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Ricky10games

Ideas For In-Houses!

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                                      With the New custom browser out, we can have many more options

                             and variety for our inhouses,so feel free to post your ideas below!

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Ok so I have quite a lot of ideas.

 

>1. Its something I have done before with you guys its the monster vs the hunters. This is my version of it. We have 1 or 2 Sombra's. Or full 6 Sombra's (its funnier with 1, 2 or 3.) We have a Sombra with like super kinda op stuff. 

No cooldowns (or just normal cooldowns) 

About half of max for health.

About half of max for damage.

Next is we have 6 pwny soldier's. (soldier 76) with everything the same. EXCEPT they CANNOT run. 

The point of my version of the game is....... the soldiers have to make it across the map WITHOUT RUNNING and without being killed by the invisible monster Sombra heuehueehuhue 

FOR EXAMPLE. We use one of the capture the flag maps and where Sombra spawns is the spawn where you have to make it across. 

 

I hope we get to play this one day and trust me, its very funny and scary <<SPOOPY 

 

And yes you can heal. Just so the soldiers can have a chance against the mastermind Sombra heuehuehehuehuHEUHEUEHUHAHHAHA- *ugly coughs*

ANYWAYS hope you enjoy reading this <3 

 

-Squidster 

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Kk here's the first round of ideas I've come up with since the new Custom Game Mode options released:

=======================================

Air War

Elimination Game Mode

Available heroes:

Pharah


125% cooldown on jump
125% projectile speed
175% speed
75% damage

Winston

50% cooldown on barrier
50% cooldown on jump
80% health
125% damage
200% speed

Genji


50% cooldown on reflect
170% speed
25% cooldown on dash
125% projectile speed

Mercy

50% cooldown on dash
200% speed

Maps:
Ilios Ruins
Nepal Village
Oasis City Center

 

=======================================

LEFT 3 DEAD


Team 1

6 players. Available heroes:


All Bastion
Reconfigure disabled
Ulti disabled
Damage received 150%
Damage dealt 80%

Team 2

3 players. Available heroes:

Soldier
Reaper
Ana
Hanzo
McCree
Mei
Torbjorn
Tracer
Zenyatta

Maps:

All 2 CP maps

=======================================

Lord of the Flies

Elimination Game Mode

Team 1

1 player

Junkrat only

300% projectile speeed
175% movement speed
150% damage
250% health

vs


Team 2

6 players

Tracer, Genij, Pharah only

150% movement speed

 

=======================================

Cyber Ninja Showdown

Elimination Game Mode

All Genji

200% speed
75% cooldowns
50% health

Maps:

Ilios (all maps)
Nepal (all maps)

 

=======================================

 

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Here are my revisions to Air War. Changed values are italicized.

Air War 1.1

Elimination Game Mode

Limit 2 of Same Hero Per Team

Available heroes:

Pharah


100% (no modification) cooldown on jump
135% projectile speed

175% speed
85% damage
75% cooldown on concussive rocket

Winston

50% cooldown on barrier
50% cooldown on jump
60% health
125% damage
175% speed

Genji


50% cooldown on reflect
225% speed
25% cooldown on dash
200% projectile speed

Mercy


50% cooldown on dash
250% projectile speed
200% speed

 

Maps:
Ilios Ruins
Nepal Village
Oasis City Center

 

 

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Mercy Paintball:
Elimination
Mercy damage 500%
Speed 200%
Rez 500%
Proj.Speed 200%
all other characters get outta here.
Basically means running around with mercies getting rez with 1 shot. Super fun :D

Edited by bob31000
I am an idiot

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ABSURDITY

500% everything. 

Disable Zarya or give Zayra a cooldown

Disable soldier's ultimate

Either have no respawn timer or decrease it by 50%

Have Reaper's wraith form some form of cooldown (not spam able)

Mei's Ice Block should some short of cooldown 

Edited by Arveaus

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Genji Tennis!

The classic after-school sport makes it into Overwatch thanks to this elaborate badminton custom game, as popularized on YouTube by Korea’s Quix Team. Two Genjis (or four, should you wish to play doubles) use their deflect ability to bat a grenade back and forth over a ‘net’ created by Mercy’s heal beam. By reducing the cooldown on deflect to zero, Genji can constantly hit the grenade.

The mode needs to be played on Volskaya Industries as a skirmish game, and you’ll require two or four Genjis, two Mercys, and a Junkrat. Control point A makes the perfect court, and Junkrat can fire shuttlecock grenades into the match from the roof of the adjacent building. Junkrat also plays referee from this vantage point and should tally up which team is winning.

The rules are simple; if the grenade lands on your side of the court, the other team wins a point. Junkrat can tell who was the last team to bat the grenade by the color it flashes.

 

 

 

 

 

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2 new modes and an update on the new patch:


=====================

Slappers

Elimination
Maps:
Ilios Lighthouse
Ilios Well
Lijiang Night Market
Nepal Village
Oasis University

General

Dmg dealth 500%
Dmg received 500%
Move speed 200%
Primary fire disabled

Lucio

Move speed 154%
Crossfade disabled
Ult disabled

Sombra

Hack disabled
Stealth cooldown 50%
Translocator cooldown 50%

Winston

Move speed 180%
Jump cooldown 50%
Ult disabled


=====================

The Omnic Crisis (updated)

Orisa, Bastion, Zenyatta (attackers)

vs

Rein, Soldier, Ana (defenders)

Limit 2 per hero

Map: Eichenwalde

======================

Boss Battle - Omnic Edition

Elimination
Limit 1 per hero
150% move speed

Boss Team (2 people)

Orisa

Fortify - 50% cooldown
Halt! - 50% cooldown
Protective barrier - 50% cooldown
300% projectile speed
170% damage dealt
50% damage received


Bastion

140% damage dealt
80% damage received

Dungeoneers Team (6 people)

Lucio, Sombra, Mei, Pharah, Widow, Junkrat, Hanzo, Orisa, Bastion disabled

 

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Protect the VIP

Elimination mode, Score to win: 5

Heroes

MCCREE

  • Health: 25%
  • Ultimate Generation: 50%

REAPER

  • Health: 20%
  • Ultimate Generation: 50%

Soldier 76

  • Health: 25%
  • Ultimate Generation: 50%

Tracer

  • Health: 33%
  • Ultimate Generation: 50%

Widowmaker

  • Health: 25%
  • Ultimate Generation: 50

Mercy

  • Health: 500%
  • Ultimate Generation: 500%

All the rest hereos are disabled

 

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Tracer's electrical surge

 

Team 1:

one person

Tracer with bottomless clip and no cooldowns on abilities

Movement 200%

Team 2:

Any Heroes except healers, normal stats.

 

Any map, any mode

 

 

Edited by AidenNAbedding

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I have a few additions. Note that the 3rd and 4th mode can't be played until PTR goes live.

=====================

It's Hammer Time! (revised)

Control Center Game Mode

Heroes Available

Reinhardt
Torbjorn

Modified Stats

All

130% Movement Speed

Torbjorn

Armor Pack Off
200% Damage Dealt
Weapons Enabled: Forge Hammer Only

=====================

Seizure Warning

Control Center Game Mode

Heroes Available - McCree

50% Respawn Time Scalar
Spawn Health Packs Disabled

Modified Stats

McCree

50% Combat Roll Cooldown Time
150% Movement Speed
No Ammunition Requirement On
Primary Fire Off

=====================

Dance of the Sugar Plum Roadhogs

Control Center Game Mode

Heroes Available - Roadhog

Modified Stats

25% Player Gravity
150% Jump Vertical Speed
Chain Hook - 62% Cooldown Time

=====================

Air War - Low Gravity Edition

Elimination Game Mode

Heroes Available

Genji
Bastion
D. Va
Lucio

Modified Stats

All
25% Player Gravity
130% Projectile Speed

Bastion
170% Jump Vertical Speed

D. Va
130% Damage Dealt
90% Damage Received
75% Health

Maps:
Ilios Ruins
Nepal Village
Oasis City Center

Edited by eXStoerm
Added maps for air war

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How about a plain old 1on1 elimination bracket.  I love the Arcade 1on1 mode, it always gets my adrenalin pumping.  1on1 March Madness Style (same could apply for 3v3, which already seems to be planned).  Keep the random character selection, but maybe remove some of the more annoying 1on1's with some of the defender / healer classes.

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Man VS Wild:

Mode: Assault

Cap Speed Mod: 75%
Game Start: Immediately
HP Pack: enabled
Hero Limit: off
Respawn Time:75%

Maps:
Hanamura: on
Anubis: on
Volskaya: on
Moonbase when Available.

Team 1 Human Defenders: 1 of each preferably
Reinhardt:
- Barrier off
- Charge 75% Cooldown 
- FS unchanged
- Ult Gen 75%

- Damage 125%
- HP 125%

Ana:
- Bionade 75%
- Sleep Dart 75%
- Ult Gen 75%

- Damage 75%
- MVMT Speed 110%

- Ammo 150%

DVA:
- Boosters 75%
- Matrix off
- Ult Gen 75%

- Damage 125%
- HP 125%
- Projectile 150%

Mercy:
- Angel 75%
- Ult Gen 75%

- Damage 75% 
- Healing Dealt 110%
- MVMT 110%

-Ammo 150%

Soldier:
- Bio Field Off
- Helix 75%
- Ult Gen 75%

- Damage 125%
- MVMT 110%
- Ammo 125%

Torbjorn:
- Turret build: 125%
- Ult Gen: 75%

- Damage 115%
- HP 125%
- Ammo 50%

Team 2: 
The Apes: 4 - 6 of em

Winston
- Barrier 50% cooldown
- Jumpack 50% cooldown
- Ult Gen Normal

-Damage 150%
-HP 150%
-MVMT Speed 150%
-Projectile 150%

-ammo 50% 

overwatch_fi_10.jpg

Edited by MisterGrimm

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NERRRRDS

Lobby: 6 vs 3

Mode: Elimination
- Cap area: off 
- Choice pool: team size
- First to 3
- NO HP PACKS

Maps:
Black Forest
Necropolis

Illios: Ruins

Lijiang: Control Center

Nepal: Village

Oasis: Gardens

Team 1 Nerds: 6 Mei

Mei: 
- Ult Gen 75%

- Damage 75%
- HP Received 120%
- MVMT 115%
- Projectile speed 175%

- Ammo 125%
 
Team 2 Bullies: 3 Reinhardt

- Charge 50% 
- F Strike 50%
- ULT Gen 120%

- Damage 125%
- DMG Recieved 75% 
- HP 125%
- MVMT 125%
- Projectile Speed 120%

inekleeer.gif

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Welcome to the Thunderdome

Gamemode: CTF (6 vs 6 Tanks only)
- Start: Immediately
- HP Pack Respawn: 200%
- Hero Limit: 1 Per team
- Respawn: 75%

Maps:
- Illios: Ruins
- Lijiang: Garden
- Nepal: Shrine
- Oasis: City Center

All Tanks Abilities: 
- 150% Cooldowns
(D.Va DM, Rein Shield recharge set to 75%)

- Ult Gens Set to 75% 

Tank Combat Mods: 
- Damage 125%
- HP 125%
- Projectile Speed 125%
 

overwatchtankheroes1280-1495359922819.jpg

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SUPERFIGHT! Mechaqueen (and her Menacing Mechas) VS
Hammer-knight (and the Cyrangers) 

Story Fluff: THE FINAL BATTLE GROWS NEAR! Both Mechaqueen and Hammer-Knight have amassed their armies, trained their forces and are prepared to meet each other in combat! The battlefield is chosen, the weapons of war are built and ready for action!

Special rules: A BEST out of 3 fight involving 3 (Lijiang, Nepal and Oasis)  Control maps! The winning "army"/team will then Assault the base of the losers to claim FINAL VICTORY!  BUT the losing team still can regain their honor! IF they manage to win/draw the final base battle their army shall LIVE to fight another day!

Bases: Mechaqueen resides in Hollywood while Hammer-knight calls Eichenwalde his home.   

Gamemodes: Assault/Escort AND Control

Mode settings:
/(all) Start Immediately/
/HP Pack on AND 200%/
/Respawn: 25%/

= Control Settings
 - Cap Speed: 75%
 - Score to win: 3
 - Scoring Speed 75%

= Assault Escort Settings
 - Comp Mode
 - Cap Speed 75%
 - P.load Speed 75%

Maps: 
= Assault/Payload 
 - Mechaqueens Lair: Hollywood
 - HammerKnights Castle: Eichenwalde

= Control 
 - Lijiang Tower
 - Nepal
 - Oasis

----Team 1 MECHAQUEENS ARMY:----
  
[ 1 D.VA, 2/3 Bastion, 1/2 Orisa, 1 Zen ]

= D.VA (aka Mechaqueen)
 - Booster CD 125%
 - DM Time 125% 
 - DM Recharge 125%
 - Ult Gen 50% 

 - Damage 150% 
 - Healing Recieved 25%
 - HP 350%
 - MVMT 150%
 - Project Speed 150%

= Bastion (MechaGunner)
 - Reconfig no
 - Self Rep Time 75%
 - Recharge 125%
 - Ult off

 - Damage 125%
 - Dmg Recieved 90%
 - HP received 75%
 - HP 150%
 - MVMT 125%
 - ammo 200%

= Orisa (MechaTank)
 - Fort 200%
 - Halt 125%
 - Barrier 75%
 - Ult Off
 
 - Damage 110%
 - DMG Received 85%
 - HP Received 50%
 - HP 150%
 - MVMT 75%
 - Proj. Speed 200%
 - Ammo 300%

= Zenyatta (MechaDrone) 
 - Discord Off
 - Ult Gen 150%
 
 - Dmg Received 120%
 - HP Dealt 150%
 - HP Received 125%
 - MVMT 115%
 - Proj. Speed 110%
 - Ammo 150%


----Team 2 Hammer-Knights Cyrangers:----

[ 1 Rein, 2 Genji, 2 Phara, 1 Mercy ] 

= Reinhardt (aka HAMMER-KNIGHT) 
 - Bar. CD 75%
 - Bar. Recharge 200%
 - Charge 150%
 - F.Strike 75%
 - Ult Gen 60%

 - Damage 175%
 - DMG Received 80%
 - HP Received 25%
 - HP 325%
 - MVMT 135%
 - Proj. Speed 125%

= Genji (Cyninja)
 - Deflect 125%
 - S.Strike 90% 
 - Ult Off 
 
 - Damage 135%
 - DMG Received 110%
 - HP Received 110%
 - HP 125%
 - MVMT 150%
 - Ammo 125%

= Phara (CyFlyer)
 - Concuss 125%
 - Jets Max time 75%
 - Jet Recharge 125%
 - Jumpjet 125%
 - Ult off
 
 - Damage 80%
 - DMG Received 110%
 - HP Received 90%
 - HP 150%
 - MVMT 125%
 - PROJ. Speed 200%
 - Ammo 275%

= Mercy (CyAngel)
 - Guardian 50%
 - Ult Gen 125%
 - No Dmg Boost
 
 - Damage 125%
 - DMG Received 110%
 - HP Dealt 110% 
 - HP Received 115%
 - MVMT 110%
 - Proj. Speed 150%
 - Ammo 200%

Untitled drawing.png

Edited by MisterGrimm

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Have a teammate bastion ride an enemy pharah so hes flying. Then have 5 mercys pocket healing the pharah. And your teams job is to shoot down the pharah and mercys to save youre bastion friend. (bastion can not shoot)

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Spiders VS Dragons

The Battle Royale of 2 of overwatch's most infamous snipers Hanzo and Widowmaker

Mode's: TDM / FFA DM

Hero's: Hanzo, Widowmaker

Map's Hanamura, Chateau Guillard, There's just to many good maps for this mode

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Duck Hunt 2.0

Pharrah vs widowmaker but not just a 1 on 1 Duel but a 1 vs 6

Mode: Elimination

Hero's Team 1: Pharrah. Team 2: Widowmaker.

Map: Oasis Garden

Modifiers: Team 1: Health 500%. Team 2: None.

 

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Boar Hunt

In this gamemode 6 mercy will hunt down a 3000 HP roadhog but there is a twist the mercy's only have 50 HP but they are fast moving 3 times as fast as the boar himself

Rules

6 mercy's at 50 hp, movement speed will be 300%, resurrection will be at 150% cooldown.

1 Roadhog at 3000 health, normal movement speed, take a breather will be disabled, and his clip will be increased

Ultimate's will be disabled.

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Moira Dodgeball

  • Moira only, Team Death Match, no Chateau, 100 team kills to win
  • Abilities: Orb 30% (3 sec); Fade 67% (4 sec); Orb Max Damage/Healing 10% (20 dmg); Ult Charge 200%
  • Health: 10% (20 HP). Movement Speed 150%, Jump Height 150%
  • Biotic Energy cap 20%, disable Secondary Fire

This is fast paced and fun, and there's a pretty high skill cap. Once the ball connects, the target dies in 0.2 seconds, so you have to anticipate the attacks to dodge them. The extra speed allows for a lot of ninja-ing around with Fade. Chateau is disabled because it's too cramped and just doesn't work well with this mode.

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5 hours ago, Hellraiser said:

With that setup, you die after only 2 ticks of the orb. Any type of objective besides dodging to stay alive probably won't work too well.

No youre right but in Deathmatch you still choose the maps you play and i was trying to say that the control point maps seem to be the more dodgeball sized playing field.

 

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