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.
Fun map.
"•Solar burst may need to have its effects made to look cooler since the other 2 races have cool looking final weapons "
A nukes a nuke but the new final zerg mephistopheles is awesome :D Love his new attack visual
Still some bugs in 5.7 test, looks like it wont release today, sorry guys
just published Retribution TD_test 1.96 which includes updated code for the greed waves to make them share and a fix to the machine gun turret and flaming maw portrait.
If this one is good, I'm going "live" with it (will be 5.7)
-Ghost
@shapeshifter:
5.7 will have drastically reduced 1-10 hp
@sdsman
5.7 will have auto split on greed waves
Multiplayer seems to have some balance issues. Seems if you are on the bottom spawn location you will get zero minerals for kills during the bonus round. You start leaking immediately afterwards. At the top you need to be expanding your maze during that round in order not to start leaking on the next rounds. This is on normal difficulty.
On another note. Can you set it up to be playable offline. I am a victim of the infamous blizz waiting for server/dropped crowd. I have never been able to see the end of the game because of this wonderful feature of starcraft II online play.
Awesome map. Love it!!
I feel that you went a bit over board with the first 10 waves. The idea of building up to be able to handle the larger groups was a grand idea. But now on Normal its daunting enough to stop wave 7 and 9 forget the boss. I have seen people get nuked before the first boss gets to come down.
I also want to add that I think Regen on any of the characters from wave 10 and below is retarded.
Your Greed Round is cool in concept but why put it so soon in the waves? Too add another comment to Greed rounds, I don't feel they should count toward's nuke.
its under Retribution TD_Test
The Equalizer should purge the shields of ONLY air, armored, weak, and fast, since their are no more weak waves then its only 3
In a future version I'm going to play with making the ultra unique have a reduced effect on bosses (not full effect obviously)
I think you missed something lol....equalizer doesn't pruge all shields just 4 different types of units(Air, armored, fast, and bio?) might be wrong on last one atm lol...and that explains why I couldnt find 5.7...but since evalis was saying he has tested it I was looking for it lol
it's not the button that have the overlord icon, it's the portrait when you have the tower selected, screenshot attached.
I get the boss part, it just bugs me because I find it silly that all upgraded t4 towers does better against bosses than t5 towers cost considered, I guess it's kidna nice to have them as specialized boss dealers, but it's a bit.. silly :), you may consider adjusting boss health to that, or give them a new tag "boss" and have all towers have a third/fourth row of damage "against boss" to clear it up, that liquidifier does 11.2k damage to bosses is counterintuitive when it's maximun damage "by tooltip" is 56XX
feature request: a separate kill counter for the last armageddon wave, for boasting motives :)
armageddon/greed waves HP+shield currently caps out at 520000 of both, that is "infinitely beatable" in solo play, top spawn shared income (with equalizer tower, that purge shield on all units from it's aoe)
5.7 is not live yet
I wanted to make sure I didn't blow anything up with my speed bonus changes. They don't work if you leak now :)
Machine gun damage was a mistake, i was experimenting and forgot to take it out, it will be fixed for 5.7 real
I'm going to slow the rate of growth of greed waves and make it auto-split the moola
@Ciopo : please send me a screen shot of the overlord button, its definitely not in the data editor
Bosses are supposed to take max damage from everything
The rest of your input is for later versions, i will add to wish list, thanks!
offering a virgin for a "start next wave now" button
all 3 t5 are slow-splash-heayv hitters, it's rendundant, varing them would be more interesting, imho. examples: make ammunition t5 a sniper tower ( whole map coverage, very slow speed, high damage), energy t5 as it is, bio t5 attack faster for same dps but at a steady progression
v5.7 bug: the equalizer on armageddon and greed waves removes the shield on ALL units, not just those with the tag: he fires only to armored fast weak and hover, but the AOE purge the shield on all units
v5.7 : blazing maw have the overlord portrait instead of infestor
also, damage seems skewed against bosses, and my wild guess is that towers that do bonus damage against multiply kind of types do that "double time" on bosses.
pretty direct example: liquifier tower does about 11200 damage to bosses, "coincidentally" the liquifier have about 5600 damage against robotic and armored, bosses are robotic and armored, i don't know if it's inteded but gut feeling says no, that makes t4 bio tower do an even more obscene amount of damage to bosses (if solar flare does 4k DPS, liquifier does 7500 DPS to a boss, conflagration does a wooping 9900 DPS to bosses, yup, over 9 thousands)
the leaked creep on the greed wave shouldn't increase retribution
Some of the issues people might be having is also cause it seems version 5.6 is still being used?! Atleast according to the game room it shows v5.6 as map being used.
armageddon wave on shared income should award the money instantly splitted evenly on remaining players, otherwise that money is "just wasted", while it may be useful to squeeze in one last upgrade or furthening the maze a bit in those rare games where both teams reach armageddon.
the game mode with top spawn should have more creeps, 20 on each side are not enough to leak, if the players are competent the one at bottom won't see anything in it's maze, except maybe the first boss
You should consider blocking resource trading, it's a tool that tend to completely skew the difficult/balance of team vs team games, if you want to keep it for the sake of helping leaking players on an individual income game mode, then consider making it menu-related yourself so to allow it only on that precise occasion ( or, honestly, just remove the individual income and make shared income the default on all game modes, it have little reason to exist on a map that's team oriented)
I understand building is blocked while a wave is going on to prevent juggling, but selling? I would enable it, if anything else to offer the possibility to shorter a long maze while a boss is in act to avoid too much of a regen while he's on "the way out" from a spiral maze, furthemore it would offer the little tactical choice to sell something mid-wave for the opportunity of upgrading something else
Myabe fixed already, but ultra-unique need some kind of use against bosses, maybe only a part of their effect? on the top of my mind: the equalizer block shield regen ( without removing it), the bio one block hp regen (without doing damage), the temple of pain... increases damage taken by other towers? or maybe a third cumulative slow on bosses only, i'm just giving out random thoughts but i don't think you can leave them to do nothing against bosses, it kind of defies their name into ultra...useless :)
General concept: would be nice to have the different wave tipes also have something more than just a tag, without touching the HP of a wave, just examples out of my ass: psionic waves having it's HP being 75% shield 25% health, armored having higher armor ins ome proportion to the wave ( and less hp to compensate), biological having 0 shield, robotic having an "hardened shield" proportionate to the wave, massive spawning half amount of creep but with double HP, these are just random concept and just go on ignoring them :), I just find the only difference between the waves being a tag a bit "lame"
concept for game mode: reverse, mobs spawn from temple and moves toward top, shared income
concept for game mode: pure TD, builders not allowed to build "in lane" ( the energy track, basically)
concept for game mode: relentless, top spawn shared income, as soon as a team finish killing all mobs of a wave the next wave start immediatly for both teams, small money bonus for the team who kill it first, building allowed while the wave is going on of course
concept for 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
currently long mazes are "useless" for the relatively high regen of latter waves, consider implementing upgrades for towers that applies a debuff on the target blocking either shield or hp regen for a little while, doesn't work on boss ( would be too powerfull)
upgrades for the unique? from the top of my mind a bit of splash for the energy and ammunition one, and faster attack speed or larger splash for bio one, if not higher damage( bio one is relatively useless for latter waves, consider making it ticking for a %hp inversely proportional to wave number)
Just tested 5.7 Beginning waves are much easier now, a simple maze will stop them, and even someone new at the game can recover. However.. machine gun turrets do too little damage to psionic (.5) .. was that on purpose? Personally I think that's too much considering the turret was already nerfed pretty hard.. but that aside, if it was intended it should at least list that somewhere before building it.
There are still a few issues with the greed wave. Primarily that the enemies gain exponentially higher hp, thus making it impossible to kill more than the first 6 or 7, which all get killed by the top players. The second issue is that the end of wave vanguard bonus is equal to 2x greed minerals, so 16 I think.
To fix this I would recommend reducing the bonus minerals for killing units to less than normal waves, so they would only give half as much (in fact it would be neat if there was only a percentage to get minerals, like a lottery), but drastically reduce the rate at which their hp increases (maybe by 10% noncumulative each unit - so 55,60,65,70 etc) and send in much larger ammounts of them to the point that the top player could never kill them all. and about that vanguard bonus.. i'm thinking that should go to bottom now rather than top, as previously it was to stop people from quitting because they didn't get minerals.. now people are quitting because bottom is fail. It actually makes more sense to have bonus for bottom too since once those minerals from creeps are lost there's no getting them back, whereas the top players' minerals go somewhere.
On individual income bottom doesnt get minerals for that wave.
are you playing individual incomes or shared?
cause shared income should share everything including greed
If you are saying I need to make greed shared the way bosses are for all types, then, yes that's a good idea, will try to get it into the next version or possibly the "real 5.7"
Did you find any other bugs particularly with the speed bonus, i have a bunch of checks to make sure it goes away on leak
I'm doing real work but will alt tab back her every now and then and check!
The greed wave is unbalanced.. Top will kill all the easy stuff and the rest is unkillable at such an early level.
Thats on both 5.6 and 5.7 test.
Shin, i made 1-10 easier, not harder on 5.7 test