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.
Yeah we need to make sure all the current bugs in the test version are good, make a release to real version then start working on ver 7.
so, aside from fixing whatever bugs are found on current test version, what do i do? wait?
will we implement the new 12 tower for next release alongside the stuff of the test version, or will we release a 6.9.something before?
@ghost
I think i read on the forums around a month ago about that with the multi-dimensional arrays
also with the 1.1.1 patch... Knowing blizz they most likely fucked something else up.
@ciopo if your trying to use modified .sc2layout files its not currently possible... The files are locked as I found out when attempting to create a custom ui.
Raith/Ciopo, popularity is reset daily. What time exactly it happens, IDK. Ciopo could probably just host it until a reset along side of Raith, and Raith pull his down on the next reset.
Can you rename a map without losing its popularity? If so, maybe next version just add the version number in the title, and just have Ciopo host the new one until its back near the top as normal.
Wow 2 huge discoveries (programming wise) :
1) the game supports multi-dimensional arrays (I had been working under the assumption that only single dimensional would work)
2) as of the 1.1.1 patch, the freaking lobbies actually work in bnet. we can scrap the whole pull down attribute system for player choice that has caused do many problems.
We created a maze that could have potentially gone for days on Greed Rounds on 'Unpossible Mode'. Oh, yes and of course, we beat it as well. http://i918.photobucket.com/albums/ad29/TertiumQuid/SC2%20Retribution%20TD/Screenshot2010-10-0415_27_08.jpg
So it looks like the most votes are for alterante upgrades for all t1-t4 towers, thats 12 new towers... wow
Should we wait for more votes or call that our v7 main feature?
Yeah, Ciopo can take it over, as long as it doesn't lose its popularity. Not sure how to do that.
And don't worry about working on 2 different maps, 'm trying to get enough ppl on board so that it can be done without messing up one.
And yes, the game play of both will be much different, and the things we learn from one will be used to make the other better :)
Speaking of which, uploading the newest test ver right now!
the tech tree is bothering me I think I'll put it on hold until further notice, the files are in .sc2layout which i managed to open with the notepad but i have no clue whatsoever how to use the custom tree on the map.
Hon > Dota
Mainly because it's got it's own engine... No limits because it's not based off another platform.
The reason I say Relic will be the downfall to Ret is that once it's released and people play it more. Bugs will crop up just like in Ret. Fix one, two more arise.
And with 1 development team working on 2 mods... one will slowly get pushed to the backburner to allow progress on the other.
Can't see Relic Rampage causing such a big downfall either, sounds like it's leaning more towards the DotA style, Retirbution is still going to be the most interesting TD out there, least till the creators get bored of it I'd imagine.
@ciopo
Yes it would... but with the amount of people playing it so far they would go searching for it to play.
Soooooo in the long run it shouldn't effect it much. The most likely cause of Ret Td's downfall will be Relic Rampage.
it would lose the popularity "gained so far", I think
silly tech tree is not working :(
I've nothing against publishing it myself
Veridian, do you think, Ciopo can take over the hosting of the game on the EU when i remove it from my account (whitout it loosing it's popularity)?
It just seems kinda stupid to me, to have me host it on the EU even tho there's someone on EU side working on updates/fixing it.
If your ok with it, and Ciopo wants to give it a try, let me know guys.
just wanted to tell you guys the update with these fixes is done, i've not sent it to Veridian yet because i'm tampering with "how to" add a proper tech tree to the help menu.. and it's oging well. Actually, it's going "so well" that i might even manage to allow the choice for the builder race directly from the lobby just FYI
update incoming soon, in the meantime a little idea: what do you guys think of giving a little buff to the hybrid race: it's allowed to sell towers for 100% cost?
Good news everyone!, it just happened to me.. on the test version :) and guess what little message telling me something idle got removed just popped up? :D
so I'm gonna make these fix for next update
NOT changing the idle trigger (for now) but turning it off while mobs are spawning
fixing 100% nuke not being 100% nuke
fixing armageddon being all biological
As for the missing spawns, I did see that on Live. Wave 8 only had 9 air units in it (was kinda obvious, as there was a gap between 3rd and 4th flyer, then noticed only got 9 kills from it). Don't recall seeing any error message pop up...
I fixed the buy/sell triggers already, Veridian just haven't published them yet.
on 1.176 the buy/sell triggers aren't proper... most waves i'm able to buy and sell throughout, and on one the aberration wave, where they spawned a changeling that went through my maze at bottom i ended up disabled until the next round died