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.
Uploading now.
I really hope there are no more bugs, I really want to work on v5 now
soon as i do one complete test to lvl 50 with inf minerals, prolly aobut 30 mins
how soon is shortly?
Releaseing 4.45 shortly:
Fixed boss bars for real this time, I mean it ... really
Added blink to builders
T5 Towers can now hit air, and T5 Organic tower upped in damage
Several wave model issues fixed
several portraits fixed
More time given after boss waves
Blocking tower destruction refunds the minerals from the tower
Can only build 1 unique tower, no more vespine
Fixed many post "continue" error messages
Wave 49 nerfed a tad
Limited all units to 500k shields / health so the game doesn't get broken on unpossible
added stuck detection, will force a unit to wander to exit or entrance if stuck
Shield purge changed from 10% per hit to 20% per hit
bosses now scale to how many players are playing
fixed size of implosion shrine
finally beat wave49 on normal. took 16 implosion towers and 9 burst missile rocket launchers plus a nuke. howd i get so much money for all that? super cheese.
Just finished a game, boss health bars are still really messed up. #1 showing 1/2 health and #2 showing like double negative health. Also wave 49 is rediculously hard, I made a good maze and has 100% leaks from yellow all game and he left on round 40. From round 28 on I gave ALL my minerals to bottom who built 8 implosions and 5 liquifiers, air still got past him, my air got 1/2-killed and tops air got killed, but we still leaked like 9 or 10 units. My base was so setup up though from the leaks that even though I stopped building/upgrading at level 28 I still killed the level 50 boss with no problems. 2 liquifiers + Shield Purge + slow makes the bosses waaaayyyy to easy.
Just remove selling until the the wave is out of your area or complete.. if you have a ready button once that option becomes available so does your selling.
Which you can then add the timer idea for more competitiveness and the fastest to build and upgrade wins :)
I found the magic number to beat 49.. its 14... 14 implosion towers to beat those bastards.. including a liquifier. Also had the protoss upgraded tier 5 and the slow special since i was last and still could not beat the the boss.. no mid so I had one at full almost dead.. so close.. thanks to every one in that game that fed me to 500 kills :)
Both buying and selling during a wave would make potential area's of exploit with juggling. Making 2 long exit path's, boss runs all the way through maze, and then heads for closest exit, then bam, built mid-wave, and has to repath out to the only available exit. Selling mid wave though (without build option), wouldn't make much of a difference either way. If you sold a tower that would provide a faster exit path, the mobs would take that route, and not the longer, preexisting one (Personally I think that would help with the transition spending also, so you could sell buildings you intended to replace after yours were dead, and while waiting for the slow people to finish...). I've juggled before on bosses, but I've always only needed to do it, when we're short several players, and justify it as 'Those 2 juggles would equal what that 2nd+3rd person would have done if they were still here! :P'. Not a great concept, but neither is doing boss waves with 2 players...
Verid: I think you have to have an EU copy of SC2, which means you'd probably have to hook up with a partner from EU :P
IMO for the ending, If either of the final bosses reaches the middle, it should trigger chain nukes on all the players on that side. If that side kills both of there's, maybe a nice dialogue talking about how the nuke's were being reprogrammed, and if they didn't finish there's in like 30 sec, it would nuke them instead (IE game over for them, victory ones who killed him first :P).
Since like 2 days, when I create a ret TD, nobody seems to join (before people were insta joining), and when I want to join a custom game, all I see are Nexus Wars,Level Bound and Desert strike. I dont see ANY other custom game. Anyone else has this issue?
the only reason the t4 towers are better than the t5 on bosses is because they get the 2x damage bonus, while the end towers get nothing. is it your intention the t4 be boss kill towers and t5 destroys the waves?
Also, thanks for fixing the bridge graphical issue, for some reason it was really bugging me >.<
The Implosion Shrine is like twice the size is used to be, is that intentional? Just though it was odd and in the way, had to use 'End' to swivel the screen to upgrade to Ego whip projector.
After catching up on posts here are my thoughts. This is a Team vs. Team game right? Well if you have 8 great players(I know it's not gonna happen unless it's organized hehe) and they all survive til wave 50 everyone wins. How is that Team vs. Team?
How about this, when a team beats all of their wave not only do they get the speed bonus, but their wave timer starts right away. Meaning a faster team would beat it faster. Then you could change the win requirements to the first team to finish wave 50, and make the 'DEFEAT' message pop up for the other team. Right now Retribution tower defense is pretty laid back TD with the teams either spouting insults back and forth or trading minerals.
I really want to be able to taunt the other team, "Oh oh oh, hey hey guys we're on wave 27 where are you at? Wow... is that wave 22, you guys need to catch up!" "Oh yeah, we may only be on wave 22 but we have 1% ret while you have 11%, eat that, let's play who can get nuked first and rage quit!"
Ret TD screams Team vs. Team, but really lacks the competitive side making more of a Side by Side TD. I do understand you are working on changes for 'Team Research' and 'Abilities to buy more retribution / nuke for other team', but I think each team being on a diffirent timer would be excellent. Oh, also I believe that when one teams win there should be a continue button for either team so that good players can stay and coach or watch and the other team can continue to play and beat it. That way if one team just wants to play and not be serious they can go at their own pace to beat it.
Somfl:
I have no idea how to do that, but if someone shows me how, I can make it happen!
Any chance this could be hosted on EU aswell?
explain how just limiting selling would allow them to only bounce once. I have never tried it myself but have seen it done. Thanks
I'm using "requirements" to keep the unique towers unique and getting rid of vespine entirely
can you disable only selling? at most they could juggle once if they can only build during the round and usually if you need to juggle with your maze it has a bad design anyways so it will catch up to them quickly.
which method are you using fot the gas issue? :D
I like it too, but then I need to figure out a different way of anti-juggling
I like Chaoslux's idea of building during waves. That would cut down overall game time length and could then add in the ready button after each wave, with a respectable timer in case someone is afk.
There should be leaver gold implementation. Currently there is none. Once you even start getting behind its GG. There is no retribution/decay for the stronger team.
ok dammit, I did do the cost / dps wrong on the upgraded t5 organic....
double checked everything else and that was the only one wrong lol