Introducing Full Force!
A 5 capture point, core-like, competitive Overwatch game mode, inspired by the Symmetrical Control Point game mode in Team Fortress 2
I was inspired to make this game mode after longing for new competitive game modes for Overwatch, and I can't believe it took me so long to discover not only the incredibly Overwatch Workshop community but also CactusPuppy's Conquest mode, which is the exact kind thing I was looking for. I was so impressed, I decided to take a crack at it and see how I do, starting with no coding or workshop experience!
If you've found a bug, or have any questions/feedback, find me @SpaceCandy on the Elo Hell Workshops Discord!
Taking place on the symmetrical control maps, 5 capture points are located across each map, one in the center, and two more on each team's side. The match begins with each team controlling two of these zones, the one's closest to their spawn, and the goal is to capture points in order, and push towards the last zone on the enemy side. The first team to control all five zones, or the team who controls the most zones by the end of the match time, is declared the victor!
- Busan: Downtown
- Busan: Sanctuary
- Ilios: Lighthouse
- Ilios: Ruins
- Ilios: Well
- Lijiang Tower: Control Center
- Lijiang Tower: Garden
- Lijiang Tower: Night Market
- Nepal: Sanctum
- Nepal: Shrine
- Nepal: Village
- Oasis: City Center
- Oasis: Gardens
- Oasis: University
|Forward Spawns||If a team captures their fourth zone, the team's spawn points relocate to their second zone's position .||On|
|Multi-Point Capture||Two contestable zones are able to progress in capture percentage simultaniously. The zone that gets captured first will lock the other zone. If off, overtime is only possible if contesting the center zone.||On|
|Overtime Possible On Any Zone||Overtime can initiate if any zone is being contested. If a losing team recaptures their second zone, they are given 30 seconds to attempt to capture the center zone.||Off|
|Overtime Additional Time||The amount of time that is added to the match after overtime when a team at disadvantage recaptures their second zone.||30|
Capture Rate Settings
|Adaptive Capture Rate||Whether capture rate scales with team size.||On|
|Base Capture Rate||The base capture rate of a zone, which does not vary based on the number of players.||4%/s|
|Capture Rate Per Player||The amount of capture progress per second contributed by each capturing player.||2%/player/s|
|Maximum Capturing Players Per Zone||The maximum number of capturing players who will contribute capture progress.||3 Players|
|Zone Reset Rate||The rate at which the capture progress resets to 0 after no contesting after 3 seconds.||15%/s|
Locked Zone Settings
|Locked Zones||The center zone is locked for the starting moments of the match.||On|
|Locked Zone Time||The time it takes at the start of the match to have the zones unlock.||30s|
(Other settings configurable in the custom game settings.)
More Details and Features
- This game mode uses the built-in Capture The Flag mode, as some maps have different spawn points and map geometry. This mode (At least for Overwatch 1) gives these control maps a new time of day and aesthetic! Because of how workshop modes work, capturing the flag is impossible.
- HUD information have been carefully applied to give clear information. Makes use of icons to support colorblindness, and viewing as a spectator.
- An alarm plays for players whenever an enemy is making progress on a controlled zone, or if any enemy player is contesting their last zone.
- Careful implementation of zones will restrict certain abilities to be used while capturing a zone. These abilities are Sombra's Stealth and Doomfist's Meteor Strike.
- Standard custom game settings are available, allowing you to change things such as allowing 6v6 games.
- Playable in Overwatch 2!
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.