5. Countdown
The goal is to complete all of the primary objectives as quickly as possible (at which point the round ends) and prevent the other team from completing them in a quicker time. If the match time expires for both teams, the team that has made more progress on primary objectives wins. The map and mode is intended to make draws unlikely, but they are possible.
Team size
Ranked Endtime matches are always 5v5, casual matches can vary in size up to 8v8.
Match time
The maximum time allowed for each attack/defence cycle is 15 minutes (any Overtime from the first round may be added to this in second round)
Spawn timer rules
Endtime should have both teams on a fixed spawn wave of 25s Players who are 'gibbed' and have no chance of reviving should also be automatically respawned when the timer hits zero, rather than waiting for the player to press 'JUMP'. They should still have to wait the minimum 2.5s reserved for 'death ghost viewing'.
Time Display For the first round, the timer ticks downwards to 0:00 from 15:00 (any Overtime from the first round may be added to this in second round) For the second round, the timer ticks downwards from the first round's completion time.
Overtime Overtime is possible on the first round of a Stopwatch match. If a primary objective is in progress when the timer ends, the match does not end until the objective is finished, or the objective progress stops.
In these cases, the time added for overtime is added to the round time for the opposition team when they are attacking.
WINS, DRAWS & LOSSES
Progress for EndTime Mode is only measured against Primary Objectives. Per individual primary objective type. The WINNER of the Stopwatch match is decided in the following order:
Which team completed the entire map the fastest (if neither completed the map, go to step 2)
At the end of both rounds, which team completed the most primary objectives (if the same number of primary objectives were completed, go to step 3)
At the end of both rounds, which team progressed the furthest on the most recent primary objective (if progress was the same for both teams on that objective, go to next step) a. If this is a C4 objective, the fuse/arming/disarming a charge is not taken into account since it can be reversed. Only multi-stage objectives are counted towards Win progression (Double C4 plant at end of Terminal) b. If this is a Carry objective, Carryable pick-up/distance is not taken into account since it can be reversed. Only multi-stage objectives are counted towards Win progression (Double delivery at end of Chapel) c. If it is an Escort objective, an escort IFF is drawn on the ground to represent the spot where the team attacking second needs to progress the EV to in order to win the match.
The match is a DRAW If the team attacking in Round 2 reaches any of the WIN requirements (progresses further on current objective, completes more objectives or completes the map) then they instantly WIN the game
This table shows how we measure progress on a per objective state, relevant to Step 3 outlined above.
Carry
No %age state; either the Carryable is delivered or it isn't - For multiple Carries the number that is completed will coun
Destroy (C4)
No %age state; either the C4 goes off, or it doesn't - For multiple C4s the number that is completed will count
Escort
Highest %age of Escort completed (distance travelled)
MATCH FLOW
USER INTERFACE
It is important that both teams in Round 2 are fully aware of how far the attackers have to go to win the game.
This will be achieved by:
Having the timer tick-down from the total time-available
Having the Objective UI updated to highlight the end-goal a. Number of objectives required to complete b. How far they need to progress along a particular objective to win (where relevant)
SECONDARY OBJECTIVES
Secondary objectives are disabled as a map progresses. This follows these rules:
• Upon a primary objective getting completed, the secondaries in that section are automatically set to the state that favours the attackers
o This only happens if the area with the secondary is no longer active gameplay space (for example, the ramp in Vaufield would not disable until the EV has reached the lift)
• Any existing repair progress, damage state, or C4 plant is ignored
o Planted C4 charges disappear
• No notification is broadcast to players other than the primary objective notification
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