Difference between revisions of "Dodgeball"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Dodgeball (Review RC#113907))
Line 2: Line 2:
 
<div style="float:right">{{youtube tn|5WdVZay_Vuc}}</div>
 
<div style="float:right">{{youtube tn|5WdVZay_Vuc}}</div>
  
The '''Dodgeball''' mod is a custom game-mode made possible by the use of the SourceMod server plug-in.  
+
'''Dodgeball''' is a TF2 gameplay mod which was originally made by Voogru as a private Metamod extension and was then made into a public Sourcemod Plug-in by Asherkin. It is played on maps that have been made or altered for the gametype.  
  
All classes except Pyro are disabled and the mod uses the set of rules and [[respawn]] methods utilized by the official [[Arena]] game-mode. In fact, this is Arena with:
+
==Gameplay==
*Limited classes. You can choose only Pyro.
 
*Separated maps. Often, the map is split in 2 sides. RED can't go to BLU side, and vice versa.
 
*Dealing Damage. Pyros can't deal damage to other Pyros with the Flamethrower, since it destroys the purpose of the game.
 
*Depending on the plugin version, you may be limited to the [[Flamethrower]] and [[Backburner]], both being able to perform airblasts. Additionally, you may or may not be able to airblast enemy Pyros.
 
 
'''Fortress''':
 
In this mode players need to capture control points which causes them to own a ''Fortress''. The Fortress will fire rockets at the enemy team which can be reflected. As in normal Dodgeball, you win by killing the entire enemy team. The Fortress can be captured multiple times during the course of the match. Fortress Dodgeball requires more teamwork and tactics than regular Dodgeball.
 
  
==Description==
+
In Dodgeball, player's play as the [[Pyro]] and use the Pyro's Flamethrower's airblast ability. Rockets and Payload carts (representing nuclear bombs) are fired from a determined spot in the map.  These projectiles are designed to follow one targeted player until it has been [[compression blast|deflected]] by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player on the opposite team, gaining speed with each airblast, until one (or more, if they are standing near the target) players are killed. This continues until one team is eliminated entirely.
 
+
Players are constantly given [[ammunition]] via either the map or custom flamethrowers in some servers. However, this does not always occur.
This gamemode is based on the [[Pyro| Pyro's]] Flamethrower's airblast ability. Rockets and Payload carts (representing nuclear bombs) are fired from a determined spot in the map.  These projectiles are designed to follow one targeted player until [[compression blast|deflected]] by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player in the opposite team, gaining speed with each airblast, until one (or more, if they are standing near the target) players are killed. This continues until one team is eliminated entirely.
+
 
Players are constantly given [[ammunition]] via either the map or custom flamethrowers in some servers.
 
 
The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to the Payload [[cart]] seen in most Payload maps. These nuke bombs have devastating effects if the player fails to successfully deflect them, generally making them a challenge to the team if it is not deflected.  It is, however, a useful tool for rocket jumping, which you can do by deflecting it downwards.
 
The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to the Payload [[cart]] seen in most Payload maps. These nuke bombs have devastating effects if the player fails to successfully deflect them, generally making them a challenge to the team if it is not deflected.  It is, however, a useful tool for rocket jumping, which you can do by deflecting it downwards.
 
Map design in Dodgeball varies greatly, from hovercrafts and space, to stadiums and pits.  One fairly common theme is the forward attack method of pushing though.  In maps that are not divided by a gap, or maps where the gap can be rocket jumped, players may blast opponents into environmental deaths.  This is frowned upon in some servers, but praised in others.
 
Map design in Dodgeball varies greatly, from hovercrafts and space, to stadiums and pits.  One fairly common theme is the forward attack method of pushing though.  In maps that are not divided by a gap, or maps where the gap can be rocket jumped, players may blast opponents into environmental deaths.  This is frowned upon in some servers, but praised in others.
Line 22: Line 14:
 
==Strategy==
 
==Strategy==
  
*On some servers you can 'orbit' rockets around you, whereby you move to the left or right, and they fly in a continuous circle around you.This can be used to deal with multiple rockets, orbiting one, whilst reflecting the other,and then reflecting the orbit rocket at a later time.
+
*''Orbiting'' A technique where the player moves in a tight circle inside the rockets minimum turning using the movement keys. This allows players to compression blast the rocket when it is front of the player as it circles around the player.  
 +
**Orbiting multiple rockets allows players to get ans advantage when multiple rockets are targeting them.
 
*On servers where rockets track nearest play of other team, getting close to the current target can be effective if they don't notice. The rocket turns, aims for you, and you can reflect it straight into their back.
 
*On servers where rockets track nearest play of other team, getting close to the current target can be effective if they don't notice. The rocket turns, aims for you, and you can reflect it straight into their back.
 
*Keep an eye out for all the rockets, if there are multiple. If you know you have time to look around, find where the other rockets are going, so you don't get hit by surprise.
 
*Keep an eye out for all the rockets, if there are multiple. If you know you have time to look around, find where the other rockets are going, so you don't get hit by surprise.
 
*Try to spread out. Critical rockets deal damage over a large area, and you don't want to get caught in the radius of someone else's missed air blast.
 
*Try to spread out. Critical rockets deal damage over a large area, and you don't want to get caught in the radius of someone else's missed air blast.
 
**Conversely - try to help people out. Just because it is aiming for them, doesn't mean you can't blast it out of the way for them.
 
**Conversely - try to help people out. Just because it is aiming for them, doesn't mean you can't blast it out of the way for them.
 +
 +
 +
 +
  
  
 
{{Languages}}
 
{{Languages}}
 
[[Category:Mods]]
 
[[Category:Mods]]

Revision as of 04:59, 15 October 2010

Dodgeball is a TF2 gameplay mod which was originally made by Voogru as a private Metamod extension and was then made into a public Sourcemod Plug-in by Asherkin. It is played on maps that have been made or altered for the gametype.

Gameplay

In Dodgeball, player's play as the Pyro and use the Pyro's Flamethrower's airblast ability. Rockets and Payload carts (representing nuclear bombs) are fired from a determined spot in the map. These projectiles are designed to follow one targeted player until it has been deflected by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player on the opposite team, gaining speed with each airblast, until one (or more, if they are standing near the target) players are killed. This continues until one team is eliminated entirely. Players are constantly given ammunition via either the map or custom flamethrowers in some servers. However, this does not always occur.

The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to the Payload cart seen in most Payload maps. These nuke bombs have devastating effects if the player fails to successfully deflect them, generally making them a challenge to the team if it is not deflected. It is, however, a useful tool for rocket jumping, which you can do by deflecting it downwards. Map design in Dodgeball varies greatly, from hovercrafts and space, to stadiums and pits. One fairly common theme is the forward attack method of pushing though. In maps that are not divided by a gap, or maps where the gap can be rocket jumped, players may blast opponents into environmental deaths. This is frowned upon in some servers, but praised in others.

Strategy

  • Orbiting A technique where the player moves in a tight circle inside the rockets minimum turning using the movement keys. This allows players to compression blast the rocket when it is front of the player as it circles around the player.
    • Orbiting multiple rockets allows players to get ans advantage when multiple rockets are targeting them.
  • On servers where rockets track nearest play of other team, getting close to the current target can be effective if they don't notice. The rocket turns, aims for you, and you can reflect it straight into their back.
  • Keep an eye out for all the rockets, if there are multiple. If you know you have time to look around, find where the other rockets are going, so you don't get hit by surprise.
  • Try to spread out. Critical rockets deal damage over a large area, and you don't want to get caught in the radius of someone else's missed air blast.
    • Conversely - try to help people out. Just because it is aiming for them, doesn't mean you can't blast it out of the way for them.