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.
Just been tinkering with map files downloaded through starcraft 2 itself (locked files)
Even though they have a different extension and a messed up name (example "the card game" became 6f092e94ace92f2af621009ad595dbaf43b090cf6ab0da641d20467583f8b0a6.s2ma
changing the extension to sc2map allowed me to open it in the editor but all the triggers was blank. attemping to view it in galaxy code results in the editor crashing.
You can still view the info in the data editor though. Dunno if you can republish these files though.
@faeo
i've seen somone do that also. The damage output for a implosion has always been high imo since .5
Edit**
over an hour as passed and it still says 162 games an hour...
I think its fucked on the eu side... Maybe another upload from raith will fix it.
Btw i have remoevd all cache files (tested this by having to redownload another game i've played earlier)
Sgat8516, i'm just comparing the tooltip DPS to the final cost of the towers. My math is probably really bad..
Last night i played a game where someone with 16 implosion shrines was able to solo the wave 50 boss and I wasn't able to with 2 solar burst, 1 fusion reactor and 4 shrines. My assumption was always that higher upgrade = more efficient DPS and it didn't pan out that way. His and my maze were essentially the same, and thats what got me scratching my head.
The map wont load for me on battlenet. Getting a error "A problem occurred while loading the map"
Dunno if its a issue with me or battlenet but the games dropped to the 3rd page @ 162 games a hour
Then you have shit like Defend the moon and black circle td higher on the lists.
Ciapo, The color's are based on the positions you get, not which ones you pick in lobby. Purp is always West Bottom, Pink is always East Bottom, ect.
Where did you get those numbers Faeo? Burst rocket is 5.008:1, Implosion is 4.3:1, Hive is 4.86:1. On the Beta of v6 though, its (assuming boss is their bonus, but not hover); Hive's are 7.91:1, Imps are 4.6:1, Burst 3.33:1 (7.5 if hover). The only one that looks OP atm, is the Hive, but i don't recall any bosses actually being Biological, so if there aren't, its not a problem. Also have to account, for the upgrades are giving straight 30% bonuses to attack speed and dmg of the other 2, where as organic just gets bonus range (perhaps based around fully upgraded..).
Scythe is 3:1 ratio, super long range, and has 2 bonus dmg types (as long as one of the last 2 bosses classify as one of these, its worth it).
suggestion for lobby/general map setting: keep it 4vs4 but "pretend" it's a 16player map, so we can choose the color among the cool one too, like light green or black /whatever instead of just the "starting" 8
yo ghostwalker
its me bobbyboucher. in v6 the trains are super fast, couldnt really kill them fast enough lvl 40s i believe also. my side managed to beat lvl 50 boss the tier5 option 2 arch(sumting) rapes even though it has only 3 range the long tom is funny, hella long range
This might not matter come the next patch but in v5.13 is it really better mineral : dps ratio to build a burst rocket launcher then a solar burst reactor?
The numbers i figured out (PLEASE correct me if im wrong)
Solar burst: 1min : 2dps Shrine: 1min : 2.8dps Nuke: 1min : 2dps Burst rocket: 1min : 3.3dps
This is ONLY with the added weaknesses on the bosses. I'm trying to polish my maze and i'm finding that my current make up isnt cutting it.
Test version 6 top spawns only(solo play)
Wave 9, 29, 49 ???: The units would get stuck going threw a 1 slot hole when both tops met at middle spawn and back up (kinda like in a normal game when u make that supply depot wall....and u try to force a lot of thors threw an opening of 1 supply depot)(Wave 19 did not have this problem)
Wave 19 ???: They still stopped at the hexagons.
Wave 39 ???: Even though it there was some hover...they were attacked by ground towers o.O
Wave 49 ???: Did exactly what the mobs name was...killed everything. Could have ben from mentioned above.
Equalizer and infector still do not affect fast mobs though it is still listed.
Archfiend was a selectable target from 5 turrets away o.O. (Its galvanic wave is selectable)
On a side note...I hate you for wave 30 boss :P but thats for another time...I think he might be tooo strong considering what he is, though since he doesnt have regen he might be doable with a team(i was soloing it cause i sat in lobby for a while and didn't see anyone join) And longtom is last defenders new best friend :O was hitting top when the mobs spawned from middle....scythe is also new anti boss tower with an implosion I see it stopping almost any boss. TBH Archfiends dmg seemed to be same as Mephistopheles, though i didnt build one in version 6 to see how close but from the v5 one it was pretty close.
And yes sadly I built all that in 1 play through.
His new version drops the hp of the first boss to 8k...any lower and I think it would be too easy.
Also ive been in games where first boss was leaked...team stayed...and we recovered...so it really depends on the calibur of the team you are on atm :P
Ghost, are these changes going to make the 1st boss easier? I still notice (this is in regards to the build you put up last night) that if anyone leaks the 1st boss the whole game ends (people insta quit since you can't recover after).. and it seems to happen somewhat often. This is on normal difficulty, btw.
test 1.129 uploaded
temporarily disabled the nuke bonus you get when the other team is nuked, other than that have fun!
ok doing some more balance stuff:
all anti regen effects now only last 3 seconds (both shields and hp)
all towers having 25% of base damage removed and put to attribute bonus damage
all t5 towers will do 100% bonus damage to the 2 types assigned to that race
will upload these changes sometime tonight
there will be NO waves that have no weaknesses (otherwise they would be too hard with these new changes) they were already replaced by the ?? waves anyways but wanted to restate that
I have a gripe on how biological and energy "bonus" is handled: the fact that they *halt* the supposedly strong point of their relative target armor type.
a single upgraded t3 tower (relatively simple to get on mid-late game) block the regen on aoe for 10 seconds, this even if the everything else of that player isn't biological.
this mean that an energy focused maze with one upgraded t3 towers do 100% damage to everything but armored and flying, to which they bypass 40% of the 25% reduction, making it "only" 15% less DPS toward air and armor.
I've yet to taste the upgrades, but as it stand now sticking to 1 kind of tower seems the worse choice.
suggestion for this: make the unique and ultra-unique require the command center as prerequisite, so "all" the "cool stuff" are tied to committing to one kind of tower type
general suggestion: at the start of the game make a menu individual to each player to make them choose if they want to commit to a tower type or to a "balanced" builder
Auto, the first boss is only what, 140 minerals into the game, assuming you kill everything? At that early stage of the game, 40 minerals is a pretty decent chunk of your total income (28.5%?). This is where most people fail pretty badly, as they upgrade to the concussive grenade for first air wave. 28.5% of total income, to kill 1 wave, when it doesn't do bonus dmg to the boss. Thats like the difference between doing 1k+ more dmg to the boss, just by not upgrading the concussive, and either upgrading to a static cannon, or building another one to possibly upgrade (or another T2 tower from organic). With lots of leaks on the other side (phat speedz), or if they lost early (fail goalie), and we get survivor most of the time before first boss, I can solo him on up to Hard difficulty... He's not overtuned.
Yea Kara, one of the *9 wave's stops at each waypoint (to allow medic's to catch up and heal), and the Ghost's/Maurader's *9 wave's often turn hostile........ and WTF own bases... They're known bugs, being worked on.
the ??? waves not performing correctly are known issues.
Hey mate, good to see your better again.
Can you send me the current version again so EU doesn't run on 5.10 anymore ? Thanks in advance.
omg...wave 29's ??? ghosts just obliterated me XD attacked my towers and destroyed everything
Also the 10% enrgy speed increase..is that 10% on current from other buffs or is it supposed to be at end 30% of original speed increase? Cause .37 increase at 30% would not be a 30% increase from 1.5 speed though a 10% on current each time it would be close but still not there...should have been -.40. Just wanted to make sure.
??? wave: The mobs would run to a beacon..and then stop for a couple of seconds in top spawn only mode
hmm dunno if this was intended but on top spawns only I can still build during the wave on the test version of v6