Difference between revisions of "PASS Time"

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* Loaded shells of the [[Panic Attack]] can be fired during holding the Jack. But you won't be able to recharge.
 
* Loaded shells of the [[Panic Attack]] can be fired during holding the Jack. But you won't be able to recharge.
 
* Loaded rockets of the [[beggar's bazooka]] can be fired while holding the Jack. You can not reload while holding the Jack
 
* Loaded rockets of the [[beggar's bazooka]] can be fired while holding the Jack. You can not reload while holding the Jack
 +
* somtimes the Jackpot! PASS Time achievement will not track wins
  
 
== Update history ==
 
== Update history ==

Revision as of 00:50, 10 July 2016

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 a game mode, which was announced on August 18th, 2015, developed by Bad Robot, Escalation Studios, and Valve. PASS Time was made an official game mode with the "Meet Your Match Update" on July 7th, 2016.

Gameplay

All of the current PASS Time maps are symmetrical. A neutral ball, or JACK, spawns near the center. Players must take a hold of the ball and successfully bring it to 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

The Jack is visible through walls. 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. The Jack can also be stolen by the Sandman's secondary fire. When dropped in the center of the play-area, a whistle is blown.

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. The Jack becomes neutral when it touches the floor after being thrown.

Strategy

Main article: Community PASS Time strategy

Maps

Main article: List of 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
Brickyard Pass brickyard.png pass_brickyard
District Pass district.jpg pass_district
Timberlodge 160px pass_timberlodge

Related achievements

See also: Obtaining PASS Time achievements

PASS Time has 2 achievements related to this game mode.

Jackpot!
Jackpot!
Win 10 rounds playing PASS Time.

Reward: Civilian Grade JACK Hat

Tune Merasmus's Multi-Dimensional Television
Tune Merasmus's Multi-Dimensional Television
Reveal the mystery of the PASS Time TV Room.

Reward: Military Grade JACK Hat, PASS Time Miniature Half JACK

Bugs

  • Loaded shells of the Panic Attack can be fired during holding the Jack. But you won't be able to recharge.
  • Loaded rockets of the beggar's bazooka can be fired while holding the Jack. You can not reload while holding the Jack
  • somtimes the Jackpot! PASS Time achievement will not track wins

Update history

August 18, 2015 Patch #1
  • 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.

August 19, 2015 Patch

  • 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

August 27, 2015 Patch

  • 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.)

September 10, 2015 Patch

  • 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

September 24, 2015 Patch

  • 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)
  • 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

October 21, 2015 Patch

  • 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 and pass_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

October 29, 2015 Patch

  • Updated PASS Time to fix not seeing the Halloween version of the Jack while it's being carried by a player

November 25, 2015 Patch

  • 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

December 7, 2015 Patch

  • Fixed a dedicated server crash related to dropped weapons and the jack in PASS Time mode.

December 22, 2015 Patch

  • Experimenting with new HUD elements and art.
  • Experimenting with new viewmodel animations.
  • New testing feature 'tf_passtime_team_bonuses' that shares pass, steal, and intercept bonuses with the whole team.

February 29, 2016 Patch

  • Fixed workshop maps not loading correctly.
  • Fixed being able to get inside jump pads.
  • Removed Sandman long-distance steal.
  • Added experimental cvars for playtesting.

June 22, 2016 Patch #2

  • Fixed PASS Time game mode showing up in the wrong quickplay UI categories.

July 7, 2016 Patch #1 (Meet Your Match Update)

  • PASS Time update
    • No longer in Beta!
    • New Items Available
      • An Early Participation Pin will be awarded to everyone who played PASS Time during beta
      • Two new achievements with item rewards
        • Tune Merasmus's Multi-Dimensional Television
        • Jackpot!
    • Map Changes
    • Game Mode Changes
      • Changed the score limit from 3 to 5
      • Tweaked various JACK throwing parameters
      • Pack Running
        • The JACK no longer heals the player carrying it
        • A player carrying the JACK with no nearby teammates is marked for death
        • Teammates near a player holding the JACK will be slowly healed, and can run as fast as the fastest nearby teammate
      • JACK Power
        • Passing the JACK increases a power meter
        • The power meter will decay over time
        • Filling the power meter unlocks a special goal worth extra points
    • Art Changes
      • New view model animations
      • The HUD provides more information about goal type and status
      • Player pips for Spies will reflect cloak and disguise status
    • Misc Details
      • Added cvar tf_passtime_scores_per_round
      • Added tf_glow entity that can be used to enable the glow effect on any entity
      • Updated trigger_passtime_ball FGD entry to hide unimplemented features, temporarily
      • Spawnflag added to func_passtime_goal to indicate to the HUD that a goal is unlocked by JACK power

July 9, 2016 Patch

  • Fixed the Jackpot! PASS Time achievement not tracking wins.

Gallery

External links