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.
Veridian, watch the replay or simply look at the screenshot I'm about to attach. Please tell me how when they both enter at 100% shields/HP, they leave at vastly different values, despite the fact that all I have is air splash and no direct damage towers. 6 upgraded T3s and 2 upgraded T4 munitions and that's all the damage that was done.
One still has 80% shields left, the other 40%. That's a difference of almost 100k damage. That's an absurd difference for an air splash that is supposedly working. Remember again that they are both occupying the same space - all splash should be hitting each target. Unless the T4 towers are the ones that are bugged, something is wrong with T3.
the zerg tower building when placing a tower that can not be built there uses the terrian voice "errrr I cant build there".
also you can not cancel the upgrade from the first t1 zerg unit. say u upgraded the wrong one u can not stop the upgrade before its done by hitting the progress bar that pops up a message saying click to cancel plasma spewer. This is also true for the blazing maw upgrade in t2. Same with fungal eruption to explosive spore hive. i assume all the rest as well.
air burst missiles bypass armor, just like the desc says. the armor damage bonus is only a bonus and is taken care of by the "hover" bonus. They do 100% splash damage to air and should far out perform the other 2 t3 towers on air.
If you need air slow, have someone research psionic blast, they work on everything.
WARLYik stop posting in forums and start the game we have 6 ppl in.
If T3 Munitions does have Air Splash then there is something seriously wrong with its damage type. I did remember looking at the air damage types, and it doesn't have anything set for "Armor". Since Air waves are Armor, this may be lowering its overall damage to the point that other air towers are still much better than it. I'd still rather have either of the Energy or Organic T3s over the Munitions one. They simply work better. Again, some of this is due to slow, but there has to be another issue at play here because the performance is simply abysmal against air.
I attached a game I played this morning on 1.164, near the end (before we quit out due to a nuke) both of the Lvl 30 Air bosses came at the exact same time. Considering all of my towers had splash, and I had no other DD towers, they should've left with the exact same shield but one was considerably lower than the other. This is the performance/splash issue I'm talking about. Also had significant difficulty on every other air wave from the teens on. It was set to Hard so that's part of the reason for the waves, but the boss thing is indicative of what I'm talking about.
1.165 published
still can not reproduce:
just found the nanite issue, taking off my list
ok guys I might sound mean here a minute:
1) t3 munitions DOOOOOOOOOOOOO have air splash, just tested... again
2) top spawns changing to 20 is NOT going away, otherwise people abuse this in single player
3) just updated the icons on t4splash damage
4) Fillpem, I don't know what you are talking about, esp with the wave bonus for hybrid thing....
5) the auto die when no race selected has been already reported and fixed
Well guys , i love all your balance comments, but they seem to be minor things at this point, I REALLY need to fix the following 5 bugs... which i cant consistently (or at all) reproduce in order to fix them:
if anyone has ANY information on these please let me know
New -Munitions- Balance/Bug Report (v1.164):
Major Bug: T3 Upgrade (Depleted Uranium blah blah) does not deal splash damage to air targets. Also, with the way the tower is designed, it may need some extra scrutiny to determine its damage to air targets.. the non-splash makes it feel very, very weak though compared to the other T3s. Giving it an AoE air slow would improve greatly the power of Munitions against air.
Documentation: T4 Munitions tower does not have the icon enabled for ground splash damage on either tower. Still deals the ground splash though.
Gonna test some Energy next to see if there's any glaring issues there. Gonna dread not having Spore Implanter though, I think.
Also, I still think Race Decision should be done when you've been spawned in your lane position, not before.
vexing:
the race choose thing was fixed already
Wow thats alot, every tower and every upgrade has its own unique attack and its done well. The turrets rotate and fire from the right places. the mephesto is the zerg cleanse from the campaign huh?
when i actually got around to playing the real star craft I thought something was wrong when my spore crawler was shooting a green blob instead of the usual fire.
ALso ghostwalker can you post a picture of the maze you use? I want to learn from the creator.
fly habilit?
I've tried all 3 new races option (but not Hybrid) and I got some thoughts.
First of all, I didn't like that much, now we really need cooperation from all 4 players in order to beat the game and in real world we always have people leaking and leaving and most game can't be finished.
I saw that for AI now you don't allow people get full resources from other player, what shame, thus was unfair, I couldn't test the games full potentitial to each race, for me is completly unfair if you lose a team member (it always happen) and can't get same resources as before.
1- Energy - Energy, stills nice, but since it most expensive than others I could get something such as Liquefier and I couldn't kill the sencond boss, after that I've quit.
2- Bio - Bio is nice against ground units, I could kill the second boss (alone) with extremely dificult (on easy mode) and they died thanks to spore that killed tham before I leaked, but they almost scaped and I couldn't kill most air and the air boss (Battle Cruiser) so I gave up after them leak.
3- The only that stills useful due Shield Purge I could take all challenges, and beat the game, it wasn't easy, but due the cheap cost of the units, after few leaks I manage to be invencible after wave 40 with some Cannons at middle that could kill most waves before it gets me.
About Hybrid, I've read in description that it doesn't get wave bonus, what is completely unfair, since the have no supreme tower and no tier 5 tower what is enough punishment for it versatility.
The free bonus for the specialist races should allow them get 4 stacks instead of 3 and the hybrid keep making just 3 stack, thus terrean can get 40% damage, protos 40% speed and zerg 12% both.
About Zerg upgrades, I'd like suggest 5% each, thus it can get 15% (50% of all terran and Protoss) instead of 3%.
Was nice the Protross tier 2 hit air, but how Protoss can detect invisible.
Aboute the main build (6 spaces build) it should have maybe 3 weapons upgrade with good range/splash damage since it get a lot of space in ou maze, it should be more useful than just an upgrade center or have no weapon and we can build completely out of maze in addition should have an Healing option for repair the damaged towers, thus you can have more waves that attack our maze, doing that, allow zerg regen, protoss have a shield and terran full repair at a cost and a special attack to avoid leak and save the maze/team for a period of time, such as a "Hero" unit that can move for 90 secs, with high damage and fly habilit.
i don't think the upgrades are balanced too well... it seems like the target was 30% increase in dps, but: the protoss upgrade is a direct 42.8% increase in dps (1/.7), the munitions one looks like a 30% increase but it's less if you get to the point of nukes doing most of the killing. all that extra dmg is overkill on most mobs. i doubt the zerg translates to near 30%
the reduction from 40 -> 20 spawns in top spawns only mode when down to 1 player seems bad in that you're halving their income. that seems worse than the gain in potential leaks.
finally, i haven't tested it but i'd guess the "auto die when no race is selected" is because there is no sensor tower or t1 tower for the mixed race, so people both aren't selecting a race and then aren't building a tower before the first time there is a check. i know i played as mixed and built towers and was fine
lol nice.
I'm glad someone appreciates that. almost all TDs I have played have no animations whatsoever. Because of the way the data editor goes together, you need to do all that manually.
hmmm you are all right maybe it changed from last night or maybe i have no idea what i am talking about. just did a test on hard and the blazing maw with a t2 unupgraded did the trick.
don't hear people say it enough but ghostwalker you are doing a great job on the graphics and visual design. i love how the walls die, i build them just to sell them between rounds.
the organic t2 and energy t2 were made to hit air and given air splash, the should do well against the first air wave (although no where near as good as munitions)
on hard the blazing maw will kill only 2-3 of them leaking the rest. I have done it with the t3 tower but i have leaked before that on ground saving up for it. maybe you are right about greed rounds though. I am testing solo with teammates i would definitely be getting more money.
Never had a issue with the zerg towers and the 1st air wave on normal and original
just used a blazing maw
I dont usually have much of a problem >.> but maybe we get more on greed waves than you do also. Unfortunately air is armored and thats what organic sucks against.
And for continue end game, it seems to go away once a teammate hits one of the 2 options.