TF2Ware
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 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.
The most current version of the map is TF2Ware_Test32.
Gameplay Demonstration
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. Killing enemy Pyros will not award any aditional points.
- 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. There are never enough barrels.
- 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 and look around 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. A previous exploit was that if the player was a Scout, he could avoid death entirely by a timed double-jump, although that has been fixed as all Scouts turn into Demomen on microgame start. It is still possible to jump at just the right time and avoid losing, however.
- 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 the bottle (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 shoot one enemy player within the time limit to score. Players may or may not be killed when shot, determined before the game starts. To reduce confusion, friendly fire is enabled.
- Needle Jump / Rocketjump / Stickyjump: 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 time bombs. Variations include rocket jumping as a Soldier and sticky jumping as a Demoman. Survivors earn a point. It is possible to needle jump on an enemy so that they cannot move.
- Simon Says: In a simple adaptation of Simon Says, players must perform an action (such as taunting, jumping, crouching, etc.) depending on the instruction given. If the action is performed 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 act when presented with the "Simon Says" command.
- Type the Answer: A simple mathematical question appears in the upper-middle of the 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. Negative numbers are sometimes used.
- 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. Upon failing the microgame, the words, "Spycrabs CROUCH and LOOK UP" appear in chat, to assist new players.
- Hit the Target: All players are turned into Snipers and transported to a shooting gallery. They must try to shoot a single Heavy target that appears on the field. Failure to shoot the target will result in no points. There are no walls to this area, so several other areas are visible.
- Type the Word/Color: The name of a color is displayed on the screen, with the color of the text being different than the color written. The player is prompted to either type the text written or the color of the text.
- Jump on a Heavy's Head: One team of players are turned into Heavies, while the others are turned into Scouts. A Scout gains a point by jumping on the head of a Heavy, while a Heavy gains a point by not being jumped on.
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.
- Avoid the Red Floor: Everyone is a Spy who are put into a stone room with a timer on the wall, a larger version of the timer on the floor and a skull and crossbones symbol on a red tile that randomly appears on a corner of the room. after the timer expires, anyone on the red tile will instantly gib and the survivors will be led into a "relaxing room" where they can get ready to repeat the process. Any survivors at the end wins.
- Reach the End (Heavy): 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 hoop, 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. This microgame may be made difficult if one is being crowded by players on the opposite team, as their grenades will hit them instead of going towards the hoop.
- Don't Fall: Everyone is a Spy and on platforms. The platforms fall down as the game progress. Spies are able to push eachother through stabbing with their knife, and if they perform a backstab they launch their victim out of the arena, leaving them to die from the fall.
- Don't Starve: Everyone is Pyro in an open area. There's a jumprope and a Sandvich in the middle. In order to avoid starvation, the player has to continuously stay in the center and jump over the rope.
- Reach the End (Medic): Everyone is a frog (technically Medic) and have to play through a classic game of Frogger to win. Only players that reach the end within five seconds of the first to complete the course get points. This microgame is played in third-person, the only one to do so.
- Reach the End (Soldier): Everyone is a Soldier, and they are forced to run a vertical obstacle course at a steady pace, due to an instant-death pool of water constantly moving upwards below them, and a brick wall moving in the same direction above. In order to reach the top of the area, players are required to rocket jump to platforms that appear as the stage progresses upwards.
- Ghostbusters: Players are split into 3 teams: The Ghostbusters (Medics) are tasked with finding and "busting" all ghosts (Spies) in the mansion by healing them with their mediguns, while the Slimers (Heavies) attempt to kill all the Medics. When a Medic heals a Spy, the Spy catches fire. If healed for 3 seconds, the Spy dies. If at least one Spy survives, the remaining Spies win. If all the Spies are busted, the Medics win. If all the Medics are killed, the remaining Spies and Heavies win. The music varies from a generic "horror" track to an instrumental version of the Ghostbusters theme song. While "busting" a ghost, the Medic's view will be locked onto that ghost, in a manner reminiscent of the Chainsaw from Doom.
Music
The vast majority of the music for TF2Ware is taken straight from the WarioWare games, including WarioWare: Smooth Moves and WarioWare, Inc.: Mega Party Game$. As the music comes from WarioWare, each microgame lasts exactly eight beats of the current tempo.
External Links
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