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.
Game really really needs a Skip Vote Function and a Kick Vote Function!
has anyone tested the test map? i ran thorugh it and didnt see any bugs.... anyone else?
Bueller? Bueller? Bueller?
Hello? Bueller?
how is this test version is it ready to go live?
1.180 Test going up
wave 38: flame betty shouldn't produce a trigger error anymore when being placed, it also don't give mineral anymore
yup I sent you an update
Ciopo, did you see those bugs on the Facebook page?
"game stop after nuke" was what i looked at in that last release I sent you.
looking at wave 35 build/unbuild problem
Relic Rampage is now "ShadowFall : Relic War"
Fits the mood and genre of cyberpunk so much better.
Regarding Retribution TD, we have ahd a few more bugs spotted in the test version and reported on the Facebook page, thanks guys!
http://www.facebook.com/RetributionTD
Also, for those of you who dont visit the Relic Rampage page often, I'm going to be renaming the project because the word "Rampage" just doesn't have the right "feel"
I have a few ideas posted, let me know what you think
Was out of town, just got Ciopo's newest fix:
Uploading Test ver : 1.179
fixed some issues with the nukes, the trigger handling a player leaving got reverted to sell everything and splitting the money
Please test this version out, I really want to get a working stable version moved over to the live version
game just finished... but i cant post a replay :( somehow SC2 bugged, and no replay saving was availiable. ( SC2 displayed 'Error' )
armageddon do go on extra hp, so the max is actually 1040k/1040k. as for reducing it's lag, well, not much to do in it's current form I think
leave me a message there, because i'm in the editor currently
nvm i'm going to bed
it's just a normal public game that takes forever, but i'll msg you as soon as the armageddon round lag & errors stopped ;)
armageddon: -more trigger errors
-some banelings did not move at all.
-wave takes forever, and with a better team i'm nearly sure 520k/520k are not enough HP.
-wave does not end, units stopped moveing due to trigger errors ( probably )
uhm, mind inviting me? I'm ciopo.454 :)
I'm currently triggering but if you add me and leave a message here ( i check every few minutes) I'll log in, currently looking at wave 38 because i'm not entirely sure how to deal with the wave 23 bug, if it's not how often the trigger itself is called i'm unsure how to deal with it
we are still playing, i'll keep u updated ;)
on current EU version?
can you send me a replay for the wave 23?
wave 38 flaming turrets currently are still attempted to be spawned directly below of the overseer, if there's a structure there, a trigger error occour, same for the times a tribbered blink ends up being on as tructure or a doodad, not much i can think of there honestly, i don't know if there is a way to check nearest unblocked space, will give a look at it
-top spawns, hard, me @ top-left still to many threads error in wave 23 ( game does not bug though)
-not sure if i saw correctly but i think the spawned changelings from the aborations dont move.
-trigger error in 38 when my meph tower just attacked a burrowed turret (???) that appeared and left... not sure if this was a coincidance?
I don't have access to update the project there derickso, sorry
Karosh the player leaving handler got reverted to just sell everything and split the money