Conquest

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Conquest

Originally designed as an adaptation of Destiny 2's Control and Iron Banner gamemodes for Overwatch, Conquest is a fast-paced arcade-style team deathmatch. Team fight to control 3 zones, which grant more points per kill. Should a team cap all 3 points, a Power Play will ensue, locking down all the zones and freeing the advantaged team to chase down kills. Supports teams of any size, so grab your friends and game on!

Trailer

Submit a Bug Report

Questions? Feedback? Discord Link (go to #CactusPuppy)

Source Code (GitHub)

Gameplay Overview

Two teams fight to control 3 zones and earn kills. Fully capturing a zone yields 1 point, and kills have a base value of 1 point. However, the more zones a team controls, the more valuable each kill is. Should a team capture all 3 zones, a Power Play will trigger. During a Power Play, all zones are locked, freeing the advantaged team to chase down kills. First team to reach 100 points wins!

Supported Maps

  • Blizzard World*
  • Lijang Tower: Control Center*
  • Lijang Tower: Garden*
  • Lijang Tower: Night Market*
  • Oasis: City Center
  • Oasis: Gardens
  • Oasis: University

*All seasonal/event variants supported

More maps coming soon!

Customization

  • Capture Rate | % per second = captureRatePerPlayer * min(# capturing players, maxPlayerRate) + baseCaptureRate
    • baseCaptureRate | Default: 4%/s
    • captureRatePerPlayer | Default: 2%/player/s
    • maxPlayerRate | Default: 6 players
  • Power Play
    • powerPlayEnabled | Whether all 3 zones being controlled by one team will trigger Power Play - Default: True
    • powerPlayDuration | Default: 30 seconds
    • powerPlayMarkers | Whether the targeted team will have markers giving away their position during Power Play - Default: True
  • Score To Win | Default: 100
    • This does not automatically update the in-game scoreboard. In order for the scoreboard to display properly, the host must change "Settings > Modes > Score to Win" to match this value.

Technical Details

Zones:

  • See Customization > Capture Rate for capture rate formula
  • When both teams enter a zone, capture progress (if there is any) is immediately frozen.
  • If a zone is controlled by a team, the other team has accrued capture progress, and the currently controlling team remains alone on the zone for 1 second, capture progress is immediately reset.
  • A zone which has capture progress and which has not been contested or progressed for 3 seconds will have its capture progress decay at a rate of 25% per second until it reaches 0.
  • A team which attempts to capure a neutral zone with capture progress from the other team must remain in the zone uncontested for 1 second before the zone will reset capture progress and begin counting progress towards their team instead.
  • The capture region of a zone is a cylinder which extends for half a meter below the designated zone location and up to the designated zone height. For capturing purposes, a zone considers a player's foot position, not their camera position.

Scoring/Zone Control:

  • Capturing a zone rewards one point
  • The number of zones a team controls is equal to the number of points they will earn for each kill, however, a kill may not be worth less than 1 point.
    • Example 1: Team 1 controls 0 zones and Team 2 controls 1 zone. Both teams will earn 1 point per kill.
    • Example 2: Team 2 controls 2 zones, meaning they will earn 2 points per kill.
    • Example 3: Team 1 gains control of all 3 zones. Team 1 will earn 3 points per kill.

Power Play:

  • A Power Play cannot last for longer than the remaining amount of regulation time remaining. This limitation does not affect Overtime.
Categories | Team Deathmatch
Heroes | All
Created at |
Last updated |
Current version | 1.4.0.1

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Update Log

1.4.0.1
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The Bug Report Mini-Update

Bug reports are now open! The share code lobby description has been updated to include a link to this page.

1.4
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New Map: Blizzard World

Customization:

  • All parameters of capture rate are now customizable. Power to the people! (and the Power Play)
  • Updated comments to better explain each option and look f a b u l o u s in the process

Internals:

  • Homogenize naming of zones as zones (and not points). Silly coder, points are for players!
  • Added more comments to explain actions within the Workshop as part of an ongoing effort for better documentation. This effort isn't finished yet, but really is anything truly finished if (insert philosophical argument here)

Bugfixes:

  • Fixed a bug where players could fail to receive feedback for bonus points on earning an elimination. Gotta get that dopamine hit my dude.
  • Properly include flag icons in Zone HUD during Power Play. Homogenization isn't just for milk, you know.
1.3.1
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Initial release on workshop.codes. Glad to be here!

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