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.
Playing with the new version, and i don't think some of the changes are working well. If you are planning on going through with the command towers and sticking to one race, having tower weaknesses isn't going to go over well. You can communicate with your team to cover different types, but the person in last spot or even mid doesn't have someone to cover for them all the time. In particular, its impossible to do as pure organic anymore now that wave 8 is air instead of 9. I used to be able to scrimp and get a fungal nest by 9, but there is no way to do it by 8 without leaking.
The greed round at 5 is also crippling, units are far too strong for towers of that level to get even one kill and therefore you lose your usual 10 income from what the normal wave would have gotten you. The greed round should be weaker but spawn for every player and/or have kills give money to that whole side imo.
EDIT: In particular if you add tower weaknesses, the person in last spot is going to be hard pressed not to leak and have to build from all tower types, forcing him to tech multiple trees. As it is now, the only way to not leak air on 8 is for everyone to get the Munitions grenade launcher. I don't like that. It was hard but doable in 5.3 for organic to get a fungal nest by 9 and for Energy to get a lvl 1 shrine (name escapes me atm). Right now everyone is forced to go double munitions not to leak which is frustrating.
Next version I'm going to implement Tower weaknesses as well as bonuses, so yeah, not having all your bases covered by your team is a bad thing!
@karallysGT4
what setup do you normally build when you leak?
reason i ask is because I only see people leak if they stick to 1 tower type
Also as far as blocking checkpoint....Kinda hard to block it at start of game with only 15 minerals...unless you mean by just making a line in front of it?
Sorry about that...
To my knowledge 5.5 seems to have fixed kerrigan...if i can find a team that last defender doesnt leak on lol. I just realized that right as I got off you uploaded a new version of the map.
Will say game seems to have gotten quite a bit tougher than previous versions even on easy mode seems like leaking during the first 10 waves is common place again. Then again a lot of new people keep joining with out asking for help and fail for everyone when they are last defenders also lol.
Raith, file is uploaded in the projects file place, can you get it there?
OK I'm about to go off here guys, so excuse me.
When posting bugs here, in order to have your bug acknowledged:
EU is still sitting on 5.3 @ Veridian.
And last time i played through there i didnt have any trouble on (Original) Mode to get through the game.
PLEASE double check your versions when posting bugs guys, Ive already put over 200 hours into this map
i just killed her on 5.5...
you sure this is 5.5?
what can i say i like owning noobs who think they know td's
its not my fault im a bastard
Hehe, seems like you can't wait to play it Salmon
Is that happening in 5.5 Karallys ? (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)
right now send it to raithwall :P
Just uploaded 5.5 with the huge lvl 30 boss bug fixed and Armageddon mode added back as a bonus round
woot @ wall o text.
you have a point though. With top spawn shared income 90% of the games i play i end up calling most people noobs on my team (when they start at the top) always building the same shitty single target turrets (machine gun) and start leaking by wave 3 or 4. But hey it's a team game and most people don't work as a team sadly.
Then theres the people who tell everyone to vote a certain mode because they suck at anything else, but thanks to the voting bug I mass click something different on unpossible difficulty (why is it called unpossible anyways... shouldn't be impossible or improbable or unprobable). Then they either cry and leave. Or go about building some retarded <insert colour here> <insert shape here> TD style setup.
Might make a tutorial video on youtube on how to play if somone else doesn't beat me.
Hmm, the more games i play with shared income, the more reasons appear to me why i should rather go back to ye good ol individual Income modes ^^
Sorry about this wall of text .... i'll try to summarize it later.
Here's a quick bug tho before i'll continue with the Shared Income modes. If a player leaves the game right at the beginning, his Minerals aren't distributed between his team only, but also given to his opponents ... Instead of giving 5 Minerals to each of the remaining 3 Players in a team, every Player in game recieves 2 Minerals.
-Wall of Text ahead-It kinda appears to me, that going shared income with strangers or first timers results in a default loss. The idea behind it ... making up for their losses ... does seem fancy, but seeing as how easy people simply quit on you in this game, the good intentions quickly turn into a huge problem for the team and usually results in a default loss.
I'd like to share my thoughts on those 2 new Modes after playing each of them for a few times. Those Comments are made, under the Assumption that there's barely any to no distinction in Mob HP/Shields/Regen between the 2 Modes in a 4 Player game. Top Spawn (Shared Income): While being one of the Top Players, this mode is quite fun ... the first few waves at least ... once you hit a point where you start leaking, you'll always leak, but hey ... that's what the other 2 guys backing you up are good for. As middle or bottom player, this mode seems rather boring for the first X Waves, where X can go up to ... 40/50 or stay below 10 ... depending on how good the Top Players are. Money wise on this Mode, the bottom Defense Zone is rather useless ... instead it would prolly be better to either, work together with the middle Defender and build up a Maze with him, or just send your Money to one of the Top guys, which'll allow them to simply slaughter all waves without leaks. Leavers in this Mode are a 2-Edged Blade so to speak. If they leave early on (within wave 1-5). You can still fix it and end up beating the whole game solo (assuming all 3 other guys leave) since you'll have too many Minerals to even spend them all (this also results in an almost impossible scenario for the other team ... how're they suppsed to win against someone who earns 4 times as much money as each member of the team?), on the other hand ... if one or two people decide to leave during Waves 8 / 9, it'll result in a default loss ... due to the lack of dps on the boss because those guys who've left will pretty much "destroy" the teams Minerals and losing the income of 4/5 Waves pretty much renders your team unable to defeat the boss, which will result in an even bigger loss of Minerals => death-sentence.
Individual Spawns (Shared Income): Those are tricky, they combine the good old spawning of just enough mobs to justify a decrease in the bosses HP according the the amount of people on a team, with the risk of ending the game for one of the teams prematurely if someone decides to leave before the boss wave. Seeing as some people tend to fuck up their maze (if you can call there pile of towers a maze) during the first few waves/games ... having someone in the team who leaves within the first 5/10 waves is ... at least on EU ... pretty common and extremly annoying considering the amount of Minerals they're taking along when they leave.
If i had to sum it up, i'd say the main concern of those Shared Income modes is the fact, that it's easily possible to crash games for people or to feed one Player with Minerals ... which usually results in a quick, dirty and onesided match. After thinking about the problem for a while, i came up with the following possible solution to keep the games fair. Altho i do not know if it's possible to realize all of it.
As for the Top Spawns, instead of Spawning 20 Mobs from each side, i'd rather go for a "NumberOfPlayersInTeam * 10" spawn. This should remove the problem with the one player remaining on a side who get's 4 times as much money as his opponents. Also this'd require the balancing of the mobs according to the amount of people in game (which worked very well in v4).
The other problem, with the leavers who end the game for their team, calls for a way more complex fix. You'd need to keep track of each players Minerals, the value of each Players towers and the teams total Income ... now if the sum of the Values of each (Minerals+Tower)Team Member is lower than the total income of the Team ... then there must've been some Mineral Destruction going on. The main problem here lies in figuring out how to add um selling of towers, retribution kills or nukes into the equation, or maybe you could just get the Value of the Player who left the game and divide it between the remaning team members.
-Short Recap-Shared Income (with Top Spawn) can lead to an extremly imbalanced game, by either:
- destroying too many Minerals when someone leaves the game shortly before Boss Waves
- giving People too many Minerals, if people leave early on ... like first 5 Waves.
Possible Fixes:
- Adjusting the Number of Mobs spawned to the Number of People in Game
- Returning the "Destroyed" Minerals by Leavers.
just like i suggested
a bonus round
Maybe greed is a better word then Zeal
I just had a brilliant idea while waiting for bnet to come back up:
I'm going to put Armageddon waves back into the game but as totally positive events.
I'm going to rename them to "Zeal" rounds and make all mobs worth x2 that they would normally be. Building will be enabled just like in armageddon, but the mobs will explode on your side as soon as your side leaks one.
Basically its bonus money for the side that can kill quickly
again @ Faeo : I have added a few of your ideas to immediate changes and a few to v6 wishlist.
A lot of your ideas are already in the game however.