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 think I won't make any more changes until that version is bug free, or it will never go from test to live
juggling exist since forever in TD games :), it's more of an asset than a bug imho, but I prevented it for greed waves again regardless since Veridian seems to want it that way
I like that greed bug...but to be honest its possible to do it with the current greed mobs anyway :P if you know what your doing and have a lot of splash dmg.
Gonna try new test version in a few have some things I need to do :S
1.174 being published to test on US servers
update: when a player leaves it's stuff is shared randomly amoung his allies, so if it leaves while being nuked the towers are properly destroyed by the nuke
sell ability is disabled on the greed wave to prevent juggling, building new stuff is still active
Massive changes always going to have "some" bugs. But over all the map is more interesting than V.5 or older
Been playing on EU this morning (v6.9) and found a couple of issues. Firstly, still seems like the greed round issues a check for nuke even though it doesn't raise percentage, thought that was fixed ages ago, apparently not by 6.9!
Secondly, I've been playing rather cruel today and buying up nukes for the other team as they leak :p But noticed that if a player quits before he gets nuked, while they're still on the way, then a) all his money stays in tact and goes to the other team, b) the nuke multiplier doesn't seem to go up. I bought them up to 100% at Nuke x2, the guys quit, nukes never land and it didn't change to Nuke x3 as usual. Bit of an exploit really, rather than a bug :p
there's a flaw with the current greed waves on test... since there are just two mobs you can build a maze such that you can infinitely ping pong the mobs by selling then building. as a proof of concept i did that with nanites in the middle for critical kills and got about 2k in minerals on wave 15 before boredom kicked in and i quit.
on next update ( done already, missing localization but now i'm going to sleep :\)
message on race chosen fixed
solved little issue that caused burden imaginator and acid spore spewer to not attack in some circumstances (tied to the smart targeting trigger)
last update:
smart targeting for acid spore spewer and burden imaginator
each medic on the medic wave heals each kid within range 5 for a % based on difficult ( 2.5% for easy up to 10% for unpossible, every second
remapped all hotkey to have a "keyboard" layout: first row of all builder have hotkeys QWERT, second row ASDFG, third row ZXCB ( blink left on B)
the greed move teleport to next waypoint if a greedy player attempt to block it inside a "box"
Wow, just figured out how to set max and min scroll wheel zoom on the camera while working on RR. Ill def be putting that in Retribution for next release.
ok all done!
sorry guys, laggin was working on the new map, ill upload right now!
Ohh it was just the difficulty and game mode I was on.
Location: West side
Mode: Top spawns only
Difficulty: Hard
new version sent to veridian US localized for testing.
east side greed hp should be fixed ( couldn't test myself without publishing)
right east side greed pathing fixed (need test for same reason of above)
medic spawning working properly when more than 1 spawn is active ( need test for same reason of above)
medic spawning behavior for all spawn need to be tested ( again can't test without publishing)
shield purger finally smart targeting :) know issue about shield purger: the attack animation and the target who receive the shield damage are missmatched ( it does the damage first and the animation 0.35seconds later(delay needed), so it seems like it deal it's effect to the next highest target typo error on the message for race chosen fixed
to do: west side top spawn hard, what do you mean exactly Karallys?
working on: making medics heal while moving, I think i identified the issue and "should" be there for next test release
adding smart targeting to spore implanter
Alright then just waiting for new test version then I guess :P
So anyway to turn top spawns for wave 19 back to what it was? It might not have been a perfect alternating spawn but having all medics on 1 side and children on the other isnt much better :P
Would like to test it truly with more than just me.....but can never see any testers online XD
east side greeed hp fixed
east side right spawn movement fixed
medic should properly be alternated when on multiple spawn points
shield purger still not targeting smart :\
WAve 19 medic spawns: I guess it alternated...top spawns only west side...1 side was all medics(right) the other was only children(left)
Dunno if it would matter but might: west side top spawns hard.
BTW it seems only east side is affected..west side seems fine.
Thanks Kar, ill look into it
Here is some screen shots.
He's in the middle. Now hes running to the left side.