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.
Heres the build I always go with at Top (there is a bottom version too). Its deceiving how good this maze is, simple too. The creeps have to do three passes through your maze and your main upgrades in the middle
I call it the 'three pass'
My Whale build for bottom (makes a good example for loading screen) I did not build any more then that just added higher tier .
My maze set up. Works on top and bottom but not mid, have a different setup for that. Very effective at keeping every upgraded tower hitting something in the wave.
v5 test is coming today. i just need to work out a few bug with the new features
No v5 :sadface:
Here's a maze i'm currently using. Works pretty well (on easy so far :P).
This was build on bottom spawn, around the 1st Checkpoint. Barely had any Leaks from the upper Defenders and no Speed bonus, since we were just playing with 3 people on the same side.
Ok im gonna try to get out v5 today.
It will contain the following fixes / changes:
3 New Ultra-Uniquie Towers
(one for each race) which utterly annihilate the corresponding armor types 3 Game modes :
1. Top spawns - 20 each spawn point for a total of 40, with shared income 2. Individual Spawns - 10 each spawn for a total of 40, with shared income (bottom spawn will be 10) 3. Individual Spawns - 10 each spawn for a total of 40, with individual income and vanguard bonus for top players (I considered doing top spawns with individual income but decided against it)
Speed Bonus Revamp
The current speed bonus will be scrapped in favor of the following system : the team who kills their monsters first is immediately allowed to build and can all hit a button marked "name_coming_soon". If this button is pushed, that teams build ability is turned off and a timer starts, for each second between the timer start and the other team killing all their monsters, a bonus is accrued. Animation Upgrade
All towers will have build and morph animations and many other super snazzy graphics upgrades Organic Towers Update
Organic towers will be overhauled a bit, especially, the poison thorn / miasma thorn tower. Armageddon mode
1. The final boss will now trigger "Armageddon mode" which will not so subtlety decide the fate of both teams by massive spawns of monsters with no breaks and building enabled. The winner of this will win
I have already made the bottom spawn 10, regardless of game mode chosen :)
@ Sgat, believe me dude, I can play the game. beat it on normal countless times with 0% leak. Even did it with almost no speed bonus as other team left nearly at the beginning and no leaks from top players that ended up leaving. Luckily, I was mid and another guy was bottom. Beat it on hard with like 1 mothership getting thru and thats the only leak. Just saying its boring on bottom. Less action cus u get less creeps. With good enuff maze, you shouldnt leak and stil lbe able to save. Also, u arent getting what im saying. BOTTOM player gets half creeps and last defender bonus is crap compared to getting mroe creeps. It gets boring waiting for ur teamamtes to kill their creeps. You get half and can deal with them so easy. ESSENTIALLY BOTTOM NEEDS MORE CREEPS TO BE ENTERTAINED! At least give bottom 8 for every 10 creeps that the top gets. Let the bottom player earn the minerals instead of the bonuses. I preferred the last version where each player had the same amoutn of creeps and had to deal with them to earn the minerals. Vanguard and last defender bonuses shouldnt replace the creeps. The whole point is to build towers in a maze to kill the creeps and survive all 50 levels (game isnt really team vs team; its team vs 50 levels). To gain more towers, u kill mroe creep. Not get bonuses. Thats what Im saying. MORE CREEPS FOR BOTTOM PLAYERS!
Verid, cool, sounds like a fair design.
Sherm, the last defender bonus is nearly equal to the same income mid player get without leaks from top. Its supposed to be equal to 5 mobs worth on that wave, which replaces the 5 they didn't get spawned at start of wave (although bot does seem to get overwhelmed towards end, with just the 5... idk, seems a common trend). Vanguard bonus is 2 mobs worth. A good top player, shouldn't leak. 1 leak turns into 2, 2 turns in 3, 3 turns into 5, 5 turns into MAYBE killing 1 out of 10... ect ect. Eventually they become a mineral funnel into middle, for them leaking early (which results in alt-f4).
Here's a replay, of a Top player, using a spiral maze, that only leaked like 6-7 all game on Normal (not counting motherships, but I winged em something fierce on way by! :P), and Solo'd my final boss. Didn't get any speed bonuses from like wave 15 or so on. http://www.filedropper.com/retributiontd21 1 Liquifier, 1 Solar Burst, Spore Implanter (didnt help for boss :P), and like 8 implosion towers by the end (woulda build a second liq, but my early math estimations of how much more money i'd get from waves, seemed a bit short of it.. so opted for imp's)
Leaked on like 3rd air wave, while saving for solar burst (like 2 i think, that got through without spore dot on them), leaked a couple on final Fast wave (but they all had spore DoT, which helped mid DPS, i swear! it was intentional! Moor deepz), and leaked like 6 severely winged motherships :P
@ Raithwall. Never had a problem beating the game, but it just wasnt fun being botto manymore because a good middle takes care of the leaks while you have to wait so much longer for minerals. I have beat the game on all levels except unpossible and with 0% leaks for the team. But I want it to be fair for all players. Bottom player is supposed to wait for leaks, but if middle has leaks covered, bottom player only gets half the creeps and a small last defender bonus which isnt anything in comparison to always getting half the creeps of the other players. Thats 45 levels of half the creeps and you are getting only a small last defender bonus, while the top get vanguard bonus which is almsot as much as the last defender bonus. So being on bottom sucks and it supposed to be the palyer that covers em all. BTW, for those who cant kill the bosses, keep ur maze tight. Make the creeps walk farther without spreading ur untis too far apart and make an area where the creeps cross mos an area where you have your strongest towres and some slowing units and unique towers.
I was just going to try a linear progression, 1 "monster bonus amount" per second or per 5 seconds.
I think if we get too crazy with it, it will throw the balance out of wack
Thats an even better idea Verid :) I hate turtle games... and thats what a lot of these players fall back on, dependant to maze with max turrets, in attempts to kill that 1 extra creep, that typically just leaks out anyways...
Is it going to be a huge difference for like 1sec speed bonus, or is it going to be equally proportional to the time difference? (IE if 2 sec was 20 min each for other team, would 6 = 60?)
Nykonis :
If I feel like I can get what I'm working on to a stable state soon, i may release a pre v5 update. It wont have the command towers and heroes, but I should be able to get everything else in there.
Regarding voting players out, I considered it at one time. I haven't had a lot of requests for it though
Can't remember if you've ever mentioned this...but are you putting in a way to vote players out of a game? We just had a bottom player sell all his towers and intentionally leak because he failed to plan ahead enough for the air levels. Basically ended the game and wasted time of players on both teams.
don't suppose you can implement that now? like right now? :) :) :)
Was just programming the new speed bonus with ready button and realized... we don't even need the "ready" button
All I need to do is enable building the second all mobs are dead on that teams side and start the bonus ticking... The bonus runs until the other side is done
@ Raithwall:
Teams will be enemies in v5 for Good reason. There are going to be hero units that can attack the other team's hero's or the monsters.
I have not made v5 live yet, but yes, the changes to bottom will be in there
@sgat I think veridian already posted the changes to bottom lane.. along with an interesting option to have all the waves shared through the top. Though seriously the game seems too easy. There is no reason that leaks shouldn't happen on bottom row unless you build perfectly as the bonus is roughly equal to the extra mobs. In fact.. perhaps thats part of the trick.. the upper rows should send some minerals to bottom to ensure no leaks occur. In any case, I managed a game from levels 1-50 with zero percent on normal difficulty and the only wave that needs rebalancing is 49.. that wave is psycho =x