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.
ok just published 5.1 with fixes to fungal eruption / spore eruption and hellfire demon
I'm not sure if you've addressed this in the live version, but is there anyway to get back all the money if we cancel a building? It seems to only give me half. =(
ok I'm going to look for a diff weapon actor for explosive spore hive
I see the issue
V5 is now live!!!
I'll continue to look at the spore tower and let you know!
Still didn't kill bosses on easy on v48 shared income... scaling still needs serious work imo. I think the huge towers are too expensive, and the mobs are increasing in regen/hp far too quickly. The only hope of proceeding forward is killing the bosses and buying the deepest tech'd tower you can afford.
Sorry to keep bringing this up but I'm still really confused regarding the explosive spore tower, it just doesn't seem like it's doing what its supposed to.
I just did a test on Unpossible with top spawns and shared income (solo). I set two Implosion Shrines at one of the top spawns and two of the organic equivalent (explosive spore towers) on the other spawn for the wave 19 air wave. Now correct me if I'm wrong but looking at the stats on the tower's weapons, the zerg tower should be just about as good as the Implosion Shrine at killing air.
However, when the wave spawned, the Implosion Shrines managed to kill all 20 units, yet the organic towers barely scratched a quarter off their shields. I know the Shrines have slow but even on their first shot they just about killed a third of the air units, whereas the organic towers pretty much did nothing. Is this working as intended?
all 3 fixed in 1.47... I think its time to release?
we both need some rest lol!
Was able to sell one tower to avoid a nuke with 1.46. After that it locked out selling and the rest of the nukes got me.
Also, when solo in a top spot, both bosses spawn.
before wave 11, it says it will be armageddon.
when you type -waves it has the old order.
in description before starting the game, it says sound efects, not sound effects (effects is correct)
Vash : Regen waves are gone now, rearranged things to get the Armageddon mode in there
Weak goes into x1, regen removed, biological moved to x8 and 21,31,41,51 are all Armageddon waves
Silicon :I'll take a look at why some of the organic towers do that
Lun : ill make sure requirements are correct
Regarding my previous post, I'm running into the same problem with the explosive spore towers. The more I make the less damage I seem to be doing. I played it twice to wave 20 just a little bit ago, the first time I made 3 of the spore towers and saved my money and was able to kill the entire air wave and both bosses solo, the second time I made 6 but leaked 6 from the air wave and couldn't kill either boss. The projectiles (and this goes for the high-end organic tower too) seem to disappear in mid-air and never land, and the mobs just run on by without taking damage.
Why does every Enemy have regen in top choice mode.. V5
especially when you have a wave specifically for regen.
I've been playing around with the new map as well. I've been solo-ing on top spawns and there's a glitch where you can get two (maybe more) ultra towers. So far, I think it only works if you build the Infector first. You're still allowed to build all three ultras. I've played a game where I had an Infector and Equalizer at the same time. It doesn't work if you build the Equalizer first. It locks out all ultras after that. Not sure about the Temple of Pain. Haven't built it yet.
I like the new game options very much!
Hey Veridian,
(This concerns the new V5 map) Just wanted to let you know of an issue I keep encountering when playing with organic towers. I noticed that when I built the end-game organic turret (the hell demon or whatever it was called), its shots would seem to "miss" most of the time. The turrets first 1-2 hits would land and deal AOE damage, but then the turret seemed to "break" and while it appeared to keep firing, it was clear it wasn't doing any damage. Interestingly, selling my conflag fortress seemed to help increase the number of successful hits, but I'm not sure if it completely solved the problem as it still seemed like random shots would miss.
Good luck, and love the new version. :)
ok I think 1.43 is ready for go live after i finish help screen
1.39 test
Summed minerals working great.
Nukes, if you sell the tower that is targeted the nuke stops.
If you get to 100% nukes, that part works perfectly.
Hard seems about right for hard on top spawn. Off to do other things, getting close!
Sgat / Derikso : just fixed the double occupancy thing w/o removing the drop down choices.
If the lobby host doesn't set the teams properly, then on game init, doubled up players are added to a player group and then reassigned to the first avail slot in this order 1,4,2,5,3,6,4,8
AI should not be included in the difficulty decision
Its an issue with randomly assigned players, and chosen location players. Kinda like there's 2 lobbies, everyone with a manually adjusted starting location is in 1 game, everyone given a starter location automatically by lobby is in another (although can't choose one their in). It will place the players that were randomly assigned in their correct locations, but the ones that chose a location will spawn on top of someone else (like with AI...)
i like the current distance between the waypoints at the bottom. this gives the bottom (final defense vs. bosses) a good amount of space to make a common maze between two staggered waypoints. with 2 waypoints, the most times you can have mobs run through a common maze is 3 by sticking the spawn and wp2 together and the the exit and wp1 together. so to get mobs to go through the same maze for each destination, the maze would have to occupy the space between the waypoints. making this shorter limits mazing potential