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.
free work schedule O.o
missing spawns: once the last update get published as test in US, please truobleshoot it to see if when it occours a little message "a creep died because it was idle" pop up, I'm sorry I can't do any better for now but when there's trouble identify where the code goes avry nothing better than leaving messages every here and there to find the place ( god knows I probably called messagebox() more than any other function, ahem), the fact it doesn't happen all the time and not always at the same wave is "fishy", and more or less exclude a problem on the spawn triggers( and they are well rounded on that point of view, 10 should spawn and 10 spawned, only thing left is to understand where the missing ones went)
graphic bug of the spore implanter: I'll take a look at it from the data editor but i'm a complete noob on that side of the editor, i have no clue whatsoever about what may be causing it, and i'd rather not do more damage :)
those two other things sounds like easy fixes, will do tomorrow, now i go sleep its 4.30 am (don't we all love having a relatively free work schedule?)
Karally is right on the buying of the 100% nuke. It also does this on the current test build.
unpossible seems to actually be impossilbe for two people to get for the top spawn shared income. I'm thinking the only way to beat unpossible is you have one of each race. Will have to try more.
@salmon: Our computers arent too far off...q9400 @2.66 but I got 8 gigs of ram and a nvidia gts 250...and it gets jittery cause of all the mobs being spawned imo.
@Ciopo: I got a weird bug or something for you to play with...when you buy a 100% nuke...its not really 100% its more like 99% since it still takes 2 mobs on the first nuke to get it launched not 1. Just something else to look into and that was also with the live version.
@Yiff: if you think lvl 20+ with 4 players isnt difficult try unpossible. Trust me you will hate life at trying to figure that one out. :P
List for Ciopo on his test:
Thats the main 3 I can think of.
@yiff
I've seen people fail to kill waves / bosses after wave 20 even when you thought they had a decent setup.
And with the fps I normally play on max and it starts to get jittery for me on wave 51 and my pc spec aint anything special
Q6600 quad core @ 3.2ghz (clocked up from 2.4) 4gb Ram 800mhz DDR2 Ati Hd3870X2 Windows 7 64bit Starcraft installed on a different hdd from windows for swapfile optimization
The thing which lags me the most is the effects from the towers and i don't know if anyone else notices this but when 1 person starts to lag, stutter and slow down the game it has a massive impact on everyone else playing. ( Makes it stutter for you making you think your pc is at fault even though you're not lagging.)
uploaded with name "retri TD" for testing purposes on EU
can we do a recap on what need testing and what need working?
I like very much the burn/shield/armor piercing system. The map as a whole is also of very high quality.
Only two gripes:
Too many levels -- Anyone who's made it past lvl 20 has the correct maze build and will not have any challenge in the coming levels.
Greed levels take my fps to 0. I am actually playing the lvl 45ish greed level right now. Well, I'm actually afk with the app minimized for 10 minutes.
@kara: cool. Id love to see the newer versions when they come out. Are you guys accepting testers by any chance? id love to help develop this map and give more detailed input
@bom: We currently have implemented a way to reduce that surge of lag on greed waves on a test version. Just working out a couple of bugs before we make it the live version. As for more pvp things ghost is working on ideas to that.
hey guys. First off let me just say I really love this map - has kept me entertained for hrs on end. However there are a few things i would like to see improved:
1) Lets start off with greed/apocalyse rounds. During these rounds I see a massive surge in units coming through every players maze. While I understand the concept behind this round i feel you have overlooked a key area - lag. I have a pretty good gaming computer but greed rounds and ESPECIALLY the apocalyse round gives me HUGE amounts of lag. Im talking frame by frame lag. It would be better if these rounds could have less units coming through but with higher hp/shields and higher monetary value when destroyed. That should reduce lag and still keep the purpose of the round true.
2) Id like to see more of a pvp aspect to this game. Right now each race can send 1 unit to the other team's side to harass. I would like to see more options on this part. It really sucks that as a munitions, i can only send a medivac. God help me if i send 2 because they end up healing each other and not the enemy units. Maybe even abilities to enhance abilities/armor/speed of the units running to the temple for that round.
3) Right now it seems that once u establish a semi long maze, its a race to tech 5 towers. Rinse and repeat for every game. Ive held 2 lanes (top left and top right while i was in the middle) using this strategy and not leaked. It becomes incredibly simple for all modes of play. Perhaps if you made lower tier towers worth the resources/dps I could see this change. For example as munitions my 4th tier upgraded tower does 557 dps and splash dmg. Great. My 5th tier upgraded tower does 3000 dps and MUCH bigger splash dmg. On bosses like the hyperion I can take 50k HP off with just one nuke doing splash dmg at a much wider range than the missile turrent tower. There needs to be some balance/alternative routes to go so as not to make each game a "rinse and repeat" situation.
@ciopo I don't speak italian, have you tried turning on the fog of war during greed round will that improve the lag? What do u mean 1 mob per lane? on the .7 version? when is it going to be updated?
of course not, i can't change the live only raithwall can update that.
did you got the update with the message on idle unit removal? we need to troubleshoot it
you speak italian?
Mwaxx then you're going to like when a new live version will be up: only 1 mob per lane in greed waves :)
go for it Ciopo, just don't delete the live version per favore.
@ciopo we're currently playing hard mode on b.net retribution TD We've beaten easy, normal. and the greed mode is just so laggy and slow for just a few minerals. Enemies are just getting stronger and stronger and laggier and laggier.
I wish it was worth the wait more minerals in the end or less greed rounds 1 every 20 waves. or a command that would skip the greed round like -skipgreed or something it's just an optional wave to earn more minerals
If you build a good maze it takes longer but a smaller maze is riskier of fast units and when greed round comes it's chaos laggy as hell, I could literally take a shower and eat lunch come back and it's still playing. average around 10 to 15mins each greed round. I mean come on let the greed round pass by already.
mh? I'm having fun :)
can I publish a test version on EU battle.net?
Re : Timed events (periodic) we need to try to get rid of as many as possible. I have been working on the RR map with the "no timered events (unless 100% required) mantra and so far the thing is running smooth as silk with 3 times as many units as retribution has during greed (current version)
I know some of the code is a bit messy that I created on Retribution, so I'm willing to do this if you are fed up with it Ciopo :)
Ciopo, that bug has been around for like 2 months, it has "something" to do with the lighting. I have tried 237682 things to fix it.
I have no idea how to fix graphical bugs
Veridian can I publish a test version on EU?
When hyperion gets hit with acid implantor, the graphic for the spore stays where it hit the hyperion and does not continue with the ship as it flies away, only a graphical bug, the effect continues the way it should. Found on the test map.
Also, on Normal, Top spawn, shared income, solo, as Hybrid, seems nearly impossible to win. Got through to wave 49 but by then the maze had been nuked from motherships, and kill team pretty much finished me off. Just something to think about.
I can also vouch, with the new wave 19, i had a missing medic, order was correct, just one of the medics in the middle wasnt there. seemed to never spawn. had a total of 9 mobs only. I have only noticed it on wave 19 though. test version 1.76
mwaxx why? too difficult? not killing any? at what difficulty? are you talking about live or test?