Difference between revisions of "PASS Time/zh-hant"
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+ | {{DISPLAYTITLE:PASS Time}} | ||
{{trans}} | {{trans}} | ||
[[Image:Pass warehouse.png|thumb|right|300px|[[Brickyard]]]] | [[Image:Pass warehouse.png|thumb|right|300px|[[Brickyard]]]] | ||
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=== Jack === | === Jack === | ||
− | + | 在牆後,玩家也能夠看到 Jack。當一位玩家拿著 Jack ,Jack 會恢復玩家的生命值,提供短暫的移動速度增加,以及看透隊友和敵人的位置。如果 Jack 是被近戰武器搶到或截攔,會短暫獲得刀槍不入的狀態。Jack 也能從{{item name|Sandman}}的次要攻擊鍵偷取。當 Jack 在地圖的中央掉下,會聽到哨子的聲音。 | |
− | + | 拿著 Jack 時,玩家不能使用武器。按下主要攻擊鍵可拋起或將 Jack 傳給隊友。但是,如果敵人用近戰武器攻擊玩家可以截攔。當 Jack 掉在地上會變中立。 | |
== 策略 == | == 策略 == |
Revision as of 09:35, 10 July 2016
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“ | PASS Time combines TF2's usual fast-paced bloodsport with the actual fast-paced sports of soccer, hockey and basketball.
— Publicity blurb
|
” |
PASS Time 是一個在2015年8月18日公佈的模式,由 Bad Robot、Escalation Studios 和 Valve 創作。PASS Time 在2016年7月7日的Meet Your Match 更新時正式釋出。
Gameplay
All of the current PASS Time maps are 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
在牆後,玩家也能夠看到 Jack。當一位玩家拿著 Jack ,Jack 會恢復玩家的生命值,提供短暫的移動速度增加,以及看透隊友和敵人的位置。如果 Jack 是被近戰武器搶到或截攔,會短暫獲得刀槍不入的狀態。Jack 也能從睡魔的次要攻擊鍵偷取。當 Jack 在地圖的中央掉下,會聽到哨子的聲音。
拿著 Jack 時,玩家不能使用武器。按下主要攻擊鍵可拋起或將 Jack 傳給隊友。但是,如果敵人用近戰武器攻擊玩家可以截攔。當 Jack 掉在地上會變中立。
策略
地圖
PASS Time
PASS Time has three compatible maps that carry the pass_ prefix; community maps are identified with an italic font. Some maps also require the player to make shots through 3 separately placed goals instead of 1 from each side of a current map.
Name | Picture | File name |
---|---|---|
Brickyard | pass_brickyard
| |
Timberlodge | 160px | pass_timberlodge
|
District | pass_district
|
相關成就
PASS Time 模式有 2 個相關的成就。
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錯誤
- Loaded shells of the Panic Attack can be fired during holding the Jack. But you won't be able to recharge.
更新紀錄
- 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
2015年10月28日更新 (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.
- 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.
- Fixed workshop maps not loading correctly.
- Fixed being able to get inside jump pads.
- Removed Sandman long-distance steal.
- Added experimental cvars for playtesting.
2016年6月22日更新 #2
- Fixed PASS Time game mode showing up in the wrong quickplay UI categories.
2016年7月7日更新 #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
- All maps are tweaked, polished, and out of beta
- Renamed pass_pinewood to pass_timberlodge
- Renamed pass_warehouse to pass_brickyard
- Added a new city-themed map, pass_district
- An updated pass_template for level designers will be released on http://www.escalation.com/news
- 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
畫廊
外部連結
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