OpenArena
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Elimination (g_gametype 8) is very similar to the popular Clan Arena mode available in the famous mods OSP and Rocket Arena 3 for Quake III.

A CTF Elimination variant is also available. Last Man Standing is similar, too, but there players are not divided into teams and some rules are slightly different.

Gameplay

In Elimination two teams fight each other in a number of rounds.

All players start with all weapons, health and armor. There are no pickups. If a player dies he stays dead until the end of the round.

By default both self and team damage are off.

If the map has team spawn points they will be used and the teams will change side every round.

A team will need to win by at least 2 rounds.

Tie break

If the roundtime runs out the game will be decided by the following rules:

Highest percent of survivors. The team with the highest ratio between players at the start of a round (including disconnects but not connects!) and the number of players as time reach 0 wins the round.

Most health. The team there the players has the most health remaining wins. Health is _NOT_ divided by number of players. No negative health (from dead players) is counted.

Otherwise the game ends in a draw.


CVARs

The gametype has some relevant CVARs usually prefixed with elimination_ all are defined on the server side.

Here you can see the elimination variables with their default values in OpenArena 0.8.5.

  • elimination_warmup "7" // seconds between rounds, must at least be 2 and higher than elimination_activewarmup
  • elimination_roundtime "120" // round duration, in seconds
  • elimination_startArmor "150" // start armor in elimination
  • elimination_startHealth "200" // start health in elimination
  • elimination_selfdamage "0" // 0 = no self/team damage, 1 = damage to self, 2 damage to self and team
  • elimination_activewarmup "5" // time (in seconds) to roam before weapons activate, must at least be 1 and lower than elimination warmup
  • elimination_grapple "0" // enables (1) or disables (0) offhand grapple
  • elimination_ctf_oneway "0" // used in CTF Elimination game mode, not in standard "Elimination" mode.
  • elimination_lockspectator "0" // 0 = No lock (can follow enemy, see health), 1 = Cannot follow enemy (cannot see health), 2 = Must follow friend

Starting ammo

0 = disabled, 999+ = unlimited

  • elimination_machinegun "500"
  • elimination_shotgun "500"
  • elimination_grenade "100"
  • elimination_rocket "50"
  • elimination_lightning "300"
  • elimination_railgun "20"
  • elimination_plasmagun "200"
  • elimination_bfg "0"
  • elimination_nail "0"
  • elimination_mine "0"
  • elimination_chain "0"

Related CVARs

  • timelimit "20" // total match duration, in minutes[1].
  • capturelimit "8" // when a team wins "X" rounds, wins the match[1].

Hints

  • In this mode, you can move fast around the arena using "rocket jump" techinque without getting damage (having \elimination_selfdamage 0).
  • You can use some features from Elimination/CTF Elimination/Last Man Standing modes within other game modes (for example Free For All); you can use \g_elimination 1 to do this: you will enter the game with the weapons set for Elimination mode, you will be able to rocket-jump without hurting yourself, you will not find items (like ammo boxes and health) around the arena. You may also want to try \g_vampire or \g_regen to get health when using it. Please read Special game options for more info.
  • You can find some examples of special configurations obtained using "elimination_" variables (like All weapons or Weapon rotation) in "Configuration examples" page.

Notes

  1. 1.0 1.1 Remember that in Elimination mode you need to end with a difference of at least two rounds. Match will continue after timelimit/capturelimit is reached, until this difference is reached.

See also

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