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.
it's 4.26 in the night and now I'm going to sleep after submitting this update:
switching building on/off : reworked completely, now should use less resources ( = less lag overall), side bonus it's also faster to "switch"
smart targeting of the burden imaginator: i turned the trigger that "should" have made it target whatever was faster within range off, until I figure it out why and when it makes it not attack at all :\ ( i suspect a conflict with the actors or effect form the data editor)
slighty changed triggers for medic heal: little improvement on "call", should reduce general lag of a tiny (tiny) bit, also, left there an unused event for Veridian to work on to have a visual effect for the heal itself :)
Also, I looked at the trigger for the spawners about that bug you encountered with individual spawn @ bottom for the massive wave.... and there seems to be nothing wrong there, can you reproduce it steadily?
Also on individual spawns the bottom and middle player loses one spawn on wave 4 massive...it would be the 4th spawn theres a gap for some reason :S don't know the reason...checking to see if it happens on any other waves as well.
When I say 4th spawn I mean the 4th one out of the 10.
Also same thing on wave 13 psionic, wave 16 robotic, wave 19 ??? for both.
watching replay to see if more.
Ohh about long tom...The 3rd degree burns it cuases...are cuased eve before teh shell hits the target so the burns are gone once the dmg is done sometimes.
update incoming ( I know I keep saying I will stand still and wait for a bit, but I can't help myself) :\
the trigger allowing building on/off is being reworked to be called way less often, should result in less "general lag"
i have to agree with crazy_king, the floating is annoying to build with. maybe just reverse the upgraded an unupgraded models?
I think you should change the model of the first energy tower its very annoying to maze them because they turn and point in all different directions maybe something like a sentry would be better.
Hmm, not sure how much longer I'm gonna have power today, we have some nasty t-storms in the area and this is California, so we are not used to such things :)
Just keep posting bugs on the test ver and Ciopo or I will take a look as soon as we can!
Yes, drones look dumb :) IMO
Also, roaches aren't available as models only for some reason so couldnt use them as enemies
May sound stupid and its not important, but I just noticed it:
Munition has SCV as builder, Energy has a probe as bzuilder, but Organic has a Roach as builder.
Is it just because of the look?
Ohh and I know this is a bit outdated now but..
@Hath: Those people who were banned and never played online could have had pirated copies of the game that connected to the internet...could have tried to hack achievement points...and many other things...did they have online achievements even though they never played a game online?
Haven't been able to find any other bugs. But then again solo play might be some on individual or with more players
Kar: it is 3
Thanks guys for being such great testers!
Would like to help you there XD but no ones on.
sell not reenabled when greed mob exit the region fixed.
Other bugs?
I'd like to have the medic wave checked how it goes with more than 1 player and "all spawn" mode ( not with just top players)
Also I thought teh minimum range on the long tom was 5 or 7? It says before you upgrade a minimum range of 3.
Yeah once greed starts cannot sell till they reach the temple.
Outside of that can't say ive found any bugs.
Shield purge does smart target(though useless still solo play XD)
Medics+children alternate correctly.
Currently cannot sell during greed waves.
No max HP greeds to start.
selilng get reenabled when he leaves the area already, unless you're telling me you tried and it wasn't working?
"Greed Round
Kill as many as you can before you leak.
Building & selling enabled."
Think selling should be removed :P
Also is it possible to just make it like normal waves where selling would be possible after the mobs have left your area?
Yes, juggling needlessly slows the game down for people. I really don't want it in this game