Dodgeball

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The Dodgeball mod is a custom game-mode made possible by the use of the SourceMod server plug-in.

All classes except Pyro are disabled and the mod uses the set of rules and respawn methods utilized by the official Arena game-mode. In fact, this is Arena with:

  • Limited classes. You can choose only Pyro.
  • Separated maps. Often, the map is split in 2 sides. RED can't go to BLU side, and vice versa.
  • Dealing Damage. Pyros can't deal damage to other Pyros with the flamethrower, since it destroys the purpose of the game.
  • Depending on the plugin version, you may be limited to the Flamethrower and Backburner, both being able to perform airblasts. Additionally, you may or may not be able to airblast enemy Pyros.

Fortress: In this mode players need to capture control points which causes them to own a Fortress. The Fortress will fire rockets at the enemy team which can be reflected. As in normal Dodgeball, you win by killing the entire enemy team. The Fortress can be captured multiple times during the course of the match. Fortress Dodgeball requires more teamwork and tactics than regular Dodgeball.

Description

This gamemode is based on the Pyro's flamethrower's airblast ability. Rockets and payload carts (representing nuclear bombs) are fired from a determined spot in the map. These projectiles are designed to follow one targeted player until deflected by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player in the opposite team, gaining speed with each airblast, until one (or more, if they are standing near the target) players are killed. This continues until one team is eliminated entirely. Players are constantly given ammunition via either the map or custom flamethrowers in some servers. The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to the Payload cart seen in most payload maps. These nuke bombs have devastating effects if the player fails to successfully deflect them, generally making them a challenge to the team if it is not deflected. It is, however, a useful tool for rocket jumping, which you can do by deflecting it downwards. Map design in Dodgeball varies greatly, from hovercrafts and space, to stadiums and pits. One fairly common theme is the forward attack method of pushing though. In maps that are not divided by a gap, or maps where the gap can be rocket jumped, players may blast opponents into environmental deaths. This is frowned upon in some servers, but praised in others.