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.
Just did a 4v3, on the team with 4 players 2 got spawned with the same color in the top left corner, 2 watch towers there etc. Were getting double cash from speed bonus, but I think we were sharing income with each other? It was weird. The voted map mode was individual.
I haven't see any of those problems with single player... would need more specifics I think to recreate it to find a problem..
As for bosses though, its really not as much about the regen, but the lack of bonus dmg to them. Used to be special dmg bonuses on turrets did the majority of the damage to bosses (implosion towers 400%? :P), which now isn't possible. When we used to do 1k dmg per second, and now do 250 dps, and the bosses regen is 200HPS, its not the regen thats the issue, but the amount of dmg difference that we aren't doing anymore...
Both bosses will spawn regardless of how many players are on your side, this is intended
Both top spawns will always be active if you choose top spawns, this is intended.
If you want an individual game pick one of the individual spawn modes
Just throwin this out there, but on normal difficulty all by yourself (no AI supplemental income) the boss at 10 seems pretty unkillable..
On single player spawns shared income, with one player in the top left, the game still spawned a boss for the other top spawn.
Also, it seems to me that the the second and third tier of organic needs looking at.. ive never had or seen a successful game where organic was teched instead of the energy towers. I also haven't seen anyone build much beyond the second tier of mechanical to just deal with the air waves. It would be nice if these towers were viable.
ok adding the following issues:
energy tower death effects a little too crazy
wave 3 glitched? what does this mean?
wave timer doesn't always show on left like it should
probably remove diff adjustments for amount of players
for some reason the timer doesnt always show the correct wave
lower boss regen a tad
First noticed in 1.34, but true in 1.35
The crater left from selling the ego whip projector is persistent and the explosion is too large for the size of its tower.
Wave three still glitched.
Wave 21/31 countdown shows on the right under the retribution
Difficulty of top spawn mode is toooooo easy on all waves because of the scaling down of the mobs, but still getting all the minerals since you are not sharing with anyone. Perhaps the scaling down should only be for the mode that is not shared? I had solar reactor after 2nd boss and was one shotting all my waves.
The countdown to wave timer in the top left corner shows the correct wave # during building, but while mobs are out it always says "Wave: 3"
In top spawns mode, if there is only one player on the top and nobody below, then the other top spawn point should not spawn mobs... ie 1 player, I'm top left, pick top spawn mode, top right should not be spitting out mobs.
Ver 5 build 1.35 Solo Normal Top choice on spawn.
Hellfire demon has no firing animation and is OP in single player. (it literally was destroying 40 level waves by itself)
30 and 40 boss's regen is to high.
played 1.34 through on solo, all bugs appear to be gone. Will have to test for balance with people, going to sleep for tonight.
Sgat and I were trying those bosses with AI's filling in the slots, so the bosses were stronger, when doing top spawn solo, the boss is insanely easy, need to try with a full 4 sided group to get an idea on balance of bosses.
Top spawns, shared income, Hard... is really easy solo
When trying 1.34 solo:
Wave 1 spawned normally
Hit Continue, showed continue twice,
Wave 2 spawned and then almost immediately wave 3 timer started. Wave 3 did not spawn, and then Wave 4 timer started and Wave 4 spawned. At that point, the rest of the waves went correctly, but the wave 3 timer continued to show at 00:00.
As for an Ending, you can steal this kill video, I'm sure hardly anyone has seenz it :P
Idk if maybe its an issue of adding AI's, but if 2 players join a game, choose their locations (host does at least), and fills the game with AI to beef up the HP, the 2 starter locations for the players (before changing), don't get occupied by AI, and they spawn in the same location as the players (Default is top left/right of West side for first 2 players, if you change those to Mid for both sides, when you start game, West has 3 players, East has 5, with 1 player+1 AI occupying the Middle of both sides....).
On Balancing, I'm assuming bosses were changed so that the new Super Ultra Tower's didn't just blow them out of the water... but.. Since they're now classified as Light, they basically take 66-75% reduced dmg, because all towers are doing base dmg against them... With the bonus regen added in, turrets are barely even putting a dent into them (get shields off maybe, then you add in the HP regen along with shield regen after its gone..... >.<).
Testing without boss minerals, is a big difference, and kinda hard to really say if any particular types, or overall difficulty is getting to high, losing 1/3 of total mineral income (especially when losing 1 creep per wave to leak, usually makes you start leaking 2-3 within a couple waves).
Typos found:
Speed bonus windows says bunus in the description, not bonus.
Nanite Disassembler is misspelled throughout. (Says Dissasembler)
The description of Pain on the Temple of Pain says Robit instead of Robotic.
The description of Deadly Infection on the Infector says Biologicial instead of Biological.
Those are the ones we've found so far.
Currently, all other bugs appear to be fixed, checking some more.
known bugs in v5 Test have been eradicated as of 1.34.
Please play for balance now, remember if top spawn mode is on, it lessens the mobs life for how many players are playing.
Also, if anyone finds any more bugs let me know!!!!
good catch Kluno (on the splash icon)
I need to double check all dmamge on organic, some may be too powerful
napalm furnace no splash (fixed as of 1.28)
Yes, it is fix in 1.29, but when you select the unit, it don't have the splash icon to indicate that it has splash.
It seems like the Fungal Eruption Nest is doing more damage then the upgraded version Explosive Spore Hive. The upgraded version doing the attack animation which has a lot of delays and that might be why it don't do much damage at all.