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.
hey ghost. Dropping another idea your way.
You said you were looking for a cool ending? Why not have the current armageddon round (wave 51) turn into a direct tower war. Ok, so hear me out on this. Every tower you control blows up, and replacing it is either a zerg, marine or protoss with the same powers and abilities as the tower they came from. These will all then run towards that glowing blue wall you have at the bottom of the map and the force field goes down. All of the units fight each other until only 1 unit is standing (players can't control them). Whatever team has a unit remaining, wins. Health / Shields all depending on upgrade and tower cost, etc.
I think this counts as an "epic" ending. What do you think?
Just published 1.119 test with fixes in the checking to see if one side is gone stuff that most likely caused Wheresmyback's problem
Also lowers the first boss back to 8000 HP
Thanks guys for the input!
Craven : I'll double check the first boss, but he is significantly easier than the others
EnzeruZero : shield purger works just fine, i just double checked it, it could be the spore implanter though, although i cant reproduce the bug where the spore implanter keeps slowing / etc from happening. I'll keep looking
Wheresmybackup : the Armageddon bug where mobs go over 520k doesn't happen any more but that was amusing. The other bug however deserves some more looking into, thanks man.
I didn't like it. Unless EVERY player knows exactly what to do, first boss will survive and next waves will be a nightmare. Even on easy. :(
Tried this 10 times today and everytime either people left even before first boss or had bad maze, or no AA on wave 8.
5.10 notices
wave 50 boss's, the onscreen hp bar didn't register the regen and after lowering the bars a couple times they stopped registering regen at 25k though you can see when you actually have the boss selected its actually regenerating
Shield purger apparently does nothing to the bosses (noticed in wave 30+). The unique tower not the ultra-unique equalizer, just the 20% one. The middle players shield purger didn't do anything when the wave 30 boss walked by and we were all trying to figure out why it wouldn't have (as we recalled it did work on wave 20 bosses we were commenting about the chunks of shield vanishing). No idea what might cause this but one person suggested the since top players were using spore implanters and those are a unique tower and maybe this somehow conflicted with the shield purger since it was also a unique tower and it wasn't allowing it to attack because of the spore implantation on it. A little out there but only theory we had going for the anomaly.
Loving the new map though, greed wave was a good addition and the switching around of the spawn order works better I think especially with the no weakness shoved back to wave 9, hate that wave
I'm not sure if you were planning on it already. But if you make a non-shooting tower for 1 mineral. Can you make it so that for 2 minerals, it evolves into one of the three tier 1 towers? Or, give it a 100% sellback value.
game breaking bug! 5.10 live version
here's what happened:
EAST side gets nuked a few times cause they sucked
The bottom guy gets nuked out of the game and he was the last one left. Everyone else on his team left before him.
He doesn't leave immediately (i see the defeat message but i don't see him leaving the game)
Because he doesn't leave immediately, the bottom spawn still spawns stuff and increases nuke meter.
However, the retribution % and the nuke meter reset.
He is still around for a few rounds and leaves around round 14 or something like that.
The timer counts down to round 15 but round 15 does not begin.
I have the replay file saved if you want to look at it.
http://i449.photobucket.com/albums/qq219/veraledaine/Screenshot2010-09-1700_01_02.jpg
An unrelated, not game breaking bug bug (just for fun)... your hp mob formula tended to yield weird things like invincible mobs after a while on armageddon or mobs with negative shield regen and zero hp regen. think it was like 5.8 or something anyway i was playing this around 11am-12pm on 9-16-10 before i went to take an exam.
http://i449.photobucket.com/albums/qq219/veraledaine/invinciblemob.jpg
I'm actually getting sick, woke up with a headache but couldn't resist checking my mail etc lol
Anyways I'm hearing good things about this release, just a few small bugs left with the unique towers
What happened to being off for the night ghost?
5.10 updated,
boss bars fixed.
bug report: after the first boss, the shield meter left on the screen
Heh, but it's only 6:45 now, it was a late night though ><
im off for the night, only got 3 hours of sleep, will check in tomorrow morning.
-VE - Ghost
5.9 is live on US servers
5.9 Issues Addressed :
I noticed today that the implosion shrines dont seem to slow anymore yes they were upgraded and im pretty sure changing the mechanics so much that builds are unplayable from one day to the next is why so many people leave. Change is good yes but from what ive seen people usually say something like oh man my builds completly unplayable now sorry guys gotto go try offline see if i can come up with a build. Yes its a teambased game but when so many people leave your left with usually just yourself so you need a completely solo build almost all the time. just a suggestion try not to change it so much that only a specific build works the beauty of this mod is that a ton of builds would work now it seems certain builds are being taken out IE solo builds. unless you can remove the chance for players leaving wich is not possible. your going to find that you need to be able to solo play on one team and that isnt possible now. I Have seen 1 game that all 8 players stayed we went the full 50 rounds and won by retribution being lower than the other teams if I had any say so in this I would seriously look at the biggest issue being people leaving. when most games are decided by the fact the other team leaves that is just sad. good luck.
and yah wall of text but this doesnt seem to support paraghraphing :(
can shield purge be boost a little bit against mobs? since the burden suggester can hold several mobs for 4 secs at a time, shield purge can only target 1 mob at a time and it need 4 shots to purge the shield. maybe make it to have splash damage?
I agree with Faeo about an "auto sell on quit" function. A 50% value isn't that much but anything helps.
At the very least, would it be possible to implement it on shared income modes? It's annoying when all the terrible players suck up your income and then dump the game, makes it very hard to beat. It would make sense that the income would be given back to the remaining players, especially on the "top spawns only" mode.
whew its good hearing that.
If i get a few more "its ok" messages ill publish to 5.9
The game feels like it has balance again. Good job on the tweaks.
Thanks, I was already planning the "non shooting" tower but forgot to put it in notes, thanks man!