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.
Wow that was wierd.
Top Spawns only and easy diff cause i wasnt paying attention lol.
Ok here we go first greed wave spawned at max 520k hp/shields.
Top right greed ran down and back up to top left's first waypoint then back down.
I played from middle location east side.
The message has a typo "Karallyschoosed munitions" is exactly how it said it :P should be more like "Karallys has chosen munitions" Simply grammar mistake :P
If anyone is on and wants to join me for a game. I can be found under Code: 473, or Vigilance.
I do like the new Greed set up. very well done ciope.
1.172 test is live:
Man am I happy I brought Ciopo on board :)
He must be cringing at some of the "noob" coding this Graphic Designer put together :)
I should send an update "soon" ( next 2-3 hours) with:
greed wave awarding the mineral multiple times fixed ( difficulty of it not changed)
removed hover tag from first boss (nerf will be felt mostly by energy-bio players for the damage from t2 towers that were recently made being able to hit air, with the conseguence of making the boss way easier than intended, munition might need balancing in that regard ( t2 munition now doing less than expected for).
little message to all allies when a player choose a race
race choosen indicated in the leaderboard
other things depending how long it'll take me making them working properly
@ ashgoz: it's a problem with how the UI present the data as opposed to how the effect is. I'll make an example with an imaginary tower. tower: base damage 50, damage vs armored 25, damage vs hover 100. that is what the ui SHOW, but the actual engine effect is deal 50 damage ( -25 against armored) (+50 against hover). so, against an armored hover wave, it would deal 50+25+50 = 75 damage.
that's also the reason first boss now feels so "squishy", it has the hover tag and recently all t2 towers were changed to hit hover
Thanks Ciopo for taking care of this, do you need me to publish another test on US?
The third boss is air & armored, but there are towers which have penalties vs armored and bonus vs air, what counts ?
i usually did the localizing Ciopo,
if you can get me the file i can take care of it.
u got a PM Ciopo
I caught on the multiple mineral bug, solved on next update.
Also, I removed the descriptor "hover" from the first boss, that should make it take approximately half the damage it took on last version from early t2 - t3 upgraded and unupgraded towers, most "nerfed" race by this change are energy towers, but it should be felt overall and it's "quite" a step up in difficulty for players who focus on little mazes with powerful towers, for a reference the upgraded t3 energy tower got basically it's dps against first boss cut in half (from 1450 to 725).
as for publishing a test version in EU, there the localizing problem is on the other way around: everything but what I changed is "param", I have little clue how to localize the tool available here form mapster doesn't seems to work properly for me, I'd like to know what raithwall uses.
Anyone tested if all 4 greed lane spawn and behave properly? unfurtunately the "test document" of the editor let me test properly only top left west spawn
Figured out why I was getting so much with so few feeling kills in greed wave.
The mobs are giving 3x what they say they give in greed...so if +10 pops up was actually getting +30 for the kill. Unless each kill counts as 3?
Test Version BTW.
@UDF2: Don't worry...armageddon round is over rated :P lol
If you know most people are gonna pick top spawns only...try to get a higher difficulty...I always choose unpossible when online now.
Hey ciopo, seeing that you're working on this on the GB editor I assume you're an EU player - are we getting test versions uploaded over here now or are they only being sent back to Veridian to use on US?
Personally finding the new version a little easy, but maybe because everyone tends to choose top spawns only so even though you're practically guaranteed to get to the end. And yet somehow one team always quits out anyway, so there's no armageddon round - I've still never seen that!
the "param" error is a localization issue since I worked on enGB editor, for it to be solved it's veridian that have to localize it.
The target amount killed per wave is 10 both if in solo or as team, it's probably giving too much money (16 per kill on round 5) when in solo because in that occasion it isn't splitted between 4 players, the first greed round should give about 40 mineral per player -> 160 mineral per team for it to be about in line with the old greed
Yea, I am having Bnet issues, its called Blizzard Entertainment.... It brings into question their actual detection method's for the hacking players though, as I don't even play the type games which are the prime cause (League PVP).
Edit: I've been reviewing some of the players profiles complaining about the bans, and its quite funny. There's a few guys who have never played League/Custom games (IE multiplayer), and yet are still somehow on their list of banned players (Preemptive bans for cheating that they'll do in the future perhaps? lol)
Also I can't test this easily but it seems the archfiend isn't really affected by vortex and other "special" attacks from mobs.
Since the attack is always on the ground...Even when levitated seems it still affects mobs that pass under it.
On the plus side. I was no where near counting seconds per frame on greed round :P on ultra settings.
Also it no longer auto destroyed a tower when I accidently blocked as energy(so hard to tell with those prisms :S) caught it before a wave spawned but I think that was a good helping block to new players since they might not know and block a path. But it also provides a challenge for expierenced players not blowing up to pay attention :S double edged sword we got there :P
But that seems to be all I see at this time with the test map. Cant truly test greeds lag without both sides. The only time I expierence a quick moment of lag is when I seem to be killing both of them at the same time fast for it to quickly switch between mobs multiple times in quick succession.
Also I would up there difficulty a little more...since its just 2 mobs total this way...all the towers can focus on them like a boss..which can make for some quick cash. Not much of a boost is needed since Doing the math split 4 ways and the fact that no maze wouold be as powerful as mine was solo...Would still be less than what the boss gives of that round.
For greed wave 1 looks like it ends with BEC68...not 3 numbers long like the rest.
Seems to also change a bit threw playthroughs but the main part that stays the same is everything threw BEC...the numbers after that change it seemed.
This poped up in place of +bounty amount
Param/Value/OD32BEC648
636 and 660 Also says that instead of bounty amount. Nothing that really affects teh game just small things. On greed waves 2 and 4 in that order. Greed wave 1 I dont have a screenshot for to look over yet.