[GAME MODE] 1v11 Boss Fight! (Scalable HP, custom abilities, queue system & shrinking dome!)

"Versus Saxton Hale"-Inspired Boss fight!

Version 1.1.5 (current version): FN79S
(By tacticturtle#2329)

Obligatory Change Log
V 1.1.5
  • Added a functioning “loss streak” system for bosses.

    • If a player loses enough rounds in a row as the boss, their hp as the boss will increase each round until they finally win.
  • Mercy can how heal her allies via an AoE heal, that is sent out by dealing damage!

  • Added more HUD text explaining the abilities/workshop modifications of certain survivor heroes (Such as Sombra)

  • Damage dealt by the shrinking red dome now starts at a small amount, but rapidly increases as players spend longer outside it.

  • Changed Tracer’s passive ability.

    • No longer creates explosions when she reaches half hp
    • Now acts as a stronger version of her rage when she reaches half hp, tripling her movement speed but slowing time down to a third of normal speed.
  • Began work on the 9th boss, some of who’s code I left in there because I’m a tease.

  • Fixed a few moderately embarrassing bugs

  • Changed two incorrect HUD text descriptions (oops)


In this twist of the familiar boss fight genre, a single player is selected to fight up to 11 other players! But don’t worry, each of the 8 selectable bosses have a range of tricks up their sleeves!
Take down the other team with exciting abilities! Start a deadly plague that spreads from enemy to enemy, forcing them to keep their distance while rushing to a certain area to cleanse!

Become a glowing orb that steals health from enemies, confusing them as you teleport them around the map, or even Resurrect dead enemies from the grave as minions, and pit them against the living! and much more!

Just don’t take too long, or the dome that shrinks around the map will catch out bosses and survivors that stray too far from the centre…


How killers are selected, and what if you don't want to play as one?

Killers are selected via a queuing system, that moves players forward depending on how many rounds they've played and how many rounds they've survived as a survivor!

So, if you are towards the end of the queue and close to becoming the killer, instead of leaving/doing nothing, a pop-up will appear and give you 50 seconds to decide if you want to reset your queue points. If you confirm, you can breathe easy.


Boss/Killer information

Each boss has unique abilities, the abilities of the killer being used are displayed to all players in the match to avoid confusion.

All killers have unique abilities, but most can be boiled down to:

  • Ultimate/Rage: Gained by receiving damage rather than dealing. Is used by pressing Q and can have various effects depending on the boss being played.
  • Mobility: Is used by holding secondary fire to charge, and letting go to use. The cooldown depends on how long it is used/charged for, however Moira’s has a static cooldown.
  • Passive: Some bosses (such as junkrat & roadhog) have passive abilities, these do not require inputs, but are still displayed to the player at the top of their screen.

Also note that bosses have different health amounts that scale differently according to the playercount!
Most importantly, most killers are restricted to melee only, but have triple melee damage!

  • But don’t worry about pesky survivors trying to kill you by knocking you off the map, you can be resurrected to half hp once per round if you are knocked off the map (Above a certain amount of hp)

Please note...

Due to the fact that this is built on the FFA deathmatch gamemode, healers were by default unable to heal allies. I've done my best to recreate the healing abilities of supports while also keeping it optimised.

This may lead to some healing abilities feeling “clunky” at times.
but I’ve made up for this by making healing less important for survival.

On the bright side this allows me to make custom abilities, such as Sombra being able to hack allies to give them a temporary buff!


Finally...

I began this gamemode a while ago, but slowed down and eventually stopped after becoming burnt out with videogames. It wasn't until I found a group of people who regularly played and supported my gamemodes with ideas and feedback, that inspired me to come back and finish it. Thank you all! I hope you enjoy this mode.

I wish to constantly update this in the future, so please give me any suggestions you have or bugs you may find, so we can work on this mode together. Thank you!

3 Likes