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.
Honestly, the Armageddon round is a bad addition. Its already hard enough to find games where you get more than 3 players and have another team to get the speed bonus, but now nuking 1 player on a team that leaks to the retribution meter and it goes randomly. Its like putting all your work into your maze and then no matter what, someone is going to get nuked. If its your team, you have a chance of getting nuked and theres no stopping it. It also puts a lot of lag into the game. So many messages of other people slowing down the game in these rounds. I see that it could be a fun mode, but nuking isnt fun. Especially after putting so much time into the maze and baam its gone. I would either make that round a reward/bonus round for minerals and maybe destroy a couple towers on the team that leaks the most. But a nuke is basically making one person leave the game in a map thats already hard to find many people to stay. How is it fun if you didnt leak the whole game, but then Armageddon comes and forces your team to leak and then you get nuked?! And you hadnt leaked all game and even gave minerals to your bottom player to help the team. The way Armageddon is right now, is something that makes it hard to fidn a good game and can randomly attack any player. Maybe just add Armageddon at the end of the game (LEVEL 51) so that it forces a team to win and is actualyl team vs team. it doesnt make anybody leave early. you dont want people leaving your games early, but you want them to paly to the end if they can.
@IlfirinVelca
As of the v5 the chats are seperate. And I do like your idea of another game mode of cooperative instead of versus. People would probably enjoy that but then players leaving would be mroe detrimental and it would cause a lot of shit getting talked from both sides about newer/struggling players
@VeridianEntropy
I thought i posted a comment like an hour ago but now I cant find it =/ Most of the stuff i wrote about has been fixed or noted since then so I will just mention that salmon85 had a good idea for Armageddon mode. I dont recall the specifics but his idea made me think what if you did it that it raises meter when they leak and once they hit nuke level it ends wave but DOES NOT NUKE just if they leak again it will nuke. Raising the retribution meter to mess with the other team instead of just outright nuking them
side note on some graphics glitches: spore implanter animation sticks where boss's are first hit and stays till they die. Seems to be following normal units correctly. Also the green splash on the ground from explosive spore hive attacks will follow some enemys. Noticed in particular on air units and no weakness (when its the changeling skin I believe it is?) didnt notice on any of the others. Also the upgrade build on munitions ive noticed on at least flak cannon and machine gun turret the animation plays and then ends and for a moment you see original until the upgraded one suddenly replaces it
Suggestions Autostart - yes i realize that your not going to remove this but I dont know if its possible to shorten the start time because 30 seconds is an eternity. I would imagine this is probably unchangeable and controled by bnet but throwing it out there anyway Ready button: in-game button to launch the next wave if everyone is done building and clicks it. Good for boss waves you've failed to kill on and other times when your just saving and not building
posting 54. test version on US bnet
search for Retribution TD_Test
fixed:
I have to go do my real job now :(
Maybe change the armageddon mode at level 21 to have slightly weaker mobs then currently, and instead of it killing the losing team, maybe just have it buff/give mins to the winning team.
OR, and this would possibly fix the entire thing, I still think you should add another game option where instead of LvR, it would just be all survive. I think a lot of people would be into it.
Also, in LvR, allied chat should only talk to your team. Dunno if thats an easy fix, but trying to talk about how to build, who gets what, etc., should only be to your side.
Also, Id love to be able to check this out in the editor, look over towers and such.
O Verid, the forfiet of speed bonus seems to not be in any longer. If 1 side leaks the last mob before the other side kills there's, they still get speed bonus counter.... when they failed...
Yup energy looks fine, all the towers are doing what they should be.
EDIT: For the armageddon, i would say if you keep the ones before level 51 just have it end as soon as one side leaks, leave the nuking for the final one.
Mind you, nuking usually means someone leaves, and as i find this a rather fun td, maybe just having the usual set amount of lives per side or make the nuke radius smaller or only able to kill level 1 and 2 towers. Remazing can screw you up and set you back, but losing your expensive towers is non recoverable.
found the flechette missle problem, fixed in my test build
Thanks for the report.
Located problem on blazing maw, it was only exploding on target point, if it managed to hit a unit id did nothing.
Also, sped up flare fort, gave conflag fortress a new effect and totally changed hellfire demon (btw his min range was set to 3... doh!)
Ill take a look at flechette missles next. I don't think you'll see any problems with energy, they are all direct damage
Not sure, but current wave and upcoming wave should be displayed WHOLE TIME.
Speed bonus still seems to break when someone leaves the game... Not sure if its trying to watch how fast the missing player is killing them or what. Also, Survivor bonus stopped working then as well...
Trip report from playing as munitions towers only. Everything looks good except for the Flechette Rocket Launcher. It seems to suffer from the same problem as the Blazing Maw, namely, its not hitting anything. It has air splash yet is outperformed by the implosion tower which is cheaper then it even including the upgrade. It doesn't hit ANYTHING on the ground. My goliaths built afterwards were outperforming it single target and it doesnt have splash ground either. Rest of munitions towers seem fine and to function properly.
Up next: Energy!
Thanks guys for your input on the organic towers. I have already changed the hellfire demon, he was just failing.
I'll leave it as a surprise as to what the replacement will be, lets just say it will be a worth competitor to nukes, The Solar Burst might be jealous
I'm also going to look at the flaming maw
Warlyik:
We are considering changing what waves armageddon happen on, perhaps just doing it on level 51 like originally intended.
@VeridianEntropy
Blazing maw - Doesn't look wonky in the editor to me it's just like i said it's only vaiable in large groups Flare Fort - Can't really see anything wrong with that one either
I'll take a look at the rest in abit
The only differences i see between the units asmallrabbit mentions is the range of the splash / search
Blazing Maw = 2 Spiral Thorn = 3
Maybe range slop of the actual weapon but i have no idea wtf it does.
I personally think the Armageddon Wave at 21 is fucking stupid. Meh, strike that, the whole concept is stupid.
Just ruined an otherwise decent game because people don't want to get nuked, rightfully. It's hard, if not impossible, to recover from a nuke anywhere near the center of your maze.
Most of the mobs that spawn past the 15 second mark are impossible to kill with the towers/income available. At that point, it's just whichever team has the longest maze wins out. That, is just stupid. It doesn't teach maze efficiency, it just teaches you to create the most gigantic, inefficient maze possible, but one that makes them take the longest path to the end. In v4 people were punished for large mazes that were inefficient. Now, you're rewarded. What the fuck is that about? Letting the noobs win now? The whole concept is flawed.
Utterly ridiculous and at this point makes a normal game unplayable.
@Veridian
The only towers on organic that i notice problems with are the Blazing Maw specifically, Flare Fort and Conflag both seem ok, the base fungal nest might have an issue but I never keep it for long without upgrading and the Spore Hive rocks. Its hard to tell if the Hellfire Furnace and Hellfire Demon have issues as there are a lot of effects going on when you get to em. With blazing maw the problem just seems to be that its not hitting. It SHOULD do a lot of damage but it rarely seems to hit. It doesn't track targets like the Spore hive does. Which is ok imo, since organic have a lot of towers with that mechanic already, Maybe keep the bounce and just make it bounce to more for the level 2 instead of changing it to a fast firing splash?
EDIT: Just got a Hellfire demon at wave 32. It should be able to 3 shot these mobs but it didn't get a single kill. So yea it is not performing as well as the munition nuke tower or the solar flare tower from Energy does. Those towers can kill entire waves by themselves.
The spawns seem to be fixed. The problem with Boss Scaling arises only, when a player leaves the game since he'll destroy a certain part of the Teams money, leaving them at a way weaker point as what they'd be if he wasn't there to begin with.
So ... maybe try and Scale the bosses only when a Player from a team left.
Raithwall:
Issue the second, the bosses dont scale, nothing scales right now. During testing things were far too easy when they scaled.
If I get enough votes to put back in boss scaliing then perhaps we will do it.
On the first item, I'll look at speed bonuses again, I guess I was just hoping that the other issue with multiple spawns was causing it.
Got a replay for you here from v5.3 you sent me. There's 2 things i've noticed when re-watching it.
1st) ... Team East get's a Speed Bonus Count at the Start of Wave 8 at (around 10 minute mark) and afterwards nothing happens anymore. No more additional Speed Bonus anymore for them after the 8th Wave. I think they had Speed Bonus on Wave 1 through Wave 6, Wave 7 went to West Team and then evrything scrumbled.
2nd) ... on the Boss, it's a Top Spawn with shared income. Around 8th Wave one from Team West leaves so we're left with 3 People and the loss of that guys money, yet ... our 2 Bosses are just as strong as the other Teams, which kinda explains why we failed at killing either of them.
yeah i think several of the organic towers that require a projectile to land somewhere then explode just are not functioning as intended.
The ones that work great:
The ones that are wonky:
if anyone would like to open the file in the editor and let me know what the issue is, that would rock! Or if you have any additonal info to add to this issue, that would also be helpful
Done ... sorry my Internet was kinda lagging ... downloaded the File with 0.5kb/s
Well ... EU is Up2Date again :P