Game Types

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Game Types

Trepidation includes a variety of gametypes, below is a description of each. Gametypes are controlled by the g_gametype and g_gamemode cvars.

Trepidation (g_gamemode 3)

Arsenal (g_gamemode 1)

DEATHMATCH/FREE FOR ALL (g_gametype 0)

As the title implies this is every person for themselves. The goal of a deathmatch game is to kill (or “frag”) as many other players as possible until a certain condition or limit is reached, commonly being a fraglimit or timelimit. Once one of these conditions is met, the match is over, and the winner is whoever has accumulated the most frags. It is based around the idea of player spawns, and weapon/item/pickup spawns in one play session


TEAM DEATHMATCH

Same as above but in team fashion.

TOURNEY

A tournament game is implicitly a one on one match, and further players are automatically entered as spectators (note, when the game starts, all clients, including the spectators respawn). You can follow the players by using “team follow1”, “team follow2”, and you can be a scoreboard by using “team scoreboard”.

CAPTURE THE FLAG

Capture The Flag (CTF) is a traditional game where two teams each have a flag and the objective is to capture the other team’s flag, located at the team’s “base”, and bring it back to their own base. An interesting additional to this classic gametype is the ability to build gun turrets to help you defend your base.

REVERSE CAPTURE THE FLAG

The same as capture the flag, except players spawn in the enemy base creating some interesting gameplay. Capture The Flag (CTF) is a traditional game where two teams each have a flag and the objective is to capture the other team’s flag, located at the team’s “base”, and bring it back to their own base. An interesting additional to this classic gametype is the ability to build gun turrets to help you defend your base.

INSTAGIB

Instagib can be played in most gametypes. In instagib all players carry only a M42Gauss Rifle, which has infinite ammunition and fires instantly lethal shots with infinite velocity, at a low rate of fire. Since everyone always has the same weapon and there are no health, ammo or other pickups to collect, gameplay tends to have a heavy emphasis on reflexes, hand-eye coordination and positioning, as opposed to resource management and control. Because every single shot can instantly explode an enemy from any range, gameplay also tends to be very fast paced.

SURVIVAL (g_gamemode 2)

Last Man Standing is played in with g_gametype set to 0/Deathmatch. In LMS each player is randomly given a single weapon with unlimited ammo from the pool of weapons

available. The object of Last Man Standing is exactly as the name implies. Be the last person standing. Do not get killed (even once!) as you will be eliminated for the remainder of the round.

ONE4ALL(g_gamemode 2)

In One For All you start out with a random weapon. There are no ammo or weapon pickups, so you have to make due with the weapon your given or kill someone with a better weapon and pick it up. Ammo on all weapons is unlimited.