Difference between revisions of "Dodgeball"

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(Been clearing it up a bit)
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'''Dodgeball''' is a TF2 gameplay mod which was originally made by Voogru as a private Metamod extension and was then made into a public Sourcemod Plug-in by Asherkin.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.  
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'''Dodgeball''' is a TF2 gameplay mod which was originally developed 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 purposely created or altered for the gamemode.  
  
 
==Gameplay==
 
==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 [[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.
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In Dodgeball, player's play as the [[Pyro]] and use the [[flamethrower | Flamethrower's]] Compression Blast ability. Rockets and occasional 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 deflection, until one or more players are killed. Gameplay continues until one team is eliminated entirely. Players are usually continuously supplied with ammunition via the map or a custom Flamethrower, depending on the server, however this does not always occur.
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.
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The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to most Payload [[carts]]. These bombs can have devastating effects if the player fails to successfully deflect them, often killing multiple players, leading them to be the primary focus of a team when reflecting.
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 which is usually frowned upon.
 
  
The players in the gamemode are limited while playing as Pyro:
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The design of Dodgeball maps can differ greatly in theme and style, though is often centred around a large open area with a gap or obstacle separating the two teams. Some maps will allow the teams to interact more closely, though this can lead to players juggling opponents or blasting them into environmental damage, something which is generally frowned upon. Servers running maps which allow opposite teams to reach each other will often change the Flamethrower's properties to negate any burn damage players may attempt to cause. They may often restrict players to their primary weapon for the same reason.
*The player can only damage opponents via the rockets.
 
*The player is limited to only their equipped primary weapon (depends on server).  
 
  
 
On some servers the number of rockets in play at a time is limited to a set number of rockets. E.g. 2 rockets active, etc.
 
On some servers the number of rockets in play at a time is limited to a set number of rockets. E.g. 2 rockets active, etc.

Revision as of 05:01, 25 October 2010

Dodgeball is a TF2 gameplay mod which was originally developed 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 purposely created or altered for the gamemode.

Gameplay

In Dodgeball, player's play as the Pyro and use the Flamethrower's Compression Blast ability. Rockets and occasional 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 deflection, until one or more players are killed. Gameplay continues until one team is eliminated entirely. Players are usually continuously supplied with ammunition via the map or a custom Flamethrower, depending on the server, however this does not always occur.

The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to most Payload carts. These bombs can have devastating effects if the player fails to successfully deflect them, often killing multiple players, leading them to be the primary focus of a team when reflecting.

The design of Dodgeball maps can differ greatly in theme and style, though is often centred around a large open area with a gap or obstacle separating the two teams. Some maps will allow the teams to interact more closely, though this can lead to players juggling opponents or blasting them into environmental damage, something which is generally frowned upon. Servers running maps which allow opposite teams to reach each other will often change the Flamethrower's properties to negate any burn damage players may attempt to cause. They may often restrict players to their primary weapon for the same reason.

On some servers the number of rockets in play at a time is limited to a set number of rockets. E.g. 2 rockets active, etc.

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.