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    posted a message on [Introduction] Retribution TD v6

    @karolans: Go

    Karolans:

    before completely trashing a game that I have spent so much time on, have you done any checking into why this is happening? First of all, we have over 1000 games an hour on EU and US servers and this is the first I've heard of it. Second, did you try playing solo to see if one of the people you were playing with maybe had their sounds / graphics turned up too high? Remember, bnet slows the game down tot he slowest connection. Third, this game seems to suffer the most from multiple sound lag, turning your simultaneous sounds down to 20 or so seems to fix it.

    Posted in: Map Feedback
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    posted a message on Retribution TD & Relic Rampage - Need Data Editor

    Retribution TD, A consistently highly rated TD map on US and EU servers ( we have been in the #3 spot on both servers several times) is looking to expand. Currently I am the only one actively working on the project. I do all programming, data editing, graphic design, game planning, etc. I do have several people helping with testing, mainly Hathoron from bnet (Sgat here on sc2mapster). I would like to expand now that we have a fairly stable, complete game.

    I'm not really sure how to expand, but I can tell you for certain that my strengths are in the area of Graphic Design and 3d Design. Programming is only done by me as a necessity (although, the fact that I have produced a fully working game must mean I'm fairly ok at it :)

    If anyone has any ideas, offers, wants to help or anything else let me know. I'm not looking for any super-beginner types to help, as we are at ver 6.7 and FINALLY got most of the bugs out of the game :)

    Also, if anyone wants to help with game-design / planning as well, I would be willing to hear those ideas. I would like to maintain creative control however!

    Posted in: Team Recruitment
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    posted a message on [Introduction] Retribution TD v6

    I just added a poll to the project page, vote for what should be in the game next!

    Posted in: Map Feedback
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    posted a message on [Release] Retribution TD Version 6

    I'll be putting together an intro video this week.

    Posted in: Project Workplace
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    posted a message on [Introduction] Retribution TD v6

    Karolans:

    The continue dialog pops up just like before, you may continue to play after the other side is defeated. Also, a lot of small adjustments have been made to banelings since release.

    Tigerija:

    I'll look at something to add for replay ability's sake

    Posted in: Map Feedback
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    posted a message on [Introduction] Retribution TD v6

    @pqpoiuyqwert: Go

    Thanks man! I hope you enjoy it!

    Posted in: Map Feedback
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    posted a message on [Introduction] Retribution TD v6

    Well, I feel like this map is finally polished enough to tell the world about it. A lot of people have already played previous versions of the map on Bnet, but v6 is so drastically different that it is worth replaying. Many more strategic elements have been brought into the mix.

    You now pick one of 4 races at the beginning of the map. each race has very specific strengths and weaknesses:

    Organic towers have bonus damage vs. Biological and Massive enemies. They have slow speed, short range and average DPS but all Organic towers do splash damage. Most Organic towers only hit ground targets. All Organic Towers receive a free 3% bonus speed , tracking speed, damage and detector upgrade.

    Energy towers have bonus damage vs. Psionic and Robotic enemies. They have average speed and range and high DPS. Most towers only can target ground units. All Energy Towers receive a free 10% bonus speed upgrade.

    Munitions towers have bonus damage vs. Armored and Air enemies. They have fast speed, long range but low DPS. They are typically much cheaper than other towers. All munitions towers can hit ground and air targets. All Munitions Towers receive a free 10% bonus damage upgrade.

    Hybrid builders can build Organic, Munitions and Energy Towers, but they are unable to build Tier 5 towers and Ultra-Unique Towers. They also do not receive bonus damage abilities.

    In addition there is a "rock / paper / scissors" wave armor types now.:

    Biological and Massive enemies regenerate HP quickly. This regeneration can be stopped by Organic weapons. Psionic and Robotic enemies regenerate Shields quickly. This regeneration can be stopped by Energy weapons. Armored and Air enemies reduce all incoming damage by 25% unless the weapon bypasses armor. Munitions towers can bypass the armor of these enemies.

    Other changes from previous vers:

    • East and West sides of the map now look very different
    • New regen / armor system in place. Each tower race (and specific towers) now have strengths and weaknesses.
    • Bosses are now typed (except first boss) Lvl 20 boss is Massive / Organic, Lvl 30 boss is Flying / Armored / Lvl 40 boss is Psionic and Robotic.
    • New "Primary Command" structure with several upgrades and team vs team abilities
    • 3 New T5 towers, one for each race.
    • You may now build whenever there aren't enemies near your towers.
    • Wave x9 switched from "no weakness" to a unique wave for each level.
    • All t5 Towers are now 2x2 placement
    • You now receive a bonus when the other team is nuked based on the cost of the tower targeted. This bonus is negated if the other team uses invulnerability before the nuke hits (and its a T5 tower)
    • Several graphics / sound optimizations.
    • 3 new Tier 0 towers
    • Waves now have unique abilities after level 20
    • Unique and Ultra-Unique towers bugs removed.
    • Prices for several items reduced
    • munitions t4 towers do splash damage
    • munitions t3 towers now have a chance to crit

    Please play this map (or play it again if you have played a previous version) and let me know what you think!

    Links: Facebook page : http://www.facebook.com/RetributionTD SC2 Mapster page : http://www.sc2mapster.com/maps/retribution-td/

    The map is currently live and updated on US and EU bnet servers.

    Posted in: Map Feedback
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    posted a message on [Release] Retribution TD Version 6

    So many new things about the map, it would be silly to try to list them all. Here are a few:

    • East and West sides of the map now look very different
    • New regen / armor system in place. Each tower race (and specific towers) now have strengths and weaknesses.
    • Bosses are now typed (except first boss) Lvl 20 boss is Massive / Organic, Lvl 30 boss is Flying / Armored / Lvl 40 boss is Psionic and Robotic.
    • New "Primary Command" structure with several upgrades and team vs team abilities
    • 3 New T5 towers, one for each race.
    • You may now build whenever there aren't enemies near your towers.
    • Wave x9 switched from "no weakness" to a unique wave for each level.
    • All t5 Towers are now 2x2 placement
    • You now receive a bonus when the other team is nuked based on the cost of the tower targeted. This bonus is negated if the other team uses invulnerability before the nuke hits (and its a T5 tower)
    • Several graphics / sound optimizations.
    • 3 new Tier 0 towers
    • Waves now have unique abilities after level 20
    • Unique and Ultra-Unique towers bugs removed.
    • 4 Races
    • Prices for several items reduced
    • munitions t4 towers do splash damage
    • munitions t3 towers now have a chance to crit

    To get more info or post discussion, got to : http://www.sc2mapster.com/maps/retribution-td/

    Posted in: Project Workplace
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    posted a message on any way to go over 524288.0

    I appreciate all the help (and criticism) I'm always willing to hear it all considering I"m not a super experienced programmer.

    Regarding the ALU, I actually never considered that limitation. and they should be using floats rather than integers.

    Anyways, I'm going to take a look at Salmon's solution, thanks guys.

    Posted in: Miscellaneous Development
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    posted a message on Use variables in the data editor?

    @Rushhour: Go

    poop, oh well

    Posted in: Data
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    posted a message on [Help] How do i remove building shadow?

    @JacobNielsen: Go

    the "blob" shadow is a flag for the actor, the "shaped" shadow is called the "splat" and is also under the actor

    Posted in: Miscellaneous Development
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    posted a message on any way to go over 524288.0

    @FuzzYD: Go

    this is a seriously low number though... why would blizzard do this...

    ah its the maximum size for a 32 bit number... that's just lazy

    Posted in: Miscellaneous Development
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    posted a message on Use variables in the data editor?

    @VeridianEntropy: Go

    bumpage, would be awesome if I could do this

    Posted in: Data
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    posted a message on any way to go over 524288.0

    stupid low max real number. any way to get past this limitation? my bosses keep wrapping around to 0 HP or worse - HP

    Posted in: Miscellaneous Development
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    posted a message on Use variables in the data editor?

    Is it possible to use any variables, functions or methods in fields in the data editor? For instance use the <Name of Unit> in a text field or something?

    Posted in: Data
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