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.
Am I the only one seeing this during the race selection screen? Its been like this for me since it's been added.
Good Job guys! Just finished the 6.11 version, some quirks but it's all good
sent you yet another update
6.11 US published
EU updated and update sent to Veridian: the problem with the game getting stuck in the occurrence of multiple nuke being queued is fixed for good :)
update sent to Veridian for US publishing
EU updated, if you guys tell me the changes are "noticeable" (they should be) i'll send the update to Veridian for US
I'm having a game with the trigger debug on ( average second per frame 10 or so :\), in *some hours* I will know it all (still at wave 15 :\),but already found a lot of stuff that could be improved significantly, I will probably update directly on EU live because this is gameplay related and not really a "test-the-feature" release, "unit enter region" is spot on of what among other is called too often
bug report - Armageddon: creeps stuck at hex hence the game never ends, all kinds of "too many treads" trigger errors. error loading score screen after i quit game.
ciopo, i believe there is a limit of how many entities that the engine can handle. (e.g. towers and triggers...) and this version have exceeded this limit. i remembered that earlier versions have LESS "too many treads" trigger problems. so i think those "features" that have introduced in this version have some how exposed this engine's limitation.
The carrier explode error gets more frequent at higher waves. Guessing that could have something to do with a unit enters region event, maybe two regions that cover the east and west side. If that is the case you guys should consider destroying carriers (and such) in a thin region just in between the east and west side so the game avoids creating all those threads for every unit that enters (guessing that includes some tower missiles too).
Trigger Error in "gt_CarrierBoundsExplode_Func' : it's not relative to wave 43 or armageddon, it's the trigger that destroy the carrier if it enter the opponent region
problem remain "too many threads", just like it is for wave 23 ability "some times" I'm studying what i can exactly do to solve this issue, that is more engine-related than map-related
Ciopo, it looks like there are a ton of trigger errors on wave 43. I looked through the code and you have changed so much stuff Im not sure whats causing it.
-Ghost
FYI this was reported on the Facebook page
Ok, didnt know that, instantly searched the live version when I saw here that it is live. I'm almost through and didnt recognize any bug until now(wave 45).
P.S.: I really like the new greed round, nice idea.
i removed it, if they try to play it they get a "map not found, it may have been removed" that it was a test version was on the splash screen :)
Still see the test version, the live version is on page 10 and I dont think that the people want to wait/search for the live version while there is the test version at the second page (most of the people dont even know that it is a test version)
"Retri TD" was a test version, I removed it now that I published the live version
On EU, i get the "Map not found. It may have been removed." message, any word on this?
EDiT: looks like it's all the way down >.<
Im updating the patch notes for 6.10 official release and its going live today on US
-6.10 is now live on US servers, please stop playing the test version for now. thanks!
Not sure why it would need a skip vote, and is -votekick disabled in this somehow? Never tried it, felt like it a few times though!
Anyhow, I was thinking last night, as a minor tweak, wouldn't the options choices be better the other way around? I generally go for normal, and it ends up being top spawns, which is getting kinda boring - would be nice to find out if we've managed to swing individual before choosing difficulty, so that if it turns out top I can at least try to knock it up a notch :p
Actual bug - don't know if there's a new version, this is on playing Retri TD on EU a couple of nights ago (6.9 I think?) - got to armageddon round, and none of the creeps went all the way to the temple, they stopped on top of hexes! Not all on the same hex either, some at each all the way down to the entrance to the bottom area. Also, creeps completely stopped spawning on west side...
At work right now, but I took screens and may still have the replay if it's needed!
unable to test till the weekend, sorry ghost