temple. They will attempt to touch each glowing hexagon on the way from their spawn point to the Temple. If you completely wall off the hexagon, then the monsters will go around it. The most advantageous way to build will be to set up some sort of "maze" that the monsters will need to follow on their way from one hexagon to another. If you don't have a good idea for a maze, just start building a spiral around one of your hexagons.
Speed Bonus == (BUGGED)
If your team finishes off all the monsters on your side before the other team, you will start a speed bonus timer which will provide bonus minerals based on how much quicker you killed the monsters than the other team. Starting the speed bonus timer also enables building / selling early. If you are the only team left and have chosen to continue the game, than this bonus becomes a "survivor" bonus and is awarded every wave.
Tower Types
Energy: Focuses on slowing down the enemy while 1 target lasers take the out. Munitions: Faster single target shots or slow high/splash damage shots. The railgun chains have a huge range being able to cover most of the map. Bio: Mostly painful splash damage with low range.
Monster Types
Monsters come in various types, defined usually by their armor type. Certain towers do bonus damage vs. certain armor types as seen under tower types. You should cooperate with your team and make sure you have all armor type bonuses covered!
Retribution
Your team's Retribution meter fills when you let monsters though to the Temple. The higher this %, the more likely the Temple will have its Retribution on one of your team's towers when you leak. The Temple may also decide to donate minerals to your enemies when you leak, so be careful!
Nuke Meter
When you leak monsters to the Temple, your team's NUKE gauge will fill. When it reaches 100%, the Temple will nuke one of the tower's on your team causing extensive damage! As the NUKE meter continues to fill over and over, it will raise the NUKE multiplier. This multiplier will cause more nukes to be launched when the Temple attacks.
Thank-Yous
- Hathoron (Sgat from sc3 mapster) for his valuable QA work
- Raithwall for getting this map published on EU servers
- Ciopo for his awesome "skills of a programmer"
- Crypto on Bnet (And his wife!) for QA work
- Meeko on Battle.net for map suggestions
- OneTwoSC on You Tube for your awesome tutorials
- Molsterr from sc2Mapster for his help with turrets and campaign models
- Diablito816 from sc2Mapster forums for posting a way to fix Blizzard's inability to make the lobby work correctly
- Vexal from Battle.net for hotkey and armor type notification suggestions
- KOGuyThingy, TheVedis, and Kyreth from BNet forums for their insightful comments
Next Version Ideas / Concepts
- More things to do, especially in later levels
- Multiple upgrade paths for each tower
- game mode: reverse, mobs spawn from temple and moves toward top, shared income
- game mode: pure TD, builders not allowed to build "in lane" ( the energy track, basically)
- game mode: relentless, top spawn shared income, as soon as a team finish killing all mobs of a wave the next wave start immediately for both teams,
- game mode: solo,individual spawns, mobs are considered leaked at the end of it's spawning "zone", thus no "pick up" from middle/bottom, on boss 4 are spawned with the hp/shield they would have if a team was a solo player
Ending
Need to create a cool ending
Unit upgrades
Problems/To Do
- Many upgrade actors are not changing to the new actor.
- Some prices are not reflecting the correct value.
- Currently working on a method to send units against opposing team.
- Frequently adding new towers.
Okay, just got out of a 6.5 as Munitions:
Bug Fix Confirmations:
Projectiles seem to be functioning properly now across the board. Munitions performs much more admirably against air as a result. I'd still consider giving them an air-only slow, though.
The slow effect issues seem to also be fixed.
Balance Concerns:
Spore Implanter is now even MORE effective than before since it was also suffering from the projectile bug. I suggest upping the attack speed to 3 or even 4 seconds. It's just way too good the way it is right now.
Lvl 49 - It may be a bug more than balance, but these waves sometimes have random members just stop and fire at everything close to them instead of continuing on through the maze, resulting in complete destruction if not killed fast enough. I had my entire maze destroyed at 49 in Shared Income. Also, they do AoE damage, right? Might want to nix that. Heavily penalizes groups of towers.
Honestly I think balance isn't half-bad right now. Seems better all-around now that the towers are functioning properly. Will have to see how each mode pans out, though, since there's a large difference between shared with 2 players and original with 4 players.
Personally I think that nerf to the Baneling was a bit unbalanced. Being able to only spawn 1, defeats the purpose (first 5 die without doing dmg to enemy base anyways). And with the already nerfed splash range, all they do in the rare occasion they do hit, is kill 2-3 of the outer mazing turrets (IE 9minerals worth of dmg, seeing as pretty much anything T4 basically 1 shots them at range). Spawning 10 baneling's, with 2 players remaining, probably only killed 6 turrets total between them, with the only successful hits, being ones that were following right behind another, and using the front one as a meat shield, and got close enough to turrets to do splash dmg when it died.
Medivac's are equally as deadly and damaging to another player, without actually destroying anything. A couple medivac's on a harder boss, nearly make them impossible to kill (especially when used with a lack of aoe dmg, like on wave 20 boss). If bane's require a cooldown, then they either a) need to be unattackable by the other player, or b) medivac's also get a cooldown and mineral increase.
Next thing that people will say is "Open to Abuse" is saving minerals till they see the bottom player leak 1 mob, then slamming them with Nuke %.. (same concept, much higher reprocussions, 1 leak = auto nuke... which is 4-5k minerals worth of turrets?)
6.5
I hate too easy (regarding balance, not fixes!) just as much as the next guy, so I'll be looking closely at the tower balance after you get the fix released, probably starting with Munitions. I love a good challenge, I just dislike gimmicks and anything that represents an unfair situation.
its actually a really easy fix, I'm just worried it may affect the balance quite a bit since i have gone through all the towers and seen it in at least 8 towers.
I'm just going to trust in my initial math that if everything is working "as intended" then there wont be any huge problems
Glad to hear that you've figured it out. As for owing me anything, don't worry about it, your thanks and the credit you've already given me is enough. It's a good map and you've shown to be dedicated to it and improving it. The only thing I care for is that you take my concerns into account regarding balance ;o I'm generally very, very good at overall analysis of a problem/system and have an intuitive sense for these sorts of things. Everything I saw was telling me there was something wrong, just hoping it's something easy to fix.
HOLY SHIT Warlyik, You helped me figure it out!!!!
Thank you so much man!
It's AOE "search" was doing damage to "misslies" any weapon that deosnt damage its target immediatly uses a missle.
Im scared to look through all aoe weapons and fix this, it may considerably change game balance if everytthing is working as intended! Needs to be done though.
I owe you huge man, you you need any design work done? lol
I didn't get a chance last game because we didn't have an Energy player available :(
Might play another in a bit, though.
Oh, and I just remembered a very, very minor bug.
The "Blink" ability on the Munitions tower builder HOTKEY didn't work. AKA, no B for Blink even though the tooltip says so.
War:
Could you tell me for certain that the slow towers are unaffected by the spore implanter now?
All my testing says its fixed but would like verification.
I need to do more digging into the spore implanter but at least i have something to reproduce!
Yes, because I was testing it by hitting leaks from across the map (top to bottom lane). I know there's a Min Range and it won't even fire when within that.
I targeted areas of the leak waves without the Spore Cloud, and it always hit successfully. But when I targeted anything with a Spore Cloud on it, it's 100% fail. I feel like the T3 and T4 munitions may also be suffering the same effect because they seem to use a similar projectile, right? This may explain why I'm seeing less than stellar performances in my maze (though I still think not having air slow is another issue).
In fact.. when I originally reported this issue, I had a really rough time with the last boss. But I remember something else. The boss had a very visible shield. That shield extended beyond it, and though I know little about the specific parameters, I think the particle/aura effect is very similar to what the spore cloud does. Thus, the projectile itself may be having problems hitting anything with a similar effect being turned on/visible. It seemed to hit very frequently when the shield was down, but again, just like the spore cloud, didn't hit at all when the shield went visible.
you sure its the spore implanter and not the min 3 range?
Bugs with latest release:
(Fairly Major) Long Tom - projectile fails to hit its target if a Spore Implanter cloud graphic is anywhere near it. Basically, the projectile disappears if it passes into the spore graphic. This bug may be effecting other similar projectiles.
This isn't necessarily new.. it's something I had a problem with before. But only just now did I confirm it to myself what was actually happening. The projectile would almost always hit a target without a spore on it, but would fail 100% of the time when passing through spore graphic.
DPS Calculation Error:
T4 Munitions (Burst Rocket Launcher) described as 963 DPS in tooltip before construction. Its normal damage tooltip lists the base damage as 175 dmg per attack, 1 attack, attacks 0.25 times a second. Therefore, the actual DPS is 700 base. If there is a splash, it seems pitiful in comparison to the Implosion Shrine on air.
T3 Munitions (Depleted Uranium High VC Cannon) still doesn't feel right DPS-wise. A similar T3 Implosion Shrine tower lineup for Energy towers completely annihilates air waves; they do more damage in a greater splash area than Munitions. Organic even seems to fair better overall.
This MAY be linked to the above bug with Spore Implanter since I almost always use it now. The projectiles may just be failing to hit their target entirely, thus creating the illusion of no or little damage.
6.4
Found the most amazing thing that needs fixing..Carriers can attack friendly and enemy towers. Not just mobs if you use the attack command.
So the only real "Bug" that is known about now is the shield purge not working on implanted targets.
I'll have to look into this more
Yeah it is Karally.
I'm considering other ways to make those 2 towers better vs air. All my testing has shown me that the t4 towers destroy air now though
Dunno if this is supposed to be this way but the High vlocity cannon and upgrade have exact same AA figures 155 vs hover
just released 6.2
6.1
BTW lurkers do not make your towers stop working, they just slow them
Just wanted to share my 2 cents worth about the new additions in 6.0. I like a lot of the changes, starting race selection and the race changes I've seen so far (one game played) But there is one thing that stands out... Baneling attacks by the other team is probably the worst thing I've seen in this or any tower defense game and I've played TD's since wc3. One guy spamed the baneling button and killed 5 high end towers and removed half my maze, needless to say i quit shortly after... how am i supposed to recover from that kind of thing? Either the baneling attack needs to be removed or changed so that towers aren't destroyed by it and just cant attack or are less effective after being attacked.
I can tell you now if baneling attack isnt changed the game will lose a huge portion of its player base simply because people dont want to deal with having towers that cost 500 min's destroyed by a game mechanic they consider "gay" (as the other member of my team said after my maze was destroyed).
Release v6 Bug:
The slow on "Psionic Blast" does not work properly on targets debuffed with Spore Implanter. Specifically, it works almost not at all on air waves. Had 9 of those towers all focused on the Lvl 30 boss - it slowed it initially until the Implanter hit it, then it didn't get slowed again at all as it passed over my maze. It seemed to barely be working on ground waves as well. I noticed this in the testing too and simply forgot to mention it. It seems to be suffering the same effect as the way the slow used to function for other towers. However, the slow on Implosion Shrines seems to work fine, and the unique tower. If I recall, the upgraded T1 Energy slow also seems bugged.
Balance Concern:
Lvl 24 (Lurker) incapacitation range is too large. Should be closer to a range 3 AoE, not what it is now at about a 7. A 7 range AoE effectively covers most of a maze.
Edit:
Banelings need to have a cooldown. Just had a game where another player sold their entire base to grief the other team by mass purchasing banelings. This is way too easily abused.