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.
Am I the only one that finds the waves that attack or interrupt your maze frustrating and overly complicated? This map is incredibly complex with the mazing, races, variety of towers and competitive nuking. Now I have to worry about which waves are going to assault my maze next? I'm afraid this map is starting to suffer from the incredibly rare problem of too many good ideas. I love this map but crazy train, the sentries that bubble your towers, aoe spore waves and black hole waves make me want to /quit after they dominate my best towers.
v6.0 bug : in a munition maze with towers that apply both t1 "burn" and t2 "burn", the t1 burn is overriding the t2 burn ( 25% less hp regen instaed of 50%). I think the issue is at the time the towers i had with t2 burn where upgraded t4/t3, while the tower with the t1 burn was an unupgraded t5... or something like that Also, long tom wasn't doing any splash to me, I get the feeling this is intended, but the tooltip and the icons say differently, either fix the tower or the tooltip ( or the splash is so small in area that only slowed air waves are affected)
Possibly intended: upgraded t3 energy tower does bit over 2084 damage to first boss, I guess it have the hover descriptor?
General concept: a research for the hibrid builder too General: In my opinion having a research building is redundant, I would have the research being researchable directly by the builder, but tha'ts only an opnion,
Ash i know about the nuke bonus, fixing now
Just wanted to comment on some possible directions in which the TD could go from here as it seems to now be fairly bug free:
Firstly, 50 levels is probably more than enough for any TD, you want the game to be enjoyable without being extremely lengthy (which it can already go over 1h 30 min for complete game).
Secondly, as far as re-playability I feel that five options are easily available from here in my point of view.
1) Make rounds random ie. the order of bio/armor/psionic/massive/greed is variable and is not fixed.
2) Add challenges for players to accomplish for rewards or titles
3) Add encounters that players can summon which are unique, difficult to kill but give great rewards.
4) Make units with different abilities ie. things like 50000 hp mob that has armor which reduces all tower hits to 1 damage.
5) Add games within the game itself (best reference to this is Skibi TD from WC3 for sure).
I did also want to comment on the greed round. Ive seen it done in other TD's but usually they make it something like (air, no weaknesses, all same unit image..) rather than multiple speeds/armor types/sizes which is awesome initially but does two detrimental things:
a) it extends the length of the game unnecessarily (can add 2-5 min per round of greed currently)
b) is very graphics intensive even for good computers... you don't want situations where its 4v4 and a greed round makes you scroll to the side of the screen so that you get more than 2 fps.
I believe that a greed round is a great idea if implemented in such as way that it fixes these two overlying issues. Ways to do this is to make all units in greed rounds fly, and therefore not path through a maze, which keeps the speed of the game high. The second change would be to keep all units of a greed round they same unit image/armor/speed. I feel that this is less important that just making the greed units fly, because you will already see fairly significant changes to the frame rates by just having less units on screen.
Alright thx for the answers, maybe a little note ingame would be nice, also for the research-centers, because I built there somwhere in the corner and then recognized that they do damage -.-
And theres still the problem with the nuke and the minerals, if anyone could tell me how I'll upload the replay
i believe these were 6.4 though it might have been 6.5. was started 10pmish pst, i don't see any reports/fixes related to them regardless
wave 31: Trigger Error in 'gt_SPAWNidlechecker_Func': Execution took too long the changelings were dropped on the edge of our allies base and took forever to be killed too.
wave 38: Trigger Error in 'gt_SPAWNMainidleMover_Func': Execution took too long
also in version 6.2ish? the burst rocket does horribly against the hyperion, i think the armored penalty is (was?) overriding the hover bonus. that might have been fixed?
ashgoz, the long tom has very tiny splash, while the nukes are significant splash. they're both good for different things.
Raht, thats only the secondary weapon used for air, it also has anti air
ash, the nuke has a huge splash
darcphnx : found that bug and fixing
Playing Munition for the first time in v6 I was a bit irritated when i saw the t5 upgrades:
10 range + the chance to miss the target vs 100 range and 3 min
isnt the second tower way better than the first one?
The T3 Munitions Tower has some screwed weapons.
Both, the High Velocity as well as the Uranium thingy have the same anti-air weapon which doesnt even deal Bonus Damage against Armored units but against Biological.
The weapon i mean is called Air Burst Rockets.
Hi, last game I also had a bug. During the third air wave the other team leaked some mobs and launched a nuke, the nuke came down and destroyed some buildings of the middle player of the other team, but instead of gaining minerals i just got an error.
P.S.: How can i upload the replay on sc2mapster as an attachment?
Hello. Ran into this bug where the game stopped after the blink round. Replay is linked. If you need me to upload it a different way, just let me know.
Link Removed: http://www.mediafire.com/?kap2gz0cm416g8j Link Removed: http://www.mediafire.com/?kap2gz0cm416g8j
Now that things seem to be working smoothly. I have added a poll to the page (upper right) as to what should be added next.
Also, just a reminder, if you haven't already donated, now would be an excellent time, seeing as we have a fully playable fairly bug free fun map now!
I really appreciate it! -VE, -Ghost
awesome guys
sounds like things are generally working right now , I'm worried game may be too easy.
I'm going to make the following slight adjustments in next patch:
1) adding a very small cool down to carrier and medivac
2) reduce cooldown and price of baneling
3) cut the fire speed of spore implanter but add the random targeting trigger from he ultra uniques
4) make sure kill team is only doing single target damage
5) increase difficulty slightly across the board
@Sh8peshifter:
At which difficulty?, managed it with 1 upgraded t4 2 upgraded t3 and a lot of upgraded t1 towers, alone
P.S.: Any suggestions how to deal with the third boss as organic?
I still think wave 20 boss as Organic is set too high. tried it with 6 T3's and 1 T5. Did single target and only managed to remove 30% if that on shield.
Karallys, yes I know Lvl 49 is supposed to kill your towers and to everyone else catching that, I didn't ask for them to stop attacking. But clearly it isn't functioning properly if they stop moving through the maze and just go on a killing spree with whatever's closest. It seems clear to me that they were designed to move, stop, fire, move, stop, fire. And the AoE just seems too harsh. It should kick apart some of your maze, but completely destroy it? That's a little harsh.
Warl.. Yes wave 49 is supposed to attack you, and its also a short down time between wave and final boss intentionally from what I understand. Kara, I don't think you quite understand the value of that fleshy wall... The 'Kill Team' Attacks their way to each waypoint (although they have been known to pop a few caps off into turrets not in their way :P). if you wrap the perimeter of your base with fleshy wall (or build an external pathing area with dps coverage not in the maze itself), you can hold the group off long enough to not even lose a turret. (If they have to run all the way around, because they can't kill the fleshy, they usually don't attack anything, giving you that precious 5-10 sec of DPS time to kill them). Also a good idea to maze exposed area's with the T5 towers, and pop the shield at beginning of wave.
Usually that wave just annihilates top players would didn't build accordingly to that.. The only dmg I ever take from those, is that occasional cap they try to pop at me, from over the top of the fleshy wall (random...)
Warlyik: Congrats on finding out what was causing the issues with the Acid Spore Implanter :D
Veridian: Just got through a game of 6.5, looked great and played really smooth. Went munitions, some towers definitely got overpowered by the weapon adjustments (like the burst rocket launcher) and do better against air now as they should. Really liked the last round you put in lol, great music selection.
@war: I believe wave 49 is supposed to attack you. Hence why the wave is called kill team. ;)
Yes they can cause serious devestation and the 1 mineral tower, does nothing to try and prevent this except hoping u kill them at range away from your expensive towers....just finished it as munitions and I do not think they need a air slow....basically took down wave 30 myself this time with a line of high velocities. Yes energy can slow down air units and munitions is supposed to be the anti-air class.
And that was on original income top spawn 4 players, BTW. So wasnt both just 1 but same thing would have happened I think if i got them both at same time anyway.
V6 is up and Test is down on EU.
Veridian, can u send me 6.5 too ? i've only got the one from 8 hours ago or so, greetz.