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.
@ghosts wife.. man flu can kill :)
Hello, this is Ghost's wife, he asked me to let you guys know he's been really sick. The doctor thinks it's the Flu. He will be back soon, thanks!
He said someone should keep track of questions / issues please.
If it makes any difference, I've experienced the burst rocket launcher doing zero damage too. Sadly I couldn't find a way to replicate it, as in other reiterations of the game it hit just fine. It does however seem to start missing after multiple particle affects begin striking the enemy.
@SiliconGold
Post a replay file.
I'm not 100% sure about this but I wanted to post it anyway just to see what everyone else thinks. Remember back when a lot of the organic turrets were bugged and their projectiles wouldn't always hit the target? Well I'm starting to think that the same thing might be true of the Burst Rocket Launcher. I've been watching it for a couple games now and it really seems like half its rockets don't actually do any damage. The Burst Rocket Launcher SHOULD be the highest DPS turret (per the minerals spent on it) against bosses, but even when I had 4 of them attacking the level 30 boss on Normal, his health didn't seem like it was going down very fast. In fact, many times he seemed to be regening through the damage. When looking closely at the projectiles, I swear it seems like many never actually hit, and instead "disappear" right before they strike the target.
However, it's really hard to tell. Unlike the old Hellfire Demon, the Burst Rocket shoots extremely fast and the damage effects aren't as visually apparent. Any idea for a way to test it?
It could be because of splash changes. However even when it is the direct target of the attacks its shields/hp (depending on which of the 2 ultras you have) remain unscathed through the assault of teh tower. BTW forgot to mention this is on the live version 5.10
Well Nan, you could have made that a little easier, if you had mentioned more specifics. Spore Implanter dot on the boss, made shield purge miss? SC2 crashed when trying to rewind that to watch it again, but I saw what you were talking about. I've seen the final boss be taken down to 0% shield in a matter of seconds after spawning, so its definately working properly in a bubble. Perhaps this is related to some other issues (Spore vs Mindspike slows not applying).
Kara, maybe that has to do with the Splash effect, and being centered on the ground... and not a creature. All of them got changed to only cause the splash effect, to the 2 main enemy types, so perhaps its just 'missing' the initial creature (especially fast..), and the secondary splash isn't effecting their type anymore.
Its also not just the equalizer. No ultra unigue seems to be affecting the fast mobs even though they will target them and fire. edit: The temple of pain does still affect fast just the infector and equalizer do not.
Hey i noticed that teh equalizer doesnt seem to be affecting fast mobs anymore? atleast not during greed waves.
@Sgat8516
The replay can now be downloaded from
http://rapidshare.com/files/419853449/_EU_Retribution_TD_Shield_Purge_Center_Bug_lvl_30.SC2Replay
The bug occurs at lvls 30 and 40, shield down like 10-15 seconds after contact with the shield purge center.
In that game I also managed to get to the armaggeddon round again, but for my surprize there was no money for killing anymore....please please, could you provide that money rewarding again so that in the end one could rly try to built as many t5 upgraded towers as possible and to rly go for the highest kill count...as I mentioned earlier, I once had about 1450 kills with about 10 solar bursts which was totally fun, and Im very sure there is even much more possible!!
I also mostly agree with redpand for that punishment by the nukes except for the last round seems to be quite a harsh punishment, from which it is practically impossible to recover...on the other hand I do like the idea of focussing to power as well, as I also dont want to wait all the time for one maze every round (totally boring)
cheers, NaN
Nice idea salmon!
@veridian
I've never seen a map lag due to too many triggers (when coded properly). I've made a function once which took too long and sc2 picked up on this and stopped the function.
Idea for the greed rounds.. A voting feature for each team Need or Greed options
Need :- normal wave with normal minerals. Greed :- a boss like mob spawns from the top with 5X the amount of minerals as need but failure gives 5X the retribution (needs to scale well otherwise it can go tits up) so if you fail at being a greedy bastard you pay for it.
IDK, I loved the idea of regen on all waves. It place more emphasis on power, and less emphasis on 'mazing indefinately'. When i see players building those full 200 tower caps, I usually quit anyways, because those are the games that last 3-4hours.... I just killed both final bosses on normal, with a 61 turret maze. Didn't leak a single creep all game, and only had 4-5 leaked to me early on (Was mid, OJ left after second boss, when he leaked for first time on wave 19 no weakness). Maybe an incentive bonus for being first PLAYER to kill their wave :P Cause I'd get that every wave :P
(Sorry for posting this after your post about v.6. ^ ^;)
Hey VeridianEntropy (or Ghostwalker as I know you),
I remember being one of the first to play your map, and I remember have fun. Even now in v.5.10, I'm still have lots of fun. However, I feel that your TD has a few fundamental issues. The first being, the way it's currently structured, it's really not a Team Deathmatch TD. It's structured as a TD with sever leak consequences. If you are trying to go for the Team Deathmatch type, then I would suggest new ways to "combat" the other team. Take Tetris in Verses mode. Whenever one side completes a line, it sends a few blocks to the opponent's side. Another way would be spending resources to intentionally hamper the other team.
The reason why I'm suggesting that you rethink how you've structured the game is because the game feels like it doesn't know what kind of TD it is. The greed rounds rarely give a greater quantity of resources than a regular wave, and don't really help defeat the other team as much as a regular wave. Waves come one type per wave, just like a regular TD. Speed bonus encourages you to setup so that you can get more of the bonus before the other team, but still don't really combat them enough.
I'm not suggesting taking these things out, I just feel that you might want to consider why you're choosing to make it a team vs team game.
v.5.10 Specific Suggestions
Oh, one more thing. Try taking out HP Regeneration for ALL units. As it is, you might as well just double all the units HP and keep the regeneration rate as it is. Other than some of the anti-shield and Ultimate Unique towers (which still don't seem worth bothering with), there really doesn't seem to be a good reason for shields. Just try taking out HP regen, that way even if a teammate's defense is having trouble getting much farther from the shields, they can still contribute to the team. But Regeneration on shields does make some sense, in that: it's a boss, and not just for one teammate, for all teammates. Something that, for the active players at the time of the bosses spawn, will likely require each the combined efforts of each teammate to bring down.
Will Contribute Soon
Please take all these things I've mentioned into consideration. I'm planning on donating soon, because I love the amount of effort you put into this map, and even into little things like the Map Preview image, and the very well done Loading Screen. And I'm very happy about the new UI additions as well!
Note: Again, if you need any help with the map, be it grunt work, working on UI, data editor, terrain editor, and/or trigger editor, please let me know!
Thanks for reading! :3
Redpand (BNet: Meeko)
A few more items that are going to be in V6 other than the regen / armor overhaul
All t5 towers will be 2x2 placement
All t5 towers will have a second upgrade possibility
1) Scythe Antimatter Cannon - projects a single target, channeled stream of antimatter at the target, also slows.
2) the Archfiend - Short range flame aura damage
3) Long Tom - EXTREME range slow firing aoe cannon. Can shoot into other people's bases (if it has line of sight) - also has a minimum range
Terrain Differences between he west side and east side of the map
Building is now only disabled when you have enemies in your current region
Tons more strategy with the regen / armor 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.
NaN/Silicon, you have replays of the last 10 games you played in your SC2 folder, find one of the ones where you observed this bug and post here. I've seen both Top players running Shield Purge, and strip boss shields away within first 6-7 seconds of the fight (not being very specific either, you know shield purge isn't 100% right? its a fixt % amount of max shield per shot).
Blud/Silicon, thats because yall had the exact opposite tower's needed. "I had two sunburst" and "had protoss and terrian t5 upgraded" A boss doesn't count as 5 targets, so the T5 towers are pretty much a waste, because they don't have bonus dmg. I kill them everytime i play, and have even killed them both at the same time... on Normal.
Yeah just finished a game on Normal and there was no way we could kill that last boss, even when they were spaced out. Has anyone been able to kill them on Normal without just dumping all your money on one player? I had two sunburst, a liq, and a dozen implosions, the unique slow turret and a solid maze and there was still no hope even after it went through two other players. They got its shields down, although it literally regened back to 50 or 75% before it got to me.
opps, version 5.10, and top left side, dunno if its a bug, or not enough ass on my part, only thing we leaked all game was 50 bosses,same thing with right side boss, east side team left so it was 4 of us on west. None could touch him at the 50% health mark. On normal mode, but same thing happened on easy mode also, no leaks except for 50 bosses.
First off great map, play it more then the actual game, any tips on taking out the last boss, had protoss and terrian t5 upgraded, terrian/protoss/zerg t4 upgraded and a t5 nonupgraded zerg tower, plus a handfull of t3 upgraded, and still couldnt take him down, he would get to half health and regen would stay at 50% health, not a huge maze, getting his health down to 50% was easy enough, but as soon as he was to 50% he didnt want to drop any further, which was interesting, considering I dropped its shields and half its health by the time he got to the first waypoint, but even walking by all my centralized dps, he still wouldnt drop in health, dunno if its a bug or not enough dps on my part, but it wasnt because he wasnt around my dps long enough, logic would say if I can drop him a million and a half on the right side of the maze, the left side should of easily dropped him the rest of the way down, since both sides where equally distributed equally to hit my central dps.
I can confirm the bug NaN is talking about with the Shield Purge. The bosses would walk by and get shot but there was a significant delay before their shields were actually removed.