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.
@lun029 I always took the reduced creep thing as you are the end of the line and this is a team game. You leak and all it gets added to the nuke.
spore implanter thing and multiple player defeated messages are on my list already but will not be fixed before v5
If any game breaking bug pop up however I WILL fix them, otherwise, my free time is spent on v5
But on a completely unrelated note:
The more bugs yall find, the less time Verid has to work on V5.
-Does Jedi Mind Trick-
-These are not the bug's you are looking for- :P
Yea, I can confirm the Spore Implanter is partially removing slowing capability. Seems slow effects only have 20-30% chance of landing on it while the debuff is up, even with a row of spikes to chain slow, get about a max of 40% slow uptime (every other square, for about 16 squares long).
Yes, last boss is easily defeatable, its just Nukes, and Solar Bursts, ect, have much less impact on him than single target towers. Theres 2 types of mazes (in general), the spiral/cube design, that gives near 100% dps time for high dmg turrets, and the multiple-pass style designs, that usually just make elaborate pathing routes, to give many passes across the same turret. Long passes, usually have low DPS anywhere except the middle, giving boss time to nearly fully regen before making another pass, making it virtually useless. Liquifiers/Implosion/Burst Rocket Launcher Towers all have very high boss damage:mineral costs, stacking many of either of those will basically guarantee ded boss (When not using a 2.5hr long maze that path's in front of just a couple of these many times.....).
I've solo'd one of those as Top player (with recent Vanguard bonus) recently on Normal, and had killed both as mid before that bonus using that method. Shield Purge is kinda optional (although either is useful, chain slow or constant purging). Probably even possible to kill him on Hard using same strategy, but might require additional funneling of minerals (IE planning ahead and mid guy drop a few extra nanite's before wave 49, and as soon as wave 49 dies, Bot player sells off his expensive turrets, and shoots all the min over to mid, to upgrade those into liquifiers). Probably killable with 4-5 Liquifiers and a shield purge on any difficulty.
Great map. Love, still playing it, but I wonder if there's a reason why the bottom player gets reduced creeps? I don't see the reasoning for it anymore.
I was playing 1v1, ended up that way, and it didn't make sense to me that he had half as many creeps that I did, being in the middle, got a last defender bonus (which I understand is coming to whoever the last defender is), and also ended up getting 75% of the speed bonuses by default. Any way to give the bottom person the full creeps and decreasing his last defender bonus a bit as a result?
Just had a bug where the last person eliminated got the "was defeated" message every round there after.
He was eliminated, may have been afk.
@Drakomier:
I have had 2 ppl they killed him on normal. So it IS possible.
Im thinking the shield purge and imagined burdens are required
Hey just wanted to say love your map its awesome but im curious is it even possible to kill the new lvl 50 boss he has such vicious regen that hes back at full health and shields by the time he gets to the next spawn point. Game was on easy, had 3 of 4 positions with players still playing and no leaks up to that point. and between the 3 of us no one could get him past 85% health. dropped his shield with the purge, but even that came back with in seconds
Just a status update on v5:
I plan on releasing it this week sometime. It seems like 4.48 is finally nearly bug-free, so it should give me time to kick ass on v5.
Right now I have the ability to choose individual spawns or top spawns done as well as shared / individual income done.
I'm currently working on adding all the new units to the game, I'll keep you posted.
@asakapatan:
these changes will be part of the v5 release, thanks for the input!
@futaman
this is not a bug, if someone quits / leaves during loading it hangs for a very long time. Also, the 4.44 file on here was not for public consumption, so I removed it.
@zerovisions
I will look into this, but seeing as I'm hard at work on v5, it may not be fixed for awhile, keep an eye out and see if it happens every time or was just a fluke
Yeah I was in a match here recently and upon loading the map, it froze on the loading screen. I came to the website to see whats up with it, and it shows that its still "up". However if I try to download the map, it fails to load properly. Now I was wondering if this is just because your updating or if the file has just gone rouge.
I'm not sure if this is a bug, but I just played a game (4.48, I think) where the Spore Implanter prevented the boss on wave 20 from being slowed (it worked like 5% of the time). It may be the same for units of other waves too, I wasn't paying attention.
Hello, is there anyway that you could buff zerg and terran towers? (I mean if you wanted to go all out terran, zerg, or protoss) So that you arent forced to make implosion+liquifier to make a leak proof maze every game or doing the same build order early game like you have to build flak canon for the first air wave. I really like your map and it would be really more fun if you have more choices early game to late game than doing the same thing every game xD
i found it, was soemthing i put in trying to fix the last bug...argh......
i got the similar issue as williamjgee. i got replay this time. no units were spawning in my area (east team top left side), but boss will come out in my area, even tho my team killed the boss, only me got no bonus. btw, how to send you the replay?
Just had a game. Got a bug where no units were spawning in my area.
It happened after the other team had left the game, level 14 +
You have to be careful with "If the stars allign on a sunday" bugs, gotta love to hate those :P
Btw, your Ret TD gave me the inspiration to create my own map. Let's see how THAT goes, not that it'll ever be popular D:
found the issue, it was only with east team and only after west team had quit... talk about a hard bug to find
after your last update i have been seeing and having towers randomly explode i think it has to do if units are leaked to the temple. it happens while the round is in progress or just finished. if you need a replay im sure i have a few i did 3 games after your last update and it happens each time to someone randomly
Keyerin:
I cant really tell what caused this, but Im 90% certain that I fixed it in 4.46
Im hard at work on v5 now and have done a code branch, so unless this problem comes back I'd like to not touch v4 any more.
Thanks for sending the replay