Difference between revisions of "PropHunt"

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'''PropHunt''' is a TF2 gameplay modification originally written and released by [[User:Darkimmortal|Darkimmortal]] with a set of accompanying maps developed by various authors. The unranked copy of the SourceMod plugin is currently available for server administrators through [http://forums.alliedmods.net/showthread.php?t=107104 AlliedModders]. The ranked copy is available on request from the Geit or Darkimmortal via [http://www.gamingmasters.co.uk GamingMasters.co.uk].
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'''PropHunt''' is a TF2 gameplay modification originally written and released by [[User:Darkimmortal|Darkimmortal]] with a set of accompanying maps developed by various authors, indicated by the ph_ prefix. The unranked copy of the SourceMod plugin is currently available for server administrators through [http://forums.alliedmods.net/showthread.php?t=107104 AlliedModders]. The ranked copy is available on request from the Geit or Darkimmortal via [http://www.gamingmasters.co.uk GamingMasters.co.uk].
  
 
There is also a SourceOP LUA rewrite of the plugin that is used privately on the SourceOP servers.
 
There is also a SourceOP LUA rewrite of the plugin that is used privately on the SourceOP servers.
 
==Gameplay==
 
==Gameplay==
  
On the [[RED]] team all players are forced to play as a common map prop with the moving ability of a [[Scout]].  The [[BLU]] team remains restricted to [[Pyro]], [[Heavy]], [[Sniper]], [[Demoman]], [[Engineer]],[[Soldier]] and [[Medic]]; The [[Spy]] being the only class which is not used. Many however, choose to play as Pyro as it is the default class.  As with [[Arena]] mode on which PropHunt is based, no [[respawns]] are allowed during the round.  At the end of each round the teams are swapped; BLU to RED and vice versa.
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Players on the [[RED]] team are forced to play as [[Scout|Scouts]] and are randomly assigned the appearance of a map prop at the start of each round, which fully replaces their normal appearance (although there have been cases of certain cosmetic items continuing to display any particle effects they may possess). RED team players are not able to make use of their weapons unless they are the last player on their team. Passive item effects, like the Sandman's health penalty, will influence the player as normal.
During setup time, each member of the RED team takes the appearance of a prop. These may be prop items commonly appearing on the map. The RED team is allowed 30 seconds to find an appropriate place to blend in and hide.  During this time the BLU team will have been rooted in place at their own spawn. Some maps have open spawn doors, resulting in Pyros being able to see certain parts of the map and any props that decide to hide there.
 
When setup ends, the BLU team must find and kill every enemy player. To all players, the RED team appear only as props.  
 
  
There are various conditions with dictate the game play:
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The [[BLU]] team is permitted to play any class except for [[Spy]]. Pyro is by far the most commonly used class because it is afforded movement advantages (detailed below) and fire effects make it very easy to identify members of the RED team once they are found. Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves, this is intended to give players a reason to focus on suspicious props rather than resorting to shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are granted a small speed boost for the remainder of the round. Pyros are additionally granted the ability to "fly" by firing their flamethrowers in midair as a means of matching the vertical mobility of the RED team members, albeit at a cost to their reserves of ammo and health.
*The BLU team is granted full use of most of their weapons; however, each weapons discharge will result in a loss of health to the player.  This forces players to conserve [[Ammo|ammunition]] and not fire bullets everywhere hoping for a kill.
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*BLU team receives a minor speed increase for every kill or assist they make
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Prop Hunt plays much like a heavily modded version of the standard [[Arena]] mode in that it uses the same set of heads-up displays and does not permit [[respawns]] during the round.  At the end of each round the teams are swapped; the Hunters (BLU) become the Hunted (RED) and vice versa. The RED team is granted a 30 second set-up time to find an appropriate place to blend in and hide, although they may continue to move and act as normal after this time expires. During the set-up period, the BLU team is confined to their spawn by means of positional locking or a time-release barrier. Some maps have open spawn doors, resulting in BLU players being able to see certain parts of the map and any props that decide to hide there or even attack props that wander into the spawn. Health pickups are generally very limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, non-capturable control point that will fully heal a player passing over it once every 55 seconds tracked individually for each player. BLU or RED win the round if all members of the opposing team die. RED is also able to win by staying alive until the end of the round's duration, at which point all BLU players are instantly slain and the victory awarded accordingly.
*Props are permitted the full use of the Scout's movement(i.e. double-jump, fastest running speed).
 
*Pyros are given extra "flight" capacity by firing their Flamethrower while they jump, blasting them up in the air.
 
*The RED team has no weapons until there is only one prop alive.  At this time the announcer indicates "last man standing" and the final RED player is granted the use of all his weapons.
 
*Health packs appear very rarely throughout the maps.  The only other way to restore health is to run over the control point. The control point acts as a large health pack and ammo pack for players on both teams, but can only be used once every 55 seconds.
 
  
 
==Maps==
 
==Maps==

Revision as of 03:35, 18 October 2010

PropHunt is a TF2 gameplay modification originally written and released by Darkimmortal with a set of accompanying maps developed by various authors, indicated by the ph_ prefix. The unranked copy of the SourceMod plugin is currently available for server administrators through AlliedModders. The ranked copy is available on request from the Geit or Darkimmortal via GamingMasters.co.uk.

There is also a SourceOP LUA rewrite of the plugin that is used privately on the SourceOP servers.

Gameplay

Players on the RED team are forced to play as Scouts and are randomly assigned the appearance of a map prop at the start of each round, which fully replaces their normal appearance (although there have been cases of certain cosmetic items continuing to display any particle effects they may possess). RED team players are not able to make use of their weapons unless they are the last player on their team. Passive item effects, like the Sandman's health penalty, will influence the player as normal.

The BLU team is permitted to play any class except for Spy. Pyro is by far the most commonly used class because it is afforded movement advantages (detailed below) and fire effects make it very easy to identify members of the RED team once they are found. Firing a weapon or swinging a melee weapon will cause members of the BLU team to slightly damage themselves, this is intended to give players a reason to focus on suspicious props rather than resorting to shooting everything in sight. To reward successful hunters, members of the BLU team who score a kill or kill assist are granted a small speed boost for the remainder of the round. Pyros are additionally granted the ability to "fly" by firing their flamethrowers in midair as a means of matching the vertical mobility of the RED team members, albeit at a cost to their reserves of ammo and health.

Prop Hunt plays much like a heavily modded version of the standard Arena mode in that it uses the same set of heads-up displays and does not permit respawns during the round. At the end of each round the teams are swapped; the Hunters (BLU) become the Hunted (RED) and vice versa. The RED team is granted a 30 second set-up time to find an appropriate place to blend in and hide, although they may continue to move and act as normal after this time expires. During the set-up period, the BLU team is confined to their spawn by means of positional locking or a time-release barrier. Some maps have open spawn doors, resulting in BLU players being able to see certain parts of the map and any props that decide to hide there or even attack props that wander into the spawn. Health pickups are generally very limited on Prop Hunt maps, although Prop Hunt maps universally feature a central, non-capturable control point that will fully heal a player passing over it once every 55 seconds tracked individually for each player. BLU or RED win the round if all members of the opposing team die. RED is also able to win by staying alive until the end of the round's duration, at which point all BLU players are instantly slain and the victory awarded accordingly.

Maps

These maps are the current official maps that have been approved by the mod's authors and are distributed with the plugin to potential server hosts.

  • Basalt - S.W.A.T.Y
  • Brawl - Jazz
  • Canyon - Albatross (Modified by Shinkz)
  • Cargo - Combatfetus
  • Cliff Face - gRiMrEaPeRsco
  • Concord - zephyrak
  • Cyberpunk - Xenon (Modified by Spykodemon and Shinkz)
  • Desolation - Jamie "Mr. Happy" Lea
  • Devils Canyon - Soylent Robot
  • Farm - Geit
  • Farm Feud - Archanor
  • Goldtooth - Chuck "Atrocity" Wilson (Modified by Shinkz)
  • Grassland - Mr. Late (Modified by Shinkz)
  • Harvest - Heyo
  • Headquarters - Combatfetus
  • Lumberyard - Valve (Modified by Shinkz)
  • Maze - LabelMaker (Assisted by Geit)
  • Mountain - Austria_Phantom
  • North Ural - Flanker (Modified by Shinkz)
  • Oasis - Tyb00 (Modified by Shinkz)
  • Other Side - Vincent (Modified by Shinkz)
  • Range - Pascal
  • Ravage - Mehby
  • Sawmill - Valve (Modified by gRiMrEaPeRsco)
  • Spooky Ravine - Valve & Malachi
  • Storm - Ikem
  • Switcheroo - insta (Modified by Coffejunky)
  • Timbertown - Unknown (Modified by Shinkz)
  • Train Set - Johnny
  • Warehouse - Geit
  • Watch Tower - Joshua ‘JoshuaC’ Shiflet (Modified by gRiMrEaPeRsco)

History

TF2 PropHunt was first shown to the public on 22/07/2009 after a GamingMasters user posted information on CS:S PropHunt a day earlier and Darkimmortal took it upon himself to convert the game style to TF2 using his brother, Bluepanther, as a source of information while he was coding it. There was almost an immediate roadblock as the map that the mode should use was undecided and most of the TF2 stock maps were completely unsuited to PropHunt due to their size or their lack of props. Darkimmortal then tried arena_sawmill and it was an instant hit. The arena base reduced work required to make the plugin work, the map was a perfect size, and had the perfect amount of clutter. Work was then started on finding other suitable arena maps. Those that did not already suit PropHunt were slightly modified to be so.

PropHunt was kept in closed beta for 3 months with Geit working on getting other servers involved in the beta with Alpha-Omega becoming the US host and various clans becoming hosts for other parts of the world. On the 7th of October, PropHunt's big break came as it went viral due to Criken's youtube video being posted on many news sites such as Rock, Paper, Shotgun and Shacknews. Many clans soon attempted to obtain the plugin for their servers. The mod's creators were flamed for their apparent greediness and selfishness after being unable to respond to all of the requests and release the plugin publicly. This resulted in a final development rush to iron out all of the closed beta's bugs. PropHunt 1.0(officially known as v0.0.6) was released to the public via AlliedModders on the 22nd of October. Development continued on PropHunt and to date there have been 18 major version upgrades, including bug fixes, feature additions and code clean ups. Version 1.8 is currently under development and is expected to be the final major release and the end of PropHunt's active development cycle, nearly one year after being started.

External Links

Appearances and References

  • [1] - Shacknews (Oct 2009)
  • [2] - Interview with Dark Immortal and Geit on Kritzkast (Episode 36, October 2009)