Difference between revisions of "PropHunt"
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==Gameplay== | ==Gameplay== | ||
− | PropHunt plays a | + | PropHunt plays much like a cross between the standard [[Arena]] mode and the game Hide and Seek. Players on the [[RED]] team, disguised as props, are given a 30 second set-up time to hide, and afterwards, players on the [[BLU]] team attempt to find and kill them in the allotted time period. At the end of each round the teams are swapped; the Hunters (BLU) become the Hunted (RED) and vice versa. Respawns are not permitted until the end of each round. |
+ | |||
+ | Players on the RED team are forced to play as [[Scout]]s and are randomly assigned the appearance of a map prop at the start of each round. They are not able to make use of their weapons unless they are the last player on their team. Passive item effects, like the Sandman's health penalty, will influence the player as normal. In addition, the RED team is unable to drown, which enables them to hide underwater. | ||
− | The | + | The BLU team has access to all classes except for the [[Spy]] (due to his ability to see enemy stats). [[Pyro]] is the default class, and the most widely used. Fire effects are visible on props, making them easy to track after they are found. Also Pyros are granted the ability to "fly" by firing their flamethrowers in midair as a means increasing vertical mobility. |
+ | |||
+ | Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves. This is intended to give players a reason to focus on suspicious props rather than shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are granted a small speed boost for the remainder of the round. | ||
+ | |||
+ | Health pickups are generally very limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, unable to be captured control point that will fully heal a player passing over it once every 55 seconds (tracked individually for each player). The control point will not, however, extinguish fire or remove bleed effects. | ||
+ | |||
+ | BLU or RED win the round if all members of the opposing team die. RED is also able to win by staying alive until the end of the round's duration, at which point all BLU players are instantly slain and the victory awarded accordingly. | ||
− | |||
==Maps== | ==Maps== |
Revision as of 01:10, 31 January 2011
PropHunt is a Team Fortress 2 gameplay modification originally written and released by Darkimmortal with a set of accompanying maps developed by various authors, indicated by the ph_ prefix. The unranked copy of the SourceMod plugin is currently available for server administrators through AlliedModders. The ranked copy is available on request from the Geit or Darkimmortal via GamingMasters.co.uk.
There is also a SourceOP LUA rewrite of the plugin that is used privately on the SourceOP servers.
Gameplay
PropHunt plays much like a cross between the standard Arena mode and the game Hide and Seek. Players on the RED team, disguised as props, are given a 30 second set-up time to hide, and afterwards, players on the BLU team attempt to find and kill them in the allotted time period. At the end of each round the teams are swapped; the Hunters (BLU) become the Hunted (RED) and vice versa. Respawns are not permitted until the end of each round.
Players on the RED team are forced to play as Scouts and are randomly assigned the appearance of a map prop at the start of each round. They are not able to make use of their weapons unless they are the last player on their team. Passive item effects, like the Sandman's health penalty, will influence the player as normal. In addition, the RED team is unable to drown, which enables them to hide underwater.
The BLU team has access to all classes except for the Spy (due to his ability to see enemy stats). Pyro is the default class, and the most widely used. Fire effects are visible on props, making them easy to track after they are found. Also Pyros are granted the ability to "fly" by firing their flamethrowers in midair as a means increasing vertical mobility.
Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves. This is intended to give players a reason to focus on suspicious props rather than shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are granted a small speed boost for the remainder of the round.
Health pickups are generally very limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, unable to be captured control point that will fully heal a player passing over it once every 55 seconds (tracked individually for each player). The control point will not, however, extinguish fire or remove bleed effects.
BLU or RED win the round if all members of the opposing team die. RED is also able to win by staying alive until the end of the round's duration, at which point all BLU players are instantly slain and the victory awarded accordingly.
Maps
These maps are the current official maps that have been approved by the mod's authors and are distributed with the plugin to potential server hosts.
- Basalt - S.W.A.T.Y
- Brawl - Jazz
- Canyon - Albatross (Modified by Shinkz)
- Cargo - Combatfetus
- Cliff Face - gRiMrEaPeRsco
- Concord - zephyrak
- Cyberpunk - Xenon (Modified by Spykodemon and Shinkz)
- Desolation - Jamie "Mr. Happy" Lea
- Devils Canyon - Soylent Robot
- Farm - Geit
- Farm Feud - Archanor
- Goldtooth - Chuck "Atrocity" Wilson (Modified by Shinkz)
- Grassland - Mr. Late (Modified by Shinkz)
- Harvest - Heyo
- Headquarters - Combatfetus
- Lumberyard - Valve (Modified by Shinkz)
- Maze - LabelMaker (Assisted by Geit)
- Mountain - Austria_Phantom
- North Ural - Flanker (Modified by Shinkz)
- Oasis - Tyb00 (Modified by Shinkz)
- Other Side - Vincent (Modified by Shinkz)
- Range - Pascal
- Ravage - Mehby
- Sawmill - Valve (Modified by gRiMrEaPeRsco)
- Spooky Ravine - Valve & Malachi
- Storm - Ikem
- Switcheroo - insta (Modified by Coffejunky)
- Timbertown - Unknown (Modified by Shinkz)
- Train Set - Johnny
- Warehouse - Geit
- Watch Tower - Joshua ‘JoshuaC’ Shiflet (Modified by gRiMrEaPeRsco)
Trivia
- Choosing to play as a Demoman or Medic will result in becoming a civilian until a melee weapon is drawn out. When the melee weapon is selected as these two classes, the player can not switch weapons.
External Links
Appearances and References
- [1] - Shacknews (Oct 2009)
- [2] - Interview with Dark Immortal and Geit on Kritzkast (Episode 36, October 2009)
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