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.
Veridian since we finalized that v7 will be mainly about alternate upgrades for t1-t4, can you do me a favor and update the poll to ask the following:
"how would you want creep abilities to be handled in chaos mode?"
I think the option c is the "most fun", but i don't want to overdo it may it be that people get confused
test version is up on EU with name "retri TD TEST", please be troughout with feedback because my shitty netbook barely run the editor, running sc2 is out of question so i'm completely dependant on external feedback for bug solving and so on.
Anyhow, EU test version is up, "chaos mode" enabled: with the exception of first 10 waves, GREED, SPECIAL, BOSS waves, every other wave is randomized ( each wave should still appear only once).
please check that:
More game modes! o.O
Reverse spawn has my vote on that :P...Be interesting to see spawns go from bottom up
I'm in a business trip, sorry for the lack of updates :( , we'll be working on v7 "soon". should be mainly alternate upgrades for t1 to t4, i also plan on implement more game modes
I know what you mean....not really anything that I can see wrong with the game anymore....cept for 2 trigger errors and those don't really have a solution.
1) blink dogs trying to blink somehwere they can not obviously.
2) overseers trying to put turrets somewhere they can not.
most likely occupied squares for both already or trying to jump outside the map.(like off the bridge)
Soooooooooo quiet
Actually, now that you mention it Ghost, the loading screen is the same for me. Perhaps the TGA files you are using aren't reading well. Perhaps too high/low bits or contain a transparency layer that is messing things up. Something is bad with it, just not sure what.
I'll see if I can find something with the file you sent me.
Been a bit since I have played been busy, (WoW doesn't help.) Although getting back into the swing of things.
I just want to take this opportunity to publicly thank Ciopo for all the hard work he has put in on this project since the end of September. His devotion to this project has certainly helped the lag situation and improved the game immensely.
It has also given me and Mephs time to work on ShadowFall, things are really looking good on both fronts.
Ciopo and I plan on working on Version 7 of Retribution TD later this month. Basically as soon as we stop getting bug reports on the current version. Since "Alternate Tower Upgrades for t1-t4" is what got the most votes, that will be the key feature of v7, as well as some deserved balance and difficulty tweaks.
Can anyone else with the mac client confirm that we have a problem with the race selection screen?
also, do you have the same issue with the title screen?
I'm thinking this stems from Blizzards poor support of file types for images. I have had to basically hack in JPG support by renaming JPG to TGA to get it to show up.
about overseers: I don't know what to try anymore, the current trigger make a search in a range 5 area for a point that's turret free, plus the turret have a 1x1 size instead of the old 2x2, is in the air plane AND it's collision with anything is set to none.. and it sitll gives problem.
about long tom "distracting": the same happen now with the spore implanter damage tick and i picked up on that already I have a fix in mind but I'm not updating it yet since "per se" it's not a bug it's just that the abilities are now triggered by "unit takes nonfatal damage from effect" and not "unit is attacked". I'm undecided between increasing these abilities cast range to 100 or just excluding acid spore and long tom from being eligible targets, it's basically a "problem" with the abilities that are cast on the damaging unit ( mind blast, vortex, corruption, lift)
So yeah on US live version(6.12) the only trigger error that still happens(dont know how you can fix this without putting more tirggers in really) is the one where the overseers try to spawn turrets themselves but try to spawn it where there is a turret already. Outside of that only other annoying thing I saw was that mobs can get distracted by long range turrets and move to attack them and then run back to previous spot they originally came from to attack that turret.(See attached photo for one instance, mostly happens with air)
Kinda a bad image I saw after cause of the maze there but those 2 mobs actually just ran back from the center maze.
There doesnt seem to be much left to do anymore as of late :(
Also, sorry for absence was taking care of some things(working on cars when you don't feel like it in the road sucks, lol)
Kay, sorry for the false alarm. Someone musta hosted an older one.
watched the replay, that glitch is fixed already on current version on EU ( 1.something, think is 1.9, i upload minor updates way too often :) ) and US 6.12
6.10? because 6.12 update is exactly about that, if what you are talking about is flying units going to the bottommost-leftmost corner of the map, will watch the replay now
6.10 glitch: After Crazy Train or Blimp ( hard to tell ) Flying units will skew off their trail. Replay linked below.
Link Removed: http://www.mediafire.com/?s30058yd6nicm58
Perhaps the image type you used doesn't work properly on the MacOS version of SC2? That's my only guess.
on EU it doesn't look like that either, odd
uploading Ciopo's newest version 6.12
Also Faeo, I just checked all graphics modes and it doesn't look like that