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.
I skimmed through the first couple of pages, but didn't see this mentioned anywhere: Sometimes while on levels with vortex units my friend will get defeated and kicked from the game. He doesn't even receive a message, he just gets kicked back to the menus. Here's a replay where we 2manned unpossible and he was defeated on round 42.
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=161503
Hi Ciopo
I believe that any damage, high or low, can activate abilities such as Goo Burst or Vortex (very visible) that's why I do 2 maces. I played alone, West Team, Munition, Middle and the rest of slots AI. Maybe some of this, or all together, cause the problem. I'll try to test it with more people, the two teams, different maces, more maces, etc.
Thanks about debug explanation, now I know that only notificated abilities are "activated" =)
Thank Wallyx, I've been abel to briefly test the test version from a relative house, and i don't incour on the problem you get, alos abilities are working, so i'm not entirely sure what the problem is, gut feeling is it have to do with the localization, i'll take a deep look in the files with an MPQ editor but for now i won't change anything on that regard since i would have to re-do any localization fix every time i add something after.
waves that says "special ability number:" that's debug for me, just to have a reference of what they have randomized, if it's a number it's no ability at all
chaos mode seems to be working fine,until "what" the new towers will be is finalized, I think I will begin to redesign the moving triggers to solve some of the creep problems karallys pointed out and also to have a mean to introduce a "reverse" mode.
Also, feedback on this concept please: a worker ability to "unstuck" a creep in your zone, do/don't?
To those of you who are fans of my work on Retribution TD, my other project, ShadowFall : Relic War is in dire need of a reliable "Data Editor"
I have gone through 2 different people so far and while both were extremely helpful, both basically didn't have time to work on the project.
The map itself is a combination of several genres: Tower Defense, Hero Defense, Tug of War, and Capture the Relic. Please take a look at the page and let me know if you are interested in helping and have time.
Hi again Ciopo. I do some tests on Chaos EU version alone, no one enter =(, and after I chose a race and when Kerrigan speak, the same Triger error that I said in the other comment apper: Trigger Error in 'gt_INITInitilization_Func': Unable to get 'text' from parameter in 'BoardItemSetText' (Value:0)
All waves have a notification,but not all appear the ability, for example wave 1 said "Wave special ability number 0" or in special wave(Med & kids, etc) and boss said the same notification of wave 1, but the number is (Wavenumber - 1) except kill team that is the same as wave 1. I have a list of all waves with monster and "abilities" but for simplicity I tell you the skills I have been notified and if they work:
-Blink (2 Air, 1 ground) NO
-Goo Burst (3 ground) NO
-Stim(8 ground, 1 air) 1% & 1,6% works, rest NO
-Flaming tower (2 ground) NO
-Mind Blast (1 ground) NO
-Lift (2 ground) NO
-Cloak (2 ground) Brutalisk NO/Odin YES
-Def Matrix (1 ground (murloc)) NO
-Vortex (1 air, 1 ground) NO
-Changeling (1 ground, 1 air) NO
Those are all the abilities that have a notification, the rest appear as a number and nothing happens. With the cloak ability, I think it works, but when I test it with Brutalisk, I was at 1 mace, huge damage at the entrance, the other tests I do was with 2 maces to confirm if any ability is activated.
One more thing, the random system works. All tests are different, both monsters and abilities.
One again, sorry for my english, if you don't understand something, tell me and I try to explain it =P
Edit: Wave 1 to 10 and especial waves, work. Tips at waves 2, 3 & 4. Only wave 7 have the Stim notification, rest (wavenumber - 1)
New test version up on US servers with the changes below that Ciopo has been working on.
test version 1.3 up on the EU, should be properly localized for all languages and have the ability working on random waves
I can confirm that waves 19(Medics & kids), 29(Ghosts), 39(Crazy Train) and 49(Kill team) are working with their respective abilities.
About the notification, yes something said at the start of the waves, but with the "param" error.
1 more thing I forgot, when I write -mode, at chaos mode, it says "Top Spawns, shared income, Advanced waves are randomized" I think that is the text of "chaos mode", right? Is a bit ironic, no?
thank you Wallyx!
about the various "param" errors, that's a localization issue, next update i'll make sure have the test version localized in all languages, sorry for the issue
did any wave other than any of the first 10 and 19,29,39,49 have any ability? you mention thor with shield replenish, i assume you were trying out the chaos mode, were there any notification at the start of a wave if said wave had a special ability?
abilities aside, were the order of the waves randomized?
Hi gyus. First, very god job with this TD, I really love it. Second, I found an error and a bug in V6.10 and an error in the Test version in EU:
In the v6.10 is with Blink ability (I think try to blink to the same location of a tower): 'gt_SPAWMainldleMover_Func' Unable to get 'point' from parameter in 'OrderTargetingPoint' (Value:0) The bug is when, exactly Archon wave, Blink out of the mace and can't found an exit location, didn't warp to the next waypoint, even near the bridge. I can't give you a screenshot, when I try the only thing I get is a beautiful black screen >.<
In the Test TD this error: Trigger Error in 'gt_INITInitilization_Func': Unable to get 'text' from parameter in 'BoardItemSetText' (Value:0)
And in the mode selection window where supposedly is "chaos mode" appears this : Param/Value/4A5A582C and in the "Main objectives" tab, this appear in every wave "Param/Value/892A9AC4XX(Y)Z". (XX=Wave Number) (Y=Mob Type) (Z= Mob Name). Another thing I noticed is there is no abilities except Blinkdogs, Fast marines with Stim, the InstaShieldRegen at Thor Wave and Hammer Wave and Invis at Ghost Wave. I was thinking that I kill them too fast, but lot of mobs reach first waypoint and never do anything. Another thing with the Main Objetives is in Wave 49 and 50, in "Y" appear Biological and nothing in "Z"
Sorry about the screenshots, if anyone knows how to made them better than a Beutiful Black Screen.... I save the replays if you want to see them.
Greetings and sorry for my english =P (Spanish SC2 Member)
Yeah no problem.
Sorry can't help you much with chaos mode atm.
It's been a while since I last heard from Veridian, he's not answering my emails. i've sent him an update to publish the test version on US
Anyway, anyone in the EU that can give me feedback on the chaos mode? I need to know if it work before making any other change
thank for the feedback karallis
Also...the wave 40 boss...I got to see it actually use cliffwalker and go around part of a maze XD
Dunno if that was thought to never happen but red player used the top of the map as part of his maze and it cliffwalked up a little and bypassed a couple of lanes.
Why do I always seem to get the interesting games lately lol.
Also on the chaos mode abilities. You could always try using an array that resets on the boss waves to prevent the same ability from happening 3 times in a row...I dont know about others...but 3 waves of mobs lifting my towers and passing me in almost straight lines might make me punch my monitor. lol
BTW I have not touched the starcraft editor to know what I can and can not do with it just throwing out some programing ideas that I thought of right when I read that spot.(Totally missed that post earlier.)
Ok here you go ciopo. I was able to reproduce it and there was a trigger error that came up this time!!!
Trigger Error in
'gt_SPAWNMainMover_Func': Could
not get point from parameter in
"UnitSetPosition' [value: 0]
heres and image of it for you.
Here's where it says blocked.
And heres where it jumped to right then also.(Sorry the board kinda cut the waypoint out of the photo...http://i2.photobucket.com/albums/y48/karallys/Starcraft%202/Screenshot2010-10-2321_42_46.jpg )
As you can see it skipped the one in the middle all together. The block is the machine gun turret just above the second waypoint(if you include the one on the bridge). And it never moved again from that spot. The other greed mob did same thing as well.
Gonna try to suck and block myself like that and see what happens lol.(btw it was a simple mistake but he was sucking everygame I saw him play anyway)
tell me if i got it straight he blocked the greed mob from reaching waypoint 2, it teleport to waypoint 3 ( bridge area), says it's blocked and then get teleported back to waypoint 2?
or did he block it inside the path between 1 and 2 and it get teleported to 3 after he reached 2?
if it's the first case it's odd because if greed was blocked "Out" of 2 he should have first teleported to 2 and THEN to 3 being blocked first outside then inside
I wonder what happened because the "teleport on block" was tested ages ago and the behavior was consistent into teleporting "correctly" first to the current waypoint target then to the next one ( as opposed to normal waves who just skip altogether a blocked waypoint
Can you try to reproduce it and see if you can consistently reproduce it or if it was only something odd?
Here's a glitch of a scenario I though might never happen but someone did it.
Top Spawns only and he was last player on west side. US live version.
A single path goes from waypoint 1 to 2(straight line no turns in this part). The player blocks it at one of the turns in the maze. The greed mob gets to the waypoint just outside the area(the one on the bridge im gonna call it). The word blocked jumps up and it teleports to the second waypoint. Which as I said is part of a line together so its still blocked in. Stays put doesn't move. When its hp was brought to 0 it just disappeared. Yet the game also still said it was there in his maze cause it wouldn't let him sell the turret. Game froze and wouldn't progress any further.
Bout as descriptive of what happened as I can get for your netbook Ciopo. Don't plan on it happening much just figured I would let you know.
test version 1.2 on EU battle UP
fix: the dialog with the mode choice is now big enough to properly contain all the options
update, general: on waves with abilities now a little message is sent to all players describing the special ability (need test)
update, chaos mode: abilities are now randomized, any wave except first 10 and GREED,SPECIAL and BOSS have a chance (53%) of having ONE of the ability in a completely random fashion ( no control over how many times a singel ability may get picked, each ability have about 2.3% of end up being picked ( test needed)
please provide feedback since i can't test it myself.
not sending anything to Veridian yet for US publishing
As long as I dont have a vortex and lifting towers at the same time I should be able to manage.