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.
Hmm this is a very interesting greed round....don't think we will see much lag with it like that...also prevents massive income from it...was a little easy but with only my maze I couldnt trully test it...will say more on second greed round.
Playing the test build right now....I don't know how far down the list it is but I was looking for it and couldn't find it even through some of the 1 games played an hour :S
If anyone wants to play threw it with me let me know, currently playing but always boring by yourself :P
User Karallys Code 325
Does anyone have any feedback on the test build?
Haathoron / Sgat is having bnet difficulties and I'm working all evening.
Would like to let Ciopo know how its going.
Basically need to know if it fixes the lag and if the greed rounds are too easy now?
There shouldn't be a "recommended" game mode. I've seen quite a few new players just choose Top Shared most-likely because of that.
And really, top shared is horribly boring for mid/bottom most of the time. I personally prefer the original mode myself, because at least with that everyone's guaranteed to actually be playing.
@ nezoic : game mode could be moved to lobby, but I honestly think that would be detrimental to the game because then different game modes would show up as different maps, resulting in less games played overall and eventually the less played game modes being not played at all. A different possibility would be having a single game mode on which *some* waves would be spawned as individual while most waves would be top spawn
@darcphnx : when you express concern about stuff being strong or weak please specify if you are talking about doing it solo or in a team game, because the difference is enormous, anyhow just for a cross reference you can reach wave 51 on normal with all four races (while doing it solo), I know that for a fact :). About the race picked, I'll add a little message when a race is choosed to all ally and also put it on the leaderboard, should be on next update after we are all clear on the balancing of the new greed mechanic.
About it, please give feedback on the greed, on it's difficult and it's reward mostly, Gut feeling it's too rewarding early on and too difficult later on
Some feedback for current Ret TD Version:
Energy feels too strong. Once you get tier 5 towers, it can solo bosses, both of them at the same time. Though this was on Normal. It also pretty much can sit and never leak.
Organic lacks good air support. I found it leaking air consistently, even with an Archfiend and a Meph up. Only did I not leak when I had like 3-4 tier 5 towers as Org. Even with Psyonic slow support in the maze, air is not Organic's friend.
A lot of players are still wanting a way to know 1: which spot they're defending in ( the lobby screen can show all 8 players defending the east bottom side for example, but will pick one of them and randomize the rest. ) and 2: what race others on their team pick.
It would also be nice to have the option to know if players join and then leave the game ahead of time. Though I really can't see a way of doing this, other than a ban-list. Don't really like the idea of a ban-list, since people are still learning to play TDs.
I also agree with Nez. Some people will only play one mode, and instantly leave if they don't get their mode.
Please remove the option to allow everyone to vote / chose the spawn style, the past 5 games, 1/2 the people left because they didn't like the vote. Keep it one game or the other.
FYI, the new TD / Nexus Wars/ Capture the Flag / Defense of the Ancients / Shadowrun / Blade Runner map I'm working on:
http://www.sc2mapster.com/maps/relic-rampage/
I'll be updating it a lot today.
Vex, the splash on liquifier can crit, making it better than the nanite (more crit chances)
1.171 is now live with the new lag free greed mode and all of Ciopos enhancments.
Take a look!
I sent you the version with updated greed, if you want to publish in test mode to balance the difficult of it, I get the feeling it's a bit too easy now, but that may be just when playing solo, maybe we should trigger it to scale with the amount of players
some good ideas, don't fret , lag reduction is top on the priority list right now!
can the splash on liquifier nanite crit or only the single target?
Faeo, i remember playing a different Map. I think it was Fringe.
The creator there had all enemys burrowed, and Fog of War over the entire map, yet it still lagged due to the insane amount of mobs on the map. Fog doesnt help to prevent it from lagging/freezing.
The Fog would stop the funny Long-Tom-Frag-Stealing :o( Disable/enable wont help then, because you need to enable it when the creep comes out to let the long shoot over to the other team
I would have to agree with Faeo not a bad idea. I wonder if there is a way to Fog of war half the screen so you can tell how far East or West is at.
I dont think i've had this problem before but.. well LAG seems to be becoming a bigger and bigger problem.
Would it be possible to allow our builders to have a toggle ability that enables or disables fog of war somehow? That or fog is always enabled and the builder can toggle an ability that allows him to see the whole map while on. Whichever is easier.
I'm running on a fairly new machine: 3ghz quad core, 8 gigs ram and a Radeon HD 4850 512 mb purchased less then 8 months ago and I've had to turn my effects ALL the way down...and i still get error messages during greed rounds. If it doesn't lag from me it lags from other people. To be honest it is fairly annoying. Sometimes it is cool to see the whole map, but really its not necessary. 99% of the game, i couldn't care what is happening on the other side of the map, but i still have to render each and every single thing that they build or monster that runs around them. After a few games of people complaining, i'm thinking something needs to be done about it.
i dunno if you've gotten this message a million times or not so im gonna send it anyway
the race choosing screen doesn't have pictures on it :S so when you start its kinda by guess work what you get... also on the blink dogs if they get to green's area one will always get stuck in a corner... I'm sure it could be counteracted by a cannon if someone who has already played know that it happens but anyone new to the map would only get to the 9th level and then they're stuck with a unit they cant kill and that wont move.
Its not anymore difficult for the mobs...doesnt mean the bosses get any easier.
Just played a fun game of all spawns no shared income and around level 35 my middle teammate left. left and right left around 5-10. I received when he left 4500 which was way to much money for the individual spawns version. I can see in top spawns only losing a teammate is hard but in individual u just get a 4500 bonus without anymore difficulty cause his spawning stops. So u can upgrade and be good for the next 10 rounds not need to even watch.
Also i would love to test your new map and help any way i can. my name on BNet is shadawawa 311