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.
@asmallrabbit
I've just looked at the weapons in the data editor and the thorn spiral does 20 damage over 1 with upto 2 extra bounces at a distance of 3 each doing 20 (60 damage done maximum)
Blazing maw does 5 damage every 0.1 (Effectivly 50 when compared to thorns) with a spash range of 2 with unlimited targets doing 5 damage per hit (500 damage maximum over the same time IF you have the whole wave on the same spot)
So on paper if you can bunch up the mobs as much as possible the blazing maw will do more damage.
Where's Raithwall when you need him... This update needs uploading to eu
Hi, just doing some wierd builds to test towers and doing organic ones atm. I notice that the upgrade for the level 2 thorn spiral(?) which becomes the blazing maw becomes significantly WORSE then its base tower. It should have higher dps and splash, but the base tower with its bounce attack outperforms it by a large margin. It seems like its not hitting its target so its missing and only doing splash or something which ends up being very little.
I updated known bugs, please let me know if something is missing, there has been a lot of activity since Friday!
Added features requested that will not be implemented and a V6 wish list.
Ok just published 5.3 with the super nasty timer bug fixed.
Basically it want checking to see if a wave was done spawning before it checked to see if all monsters were dead.
This was causing the waves spawning on top of each other, especially during nukes.
It was also causing some of the speed bonus weirdness.
Since the rest of these bugs are less BAD, Ill try to wrap them all up in the next release, keep you posted!
armageddon mode is nice if the nukes was removed (A bonus wave springs to mind to increase your minerals once a mob reaches the temple the spawns for the team which leaked stop while the other team keeps spawns until they leak).. also another bug with voting mass clicking counts your vote more than once i think allowing you to turn the tides on voting.
Just woke up guys.
While I knew about the timer bug that is probably causing most of these problems lat night, I didn't have time to fix it, I'll get on it post haste today, real work permitting.
Also a few other issues from the last 3 pages I'll work on:
@VashStamped3
I assume thats because the trigger for updating the boss bars is based on the unit getting attacked and not a timer
Noticed a few things while attempting to play this:
-Menu screens were still sticking in test 5 if you too too long to select, dunno if that's changed went through like 3 revisions while i was at work lol
-Higher tier bio towers are still not working properly. I upgrade and suddenly i'm killing LESS. I know its been mentioned by me and i noticed some other people comment that the ultimate bio tower (diablo skin I cant recall towers name off the top of my head) just seems to miss or not attack specifically. I didnt have time to sit down and run through all the towers before work and since work I cant even get to the first bosses before everyone quits on me. I can also not comment on Armageddon mode since I cant get anywhere near it
-spore implanter: bosses get hit by it but animation stays in maze where they got hit regular units it seems to stick with them never noticed it except on bosses
-ultra unique towers: playing with my friend in v5 test he got the shield super building but didnt do anything to the boss. Since its all weakness's I think it should apply to them. On a side note though it rapes a particular type the ultra-unique just dont seem worth the money. They dont splash (that i saw) so they can only hit one enemy at a time, I might as well save the minerals and tech something that's going to hit everything harder and not every 3rd wave enemy set.
-autostart: that takes forever, it really does, might be better to remove it. Sure the host doesnt start it cause their afk occasionally. But if they are afk you dont want them (not) playing anyway
Overall I have been excited about v5 and am loving the new towers and such I have to admit I think I liked v4 better. It seems like this remakes the formula we have been enjoying previously too much, at least with random people. I love the new animations and build options, game modes (though I cant say I particularly like them in of themselves I do like the option. I do like the shared kill minerals bit though takes care of the hogging players for when someone new is leaking. I was a bit worried about the 'shared income' aspect but that is a brilliant way to do it). I will admit my views have prob been soured a bit that I just spend over 3 hours trying to play and never making it to the first boss wave
Just some Food for Thoughts ... When you go Top Spawns with Shared Income, you'll have 40 mobs inc. no matter how many people there are on each side. If you go Individual Spawns you get only 10/20/30 or also 40 per wave ... Might need some tweaking in difficulty on the Individual Spawn Mode i think (unless there's already sth implemented).
Also, the new Speedbonus is kinda weird. Even tho last game (which lasted till 6th wave and 2nd team got nuked alread ), we got it once and then never again ... and that one time we got it, we got 0 Minerals since they finished soon after us. Dunno, but maybe it bugs out the Speed Bonus if it starts/end within a very short period of time.
Found a error while playing earlier...
Trigger Error in gt_WaveEnd_Func: Could not egt player from paramer in PlayerModifyPropertyInt value -1 Replay File
Error shows at 2:15
Yeah just noticed. Thanks alot.
New Version is up on EU. Sorry for the Delay, just woke up.
Time to check it out *yay*
Thanks for the quick responding and a Brilliant time consuming TD.
Knud, there's already a person that will be bringing it over to EU servers, guessing its just a time zone difference delay. Prob will be out sometime tonight or tommorrow over there.
Armageddon does seem a bit severe though, especially with air units. We had wave 21 going on for a good 2-3minutes, and only things that were getting through was Air (stupid air, learn to fly over the mazing path like everyone else, gah!). Just having 2 of this might be a bit easier to swallow (21+51? or 31/51). Having them pretty much guarantee the opposing team doesn't survive to long after the nuke... is kinda harsh.
Side note: Game starting was actually faster without the autostart :( Only takes 10 sec for the game to begin from time host clicks it, auto-start enables a 30 sec countdown.. At least when I'm host, I'll wait 5 sec after last person joined, just to see if they plan to auto-drop group or not.
Hey guys.
I happen to like this TD alot and been following the last days comments, and was hoping to play the v5 now. But it seems that i cant find it on the EU servers.
So my question, is this US?
- Knuzano
Boss Health meters dont show regen.
Been playing this for a long time, liked all updates so far with exception for v5.2. Armageddon round took the fun out of it for everyone playing, and some of the ultra towers seemed to stop working after the first armageddon round as well.
Yes build bigger mazes then the other team so you dont get nuked
Sgat I cant tell if your not getting the speed bonus. It isnt displaying it thats for sure.