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.
Thats fine they were seriously OP anyway lol
only things that changed between the 102 test and 5.7 release were the double damage nerfs
I really hope we are bug free except for the voting thing. I really want to work on adding features for a while again :)
Sorry Karallys, they are still one of the only splash air/ground towers lower than t5 (liquifier is the only other one)
Test Version 1.102 Non-bug related: Greed wave does not change hp based on difficulty setting. Don't know if this was intentional or not.
As a side note the sharing thing was fixed, but I guess you know that since you posted 5.7! Hurray
NO! You made our OP AOE organics weaker lol :P j/k
Epic with a capital Q.
Will test in about a hour
5.7 release!
Files uploaded
yeah 1.101 was still messed, we fixed it and im releae 5.7 here in a sec
Just did a quick test of test v1.101 and the speed bonus appears fixed. However the sharing issue and the bosses not giving minerals persists (after the greed wave). The calculations for sharing seem slightly off as well. Got 10 or 12 minerals from 10 mineral 3 units with 4 players. This is only for the individual mode. Shared income at end of round works fine.
I thought it already was part 1 >.> maybe not the whole series yet ;)
soon the map version will be a harry potter novel in binary
BTW if you need someone to test with give me a shout char code:325 bnet name:Karallys
Well atleast your not up to 1.1001 yet ;)
ok
1.101 test is ready
cant believe I've uploaded the test map 101 times!
wait, hold on, one more thing
ok just uploaded 1.10 test, should have fixed these
thanks evalis!
ill see whats causing these
Test version 1.99 Bugs:
After the first greed mode on individual income, and every round thereafter, the income remains shared and does not return to individual. Bosses also for some reason no longer provide minerals when this happens.
Speed bonus does not appear to be working or has the length of time required set too high.
Non-bug issues: The begining tower should probably be immune to leak attacks (though not nukes). This would prevent starting players from suddenly dying after not building anything the first round. It would also help me test vs mode :)
New test version published under:
Retribution TD_Test (Ver1.99) Also uploaded here 5.7 test v2
Following changes:
5.7 Issues Addressed :
If this passes w/o game killing bugs then it goes live as 5.7 today
bug in v5.6 uploaded on EU battle.net, creeps seems to "skip" the first waypoint of west top right on a particular tower layout, screenshots attached, have not tested on other spawns yet, jsut encountered it in a game