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.
@ Faeo:
Already got rid of the Armageddon levels on 21,31
Lowering the nuke radius a tad is a good idea
lookout tower upgrade is a good idea too
Builders already have blink.
Faeo thanks for the tons of input.
I need to digest this and see whats appropriate to change now / add to wish list.
Vash:
The ultra uniques will now retarget a random target in range every time they attack since their effects are "total"
@faeo
Technically its a (4vs1) vs (4vs1) The look out towers have a purpose. it stops the game from killing you at the begining. Try selling it before you build anything see how far that gets you.
the 60s lag window from alt and tabbing is from people who run in true fullscreen. If they ran it in fullscreen windowed it would a) alt and tab quicker as the games running to the desktop resolution / colour b) not give you the 60s window
the probe needs a "phasing" mode > thats why it has blink. use your hotkeys its not rocket science.
As for the resistances on mobs. Thats already ingame its just it needs to be stronger later levels than it already is
I really love this map. It is probably my absolute favorite TD map out there at the moment. However, nearly every time i play there is rarely a finished game without MOST players leaving. There are a few reasons.
1) Nukes. If anyone ever gets nuked the game is over. Everyone on the team that was nuked quits. Then everyone else quits. This includes the new Armageddon round where someone HAS to get nuked for it to end. Games simply end on this round and it is NOT FUN. From my experience, people who love this map play to beat the map and don't root for the other team's failure.
Change how nukes work. Make them less devastating. A nuke should hurt a team, not end the game outright...especially now that they are mandatory. It only needs something simple like instead of 1 - 2 nukes that destroy EVERYTHING have 3 or 4 that destroy things within a 4 - 9 block square. There needs to be a way for a team to recover or there is no competition and people just ragequit. Whats the fun in that?
2) In the end there are just too many players. I've never played this map with 4v4 ever. It is always 3v2 or 4v1 or something like this. Players quit for a slew of reasons and it only takes 1 person quitting for the game to be over. There needs to be a smaller version of this map. I'm aware that i can start the game with less players but when joining a lobby it is IMPOSSIBLE to do this as someone will always join making the teams odd and then *poof* it is filled. There needs to be 1v1, 2v2 and 3v3 versions of this map. I would bet my life that a 3v3 version would be infinitely more popular.
3) Build time in between rounds is too short. I consider myself a veteran and I still can't build fast enough. Something simply like having a "ready" button after key rounds like boss rounds and the first round would be helpful.
4) look out towers are pretty annoying. Deleting the stupid things is just another few seconds i waste in between rounds trying to build. Make them useful somehow. You know what would be cool? If you could upgrade it to something really useful. Since it is randomly placed, you would have to build your maze around it to utilize the upgrades. That would be a hell of a lot of fun. At the very least, let us sell it for 3 minerals.
5) Towers and what they do is overall confusing. These need to be simplified somehow. I don't mean changing the towers themselves, but the menus don't tell us enough. Right now we can't see a tower's upgraded version until we put it on the ground. Once you know the map and know the towers thats not a big deal, but new players *always* have a hard time because they just don't know what does what. Something simple like having AIR, GROUND or BOTH as separate categories or columns would help. You need to be able to see this better as well as see exactly what upgrades are before the initial towers are purchased.
6) Late game downtime is also a problem. Once my maze is set and I have 5 shrines running, i can pretty much sit and wait for multiple liquifiers to be purchased. As stupid as it sounds, games end because of late game lag...why? People get bored and tab in and out of the game to check on progress....which sets the 60s lag window for everyone in game.
Having some waves that are immune or resistant to one type of damage or another later on will help because you need to be diverse to win. This would break early game, but late game (wave 25+) would be great. It adds a new layer of challenge to keep you actively playing at later stages People will still want to be able to get one of something big so i don't know how to balance this. Maybe have resistent/immune waves give BIG mineral pay off to offset the cost of putting up an array of wave specific towers.
There are also a few things that I have wanted to see added that are less consequential.
1) East v West terrain difference. I really think the tile set for each side should be distinct and unique.
2) I'd like to see towers that have different possible upgrades. Something like a tower that can have one of two interesting bonuses like increased rate of fire or a slowing effect, for example.
3) I've always wanted to see a teleport tower. Something that will teleport a single mob to the start of the maze and force him to rerun it (bosses are immune). The teleport tower would need to have a cooldown of like 10 seconds but just have a little extra something to prevent leaks would be great.
4) Towers that make mobs walk backwards would also be cool. Same as the teleport tower idea, there would need to be a lengthy cooldown or mobs could only be turned around once bu a single tower. Probably needs to be an expensive tower.
5) the "path" waves run should be visible somehow so players can see better how to design their maze. Running your probe around works some but it isn't exactly ideal. It would need to be as a toggle or be extremely minimal visually. Over all this isn't big and could probably go without.
6) More 4 block towers. Once i experienced this I thought to myself (this is brilliant, it changes everything!) but it was only for 1 ultra unique tower. Would be nice to see more 4 block towers as special towers.
7) the probe needs a "phasing" mode where it can walk through buildings. sometimes it can't reach an exact place I need it to go in time, and increasing it's speed will just make it more annoying then useful.
Thanks for the map and the hard work. I hope this helps you some. Cheers!
Awesome work man! Glad to see some extra tower abilities. ;-) You're getting the bugs knocked out super quick, too. Keep up the good work, but take a break sometime lol, don't get too overworked.
Could you clarify, what is random targeting thing?
Veridian,
When 8 players are in, The Score menu with all the names drops the build timer so far down that it is not visible.
@VeridianEntropy
Don't worry about it.
I've spent days looking at some code i wrote once which wouldn't work only to find out i missed a capital on a variable. It had be doubting if it really worked.
Can't wait to try this release
1) wave 30 boss invincible : found - i forgot to update my "check for invincibility" code when i changed the bosses rate of hp increase
2) guided missile battery exploding : found forgot to exclude structure from targets
3) speed bonus window : fixed it but can't test b/c bnet is down
4) didn't see any problems with the temple of pain, tested vs the 4 types its supposed to hit
5) build timer not always visible : cant reproduce this one
Soon as bnet is back up ill test the speed bonus thing then publish
looks like as a bonus on 5.5. ill have the random targeting thing going on the ultra uniques
Thanks for all the hard work man! Love the mod and the speed bonus now fits the game very well. Makes it more competitive as team vs team as well as the Armageddon finishing the game.
Veridian,
"figure out some way to get unique towers to change targets"
If you talking about the ultra unique would reducing their range and increasing there speed fix that issue. They will stay on target less and be able to pick up new targets faster.
Could you add a -mode function please.
GAH
I totally screwed up on lvl 30 boss, sorry guys, my bad,
Ill get 5.5 released right away with this fixed and send to Raithwall
ok after playing new version have encountered some bugs they are: 30 boss invinicble no health bar Temple of pain dosent affect all types that are listed(only seems to affect psi and weak) Guided missile battery disapears after 1 round somtimes 2 and will occasionally take other towers with it
thats all ive found so far thanks for the excelent map and freguent updates
@VeridianEntropy
Can you send this to raithwall so eu can get the update?
Cant get a game which isnt easy(I vote unpossible every time, but the other 7 choose easy/normal)
Must admit I havent overlooked the options - will throw a look into them..:)
Scallesen you can host a game with however many people you want. The addition spawn options allow for that. Specifically the top two selection.
Try Normal and Hard.. Unpossible?!
I think a lot just browses through the mods and this simple wave offset is just to filter out the ones who just are there for the looks - and I dont recall having played a game, where all 8 players stayed to the first nuke.
Besides - completing the game on easy really dont require much skill.
Maybe make more versions than just 4vs4 - think 2vs2 would be just as fun.:)(And less punishing for teams with leaving players)
Confirming invincibility of wave 30 boss and the persistant speed wave bonus display. Also had some of my towers randomly blow up before that wave.. though it think it was because the other team leaked. It might have to do with someone else also selecting my spot and ending up on the other team..
The time to build is blocked by the 'hero' icon for the special tower.. it needs to be moved to the upper left. The speed bonus most definately needs a limitation (it shouldn't equal more than 1-2x the wave completion bonus). Late game waves were earning in excess of 200 minerals. Boss regen should probably be reduced a tad. HP is good now though. the trouble is that it's often back to full when it reaches the next player.. which sort of detracts from the idea of requiring multiple players to beat him.
Err and responding to the wave 'offset' whatever that is supposed to be.. would be pointless, as many players choose to 'win' the game after beating the other team, and never make it to wave 50, though not due to any lack of skill. You're better off just asking people if they've played before and giving them some tips if they don't seem to know what they're doing. Not to mention the author likely has no intention of deterring new players from playiing the game, which is precisely what will happen if people can host with a restriction on who can play.
Got a Nuclear Missile Battery last night and it simply obliterated everything.
Its seems far to powerfull in it current state with that
>h u g e(Quarter of the middle room it felt like)<splash radius. Was on easy mode though.The biggest problem for this mod is the new players and their wave 3 leaving. Would rock to see some achievement/ranking in the mod, to discover the new players before the game begins. If possible, a minimum retribution TD ranking option to set on a hosted game, where players needs this minimum rank in order to join, would be a cool feature. A wave offset would be a nice way to rank players(0,10, 20, 30, 40, 50)
An very adictive mod - good work on that one!
Ver 5.4
There are moments when build timer is not visible.
the wave 30 boss has no hp, unkillable.
Wave 40,50 boss regen is pretty tough was wondering if its possible to have his shield regen only if his hp is full.
Persistent speed bonus window after continue. Which also blocks the top boss health meter.
Armageddon after continue.
Possibly make speed bonus divided to players instead of full addition.
Have nme in Stealth mode so that they are transparent to make it easier to build in armageddon.