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.
I'm fine with that Ciopo!
I'm thinking of triggering smart targeting for the ultra unique and some of the unique, if veridian is ok with that.
Something along the line of "targets whoever has most current shield in range" for the shield purger, to make an example.
Hm, forgot to also mention that the Shield Purge could use some smart triggering to improve its functionality.
Something akin to "fires four shots and then chooses another random target" would improve it greatly. As it stands now, it tends to latch onto a target for too long in most mazes unless put in a very specific spot. Thus, a lot of its firing time isn't actually doing damage to shields on waves. Or you could make it choose another random target once its target's shields hit 10% or less.
An error with the blinky blinks. Live Version not test.
Tigger Error in
'gt_SPAWNMainIdleMover_func'
Could not get point from parameter in
"orderTargettingPoint' (value; 0)
I'm actually talking with someone else who has similar ideas for a map, we may have a whole team!
Hit me up if you need any tester/idea help. I can debug programming as well...probally the thing I did best when taking programming XD
War, there actually is a kill idle guys trigger now. So he should have died if he got stuck, thanks though!
I'll offer up my services for general ideas, future balancing, or whatever's necessary non-code wise. There are a few maps that have already kind of combined the heroes/towers concept and teams, so you'll probably have to try hard to differentiate your map enough for people to change their tastes.
Forgot to mention, noticed two other minor bugs in the current release version.
1. Imagined Burdens hotkey is set to "B" which means it'll conflict with Organic/Energy tower builders Blink ability hotkey.
2. Wave 33? I think.. the Archon Blinkers, found a new spot to bug out in. Will attach screenshot. If not for a Long Tom, would've ended the game.
Regarding my new project, been a slow work day so been doing brainstorming. I'd like to keep it hush hush for now but would like to bring a group of you on board as idea people and testers.
The name of the project is "Relic Rampage" (unless changed) but I like it for now.
If any of you are interested in helping in a testing / idea capacity, please let me know. I would need to ask that if you do, we keep it quiet for now until its ready for public testing.
Can you turn debug mode off on test version XD I see minerals and i jsut want to play....otherwise was pretty stable with 150 long toms firing in greed round.
Think lowest FPS was about 14 and that was with 2 players making a lot of longtoms and nukes as well. But obviously even with greeds infinite spawn thats not a lot of units staying alive for long under that even at max hp/shields of 520k.
Ok putting up TEST ver 1.170, samfe name as before (Retribution TD_test)
it has quite a few efficiency changes in the programming and needs some testing:
Items changed:
Warlyik:
I actually have Ciopo that has posted here several times working on the code right now.
He is focusing specifically on lag reduction and efficiency of the code. It's guaranteed there will some changes to Greed mode.
We will see a test version of these changes soon!
In the meantime I'm actually working on an alternative map, that will have many of the elements of this map but with heros. You can think of it as a DotA map with tower defense mixed in. I plan on developing both maps concurrently, thats why I am looking for more people. I think Ciopo will be a great help, now I just need super awesome data editor guy / girl.
Any thoughts about my earlier suggestions to change the greed waves and reduce the tendency towards extreme lag and unnecessary time consumed?
To recap:
Put a time limit on the spawns. 2 minutes tops, I think. Reduce the frequency of the spawns, allowing players to focus-fire targets. The wave ends either when the last spawns are killed or when one leaks. Adjust minerals/difficulty as necessary.
This reduces the lag and makes it easier for a good player to take down targets - as it currently stands, once the lag hits and your maze is saturated, it's impossible to do anything but sit and wait it out.
And for someone that said it was the sounds causing lag.. generally no. It's all of the unit movements and the special effects (for instance, shields being struck x200). It's GPU/CPU-intensive. I've never really heard of a true bottleneck for sounds.
shapeshifter, there are always going to be noobs... and really it's not that complex. if you want to help noobs just say "build a spiral around one of the glowing things in the center of the road, then as we go up in levels sell the center towers and replace with more powerful ones"
also choosing top spawns only and picking middle or bottom can easily make up for a couple noob players.
back to may last post this map is too complicated for the average player.
Shape, its -votekick number
Raithwall, its definitely NOT supposed to be that way. I'll take a look
Yep too many people don't know how to play your map. You need at the opening screen something that lets people see what kind of map design you have. Just getting to god dam annoying having to teach people how to play your over elaborate map.
@ghost.
I like fault finding / problem solving with coding so if help is required give me a shout.
grrrr .... Just got to the Armageddon Wave for the first time and .... wtf ... why are they all Biological Units ?
That's soooo favoring the Biological Players, everyone else is screwed!
Make them Heroic or Mixed, but please don't favor a single Race :/
Well I'm not a huge fan for Energy or munitions. Before I completely count them off my list I will go at them a few more rounds. Till then I guess as Organic fan I will just suck at AA.