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.
"worker not getting killed when a player leaves : intentional to not lose it's "race""
while this is a 'feature' i am not really sure i like it, like this it might even happen one player ends up being "a hybrid with T5 towers" ... i'd rather suggest you give the research options the leaver had to everyonone's main building... like this the loss wouldn't be that bad and we wouldnt become all just hybrids ( might even get more interesting when there are more element specific research options...
anyways in my opinion this change of the 'keept' builder influences the gameplay and the balance a lot, be carefull not destroying the diversity and tradeoffs betreen the elements that make this TD fun to play.
Is there any hope of getting a real formal changelog on a page here? Tons of things seem to change for every version but I can't grok all the comments to determine what they were, and I'd like to keep up with whats new and take advantage of it.
EU updated:
just wondering, would it be possible to make it so if a player leaves, you give control of the units he had to everyone on his team, not actually assign the units themselves to another person. I know this might cause issues with some people being .... stupid, but it would make it so everyone had control over the builder as needed, maybe you just do it with the builder?
EU updated:
Quote: As for the towers of leavers being split instead of sold, that's not a bug, that's intentional. This way the maze stays up, the nukes still hit, the counter still goes up etc. If you want the money instead, sell your share of the towers, voila, you have your share of their value.
seems reasonable... BUT imaguine the case where one player gets all the T5 towers and the others just some small ones. If you want to keep the maze you should rather replace all the towers with 0-value towers (like fleshy pods) and split the cash from the real ones between the players
just played the eu test version ( normal/top spawns): - when players leave their builders are given to their teammates. Is this intentional ? ( happened on east team, top-left got bottom&middle builders ( no clue if also top right) -update: west middle player just left, east top-right player got his builder.. -update2: wave 23 stands on the path points ( between top & middle) ... is there no antistuck trigger?
especially behavior of the game when player(s) leave need testing, in particular
also being uploaded to US 1.178
new test version uploaded to EU, "checked" on an interaction between two triggers involving player leaving (plus some minor typo fix)
I'm reverting the player left change until i figure out why it fizzle so hard :\ think it have somethign to do with the number of players on a team and possibly also something to do with placement/player group of players who timeout the chosing of a race.
it just happened to me that mob completely stopped spawning on one side after all person but one left that side(a top position player, and (coincidence?) he did timeout the race selection) I'm absolutely baffled by it however :\ *thinkthink*
new test version on EU ( still called Retri TD):
builder going to the opposite side when a player leaves should be fixed
long tom attacking opposite side creep should be fixed
being able to sell stuff while under nuke fixed
test version of a different way of handling units special abilities, it should be less laggy and the "too many threads" trigger error shouldn't happen anymore
Nez im not sure whats going on that bug was fixed before v6 went live, im looking into it, thanks
Another bug, both sides of players are enemies with creeps on either side -> Long Tom goes for creeps of my enemies, I don't want to help them! ... both bugs on test version on EU uploaded by ciopo
Found another bug: few players left on both teams, and it gave me builder of player on other lane (west and I was on east).
yeah, that's why I haven't made it live yet. I'll try to get ahold of Ciopo so we can get these last bugs fixed so we can go live
Don't know about people in general, but I'm well aware it's a test, and would still rather play it purely for the greed round change! Yes, there are bugs, but none that have made it unplayable - mainly trigger errors.
As for the towers of leavers being split instead of sold, that's not a bug, that's intentional. This way the maze stays up, the nukes still hit, the counter still goes up etc. If you want the money instead, sell your share of the towers, voila, you have your share of their value.
Not checked about selling towers during nukes though, if that's been enabled again by a change then it does need to be looked at!
And again, I think there's something screwy with the popularity ratings the last few days, all the things I'm used to seeing up there are nowhere to be found, not just Retribution...
bug report for the eu test version, played about 1h-1,5h ago. ( normal, all spawns/shared income )
- when a player leaves, his towers are randomly given to his teammates, instead of being sold for a cash split. - kicking a player wont disable his spawn, and he is not removed from the game either. ( not sure what happens if someone leaves on his own ) - when a nuke is on it's way it can be avoided by just selling the towers it is targeting - the templers that are casting the mothership vortex create a 'to many threads' error resulting in a lot of secondary bugs... - lag might have gotten worse in non greed rounds, not 100% sure about that though...
bug reports are always helpful, test version will get removed once I get the 6.10 release myself from Veridian, I suppose he's doing the new splashscreen and updating the changelog.
as for the name, i was releasing it only internally for testing it on my own on position others than the "test documetn" from the editor, i wasn't expecting people to actually play it, makes me a bit sad, like how the most popular nexus wars is (again -_-) a clone
Quote: "Retri TD is my test version, not the live version"
well, it seems ppls are not really getting it's a test version, at least this morning it was more popular then the 'retail' version... in fact i am having trouble to see the retail version in the popularity at all... I suggest you call the Test version "Retribution TD - TEST VERSION" and the Final "[EU]Retribution TD" like ppls know it. If you keep this missunderstandable Naming ppls will think your test version is for real and will stop playing this map if it is buggy (like the current test version is).
btw. does it help u to report bugs from this test version ?