Difference between revisions of "Dodgeball"
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The '''Dodgeball''' mod is a custom game-mode made possible by the use of the Source-Mod server plug-in. | The '''Dodgeball''' mod is a custom game-mode made possible by the use of the Source-Mod server plug-in. | ||
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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: | 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: | ||
*Limited classes. You can choose only Pyro. | *Limited classes. You can choose only Pyro. | ||
− | *Separated maps. Often map separated on BLU and RED side, RED cant go to BLU side, and vice versa. | + | *Separated maps. Often, the map is separated on BLU and RED side, RED cant go to BLU side, and vice versa. |
− | *Dealing Damage. Pyro cant do damage to other | + | *Dealing Damage. Pyro cant do damage to other Pyros with the flamethrower, that was done because some players just killed others with fire. |
*Nothing between Bacburner and Flamethrower. You can do airblasts with both, or you cant equip Backburner, thats based on Plugin verison on the server. Usually you cant airblast Pyros. But sometimes you can | *Nothing between Bacburner and Flamethrower. You can do airblasts with both, or you cant equip Backburner, thats based on Plugin verison on the server. Usually you cant airblast Pyros. But sometimes you can | ||
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==Description== | ==Description== | ||
− | This mod is based upon the air blast of the [[Pyro | Pyro's]] flamethrower. In every map, there is a spawn point for rockets and nukes where they are fired from. These projectiles are designed to follow one targeted player until [[compression blast | deflected]] by an air blast. The color of the rockets are the inverse color of the target. (Red rockets towards blue players, and vice versa.) | + | This mod is based upon the air blast of the [[Pyro| Pyro's]] flamethrower. In every map, there is a spawn point for rockets and nukes where they are fired from. These projectiles are designed to follow one targeted player until [[compression blast|deflected]] by an air blast. The color of the rockets are the inverse color of the target. (Red rockets towards blue players, and vice versa.) |
Players are continually given [[ammunition]] via either the map or custom flamethrowers in some servers. They are then simply required to [[reflect]] the rockets and nukes back and forth until a player fails to reflect the projectile and is killed. This continues until one team is eliminated entirely. | Players are continually given [[ammunition]] via either the map or custom flamethrowers in some servers. They are then simply required to [[reflect]] the rockets and nukes back and forth until a player fails to reflect the projectile and is killed. This continues until one team is eliminated entirely. | ||
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 reflect them away, 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 reflect them away, 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. |
Revision as of 07:10, 28 June 2010
“You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
The Dodgeball mod is a custom game-mode made possible by the use of the Source-Mod server plug-in.
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:
- Limited classes. You can choose only Pyro.
- Separated maps. Often, the map is separated on BLU and RED side, RED cant go to BLU side, and vice versa.
- Dealing Damage. Pyro cant do damage to other Pyros with the flamethrower, that was done because some players just killed others with fire.
- Nothing between Bacburner and Flamethrower. You can do airblasts with both, or you cant equip Backburner, thats based on Plugin verison on the server. Usually you cant airblast Pyros. But sometimes you can
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, as usual these 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 vanilla Dodgeball.
Description
This mod is based upon the air blast of the Pyro's flamethrower. In every map, there is a spawn point for rockets and nukes where they are fired from. These projectiles are designed to follow one targeted player until deflected by an air blast. The color of the rockets are the inverse color of the target. (Red rockets towards blue players, and vice versa.) Players are continually given ammunition via either the map or custom flamethrowers in some servers. They are then simply required to reflect the rockets and nukes back and forth until a player fails to reflect the projectile and is killed. This continues until one team is eliminated entirely. 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 reflect them away, 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 dodge-ball 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 looked upon as bad in some servers, but praised in others.
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