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.
Retri TD is my test version, not the live version
I was playing just yesterday, it was on page 4 as Retri TD. Popularity has been very weird the last day or two, and not just for this either, all the staples seem to have shuffled down and/or been lost...
Looked through the first 13 pages on EU and there is no Retribution-TD :/
well I still can't see the game even on the second page (where it usually was), could it be because I'm in EU? Hope it pops in back soon, cya :)
Looks like I'm going to make 6.10 live tonight with all Ciopo's bug fixes, the new camera, and difficult fixes, stay tuned for release announcement!
-VE - Ghost
game is up, its on the second page
im still waiting on approval of the test so we can go live with the bug fixes
"•game mode: pure TD, builders not allowed to build "in lane" ( the energy track, basically)" please don't :(
When will it be back??
hey guys, sup with Retribution TD right now? can't find it in the custom maps, are you testing or something? do it fast or be forgotten! :D
it is a "all your base" reference :)
So is the map ready to go live? any more bugs?
Ooh, thank you Karallys! You've just reminded me of something I've been meaning to bring up for aaages! Except now I can't remember the exact details...
But basically, another typo (I assume, unless it's a random "all your base" type reference...): when you select your builder, I think it's the tooltip when you hover over them, it says "You know what you doing". I expect it ought to be "You know what you're doing".
that's fixed, I don't know what's on the US test version, I sent like 721947 different files in the last one there's fixed more or less everything mentioned so far, except the spore implanter animation and an heal animation for the medics
should be "chosen"
Oh and I kept forgetting to mention this but...energy choosen has a slight typo.
code area probally looks like (player name) + "has chosen energy."
think it needs to be (player name) + " has chosen energy."
Missing the space between player name and statement. Just going by similar coding i've done to take a guess on that one. :P
Edit: I'm tired lol.
Don't know how many of you are interested in Relic Rampage. Been doing work on it while Ciopo tests and get rid of lag in Retribution. Here is a screen shot of it in action with the custom UI elements I've been working on.
well that didnt work, head over to the page to see it, its the top image
So what has been fixed and what hasn't been fixed in the latest test version?
Just wondering so I don't post something that wasn't fixed in that one but might be fixed in a version ciopo has...or was thought to be fixed and isn't. :P
Thoughts about Lag:
Hi, besides the Greed round lag there is also a considerable amount of lag in normal rounds with specific maze-sizes and tower combinations. For example the Ego Whip Projector has a high Polygon count and is even floating/moveing when used for mazeing it already creates lag. This lag is not a 'trigger based' lag but is gfx lag, since it disappears when scrolling to a different area (and my PC does not really lag that much normally).
Suggestion: - Check the Models used for Towers and pick for the cheap towers the ones with a low Polygon count & simple animations. Nobody will build 200x Long tom, but one might build a lot "Ego Whips" or "Psionic Blasts" etc.
Bug report: Blink dog wave, one of the dogs blinked into terrarian and got stuck into the wall dividing east/west and it brought game to halt. version: current EU (6.9 I think) replay: http://www.jamozem.sk/stuck_dog.rar
both ways would require almost the same amount of work in the data editor :(
While on the topic of the second set of upgrades to the lower Tier turrets, would it be simplier to simply add upgrades to the upgraded versions of the lower tiers instead? Like say: Nanite Dissasembler < Liquifier < Liquifer /w attack speed or Liquifer /w % dmg bonus or Gravity Monolith < Implosion Tower < Implosion Tower w/ medium bonus to xSubclass (multiple options)