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.
Just posted an image of my work on 4.38 graphics overhaul
Take a look under images
Great mod for the first thing! Got me addicted. Ive beaten it a couple times and with just two people at times. The best way is to create a maze that allows a lot of walking distance but also makes the monsters spend much time by the powerful units that you obtain. By the pattern of your maze, you can easily beat the game with just one other person. Best to have more players, but with 2 people, all you need is the middle and the bottom. Ive done a maze where I had only a couple (less than 15 units upgraded; but they were upgraded well enough) and had my maze bring the monsters around those upgraded units about 7-15x. Never made a pattern the same, so I kind of just wing it. But countless hours of fun and entertainment and even mroe fun with a whole team vs team. Will never NOT make it to level 50 anymore, but I make my patterns so different and always try to improve off the old designs. Thats the fun in replaying this mod, that you never create the same pattern and yet you can win so many ways and improve to not leaking at all. Hope there are many more additions/waves to this mod. Greatest mod I have stumbled across!
@Sgat the damage bonus would have to be 50% to compete really.. though I would prefer something with a greater synergy.. like a poison over time effect that also prevents hp and sheild regen. Two tops get sheild killer, mid gets regen killer and bottom gets slow .. or something like that anyway ;
Leaving the damage the same is kind of cheating though isn't it? I mean if the tooltip says it does 1500dps but in actuality it does 20000dps people will unknowingly pass over it for more expensive, shittier damage dealing towers.
Evalis: I for sure turned of the beam getting stronger. I'll try changing it to an impact attack rather than channeled. I really don't want to have to change the effect as this could introduce new bugs (And I really like the effect as that's how I win match games lol.
Sgat: Its second from the bottom on my list to look at, right now im in the middle of a map remake (just eh physical part of it) Its one of the first things ill look at
Chaoslux: I CRAVE teamwork, one of the primary reasons I designed this map, thanks to see that its working somewhat
-VE
I'm not sure if it is affected by the damage upgrade over time either actually. That might be an exclusive bonus to the voidray. However, the beam type attack DOES inflict damage continuously. I have used that weapon (and pretty much that weapon alone) to solo bosses. It inflicts approximately 1900dmg every .1 seconds. Considering it was on the boss, I am certainly not confusing it with splash. The attack time per second is only the amount of delay between each new attack. Give it a try if you don't believe me. It inflicts far more damage that it is supposed to.
And a note about balance.. that last air wave is much too strong. If I couldn't cheese things with the liquifier I don't think I'd have enough minerals to build the AA necessary to take that wave down. Even on easy that wave is really strong and I think easy has -50% hp. Should probably cut it by 33-50%.
I watched that replay.. and no offense, but those mazes were all pretty weak :P. I did like how you recovered from that fellow encountering a nuke bug though. Koodos to that.
Building was taken out because people would juggle a boss or a wave they couldn't normally kill all game. This was done by switching turret places once the AI got done walking though your maze and you make them do it again and again.
Don't see anything mentioned (top page or so), regarding the new Cerebellum Sycophant tower... It uhm... makes them confused, and run straight for the temple? Was an early quit game, figured I'd give it a try. Build it near entrance of my area (was Bot), and all 3 other players had left. The Sycophant attacked 1 of the bosses, the other continued into base. 4 sec later, the boss that the Sycophant hit, decided to not run through maze to arrow locators, and go straight to the temple.... (wasn't a block obviously, cause the other went through and died...).
Idea for a 'buff' to that tower though, is it possible to add an increased damage taken debuff? Seeing as the slow tower gives you 2x the time to dps it, and the shield tower cuts the dmg needed to kill it by half, getting a 25% increase to damage taken (10 sec debuff? shot speed of tower?), would only be half the direct boss bonus, plus the extra stun time (kinda of a wierd concept though.. but ehh).
For the most part, I like the changes.. but i'm curious as to why you took out build during the wave?
Btw: Everyone, especially Ghostwalker, should read/watch this replay: http://forums.sc2mapster.com/resources/project-workplace/8850-retribution-td-now-on-battle-net/?page=4#p74
It shows me being a Top Player, and rarely ever leaking as we progress in the game. It also features awesome teamwork from a completly random group.
Also, over the course of the replay, check where east's Retribution is at ;)
@Evalis: I dont think his damage upgrade with the void ray mechanics... he just has the animation as far as i know...but only Ghostwalker can prove otherwise :P I think that makes the Liquifier strong and great is the fact he does 100% Splash, which is probably where you see the "Too much damage".
@anteatereaterarearster: That's why i got myself used to the GRID setting, it sets up the command card using the QWERT ASDFG ZXCVB block. On every game. No matter what the "default" hotkeys are set on a map.
Hi, I love the game as it's one of the few mazing TDs on SC2 at the moment. You're doing a good job with its release as it seems like a new game everyday I come home from work to play it :)
Just a few comments:
- Hotkeys: the game can be a little more fluid if i can build just using my left hand on a qwerty keyboard if the hotkeys were configured to the Q W E R A S D F block like the rest of SC2.
- Stuck mobs. Currently there's no anti-stick debugger. This was a problem when the opposing team just got nuked, but a mob was stuck for some reason. No towers were in range and the only one left was the invincible unique tower (which cannot be destroyed by the nuke). But that alone could not push or prod the stuck unit. The player could not build during the round, so there was nothing we could do but quit and call it game. We really wanted to continue to round 50, but that also wasnt viable anymore as that mob was still there when the opposing team left. x_x
The liquifier does an assload more damage than the listed ammount. For some reason you can't change the function of the voidray beam animation to inflict damage on a periodic basis, and instead the liquifier does that damage in a continuous stream (that keept getting stronger as long as it's activated on a target), so it's dps is actually in the 10's of thousands, which is probably too high for it's cost.
Err and on the note of costs of things, late game waves should probably give more minerals for completion, either that or late game upgrades should follow a similar pattern to the early tier upgrades. The burst missiles especially since both zerg and protoss aa towers are better for the price.
Also, I'm looking on putting some custom music in the game. If anyone is a musician and would like their music featured in a SC2 Map, let me know!
-VE (Ghostwalker)
@Chaoslux
I'm redoing a ton of the actual map map to get rid of cliffs and update stuff I never had a chance to do, preventing building at the bottom of each maze site is #1 on things to fix.
From all the comments im getting it sounds like the map is finally balanced. So decided to do fun stuff again (I'm a designer not a programmer, but I play one on T.V.!)
Also, ITS OVER 9000!!!!!
IMPORTANT BALANCE CHANGE WE MUST DO:
The Nuclear Missile Battery. It's damage MUST be buffed from 9000 to 9001. It just must.
For real: I'm pretty bored, saw the damage in Nigle's replay, love the animation and may start building one of those in my maze when i get so much money... But i totally wants to joke about its damage every so often =P
@zellchaver this is a known bug. If you look under the Future Changes section it is listed 5 from the bottom of the list. :D
There's something of a game-breaking glitch with the new 'continue after other team loses' thing... was just playing a game, my side had an awesome maze, but top two on the other side were new and, well, failed horribly. So it got to the point where they were getting nuked left and right.
Anyway, finally the nukes wiped out their bases, but when we clicked Continue Game... well, their leaks still kept going, and the tower kept sending out nukes... at us. Who hadn't leaked a single unit all game. Annihilated my whole maze in seconds =/
About the Tower building with the angle... That's why i love my Insert and Delete button. They turn the angle of the game ;)
I forgot to mention that the slow effect from the mind spike has the name of the slow effect form the unique tower with "copy" at the end of it. I think it used to be "Mindspike slow" or something.