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 extra build time when u dont kill boss is depressing
1.154
if i dont hear any major bugs before 6:00 pm PST, making this ver the LIVE ver
currently playing top spawns middle hard on hybrid. working out great got to 20 with my first leak being both bosses, (wow u stepped them up) but the greed round at 15 gave me 1% retribution.
Trigger Error in
'gt_SPAWNMainIdleMover_Func':
Execution took too long
Is the error it says, still waiting on it to die lol...it moves around into range every once and a while at 28 hp now :P
Broke the blink dog!!
He blinked back up top and now slowly moves around up there not heading to waypoint.
Also error said exception took to long.
Trigger Error in 'gt_SPAWNMainIdleMover_func': Execution took too long
Just hit the Blink Dog wave ... can you maybe give them a minimap dot as well ? It's kinda irritating to not see them on the minimap ^^
Quote from Seattleit:
"But it seems that it would be setup so different allies should be killing different waves. for instance lvl 12 only terrain teched people would be able to kill. That would make it highly dependent on your team being good as a whole and less important about a individual players strength."
I believe this statement might be partially true for the energy race only since they seem to specialize in only robotic and air specifically. Organic can just get the acid spore injector to deal with all deficiencies in damage, artillery has versatile solutions to each wave with slightly weaker towers at lower cost. Hybrid cant lose in the early game :P and only sees trouble when even liquifiers can not damage enough because of no ultimate towers.
To account for this maybe make 1 or 2 of the energy towers use some kind of bonus against organic/armored or massive. Or possibly a tower which deals with organic/massive specifically? I noticed that hover splash and additional damage was added to the flaming maw in the organic race so its pretty much a similar kind of thing to do with either 1-2 already existing towers or a new one designed to overcome the weaknesses within the current tech tree.
Salmon that's not because you change the map name but because of the missing Localization for the EU languages.
I usually localized the maps before i published them, that's why there've never been /param/value errors.
It also worked earlier when i tried to publish the newest Test-Version,
[EU]Retribution TD_test if you wanna give it a try.
ok i have a issue with the map.... its nothing which is your fault (at least i don't think so) but for me to upload the map i have to set the maps name and such in the editor.
But by doing this it screws up the map. Param errors all over the place.
The choose buttons dont say choose anymore but param/somenumber
most of the names in the buttons show param.
The maps fine if i dont change any of this but i'm unable to upload it without doing this.
Settleit:
I'm making the following small adjustments
Thanks salmon
Not played it yet but i think the race is a good sugestion. spices the game up abit stops it from dieing out and dropping off the radar.
Also i've upload it to eu until Raith is ready to take over
hate is a strong word, how about suggestions....
thanks!
Wow i really dislike the new test version where u have to pick a race. I feel it would be fun with a full game with good people. But it seems that it would be setup so different allies should be killing different waves. for instance lvl 12 only terrain teched people would be able to kill. That would make it highly dependent on your team being good as a whole and less important about a individual players strength. which would be good if u had a team but mostly you would be ruined by the one person who has never played before (of course in the bottom slot, quiting middle of a wave) Maybe i have not played around with it enough, but so far i like the way it was a couple days ago.
sry hate is strong word, i just need to hit the gong and give it some more tries. Keep up the amazing work updating map so frequently.
ill send you the current test ver
Once you get the new version raith try to upload it and ill remove the one i've uploaded.
Do you already have a working v6 Veridian ?
1.152 - fixed:
ok adding a few things to know issues to investigate:
test version 1.151, it seems shield regen will give mob full hp and shield when they trigger. Also medic seems to heal mob hp and shield all at once in the ??? medic wave. I think hp regen is doing the full hp and shield too, not sure about that.
I think the full heal on wave mob is trigger too offen, it basically making mob have extra 3 times more hp or more.