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.
Nigle good call, it would be a HUGE pain in the ass to get it working anyways, I would need to figure out a way of getting rid of the computer players in the lobby to do it.
I noticed you wanted to add a lobby auto start to the map, I don't think this is a good idea for your map. I often see people leave right away because they are not in the position they wanted to be in. If it is on auto start then they will just log out during the count down causing one player to not be there. Maybe just lower the timer to 3 seconds (I think I've seen it on a few maps).
Thanks a ton for listening to everyone!
chaos:
bosses arent hover
their already is a tooltip on the lookout tower
thanks
btw, map is live now
I checked the new terrain and such of the new map just before sleeping...one thing i have to say
Keep the square with the arrows in it, it tells us what's the unbuildable terrain easier, or add the arrows in the middle of the current design. It was easier to tell newcomers around WHAT to build "THE SQUARE WITH ARROWS" over "That shiny thingy circle with the small wave somewhere around"
And maybe add a passive to the lookout tower that states this tower do nothing and its just to tell when you've built your maze.
More in-depth testing tomorrow.
Why are the bosses considered Hover? It makes them very vulnerable to all the Anti-Air towers by far more than it should...including the Liquifier
Sgat : I figured out that other problem. The reason I want seeing the models is there are separate high and low quality placement models.
You must have your graphics turned on low?
Anyways, figured it out and think i have a solution for the liquifier, stay tuned
Interesting side note I stumbled across while testing that beta version, and apparently is in the live version as well...
Nanite Dissasembler does 0 dmg atm... Using a trainer for minerals, placing 1 of those near the spawn point on wave 1, he will deal 0 damage... But he applies the Imagined Burden's debuff (special tower). Guessing thats the ability the special tower uses, and was modified to 0 damage for that...
Been wondering why kill speed didn't improve when dropping one of those lately :P
Ya, Liq is still doing 11.2k dmg to Hover (IE Bosses yo).
Probably wont be releasing 4.38 tonight, we found a bug with the liquifier's new weapon.
I'll release asap!
testing liquifier doesnt sound too hard. make a mob with 10x hp as it does dps, and see how long it takes to kill it.
Didnt get far enough to get nuked, or pay much attention to those sounds or alerts, and didnt get far enough to test liquifier (although can solo mode try that).
I need a volunteer to run some test on the new map, you will need to invite ppl and take care of testing
I tried to use a trainer to show you the liquifiers damage in a solo enviroment, but apparently the replay's get desynch'd even when solo (was going to try and add up the individual damage hits but eh). Its damage is way higher than its supposed to be, hitting bosses for like 20-25k hits, even though hover damage is only supposed to be around 5k. Will try again with a different method another time.
4.38 being release today:
Along with the huge graphic overhaul:
Graphics overhaul looks amazing.
I agree with some of the others about the Shield Purge being way too strong, not even counting the zerg tower bug. Since mindspike slows again, the slow tower just doesn't cut it against a tower that can lower all Boss and wave 40+ health in half. It's the most powerful tower in the game for the very low cost of 150, so I'm at a loss on how to balance the other two towers to equal that. I've killed both level 50 bosses on easy entering my center maze at exactly the same time with no players up top before they reached the second node.
Map is great though, been missing something like this since the WC3 Gem TD.
Nykonis:
its already on the list and possibly going into todays update
The only thing i can suggest, if it hasn't already, is a way to change the difficulty voting at the start. If you have 7 people choose normal, and 1 choose easy....easy it is.
Majority vote should select difficulty, not lowest one chosen.
excatly, the pathing changes were done for air and a few other reasons, hopefully i can release it tonight
i like the islands. it changes the pathing so the mobs come in from the side rather than the top. before the big chunk to the edge of the map for bottom was a lot of wasted space since those towers didnt hit air rounds. with the new pathing they will.
I like the new desisn, but can you give insight why you decided to make the mobs go through two small islands before reaching bottom?
Totally dig the new temple and the new shiny path.
Hey ghost, its the soulreaver that was pestering you about armor on regular mobs a week or so ago!
amazing work on rebalancing the wave strengths save the dreaded wave 49
my only gripe with the map this time aside from the wrong team getting nuked is the shield kill tower for munitions is way too strong. with it anyone can solo a boss if their maze is good.
as for suggestions: would separating the sides to different teams work for fixing nuke bug? that way you can have the nuke go to random tower in t1 or t2, and make the nuke fizzle if there are no towers left for the team.
What about for the zerg specific tower, instead of the bugged stun it is now, how about you make an attraction tower that forces mobs to come to it, essentially adding a third check point to your maze? or an acid tower that gives a permanent debuff that makes mobs take damage over time? or make the dot tower a munitions tower. call it a radiation tower or something.
edit: oh yeah and i almost forgot! burst rocket launcher isnt doing full damage to air. tooltip lists +400%, but it only does 313 basic and 939 to air. i think you forgot to update it