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1v1 Arena Deathmatch

96QJZ
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Category:
Custom hero / hero rework

Author:
waltermelon

Rating:
1

Version:
1.1.1

Posted:
16 days ago

Last updated:
2 days ago

Tags:
1v1 duel custom heros arena deathmatch rework

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Deathmatch Arena 1.01 (Code-> 96QJZ)


The goal of this mod is to create a fast and free-flowing 1v1 version of Overwatch, in the same vein as a game like Quake, with the ability to string moves together, similar to fighting games. Current Overwatch is made for heros to be cogs in a team, supported with healers and shields which clearly will be absent in this game mode. Because of this damage had to be scaled back significantly and team-centric abilities had to be reworked or removed. To compensate for this, movesets where altered to give heros more tools that better suit a 1v1 game mode. A lot of abilities were added to voice lines, this is simply because there are only so many buttons to mod commands to. Voice lines also have artificial cooldowns since voice lines will not trigger if they are pressed in quick succession, even though the text will appear. Heros were also given different movespeeds, jump heights, and gravitates to accentuate their unique character designs/feel. This will also change the way other characters interact/combo one another.

The map pool was chosen to promote smaller, nonlinear maps that allow for meaningful interactions. Health pack timers are greatly increased to discourage players from holding areas with health packs and ensure that they must continue move around the map regardless of their health, even if it is in a non combative manner.

Currently there are 10 characters that are ready to play. The goal is to add more heros, but as of now these are the ones that feel have a relatively clear character design and somewhat defined playstyles and motifs. They are not necessarily perfectly designed and do have bugs, but I am under the impression that that largely act/play as intended. Below is a list of character changes. To play use this code 96QJZ to import the game into the Overwatch Workshop. Reporting bugs and comments are greatly appreciated.

I would also like to give thanks to the many people who have made theirs codes publicly avaliable including but not limited to Therister, Darwin, A Shrew's Berry, kaiomm, awayawayawayaway69.

==Brigette==

functionality

passive-landing an ability sets the victim on fire, hitting an enemy that is on fire with a basic attack will proc the fire and deal bonus damage [25] whip shot-now will root its victim and accelerate Brigette in their direction ultimate-pulls enemies with in a radius of 8 units towards Brigette and sets them on fire

abilities

shield recharge rate 100->1 shield bash invincibility frames added on frames 5-12 whip shot cool down 100->140 knockback 100->49

attributes

damage dealt 100->73 healing received 100->15 health 100->90 jump vert 100->90 movement gravity 100->125 movement speed 100->90

==Doomfist==

functionality

rocket punch-hitting an opponent in the air will knock them down for 2.5 seconds

meleeing a knocked down opponent will wake the victim up

boosted attacks-by communicating Doomfist's "acknowledge" voice line (G by default) and inputting either your primary attack or seismic slam you will be able to perform a boosted version of that attack at the expense of his ultimate charge percent.

boosted primary fire-sets victim's movement speed to 40% for 1.75 seconds costs 25% of Doomfist's ultimate charge percent boosted seismic slam-grants 10 frames of invincibility on seismic slam costs 50% of Doomfist's ultimate charge percent Doomfist will perform a quick burst of movement forward if you press interact (F by default) and backwards when crouching

Doomfist can cancel uppercut and seismic slam by pressing jump while performing either move

abilities

uppercut cooldown 100->40 6 frames of invincibility on start up rocket punch cooldown 100->200 knockback 100->20 ultimate duration 4->1 second ammo size 4->1 regen rate 100->165

attributes

damage dealt 100->55 damage received 100->95 jump vert 100->130 movement gravity 100->150 movement speed 100->120

==Genji==

functionality

ultimate-damage is now determined by his distance from the victim. The closer he is the lower the damage. Upon landing a primary attack while using Genji's ultimate .1 seconds of hits stun while be applied to Genji

Primary attacks will cause victims to take damage over time (bleed), amount changes when ult is active with ult->2 damage per second for 5 seconds, will also apply bleed for swift strike without->1 damage per second for 5 seconds

deflect-using deflect while Genji's ult is active will cause a puff of smoke to appear around Genji

Ult secondary fire-when performed on the ground Genji will perform a backwards jump

Genji can cancel swift strike by pressing jump while performing the move

abilities

deflect cooldown 100->20 duration .32 seconds swift strike cooldown 100->75 2 frames of invincibility on start up ultimate duration 100->60

attributes

damage dealt 100->55 jump vert 100->120 movement gravity 100->120 movement speed 100->115

==Hanzo==

Demo: https://www.youtube.com/watch?v=7sYjgnMORms&feature=youtu.be

functionality

Sonic Arrow has been replaced with new ability 'boomerang' boomerang-on hit the projectile will deal 40 damage and stun the victim for .5 seconds. then it will bounce back towards Hanzo. missing the attack or failing to catch the returning projectile will leave the it on the ground. if the projectile is caught/picked up the cooldown will be reset, otherwise the full cooldown will run (4 secs).

Secondary fire-Hanzo can fire two projectiles, one at a time, that will continue forward until they hit a surface. once both projectiles are out a beam will connect that two projectiles if they are in line of sight of each other. the projectiles must be destroyed before you can set more. this can be done two ways. 1. if an enemy walks between the two projectiles and breaks the beam, they will be knocked down for .75 seconds and destroy the projectiles 2. pressing interact (F by default) will destroy everything and reset the cooldown.

Storm Arrows-reduces the enemies movements speed by 15% per hit. Hanzo has his damage is reduced to 40% while active. The idea of this is to help Hanzo land his primary fire. My goal is to keep primary fire as Hanzo's main damage source and give more tools to land good shots.

Melee-hitting an enemy with will cause them to be pushed back

Primary Fire-If Hanzo has a height advantage > 5 units and hits an enemy, they will be briefly knocked down

abilities

lunge cooldown 100->40 storm arrows cooldown 100->75 sonic arrow disabled

attributes

damage dealt 100->50 jump vert 100->215 movement gravity 100->120 movement speed 100->120 projectile speed 100->280

==McCree==

Demo: https://www.youtube.com/watch?v=Ttv7H1tsB30&feature=youtu.be

functionality

primary fire-can now apply 3 special charges to next attack 1. communicating 'group up' will freeze an enemy that is hit 2 for 1.75 seconds. communicating 'thanks' will burn an enemy that it hits 3. communicating 'hello' will knockback an enemy that it hits. the fastest way to access these commands are to hold down 'C' hover over the desired command, and release 'C'. these will perform a bonus if you hit an enemy that already has a status applied to them, see chart:

1st shot + 2nd shot = effect fire + frost = slow fire + knockback =further kb & knockdown frost + fire =2x d.o.ts frost + knockback = burst damage & unfreeze

Fan-now costs 50% of ultimate charge to use stun-now creates a 2 second blind

abilities

ultimate disabled flashbang stun reduced

attributes

damage dealt 100->70

==Pharah==

functionality

Primary attack-speed of missiles can be altered by pressing interact (F by default). missiles have 3 speeds and will do different damages given the speed. the speed/damage ratios are as follows: 1) 1.5x speed/.75x damage 2) 1x/1x 3).5x/1.5x.

Melee-on hit Pharah will set a mine on the victim. this mine can be detonated by using Pharah's secondary fire and will deal 60 damage to all players within 3 units of the mine. it will also stun and knock up the player with the mine attached.

Ultimate-Pharah will surround herself with missiles and accelerate forward. Crouching will cancel her acceleration and her missiles will continue ahead of her.

movement speed in the air is doubled

pressing crouch in the air will lower Pharah's altitude

collisions with surfaces at speeds greater than 14 units per second will briefly stun Pharah

abilities

concussive blast cooldown 100->50 hover jets max capacity 100->55 recharge rate 100->25

attributes

damage dealt 100->50 damage received 100->95 health 100->110 jump vert 100->120 movement gravity 100->110 movement speed 100->90

==Reaper==

functionality

primary attack-Reaper can switch between to attack bonuses by pressing interact (F by default). the first will heal reaper for a percentage of the damage dealt by his primary attack. the second will increase his attack by 1.5x, but he will take a percentage of the damage dealt as damage to himself. Primary attacks also have a stun that scales by distance, max stun of .3 seconds for point-blank hits.

ultimate-first hit of Reaper's ultimate will deal the most damage, after that the damage will fall off. enemies within 3 units of reaper will be stunned for 1.5 seconds and knocked up. Reaper's ultimate can be canceled by pressing crouch.

passive-if reaper stands still for 5 seconds he will go invisible, but will also take damage at the rate of 5 damage per second. invisibility is cleansed and damage over time stops once Reaper begins to move again.

shadow step-cost 50 health to use. Upon exiting phase reaper will take this damage.

wraith form-if enemy is within 7.5 units of Reaper, Reaper will create a tether to the enemy. if the tether is maintained at the end of 2 seconds the enemy will be stunned for 1 second. abilities

wraith form cooldown 100->150 ammo size 100->50

attributes

damage dealt 100->80 jump vert 100->105 movement gravity 100->85 movement speed 100->95

==Sombra==

functionality

movements-Sombra can wall climb up to 2.5 units off the ground. crouching will cause Sombra to slide forward

Passive-deals increased damage to enemies when they are not facing Sombra. enemies facing Sombra will take 25% less damage.

hacking an enemy will also give Sombra a speed boost based off of the enemies base movement speed.

Ultimate-sets game in slow motion for 3 seconds, Sombra will continue to move at near max speed.

abilities

stealth cooldown 100->260 duration 6 seconds translocator cooldown 100->150 ammo size 100->75

attributes

damage dealt 100->85 damage received 100->115 jump vert 100->135 movement speed 100->115

==Widowmaker==

Demo: https://www.youtube.com/watch?v=c3NjRdjVjuc&feature=youtu.be

functionality

passive-Widowmakers primary fire, movement speed, and grappling hook coooldown scale with missing health. the lower her health the more damage Widowmaker's primary fire (non-scoped) will do (max 1.15x), the faster she moves, and the faster her grappling hook will come off cooldown.

crouching while on the ground will create a copy of Widowmaker at her current location at the cost of half of her current health. the dummy will stay at that location for 5 seconds or if Widowmaker presses crouch again she will teleport to the dummy's location, destroying the dummy and taking its spot.

Ultimate-costs 50 health to use. if you have less than 50 health and use her ultimate you will die.

killing an enemy with primary fire will recovery 50 health.

if Widowmaker is in the air and she communicates 'acknowledge' (G by default) she will perform a dive kick in the direction that she is facing. if she hits an enemy while doing this she will deal 25 damage and will knock the victim down for 1.5 seconds. she will be in 1.7 seconds hit stun if she misses the attack.

venom mine-hacks enemy for 1.2 seconds and slows them by .5 for 3 seconds

grappling hook-can be canceled with crouch abilities

grappling hook cooldown determined by missing health venom mine cooldown 100->40 ultimate duration 100->59 also costs 50 health ammo size 100->60

attributes

damage dealt 100->70 jump vert 100->140 movement gravity 100->90 movement speed 100->105

==Winston==

functionality

Secondary fire-grabs enemies within 3 units of Winston's facing direction and holds them in front of him as long as the secondary fire button is held. if Winston holds secondary fire for 1.75 seconds he will enter a knockdown state and will be unable to act. releasing a held enemy while flicking your mouse will throw the enemy in Winston's facing direction.

ability 2 (E by default)-when on the ground, Winston will hit the ground causing a pillar to erect in front of him. enemies in this area will take 20 damage, get knocked down for 1.25 seconds, and will be pushed into the air. if Winston is in this area he too will be thrust upwards. this move has a 5 second cooldown

leap-if hits an enemy while he is using leap they will get knocked down for 2.5 seconds.

if Winston takes damage while he is in the first .26 seconds of communicating 'need healing' and is within 10 units of the attacking enemy he will perform a parry, this will freeze Winston in place momentarily. this will freeze the attacker for 2 seconds, unfreeze Winston, and negate the incoming damage. if Winston is communicating 'need healing' and does not take damage or the enemy is farther than 10 units away Winston will instead remain frozen in place for 2 seconds and will be able to be attacked freely after the initial .26 seconds.

abilities

Primal rage duration infinite knockback 100->65

attributes

damage dealt 100->85 health 100->50 jump vert 100->130 movement gravity 100->140 mo

Changelog

2 days ago 1.1.1

Zenyatta Demo: https://youtu.be/jxwDDfcqjqI

Functionality The thought process behind this design is to give Zenyatta the to tools to soften up enemies and then aggressively engage once the player feels they have done so.

Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location. Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta abilities ammo 100->25 attributes damage dealt 100->65 jump vert 100->130 movement speed 100->85

96QJZ
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3 days ago 1.0.1

Zenyatta Demo: https://youtu.be/jxwDDfcqjqI

Functionality The thought process behind this design is to give Zenyatta the to tools to soften up enemies and then aggressively engage once the player feels they have done so.

Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location. Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta abilities ammo 100->25 attributes damage dealt 100->65 jump vert 100->130 movement speed 100->85

3EJW8
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3 days ago 1.0.1

Zenyatta Demo: https://youtu.be/jxwDDfcqjqI

Functionality The thought process behind this design is to give Zenyatta the to tools to soften up enemies and then aggressively engage once the player feels they have done so.

Secondary Fire-Fires an orb. Pressing Left Shift will knock up enemies within 3 units of the orb. Hitting an enemy, that has been knocked up this way, with primary fire will also cause them be knocked back Shine-'F' will stun nearby enemies for 1.5 seconds and do 20 damage 'E' ability has been disabled. Instead pressing 'E' immediately after hitting and enemy will teleport you to their location. Hitting 'E' again, within .5 secs of teleporting to their location, will teleport you back to your original location. Ultimate-Does A.O.E damage which scales based on how close the enemy is to Zenyatta abilities ammo 100->25 attributes damage dealt 100->65 jump vert 100->130 movement speed 100->85

9M4XV
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11 days ago 1.0.1

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ZA7H3
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