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.
Not a bug just a balance note for the zerg towers. If you pick the zerg race and are playing the original version where they spawn for every player it is extremely hard to kill the first air wave at 8 on the bottom on hard difficulty settings. I have tested it out a couple times and the first tower with enough dps to do it is the t3 and its almost impossible to get that by round 8 with a single spawn and have any maze to speak of. Just letting you know because teammates getting angry i always leak that wave on the bottom. Also i would like to say that kill all air with hybrid, terrain, and toss is very easy for lvl 8 that is. Other then that the new choose your race is growing on my and has certainly not slowed down the amount of hours on this map a day.
also on 8 player the voting result text overlaps on the the voting boxes making it hard to see. lucky for me i have played enough to know the order by heart. Oh and the timer on the continue or end game once the other team has lost is very short and i often miss it and it defaults to end game. maybe a longer game or continue as the default
@ghost: Were you able to see the shield purge not working with acid spore or were you not able to load my replay?
Ok so these bugs need to be fixed or removed off my bug list to be considered for a full release. I'm hoping to have time to get to them today
rath, im pretty sure the changelings were already fixed in my us ver. ill get it to you today
I've put 5.13 back up on EU after switching it out for the Test 1.160 for a while (to get a full game going).
Played a almost full game game on there till wave 31 and then those Changelings completly bugged us out. It probably has got sth to do with those error messages that popped up. I think two of the triggers failed because their execution took too long which caused the changelings to get into idle mode and stay in there.
The Error appears around 1:15:00 on the replay and till wave 31 i think we didnt really have anything else to complain about. Only once we thought the Speed Bonus had bugged, but i think we simply let a mob slide through and in the next waves we continued getting the Speed Bonus again.
Anyways, if u wanna try the Test Version and it's not on the list as "Retribution TD Test", just add me (Raithwall::389) and pm me when i'm online and i'll open a game for you to play.
I don't know if it is intended, but i recognized some changes from the v6 SP to the MP version.
1. The Zerg research centers costs 100 instead of 150 minerals.
2. I'm able to build an Imagined Burdens Suggestor as Zerg.
3. The model of the Ego Whip Tower changed from Probe to Warp Prism.
4. Tipping error in the description of the Fleshy Pod "Regerating life instantly" and in the loading screen "EU Representitive".
P.S.: Really love the changes from V6
Actually ... i think that search is totally bugged right now.
Even if i search for the game on the "my maps" where there's only 3 listed it doesnt give any results.
Anyways, if anyone wants to try the Test map, drop me a message ingame and i'll open a game for you (I've already doublechecked the publish mode ... it's set to public and not private!), afterwards you'll have it in your last played list and can access it from there easily.
And who knows ... maybe it'll show up on the list on it's own eventually.
not yet Ashgoz.
V6 is still in testing mode and there should be a Test Version of the games v6 up on EU as well, called
Retribution TD Test.
No clue, why it doesn't show up on the list/search. If you wanna give it a try, add me (Raithwall::389) and i'll open a game for you.
Still playing with V5 on EU servers, but here you are writing about V7 so I was wondering if V6 is out on US servers?
Sgat8516, I actually did a breakdown of the T4 organic tower as well at home but I excluded it because of simplicity (since it does ground splash 100% it affects far more units than the Flechette tower will in a game).
Verid, the liquifier begs to differ about "killing any non boss enemy outright" :), didnt check if the Nanite does the same but i'm guessing it might. Also, tried to reproduce those bugs (getting stuck on 2nd point) but I was not able to, might have just been that game since its the only instance i've seen it happen. I have a couple more pics of it if you would like them posted but I don't know if it would help or not.
http://www.megaupload.com/?d=2ZVC4Z2T
Is linked to a replay of a game I just played.
1 hour and 3 mins when the wave 30 boss reaches bottom you will see shield purge not work :P
Wait.. Changelings? I thought you removed those? Haven't seen them in last couple games I played.. although both top players prob had nukes by that point, so might have been dying to fast...
TomeofExp, T4 Energy and T4 Munitions are about equally balanced. You even pointed out the advantage munitions has for range, but you can't compare dmg done to hover, to dmg done to other enemy types... Dmg to hover is meant to be abnormally higher, because they are harder to kill (require same dmg as last wave, with less dps time).
Verid, if you want to make munitions totally rock air, you could always add a splash slow effect to the anti-air weapon only. That really is where the balance comes in, Energy effectively has double the DPS time (quadrouple if you use slow unique) to air, and is medium effective at it. Air boss past over 2 Munitions guys, they took out about 60% of his shield, Energy guy at bottom did probably 2.5x that dmg, due to the increased dps time (and because at that elbow turn :P).
But while on topic.. Why do people always try and compare the second best, with the best? Why not get a comparitive breakdown of Organic's in there as well, since they have a much shorter range (2-4yds shorter for some) than others, but no one QQ's for them :P (Sarcasm talking here, they're fine). As for bosses though... I would have to say Org is definately the absolute worst off, not sure why you put Hybrid as having a weakness to bosses, when Org are the ones that lack anything other than AoE dmg :p
I dont seem to notice much of a fast mob killing increase at full upgrade versus others at standard but meh.
Anyway something to point out, Naplam tower when u go to choose your upgrade says Archfiend is supposed to have Bypass armor but it does not has 3rd degree burns.
1.63:
nanite and liquifier now have a small chance of killing any non boss enemy outright.
still looking for info on the following bugs:
BTW
Acid Spores still prevent shield purge from working.
thanks tome, that's a huge post to basically give the reasoning behind the nanite sucking a bit. (Thanks by the way!)
main problem is that i added ground splash to the flechette, and didn't reduce its damage 75% like i did to all other towers that do full splash damage.
need to rectify the flechette down 75% or its quantitatively better than the organic t4, I'm going to boost the nanite. but with an ability instead of damage.
stay-tuned
1.62 released
Quote from VeridianEntropy " the fact that ppl are now complaining about munitions, energy, AND organic means to me they are pretty well balanced now lol"
I would agree that this is partially true :) partially because I believe their are 2 main flaws right now in the balancing. Pretty simple ones to, so it wont be to much to cover:
1) Only organic and munitions currently have access to acid spore implanter, therefore, energy is far weaker than the other two. Damage wise (and even in number of kills for any tower you can get atm) ASI is amazing for its cost. It also hits all unit types so it covers all deficiencies that organic and munitions have (ie. organic is supposed to be weak against armor i assume since its not a damage type of any tower they have and munitions is supposed to be weak against psionic) but since energy cannot access this it has no way to beat biological and arguably massive (as liquifier is the only one that damages massive even remotely). Allowing psionic access to the ASI would balance this out (or change ASI to do a lot less so that Organic and munitions would be on even ground with energy).
2) I just wanted to do a comparison of the tier 4 towers of Energy and Munitions as Ive found that the initial tier 4 tower (Nanite Dissembler) is far weaker than the Munitions tower (Flechette tower) when the 2 are compared on even ground. I excluded the organic flare tower because I believe that the munitions and energy towers were once closely associated stats wise but have more recently deviated and it was not addressed.
Nanite Dissembler 250 dps 375 damage 750 armored 1000 robotic 6 range 1.5 weapon speed ground target only
Flechette tower 187 dps 47 damage 94 organic 204 hover 7 range 0.5 weapon speed 2 hits splash air ground and air attack
Now the only reason I believe that these two towers were based off each other is that if you multiply the cost of the Flechette tower by 1.336 you get 250, the cost of the Nanite dissembler. The number 1.336 is found by normalizing the damage of the Flechette tower and Nanite Dissembler by adjusting there outputs to the same attack speed as well as accounting for the 2 attacks that Flechette tower gets:
Nanite at 1 attack speed 250 damage 495 armored 660 robotic 6 range 1 weapon speed ground only
Flechette tower at 1 attack speed (w/ 1 attack) 188 damage 366 organic 816 hover 7 range 1 weapon speed air and ground attack air splash
now to do some comparison by multiplying these values by 1.336
Flechette tower at 1 attack speed (w/ 1 attack) 188 * 1.336 = 251 damage (normal dps) 376 * 1.336 = 502 damage (organic damage) 816 * 1.336 = 1090 damage (hover damage) 7 range 1 weapon speed air and ground attack air splash
Now between the 2 towers it can be seen (with a slight difference) that the dps of both towers are respectively 250 and 251 against all units that it has no bonus for. Damage for nanites armored and flechette's organic are 495 vs 502 ( pretty close, enough to be a round off error). The problem is that the 3rd type of damage has a huge deviation. Flechette does 1090 damage compared to the nanites 660 damage to robotic units. Not only that but this damage is also 100% air splash damage while the nanites has no splash damage. Lastly the damage of Flechette naturally hits both ground and air units while nanites only hits ground.
I suppose that some people could argue that the Nanite Dissembler upgrades into a better unit in the Liquifier but I would only include that in the reasoning if you can actually get to a point to make a Liquifier. The Flechette tower, although equal in many respects does 430 more bonus damage, has 100% air splash, can attack both air and ground forces and has +1 range over the Nanite Dissembler. Therefore, I ask that the Nanite Dissembler be boosted substantially to atleast equal if not higher levels that the Flechette tower currently holds since Energy is coined the race with "high damage" towers when compared to the other building races.
I wrote a lot about this topic because I feel this game has a lot of promise, i've enjoyed it a lot and hope to continue to enjoy the game into the foreseeable future :)
Karally:
it also gives a detection radius and tracking speed (which is actually important on the fast waves, i believe it is fairly well balanced atm
1.161 released
fixed
Can not reproduce, need more info: