Introducing PASS Time, a New Beta Game Mode!

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Aug 18, 2015.

  1. tf2.com

    tf2.com L11: Posh Member

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    [​IMG]

    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!

    [​IMG]


    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.



    [​IMG]


    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
    [​IMG]


    <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
     
  2. Pocket

    aa Pocket func_croc

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    Time to remake Billiards!
     
  3. Zed

    aa Zed Certified Most Crunk™

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    We Grifball now.
     
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  4. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    What a time to not be home.
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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  6. henke37

    aa henke37

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    Wait, they forgot to anounce the name of the new map? There is a new map for this, right?
     
  7. Fantasma

    aa Fantasma

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    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
     
  8. YM

    aa YM LVL100 YM

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    Sounds more garbage than mannpower, but I could be wrong.
     
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  9. LeNitrous

    LeNitrous L2: Junior Member

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    Hunted Gamemode here I come!
     
  10. 14bit

    Server Staff 14bit L14: Bit Member

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    New map is pass_warehouse
     
    Last edited: Aug 18, 2015
  11. tyler

    aa tyler snail prince, master of a ruined tower

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  12. Idolon

    aa Idolon the worst admin

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  13. YM

    aa YM LVL100 YM

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    ok I take it back, this is going to be alright

    ... all scouts...

    weeeeellllll....
     
  14. YM

    aa YM LVL100 YM

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    Really hard to tell where the fuck the ball is :/
     
  15. Moonrat

    aa Moonrat The end of an era

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    I think it's actually pretty good. It's much better than Mannpowers in every way.
     
  16. tyler

    aa tyler snail prince, master of a ruined tower

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    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.
     
  17. 14bit

    Server Staff 14bit L14: Bit Member

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    Edit: Accidentally double posted, see below!
     
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    Last edited: Aug 18, 2015
  18. 14bit

    Server Staff 14bit L14: Bit Member

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    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.
     
    Last edited: Aug 18, 2015
  19. Idolon

    aa Idolon the worst admin

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  20. Woozlez

    Woozlez L3: Member

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    Also, don't wield the half-zatochi. You won't be able to select the ball to throw it.