Hey folks,
As some of you may or may not have known, I've been writing an entirely new gamemode somewhat recently, and launched public playtest tonight, which concluded a few more balance changes.
So here's the official thread for the new Virus gamemode. Introducing:
For those who played Virus tonight, what was your overall response to it?
What would you add, remove, or change?
Do you have any suggestions?
My roadmap for changes are as follows:
As like most TF2 gamemodes, I'm faced with the reality that it won't get many players because it's not x10.
Public server: 77.75.122.206:27355
Currently only up when doing playtests, as I'm not releasing something I'm not completely happy with.
As some of you may or may not have known, I've been writing an entirely new gamemode somewhat recently, and launched public playtest tonight, which concluded a few more balance changes.
So here's the official thread for the new Virus gamemode. Introducing:
Virus:
Run from the infection
Virus is a gamemode in which one player starts as the virus, and has to infect the blue players.
The twist is that there's darkness everywhere, and you can only see a small distance around you.
The virus is growing, and it's coming.
Run from the infection
Virus is a gamemode in which one player starts as the virus, and has to infect the blue players.
The twist is that there's darkness everywhere, and you can only see a small distance around you.
The virus is growing, and it's coming.
- The virus kills you in two consecutive hits. You cannot fight back. Avoiding the finishing blow for long enough will allow you to recover, and take another hit.
- If you get infected, you too, burst into flames and start chasing the living.
- Survivors get terror music to signify different levels of distance to the viruses.
- Survivors are equipped with a scorch shot with limited ammo, this is for knocking back a pursuing virus as a last resort to escape.
- Survivors and viruses are equipped with a sonar radar. This outlines players in different ways every so often, for a few seconds. As the remaining survivors begin to deplete, viruses will stop seeing survivors, and finally, survivors will see the blazing viruses through the darkness.
- Survivors are also equipped with a hammer, which outlines a virus and slows them down, allowing for an escape.
- Maps are going to be primarily Prophunt. VSH maps are also up for testing, but are generally smaller and less fittingly designed for this purpose.
- Any arena maps that have certain map entities will work.
- Survivors can scorch jump, and will not take any burn damage, but will take the flare damage.
- 1 random virus is selected at the start of each round.
- Survivors get 30 seconds of hiding time before the virus is unleashed.
For those who played Virus tonight, what was your overall response to it?
What would you add, remove, or change?
Do you have any suggestions?
My roadmap for changes are as follows:
- Change the virus' high jump for a sliiiightly higher double jump to counteract scorch shot jumping to inaccessible places.
- Add powerups, for things like increased vision, speed, maybe a temporary weapon, outlining. Suggestions for these would be appreciated.
- Add something to make virus gameplay a little more directed, as I felt I was just wandering around in the dark. Sound tells or something maybe.
- Tighten up team change rules to stop people suiciding and changing teams therefore wasting rounds.
As like most TF2 gamemodes, I'm faced with the reality that it won't get many players because it's not x10.
Public server: 77.75.122.206:27355
Currently only up when doing playtests, as I'm not releasing something I'm not completely happy with.
Last edited: