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.
Making the Lookout tower sells for a small amount isnt useful. From what i've noticed, the Lookout tower seems to spawn "somewhere randomly on the road", if it doesnt, it should under this suggestion. With it spawning at a spot the user cannot choose, it will serve the same goal, maybe not be in the way along with that.
Then, give it a nice cost, around the lines of 500 minerals to upgrade it into a Defense Tower, or a Retribution Tower, or whatever fancy name you pick. Then, give it something like, the best mineral:dps ratio in the game. seriously the best, not extremely overpowered, but the best ratio in the game. Along with something like 20% of the benefits of Energy, Munition and Organic towers. Numbers can be balanced but you get the concept.
Yes, this will make a very strong tower, but there will be one point that will balance everything: 1- It's unique, you cannot have two, and if you sell your lookout tower, it's impossible to get back. 2- It will be somewhere randomly on the road, to exploit it's strength, players will have to build AROUND the lookout tower, instead of following their pre-set build orders.
It will give some thought process in building orders, will you go along with your tested and working defense to have relative ease on stuff, will you try something new to get a very strong tower on your side? will you upgrade it while it's far away from your maze? Maybe you decided to dismiss this tower and decided to go along with your maze, but in case the lookout tower spawned "in the way" of your regular maze, will you sell it because your maze is good enough without it? Will you go around it and use it?
This would be a way to change some "Set in stone" defenses and maze and had some spice. You might even add 3 upgrades instead. A 250, 500 and 1000 minerals versions. Will make you think if they want the tower early, or later in the game. Maybe make the 200 version have the same Mineral:dps as the best tower in the game, the 500 version has a 15% higher mineral:dps, and the 1250 version has a 30% higher mineral:dps ratio than the other best tower. Again, choices would happen: Do you want the tower early game and help along while it's a slightly run-of-the-mill tower later (because despite the ratio, it still deals damage relative to a tier 3 tower), or will you wait till later on and have a tower that packs a hell of a punch, but only useful for a few waves instead of the whole game.
so this new patch has completely destroyed my map, blizzard made all kinds of undocumented changes that I need to now deal with
For instance (Triggering Player) now evaluates to a negative number for some reason ( it should return 1-8.
I will see what I can fix easily, but this is ridiculous.
@Sgat, I apologize for missing the second half, for whatever reason at first glance I thought it was intended for someone else. What about the old Hellfire Demon? That had a similar problem and only had one attack. I never found out what the actual cause was only that it was eventually fixed.
I agree with your assessment of how stacking multiples of projectile turrets seems to diminish their effect, it can be very frustrating at times but I suppose it isn't a huge issue, I just like to min/max and it gets in the way of that.
@Karallys, the conflag tower has half the range of the Burst Rocket, and the Burst Rocket's firing speed isn't that slow either. I don't know if that would really have that big an effect on regen either.
•make Lookout tower useful somehow
Make it sell for 5minerals? :P
Well, what I mean by testing turrets, I mean by building a spiral maze (IE 100% dps firing time), and comparing 2 types of turrets to actual, realtime boss dmg, vs a higher end boss (like solo'ing top spawn mode, and building a small spiral maze to block each boss off seperately, taking into account range of turret, and second effects like slow).
Seems to happen with most projectile type turrets, 1-2 of them in a bubble, seem to work fine, but when stacked with higher multiples of them (or other projectile type turrets), the effect starts getting dilluted. 2-3 Hive in a spiral (with same slow speed as a constant) > 2-3 Implosions (pre-equipped with slow) 20-30 Hives in a spiral (with same slow speed as a constant) < 20-30 Implosions
IDK, its probably a Blizzard bug somewhere down the line, they aren't exactly infamous for their ability to produce bug free games.... :P
All the Munitions turrets seem to be stuck in that same morph animation (haven't looked at t5, but everything else was doing it). Something's thats popped up this 1.1 patch... >.<
T1 upgraded shows it too...u can still see the little arms rotating around the bottom of the rail gun
@silicon(sry sgat wasn't remembering earlier posts :P) Are you also figuring in the bosses regen rate? IMO when you factor that in the conflagoration tower with its .1 attack speed is actually the most damaging against bosses.
Can confirm what KarallysGT4 posted, t2 upgraded and t3 upgraded terran is bugged after the patch, shows animation of it being built, but doesnt go away afterwords.
You missed the second half of the other post Silicon. Yea, its non-Hover bonus dmg is amoung the highest per mineral now (buffed in one of the recent versions?).
Issue with new patch..or atleast i think its becuase of new patch
The terran(munition) towers even after they are done being upgraded continue to show upgrade animations. This was in live 5.10 just after the new 1.1.0 bnet patch
@veridian
sounds nice... It gives me something to pull apart as i like finding and solving problems.
im currently fiddling with custom boss bars by using the dialog trigger.
And for anyone who doesn't know what the dialog trigger does... Think of ui frames from wow.
@Sgat8516: I realize bosses do not count as hover, but the Burst Rocket has other damage bonuses besides just hover. Looking at how much damage it deals to these bonuses compared to how fast it fires, it should have a 5:1 ratio of DPS to cost (would be even higher if the hover bonus counted) when attacking a boss. That's higher than any other turret in game (not to mention it has a massive range).
However, the damage still doesn't really have anything to do with the bug I'm describing.
Hey guys just checking in to let you know I'm alive and not a Ghost (a real one anyways)
I've had 3 days lying in bed to really think about v6, and I'm really excited about this version. I have also decided to make a small change in the way these versions are released. From now on, I will keep the current (fairly bug free) version live for any length of time it takes to iron out the bugs in the test version and not make it live until I have no bug reports for a full 24 hours.
I had a bit too much stress trying to iron out the bugs in v5 AFTER it was released, not going to do that again.
ETA on v6 test is hopefully tomorrow. There are going to be a few things included that were not in my original plans but really made sense to me after reading some of this stuff.
Also, on the boss bars, I'm probably not going to need 1mil hp to make the final boss challenging any more with the way the regen / armor changes mixes things up.
I have also managed to make the game more engaging at later levels and put a bit more "team vs team" stuff into it.
Anyways, I'm working on getting this test ready (after I get some real work done anyways)
After i get it out for testing ill let you all know, thanks.
Maybe for wave 150 XD definately not wave 50 though :P
Since the maximum value of a real is 524287.999755859375
with the right math (movment of the decimal place) you can have a maximum health value of a boss set to
524,287,999,755,859,375 (you would be using custom variables on the unit to store the extra hp)
524 Quadrillion anyone :)
Winner :)
found a solution to the boss bar thingy to display the full 1million hp
scrap boss bars completely and make your own with dialog triggers. Takes a little longer to setup initially but you can have your own custom style bossbars then with a maximum hp of 524billion (with some simple math).
Example of what you can do with dialog triggers taken from http:forums.sc2mapster.com/general/general-chat/5410-eye-candy-please/
Ui created by Alcoholix
ultra uniques can be fixed easily by telling it's weapon to hit every mob and modifying the trigger which applys the effect to filter out the crap.
this has a downside though... The splash would effect all mobs which aren't filtered (i.e it would hit all mobs the direct attack would hit)
maybe able to work around that somehow... i'll look into it
Looking at it now... setting the fast units to light as sugested earlier would be the easiest and simplest option.
Also it's a shame the boss bars use integer and not real as i had a great idea on fixing the boss bars to show the true values. The idea anyways was, Divide the hp of the final boss by 1million giving 0.500000, divide the extra hp by 1million giving 0.500000, add them together to give you 1.000000 and then display that on the bars. If this idea would have worked you could have had mobs with upto 524billion hp visible in a boss bar.
Time to recycle the old Light armor type? And just have 'Light' move really fast? :P
I take that back about Burst Rocket though, it might just be a bit overpowered if it was working 100% correctly. We broke it down to 5.008 dps:mineral (for Bio/massive), with one of the longest ranges ingame (10yd), with Implosion being around 4.3:1 (7 range), and Hive's (same prob) at around 4.8:1 (6 range).
I think I might know why fast is unaffected by ultra uniques. I think its becuase they are listed as everything like a boss. Since they have been set to not affect certain mobs...and fast lists both..it shoots at it but doesnt affect it because of other attributes.
aww get well soon.
actually becoming a ghost would suck... but at least you could scare the living pants off of the people that vex you. ;)
Silicon: 1) Burst Rocket Should NOT be the highest Boss DPS turret ingame Why? Because bosses do NOT count as Hover, they count as everything else besides Hover. If they counted as Hover, they would fly over your maze, and not walk through it. There's only 2 towers ingame, that have a different bonus dmg for hover, as they do for at least 1 other dmg type (Burst Rocker and Concussive). Concussive only does BASE dmg to bosses (its base dmg plus bonus to hover), and Burst Rocket is 200/200/300% bonus (So IE only the 200% hits bosses).
2) As for the old Hive tower, I think you misunderstand what was actually causing the problem. Hive wasn't 'missing' some attacks, it was doing exactly 1/6 the dps it says it should do, because it had '6 attacks', and used 6 projectiles, but only 1 projectile was being used for dmg purposes (was the case with almost all 'number of attack' type turrets i think).
There are several situations where all turrets aren't performing as high as should be expected, just not sure what the actual cause is (1 hive dps > 1 implosion dps, 20 hive dps < 20 implosion DPS, or Hive and Spore implanter, both causing issues with Mindspikes from applying a slow (and other turrets from doing their proper effect, like occasionally causing shield purge to miss..... /shrug).
Its more likely to be a Blizzard bug, than a Map problem, the issue here is more about how to get around it, than trying to fix a problem on Blizzards end.