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.
I posted a replay for you to see in the thread you don't want anyone to post in :D
I would have put it here but you can't add attachments here :(
Also I keep forgetting to mention this, but could you possible add a button that toggles the camera angel from the one its using now to a completely top down view. It is hard to build towers against the bottom walls because of the angel.
@Chaoslux:
glad to see the changes are encouraging team play
@Iceman
bonuses were changed in 4.36, income is very will balanced now. also, mindspike has the slow again
So, i just come from a game. I was using my regular middle maze, After i got the Shield-Shredder, we got every boss income... with that i was able to get the Tier 4 Upgraded Protoss, Tier 4 Upgraded Terran AND Tier 4 Upgraded Zerg buildings...
One thing i noticed after that was that Orange was still in the game, he was roughly new to the game but he had good bases and everything. So i gave him 1000 minerals, Told him where to build the liquifier for the most profit, roughtly in the middle of the maze....
After he got that liquifier, and the several slowing towers he got himself with boss money... He was able to cut his leaks by 60%... He was even able to kill Tychus and Raynor -alone- . a Top player killed two bosses without the help of middle. I was impressed.
At first its because my maze was totally finished and money was just going up at that point, so i was like "Hey, ill give some good tower to the top player, if he leaks, at least he'll leak seeing health going down", but from that point, all the leaks were at 25% health and things like that.
I think that's what im going to do from now on: When i know my maze can hold anything, ill just start saving up and cheering the life of a new or older player that's playing top in late waves ;)
Hi there.
Enjoying the new version, but some critiques:
Mostly regarding the later game, levels 30 and on, money is far too scarce. Level 42 creeps only give 9 gold, and the level bonus is like 18.....makes it near impossible to get the money to build level 4 tower upgrades at 600 minerals. The late game income needs to be adjusted quite a bit. Like for example, have the cash per kill be equal to the level number, and the bonus be 2x-4x the level number.
Of course, temper my suggestions with the fact that we were missing our middle, so the bosses got through with 1/4 health left (easily killable with 4, but not 3 players), so a lot of missing money from that.
In general the biggest improvement I can think of is to move killing-bonuses more towards level completion bonuses, as once one person falls behind, its near impossible to get back into the game, as income drops to near 0. That's one reason many people leave. if you leak, you get no money even if your team cleans up the mess. if you get no money, you can't build, if you can't build, you cant correct your maze or upgrade your towers.
Just my 2 cents. Otherwise, liking it a lot. Boy was I surprised to not be able to get slow until much later ;-)
@Xerius
The map is definitely not harder. It just requires more teamwork and strategy now. Please wait till ppl start figuring out the changes made in 4.36 , you will see some cool new strategies.
Thanks again
@Nigle:
Added radius and kills to my to-do list
Mindspike slow has already been re-added
-Thanks
Mindspike slow was added back in on 4.37 last night after I read those posts down there by Chaos, Xerious.
Also The mindspike slow STACKS with he energy unique slow tower (hint, hint)
I have played through it a few times on easy and normal and I think the difficulty is perfect IMO. you may be surprised, but I'm really not that good at this map. I have seen some maze / tower designs that simply amaze me.
I also changed the requirements on the T4 towers to only be T2 upgrades, that way you can skip the anit-air (for energy and organic) or the anti-armor (for munitions) if you want to.
This way you can say, have player 4/6 build lots of anti-air and no one else has to worry about it and can save up fro bigger stuff :0
My next 2 big priorities are lobby auto-start (if this is even possible) and a choice for resource sharing mode.
I'm not gonna touch the balance till possibly Monday to leave time for people to get used to the new towers.
Once again guys, thanks for your support and comments for this map!
The update was awesome, the new towers are not too powerful at all, I ended up moving most of my high DPS into the bottom persons maze so we could finish, I left my shield shredder in my middle maze though, it helped out pretty good. Some of those last waves are tuff, but that is good :D the other side was alive until wave 49. That air wave is a little intense, they are fast :D
Maybe you could have it add mindspike slow only if it is on easy? It wasn't that bad without it, I just had to adjust my strategies.
I also noticed that some towers show a radius of where they can hit before they are built, while most don't. Also some towers do not show kills and others do. Its nice to know how many kills your towers get :D
@lun029 just make a small cheap maze at one of the top sides to space them out. You can do it fairly easily and it is worth it.
Now all you have to do is figure a way to space out the bosses when the two top players leave...
Idk about xeirus, but i like the new update. The tower rebalance has made it easier to get higher towers without actually making the game any easier. Air is a bit too ez now, except for the motherships of course XP, but its certainly better than the insanely hard difficulty it was at before. There's a few glitches though. Theres absolutely no slow except for the toss special tower, even on the towers that say they have slow like the implosion shrine. And the zerg special tower is absolutely horrible, it stuns them for a bit and then makes them completely ignore the arrows and go for the end, not wander around aimlessly as it describes XP. Besides these small quirks though, its much better with the new update. I especially like the ability to continue playing after youre opponent has lost ^_^. Thanks for the update and i hope you continue to improve this great maze d ^_^
Like I said I don't mean to flame but I feel like your map is one of the hardest on bnet even on easy mode and they only thing you did was make it damn near impossible to learn for new players.
The balance seems all over the place, it was alright before maaaaaybe a tad easy, but instead od tweaking a minor bit I feel like you jacked up difficulty through the damn roof. and I remind everyone this is on _easy_ I havent even attempted normal because noone can learn the game because of the insanely steep learning curve.
The game is headed in the right direction, there is no doubt. But I the update today was a big stumble. I still love you and your map. Just don't break my heart again :(
Ok looks like i need to put back in the mindspike slow, you guys convinced me.
Air is a little easy now, not sure if i should change that.
I find it funny that there were 4 posts since i made my announcement, 2 saying its easier now and 2 saying its too hard :)
Anyways, thanks for the input.
BTW I do a thorough test of my patches. I have another account i have access to and play thorough it from begging to end controlling both players.
Wait, so which towers have Slow now? Only the Protoss Unique tower has a slow now? Having slowing towers encouraged being able to pull off a small maze with nice big units, Ill make a bigger maze now i guess. :P
I'm not trying to be harsh or flame here but here it goes.
After my first play through on the new update today I have realised you don't test your patches.
The easy mode is 10x harder and the removal of slow baffles me. The same maze I used this morning which worked wondering but was still challenging couldnt even get my team past the 10th wave.
I suggest you take a look at your tuning because this patch just killed your map and I won't bother playing it again until the next update, it was zero fun.
Just finished my first playthrough of 4.36 on Easy.
Well, at least now it feels easy.
Implosion towers do %400 against hover. Was that on purpose? Makes all the air waves cept the last insane one with motherships a laughing joke. But this was on easy.
Was able to beat the map first try through lvl 50. Raynor and Tychus were far too easy. Was able to solo Tychus, tho the other required two people barely and Raynor was solo-able. But this was on easy.
You know what, you've done a bang up job now. Hopefully people will stop being pansies and try normal for once.
Also, two lvl 40 waves are the same hybrid. Accident or purpose because you ran out of units to use? They were the regen and robotic i think? They were one right after another.
Congrats, this is a huge step in the right direction.
Ok after playing 4.36 here is my opinion. I like it, a lot.
1) The tower cost rebalance is genius. At first I saw increased prices on items, then noticed the drastic cut in upgrade costs till burst tower. Works great. Solves many problems with people not being able to keep up since they can afford upgraded towers.
2) The speed bonus as a round bonus works great. Played with 3 nubs who were familiar with TDs but not yours and we made it all the way through with me at the bottom on cleanup, which i find to be easiest position, on easy difficulty. Which is what I expect from easy.
3) The air waves did feel a little too easy, mainly because I had loaded up on AA turrets and depleted uranium stuff by the time void rays came. Last air wave still let a few through cause I bunched up around first arrow so they zipped a few past, but no worries. Honestly, air could be buffed a tad cause you are right, they are destroyed by AA. But I dont find it a prob.
4) Unique towers are awesome. The anti shield one destroys bosses if placed 1 at each top players base. Love it. Makes bosses easy if you think, still hard if you dont. Higher diffs may need some balance, havent played but once on easy.
5) Removing slow on stuff was irritating at first, since I missed it on mindspike, but on easy diff, not necessary as Implosion towers still have slow, which I think they should. Special tower balances it out I imagine as intended.
6) CONTINUE BUTTON PWNS YOUR FACE! nuff said.
7) Towers that previously were almost useless, most of the zerg stuff, now feel useful. I felt compelled to build a little of everything cause of "armor type bonus damage" buff. Works nice.
8) Game lasted quite a while, to kerrigan boss, with both teams in before one finally left. Must be balanced pretty nice then :) Have to play more to see. May want to think about difficulty extrapolation based on how many of which difficulties are chosen. As in, if 4 ppl choose normal and 4 ppl choose easy then it could be at 150% difficulty. This is in several other TDs. May not be something you like, dunno if it even matters. Just a thought.
Overall, A+. Loved the new patch. Did I mention that I love the continue button?
@ ace1177 Since you posted right before I submitted, I'll say that I thought the cost thing was going to suck a big one and was mad as hell at first. But I realized something, the upgrade costs were soooooooo lower. My nub teammates had a tendency to maze like crap and it works well for the beginning to make up for lack of slow. But then you have to go for upgraded stuff. The now 20min, up from 10min, flak cannon has had its 52min upgrade lowered to 20min or so, maybe less? This is amazing. Build several of these, then go for the slightly more expensive tank, and its drastically reduced goliath upgrade. The mid range upgrades are KEY now. They will hold you till later when you can afford implosion towers and fletchettes. Trust me, its actually easier, your tactics just have to change.
The game was actually made a lot harder. The starting dmg of all the towers were lowered and I started to leak on the first regain ones :( And taking the slow out did not help on that as most people with the exception of bottom used slow to make up for lack of damage...I think overall the update was nice on features such as the wave bonus but the balance part should not have been made live.
I published 4.36 tonight, a lot of changes made from feedback from you guys:
1) Complete tower rebalance
2) Overhauled speed bonus, and put back in the round bonus. Basically you get double round bonus if you win the speed bonus
3) Added 1 unique super special tower for each race, you can build only one, pick wisely! (all 3 are designed to help with bosses among other things)
4) Added a Continue dialog box at end if other player is defeated. Known bug : if the other team was triggering a nuke launch as they died, you will eat the nukes.
5) You can no long "cheat death" by selling the tower that is being nuked
6) Changed wave 39 from flying hydralisks to broodlords
7) Game may need a difficulty adjustment now that the towers have more vs armor type damage, the 3 unique towers also make things easier if you use them right.
@Shaldares: In the lobby, you can choose your position on the map. Next to the locked race menu, there's a West Team - Top Left, West Team - Middle, East Team - Bottom, and so on. The choice is there.
First of all I'd like to say that I love your map. I think it's great, however I do have a couple of suggestions. The first goes along with ObligeFTW's last suggestion. My other suggestion, is that I think you should be able to choose which position on the team you would like to play (Top Left, Top Right, Middle, or Bottom) at the beginning of the game, and have it like first click first serve. Because sometimes you have like a noob who has never played before or someone who sucks on bottom, and it kills you. Also, some people have preferences to which one they play.