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.
indeed i'm not going to touch the idle trigger until we get confirmation that it is or is not what causes less mob to spawn.
what we need to know is if the little message "a creep died because it was idle" pop up when a mob is missing from a spawn.
by the spawn triggers i don't see how a mob could be missing from a wave only on particular conditions( and not always the same conditions, even), so my wild guess is it spawn but is removed by something else
i wish there's an option to skip the greed round on waves 30+
Ciopo:
Nevermind, it is working but the order that you issue orders after the idle is really wierd... as well as idle detection...
update: couple of bug fixed on the new way of handling players leaving:
when a player leave no longer some of his units are awarded to himself
if it's the last player in that group the units are destroyed
there's the event "any unit becomes idle".
update incoming:
another fix for the new building on/off: there was a problem when with multiple player building was still disabled when all the mobs on that area died but there were still active mob somewhere else on the same team of that area.
added little message "a creep died because he was idle" for whenever the idle checker kill something, it's mainly for testing purpose to see if that's actually the problem with 9 mobs spawning, but might as well be left on to the live version since knowing information won't hurt anybody
I plan to change the idle checker later on, i'm trying to get rid of all the timered event, this one is little anyhow so might as well leave it there if that's not what causes the problem (unlike the builder checker that fired more often and had some ugly nested code)
it's happened a lot, i've noticed only having _9 kills and not having leaked before as a bottom player and i'm pretty sure it doesn't happen for the top players. it's just easy to miss.
if you want another set of eyes i can do a code review for you.
The idle checker is really important so that just in case something gets stuck in a wall or something it doesn't hang the game.
I'm not really sure why it would despawn a creep that had orders though.
Ash, that's first time Ive seen that bug since the map went live. Which means to me its a super rare bug. We will take a look at it though!
brainstorming on it, given the code I think it's some interaction with the idle checker and the unit get removed before being issued to move. that sound really unlikely to me, but it's the only thing i see so far that justify missing creeps.
Just tried again without changing anything, and it didn't happen again for the first 4 waves (then i left).
my suspect is the idle checker
It was the live map on EU servers.
I've an update for a bug with the new building on/off thing i found and fixed. (sometime biulding was left allowed even while a wave was active)
Also, I published test in eu for the purpose of seeing myself that fact that less mobs are spawning for bottom/middle, and it's happening to me, only it happens to wave 2 to me, not 1, not massive, but armored, watching the mob spawning it's the 4th mob just like it happened to karallis
I'm not understanding why it's happening.
1.176 uploading
Ashgoz, is that the test map or the live map?
Hey, don't know if its just a display bug, but last game (All Spawn - Normal) all middle and bottom player just got 9 kills in wave 1, but noone leaked. I'll try to count the mobs next time to figure out if its just 9 mobs or the display is wrong.
Edit: Just watched the replay, and yes, only 9 mobs were spawning.
ops @ forgetting that i setted first wave being 11 for my own testing purposes, i should sleep more in the night instead of working :)
is there a way to get rid of the "continue/end game" dialogue box when playing solo/single team?
Just tried the test version and it starts on wave 11.........
as predicted my power has been off for several hours, its back up now, so uploading the map Ciopo just finsihed
Well we can wait and see. I have that replay saved...annoyed that it constatly craashes for me.
Heres some shots if it being skipped.
All 4 slots had players...noticed it at first cause last player had only 9 kills but we had 0 ret going into the next wave. Unfortunately Starcraft replay doesnt like me jumping around in the video so it crashes a lot for me. :S
You can see theres just a gap there.
weird, because "where" a unit is spawned is repeated for each player inside the cycle that determine how many are spawned, so if it spawn 9 massive for bottom in that game so would have been spawned for every other spawning position, was it just the two of you?, on the version i have the spawn amount for massive is definetively 10.
Guess right now I'll start to worry that veridian have been working on the map itself so we have different versions, i should take a break until he tell me otherwise :)
I would say yes we can..since we had it happen both times we went to test medic wave on both east and west side i can set up some screen shots so u can see but get some sleep and look at it tomorrow or something. :P