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.
Retribution TD v6 test up n runnin on EU as soon as i stop getting the Gateway Down error :/
error still not gone :/ ffs ... anyone got a clue what i could do to get rid of that Gateway down error ?
Aside from the high changling rate they also do not seem to path either and walk right around mazes.
well the changelings are still ridiculous, ill try to see what can be done tomorrow, good night guys
1.139
Armored wave is still strong. It is consistently the hardest part of a rotation. This may be partly because the Nanite tower is the weakest Teir 4 Tower (un upgraded). I assume that Robotic would also destroy me if I wasn't shooting for an upgraded Organic 4 tower so quickly.
When doing solo Mid Top down, the map now spawns 20 mobs rather than the previous 40.
Just a couple of things:
1) Dark templar stage where they use vortex on buildings, a player was eliminated because all of there towers were vortexed. Not sure if that was intended or not, seems a bit harsh. Frequency of vortex or atleast duration seems a bit to high as well.
2) Had a strange error which lagged everyone in the game in lvl 31 with the abberations? The guys with the puss bodies and spawn changelings. Anyways the error came up on the left hand screen as shown:
Trigger Error in 'gt_SPAWNMainldleMover_Func': Execution took to long
If anyone wants to test this new version, the map is public, around 80-90 games in last hour. Hop on.
just uploaded 1.137 test:
About version 6, it is nice, many new content was added, new possibilities, but there are some issues that must be review.
I was playing today in easy mode and alone with 7 AI getting all resources alone, was set to individual minerals and also in easy mode. I noticed many things: 1- It is not easy as usual, even in easy mode I had many dificult, and I gave up after LV 39 (I got nuked). 2- The money is to few, since now we have much more options about towers to buy, base with tons of options I can't accept that we still getting the same money of prior versions, it must be 2x or 3x more. 3- There is an issue since old versions that I want see a fix: 3.a - during the build time all should have an option called "Ready" and if all touch that option we skip the build time and go to next wave. 3.b - When we have noob playing and he leaves in the middle of the game, all waves should receive more mobs, if each wave have 10 and when 1 leave all get 13 if 2 leave all get 20 and so on... Thus a single player will have more possibility to beat the game by him self and keep west and east even if have 4 x 1. 4 - More time to build (with the READY option available) 5- Greed should be easier to get money. 6- Speed Bonus is amazing now, but keep it for all bosses. 7- create 60 Levels after 50, make it almost impossible.
Bug: Greed round Nuked me. I was sitting at 30% Retribution (un-nuked) and greed round nuked me. It didn't increase my Retribution, but it did do the Check for Nuke Condition.
Found a bug just recently:
- It seems that fungal eruption nest cannot damage air (atleast not the lvl 8 air at the start). I tried the build twice using spawn at top only and both times the fungal eruption nest did no damage at all to the air units.
Also had a game earlier in the day and got to the explosive train stage (lvl 39 ???) and it seems kinda buggy how the trains just appear all over your base with no pathing at all. Was not sure if they were ment to do that or not. Definately turned out badly for our team lol, leaked almost all of them and set off 2 nukes. If it was ment to do this it might be slightly to difficult in its current form.
As far as difficulty been trying it on easy and normal mainly. Seems like things are fairly simple pre boss fight (lvl 10 and down = easy) but lvl 11 to 14 seems far to difficult (even with the added minerals from killing both bosses a good maze will still probably leak almost all biological or armored. Lvl 16 to 19 seem slightly to difficult but not as much as 11 to 14. After the second boss lvl 20 to 38 is fairly straight forward until you get to lvl 39 (as mentioned above). Did not see much after getting nuked down :)
General Suggestion: I would consider halving the damage and cost of tier 4/5 towers. There is a lot of waiting involved in getting them and their upgrades. I'm not against this, but I do sit idle for long periods. I often flip to check email or read blogs while waiting for the next 750 or 1500 to upgrade.
Well you add them, with the info I just posted, then drop them a whisper... with your info...
For the life of me I can't figure out how to whisper people in this game. The only way I can do it is if you were already my friend. Its hard to make friends because you have to friend them before the dang game starts.
The test map is in the +100 games in last hour, looking for a full group to test with. Either join lobby, or wisper Hathoron.713 with character number.
actually getting rid of roaches, too annoying, i dont want to annoy ppl playing this map
ok got lvl12 done on unpossible with only 3 maurders leaked. think i could do it without any leaks had i finished off that last wall of my maze. or done better on the greed round. this was done with 1 t3 terr and 2 t3 toss all upgraded. used radar towers to get past roaches that wasted 80 min... maybe make there radius bigger so they cover the whole section.
http://www.freeimagehosting.net/image.php?92985239ec.jpg
I just beat a game on Normal with 3 (top down).
We had 1 top left with a maze that I give 7/10 rating. Top right moved to Middle with me and bottom was empty. As two people were middle, I mazed while the other guy focused exclusively on dps towers.
We ended up with Retribution of about 12%.
Comments: The the Nuke tower seemed extremely good compared to the rest. The Long Tom should just be made a non-splash tower if its splash range is only 0.5. (Its misleading when selecting it.) The Zerg (Range 3) Tower upgrade seemed weak, but we had 2 Nukes making it hard to see how effective they were.
Wave 9 common breaks. I see Blocked pop up and weird behavior like running around or skipping arrows. Perhaps they shouldn't be able to reburrow the instant they unburrow.
well my plans got ruined on the roaches round, one never unburrowed i guess. But i got to 9 with my maze complete and no leaks on unpossible top spawns with implosion already built. so t3 terrain upgraded was on the way at boss or right after. here is my maze let me know what you think.
also wondering about the run away trains and maurders, is that supposed to be like that?
http://www.freeimagehosting.net/uploads/6e3e83e773.jpg
duke it out!
I dont think I'm going to make any more sweeping diff changes at this point but if you guys think something needs a small adjustment, please let me know
-VE