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Warning: Do not have a player swap teams unless on the lobby screen. This is a VERY LARGE project and swapping a player to a different team outside of the lobby screen will crash the server.

What is this?

Makeover-Watch is a 4v4 competitive Overwatch remake that aims to improve Overwatch's gameplay and remove fundamental issues with the game's core design.

The gamemode focuses heavily on positioning, game knowledge, and outplays.

Fair warning, it's a smart idea to go into this viewing it as an entirely new game, instead of just a balance patch. MOW features entirely new gameplay structures for players to learn. This is a game redesign after all.

Gameplay Goals

1 - Add depth to core mechanics (like movement/ultimates) and make player skill more important than hero choice.

2 - Increase tension and game speed. Make teamfights harder to predict before they happen, tone back chaos, and make gameplay faster.

3 - Increase intentionality. Reduce things like spam damage, random one-shots, and increase counterplay. Make the purpose of each role more defined.

Why 4v4?

Makeover-Watch is 4v4 for 2 reasons.

1 - Increasing game depth requires less players to avoid feeling messy and chaotic.

(Because individual players have more choices they can make at any given point in a game, too many players can make the game feel unpredictable and inconsistent)

2 - Makeover-watch is designed to be a "Role Shooter" instead of a "Hero Shooter". As part of the role shooter design a 4-3-2 structure is used to ensure the game never gets boring or stale.

What is a 4-3-2 structure?

4 players per team (4v4)
3 unique roles (that all serve independent core gameplay purposes)
2 characters per role (2-2-2)

4-3-2 shifts the focus of the game away from trying to build the perfect team comp. Teams will either have to full commit to two roles (like 2-2-0) or half commit to one (like 1-2-1).

Due to the new hero and role redesigns, every possible combo of team comps has a core set of strengths and weaknesses that can not be removed.

This forces players to focus less on trying to optimize the hero select screen and more on playing the game.

Whichever team can capitalize on the core weaknesses of their enemies while playing around their own will be victorious. The focus is now on strategically choosing and capitilizng on core weaknesses, instead of just trying to remove them.

Short General Overview

Short disclaimer: The only reason these changes are listed is so that you don't get lost. It's smart not to form any strong opinion on them either way simply because there are so many. Use these as guidelines for how to play, then form an opinion after you've played it.

• 4v4 with 2-2-2
• New role passives/reworks (viewable in game)
• Roster rework (viewable in game)
• Slower ground strafing/faster air strafing
• Ults have been reworked to be less oppressive, but provide more creative decision-making
• Combat ult charge rates increased (by 25-40%)
• Passive ult charge rates generally reduced (by 25-50%)
• Players lose 40% current ult charge on death
• Removed health packs
• Added/reworked out of combat healing for all heroes
• Tank rebalancing for 4v4/2-2-2
• Adjustments to healing, damage, and ammo levels (in general, not for every character)
• Lots of changes designed to remove frustration and feelings of helplessness.

Code: D7JQ9

By (Starside) Cosmos

Players | 1 - 8
Categories: Miscellaneous
Heroes:, Doomfist, Junker Queen, Orisa, Ramattra, and 33 more...
Maps: Circuit Royal, Dorado, Havana, Junkertown, Rialto, and 22 more...
Created at:
Last updated:
Current version: 1.0.0

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