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.
you can go play with the test version if you want, changes are in patch notes
Ahh. :D Gooooood. Still, just update it a lil bit so I can figure out if it's got 18k health still.
almost trying to get the sharing thing for greed / shared mode ans voting done first, no stress!
Got the version ready yet?
known bug, Macrixin, Ill def get the fix in for this version, thanks!
ok so I just finished a game on normal version 5.8 and the Armageddon round still had no end. Retribution meter did not rise. If it matters there was no one on the other team. It was on original game mode.
Maybe have that round disabled if there is no one on the other team. not sure if it nukes if there are others on other team as I have never had a game there were both sides last that long.
Ok I have the boss hp fixes in the test build and the fix to spawning if the last payer is a top player (prevents other side from spawning)
Gonna try to bang out a few more fixes and get this published for testing
yeah things need tweaking, but i need to get rid of bugs first
@veridian
np's
It wasn't hard to work out / i pulled it out of my arse in around 30-45 mins. It even has a checker to see if the unit takes more damage than the extra health and works out what the health should be.
@raith
the old bonus rounds veridian made was far too easy... i supose its just down to a few tweaks to balance it out.
Bah ... don't like those greed waves ..., they don't really have anything to do with greed either ... maybe it'd be suited better to just call them Bonus Rounds and not replace a wave with them but have them spawn randomly once every 10 waves.
Kinda boring watching 100 mobs spawn while you know exactly that you can't kill more than 5-6 of them. I'd really like to see you change the greed waves into either some kinda of a sub boss level with a few spawns for high reward ... or mass spawn with really low reward.
If your on a team with 4 people, and you don't play Top Spawns or focus all your towers onto the same field, killing more than 4 mobs on each side (on wave 5 that is) is impossible ... afterwards it's just watching the mobs run through the mazes till finally one hits the end zone and stops the drama.
edit ... actually ... why not just make those "Bonus Rounds" a random event for the regular round. With a 10-20% chance a Round will turn into a bonus round and spawn twice as many mobs as usual, which can be either a fortune ... when your prepared for them ... or devastating when your not.
Salmon :
I owe you. Thanks so much for this, this is going to make a valuable addition to the TD and hopefully something people havent seen before.
I have already integrated it into my code on both bosses / greed / armageddon waves, thanks!
ok I figured out the problem while sleeping:
A greater than / less than is not a suitable method for bounds checking in this case. What happens if the result of an equation "wraps" than it doesn't always go negative, I was making that assumption.
These "wrapping" numbers can go so far negative that they are positive again, and therefore become valid.
I will find a better way of setting boss hp, thanks guys for your great work on this.
hp regen being the boss diffculty means anyone who makes long mazes will get screwed
Proof of concept Hp above 520k
http:www.sc2mapster.com/assets/hp-above-520k/files/2-hp-above-520k-v0-1/
My gift to you since you're asking about it on the forums
I've got a idea about mobs hp over 520k and it should work in theory it has some downsides.
1 - the mobs hp will still show as 520k maximum when in theor it isn't.
2 - any regeneration will only regen to 520k if it's true health is under 520k.
My method is simple, it uses a custom variable for the unit called realhp and realshield which are over the 520k mark.
When the unit takes damage (dunno if this works with shields) it will remove the damage done from the realhp / realshield.
If the realhp > 250k it reset the hp back to 250k until its less than and then does nothing execpt remove the hp from the hardcoded value.
Going to put this into practice on a test map later.
After putting this into practice the variables became adition hp and not realhp
is also another solution so 520000 is reached ;) with a challenge somewhat for final boss wave
Well based on your new coding we will never see max hp on a boss...atleast we shouldnt see 0/1 bosses. And no boss should be weaker than previous boss either. Thankfully accodring to this you did make first boss a little easier...as next to wave 30 boss he was one of the hardest for most. However I think the rest of the bosses might be a little too easy at 8 since wave 30 boss was beatable at 10 regen might I suggest 12? since by the time we get near that hp again it would be wave 50 and people would have a large number of power towers. I dont know what the differences are on shield/hp recovery between difficulties so I wont say much more than that. I assume wave 30 was going by the else statement when I say this. unfortunately I do not know the formula for HP growth to confirm this much.
nice and clean and simple. just need to have ppl test this out and make sure the regen is high enough to be challenging, but ill leave that for tomorrow
On that note, I'll check in tomorrow to see if it worked ><
Gdnight
The problem is it doesnt like a real number even for calculating that goes up to 1,000,000. That's where the problem is coming in i bet. if you do your check before multiplying by 50 it will never get out of the range the game can handle. 10450 is 520000/50. I bet that would work. Otherwise, i have no idea why it wont work. The math is good, it's got to be a limit of the game.