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.
Verid, I think you missed the 'My base (organic)' part of his post. Organic suck really badly at air, so even with slows, that wave is guaranteed to leak out from an Organic base (usually leaks out of everyone's except energy... but eh).
well theirs also the team research slow tower (psionic blast) which actually stacks with the img burdens
Yes with the only thing Organic can build, Imagined Burdens Suggester. Unless there is something else for Organic tree that I just cant see let me know.
Shape, I did remove the immune to snare behavior they had, have you tried slowing them?
Just played on Normal with 2 others, no bugs found just a question if Crazy Train could be slimed down a bit or have nerfed HP slightly. My base (organic) had 4 fully upgraded T5's 6 T4's upgraded. took there shields down and I think I killed 3 at most. I do like the modification that you did with wave 49.
I'm up for data editing and programming, if you'd like, but don't ask me to do anything that have to do with graphic design :), I'm a software developer by profession and I have "some" previous experience with mapmaking in TFT, haven't yet tackled sc2 engine "seriously". I won't, however, be able to provide constant support, since my work schedule is quite hectic, some time I may have whole days of free time, some day I won't even have the weekend free
6.9
6.8
Just posted this on "team recruitment" forums:
Retribution TD, A consistently highly rated TD map on US and EU servers ( we have been in the #3 spot on both servers several times) is looking to expand. Currently I am the only one actively working on the project. I do all programming, data editing, graphic design, game planning, etc. I do have several people helping with testing, mainly Hathoron from bnet (Sgat here on sc2mapster). I would like to expand now that we have a fairly stable, complete game.
I'm not really sure how to expand, but I can tell you for certain that my strengths are in the area of Graphic Design and 3d Design. Programming is only done by me as a necessity (although, the fact that I have produced a fully working game must mean I'm fairly ok at it :)
If anyone has any ideas, offers, wants to help or anything else let me know. I'm not looking for any super-beginner types to help, as we are at ver 6.7 and FINALLY got most of the bugs out of the game :)
Also, if anyone wants to help with game-design / planning as well, I would be willing to hear those ideas. I would like to maintain creative control however!
-I was doing some thinking, would be really cool to have a more serious coder do an audit of my stuff and possibly simplify some stuff to get rid of some of the lag.
yeah just made a shit ton of money. Banelings on a boss wave count as killing a boss....guy kept buying them was like I killed last boss 20 times XD
I encountered a problem with the "overlord wave", the air number (don't remember")
I was as munition, so I killed them fast as aoe... and I got a "string too long error" and my long range towers started attacking "invisible stuff" that seemed stuck.
gut feeling what happened is the overlords attempted to spawn changeling or whatever but something went bad and no model was generated, but the creep was still there, standing still
will attach replay once i find which one it is among the one I have.
Slighty related suggestion: the changelings spawning from the aberration "should" retain the "movement order" of the abomination that spawned them, meaning that they should go for each waypoint the abomination still didn't cross, otherwise maze that have a point "near" the exit of the zone are punished
just played a game, had a blast even though I've played it so many times testing it.
Is it wrong to baneling someone right after they get nuked :)
Wave 35 12 minutes last game -.-
I really like the basic idea of the greed round, but thats defenitely too much, and we had not one 200 tower maze.
Yea Tome, but eh, that same lag occurs when from those same players, when there are 3-4 'massive mazers' around, with mazes that consist of 196 machine guns, 1 Flak, 1 T3, 1 T4, and it takes them an hour to kill each wave.
Verid, the splash radius for the T5 towers didn't change in any of these newer versions did it? Last i thought, Nuke's had the smallest splash radius of all 3 T5 towers (Meph>Solar>Nuke), which was compensated by the range on the turret itself (since they're all same Dps:Min ratio). Seem to be a lot of people that keep saying otherwise...
Just uploaded 6.8
6.8
6.6
6.5
Sgat8516: Just wanted people to be aware that players have commented in game that greed rounds were like playing "Slideshow TD"... that's not what I think people should get from the game :P
Darc: Its nuke %, not Retribution %. The color and fill of the bar next to the ret % is the nuke bar, it nukes a player when the bar reaches 100%. So if 10 leaks count as 5% each towards a nuke, and you bought 40% ret, they'll be at 90%, leaving only 2 leaks (or 1 boss) to leak through to trigger a nuke.
Ciopo, the splash radius for towers is different. Like the Liquifier has a very small splash radius, while the Solar burst (or Meph), have a huge splash radius (probably hit 3x as many per shot). Long Tom is meant to be long range, so I doubt its splash radius is very large.
Tome, I've seen Greed rounds that lasted up until the 400-500k HP marks, that didnt see a huge amount of lag (your 2fps concept is flawed, because that would mean 2 frames are still generated per second, which isnt very lagging, 1 frame every 4 sec though.... is). Majority of multiplayer lag in general, is caused by the number of sound channels just 1 person has turned up, throttling everyone back :( O, why would you scroll to other side of map? This isn't a FPS, where the game only renders the stuff on your screen at the time.. It renders everything on the map, whether its revealed by Fog or not (including sounds, even if turned down to 0.001 volume). If it didn't, there would be a paused window everytime you clicked somewhere on map.
As for what wave 19 does, they're supposed to be medic's that heal, but since they're always moving, they don't do much. Verid, Vexal posting his triggers specifically for the reason of 'how to do this effect', and his wave 40 medics (Scrubs) have a healing aura (IMO Medivacs) and a casted heal while moving (IMO Medics).
What is 19 about? I'm not entirely sure what it's supposed to be/do( the medic and kids one). had no problem whatsoever dealing with it as bio and munition, basically everything died with the splash.
as energy, however, it was a nightmare, leaked 7-8 kids. On that topic, possible bug, but the kids were receiving 0 (yup, 0) damage from the ego whip projector, ( no medic alive if oyu were wondering that).
Also, I understand the thought behind putting some "malus" on towers, like liquifier doing "low" damage to massive waves, but please make sure that the upgraded tower still outdps the unupgraded tower even agaisnt that waves
Hmmm, was wondering what i should vote for up there. So far, i'd prefer the replayability option ... but not in combination with more levels.
As Tomeofexp already said. 50 Waves is alot and as long as it's not some kind of a Infinite Amount of rounds i'd rather try and get the replayability up by not adding more rounds but instead by changing the early/mid game.
Just was able to finish on v6. I love the fact you can increase the other team's ret meter. I was by myself at the end and came back to win because I kept increasing their nuke meter to 100%. The only thing I have to say is that: The bar fills but the % for them stays the same. Is this intended? I only used 100% nukes this play through, never 10% nukes.
Also: People are wishing to see what their team mates are picking. Maybe make it so you can only have one player of each type of race? ( 4 players, 1 munitions, 1 organic, 1 energy, 1 multi ). Or just a way to see what other people are picking?
If you want to see the replay, let me know :D
Regarding greed waves:
Perhaps there should be a timer on it. One to two minutes of spawns, then it auto-finishes (or probably better: just stops spawning, allowing teams to attempt to kill whatever spawned last). The teams are still rewarded by whoever's most efficient, in this case in terms of the power of the towers. At a certain point in all greed rounds they become essentially too difficult to kill, except from lucky Nanite Crits, but so many have spawned by that time that every maze is completely saturated, causing the tremendous amount of lag.
The lag is definitely annoying, especially if teams have all good players with 3X mazes. It can last for a while with little to no kills actually being made, and most of them entirely due to mass spore implanter splash damage.
I'd say also reduce the frequency of the spawns, then, to make it easier for players to focus-fire a target. This helps with the lag as well.
Adjust mineral acquisition after assessing the performance from these changes.
Also Veridian, did you fix the hotkey issue with the Equalizer (set to "B") and Blink (also set to "B")? May want to check other duplicates for the builder hotkeys.