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TeKo

Domination

Welcome to DOMINATION

Fast, competitive and highly replayable!



Capture three Points, hold them, and gain Score for each of them every few seconds
Don't let enemies take them, all they need to do is to just touch the Point
Fight back and take advantage by using Healing Orbs, Jump Pads, Teleporters and... Nano Boost!
Select optional Mutators like "The Floor is Lava" or "Instagib" to add some spice!
(To always play the latest version, use the code AT69Z.)


Hi,
Welcome to my game mode, I'm TeKo and I'll gladly introduce you to Domination, a mode heavily inspired by Domination in Unreal Tournament! On this page I would like you present all the features Domination has to offer. I believe this mode is very polished (I'm Polish). From the very beginning I wanted to create something that looks like a real Arcade mode and I put a lot of thought into every detail.
If you want to hear more about history of development and my personal thoughts, expand this section.

Domination development started right after introducing the Workshop for the very first time. Even before Workshop I was thinking about Domination from Unreal Tournament, that it could work in Overwatch.

But I released my mode after 2 long years. Because I didn't know anything about coding. I didn't know what 'variable' is. Boolean? Array? Never heard of. Workshop was literally a dark magic for me. But I loved Overwatch so I wanted to know this tool.

It's worth noting that during Overwatch peak years, I was the biggest Polish Overwatch Content Creator. Having huge community really helped me in Domination creation, because on my Streams there were people who knew a lot more about coding than me and they explained a lot of stuff. Moreover, I was super lucky to play test Domination a lot! Many matches with my viewers, watching replays, gathering feedback, fixing bugs. Only with live environment I was able to finish Domination.

And I'm very proud with the result. Domination is extremely well polished where every feature received a lot of attention. I wanted to have everything as believeable as possible, like... "how Blizzard would create that?". Healing Orbs, Jump Pads, Teleporters, Nano Boost - their visual/sound effects, position, purpose, line of sights, every facet - it went through many iterations. I created stats system and knew how to improve things. Nothing is random.

Same for Capture Points and Respawn Spots. For both teams, distances from respawn to point are very similar and Facing Directions after death also have their purpose. And Deathmatch maps are just perfect for Domination!

All of this makes Domination highly replayable and competitive and my goal is to have this mode featured in the Arcade. Of course I'm somehow biased. But I played a lot of tight matches with my viewers and we were all excited how surprisingly well this mode feels!




Capture Points

On every map there are three Capture Points located on distinct places. Together they form an equilateral triangle. Both Teams have to capture Points, at the beginning they are neutral. To do that, Players need to stay close to the Point for a brief moment. They own that Point, but not for long. Enemies can capture it just as easy. Points can be contested and it decreases any progress made. Players can see a Progress Bar when capturing and growing ring below the Point. Every few seconds a Scoring moment happens. Both Teams receive Score based on number of owned Capture Points. First Team that reaches 200 Score - wins!

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Respawning

Domination has custom Respawning. Each Team have their own three Respawn Spots. Every Spot is located precisely between two Capture Points. So Respawn Spots form equilateral triangle as well. Their location minimize visibility of respawned Players. After death, respawn location is selected randomly. Additionaly, each Respawn Spot has its own two very specific Facing Directions. After respawn, Player's facing is randomly set to one of two values.

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Healing Orbs

There are in total eight Healing Orbs. Their location is handcrafted and playtested. They serve specific purpose. Basically Healing Orbs are custom Health Packs. Injured Player can touch an Orb, they are healed and Orb disappears. Players can see a growing ring to know when it will appear and after a dozen of seconds, Healing Orb refreshes.

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Jump Pads

There are three custom Jump Pads. They are little shortcuts so Players can take a Healing Orb, attack Capture Point from the high-ground, take safe position or go to the hard-to-get part of the map. Jump Pads disable Player movement for a brief second.

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Teleporters

There are two Teleporters. As opposed to Jump Pads, Teleporters are powerful shortcuts. Very often they are placed next to the Respawn Spot and can teleport player to the opposite end of the map. So use them wisely, there can be situasions where Players should not use it. Teleporters are hidden, Players won't see them after respawning. Good Players know where they are, and when to use them.

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Nano Boost

There is only one, powerful Nano Boost Orb! It is located on the center of the map. After picking it up, one Player deals more damage, receives less damage and moves faster for a dozen of seconds. Duration is short and the next Nano Boost Orb appears only after a minute. Growing ring indicates when the Orb refreshes. Nano Boost can turn the tide of the match and good Players will remember at what time Nano Boost was taken.

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Heroes

    In Domination, only DPS Heroes are playable. This creates the most intense matches and it makes Domination a very fast-paced mode. Creator believes that with Tanks, Capture Points would become a hard to capture fortress. And with Healers Healing Orbs would be less attractive and there would be less fights between Points. But maybe some Heroes can be reworked to DPS...?

    When Player uses an ability that grants invisibility/immortality or makes Hero phased-out, they can't capture nor contest Capture Points. Examples: Mei's Ice Block or Reaper's Wraith Form.

    Sombra got a special treatment in Domination. Her Translocator+Invisibility is just too strong in this game mode and Sombra Players can just move freely from one Point to the next one, ignoring all the cool stuff between Points. Back capping is almost instant and this is not the way how Creator wants Sombra to be played. So in Domination, around invisible Sombra there's a subtle visual effects that hints her position. Also Translocator's cooldown is increased by 50%.

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Supported Maps

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Mutators

Mutators are optional modificators that change the gameplay. There are Major Mutators, that alter the match drastically. And there are Minor Mutators - funny gimmicks or just a little spice. Mutators are accessible through Workshop Settings in Custom Games options. Only one Major Mutator can be active at a time, same for Minor Mutators.

Major Mutators

Mutator Description
Rocket Arena Only Pharah. Only direct hits count - no splash damage. Two hits to kill an enemy. Healing Orbs removed. Nano Boost modified - boosted Player need to take 3 direct hits to be killed, instead of 2, and can kill with 1 hit.
Instagib Only Cassidy. Infinite ammo with 1 second fire rate. One hit kills an enemy. Increased movement speed and jump height. Respaw time reduced to 3s. Healing Orbs removed. Nano Boost increases movement speed even more and increases fire rate.
The Floor is Lava Only Lucio. Touching the ground applies the Burning effect with Damage over Time. Wallride 24/7 to move around the map! Capture Points are the safe spots. Healing Orbs heal over time. Nano Boost removed.

Minor Mutators

Mutator Description
RGB Enemies RGB outlines of enemies. Very colorful! BUGGED!
Wobbly Voices Continous voice lines' pitch change between high and low.
No Hero HUD Healthbars, Crosshair, Abilities Icons are disabled ;)

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Details

Respawn time reduced to 8s
Time to capture: 0.75s
Decay rate: 2x slower
Scoring interval: 4s
Healing Orbs power: 150hp
Healing Orbs refresh time: 15s
Nano Boost damage dealt: +50%
Nano Boost damage received: -50%
Nano Boost speed: +20%
Nano Boost duration: 12s
Nano Boost refresh time: 60s
First Nano Boost appears after 30s

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