PASS Time
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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
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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。
遊戲方式
全部 PASS Time 的地圖都是對稱的,如搶奪情報箱模式的地圖相似.在地圖的中間會掉下一個球,叫 Jack。玩家要保存著這個球,然後成功地拋進敵方的龍門。隊伍要在指定時間下比敵方拿得更高分。要不然,驟死戰會決勝負。
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 有三個適合的地圖,以 pass_ 開頭作為檔案標題;社群製作的地圖會以斜字表示。 有些地圖只要玩家在敵方的龍門進球,但某些地圖要求玩家把球拋進三個不同的龍門。
Name | Picture | File name |
---|---|---|
Brickyard | pass_brickyard
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Timberlodge | 160px | pass_timberlodge
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District | pass_district
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相關成就
PASS Time 模式有 2 個相關的成就。
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錯誤
- 填滿背水散彈槍的彈膛時得到 Jack 仍然可發射攻擊。但不能繼續裝子彈。
更新紀錄
- 將 'PASS Time' 的新模式加入絕地要塞 2 測試版
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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