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.
last updadate was very bad it was fun to play before the last update but now :( its very frustrating. Why did you have to change it so much? Even easy is not easy it was not easy eaven before the last update. On easy should not come the mob from everywhere. Greed round is a good add (idea) but not the other things (difficulty fixes for 1-10)
It's up n running on EU as well ... time to hit the sack now :P
i just posted a 5.7 test file as well as published 1.95 test to us bnet please test it out guys it has
1) difficulty fixes for 1-10
2) top spawn bug fixed
3) leaks now invidate speed bonus
I dont have time to test it but let me know if its good!
bah i just spotted that in the file and was going to post it but you just seen it
Unit - Create 1 Wave Types[Current Wave Type Number] for player 11 at (Center of Player 5 Spawn) facing 270.0 degrees (No Options)
found the problem , i deleted a line where yellows mobs spawned, screwed everything up
getting 5.7 ready
5.6 pathing issue for top spawn top west is pretty game breaking.. the greed round is definately too tough, and should probably have shared income, though this might take a little while to program.. Bottom could probably use fewer creeps with defender bonus, though I already mentioned this. In the end though, fast games aren't necessarily bad.. with a crappy bottom on 'all spawns' you would be bound to lose eventually.
Wave 40 boss probably has too high regen. Killable but pretty rediculous even on normal.
Edit: I agree with most of the points that rabbit made about 1-10 being a bit too tough, especially considering all waves after that (assuming you kill the boss) are a breeze. Don't know about making air wave 9 again though.. it prevented some cheesiness. Nice work on lowering boss income though.. it was bloody nuts before. By the way.. could you check out the damage for the fungal hive tower? I think it's inflicting more than intended.
I've got to say, i'm not sure what else has changed, but in the last few hours of playing I haven't been in a game that's gone longer then the first boss wave and this is on normal/easy. Seems far too unforgiving on new players. Hell I know what I'm doing and i still can't stop leaking some times. Stuff is scaling far too quickly imo. You have to go for certain maze setup right off the bat or you get hosed.
In 5.3 I could tech as all races to get the level 3 tower by wave 9. It was a little easier with the splash from organic and a little harder with the slow towers from energy. Now it's totally not possible, that seems far less fun to me as i'm forced into mazing early instead of being efficient. I used to wait until the first boss wave income to flesh out my maze, now i don't have a choice.
Suggestions:
I think level 1-10 should be a little more forgiving to give people time to set up their mazes. I'm kinda tired of seeing the same mazes because it's the only thing that works. Have 1-10 be a bit weaker or make the base towers cost 2 min instead of 3. In particular people always start leaking on the Stalker(robotic?), fast and vulture (no weakness) waves.
Greed wave needs an overhaul still. I like the concept but only the top players are benefitting from it atm. The scaling is too fast for anybody in the mid or end to even hope of getting a kill. Should be shared income for that wave if possible. Past the first 3-4 mobs, its just a time sink as nothing else is killable and you just have to wait for the first mob to get to the end (usually an air or the fast mob)
Air wave should be moved back to wave 9.
Middle pathing circles seem too close, I liked the setup they were in before laid out horizontally but that is just my opinion and not really balance related. Likewise, if you shrunk the total building area from top to bottom a bit for the top players, left to right for the bottom players and a little all around for the middle people could setup their mazes earlier.
Confirmed the pathing bug in 5.6 top spawn shared income West Top Right Location. Mobs ignored the paths and walked to the temple taking the shortest path.
Replay File Here
Edit*
I don't know if it's to do with the starting locations as when i was in the lobby it said i was middle on west but when i spawned i was top left on west.
I agree with raithwall on greed round...think that one should be shared or atleast the hp of the mobs reduced drastically...since asside from top 2 players and first maybe 4-5 spawns...nothing dies in that wave...also script seems to run slow on it sometimes...have seen it go up to 4% ret on greed wave from 4 mobs getting there...dunno how you would fix that issue when 1 side gets 1% ret added and the other side gets 2-4% added seems a little unfair but hey thats what testing is for.
Seems most games arent lasting more that 20 rounds total...lol....the new setup is very unforgiving to last defener since everyone chooses normal spawn(original) set ups. Since they are all spawning same number of mobs would think this not an issue but there is no one getting last players leaks which is cause nukes to fly within first 10 waves. Happened so far 3 games in a row. lol. I personally think its because people try to make the loop mazes between the 2 beacons but thats just me. Though I am hearing a lot of complaints about games being so short in the lobbies.
Version 5.5 - couldn't find anything about this in kown bugs or Changelog of 5.6 so
Not sure if that's working as intended, the description of the Speed Bonus doesn't specificly explain how this situation is supposed to be handled.
Speed Bonus still gets rewarded even after leaking mobs. Reproduceable for example with Individual Spawns, where Team A kills all Mobs, but leaks one from Top to Bottom while Team B kills Top/Middle Spawns but leaks a Bottom Mob. As soon as the last mob vanishes on their screen, even tho they leaked, the Speed Bonus starts ticking for them. And another nice little side effect here ... it's really pure coincidence i came across this ... if your team activates the Speed Bonus (Build Mode enabled) by leaking Mobs .... AND it hits the Nuke with that leaked mob .... The player who's about to be nuked can sell all his towers and prevent the Nuke by doing so or just sell them and leave for the sake of his team
Eh .... and i've got another Issue with the Greed Round (on Original Income Mode)... The income there is _not_ shared, yet it spawns the mobs from Top Locations and since the hp increases on the mobs too fast to kill more than 3-4 mobs nothing during Wave 5, no one aside of the two Top Players earn anything during that Wave
Not that it would make a huge difference but a suggestion could be to bring back the huge text in middle of screen saying to build turrets or die? seems new people get in and just click random things for votes and wait till someone notices that they havent done anything with 5 secs left till wave begins XD
Bosses used to scale in HP to amount of players.. made them way too easy.
Still looking for a solution there
Also I could be wrong...but I thought i read in a prior version that number of boss spawns conform to number of players? Just wondering cause when 1 player was left in a top position both bosses spawned....
just uploaded 5.6
Just a tweak on 1st boss difficulty and more moola in the greed waves
Mentioned by wraithwall "The first problem mentioned by you, happens when the player blocks his checkpoint. then the mobs ignore that one and go for the next one"
I might have been misunderstood...the top right west side wasnt going for the next checkpoint the were going straight for the ret tower...diagonally cutting accross middle skipping both checkpoints and skipping any mazes the last player set up as well....and the east side had all mobs spawn on top right and then they would go down to middle pathway and come back up again to first beacon on the top left.
Please keep in mind this was also in version 4.4 havent checked to see if its fixed now in .5 but it was when top spawns shared income was choosen....on unpossible even...if that makes a difference :P
Oh didnt say I was leaking lol...but as for my build i make about 9 machine guns and then make a box spiral with flame towers and a ego at each corner turn. Till I can get the amazing explosive spore hive then go for protoss t4&5 with an equalizer and shield purge now.
As far as air goes 1 grenade still works almost perfectly depending on placement. Also i do agree the greed round is cripling for the one in the rear especially...it is possible to kill the girst few mobs but by the time it gets to the end...its 36k+ mobs and no tower in first 5 waves will kill them :P
Thanks for the feedback asmallrabbit, heard the same thing from Hathoron.
I'll come up with something
Lol don't be sorry Raith! Thanks for getting it up on EU servers!
Sry Veridian, was my bad about the Version ... Didn't notice the file there, got it now and getting it up as soon as this Gateway error stops popping up.
edit ... should be Up2Date again. Sorry again for the delay.