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.
suggestion: when a player leaves, instead of having all the towers being sold and the money splitted, instead have the control of the towers ( and the worker) reassigned to whoever is still in game.
this way, some "critical shit" may not happen, like a maze or part of a maze disappearing in thin air while a wave is going on. player would still be able to sell them if needed be, but this way if they want to keep something they are allowed to
how are you trying to open the map? have i sent it to you?
on the test map playing solo, after getting nuked there is "Trigger error in 'get_ENDNukereward_Func' Could not get 'unit type' from parameter in 'UnitTypeGetCost' (value: 0)"
trying to open the new version(s) in the map editor to look at data i'm getting "Unable to load file (Core: file not found): ComponentList.SC2Components." do you know what that's about?
1.158 test published
Sounds like a good buff to Munitions :)
But Warlyik, I think you're giving to much credit to the non-org splash, most are very small radius, and often only hit 1 extra enemy due to range. As for Cloak, teams without that tower, aren't at any more of a disadvantage than a team without slowing tower's, or a team without indestructible mazing (=AMG don't hurt me walls for maruaders :P). All 3 have definately advantages when acquired, with a decent penalty for not having them.
On the last version, it really only took a goalie with spore implanter, to make a game nearly 100% perfect, on either of the difficulties I've seen. With that addition of the cross-race unique, i think this would make it pretty well balanced for any race, to do any position 100% effectively.
Yes Verid, I'm not sure why people like ShapeShifter even bother to post, just gets flagged by 10 people for delete post :P
ShapeShifter:
You fail to give any constructive information whatsoever.
You know, there is a reason this is still "TEST"
thanks for all your feedback, working on the following
Personally I completely dislike your 4 class choice's. I also have to agree with everything Warlyik said. I am loosing my interest in your maps there loosing the fun factor and growing in all directions the over complicated factor.
Regarding the tower "Races" balance (played mostly on Normal):
Munitions seems horribly underpowered at this point in v1.156. It seems the only use is for the Radar Tower and maybe the Shield Purger on bosses. They have no ground AoE at all until T5, and even then the only appreciable one is the Nuke, and their damage is still pitiful compared to Energy and Organic. This needs to be addressed. On top of this, there's no slow or additional utility; they're super weak against psionic/robotic to the point that you will almost always leak (even if running a super-efficient 3X maze like I do), and they're still too weak against biological and massive. On top of this, they aren't appreciably powerful against air or armor. I'd suggest upping their DPS a bit and giving either the T3 or T4 towers some splash damage, or give one of the towers the ability to reduce armor to the point that waves take extra damage (negative armor).
Energy seems to be "okay" overall. It helps that the T4 upgrade has splash, unlike Munitions. Without that, they'd probably be in the same boat except for the ability to slow. Hindered by the inability to see through cloak which I feel is an unnecessary gimmick.
Organic seems most well-off, but only when used properly with a Spore Implanter (which seems to be the great equalizer right now). They're weak against air but not terribly so; probably not good for bottom but ideal as a mid. The fact that all of the towers splash helps Organic tremendously. That, and they aren't hindered by cloaking due to the upgrades.
Hybrid still seems okay overall and makes for probably the best bottom or mid player since they aren't hindered by the wave types with a proper spread of tower types.
Regarding Cloaking: this seems like an unnecessary gimmick. Are you really telling me that you want teams to lose (or be at a severe disadvantage) simply because they don't have a munitions or organic player?
Regarding overall balance: I'm concerned that until you fix some of the above issues, teams may just quit out when they don't have the right tower type composition. For Munitions it's pretty much impossible to not leak. For Energy it's much the same. In fact, I'd go so far as to say that you've made it impossible for anyone, no matter what maze strat they're using, to get through flawlessly. That just doesn't seem right to me. Why play a game that is forcing you to lose even when you're playing perfectly?
Regarding super unique towers: Okay, so they make it easier for your tower type to kill the tower type it's already good at killing.. tell me what the point of that is exactly? You may as well just throw your unique tower in someone else's maze because it probably won't be helping yours. These towers should be helping to close up a weakness, not make easy waves easier for you.
Regarding basic unique towers: Spore Implanter right now is hands down the best overall tower all the way up to basically the mid-40s. The other ones could use a boost of some kind.
One more thing: You should see where you're actually at and be able to briefly discuss with your team what tower types to choose before you are given the choice. You often cannot tell where you're going to start at, or even what team you're on, because of the constant switching of teams/placements during lobby and the randomized factor of it once the game starts. And considering balance seems pretty screwed up right now, if you make the wrong choice, you're going to have a rough time.
Blink is short range in test and live, not any different now.
the blink in your current test version has a very short range. id say 5 build squares or so.
Just an opinion but can you slow down on changing this up constantly, fix the bugs and wait awhile for V7. So we can get used to all the major changes?
hmm just played 2 games á 10 min each .. hopefully it'll pop up soon
raith is hosting it due to me having localization issues which i dont know / cba to fix
I have problem finding the v6 test version on EU, the search seems broken, Salmon can you host it once or twice and play it on your own just to have it at the very bottom of popularity list so i can "just" browse to it?, i'm hyped about it
Raith and Salmon :
Just sent you guys the US 1.156 test v6 build
all known bugs have been killed
1.156
1.155
fucking localization bollocks...
whats wrong with just "the way" and everyone cope.
as for blink dogs.... lmao
i find placing a tower behind your main maze will catch the odd leak.
Nice Karally, welcome to the help screen as first official bug !
he teleported outside the map bounds it looks like, BAD DOG!