Difference between revisions of "TF2Ware"

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[[File:Tf2ware_Tf2warev2.png|right|400px]]
  
'''TF2Ware''' is a custom [[SourceMod]] game mode and accompanying map that emulated the gameplay style of the ''[[Wikipedia:Warioware|WarioWare]]'' game series on Nintendo consoles. The modification was created by [http://steamcommunity.com/id/mechallamabutler Mecha the Slag], known for various other [http://mechaware.net/ MechaWare] projects.
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'''TF2Ware''' is a custom [[SourceMod]] game mode and accompanying map that emulates the gameplay style of the ''[[Wikipedia:Warioware|WarioWare]]'' game series on Nintendo consoles. The modification was created by [http://steamcommunity.com/id/mechatheslag Mecha the Slag]. Two years after Mecha stopped developing the project, [http://steamcommunity.com/id/ipermegapippo TonyBaretta] created a new version with over 50 games.
  
The gameplay within the map involves all players participating in randomly chosen "microgames", simple tasks with short instructions and a duration of less than 5 seconds. Players are automatically changed to the class the microgame (or their role within the microgame) requires, were generally forced to wield a specific weapon (or whatever was currently in the required slot), and did not have any ammunition or could not melee unless the microgame required it. Players earn one point per microgame that they "won", and as soon as one player has 18 points, a Boss Stage began – which is longer (about one minute on average) and slightly more complex than the normal microgames, and always has a dedicated environment within the map. The player with the most points following a Boss Stage is given free rein to kill all other players on the stage, after which the flow of gameplay is looped and everybody's score reset to 0.
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The gameplay within the map involves all players participating in randomly chosen minigames, simple tasks with short instructions and a duration of less than 5 seconds. Players are automatically changed to the class (or role) the minigame requires, are generally forced to wield a specific weapon/slot, do not have any ammunition, and cannot melee attack unless the minigame requires it. Players earn one point per minigame they win and as soon as a number of minigames are played, a Boss Stage begins. These Boss Stages are longer (about a minute on average) and are slightly more complex than normal minigame. They always have a dedicated environment within the map. The player with the most points following a Boss Stage is given a period kill all other players on the stage, after which the flow of gameplay is looped and everybody's score reset to 0.
  
The most current version of the map is TF2Ware_Test34.
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The most recent version of the map is <code>TF2Ware2_a4</code>.
  
The gameplay speedup element of TF2Ware was accomplished through use of the <code>host_timescale</code> command. The underlying code of the command was altered at one point, forcing the server to be less secure in order to run the mod properly - the server would be exposed to hostile takeovers. As a result, TF2Ware's development came to a halt, and servers running it are next to impossible to find. Mecha claims "there is, currently, no sight of a future fix"<ref>http://steamcommunity.com/groups/TF2Ware/announcements/detail/1371567368131532689</ref>, leaving the mod (and its sequel "TF2Ware:DIY") in hiatus. However, recently the gamemode has been fixed and is playable again, though some mini-games no longer work.
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== Videos ==
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TF2ware 2.6
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{{youtube|width=300|Ycq5iDtf0kY}}
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TF2ware 2.7.4 Last version
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{{youtube|width=300|TilnDiJPYqE}}
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Boss Level Gioca Jouer
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{{youtube|width=300|Ud1PKd5USlM}}
  
 +
== Gameplay ==
 +
=== Minigames ===
 +
{| class="wikitable sortable"
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|-
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! Name !! Description !! Allowed class(es) and weapons !! Location
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|-
 +
| '''Airblast''' || Players must survive by knocking enemies back into one of the spiked walls.<br/>'''Tips (Pyro)''': Hold down '''MOUSE2''' and try to get as far from the spiked walls as possible. || [[Pyro]]s with {{botignore|flamethrowers}} that can only [[compression blast|air blast]]<br/>[[Scout]]s with the [[Force-A-Nature]] || Battle Arena
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|-
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| '''Airblast (Projectiles)''' || Players must airblast one of the many [[projectile]]s falling onto the map to earn a point.<br/>'''Tips''': Try jumping and airblasting at the same time. || Pyros || Spawn
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|-
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| '''Avoid the Kamikaze''' || '''Scout''': "blow up" at least two [[Heavy|Heavies]].<br/>'''Heavy''': Survive the explosion.<br/>'''Tips (Scout)''': Look for a cluster of Heavies and try to round them up into a corner instead of rushing straight at them.<br/>'''Tips (Heavy)''': Go to the Scout's starting point, as most others will immediately run away from there. Try to stay away from your teammates, as the Scout will likely target Heavies in groups. || Heavies<br/>Scouts as Bob-ombs || Spawn
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|-
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| '''Break a Barrel''' || Breakable barrel props appear all around the arena, and players must break at least one barrel using their [[Bat]] to earn a point.<br/>There are always fewer barrels than there are players. || Scout with the Bat || Spawn
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|-
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| '''Don't Move''' || Exactly as the name says, players must not move after a safe period of about one second.<br/>Players may [[taunt]] and look around without incurring a loss. || Any || Spawn
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|-
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| '''Don't Stop Moving''' || The opposite of Don't Move with an identical safe period.<br/>Collision with enemy players is enabled and anyone who stops moving or makes sudden changes in direction is killed instantly. || Any || Spawn
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|-
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| '''Get on a Platform''' || Of the nine square platforms, all but a few (1-4) are removed and lethal water begins pouring in.<br/>Players have a short amount of time to jump onto a platform before the water rises. || Any (Scouts become [[Demoman|Demomen]]) || Spawn
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|-
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| '''Get to the End''' || Players must reach a glowing yellow area at the end of the course within the time limit. || Scout || [[Saw blades|Sawblade]] Course
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|-
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| '''Hit an Enemy''' || Players must shoot one enemy within the time limit, friendly fire is enabled.<br/>'''Tips''': When the game starts, spam your weapon at someone or keep shooting at a certain person. || Any || Spawn
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|-
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| '''(Blank) Jump''' || Players must launch themselves into the air before time runs out.<br/>'''Tips (Pyro)''': Acting like a Soldier performing a rocket jump will still result in victory.<br/>'''Tips (Demoman)''': [[Stickybomb]]s will bounce off the platforms, while they may also get scattered by other players' explosions. || [[Soldier]]s with the [[Rocket Launcher]]<br/>Pyros with a modified [[Flare Gun]]<br/>Demomen with the Stickybomb Launcher<br/>[[Medic]]s with a modified [[Syringe Gun]] || Spawn
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|-
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| '''Simon Says''' || In a simple adaptation of Simon Says, players must perform an action depending on the instruction given.<br/>If performed when the instructions read "Simon Says" will result in failure.<br/>'''Tips (Eat the Sandvich)''': Taunting counts as eating a [[Sandvich]]. || Any<br/>Heavy (eat a [[Sandvich]]) || Spawn
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|-
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| '''Type the Answer''' || A simple mathematical question will appear and players must type the correct answer to score.|| Any || Spawn
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|-
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| '''Do the [[Community fads#Spycrab|Spycrab]]''' || Players must crouch and aim up, doing the Spycrab pose. || [[Spy|Spies]] with the [[Disguise Kit]] || Spawn
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|-
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| '''Hit the Target''' || The [[Sniper]]s/Spies must try to shoot a single Heavy target that appears on the field.<br/>The Soldiers must try to shoot a single barrel launched into the sky. || Soldiers with the [[Shotgun]]<br/>Snipers with the [[Sniper Rifle]]<br/>Spies with the [[Revolver]] || Firing Range
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|-
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| '''Type the Word/Color''' || The name of a color is displayed on the screen in a random color.<br/>The player is prompted to either type the text written (Word) or the color of the text (Color).<br/>The game allows for some error, such as "yellwo" counting for "yellow". || Any || Spawn
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|-
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| '''Jump on a Heavy's Head''' || The Scouts must jump on the head of a Heavy<br/>The Heavy must avoid being jumped on. || Scout<br/>Heavy (slightly shrunken) || Spawn
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|-
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| '''Don't Get Scared''' || [[Ghost]]s will fall onto the map, players must not get scared. || Pyros || Spawn
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|-
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| '''Avoid the Trains''' || Two trains will spawn, players must not get run over to win. || Scouts || Spawn
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|-
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| '''Hit Ten Gifts''' || Players must shoot ten randomly-spawning gifts. || Snipers || Firing Range
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|-
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| '''Flipper Ball''' || Players must reach the other end of the machine while avoiding the pinballs. || Scouts (going up)<br/>Pyros (going down) || Pinball Machine
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|-
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| '''Fight and Stay Alive''' || Players need survive by melee fighting enemies to win. Friendly fire is enabled.<br/>'''Tips (Demoman/Sniper)''': Players will have increased speed and knockback, so it is best to crouch when attacking to not get pushed into a wall. || Any<br/>Demoman ([[Horseless Headless Horsemann|The Horseless Headless Horsemann]])<br/>Sniper ([[Skeletons]]/[[Merasmus]])|| Battle Arena
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|-
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| '''Catch the Cubes''' || [[Portal:Weighted Companion Cube|Weighted Companion Cubes]] will randomly spawn around the map, players must capture three to win. || Scouts || Auxillary Arena
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|-
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| '''Touch the Sky''' || Players must touch the sky using an infinite amount of double jumps. || Scouts || Spawn
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|-
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| '''Enter a Door''' || Three doors (labelled A, B, and C) will spawn on one side of the map.<br/>Players must enter one of these three doors in hopes that it's the correct one to win. || Pyros || Spawn<br/>Beach
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|-
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| '''Avoid the Boms''' || Pipe bombs spawn from the sky, surviving the explosions will result in victory. || [[Pyro]] (with [[Flamethrower]]s that can only [[compression blast|air blast]]) || Spawn
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|-
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| '''Kart Race''' || Players, in bumper cars, must reach the end of the course. || Scouts (Long Jump)<br/>Soldiers (Mad Gear)<br/>Pyros (Maze) || Long Jump<br/>Maze Track<br/>Mad Gear
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|-
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| '''Sumo''' || Players, in bumper cars, must stay on the platform without getting knocked off. || Heavies || Sumo Platform
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|-
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| '''Taunt Kill''' || Players must perform a taunt kill on an enemy. || Any || Auxillary Arena
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|-
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| '''Parachute''' || Players need to touch the platform using the [[B.A.S.E. Jumper]] || Demomen || Auxillary Arena
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|-
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| '''Water War''' || Players swimming in a pool of [[Jarate]] must kill one enemy. || Pyros with the [[Neon Annihilator]] || Spawn
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|-
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| '''Spycrab Limbo''' || Unable to move normally, players must limbo under a later to win. || Spies with the Disguise Kit || Auxillary Arena
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|-
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| '''Shark''' || Players must reach the shore without being killed by the [[Glossary of player terms#Pyroshark|Shark]], who must kill at least three of them. || Soldiers<br/>Pyro (Shark) || Beach
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|-
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| '''Build''' || Players need to build the requested building.<br/>Players will initially start with a [[Dispenser]]. If anything else is called, you must switch to that building. || [[Engineer]]s || Auxillary Arena.
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|-
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| '''Grap the Cow''' || Players need to "[[Grappling Hook|hook]]" the cow and hit it with their [[Ullapool Caber]]. || Demomen || Auxillary Arena
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|-
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| '''Treasure Hunt''' || Players must use their Grappling Hook to find the treasure hidden somewhere within the map. || Scouts (Mansion)<br/>Demomen (Beach) || Beach<br/>Mansion
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|-
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| '''Piggyback Heavy''' || Players must catch up to and piggyback the Heavy before he reaches the end.<br/>If the Heavy reaches the end with less than three Pyros piggybacking him, he will win the game. || Pyros (spawning at the top)<br/>Heavy (Spawning halfway towards the end) || Pinball Machine
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|-
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| '''Stun Merasmus''' || Players must stun Merasmus at the center of the map to win. || Pyros with bomb heads || Spawn
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|-
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| '''Hit the Balls''' || Players must hit as many balls possible into the enemy team's side. The team with the least amount of balls on their side wins.<br/>If there is a tie, everybody loses. || Scouts with the [[Necro Smasher]] || Auxillary Arena
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|-
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| '''Disguise''' || Players must disguise as the highlighted class to win. || Spies with the Disguise Kit || Spawn
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|-
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| '''Pop the [[PASS Time]] JACK''' || Players must repeatedly attack the JACK until it pops to win. || Scouts with the Necro Smasher || Auxillary Arena
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|-
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| '''Pirate Attack''' || Players must launch themselves onto the correct ship to win. || Demomen with the [[Sticky Jumper]] || Beach
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|-
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| '''Pickup Plate''' || Players must pick the correct plate of food and then eat it. || Heavies || Beach
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|-
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| '''Street Fighter''' || Players must taunt kill enemies from a distance to win. || Pyros || Auxillary Arena
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|-
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| '''Batboy''' || Players must battle each other using the [[Hot Hand]] and survive until time runs out or when there is one player left. The remaining player(s) win || Pyros with the Hot Hand || Battle Arena
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|-
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| '''Soldier target''' || A barrel is thrown across a shooting range; players must hit it at least once to win. || Soldiers with the Shotgun ||  Firing Range
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|}
  
== Gameplay demonstration ==
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=== Boss stages ===
{{youtube|width=400|pqVfwUzcfT4}}
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Any player who meets the win conditions of a Boss stage is awarded five points instead of one.
 +
{| class="wikitable sortable"
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|-
 +
! Name !! Description !! Allowed class(es) and weapons !! Arena
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|-
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| '''Avoid the Cuddly Heavy''' || The Cuddly Heavies must "hug" (collide) all of the Scouts to death.<br/>The Scouts must try to survive this ordeal to the very end.<br/>'''Tips (Scouts)''': Try to stay away from groups and keep a low profile. Never try to jump over or be cornered by the Heavies.<br/>'''Tips (Heavy)''': Go for large groups of Scouts. Try to communicate with other Heavies and try to close in one Scout at a time. || Scouts<br/>Heavies || Love Arena
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|-
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| '''Obstacle Course''' || Players must complete the obstacle course at a steady pace. || Soldiers with the Rocket Launcher (Vertical)<br/>Heavies (Horizontal) || Linear Courses
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|-
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| '''Score 7 Goals''' || Players must fire seven grenades into a constantly-moving basketball hoop attached to the far wall. || Demomen with the [[Grenade Launcher]] || Basketball Court
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|-
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| '''Push Away the Enemies''' || Platforms will fall down one by one as the game progresses. Players must survive. || Spy with a [[Knife]] that launches enemies on hit || Falling Platforms
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|-
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| '''Jump the Rope''' || Players must jump the rope to stay alive.<br/>'''Tips''': Jumping when the rope is 90 degrees towards you will ensure you can survive. || Pyros || Jump Rope
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|-
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| '''[[w:Frogger|Frogger]]''' || Players must play through a {{botignore|classic}} game of [[w:Frogger|Frogger]] to win. || Medics (as frogs) || Frogger
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|-
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| '''Ghostbusters''' || The Ghostbusters must "bust" all the ghosts with their [[Medi Gun]]s to win.<br/>The harmful ghosts win if all the Ghostbusters are killed.<br/>The harmless ghosts win by surviving to the end of the game. || Medics (Ghostbusters)<br/>Heavy (Harmful Ghosts)<br/>Spies (Harmless Ghosts) || Mansion
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|-
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| '''Reach the End''' || Players must complete a simple maze while running away from a wall that will follow and kill you on touch, if played with Heavies. || Heavies (as bananas)<br/>Medic (riding carts) || Linear Maze
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|-
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| '''Survive [[MONOCULUS]]''' || Two MONOCULUSes will spawn and shoot eyeball rockets at the players, who must survive to win. || Pyros with a Flame Thrower that can only air blast || Spawn
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|-
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| '''Gioca Jouer''' || An emulation of the original version of the song, [[w:Superman (Black Lace song)|Gioca Jouer]], known for being the 1981 Festival di Sanremo opening theme.<br/>'''Tips''': When the text calls out for "Disguise", you must press your disguise button ([[List of default keys|Default:]] {{key|B}}). || Soldiers<br/>Snipers<br/>Spies || Auxillary Arena
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|-
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| '''Slender''' || Players must find and collect all eight pages before the Slendermen kill them. || Medics<br/>Spies (Slenderman)|| Mansion
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|-
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| '''Avoid the Red Floor''' || One of the four platforms will flash red and make players lose health when touched. Once the gate opens, all players must go to the other side before it closes. || Scouts || Platforms
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|-
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| '''Grand Prix''' || Players must clear five laps while boosting up the ramp to the other side. || Pyros (riding carts) || Maze Track
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|-
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| '''[[Dodgeball]]''' || Players must survive by airblasting the rocket, increasing its speed until it hits someone. || Pyros with a Flame Thrower that can only air blast || Auxillary Arena
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|-
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| '''Meet Chester''' || Players must avoid the hungry Chester. || Scouts || Auxillary Arena
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|}
  
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=== Special rounds ===
 +
Special rounds are activated when the words 'SPECIAL MODE!' appear across the screen. These real special rounds include:
  
== Microgames ==
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*'''Don’t Score!''' Players are challenged to not score any points. The winner will be the player with the least amount of points.
*'''Airblast''': Everyone is a [[Pyro]] with a standard [[Flamethrower]] that can only [[compression blast|air blast]]. They are teleported to a small arena with instant-kill spike walls on all sides. They must survive by air blasting enemy Pyros into one of the spiked walls. Any surviving Pyros are awarded a point. Killing enemy Pyros will not award any additional points.
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*'''Single Player''' Players are invisible to one another.
:*'''Tips''': Hold down '''MOUSE2''' and try to get as far from the spiked walls as possible.
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*'''Third Person''' Every player is now in thirdperson.
 
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*'''BONK''' Every player now has the Scout's Bat, allowing them to push enemy players.
*'''Avoid the Kamikaze''': One player becomes the [[Scout]] with a low-fuse timebomb attached to them. Their goal is to "blow up" at least two [[Heavy|Heavies]] (the class all other players are changed to) by being close to them when the timebomb goes off. The Scout is awarded a point for 2 or more deaths besides their own, and all surviving Heavies also earn a point.
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*'''Fov Experience''' Every player has their field of view set to 110.
:*'''Tips''': As the Scout, look at where a cluster of Heavies are at and try to round them up into a corner instead of rushing straight at them. As a Heavy, go to the Scout's starting point as most people will immediately run away from there.
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*'''x2''' The round is twice its normal speed.
 
 
*'''Break a Barrel''': Everyone is a Scout and wields their [[Bat]]. Breakable barrel props appear all around the arena, and players must break at least one barrel using melee attacks to earn a point. It is possible to kill any other player if you melee them fast enough before the timer expires. There are always fewer barrels than there are players.
 
 
 
*'''Don't Move''': Exactly as the name says, you must not move after the instructions have been on-screen for one second until the microgame ends. Players may [[taunt]] and look around without incurring a loss. Anybody who moves is killed instantly and doesn't earn a point.
 
 
 
*'''Don't Stop Moving''': The opposite of Don't Move with an identical early "safe period". Collision with enemy players is enabled to make this microgame harder. Anybody who stops moving is killed instantly and doesn't earn a point. Sudden changes in direction can count as not moving.
 
 
 
*'''Get on a Platform''': Of the nine square platforms in the default arena, all but a few (1-4) are removed, and lethal water begins pouring in. Players have a short amount of time to jump onto a platform before the water rises, and surviving players are given a point. To stop players from double jumping to get around the game's objective, any Scouts are turned into Demomen when the game starts. It is sometimes possible to win with a timed jump anyway.
 
 
 
*'''Get to the End''': Everyone is a Scout and gets teleported to one end of a rectangular arena with no vertical boundaries. [[Saw blades]] are arranged in an H-shape ahead of the players, who are spawned facing the arrangement from the "side". Players must reach a glowing yellow area at the far end of the area, within the time limit, to score a point.
 
 
 
*'''Hit an Enemy''': All players are changed to one of three possible class/slot combos: The [[Demoman]] with the [[bottle]] (and [[Chargin' Targe]], if equipped), the [[Engineer]] with the [[Shotgun]], or the [[Spy]] with the [[Revolver]]. They must shoot one enemy player within the time limit to score. Players may or may not be killed when shot, determined before the game starts. To reduce confusion, friendly fire is enabled.
 
:*'''Tips''': You will need to act fast to win this minigame. When the minigame starts, spam your primary weapon at someone and just hope that it connects, or keep shooting at a certain person before the minigame starts. If you are playing the Engineer or Spy version, [[crouch]] to make it harder for people to hit you. If you are playing the Demoman version, find someone nearby who isn't looking at you and try to hit them. As long as you hit someone, it doesn't matter if you get hit yourself. Beware if you are standing inside an ally when the minigame starts as they will be able to shoot you, and they probably will.
 
 
 
*'''Needle jump''': Based on a patched [[exploit]], everyone is a [[Medic]] who must fire their [[Syringe Gun]] while jumping and aiming at the floor to propel themselves beyond the range of numerous grounded time bombs. Survivors earn a point. It is possible to needle jump on an enemy so that they cannot move.
 
 
 
*'''Sticky jump''': Like the above, everyone is a [[Demoman]] with a [[Stickybomb Launcher]] and must execute a sticky jump to avoid grounded time bombs.
 
:*'''Tips''': Stickybombs will bounce off the platforms, while they may also get scattered by other players' explosions.
 
 
 
*'''Rocket jump''': Just like the sticky jump version, only everyone is a [[Soldier]] with the [[Rocket Launcher]] instead. This version provides less time to execute the jump.
 
 
 
*'''Simon Says''': In a simple adaptation of Simon Says, players must perform an action (taunting, jumping, or crouching) depending on the instruction given. If the action is performed when the instructions read "Someone Says", the player is told that they failed the microgame and are exempt from earning a point. Players can also fail if they don't act when presented with the "Simon Says" command.
 
:*'''Tips''': Taunting while the game has sped up a lot will cause you to taunt faster, but the length of time spent stuck in third-person mode will remain the same. Keep this in mind when the microgame asks you to taunt, as you will have less time for the next microgame.
 
 
 
*'''Type the Answer''': A simple mathematical question appears in the upper-middle of the [[HUD]] for all players, and they must type the correct answer into chat in order to score. Wrong answers result in immediate death. Negative numbers are sometimes used. Rarely, an unusual question such as "8000 + 1001" will appear.
 
:*'''Tips''': A quick mind is necessary in this minigame. Think quick.
 
 
 
*'''Do the Spycrab''': All players are changed to Spies with their Disguise Kit out. They have to crouch and aim up, imitating the [[Memes#Spycrab|Spycrab]] pose. Failure to do so results in player death, and no points being awarded to them. Upon failing the microgame, the words, "Spycrabs CROUCH and LOOK UP" appear in chat, to assist new players.
 
 
 
*'''Hit the Target''': All players are turned into Snipers and transported to a shooting gallery. They must try to shoot a single Heavy [[Training|target]] that appears on the field.  Failure to shoot the target will result in no points. There are no walls to this area, so several other areas are visible. This microgame is currently broken; the target will never detect that it is shot.
 
:*'''Tips''': The target can appear in three different spots: left, middle and right. Keep your crosshairs trained on the middle spot so that you can quickly move you crosshairs to the target and shoot accurately. Use your scope if you have to. Your reload animation does not allow you enough time to shoot again.
 
 
 
*'''Type the Word/Color''': The name of a color is displayed on the screen, with the color of the text being different than the color written. The player is prompted to either type the text written or the color of the text. An incorrect answer kills the player instantly. Possible colours are red, orange, yellow, green, blue, purple, pink, and white.
 
:*'''Tips''': Looking down at the floor can allow you to truly see what color the text is. Some colors can look like others when looking at the sky. The game also allows for some error. For example, "yellwo" will still count as "yellow".
 
 
 
*'''Jump on a Heavy's Head''': One team of players are turned into Heavies, while the others are turned into Scouts.  A Scout gains a point by jumping on the head of a Heavy, while a Heavy gains a point by not being jumped on.
 
 
 
''Note: This minigame has been removed.''
 
 
 
== Boss stages ==
 
Any player who meets the win conditions of a Boss stage is awarded 5 points instead of 1.
 
 
 
*'''Avoid the Cuddly Heavy''': Either two or three players, depending on the total number of players, are converted into Heavies while the rest are Scouts. The environment is a large room with pink surfaces and red heart outlines. The Heavies' goal is to "hug" the Scouts to death, effectively meaning "colliding with a Scout will kill them instantly", with the Scouts trying to survive this ordeal for as long as possible. The Heavies will periodically shout modified speech files to display their affection. As the timer runs down, the walls all move steadily inwards, shrinking the size of the room until it becomes very difficult for the Scouts to dodge. If any Scouts survive, they earn points, while the entire team of Heavies earn points if no Scouts remain alive at the end.
 
:*'''Tips''': As a Scout, try to stay away from groups of Scouts and keep a low profile. Never try to jump over the Heavies. When there are fewer Scouts left and the room is smaller, try not to get cornered by the Heavies. As a Heavy, go for large groups of Scouts. Try to communicate with the other Heavies and try to close in on one Scout at a time.
 
 
 
*'''Reach the End (Heavy)''': Everyone is a Heavy, and they are forced to run a linear platforming obstacle course at a steady pace, due to an instant-death spikewall following behind them and a static brick wall moving ahead of them (as well as a [[Sandvich]] reward to lure them). The course's main hazard is an instant-death void that catches any players who don't remain on the platforms. Players who reach the end point alive are awarded points.
 
 
 
*'''Score 7 Goals''': Everyone is a Demoman with the [[Grenade Launcher]] selected and filled to its maximum ammo capacity. Their goal is to fire grenades into a constantly-moving basketball hoop, attached to the far wall of a large wooden room, blocked off by a fence. 7 of the player's grenades must fall into the hoops for them to earn points at the end. Attacking opponents will knock them about a bit but cannot kill them. This microgame may be made difficult if one is being crowded by players on the opposite team, as their grenades will hit them instead of going towards the hoop.
 
:*'''Tips''': Stand away from the other Demomen as your grenades might simply hit them. Instead of launching your grenades from a still position, try to follow the net and take your time in shooting your bombs.
 
 
 
*'''Don't Fall''': Everyone is a Spy and on platforms. The platforms fall down as the game progress. Spies are able to push each other through stabbing with their knife, and if they perform a backstab they launch their victim out of the arena, leaving them to die from the fall.
 
 
 
*'''Don't Starve''': Everyone is Pyro in an open area where they slowly lose health. There's a jumprope and a Sandvich in the middle. In order to avoid starvation, the players have to continuously stay in the center and jump over the rope.
 
:*'''Tips''': Jumping when the rope is 90 degrees to you will ensure you can survive. Dipping in and out of the rope will give you a little breathing time.
 
 
 
*'''Reach the End (Medic)''': Everyone is a frog (technically Medic) and have to play through a classic game of Frogger to win. Only players that reach the end within ten seconds of the first to complete the course get points. This microgame is played in third-person, the only one to do so.
 
 
 
*'''Reach the End (Soldier)''': Everyone is a Soldier, and they are forced to run a vertical obstacle course at a steady pace, due to an instant-death pool of water constantly moving upwards below them, and a brick wall moving in the same direction above. In order to reach the top of the area, players are required to rocket jump to platforms that appear as the stage progresses upwards. Shooting other players will not kill them, though it may disrupt them enough to prevent them from advancing.
 
 
 
*'''Ghostbusters''': Players are split into 3 teams: The Ghostbusters (Medics) are tasked with finding and "busting" all ghosts (Spies) in the mansion by healing them with their mediguns, while the Slimers (Heavies) attempt to kill all the Medics. When a Medic heals a Spy, the Spy catches fire. If healed for 3 consecutive seconds, the Spy dies. If at least one Spy survives, the remaining Spies win. If all the Spies are busted, the Medics win. If all the Medics are killed, the remaining Spies and Heavies win. The music varies from a minigame song from ''Mario Party 6'' to an instrumental version of the ''Ghostbusters'' theme song. While busting a ghost, the Medic's view will be locked onto that ghost in a manner reminiscent of the Chainsaw from ''Doom''.
 
 
 
 
 
== Special round ==
 
Special rounds are activated when the words 'SPECIAL MODE!' appear across the screen. These special rounds include:
 
 
 
*'''Don’t Score!''' Every player is challenged to not score any points.
 
*'''Single Player''' Every player has become invisible to one another.
 
*'''Third Person''' Every player is now in third-person.
 
*'''BONK''' Every player now has the Scout’s metal Bat, and hitting any other player will cause them to rebound off you.
 
*'''Pizza Party''' Every player now needs to collect pizza to win. Losing mini games will cause you to drop a pizza to be collected by others.
 
*'''x2''' The round is 2 times its normal speed.
 
 
*'''x2 Boss Battle''' There are two Boss battles played back to back at the end of the round.
 
*'''x2 Boss Battle''' There are two Boss battles played back to back at the end of the round.
*'''No Touching!''' Players cannot touch enemy players during the microgames. Touching will result in killing both players and both will lose a point.
+
*'''No Touching!''' Players cannot touch enemy players during most minigames. Touching will result in killing both players and both will lose a point.
 
+
*'''Fart Time!''' You will fart randomly during the game.
 
+
*'''Big Weapons''' Every player has huge weapons, three times the normal size!
== Wipeout! (Eliminator Round) ==
+
*'''Bonus Ducks''' Bonus Ducks spawn into main map at the end of every  minigame. 1 duck is equal to 1 point.
About once every ten games, the game will send all players on a invisible platform above the map. In this mode, all players have 3 lives and 3 players are chosen at random to play the normal microgames. Winning the microgame first will keep your lives intact while the others playing the microgame will lose a life. Once your life count reaches 0, you are eliminated from play until the next round of microgames starts. After some eliminations, the number of players per microgame will go down to 2. This mode will continue until two players are left, at which point the boss microgame starts and the loser will lose all their lives if they fail. Committing suicide outside of minigames will not count as a lost life.
 
 
 
== TF2Ware 2: Universe==
 
A sequel to TF2Ware, TF2Ware 2, is currently in development by Mecha The Slag.
 
 
 
 
 
== Music ==
 
The vast majority of the music for TF2Ware is taken straight from the ''WarioWare'' games, including ''WarioWare: Smooth Moves'' and ''WarioWare, Inc.: Mega Party Game$''. As the music comes from the ''WarioWare'' series, each microgame lasts exactly eight beats of the current tempo. However, the "Wipeout" round music is entirely custom. It has been confirmed that the microgame maker in the sequel will utilize stock microgame music so that the players won't have to find their own music.
 
 
 
 
 
 
 
== Trivia ==
 
There is 1 unused minigame found in the mod's files.
 
  
 +
=== Wipeout! (Eliminator Round) ===
 +
About once every ten games, the game will send all players to a waiting area above the map. In this mode, all players have 3 lives and 3 players are chosen at random to play normal minigames. Winning the minigame first will keep your lives intact while the others will die and lose a life. Once your life count reaches 0, you are eliminated from play until the next round of minigames starts. After a certain amount of eliminations, the number of players per minigame will go down to 2. This mode will continue until two players are left, at which point the boss minigame starts and the loser will lose a life if they fail. If both players are left standing, another boss minigame will begin. Committing suicide outside of minigames will not count as a lost life.
  
 
== External links ==
 
== External links ==
*[http://steamcommunity.com/groups/TF2Ware TF2Ware Official Steam Group]
+
* [http://steamcommunity.com/groups/TF2Ware TF2Ware Official Steam Group]
*[http://twitter.com/tf2ware TF2Ware Official Twitter Account]
+
* [https://github.com/gemidyne/microtf2 MicroTF2, a game mode based on the original TF2Ware]
*[http://tf2ware.blogspot.com/ TF2Ware Official Blogger]
 
 
 
 
 
==References==
 
<references/>
 
 
 
  
 
{{ModNav}}
 
{{ModNav}}

Latest revision as of 16:59, 5 April 2024

Tf2ware Tf2warev2.png

TF2Ware is a custom SourceMod game mode and accompanying map that emulates the gameplay style of the WarioWare game series on Nintendo consoles. The modification was created by Mecha the Slag. Two years after Mecha stopped developing the project, TonyBaretta created a new version with over 50 games.

The gameplay within the map involves all players participating in randomly chosen minigames, simple tasks with short instructions and a duration of less than 5 seconds. Players are automatically changed to the class (or role) the minigame requires, are generally forced to wield a specific weapon/slot, do not have any ammunition, and cannot melee attack unless the minigame requires it. Players earn one point per minigame they win and as soon as a number of minigames are played, a Boss Stage begins. These Boss Stages are longer (about a minute on average) and are slightly more complex than normal minigame. They always have a dedicated environment within the map. The player with the most points following a Boss Stage is given a period kill all other players on the stage, after which the flow of gameplay is looped and everybody's score reset to 0.

The most recent version of the map is TF2Ware2_a4.

Videos

TF2ware 2.6

TF2ware 2.7.4 Last version

Boss Level Gioca Jouer

Gameplay

Minigames

Name Description Allowed class(es) and weapons Location
Airblast Players must survive by knocking enemies back into one of the spiked walls.
Tips (Pyro): Hold down MOUSE2 and try to get as far from the spiked walls as possible.
Pyros with flamethrowers that can only air blast
Scouts with the Force-A-Nature
Battle Arena
Airblast (Projectiles) Players must airblast one of the many projectiles falling onto the map to earn a point.
Tips: Try jumping and airblasting at the same time.
Pyros Spawn
Avoid the Kamikaze Scout: "blow up" at least two Heavies.
Heavy: Survive the explosion.
Tips (Scout): Look for a cluster of Heavies and try to round them up into a corner instead of rushing straight at them.
Tips (Heavy): Go to the Scout's starting point, as most others will immediately run away from there. Try to stay away from your teammates, as the Scout will likely target Heavies in groups.
Heavies
Scouts as Bob-ombs
Spawn
Break a Barrel Breakable barrel props appear all around the arena, and players must break at least one barrel using their Bat to earn a point.
There are always fewer barrels than there are players.
Scout with the Bat Spawn
Don't Move Exactly as the name says, players must not move after a safe period of about one second.
Players may taunt and look around without incurring a loss.
Any Spawn
Don't Stop Moving The opposite of Don't Move with an identical safe period.
Collision with enemy players is enabled and anyone who stops moving or makes sudden changes in direction is killed instantly.
Any Spawn
Get on a Platform Of the nine square platforms, all but a few (1-4) are removed and lethal water begins pouring in.
Players have a short amount of time to jump onto a platform before the water rises.
Any (Scouts become Demomen) Spawn
Get to the End Players must reach a glowing yellow area at the end of the course within the time limit. Scout Sawblade Course
Hit an Enemy Players must shoot one enemy within the time limit, friendly fire is enabled.
Tips: When the game starts, spam your weapon at someone or keep shooting at a certain person.
Any Spawn
(Blank) Jump Players must launch themselves into the air before time runs out.
Tips (Pyro): Acting like a Soldier performing a rocket jump will still result in victory.
Tips (Demoman): Stickybombs will bounce off the platforms, while they may also get scattered by other players' explosions.
Soldiers with the Rocket Launcher
Pyros with a modified Flare Gun
Demomen with the Stickybomb Launcher
Medics with a modified Syringe Gun
Spawn
Simon Says In a simple adaptation of Simon Says, players must perform an action depending on the instruction given.
If performed when the instructions read "Simon Says" will result in failure.
Tips (Eat the Sandvich): Taunting counts as eating a Sandvich.
Any
Heavy (eat a Sandvich)
Spawn
Type the Answer A simple mathematical question will appear and players must type the correct answer to score. Any Spawn
Do the Spycrab Players must crouch and aim up, doing the Spycrab pose. Spies with the Disguise Kit Spawn
Hit the Target The Snipers/Spies must try to shoot a single Heavy target that appears on the field.
The Soldiers must try to shoot a single barrel launched into the sky.
Soldiers with the Shotgun
Snipers with the Sniper Rifle
Spies with the Revolver
Firing Range
Type the Word/Color The name of a color is displayed on the screen in a random color.
The player is prompted to either type the text written (Word) or the color of the text (Color).
The game allows for some error, such as "yellwo" counting for "yellow".
Any Spawn
Jump on a Heavy's Head The Scouts must jump on the head of a Heavy
The Heavy must avoid being jumped on.
Scout
Heavy (slightly shrunken)
Spawn
Don't Get Scared Ghosts will fall onto the map, players must not get scared. Pyros Spawn
Avoid the Trains Two trains will spawn, players must not get run over to win. Scouts Spawn
Hit Ten Gifts Players must shoot ten randomly-spawning gifts. Snipers Firing Range
Flipper Ball Players must reach the other end of the machine while avoiding the pinballs. Scouts (going up)
Pyros (going down)
Pinball Machine
Fight and Stay Alive Players need survive by melee fighting enemies to win. Friendly fire is enabled.
Tips (Demoman/Sniper): Players will have increased speed and knockback, so it is best to crouch when attacking to not get pushed into a wall.
Any
Demoman (The Horseless Headless Horsemann)
Sniper (Skeletons/Merasmus)
Battle Arena
Catch the Cubes Weighted Companion Cubes will randomly spawn around the map, players must capture three to win. Scouts Auxillary Arena
Touch the Sky Players must touch the sky using an infinite amount of double jumps. Scouts Spawn
Enter a Door Three doors (labelled A, B, and C) will spawn on one side of the map.
Players must enter one of these three doors in hopes that it's the correct one to win.
Pyros Spawn
Beach
Avoid the Boms Pipe bombs spawn from the sky, surviving the explosions will result in victory. Pyro (with Flamethrowers that can only air blast) Spawn
Kart Race Players, in bumper cars, must reach the end of the course. Scouts (Long Jump)
Soldiers (Mad Gear)
Pyros (Maze)
Long Jump
Maze Track
Mad Gear
Sumo Players, in bumper cars, must stay on the platform without getting knocked off. Heavies Sumo Platform
Taunt Kill Players must perform a taunt kill on an enemy. Any Auxillary Arena
Parachute Players need to touch the platform using the B.A.S.E. Jumper Demomen Auxillary Arena
Water War Players swimming in a pool of Jarate must kill one enemy. Pyros with the Neon Annihilator Spawn
Spycrab Limbo Unable to move normally, players must limbo under a later to win. Spies with the Disguise Kit Auxillary Arena
Shark Players must reach the shore without being killed by the Shark, who must kill at least three of them. Soldiers
Pyro (Shark)
Beach
Build Players need to build the requested building.
Players will initially start with a Dispenser. If anything else is called, you must switch to that building.
Engineers Auxillary Arena.
Grap the Cow Players need to "hook" the cow and hit it with their Ullapool Caber. Demomen Auxillary Arena
Treasure Hunt Players must use their Grappling Hook to find the treasure hidden somewhere within the map. Scouts (Mansion)
Demomen (Beach)
Beach
Mansion
Piggyback Heavy Players must catch up to and piggyback the Heavy before he reaches the end.
If the Heavy reaches the end with less than three Pyros piggybacking him, he will win the game.
Pyros (spawning at the top)
Heavy (Spawning halfway towards the end)
Pinball Machine
Stun Merasmus Players must stun Merasmus at the center of the map to win. Pyros with bomb heads Spawn
Hit the Balls Players must hit as many balls possible into the enemy team's side. The team with the least amount of balls on their side wins.
If there is a tie, everybody loses.
Scouts with the Necro Smasher Auxillary Arena
Disguise Players must disguise as the highlighted class to win. Spies with the Disguise Kit Spawn
Pop the PASS Time JACK Players must repeatedly attack the JACK until it pops to win. Scouts with the Necro Smasher Auxillary Arena
Pirate Attack Players must launch themselves onto the correct ship to win. Demomen with the Sticky Jumper Beach
Pickup Plate Players must pick the correct plate of food and then eat it. Heavies Beach
Street Fighter Players must taunt kill enemies from a distance to win. Pyros Auxillary Arena
Batboy Players must battle each other using the Hot Hand and survive until time runs out or when there is one player left. The remaining player(s) win Pyros with the Hot Hand Battle Arena
Soldier target A barrel is thrown across a shooting range; players must hit it at least once to win. Soldiers with the Shotgun Firing Range

Boss stages

Any player who meets the win conditions of a Boss stage is awarded five points instead of one.

Name Description Allowed class(es) and weapons Arena
Avoid the Cuddly Heavy The Cuddly Heavies must "hug" (collide) all of the Scouts to death.
The Scouts must try to survive this ordeal to the very end.
Tips (Scouts): Try to stay away from groups and keep a low profile. Never try to jump over or be cornered by the Heavies.
Tips (Heavy): Go for large groups of Scouts. Try to communicate with other Heavies and try to close in one Scout at a time.
Scouts
Heavies
Love Arena
Obstacle Course Players must complete the obstacle course at a steady pace. Soldiers with the Rocket Launcher (Vertical)
Heavies (Horizontal)
Linear Courses
Score 7 Goals Players must fire seven grenades into a constantly-moving basketball hoop attached to the far wall. Demomen with the Grenade Launcher Basketball Court
Push Away the Enemies Platforms will fall down one by one as the game progresses. Players must survive. Spy with a Knife that launches enemies on hit Falling Platforms
Jump the Rope Players must jump the rope to stay alive.
Tips: Jumping when the rope is 90 degrees towards you will ensure you can survive.
Pyros Jump Rope
Frogger Players must play through a classic game of Frogger to win. Medics (as frogs) Frogger
Ghostbusters The Ghostbusters must "bust" all the ghosts with their Medi Guns to win.
The harmful ghosts win if all the Ghostbusters are killed.
The harmless ghosts win by surviving to the end of the game.
Medics (Ghostbusters)
Heavy (Harmful Ghosts)
Spies (Harmless Ghosts)
Mansion
Reach the End Players must complete a simple maze while running away from a wall that will follow and kill you on touch, if played with Heavies. Heavies (as bananas)
Medic (riding carts)
Linear Maze
Survive MONOCULUS Two MONOCULUSes will spawn and shoot eyeball rockets at the players, who must survive to win. Pyros with a Flame Thrower that can only air blast Spawn
Gioca Jouer An emulation of the original version of the song, Gioca Jouer, known for being the 1981 Festival di Sanremo opening theme.
Tips: When the text calls out for "Disguise", you must press your disguise button (Default: B).
Soldiers
Snipers
Spies
Auxillary Arena
Slender Players must find and collect all eight pages before the Slendermen kill them. Medics
Spies (Slenderman)
Mansion
Avoid the Red Floor One of the four platforms will flash red and make players lose health when touched. Once the gate opens, all players must go to the other side before it closes. Scouts Platforms
Grand Prix Players must clear five laps while boosting up the ramp to the other side. Pyros (riding carts) Maze Track
Dodgeball Players must survive by airblasting the rocket, increasing its speed until it hits someone. Pyros with a Flame Thrower that can only air blast Auxillary Arena
Meet Chester Players must avoid the hungry Chester. Scouts Auxillary Arena

Special rounds

Special rounds are activated when the words 'SPECIAL MODE!' appear across the screen. These real special rounds include:

  • Don’t Score! Players are challenged to not score any points. The winner will be the player with the least amount of points.
  • Single Player Players are invisible to one another.
  • Third Person Every player is now in thirdperson.
  • BONK Every player now has the Scout's Bat, allowing them to push enemy players.
  • Fov Experience Every player has their field of view set to 110.
  • x2 The round is twice its normal speed.
  • x2 Boss Battle There are two Boss battles played back to back at the end of the round.
  • No Touching! Players cannot touch enemy players during most minigames. Touching will result in killing both players and both will lose a point.
  • Fart Time! You will fart randomly during the game.
  • Big Weapons Every player has huge weapons, three times the normal size!
  • Bonus Ducks Bonus Ducks spawn into main map at the end of every minigame. 1 duck is equal to 1 point.

Wipeout! (Eliminator Round)

About once every ten games, the game will send all players to a waiting area above the map. In this mode, all players have 3 lives and 3 players are chosen at random to play normal minigames. Winning the minigame first will keep your lives intact while the others will die and lose a life. Once your life count reaches 0, you are eliminated from play until the next round of minigames starts. After a certain amount of eliminations, the number of players per minigame will go down to 2. This mode will continue until two players are left, at which point the boss minigame starts and the loser will lose a life if they fail. If both players are left standing, another boss minigame will begin. Committing suicide outside of minigames will not count as a lost life.

External links