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pass_arena2
31
#31
2 Frags +

This is basically a small jump map with an objective.

This is basically a small jump map with an objective.
32
#32
0 Frags +

is there any way to disable the plugin that blocks shotgun and stickies after playing pass time? executing pass_off doesnt seem to work

is there any way to disable the plugin that blocks shotgun and stickies after playing pass time? executing pass_off doesnt seem to work
33
#33
4 Frags +
sageis there any way to disable the plugin that blocks shotgun and stickies after playing pass time? executing pass_off doesnt seem to work
  1. rcon sm plugins list
  2. locate "06"[TF2] PasstimeControl" (1) by EasyE" (note the number on the left)
  3. rcon sm plugins unload 06
[quote=sage]is there any way to disable the plugin that blocks shotgun and stickies after playing pass time? executing pass_off doesnt seem to work[/quote]
[olist]
[*] rcon sm plugins list
[*] locate [i]"[u]06[/u]"[TF2] PasstimeControl" (1) by EasyE"[/i] (note the number on the left)
[*] rcon sm plugins unload [u]06[/u]
[/olist]
34
#34
5 Frags +

Map has been updated to version b4
https://www.mediafire.com/file/ka3x8wnx9289fsl/pass_arena2_b4.bsp

changelogpass_arena2_b4
-Rebuilt and tidied goal structure
---Built new goal which is substantially smaller
---Goal is now tilted 15 degrees up instead of 30
-"Gay" (spot above goal) has been removed
-"Dark" (areas to far sides of middle) slightly expanded
-Pillars for the window gates are rounder now
-Misc. other small touch-ups

The biggest change (aside from the cursed hiding spots above goal being removed) is that the goal is now smaller and tilted slightly less upward. The reason for this is because the game, as everyone has determined over the years, is very offense-oriented. Defense is still very important and these changes make it slightly tougher on attackers and help out the defense whether the threat is coming from the ground or the air. Overall the game still plays pretty much exactly the same which is good! The main disadvantage is that this new goal is even less beginner-friendly. Even with the old enormous goals newer players often had a hard time putting the ball in and now with the even smaller size it can be a bit discouraging but I feel that this is absolutely worth it since the game needs to designed and balanced around what the best players can do, not noobs.

There are still aspects to the game which are a bit questionable (OP?) like some of the kinds of trimp attacks that a demoman can pull off that area so fast that they're almost 'unstoppable' but organized teams have shown that even these moves and strategies can be contested and countered and so I'm hesitant to make broader changes which would limit them (like removing more ramps or even just banning the demo class).

Map has been updated to version b4
https://www.mediafire.com/file/ka3x8wnx9289fsl/pass_arena2_b4.bsp

[quote=changelog]
[b]pass_arena2_b4[/b]
-Rebuilt and tidied goal structure
---Built new goal which is substantially smaller
---Goal is now tilted 15 degrees up instead of 30
-"Gay" (spot above goal) has been removed
-"Dark" (areas to far sides of middle) slightly expanded
-Pillars for the window gates are rounder now
-Misc. other small touch-ups
[/quote]

The biggest change (aside from the cursed hiding spots above goal being removed) is that the goal is now smaller and tilted slightly less upward. The reason for this is because the game, as everyone has determined over the years, is very offense-oriented. Defense is still very important and these changes make it slightly tougher on attackers and help out the defense whether the threat is coming from the ground or the air. Overall the game still plays pretty much exactly the same which is good! The main disadvantage is that this new goal is even less beginner-friendly. Even with the old enormous goals newer players often had a hard time putting the ball in and now with the even smaller size it can be a bit discouraging but I feel that this is absolutely worth it since the game needs to designed and balanced around what the best players can do, not noobs.

There are still aspects to the game which are a bit questionable (OP?) like some of the kinds of trimp attacks that a demoman can pull off that area so fast that they're almost 'unstoppable' but organized teams have shown that even these moves and strategies can be contested and countered and so I'm hesitant to make broader changes which would limit them (like removing more ramps or even just banning the demo class).
35
#35
9 Frags +
JaguarFiend-"Gay" (spot above goal) has been removed

Just remember that even though you can remove the gay from the map, you can't remove the gay from the players.

[quote=JaguarFiend]
-"Gay" (spot above goal) has been removed
[/quote]
Just remember that even though you can remove the gay from the map, you can't remove the gay from the players.
36
#36
0 Frags +

This map is so fun! even pubbers i invited to try it like it!
Any chances of a 2v2 smaller version of the map? or maybe a version with a lower "basket" to score so its easier for pubbers that cant RJ?

This map is so fun! even pubbers i invited to try it like it!
Any chances of a 2v2 smaller version of the map? or maybe a version with a lower "basket" to score so its easier for pubbers that cant RJ?
37
#37
3 Frags +
sageThis map is so fun! even pubbers i invited to try it like it!
Any chances of a 2v2 smaller version of the map? or maybe a version with a lower "basket" to score so its easier for pubbers that cant RJ?

you could play one of the older versions which has a bigger goal (at the same height though still a lot easier)

[quote=sage]This map is so fun! even pubbers i invited to try it like it!
Any chances of a 2v2 smaller version of the map? or maybe a version with a lower "basket" to score so its easier for pubbers that cant RJ?[/quote]
you could play one of the older versions which has a bigger goal (at the same height though still a lot easier)
38
#38
0 Frags +

that works thanks
im trying to make a public server for the gamemode, any suggestions for rules? Join server (if its online)
i roughly remember a non-passworded 6v6 server that automatically readied up teams once they were 6 per team, anyone know how to do something like that?

that works thanks
im trying to make a public server for the gamemode, any suggestions for rules? [url=steam://connect/83.165.228.7/]Join server (if its online)[/url]
i roughly remember a non-passworded 6v6 server that automatically readied up teams once they were 6 per team, anyone know how to do something like that?
39
#39
4 Frags +

Most people that still play passtime (as far as I know) are in our discord linked in the root post. I would suggest asking there.
However, I'm not so sure how well the map would work for pubbers. For one, engineer and sniper would almost definitely have to be banned. They would both be way too powerful. Also, the map is designed around the ability to rocket jump. Both side platforms are entirely inaccessible to classes that can't jump high, so that will make the map feel more congested. Also, hitscan is really strong against the ball and doesn't take much skill to defend with something like a minigun, as hitscan causes the ball to "go neutral" meaning it can't score.
I do like your idea to automatically ready up when a certain amount of people are in kinda like arena where you have people sitting out waiting for the next round. Anymore than 12 or so concurrent players would just be a cluster fuck.
The map pass_colosseum (made by waves) is probably a little better suited for pubbers if your intention is really just to make a passtime server. The map is linked in the discord mentioned earlier. Also, the versions vary rather dramatically, so you may wanna go through most of them to see the differences, and pick the version best for your needs.

Most people that still play passtime (as far as I know) are in our discord linked in the root post. I would suggest asking there.
However, I'm not so sure how well the map would work for pubbers. For one, engineer and sniper would almost definitely have to be banned. They would both be way too powerful. Also, the map is designed around the ability to rocket jump. Both side platforms are entirely inaccessible to classes that can't jump high, so that will make the map feel more congested. Also, hitscan is really strong against the ball and doesn't take much skill to defend with something like a minigun, as hitscan causes the ball to "go neutral" meaning it can't score.
I do like your idea to automatically ready up when a certain amount of people are in kinda like arena where you have people sitting out waiting for the next round. Anymore than 12 or so concurrent players would just be a cluster fuck.
The map pass_colosseum (made by waves) is probably a little better suited for pubbers if your intention is really just to make a passtime server. The map is linked in the discord mentioned earlier. Also, the versions vary rather dramatically, so you may wanna go through most of them to see the differences, and pick the version best for your needs.
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