Game modes: Difference between revisions

2,672 bytes removed ,  31 December 2022
Some rewording, formatting
(Created page with "<i>Zandronum</i> supports an abundance of game modes and mode flavors to suite for nearly every occasion. Listed below is the current available game modes for <i>Zandronum</i...")
 
(Some rewording, formatting)
Tag: Source edit
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<i>Zandronum</i> supports an abundance of game modes and mode flavors to suite for nearly every occasion. Listed below is the current available game modes for <i>Zandronum</i> and some of the specific settings available.
[[Zandronum]] supports an abundance of '''game modes''' and mode flavors to suite every occasion. Listed below is the currently available game modes for Zandronum and some of the settings available for them.


__TOC__
<!-- Parent Section -->
 
<!-- NOTE: The center element is merely a quickfix to 1.19 software.  When upgrading to 1.20, this patch can be removed. -->
<center>
{|border='0' style="border: 1px solid #aaa; background: #f9f9f9" <!-- align="center" --> width="80%" valign="top"
| <!-- Parent Section -->
=Competitive=
=Competitive=


|-
|
==Deathmatch==
==Deathmatch==
[[File:GameMode-Deathmatch.png|250px|thumb|Deathmatch demonstration.  In Deathmatch, it is a 'Free for All']]
[[File:GameMode-Deathmatch.png|250px|thumb|Deathmatch]]
;Description
;Description
:The classic mode of play we all know and love. Simply put, players run around and attempt to kill (frag) each other. When a player dies, he respawns, and resumes trying to frag other players. Generally, a fraglimit is set, and when a player reaches that amount of frags, the level ends.
:The classic game mode: simply shoot as many players as you see. The game ends when a player hits the frag limit, or the time limit is reached.


;Available and Specific Settings:
;Available settings:
*CVar: Deathmatch [Value]
*Console variable: <tt>deathmatch</tt>
*Available Game Options: FragLimit [Value]; TimeLimit [Value]
*Settings: <tt>fraglimit</tt>, <tt>timelimit</tt>


|-
|
==Team Deathmatch==
==Team Deathmatch==
[[File:GameMode-TeamDM.png|250px|thumb|Team Deathmatch demonstration]]
[[File:GameMode-TeamDM.png|250px|thumb|Team Deathmatch]]
;Description
;Description
:Team Deathmatch splits everyone into teams; and you and your team must frag the opposite teams!  Team Deathmatch is exactly the same as Deathmatch, however you are playing under teams.
:Team Deathmatch takes Deathmatch and splits players into teams.  
 
;Available and Specific Settings:
*CVar: TeamPlay [Value]
*Available Game Options: FragLimit [Value]; TimeLimit [Value]


;Available settings:
*Console variable: <tt>teamplay</tt>
*Settings: <tt>fraglimit</tt>, <tt>timelimit</tt>


|-
|
==Terminator==
==Terminator==
[[File:GameMode-Terminator.png|250px|thumb|Terminator demonstration]]
[[File:GameMode-Terminator.png|250px|thumb|Terminator]]
;Description
;Description
:In the Terminator game mode, the terminator sphere will be spawned at a random spot. Once a player has picked up the ball, that player will be the Terminator!  The player with the Terminator sphere will have 200% Health, 200% Armor, and have permanent quad damage!  Furthermore, the Terminator can easily be found by the Terminator Icon on top of the player's head. When the Terminator is killed, the player that killed the Terminator will gain 10 frags, and the Terminator ball is dropped; allowing other players to pick up the Terminator ball, and being the next Terminator!
:In the Terminator game mode, the Terminator sphere is spawned in a random spot. Once a player has picked up the sphere, that player will become the Terminator, and will have 200% health, 200% armour, and permanent quad damage!  The Terminator can easily be identified by the Terminator icon atop the player's head. When the Terminator is killed, the player that killed the Terminator will gain 10 frags, and the Terminator sphere is dropped, ready to be picked up again.
 
;Available and Specific Settings:
*CVar: Terminator [Value]
*Available Game Options: FragLimit [Value]; TimeLimit [Value]


 
;Available settings:
|-
*Console variable: <tt>terminator</tt>
|
*Settings: <tt>fraglimit</tt>, <tt>timelimit</tt>


==Possession==
==Possession==
[[File:GameMode-Possession.png|250px|thumb|Possession demonstration]]
[[File:GameMode-Possession.png|250px|thumb|Possession]]
;Description
;Description
:In Possession, a Hellstone will spawn at a random location, and when a player picks up the Hellstone the player must stay alive for a certain time length to gain a point. However, there is one minor draw back, the player will lose all of your weapons making you completely defenseless! If the possessor dies, the player will drop the Hellstone, allowing another player to pick up the Hellstone.
:In Possession, the Hellstone will spawn at a random location. When a player picks up the Hellstone, they must stay alive for a certain amount of time in order to gain a point. However, the player with the Hellstone will lose all of their weapons, rendering them defenceless! The Hellstone will be dropped if the player holding it dies, allowing it to be picked up again.
 
;Available and Specific Settings:
*CVar: Possession [Value]
*Available Game Options: PointLimit [Value]; TimeLimit [Value]; SV_PossessionHoldTime [Value]


;Available settings:
*Console variable: <tt>possession</tt>
*Settings: <tt>pointlimit</tt>, <tt>timelimit</tt>, <tt>sv_possessionholdtime</tt>


|-
|
==Team Possession==
==Team Possession==
[[File:GameMode-Team_Possession.png|250px|thumb|Team Possession demonstration]]
[[File:GameMode-Team_Possession.png|250px|thumb|Team Possession]]
;Description
;Description
:Team Possession is exactly the same as Possession, however; when someone on your team obtains the Hellstone, you can help defend your possessor from the other team.  If the player dies, again the Hellstone will drop; however any player from any team gain pick up the Hellstone.
:Team Possession, as the name suggests, adds teams to Possession: if a teammate picks up the Hellstone, defend them from the enemy!
 
;Available and Specific Settings:
*CVar: TeamPossession [Value]
*Available Game Options: PointLimit [Value]; TimeLimit [Value]; SV_PossessionHoldTime [Value]


;Available settings:
*Console variable: <tt>teampossession</tt>
*Settings: <tt>pointlimit</tt>, <tt>timelimit</tt>, <tt>sv_possessionholdtime</tt>


|-
|
==Last Man Standing==
==Last Man Standing==
[[File:GameMode-LastManStanding.png|250px|thumb|Last Man Standing demonstration]]
[[File:GameMode-LastManStanding.png|250px|thumb|Last Man Standing]]
;Description
;Description
:Last Man Standing is somewhat like Deathmatch, however with a few differences; you will have all the weapons you will need (excluding the BFG), and you have to be the last player alive. In last man standing, you gain points for being the last player alive for each round, unlike deathmatch; where you win by frags.
:Last Man Standing (LMS) is similar to Deathmatch, but you have a limited amount of lives, and the goal is to be the last player alive. You receieve all the weapons available, minus the BFG. In LMS, you gain points for being the last player alive for each round.


;Available and Specific Settings:
;Available settings:
*CVar: LastManStanding [Value]
*Console variable: <tt>lastmanstanding</tt>
*Available Game Options: WinLimit [Value]; TimeLimit [Value]; SV_MaxLives [Value]
*Settings: <tt>winlimit</tt>, <tt>timelimit</tt>, <tt>sv_maxlives</tt>


|-
|
==Team Last Man Standing==
==Team Last Man Standing==
[[File:GameMode-TeamLMS.png|250px|thumb|Team Last Man Standing demonstration]]
[[File:GameMode-TeamLMS.png|250px|thumb|Team Last Man Standing]]
;Description
;Description
:In Team Last Man Standing, the rules are still the same from Last Man Standing, however the players a split into teams.  The last team standing, wins a point!
:Team Last Man Standing (TLMS) takes the rules of Last Man Standing and applies it to a team-based gamemode: the last team standing wins a point.
 
;Available and Specific Settings:
*CVar: TeamLMS [Value]
*Available Game Options: WinLimit [Value]; TimeLimit [Value]; SV_MaxLives [Value]


;Available settings:
*Console variable: <tt>teamlms</tt>
*Settings: <tt>winlimit</tt>, <tt>timelimit</tt>, <tt>sv_maxlives</tt>


|-
|
==Capture the Flag==
==Capture the Flag==
[[File:GameMode-CTF.png|250px|thumb|Capture the Flag demonstration]]
[[File:GameMode-CTF.png|250px|thumb|Capture the Flag]]
;Description
;Description
:CTF or Capture The Flag, you and your team must pick up the flag from the other teams base, and carry the flag back to your team's flag to gain a point!  However, don't think it is that easy; while it might sound easy, you still have to defend your team's flag, make sure that your carrier safely scores a point for the team. If the carrier dies, while holding the flag, the flag will be dropped allowing anyone from the same or different team to pick it up, and try to score a point, or the flag will return back to it's base.
:In Capture The Flag (CTF), you and your team must pick up the flag from the other team's base, and carry the flag back to your team's flag to gain a point. Not only that, but yu still have to defend your team's flag, and make sure that your flag carrier safely scores a point for the team. If the carrier dies while holding the flag, the flag will be dropped allowing enemies to pick it up and allies to return it back to base.
 
;Available and Specific Settings:
*CVar: CTF [Value]
*Available Game Options: PointLimit [Value]; TimeLimit [Value]


;Available settings:
*Console variable: <tt>ctf</tt>
*Settings: <tt>pointlimit</tt>, <tt>timelimit</tt>


|-
==One-flag Capture the Flag==
|
[[File:GameMode-OFCTF.png|250px|thumb|One-flag CTF]]
==One Flag Capture the Flag==
[[File:GameMode-OFCTF.png|250px|thumb|One Flag Capture the Flag demonstration]]
;Description
;Description
:Very similar to CTF mode, except a single (white) flag spawns in the middle of the map. Instead of bringing your opponents' flag back to your base, the objective here is to bring the white flag to your opponents' base.
:A form of CTF where there is only a single white flag in the middle of the map which must be brought back to your team's base.


;Available and Specific Settings:
;Available settings:
*CVar: OneFlagCTF [Value]
*Console variable: <tt>oneflagctf</tt>
*Available Game Options: PointLimit [Value]; TimeLimit [Value]
*Settings: <tt>pointlimit</tt>, <tt>timelimit</tt>


 
==Skulltag==
|-
[[File:GameMode-SkullTag.png|250px|thumb|Skulltag]]
|
==Skull Tag==
[[File:GameMode-SkullTag.png|250px|thumb|Skull Tag demonstration]]
;Description
;Description
:Skulltag, commonly abbreviated "ST," is a game mode very similar to CTF. However, there are a few key differences. First, skulltag uses skulls instead of flags as the main possession of each team. Second, instead of bringing the opponent's skull back to your skull to score a point, the skull must be placed, or "tagged," on a score pillar located [[Skulltag_Scoring_Layouts|somewhere]] throughout the map. This decoupling of flags and return spots creates an interesting, complex gameplay experience. Multiple score pillars for a single team can be placed, score pillars can be worth varying numbers of points, and score pillars can belong to either team, or both teams.
:Skulltag (ST) is a game mode similar to CTF. Unlike CTF, however, skulls are used instead of flags, and these skulls must be placed (tagged) on your tema's score pillar located somewhere on the map. Some maps may even have multiple pillars, and each pillar may be worth different amounts of points.


;Available and Specific Settings:
;Available settings:
*CVar: SkullTag [Value]
*Console variable: <tt>skulltag</tt>
*Available Game Options: PointLimit [Value]; TimeLimit [Value]
*Available settings: <tt>pointlimit</tt>, <tt>timelimit</tt>


|-
|
==Duel==
==Duel==
[[File:GameMode-Duel.png|250px|thumb|Duel demonstration]]
[[File:GameMode-Duel.png|250px|thumb|Duel]]
;Description
;Description
:Duel is basically One-on-one deathmatch. Two players fighting against each other on the map, while the other players wait in line to play the winner. To win in a duel game, you must frag the other player by reaching the frag limit.
:Duel is effectively one-on-one Deathmatch. Two players figh against each other, while other players wait in line to play the winner. To win in a duel game, you must frag the other player until you reach the frag limit.


;Available and Specific Settings:
;Available settings:
*CVar: Duel [Value]
*Console variable: <tt>duel</tt>
*Available Game Options: FragLimit [Value]; DuelLimit [Value]; TimeLimit [Value]
*Settings: <tt>fraglimit</tt>, <tt>duellimit</tt>, <tt>timelimit</tt>


|-
|
==Team Game==
==Team Game==
[[File:GameMode-TeamGame.png|250px|thumb|TeamGame demonstration with AoW2]]
[[File:GameMode-TeamGame.png|250px|thumb|All Out War 2, a custom team game]]
;Description
;Description
:Standard vanilla modes where players are broken apart into teams.  When you play with a game file that has it's own heavily scripted game team game, you want to check the game file text or website for instructions on how to play the game.
:A basic team game mode for extensive customisation by mods. Consult the documentation for a mod for instructions on how to set it up.


;Available and Specific Settings:
;Available settings:
*CVar: TeamGame [Value]
*Console variable: <tt>teamgame</tt>
*Available Game Options: Please refer to the PWAD documentation!


|-
|
==Domination==
==Domination==
[[File:GameMode-Domination.png|250px|thumb|Domination demonstration on stdom3]]
[[File:GameMode-Domination.png|250px|thumb|Domination, on stdom3]]
;Description
;Description
:This game mode is really quite simple. There are various domination "points" on each of the maps, indicated by a giant beam of light. If nobody controls the point then the light is white. To take "control" of the point simply walk over it and the light will change to your team's colour. Every 3 seconds your team gets 1 point for every domination point that you control. Also see [[Making Domination maps]].
:In Domination, there are various domination points around the map, indicated by a giant beam of light, for your teams to capture. If nobody is controlling the point, then the light is white. To take control of the point simply walk over it and it's yours! Every 3 seconds, your team receives 1 point for each point under your control.
 
;Available and Specific Settings:
*CVar: Domination [Value]
*Available Game Options: PointLimit [Value]; TimeLimit [Value]


;Available settings:
*Console variable: <tt>domination</tt>
*Settings: <tt>pointlimit</tt>, <tt>timelimit</tt>


|-
|


=Cooperative=
=Cooperative=


|-
|
==Cooperative==
==Cooperative==
[[File:GameMode-Coop.png|250px|thumb|Cooperative demonstration]]
[[File:GameMode-Coop.png|250px|thumb|Cooperative]]
;Description
;Description
:Cooperative mode, you are able to play with your friends and fight against the hell spawn's of doom. In this game mode, you can be able to respawn back into the game if you die.
:The standard co-operative mode: fight with your friends to defeat the armies of hell.
 
;Available and Specific Settings:
*CVar: Cooperative [Value]


;Available settings:
*Console variable: <tt>cooperative</tt>


|-
==Survival Co-operative==
|
[[File:GameMode-Survival.png|250px|thumb|Survival]]
==Cooperative Survival==
[[File:GameMode-Survival.png|250px|thumb|Cooperative Survival demonstration]]
;Description
;Description
:Survival is just like the Cooperative game mode, however in survival, if you and your friends die before exiting to the next map, you lose.  Survival is more like Last Man Standing, however for cooperative.
:A twist on co-operative in which each player has a set amount of lives. If you run out of lives, you can't respawn until the next map. If everyone runs out of lives, you lose and have to start again.


;Available and Specific Settings:
;Available settings:
*CVar: Survival [Value]
*Console variable: <tt>cooperative</tt>
*Available Game Options: SV_MaxLives [value]
*Settings: <tt>sv_maxlives</tt>


|-
|
==Invasion==
==Invasion==
[[File:GameMode-Invasion.png|250px|thumb|Invasion demonstration]]
[[File:GameMode-Invasion.png|250px|thumb|Invasion]]
;Description
;Description
:Invasion mode, you will fight against a swarm of monsters, and in each wave, you will have even more monsters to fight with!  Don't think that this is easy all the way through, it will get harder and tougher when you get passed the first or second wave!
:A co-operative game mode in which there are multiple increasingly difficult waves of monsters to fight. Can be combined with sv_maxlives to create Survival Invasion.


;Available and Specific Settings:
;Available settings:
*CVar: Invasion [Value]
*Console variable: <tt>invasion</tt>
*Available Game Options: SV_MaxLives [value]
*Settings: <tt>sv_maxlives</tt>


|-
|
=Modifiers=
=Modifiers=


|-
|
==Buckshot==
==Buckshot==
[[File:GameMode-Buckshot.png|250px|thumb|Buckshot demonstration]]
[[File:GameMode-Buckshot.png|250px|thumb|Buckshot]]
;Description
;Description
:This modifier restricts players to use only the Super Shotgun! Fast paced close combat is guaranteed.
:This modifier restricts players to use only the Super Shotgun. Fast paced close combat is guaranteed.


;Available and Specific Settings:
;Available settings:
*CVar: Buckshot [Value]
*Console variable: <tt>buckshot</tt>
*Command Parameter: -buckshot
*Command-line parameter: <tt>-buckshot</tt>


|-
|
==Instagib==
==Instagib==
[[File:GameMode-Instagib.png|250px|thumb|Instagib demonstration]]
[[File:GameMode-Instagib.png|250px|thumb|Instagib]]
;Description
;Description
:Everyone starts with a railgun, without anything else spawning on the level. Of course, in this mode, the railgun is so powerful, it will kill you in one hit! Not only that, but it will do so much damage when it hits you, will you gib instantly! (thus the name, "instagib") Quick reflexes and high accuracy are essential for winning in this fast-paced mode!<br><br>Note: By default, ''Zandronum'' does not include a railgun. You will need to load one yourself for this modifier to work properly!
:A modifier that causes everyone to spawn with a railgun, with no other items spawning. The railgun is powerful enough that in one hit, it will instantly kill you with so much damage that you're gibbed (hence "instagib".)<br><br>Note: By default, ''Zandronum'' does not include a railgun. You will need to load one yourself for this modifier to work properly!
 
;Available and Specific Settings:
*CVar: Instagib [Value]
*Command Parameter: -instagib
|}
</center>
 
= Related Articles =
*[[SkullTag Stock Maps]]
 
 


[[Category:Zandronum_Articles]]
;Available settings:
*Console variable: <tt>instagib</tt>
*Command-line parameter: <tt>-instagib</tt>