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.
5.4 is live, have fun, good night.
Make sure and visit the Retribution TD page on facebook
I see no problems with Speed bonus giving 20+ minerals...
The opponent just have to suck less =P
Just found a rather amusing bug. When the temple recieves leaks during armageddon it can attack towers. Aside from the fact that this is pretty randomly brutal to the team that suffers the hole in their maze.. it also can attack towers that are targetted by the nuke, thus preventing the nuke from ever occuring! The ability to attack towers during armageddon should probably be removed.
Also for balance reasons, speed bonuses should probably have a cap. Was getting 20+ minerals from some of the under level 10 waves.
Hey guys just dropping by to let you know I plan on making 5.4 live tonight with the following changes:
Also, if you all would be so kind to "like" Retribution TD on Facebook, that would rock! http://www.facebook.com/pages/Retribution-Tower-Defense/151913018167543
This is a post regarding game balance.. while I really like the setting where all waves start from the top with shared income... sadly this is not the norm.. and the original setting is too hard. That is to say if the bottom lane person makes even a single mistake he starts leaking, and will often perpetually leak afterwards. I think you should reduce the creeps to 7 on bottom and give the last row bonus equal to 3 creeps. It makes it a little harder, but doesn't require the person on the bottom to be pro.
Also.. wave 7 is too hard, and wave 8 is laughable. The hp on the fast wave is much too high, and the regen on the regen wave isn't substantial enough to make a difference. The bosses after the first boss are a bit of a joke now though. They should probably have double hp (though the same regen ammount, not percent) on normal, and progressively more hp on the other difficulty settings. It only takes 2 implosion towers to take down the level 20 boss with a simple spiral maze. He often dies before even reaching the point..
Edit: ignore the comment about the regen wave.. didn't realize it was actually biological...
Played around with the test version a bit, Flechette tower looks good, as does blazing maw. Only thing with the blazing maw is that it looks like that attack continually trails behind whatever it is shooting, the dmg works now, just an odd visual thing to see.
@Salmon85 Agree completely, however some sort of reduced affect or otherwise would be prudent. Maybe the ultra unique towers do a base DPS of some sort but provide their 'insane' effect only to the specific types.
Actually Ilfirin, since multiple people can choose the same slots, its just as much randomness as before (Personally I think a default random option would be nice), but ehh, I'm usually one of the ones that prefer's top, and doesn't leak, vs the 9:10 people that want mid, and expect massive amounts of leaks :P
If there's just 1 person left on your side, then your not really playing the game how it was intended at that point anyways.
fixed the damn sound effects!
Blizzard has the default set so that "ready" sounds can be heard from one corner to the other of a map that has max size.... wtf were they thinking
Also, 2 bosses still spawn even if only a top player is left. Can both bosses be moved to that person, or just remove one, so that its more fair?
Actually, with being able to choose your position, auto start is fine imo. Are you able to shorten it? Either way, its fine if I could choose my position.
So, just played through a game on normal as bottom original style. My teammates leaked a lot, so I was semi-fed, so take this all with a grain of salt. BTW, this way 5.3, not the test, which says cannot find map.
The game difficulty has totally shifted. Beginning is much harder, end much easier. I thought 10s the hardest, guy above me (who was the only one to make it to the end with me) thoughts 20s the hardest. Waves 30, 39, and 40 were especially easy. Everything after that was a joke.
Armageddon waves could be do-able imo. I kinda liked the "end when one person leaks" idea. I think the mobs on armageddon should prolly give slightly more cash though. Also, the air units for those waves are ridiculous. In the level 51, guy above me had the equalizer, and i had super dps, only 67 towers. Had the nuker, hellfire demon, solar tower, like 10 implosion shrines, a liquifier as well as a bunch of stuff, and I literally wasn't even touching them.
actually i can make position choice for the players again since it handles double occupancy gracefully
Thanks for reminding me!
@derickso if the ultra unique towers worked on bosses it would make it too easy... think about it. instantly removing the bosses shield. or setting his hp to 1. Hell if 2 people build both types you could do both at the same time.
@nevabeensohi the abilty to choose your starting point is for the host only.
just finished a 3 man top spawn on hard... got all the way to 51 i was at the bottom and got a total of 28 kills before wave 51 spawned ended up getting bored and started to write words with shitty turrets on the map.
as for the v6 updates the whole hero spawning thing sounds retarded imo.
@VeridianEntropy an update to the voting bug... i've been reading the trigger code and if you vote more than once you can practically steal the vote from another person. Changing the voting system to an array where each array point is a player and adding the points together would solve multivoting (if you use set vatriable rather than adding to a variable ofc :) )
The real problem I have the ultra unique towers is (AFAIK) they have no affect on Bosses, which is where a lot of the difficulty lies. If it comes between me spending $500 on a tower that will greatly affect every wave and boss vs a large affect on a few waves and not affect the boss... well that decision is easy and I'd choose the more generic effect.
Ilfirn, just create your own game. My maze design doesn't really change depending on what location I'm in (although i do rotate it away from the exit path, for looping reasons). Its been my expierence, those that prefer mid, are those that prefer gobs of leaked minerals. Those that build their base in anticipation of tons of leaked minerals, often fail pretty hard, when they get paired up with good players that don't leak at all (typically I don't leak as top, especially not when i have speed bonus, I can often solo the first boss, with the minimum amount of every speed bonus up to him). My design usually doesn't start leaking until like wave 47 (Fast...), but thats also the stage that pretty much every other player's maze starts leaking out of (anyone that hasn't had tons of extra minerals shot their way from leaks at least).
I had to create an account here for 2 reasons: 1. To tell you that you're an incredible map designer and Ret TD is a masterpeice in progress.
2. I'm a bit surprised and disappointed that you removed the ability to choose your position. Experience is pretty important in this TD, as most newcomers get destroyed and vets build wild mazes. I've developed basic strats for all the places but I find building the perfect, huge, complicated and powerful maze to be the best part. It took me many many games but I think I've almost mastered (I use this word very lightly,) East mid and now I have to luck into getting it. Statistically, I'll get my favorite spot 1/8 times, which quite frankly, sucks.
A different, equally whiny, perspective: I got both of my roommates into this game and they frequently choose the top positions for their comparative simplicity. (They've only played a few games and just started figuring out good top mazes) We play today and one ends up West mid, he's unsure what kind of maze to build, eventually becomes the weak link and gets rattled by the other players. Frustrated, he quits.
What's the point of forced positions?
Also, the test version seems to be down?
Im impressed dude, you're really on top of this thing, mad props. This game has definitely taken over most of my SC2 time. As far as the autostart goes, the only real problem with it is tryin to get a good starting position. What I used to do is just leave the lobby if I was in a starting spot I didn't like/want. Apparently a lot of people do, because now as soon as the autostart begins(which is pretty much as soon as you've joined), people log out, leaving us all stuck short people. It leads to a much more negative experience for a lot of people. Just a thought.
Sherm:
Arma is going bye in 5.4
Will still be there at 51 and we may add it back as a non-nuke x1 level