Difference between revisions of "PASS Time"
m (→Update history) |
|||
Line 137: | Line 137: | ||
* Added max pass range parameter to {{code|passtime_logic}} | * Added max pass range parameter to {{code|passtime_logic}} | ||
* Jack won't automatically respawn unless it's been picked up at least once | * Jack won't automatically respawn unless it's been picked up at least once | ||
− | * New map: {{code|[[Pinewood|pass_pinewood]]}}}} | + | * New map: {{code|[[Pinewood|pass_pinewood]]}} |
+ | |||
+ | '''{{Patch name|12|7|2015}}''' | ||
+ | * Fixed a dedicated server crash related to dropped weapons and the jack in PASS Time mode.}} | ||
== Bugs == | == Bugs == |
Revision as of 23:56, 7 December 2015
“Now I've seen everything!” This page details content that is in Mann Co. Beta Testing. As such, the contents of page are subject to frequent changes. |
“ | PASS Time combines TF2's usual fast-paced bloodsport with the actual fast-paced sports of soccer, hockey and basketball.
— Publicity blurb
|
” |
PASS Time is an upcoming game mode announced on August 18th, 2015 developed by Bad Robot, Escalation Studios, and Valve. Currently, PASS TIME is in beta. The release date for the game mode is currently unknown.
Because the game mode and its maps are in development, certain textures and animations may be missing, and any gameplay elements described in this article are subject to change.
Contents
Gameplay
The only current PASS Time map is symmetrical, similar to Capture the Flag maps. A neutral ball or Jack spawns near the center. Players must take a hold of the ball and successfully throw it into the opposing team's goal. Players must score more points than the other team when time runs out in order to win. Otherwise Sudden Death goes into effect.
Jack
When carried by a player, the Jack provides health regeneration, a temporary speed increase, and the ability to see both teammates and enemies through walls. Temporary invulnerability is also granted when the Jack is stolen via a melee weapon or intercepted.
Players are unable to use any weapons. It can be thrown or passed to teammates via the primary fire button. However, it can be intercepted if an enemy strikes the player with their melee weapon or if the enemy hits the carrier with a projectile from the Sandman or the Wrap Assassin. The Jack becomes neutral when it touches the floor after being thrown.
Announcer lines
Note: These voice lines are in beta and may be altered in the future. Notably, the announcer is male.
Player delivers the Jack |
Strategy
Maps
PASS Time
PASS Time has three compatible maps that carry the pass_ prefix; community maps are identified with an italic font.
Name | Picture | File name |
---|---|---|
Warehouse | pass_warehouse
| |
Warehouse (Goal 2) | pass_warehouse_goal2
| |
Pinewood | 160px | pass_pinewood
|
Update history
- Added new game mode 'PASS Time' to the TF2 Beta.
August 18, 2015 Patch #2
- Fixed a client crash related to the HUD.
- Fixed the Short Circuit being used to remove the Jack from the game.
- Fixed players being able to pick-up the Jack while they have weapons deployed that cannot be holstered.
August 18, 2015 Patch #3
- Fixed a PASS Time sound bug related to carrying the Jack.
- Fixed disguised Spies not having a shield drawn for them in the HUD
- Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect)
- Fixed being able to 'inspect' the jack while players are carrying it
- Fixed capturing the jack not incrementing Scout contract points
- Fixed scoring in your own goal if you change teams while the jack is in flight
- Fixed disguised and cloaked enemy Spies having a shield drawn for them in the HUD
- Fixed players sometimes not being able to throw the jack
- Fixed another case where players could teleport the jack with The Eureka Effect
- Fixed The Dead Ringer making it impossible to throw the jack or deactivate the Dead Ringer
- All global special abilities that are activated with alt-fire are now available while carrying the jack, unless you're actively aiming the jack
- Unlocked console variables for community servers to experiment with without requiring sv_cheats
- Fixed Scouts being able to pick up the jack while drinking
- Fixed disguised Spies being able to carry the jack in some situations
- Made weapon switch faster after throwing the jack
- Fixed not getting a speed boost if you score and then get the jack after it respawns
- Fixed a crash if mp_tournament was enabled and someone scored during pre-game
- Improved the way blocking works
- Fixed being able to cancel enemy taunts by hitting them with the ball
- Fixed seeing a phantom jack in your hand if you threw the jack and couldn't switch back to your previous weapon (jars, cleavers, etc.)
- If the jack is neutral for too long, it will automatically respawn
- If a player holds the jack for too long, teammates can steal the jack from that player
- Catching and intercepting a tossed jack is slightly easier
- Demoman can no longer charge or detonate while holding the jack
- Enabled melee-only for sudden death mode
- Rounds will continue after the timer expires until the jack becomes neutral or someone scores
- The jack will heal its carrier to full health
- Added
tf_passtime_unstable
for testing unstable features - Unstable features
- Attack, defense, and support classes have different throwing arcs (
tf_passtime_throwspeed
,tf_passtime_throwarc
) - The jack inherits some of the thrower's velocity (
tf_passtime_throwspeed_velocity
)
- Attack, defense, and support classes have different throwing arcs (
- Added an alternate version of
pass_warehouse
:pass_warehouse_goal2
- Instead of scoring by throwing the jack into the goal, players need to carry the jack into the goal
- Trying out some new sounds
- Catching and intercepting a tossed jack is slightly easier
- Added convar
tf_passtime_ball_model
- Fixed an issue that prevented disguised Spies from receiving a pass from enemies
- Fixed a bug that allowed overloadable weapons to continue reloading while carrying the jack
- Fixed an issue that awarded a point to the wrong team during team switch
- Fixed an issue that prevented automatic jack respawn from working in some cases
- Fixed a wrong texture on goal visualizers
- Fixed pass lock sound not playing for the targeted player
- The announcer now says "overtime" at the appropriate time
- Updated
pass_warehouse
andpass_warehouse_goal2
- Removed jump pads from the second floor of the warehouse
- Added more spectator cameras
- Added lateral jump pads to the middle arena
October 28, 2015 Patch (Scream Fortress 2015)
- Fixed viewmodel/worldmodel when
tf_passtime_ball_model
is set - Added convar:
tf_passtime_ball_sphere_collision
- Added entity:
tf_logic_on_holiday
- Updated PASS Time to fix not seeing the Halloween version of the Jack while it's being carried by a player
- Each class now has slightly different throwing power and arc
- During Overtime, the round doesn't end until the jack has been neutral for a few seconds (
tf_passtime_overtime_idle_sec
) - All available enemy goals will show a reticle on the HUD while carrying the jack
- Added max pass range parameter to
passtime_logic
- Jack won't automatically respawn unless it's been picked up at least once
- New map:
pass_pinewood
- Fixed a dedicated server crash related to dropped weapons and the jack in PASS Time mode.
Bugs
- If a Heavy runs out of ammo while still holding the fire button and picks up another primary weapon off the ground, the server will crash the moment someone scores the Jack.
Gallery
External links
|