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.
SGAT:
I agree with you a bit on the t5 organic, it needs to have something special
I increased its aoe range (even over the nuke) and all t5 towers can hit air now. This should also help with wave 49.
I really don't want to mess with DPS of any towers at this point, I really did a lot of math to get it right. But the aoe increase should make the organic tower more enticing.
I'm also fixing the whole vespine issue fairly elegantly.
I'm putting the wave finish thing on the back burner for a bit. Would love to keep healing feedback
Stay tuned, should have this update soon
That Energy Idea might work, guess it falls more into the category of which one is easiest to implement :P
But I've actually seen games at low ret (0%-5%?) on normal/easy, get close to getting nuked on that wave with a full group of people left... Shield purge doesnt have time to purge but maybe 2 shots worth of shields off 1 target, and those later waves get really dicey towards the end, even assuming the purge is getting 5-6 shots off per enemy (pathing). Best I've probably ever seen, was the mid+goalie pretty much go straight Anti-Air for wave 49, while Top goes for boss pewpew dmg, and even then, bot leaked like 3 of his, mid leaked like 7 (bot picked off almost all of them), and the leaks from Top were thinning out by mid, and then finished off by bot...
Only problem I see with the starting early when 1 side finishes, is build time between waves (Get 1 slowwww person, and no one on that side ever gets a chance to build.... and eventually gets overwhelmed with 500-2k minerals in pocket...).
I did some quick math on the tier5 towers, and they seem pretty well balanced for the dmg:mineral ratio's (except maybe the upgraded forms being near useless until upgraded..), except for the Organic tower (all the t5 have splash, so it only being able to hit ground and having organic splash.. is kinda redundant at that point). If anything, the org tower should prob do about 30-40% more dmg to ground, if it will lack air dps (or maybe a t5 upgrade, that has reduced splash but higher direct dmg would rock). Nukes and Solar burst are almost identical Dmg:mineral ratio's, and both hit air and group, while the Org is about 20% lower overall ground dmg, and lacks air dps... They still are higher normal wave DPS than anything the t4's have, but since their focused on AoE, lose a good bit of direct dmg to single targets (*cough*Zealot*cough*)
I like the idea of that next wave spawn.... ONLY if you allow building during wave.
Being Top or even MIDDLE, i don't want to be penalized by never ever being able to build just because bottom decided to be retarded, hit the turret cap, and never listen while waves comes and goes all the time.
I am not a big fan of "Mazers" but that would be a horrible idea,I find building an extra pass tends to help and I rarely have enough time to do a full run with the time we have already. Not to mention that any leakage anyone gets will be added by another wave. How about not just a team based speed bonus but a player based speed bonus giving an additional to the fastest out of everyone. Which can be persistent when you continue since you lose the speed bonus.
What do you guys think about this :
The next wave spawns when at least one side has killed all monsters. Kinda penalize people who build giant mazes without upgrading, and also award the team that finishes first (they already got the speed bonus)
Ok addaing a few things to my to-do list:
examine all t4 & t5 towers and make sure they are balanced (probably going to add anti air to all 3)
blocking bug is already on my list...
extend timer after boss level to allow more building time
possbile "ready" button after a wave
vespine fix
I really don't want to directly nerf the lvl 49 air wave. waves 41-50 are supposed to be REALLY hard but not impossible. So I'm gonna find other ways of making this work.
instead of requiring one vespine, you can require one energy and give the builder one energy and disable energy regeneration on the builder
you can also make it require one population unit and limit that to one.
or I have seen some maps that created their own resources that were counted in the top right with everything else and you can use that method.
any of those would not be tradeable :D
CrAzD, all the final tier towers are AoE focused. Tier4's upgraded are more expensive than Tier5 unupgraded, so they should have slightly more damage output imo.
My question is, since nuke's and solar burst look more like a ground AoE, are they still limited to the 3 target splash limit? :P Both are very OP on the trash waves, and pretty much useless for final boss...
Last tier towers are useless, not the uniques.
On normal difficulty, 4 liqs. and you take down everything expect the last regen wave and rape the final boss. 1 person had 2 nukes, did shit to the boss. Another had 3 liqs. and raped the boss. I had 4 liqs and it didn't even get to the second mover, my maze takes no time at all to navigate.
Either liqs. are still seriously OP or last tier towers need another look.
This is my fave game ATM I passed this last night before you updated it on battle.net, I have a request or 2,
Today I had a game on this and a player came into my base and blocked my maze, this is after he blocked a alies maze and forced him to leave the game, can you make it so only you can build in your own area? unless you let them?
Another option I would like is a ready button, one thing that really irritates me is waiting for Giant maze makers on the other team to finish the round.
Love the new update, the boss music and darkness was reallly cool!
Just one last comment, I did a double boss kill on level 40 on my own with the latest version, I was so proud! then killed all the mother ships got up to level 50 but didn't beat those bosses, I was on my own though. :D Easy skill, and it was when I got blocked by a player :(
Veridian, if you hadn't of made a turret limit, you probably could have changed that system over to Supply, so each tower would max out that 0/1 supply limit. But there should be a way to disable vespane gas trading (although I always joke about wanting to buy it from people, no one ever is willing to part with it :P).
As for Wave 49, yes... extremely... I had 4 liquifiers/4 Implosions and a few other AA+splash capable turrets (burst missile i think is t4 upgraded terran name) on EASY, with a shield depleter, and still leaked like 8... (was top, with the new changes, only had leaked like 4 units all game, solo'd by side's bosses except first). Either their shields are a bit high, or their speed needs some nerfing. Either would dramatically improve survivability on that wave (I imagine the speed probably would scale best on difficulty increases, as no one probably would ever make it that far on Impossible :P).
As for blocking bug, how big of a change would it require, to give a 100% refund to a turret thats destroyed using that system? If that glitch happened, but you got the minerals back for it, it really wouldn't cause anything other than an insignificant time penalty on it (I've never seen it kill an expensive turret, but if i was dropping a Gravity Mono early on, and it destroyed it for that... i'd prob be pissed.... that early on).
As for Boss HP bars, not sure what number system you use for identifying location, but the last Easy game I played, I was West side, top Right player, and 1 of the Boss frames was for the other side (I THINK it was getting west top left's box, and East's top right), the entire game.
That Vanguard bonus rocks though, seen far far fewer Top players Alt-F4 about 4 waves in (which was about a 99.3% chance of that happening before wave 10 :P even on easy). Its even a good encouragement in the lobby, to prevent lobby hopping... (people join/leave/join/leave, cause they dont want top :P)
A suggestion: Maybe bump up the wait time after Boss levels to a minute? Give us time to spend those hard earned minerals.
Great map, love the new more compact design.
I think i understand why the block bug is happening. First I just want to make sure we are talking about the same thing. If a person creates a turret that will block it will pop other players turrets. I have had this happen to me and usually only happens when a turret is currently being built at the same time as the person who blocks.
Is your code so simple that it targets current blocks being built or may target an identical target being built by another player?
I still think level 41 on is tough.. maybe cause I only get there with myself and one other person. But that person was bottom and they were leaking after being fed a bit. I think the shields need to be downgraded for 41 and up.
I need to figure out a way to make vespine not tradable
played all the way through on nomral with 4.44.
only bugs i can see are:
1) boss bars are still jacked up
2) lvl 49 is probably still too hard
Block bug is probably something i cant do anything about, my code for that is seriously so simple, its impossible that there would be a bug in it. Buyt i will keep an eye out for a different way
Possibly modify your top future changes selection about the defender bonus to include vanguard bonus to center if no top.
Boss health bar worse.. wave 10 boss 1 doesnt count down, wave 20 hp only boss 1; hp/shield boss 2, wave 30 hp only boss 1; negative health and improper counting boss 2. Continues to 40 haven't seen 50.
Interesting suggestion, if people leave vespene gets traded to teammates if unused. If your top leaves and your center and have dropped a slow when clearly now a shield purger would be better. Alternative if there is no top, bosses auto space themselves for one at a time.
Beautiful changes VerifianEntropy. Were you able to verify the block bug at all? I've seen a few people doing it in games when they get angry and are about to leave. You do it enough and fast enough you'll put some holes in a few mazes.
Havent played yet but thank god u added a mineral bonus to top ^_^. It's so damn hard to play when u cant build anything Xo.