Difference between revisions of "TF2Ware"
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On July 2, 2010, the map got a visual makeover, as illustrated on the right and the video below. | On July 2, 2010, the map got a visual makeover, as illustrated on the right and the video below. | ||
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+ | == Introduction Video == | ||
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==Microgames== | ==Microgames== |
Revision as of 13:56, 8 July 2010
TF2Ware is a custom sourcemod game mode and accompanying map that emulates the gameplay style of the WarioWare game series on Nintendo consoles. The modification, still in development, was created by Mecha the Slag, known for various other MechaWare projects. Currently, it is developed by Mecha the Slag, NuclearWatermelon and Benny Hill.
The gameplay within the map involves all players participating in randomly chosen 'microgames', simple tasks with short instructions and a duration of less than 5 seconds. Players are automatically changed to the class the the microgame (or their role within the microgame) requires, are generally forced to wield a specific weapon (or whatever is currently in the required slot), and do not have any ammunition or cannot melee unless the microgame requires it. Players earn one point per microgame that they 'win', and as soon as one player has 18 points a Boss Stage is begun, which is longer (about one minute on average) and slightly more complex than the normal microgames, and always has a dedicated environment within the map. The player with the most points following a Boss Stage is given free rein to kill all other players on the stage, after which the flow of gameplay is looped and everybody's score resets to 0.
At the time of writing, only three servers host the map.
On July 2, 2010, the map got a visual makeover, as illustrated on the right and the video below.
Introduction Video
Microgames
Airblast
Everyone is a Pyro with a standard Flamethrower that can only airblast. They are teleported to a small arena with instant-kill spike walls on all sides. They must survive by airblasting enemy Pyros into one of the spiked walls. Any surviving Pyros are awarded a point.
Avoid the Kamikaze
One player becomes a Scout with a low-fuse timebomb attached to them. Their goal is to 'blow up' at least two Heavies (the class all other players are changed to), by being close to them when the timebomb goes off. The Scout is awarded a point for 2 or more deaths besides their own, and all surviving Heavies also earn a point.
Break a Barrel
Everyone is a Scout and wields their Bat or Sandman. Breakable barrel props appear all around the arena, and players must break at least one barrel with melee attacks to earn a point. It's possible to kill any other player if you melee them fast enough before the timer expires.
Don't Move
Exactly as the name says, you must not move after the instructions have been on-screen for one second, until the microgame ends. Players may taunt without incurring a loss. Anybody who moves is killed instantly and doesn't earn a point.
Don't Stop Moving
The opposite of Don't Move, with an identical early 'safe period'. Collision with enemy players is enabled to make this microgame harder. Anybody who stops moving is killed instantly and doesn't earn a point.
Get on a Platform
Of the nine square platforms in the default arena, all but a few (1-3) are removed, and lethal water begins pouring in. Players have a short amount of time to jump onto a platform before the water rises, and any surviving player is given a point.
Get to the End
Everyone is a Scout, and gets teleported to one end of a rectangular arena with no vertical boundaries. Saw blades are arranged in an H shape ahead of the players, who are spawned facing the arrangement from the 'side'. Players must reach a glowing yellow area at the far end of the area, within the time limit, to score a point.
Hit an Enemy
All players are changed to one of three possible class/slot combos: A Demoman with their choice of melee weapon (and Chargin' Targe, if equipped), an Engineer with the Shotgun, or a Spy with their chosen primary weapon (Revolver, Ambassador, or Big Kill). They must kill one enemy player within the time limit to score. Inflicting any damage on an enemy will kill them instantly.
Needle Jump
Based on a patched exploit, everyone is a Medic who must fire their Syringe gun while jumping and aiming at the floor to propel themselves beyond the range of numerous grounded timebombs. Survivors earn a point.
Simon Says
In a simple adaptation of Simon Says, players must either taunt or not taunt depending on the instruction given. If a taunt is made when the instructions read "Someone Says", the player is told that they failed the microgame and are exempt from earning a point. Players can also fail if they don't taunt when presented with the "Simon Says" command.
Additionally, this is the first microgame to not have been written by the original author.
Type the Answer
A simple mathematical question appears in the upper-middle HUD of all players, and they must type the correct answer into the server's chat channel in order to score. Wrong answers result in immediate player death.
Do the Spycrab
All players are changed to spies with their disguise kit out. They have to crouch and aim up, imitating the Spycrab pose. Failure to do so results in player death, and no points being awarded to them.
Boss Stages
Any player who meets the win conditions of a Boss Stage is awarded 5 points instead of 1.
Avoid the Cuddly Heavy
Either two or three players, depending on the total number of players, are converted into Heavies while the rest are Scouts. The boss environment is a large room with pink surfaces and red heart outlines. The Heavies' goal is to 'hug' the Scouts to death, effectively meaning 'colliding with a Scout will kill them instantly', with the Scouts trying to survive this ordeal for as long as possible. The Heavies will periodically shout modified speech files to display their affection. As the timer runs down, the walls all move steadily inwards, shrinking the size of the room until it becomes very difficult for the Scouts to dodge. If any Scouts survive, they earn points, while the entire team of Heavies earn points if no Scouts remain alive at the end.
Reach the End
Everyone is a Heavy, and they are forced to run a linear obstacle course at a steady pace, due to an instant-death spikewall following behind them and a static brick wall moving ahead of them. The course's main hazard is an instant-death void that catches any players who don't remain on the platforms. Players who reach the end point alive are awarded points.
Score 7 Goals
Everyone is a Demoman with the Grenade launcher selected, filled to its maximum ammo capacity. Their goal is to fire grenades into a constantly-moving basketball goal, attached to the far wall of a large wooden room, blocked off by a wooden and bard-wire fence. 7 of the player's grenades must fall into the hoops for them to earn points at the end. All equipped weapons are selectable in this stage, but attacking other Demomen will only cause one point of damage per hit.
Avoid the Red Floor
Everyone is a Spy and in a room with 4 panels. The panel with the most players will go down due to the weight and turn red. Once the clocks reach 0 the players on the red panel will explode. The game continues until there is less than or three players left. As such, it is the first dynamic microgame (variable length), whereas all other microgames last a fixed time period.
Video
External Links
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