PASS Time
“ | 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 is a game mode, which was announced on August 18th, 2015, developed by Bad Robot, Escalation Studios, and Valve. PASS Time was made an official game mode with the "Meet Your Match Update" on July 7th, 2016.
Contents
Gameplay
All of the current PASS Time maps are symmetrical. A neutral ball, or JACK, spawns near the center. Players must take a hold of the ball and successfully bring it to one of the opposing team's goal. By default scoring limit is 5, and when one of the team reaches it, team wins. Players must score more points than the other team when time runs out, otherwise Sudden Death goes into effect. During the Sudden Death, players can only use melee weapons to fight.
Jack
The Jack is visible through walls. When carried by a player, the Jack provides a health regeneration to nearby players, and ability to run as fast as the fastest running teammate in the pack. It also gives the holder ability to see both teammates and enemies through walls and also marks the holder for death. Invulnerabilty is also granted when the Jack is stolen via a melee weapon or intercepted. When dropped in the center of the play-area, a whistle is blown.
Players carrying the Jack are unable to use any weapons. It can be thrown or passed to teammates via the primary fire button. However, it can be stolen if an enemy strikes the player with their melee weapon. It is also possible to stole the Jack from the teammate, if the player holds it for too long. The Jack becomes neutral when it touches the floor after being thrown, and resets after some time.
Jack Power
Passing the Jack to teammates fills a Jack Power Meter. There is only one meter, that teams need to full fill in order to unlock a bonus third goal located on every map. Scoring into the bonus goal will automatically grant the scoring team 3 points. Jack Power decays to zero when full if either teams scored into the secret goal, after a succesfull goal, or if the Jack resets. Both teams have the same meter, if the Jack goes into possesion of the team, team receives the whole bar and its progress.
Strategy
Maps
PASS Time
PASS Time has three compatible maps that carry the pass_ prefix; community maps are identified with an italic font.
Name | Picture | File name |
---|---|---|
Brickyard | pass_brickyard
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District | pass_district
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Timberlodge | pass_timbertown
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Related achievements
PASS Time has 2 achievements related to this game mode.
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Bugs
- Loaded shells of the Panic Attack can be fired while holding the Jack; you can not reload while holding the Jack.
- Loaded rockets of the Beggar's Bazooka can be fired while holding the Jack; you can not reload while holding the Jack.
- If the JACK carrier suicides near other friendly players, they will gain permanent speed boosts.
Update history
- 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
October 28, 2015 Patch (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.
- Fixed PASS Time game mode showing up in the wrong quickplay UI categories.
July 7, 2016 Patch #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
topass_timberlodge
- Renamed
pass_warehouse
topass_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
- Added cvar
- Fixed the Jackpot! PASS Time achievement not tracking wins.
- Updated several HUD materials to support mat_picmip
- Fixed seeing the wrong cap limit in the win panel
- Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy.
- Tweaks and fixes for all maps.
- Fix pack speed not being updated sometimes.
- Aiming players will no longer receive pack speed bonus.
- Some adjustments to reduce average round length.
- Overtime will end immediately if the winning team touches the ball.
- Overtime won't happen if it's impossible for the losing team to win.
- Updated PASS Time view model positions to support using FOV 70
Gallery
External links
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