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.
Im talking about the Shield Purge Center, and the lags occurred for the bosses from lvl 20 on, and only for the bosses. My second tower was the protoss tower (for 300 mins, dont know if thats worth mentioning). I realized that there is a huge lag because the center didnt affect the hero in the first time but only after 5-20 seconds, in regions where the bosses where definately out of range.
If the limit in the number of towers is not a bug, can it then be increased to something like 400-500? It doesnt make so much sense to me unless for computational reasons.
Concerning the leaks, are Greed Rounds also intended to increase the nuke meter? I'm not sure which lvl it was (may be lvl 35), but for my suprise after that round the nuke meter increased, and unfortunately a nuke was triggered although it was just a Greed Round. I think you agree with me that this should not occur.
And for the last round, wave 51, well yes, I meant the Armageddon round, and Im happy to hear that its still there. I would then like to ask whether you could implement it also for single team play, so regardless if you play against someone or not...and for building further towers, my request would be to install more transparent effects (e.g. like the one from mephisto) than the nuke, since the nuke explosion hides the maze, and further building seems to be impossible.
Well, I've seen that boss, on that same side since 5.10, and his HP bars work fine (as both top, mid and bot, and even killed both at same time). 322,246x2 is more than 500,000, so your picture isn't noting anything out of the ordinary. The only thing I can tell from that picture about his HP, is that you have a boss with 644,492 HP and 72,240 shield remaining. Regen did used to be the difficulty tuning mechanic (since last boss had roughly same HP as previous couple...), which was probably tuned down slightly due to the higher HP pool.
shields work fine
hp bar does not. the hp bar was not going up as the boss was regening.
Backup.. Thats exactly right. 36120 x2 (which health bar says) = 72240 like the boss tooltip says. The Boss Bar at top of screen, can't show above 500k apparently, so creatively, they came up with the 2x factor (bar shows exactly half the boss's hp+shield).
NaN: What are you talking about? Shield Purge Center or the Equalizer? What Hero's? Regardless, I've never seen any lag for their effects, other than being out of range for them.
Maze size.. There's a limit to the turrets you can use, its 200, it says so right there on the 'supply' location. Not a bug.
Leaks to the Temple.. increase retribution.. increased retribution with each leak triggers nukes. If your trying to say something different than that, please explain it a little bit better, with more accurate details.
First, Its GREED rounds (as in being greedy, getting lots of money). 5/15/25/35/45 are Greed rounds, wave 51 is NOT Greed. Wave 51 is Armageddon, and only happens when both teams are still alive. Leaks to the Temple on 51, lead to normal Retribution, which leads to eventually the Temple Nuking that team, which leads them to lose. The goal is to survive longer than other team. Working as intended.
west side blue boss on normal difficulty has hp bars stuck ... not accounting for regen.
on 5.10
http://s449.photobucket.com/albums/qq219/veraledaine/?action=view¤t=Screenshot2010-09-1800_00_54.jpg
Version: 5.10
Observed Bugs:
- Shield Purge Tower affects Heros from lvl 20 with a time-lag of about 5-20 seconds.
- Unable to built towers anymore at a maze size of about 3/4 of the available space.
- Increase of Nuke Meter after Green Round (lvl 35?), leading to nukes.
Suggestions/Wishes:
End of map after final green round, either until the first unit reaches the temple (as is the case for regular green rounds) or until a unit enters the map and reaches the temple while no unit has been killed.
I once asked for a crisp ending, but I later realized how much I loved that last green round for I could keep upgrading as many solar bursts as possible, resulting in a total kill count of about 1450. For this it might also be worth considering to implement more transparent explosion effects as opposed to e.g. the nuke, since otherwise further building/rebuilding of the maze would almost be impossible, one just cannot see anything anymore...)
Anyhow, again thanks a lot for this map!! Can't wait to see Version 6! ;) Cheers
things are going really well with this update guys. I'm thinking its such a big change I might call it ver 6, we shall see.
I'm just working on the data editor now, making sure all the graphics look cool , buttons etc.
The programming part is done and was fairly easy, don't see too many areas bugs could occur, other than possibly using a lot of threads for all the triggers that have to run, but have not run into that yet, so maybe sc2 has some really good garbage collection stuff built in.
Sc2 is productive O.o
Murphy's law.
if anyone knows how to get sc2 editor working on a asus eeepc 2g surf with a 8gb sd card running windows xp so i can at least do something productive this weekend :)
no, i don't plan on working much on it over the weekend, thats why i want to get this test out today
Sadly i'm away for the weekend so i can't test the map. when i get back on sunday the map will have most likely jumped around 12 revisions.
vanguard is out
speed / survivor are the same thing (name just changes when other team leaves)
ill take a look at this, but we have been testing the crap out of that particular aspect and never seen it happen, it must be one of those "only on Tuesday bugs"
Ghostwhile testing this new update discovered that there doesn't seem to be a max number of buffs (negative or otherwise) that can be on a target, as these new effects use buffs to let you know when the effect is happening, just an interesting tidbit for testing
Hmmm, the survivor bonuses started again at 16.
Also I just played a game on 5.10 and after East left and the speed bonuses stopped we didn't get survivor bonuses either. I tried it solo and I got survivor bonuses since wave 1, so I assume they're still in the game (although I can't say the same for vanguard?).
Veridian, these new changes you have planned seem really neat and interesting, hope they work out!
Ninja, I think the regen mechanic is working 100% perfectly as is. The only bosses where it really makes a huge impact, is the last 2 (wave 40 boss has always been a heavy regen boss, lower HP than wave 30, but around 1/4 the regen of final boss). The regen mechanic works well for penalizing long boring mazes, which ruin the game for other players. No one wants to spend 4hrs in a game, just because 1 person decided to turret cap with indefinately low dmg turrets. Scaling speed bonus was probably originally designed to heavily penalize this game play, but it hasnt stopped.
Verid, As for that Implanter/Slow bug, I don't think its specifically regarding Spore implanter (but is only with mindspikes). Saw a spiral maze the other day, with 5 or so Explosive Hives in center, with 8-9 mindspikes on the outer loop (all within firing range 100% of the time), and the boss was haulin through that maze at full speed.. (didn't see his speed icon drop a single time). Could there be a hidden limit to target based effects or something? (slows/aoe splash's on that target/ect) This doesnt seem to apply to Implosion tower slow, or the Burden Center slow, just mindspikes.. (could also be a possible link to as why Hive's seem to do slightly less boss DPS than implosions, even though their Dmg:speed tooltips would say otherwise).
Heyas folks, just an update as to what I have planned for next version now that most of the bugs are gone: A complete regen / tower weakness / strength overhaul!
Armor:
Life Regen
Shield regen
Also changing the organic ultra unique to destroy shield rather than life. That way Organic is poised to destroy biological and massive on both the shield and life fronts, Munitions will destroy shields & armor of armored and air units and Energy will destroy life and shields of psionic and robotic units.
I am planning on having this today (I'm hoping) for release to test.
Please provide feedback!
NinjaKhan : Im actually in the middle of an overhaul of the regen mechanic.
I'll evaluate your ideas and see if I can get them into the next release.
Thanks for your comments!
Please stop using regeneration as a "difficulty" mechanic.
At the very least, not in the copious amounts present. A little regen for bosses is okay, but as many have noted it gets just plain silly - especially in the escalating amounts found during greed waves.
This started as a team-based game, and regeneration completely destroys that notion. Either you have enough damage all in one place (one player) or you don't. All or nothing. This means that, among other things, players do not and cannot contribute to killing a mob with regeneration. Either it gets killed, or it gets passed (usually at full hp) to the next person down the line. That does not encourage team play. The only thing that encourages is pooling all resources to one player, which then is usually boring for the rest in the game.
Since Starcraft 2's armor system is not a scaling percentage (unlike warcraft 3) then armor isn't the answer either. However, I know it's possible to give mobs a special ability that will reduce damage taken. This is the kind of difficulty scaling I'd much prefer to see.
Wheresmybackup mentioned it earlier in the thread, and I'd like to repeat for emphasis.
Boss rounds could have a flat % of damage reduction based on difficulty. Reduce their regen from what it is now to a much smaller amount, and give, for example,
Boss 1: Easy 5%, Normal 10%, Hard 15%, Unpossible 20%
Then scale up per boss to taste. This makes bosses tougher, not wolverine. I think many would appreciate the challenge of a boss that is tough for four people together to kill, rather than one that regens to full hp once it has exited your defense.
Likewise, the same effect can be used in a scaling manner for greed waves. Start off damage reduction small and then ramp it up over time. I know more testing would be required to fine tune damage reduction percentages, but please please PLEASE consider a collaborative means of difficulty scaling instead of the individualistic one you have in place now. Uber regen destroys the idea of a team based defense and doesn't belong in Retribution TD.
-NinjaKhan