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.
idea to elude the 520000 limit: waves that are supposed to have more than that stay at 520000 hp/shield but get a damage reduction in a proportional way, so if the wave "next" is supposed to have 20% more hp, isntead it receive 17.77% less damage from all attacks
found my error.
i used current wave = win wave i should have used current wave + 1 = win wave
as for my fix... it hasnt fixed shit...
looking into it more
Then it is not working as intended, because we're getting 1 Mineral per tick, even at wave 30+
edit ... at wave 36 it changed into +2 Minerals per tick ... yay
yes, its 1/2 the bonus per tick rounded up now
Got a question concerning the Speed Bonus. It used to give, an amount equal the the wave mobs value per tick, now that went down to 1 per tick .... working as intended or bug ?
Also ... instead of making the Greed Waves harder again, why not just reduce the mineral rewards per killed mob ? What's the use of throwing 10000000 mobs at the players while they're supposed to kill only 5 ? That just doesnt make sense. Either stop spawning mobs after 10, if you can't kill anymore more that that anyways, or make them killable with a reward that equals their worth. The first mobs during the Greed Wave, which spawn with 10 hp ... are worth the same amount of Minerals than the mobs which spawn after 10 seconds but have 10000 hp ...
Yeah ive been noticing it over the past few versions. I learn this stuff quicker and better when reading others code and knowing what happens.
I've been that way since i started coding mods for half-life.
please let me know if the greed waves are ok now 15+, thanks
Salmon, thanks
BTW : do you like I'm trying to organize / comment my code?
found the error properly this time
Trigger unit enters west end region same with east
etc
If west retribution < 100 if armageddon is really over == true
needs to be if armageddon is really over == true or currentWaveNumber == winWave
Otherwise it just doesn't give retribution which is what you added for the greed waves
Salmon, added to bugs
Evalis, added to bugs
HP is limited to 520000 ish because Blizzard sucks, will check out regen
boss as of 5.7 at level 50 has the same hp (and less regen I think) than the wave 40 boss.
5.8 being published / uploaded
found a bug also with wave 51
the retribution doesnt go up :) on leaks
i have nothing to survive from
Then again i never leaked the whole game so i dont know if the counter still increases after the greed rounds
found the fix for it... you use armageddon mode for the bonus waves aswell as the final wave. inserting a condition to check the wave !=51 into the same area will fix
Or not
maybe the variable armageddon is really over
the codes little messy in places to look at but then again you do things in your own way.
Raith, dont bother, we made greed rounds post 5, WAY too easy, publishg fix...
Update just went through ... meh ... that GATEWAY_DOWN just such a random annoyance :/
dunno.
im just about to kill 2X lv 40 bosses @ 500khp each with 7 nuke launchers 1 solar burst and a meph.
557 kills @ wave 45 greed resulting in 20,052 minerals income (before bonuses (survival etc))
spent it on another 10 nuke launchers and some extras
@ wave 51 i had 15 nuke launchers 8 mephs and 3 solars.
1st mob to leak @ wave 51 was a air unit with 170k hp it has 20k hp left.
Gosh ... isn't there anything you can do against those GATEWAY_DOWN errors ?
Trying to publish 5.7 since > 1hr now ....
btw Salmon ... playing solo on Top Spawns kinda blows and doesnt really have any informative value in my opinion. That mode was made for 4 people, a single guy playing on that mode has just 4 times the regular income.
Wave 35 greed round... started leaking after around 340 kills @ 27 minerals each resulting in over 9000 minerals.
Anyone seeing that its just easy?
Hell if this wasnt a local game and on bnet i would have got my team mates to place different ultra uniques in my base to stop everything.
greed rounds are too easy imo...
just gained over 3600 minerals single handedly to which i bought 2 nuke launchers