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.
21 31 41 51 is armaggedon
Has anyone figured out how to do it?
Not sure if this is before or after your most recent change Ghost, just had a game go up to wave 28, and just stopped. Both sides were doing good, up until wave 21 Arma, nuke hit goalie.. tried to rebuild, but started spam leaking every wave, triggering more nukes on his team, and then eventually quitting. Other team quit around wave 25-26, so this might be a 'waves stopped spawning 2 waves after continue' type effect... Sending you a replay if you want to dig through that long..
We also stopped getting speed bonus after wave 1.. Other team had a Failway builder, so it was pretty much a guaranteed speed bonus, but we only got it that 1 time :(
Cant build during armaggeddon even if you want to due to the flooding of nmes
I thought the whole speed competition was a great idea .. that wont be possible with armageddon. Since its who builds a bigger maze then the next guy to not get nuked.
21 31 41 51 is armaggedon
Regarding my last message: what level is supposed to be the armageddon round? Cuz we just played it at like...level 20 or something...22 I think.
Also, I think it would be pretty cool if towers had multiple upgrade paths, which could make for interesting decisions. For instance, upgrade the gravity monolith to the implosion shrine for the slow/aa, or to the <name of upgrade2>, which shoots super duper slow, but turns air units into ground units. Things like that.
I still think the east vs west is lame, and have yet to find anyone that digs it. I kinda like the competition, but nuking each other is really stupid. The armageddon wave totally ruins the game. You should at least give us the option to just play through it. Especially with the game being more difficult now.
As far as the new version, I like that its a bit more challenging. Zerg towers definitely seem better, the new second tower is nice, and so is the tier 4 one.
Also had a bug a few hours ago, hasn't happened since, where the 2nd wave did not spawn.
Bug. Normal player failed connection upon entry , top selection spawn, error: No build cycle. just spawns
Just have boss wave 30 where shield purger don't work on the boss at all. :(
The problem with speed bonus gone I think it is because when a team loss the speed bonus to other team, and then when they get it back, it will happen after that. So if you got speed bonus from beginning, if you can keep it, speed bonus will be there, but if you loss it, and then you won't have that anymore even if you are faster later.
I realize the last armageddon is the tie breaker.. Can that be removed upon continue. I lost even though I won.
ok i think i see a problem with the wave timer and it restarting too early / often
I'll look into it, it will probably fix all these bugs since they seem very similar
just published 5.2 with vanguard bonusus fixed and the timer window not going away fixed.
Ill have to look at these other bugs later, thanks guys
Yup...had it happen on both Top Spawn shared and individual shared. Immediately starts the timer for the next wave as soon as one team kills it, but since the other team still has the wave on field nobody can build...then the next wave starts and they start rolling on top of each other.
so i've had several reports of the spawns coming too quickly in the shared income, all spawn locations. not sure what's goin on.
speed bonus only happen after 1st wave, and then no more speed bonus. :(, if it does, it don't show that speed bonus screen anymore.
Veridian, Does bosses not scale in original mode?
Can you switch the positions of upgrade and sell?
Can you add to top selection (new players) since it is the easiest mode.
Was getting error message from a dropped player, and wave counter stopped at wave 5.
replay available if needed.
Also autostart counteracts ability to change peoples positions. If it fills to fast you wont give anyone the option to switch.
There's a glitch on Top Spawn. The waves ran into each other and there's no build time. Started with wave 3. Wave 3 was still going but said it "ended" and then countdown timer started, got wave f4 as wave 3 was finished off, then wave 5 build timer started as wave 4 came in and there was no build time. Everyone dropped, but it seemed to had righted itself by Wave 6. Will post more updates as they come.
I solo'd a normal boss, with top spawns /w 4 players active, as top player. We did get several 8-10mineral speed bonuses though, but the total difference in my maze was very small (maybe got the upgraded static cannon and a second slow, that would have been iffy, if we didn't get all the speed bonuses before).
Game-breaking bug: 8p game, and somewhere between level 9 and 10 (overlap?), I kill a bunch of level 9 air units and get boss kill credit (+160) for each instead of the correct amount (+3).