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.
Think there exists another Bug ... or maybe it's working as intended ...
Earlier in a game (occured twice already actually), when someone had nothing else but that upgraded tower which slows the targets in the 2nd Round, it didnt deal any damage. Even tho it's weapon shows a dmg property and the description also mentions the higher base dps than on the not upgraded version.
Also i was wondering if it would be possible to create a Button ingame that let you select all your towers at once ... helps alot if you wanna focus down certain enemy's or a boss (if you have both on u at the same time), if you don't have to keep them hotkeyed all the time.
Greetz Raithwall
Hey Veridian,
"Move pathing points so that all build areas have the 2 points at the same distance "
This would be great for bottom so I can do the same build i do on top, Please leave center the way it is with the L.
Ive played with slow as top and found it to be better.. all depends on your build shield purger works fine for top as well and have seen many people kill bosses with it. There is no reason that will ever be lifted.
Is there any chance of getting the cannot sell/rebuild a unique tower restriction lifted? I find it fairly limiting that the top two positions pretty much always have to get the shield killer to be effective against later bosses.
Also perhaps there could be towers that have pretty high damage bonuses against units with shields?
Siniste, Implosion shrine isn't OP, not anymore. Bosses just count as all weakness types (including Hover), for damage bonus properties, and Implosion has amoung the highest dmg bonus vs any type (+300%, so it does 4x the base dmg to air and boss waves).
Also, yea, I think fletch tower isnt performing as it should be with the number of attacks. Tested it vs wave 10 boss, solo, and it only did around 700 dmg ish to the boss in 1 walkby (like 3-4 sec walking), where it should be doing 249dps +200%. Either the dmg bonus isn't being applied properly, or its only gaining the usage of 1 of its 4 attacks per second.
My thoughts: Implosion Shrines are too strong. They can be used throughout the game (massing at the end) to win on normal difficulty. They have a pretty decent range and do insane damage, despite being an AA tower. Also, the terran Fletching tower doesn't do the damage it says.
That's about it.
Raithwall:
Glad to hear the map is doing well on the EU servers!
I think you are right about the spore implanter, it tends to steal kills :)
The kill goes to the one who dealt the killing blow.
Shared income is in the works for v5 (and is actually already in the test ver)
The lookout tower is only to keep new players from dying when the "do you have at least 1 tower?" detection is enabled at start of first wave.
-VE(Ghost)
First of all, kudos to the map maker, really fun to play and got almost instantly on the 1st page on EU servers :)
Also i'd have some questions.
First concerning the leaking of mobs. It occured to me, that at the later waves, once all the mobs got shields up, while i was the bottom defender i didnt get credits for killing mobs which were leaked by my previous defenders. There were a few waves, where they leaked a few really low HP mobs and when i finished them off, i didnt notice a increase in Minerals.
Does the kill here still go to the one who dealed most Damage, or could it maybe have been due to the center guy using the Unique Poison Tower and he might've gotten the last hit off.
Isn't it somehow possible, to implement some kind of a shared income on mobs which come from Top Spawns and were killed by defenders in the Middle or on the Bottom, because usually you don't have pug's being as fair as to give back the additional earned money ... resulting in even more leaks followed by even less income.
Also what exactly does the Lookout Tower do, except for usually blocking the path of your maze?
Well keep up the good work, can't wait to see Version 5 :D
Greetz Raithwall
What i have done on v5:
Organic Towers update is completely done, along with the animation update for organic towers, this step took me a lot longer than I thought it would, as its all in the data editor
Game modes stuff is completely done
3 New ultra unique towers are done
--
Probably going to spend all Wednesday finishing up the animation update for munitions and energy
its on my list and yes i thinks its c somehow connected with someone dropping before the game starts
Just had the Constant difficulty menu issue myself. I have a replay. Though its clear that when we got into game a person went into lag timer during the difficulty menu and due to dropping connection.
Just played a game and the difficulty settings would not go away, I had to leave the game :(
I saved a replay if you want a visual or w/e, just let me know where to send it.
Me want V 5 ME want V 5
oh crap i drooled everywhere...
cant wait... must have it..
uh erm I mean.. I love the ideas for version 5 cant wait to see it.
Yeah I noticed the reason was even if they choose all easy picking unpossible guarantees normal.
I changed the way it averages now, pretty much Everyone needs to pick easy for it to be easy
Veridian,
It seems the difficulty box is defaulting to normal due to not actually working. So far every game i have played has been normal.. not that im complaining. Even when the clear choice of the group was easy.
thanks for your input Laodecia, ill put it on my list!
I loved the map, and am a huge fan of anything and just about everything TD. Glad to see a newish kind of idea become popular for TD.
Suggestion: A short mode like elements TD had. So those of us who play frequently can select a harder mode and start at round 25 or 20 weeding out the early rounds that are too easy once you get the map down. Perhaps if you choose short mode you get 3-5 minutes to build out your maze with a start button in case teams finish early they can collectively force the game start after a larger than usual prep time. Would also turn this from a 2 hour map to maybe a hour and 15 minute game or so.
I don't know if this would effect how strong mazes are because people would have a higher start value and build accordingly to it, but could also limit your 4th and 5th tier towers to not be purchased during that pre-build. Or some other logistic for handling it. But either way I think a large population who have played your map several times would appreciate a bump through the early levels for time considerations and so they don't feel the urge to stab a spork through their eye from boredom.
This could also actually help people who are new to the map because if they are quick they can watch how some others are building their maze and get an idea of what to expect of the map.
just posted a huge update as to what exactly I have in store for v5.
Please be patient with the release, this is quite a bit of new content
Derick,
I agree with you about the making the build menus visible during downtime, though when the ready button is available in ver 5 this should give people plenty of time to look over their armory.
Top actually gets the most amount of money receiving double map bonus and possibly the speed bonus. Bottom receives the same amount as mid due to its halved enemy count. Receives a bonus to compensate for the lack of enemies. You were obviously leaking and shouldn't be. In all honesty you should be able to get to wave 50 without sharing on normal.
Then kill the boss.. Its a competition. If you dont then of course you are at a huge loss.. Though that loss can be minimized with the proper build.