Introducing PASS Time, a New Beta Game Mode!

tf2.com

L13: Stunning Member
Jun 16, 2010
1,186
712


A while back we ran into some of the guys at Bad Robot. We liked the stuff they were making, they liked the stuff we were up to, and we hit it off almost instantly.


After we'd given them a tour, one of the things they found the most fascinating was TF2's ongoing update schedule. Traditionally a film and TV studio, they typically don't get to show their community anything until it's already finished. So the idea of shipping a beta version of something, then working with a community of gamers to make it better over time, was a wholly new and exciting concept to them.


"Man, we wish we could do something like that," they said. To which our logical response was: "Why don't you?" (There might have even been some buck-buck chicken noises.)


Flash forward a bit, and here we are: The TF team is incredibly happy to announce PASS Time, a new game mode for Team Fortress 2 dreamed up by Bad Robot and co-developed with the talented folks at Escalation Studios, available now in-game as a beta release. PASS Time combines TF2's usual fast-paced bloodsport with the actual fast-paced sports of soccer, hockey and basketball.


This is where you come in. PASS Time marks Bad Robot's first foray into rapidly iterative content, and they're really excited to get feedback on their beta so they can work with the TF community to evolve the game. This is a new way of doing things for them, and they're looking forward to working with you to see how it grows over time.


Keep reading for more information about the new game mode—or just boot up TF2 and play it for yourself. Take it away, Bad Robot!

Thanks, guys. And hello to the TF2 community! As massive fans of all things Valve and TF2, we've been thrilled to work with them, and the deft developers at Escalation Studios, to present this super early look at PASS Time. And now we're extremely excited to have the opportunity to collaborate with you, the players! Your feedback will be critical to making this mode, at very least, worthy of the game we all love. So, many thanks for hitting us up at passtime@valvesoftware.com with any and all thoughts. Here's hoping that, together, we can create something special that the community will enjoy as much as we've enjoyed just getting to this point!

passtime01.png



RED and BLU face off in an epic battle to score more goals than their opponents. Coordinated passing, aerial shots, interceptions, team-based formations and plays, defensive lines and the like make for strategically chaotic play.



passtime02.png



The "jack" is a ball that, when carried, replaces your weapons. Teamwork is key in protecting the jack-carrier. Pass and shoot with your primary fire. Pick up and intercept by simply touching the jack. Melee an opponent carrier to steal. Carrying the jack also gives that player the following boosts:


  • Health: regeneration
  • Invulnerability: temporary when you steal (with melee) or intercept the jack
  • Speed: temporary increase when you first gain possession
  • Vision: see both teammates AND opponents on the map
passtime03.png



<ul> Passing
A critical aspect of PASS Time play. Team-based passing is a surefire way to get the ball away from your goal, and into your opponents', as quickly as possible. Coordinated Team Play
In PASS Time, it’s vital to play as a team. Lone wolf runs don’t stand a chance against a united front. High-Flying Action
PASS Time introduces speed boosts and jump-pads. Nothing beats the rush of a mid-air shot-on-goal or interception. Defense!
A balance of offensive and defensive strategy is key. Goalies can be the difference-makers in PASS Time. Sudden Death
As with most sports, try not to die. Especially if the match ends in a tie—'cause that’s when true Sudden Death kicks in.<ul>



Source: TF2.com
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Time to remake Billiards!
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
We Grifball now.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
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What a time to not be home.
 

henke37

aa
Sep 23, 2011
2,075
515
Wait, they forgot to anounce the name of the new map? There is a new map for this, right?
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
We Grifball now.

Welp, time to boot up the old xbox and clone all the maps I love!

in seriousness though, this sounds fantastic! Don't underestimate how popular this will become
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
ok I take it back, this is going to be alright

... all scouts...

weeeeellllll....
 

tyler

aa
Sep 11, 2013
5,100
4,621
It's pretty fun, but the Short Circuit can apparently destroy the ball.

Also you can steal it from afar if you hit with the baseball.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
661
2,121
Edit: This was in Portal 2, see Idolon's post below!

Original post:
Jump pad entity is called trigger_catapult. It can give just forces like a trigger push, but it can also suppress in-air movement and be aimed at another entity. If aimed at an entity, it calculates the trajectory and force based on where you enter the trigger. The force can also be forced to a specific amount. It can also have different launch speeds for players and physics objects, but only when not aiming at a target (I think?).

Oh, and here's what it says for the "Only check velocity" keyvalue:
Only check velocity of the touching object - don't actually catapult it. Use in conjunction with OnCatapulted to create velocity checking triggers. Only works when Use Threshhold Check is enabled.

This was after only a few mins of quick testing, there's probably MUCH more you can do with all of it's settings.
 
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Idolon

they/them
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Feb 7, 2008
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Woozlez

L3: Member
Jul 28, 2010
129
287
Also, don't wield the half-zatochi. You won't be able to select the ball to throw it.