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.
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!
Table of contents:
Capture Points • Respawning • Healing Orbs • Jump Pads • TeleportersNano Boost • Heroes • Supported Maps • Mutators • Details
Capture Points
Respawning
Healing Orbs
Jump Pads
Teleporters
Nano Boost
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%.
Supported Maps
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 ;) |
Details
• 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