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.
Also, this is just my opinion, can you do something about organic upgrades? They really arent worth putting the money into when you think about how little they change the tower. Yes they change both dmg and speed, however the amount is so small that I dont really see much of a difference unlike the speed change with energy or dmg for munitions
ok just got back let me address all these messages: (just in case there was any doubt, not releasing live ver tonight :))
intended behavior, needs to be documented:
bugs / needs to be fixed:
v1.160: Possibly a bug. I didn't see this mentioned as intended behavior. The Equalizer did not strip the shields from the Hyperions in the boss round, it was working on non-boss mobs. Since the Hyperions were air typed now, I thought it would work on those, too.
It's not a bug, but I wanted to let you know in a 5:4 ratio monitor, your splash screen has the version number off of the screen.
Yeah Archfiends are definitely not hitting air, would expect even if it is a 3 sqaure range a much more visible amount of dmg since 3 2 ways is 6 squares and i had 2 overalapping each other on the flight path and air mobs didnt take any dmg from them even when straight above kerrigan herself until other AA towers hit them.
Also the Crazy trains are being hit by ground towers as well as air. Probally was mentioned earlier...theres a lot of posts I havent read lol
Hmm...might have missed a mention of this but. On top spawns only started with 2 players...1 player left and the number of spawns dropped down to 20 instead of 40. Is that supposed to happen? I would think not but.
Just a couple of things from my last game for the bug report, game was a 3v2 normal difficulty with original spawn settings, I was munitions while my 2 teammates were hybrid:
1) Lvl 31 Aberration changlings got trapped all over the map and would just move back and forth. They would move away from cannon fire when they got close to it so we had to wait the full duration till there death (150 sec). Decreasing life time of changelings could fix this up a bit if its easier than the movement but it seemed like this only happened on these mobs. Spawn rate of changelings seemed good :).
2) Lvl 33 Psionic mobs (which are similar to blink dogs) seemed to get stuck after a few blinks, completely stopping in place and not moving. These could still be attacked but would not move after becoming stuck in place.
3) Rounds 42 to 45 in this game in particular become stuck when they crossed over the 2nd point without ever moving close to the first point. I have a few screenshots from a few of the levels. This also occured on the greed round but on the greed round 1 or 2 units seemed to not get stuck so the round could end. After 45 was finished I made a small ramp so they would not move over the 2nd point and seemed to continue on as normal.
4) There is definitely something wrong with the hit on the Long Tom. I had 4 in this game and they would constantly miss regardless of range doing no visible damage (and Long Tom damage is always noticeable :) ). This was noticed on all rounds from round 35 to round 50, especially noticeable on bosses such as the lvl 40 boss where even its shields did not budge and its definitely moving slow enough to be hit by anything. Along with doing no visible damage it did not do splash damage.
Couple things with v6
1) In the lobby everyone should default to either "west - random" or "east - random" and they can then choose a specific slot if they want it.
2) if you don't pick a race fast enough you lose. Make it default to a random race.
3) I liked the old toss t1 tower. The upgrade from the new one is good though
4) banelings are as bad as nukes. I just ended a game on wave 20 by selling everything i had (aside from one or two towers) and used the money to send over 8 banelings to the other side during the boss wave. Probably should have a cooldown on these attacks as well as allow for some kind of defense from them. the fact that 1 baneling can destroy everything in an 5x5 square is a bit OP. Personally, i prefer indirect things like medivac, not direct attacks like the banelings. But thats me, so far i'm just winning games with it.
5) protoss is really lacking. I can't seem to keep my maze from leaking as toss. I have no trouble as zerg, and usually have enough extra cash to attack the other team without worry. Terran feel pretty much in the middle. I can keep myself from leaking fairly well, but i can't afford extra stuff like attacks on the other team.
Thanks for the updates ghost! lots of fun on my day off. :)
Wave 22 and 23 are still to hard to stop with Vortex's going off everywhere.. Wave 22 shield I had one mob get down too 313 then the shield went back to completely full. Armored are still to hard to stop if your Organic. Are group didn't progress do too to many leaks that the 3 of us couldn't handle.
Also the infector says it "prevents regen" but we know that isnt true now ;)
Watched it take massive units down to 1k and they recovered out of allies maze lol.
test version 1.160 zerg race can build burden suguesster from protoss race.
on wave 19, west bottom have no mob spawn as individual spawn individual income.
Sgat, if your comment about the missing is directed at me, it was not just on the final boss (I know exactly how that boss works). I was using that as an example of the frequency with which the Long Tom was hitting. It was doing that on literally every single wave - missing large amounts of the time completely. No explosion effect, no damage done.
It would be extremely simple to reproduce.
Yeah I guess i just didnt see them last time....they detroyed a maze of a person with no mobs in it this time.
Also the temple of pain still brings fast mobs hp down to 1 unlike the others. Since fast is no longer listed wanted to point that out.
Vex, yes that is intended, there's a post below about it. Its just to open up the possible unique tower options for each race, so Org doesn't always have to have Implanter, and Munition's doesn't always have to have Purge.
Otherwise it looks good to me, with that mineral adjustment for later waves, and the overall nerf's to the special abilities on the individual waves, I think its about as properly balanced as we'll get.
Somehow I get the feeling that 'missing' on the final boss, is more to do with the bosses extended HP, and you not seeing it go down... (Bar on boss only shows 500k hp/shield, but he has 500k more than what that bar shows, the one on boss only shows dmg when he's below 500k of either). If thats not the case, please post a replay and we can take a look.
Kara, you sure the enemy team didn't kill them? They spawn from random locations, like the Explosive Fying trucks on 39, so if they go for mazes without enemies in them, they probably get shot down before getting close.
Ha, this just happen, game begin and I did not choose a race, and then game begin. I have no unit and game automatically kick me out when 1st wave start.
You should probably give player a default race if they did not choose.
Just tried to purchase banelings but nothing happened o.O
Is it just a chance for them to spawn?
Was on top spawns only.
1.159 -
Munitions feels much better now with the Burst Rocket splash and the crit damage on the T3. May still need to be tweaked a bit upward. For supposedly the "anti armor and air" choice, Munitions does absolutely horrible against the Lvl 30 Air boss. That should be a cakewalk for a Munitions player but it simply isn't. The lvl 30 boss in general is very difficult, especially if you don't have any slows. Seems Energy does really well against it, despite the fact that it being "Armor and Air" should make Munitions the better towers.
LONG TOM TOWER - Seems to be a very serious bug with the projectile. It hits maybe 20% of the time, if not less. Not sure if that's intended to balance its range, but it's a very, very inconsistent tower. It seemed to hit far less on anything close (within 7 range) and anything with debuffs on it (like Spore Implanter). It got to the point that on the last boss, 5 Long Toms (two players) stopped hitting him altogether for about two minutes straight, with maybe 1 or two strays actually hitting. The projectile itself "disappears" right before hitting the unit (no explosion effect).
in 1.158, as terran i was able to build acid spore implanter (no prerequisites). is that intended? is it supposed to be any of the three, or does each race just gain one of the others? i didn't check other races.
the upgrade things say "you can buy this upgrade 3 times" but they only let you buy it 2x. with the original base bonus the total is 3, so maybe that's intended as well, but the wording isn't clear.
i was trying to open it from the battle.net cache. doing that worked until the 1.1 patch version of the map.
I'm gone for the rest of the evening at a wedding. When I get back if there are no bug reports, then we are making this puppy live!
-VE - Ghost
1.160