Minigame "How to" Thread

Activate

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DISCLAIMER:
The Event Coordinators will give a brief intro to the minigames during the event, and will probably link you to this thread for more info. If you do not know how to play the minigame, it is much better to sit in spectate and learn it than to play it wrong.​

So Sequel and I spent the better half of this afternoon working on this thread in Google Documents. I ported it over, hurt my wrist, and now I've posted it for you all to see. We hope this helps you understand how to play some mini-games. If you think there are any mini-games we missed, feel free to post on the thread, or PM me on the forums.

Fort Knox:
  • One team is chosen to go all engineer, while the other team goes all spies.

Engineers​
  • Engineers must protect their intelligence by building in the own intelligence room.
  • Engineers will build in their own intelligence room, no where else.
  • The team may elect one person to build a teleporter into the intelligence room for quick transportation of respawned engineers.
  • Once the round has begun, the engineers may not leave the intelligence room.
  • They can shoot out at the spies, and camp the teleporter.
  • CANNOT kill any spies on your way back to the intelligence room
  • If using the wrangler, your sentry must be a level 1 sentry, or a mini-sentry.

Spies​
  • Spies must get the intelligence outside of the intelligence room to win the game.
  • 2 minute wait while engineers build defenses.
  • CANNOT sap the single teleporter built, but can take it.
  • May shoot at engineers and their buildings.
  • Can use any spy watch and coordinate attacks
  • CANNOT kill engineers who are going back to the intelligence room.
  • A minute and a half before the round ends, the team can elect one person to go demoman in an attempt to capture the intelligence before time runs out.


Protect the Medic:
  • One person from each team is selected, at random, by the Event Coordinators, to go medic.
  • Everyone else can go any class other then Medic or Engineer.
  • Your team needs to protect your medic, while trying to kill the enemy?s medic.
  • The medic, can, and should heal his/her defenders.


Helicopter:
  • At the start, every player will go on BLU team.
  • 1-2 players will be chosen to join RED.
  • At this time, hyperspam and low gravity will be enabled.
  • The players on RED will choose their class, have their health set to around 20,000 and their gravity set to decimals, run out of spawn and leap in the air.
  • The players now act as ?helicopters? and rain death down on the map.
  • The goal of BLU team is to kill these beasts.
  • If you kill a helicopter, you will take their place.
  • This means you will join RED, and the one you killed will go back to BLU.
  • Gravity on the dead chopper will be back to normal, and you will choose your class and have the appropriate measures put on you.
  • Don?t jump in spawn, choppers, unless you never want to get out.
  • Recommended classes: Scout, Soldier, Demoman (Stickies), Heavy, Engineer, Spy

Spies Among Us:
Prep​
  • Every person will join one team.
  • Depending on the amount of people on the server, 1-3 people will join the other team
  • Those people will go spy.
  • The team with the majority of the players will now go either: Scout, Soldier, Demoman, Heavy, Engineer (No buildings), or Sniper.
  • They will run down to their intelligence.
  • That teams health will be set to 1 (ECs should keep doing this during the course of the round, binds are a good job, mate.)
  • You may not go back to spawn or pick up health packs.
  • The spies, during the 30 seconds in intelligence, are going to run out of spawn, disguise, and hide among the team.

Gameplay​
  • After the time is up, the goal is to search the spies out.
  • Friendly Fire is on, checking your teammates is problematic.
  • The Spies can one hit you with anything, so be aware.
  • WHEN YOU DIE, GO INTO SPECTATE.
  • IF YOU JOIN IN A ROUND, STAY IN SPECTATE.
  • There is a five minute time limit for the spies to kill the opposing team.
  • You must be looking for the spies; however, at all times.
  • If you are found purposely team-killing, (We?ll know the difference), you will be kicked and/or banned depending on the severity of the offence.
  • You may be slayed for being an unreliable teammate if you spy check too many of the wrong people.
  • Dead ringer is banned.
  • Ghosting may keep you out of the next round.

Tips​
  • Overall, we?ll be lenient on the rules, don?t worry, we?re here to have fun.
  • Stay in groups. Although a spy can kill six of you with one clip, he?ll waste his life doing it.
  • You can?t reliably spy check with a gun, but you can spy check with your body, run into suspicious people, and call them out.
  • Look for duplicate names.
  • If a spy is camping, you don?t have to rush in after him, you did your part by searching him out, and he has to kill you anyway.
  • As a spy, look for stragglers.
  • Check who is near you, and if it is someone you are disguised as, either shoot him or get out of there.
  • If you get bumped, you can always dodge people and keep track of who saw you. It?s safer to conserve your life than to dive into stupid situations.
  • Make the other team paranoid. Running between people to make them shooting each other can work well.
  • You?ve got plenty of time, and they can?t camp, so weaken them, then finish them.

Juggernaut:
  • It?s all vs. one, a little like Saxton Hale.
  • The one will get a very large amount of health.
  • He will have to kill all of the weaklings.
  • His killer takes his place.
  • That was easy.

British Bulldogs:
  • Listen to the ECs for where to go.
  • Everyone goes on one team and goes scout.
  • Two people are selected to go to the other team and be heavy.
  • The Scouts have to run back in forth in a selected area.
  • The heavies must stay in the middle and punch the scouts.
  • Scouts may not hit the heavies in anyway.
  • If you die, you will go on the Heavy team and help the heavies kill the scouts.
  • Same thing if you are slayed for stepping out of bounds.
  • Last two surviving scouts go heavy in the next round.


All for one, all on one:
  • Everyone goes Engineer.
  • All teams go to the center point, usually 2fort bridge.
  • Each team builds one dispenser facing each other.
  • Each team builds one sentry gun on opposite sides of the dispenser.
  • On an ECs go, each team will destroy the dispenser after upgrading the sentry.
  • You will each repair the sentry until one of them dies.
  • Don?t shoot the engineers.
  • No wrangler.
  • For the love of god, no mini sentries.
  • Whichever team?s sentry lives, wins!

Hide-and-Seek:
  • One team is chosen to play spies, while the other team must play pyro.
  • The pyros must give the spies one minute to hide.
  • Spies can use any spy watch.
  • Spies must go somewhere that the pyros can reach/flame.
  • Once you die, you must stay in your spawn. Anyone who leaves spawn, will be slayed, followed by a kick.
  • Spies can kill the pyros.
  • Games will last anywhere between 5 minutes to 10 minutes.
  • Once time is up, spies will be beaconed as to let the pyros kill them.
  • After a round, the players will switch classes. (If you are pyro, and you win, change class to spy and vice versa)

Pyro Tennis:
  • One person is selected at random to go scout.
  • The rest of the team must go pyro.
  • The teams will make a circle, while the enemy scout jumps on top of them.
  • When the Event Coordinator says go, the pryos will need to airblast the scout into the air, and keep him up for as long as possible.
  • The first team that drops the scout, loses.
  • Must be using the original flamethrower so that you can airblast.
  • Scout CANNOT jump at all.

Bat Country:
  • Everyone will go onto one team.
  • The Event Coordinators will choose 4 random people to join RED team.
  • RED team should all go heavy.
  • BLU team needs to go scout.
  • BLU team?s objective is to push the cart all the way to the final control point.
  • RED team needs to protect the cart.
  • Standard Payload time will be used.
  • Once a team wins, everyone will go onto BLU team.
  • The Event Coordinator will pick 4 new people to go onto RED team.

Melee Only:
  • Server cvar will be changed to allow only melee weapons.
  • Listen to the Event Coordinators to find out what class to go.
  • All melee weapons are allowed for the class, unless otherwise told by the Event Coordinator.

Get Behind me Doctor!
  • Everyone must go medic.
  • Event Coordinators will pick one person on each team to go heavy.
  • Medics must keep the heavy alive for as long as possible.
  • Heavy must try and kill the other team's heavy.
  • May shoot at enemy medics.
  • If you die as a medic, stay in spawn.
  • Only Medigun and Kritz are allowed.
  • Can Uber or Kritz your heavy.

Remember, Have fun and Enjoy the event!​
 
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These all look great. I'll be sure to drop by as many events as possible.
 
Thanks alot for the thread Activate, now hopefully people follow next time (:
Thanks for taking your time to type this up. Really appreciate it
EDIT:Thank you too Sequel Sentry!..
And Noise...You disgust me:cursing:
 
Last edited:
Thanks alot for the thread Activate, now hopefully people follow next time (:
Thanks for taking your time to type this up. Really appreciate it

thank sequel too. and me for that 4 minutes i was spamming them in vent.
 
I agree with Nik: British Bulldogs is the best minigame.

Good job with this thread. :D
 
Nice job EC dudes. This is the kind of stuff that will fill up the event server.


BOOM!!!
 
since my humor doesn't come across well in text, I try to put a :P if I'm being sarcastic/joking.


I was being honest with my post. :)
ALOT10.png
 
Hooray I love british bull dogs! This is a good way for people to know how to play events!

Needs to be stickied!
 

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