OpenArena
Register
Line 81: Line 81:
 
Skulls spawn at the skull generator, usually at the middle of the map.
 
Skulls spawn at the skull generator, usually at the middle of the map.
   
You can collect skulls of the enemy's team color. Touching a skull of your team color will make it go away. Skulls go away when the skull carrier is fragged (they are not dropped).
+
You can collect skulls of the enemy's team color. Touching a skull of your team color will make it disappear. Skulls disappear when the skull carrier is fragged (they are not dropped).
   
 
Running over the enemy skull receptacle will give a point for every skull you are carrying.
 
Running over the enemy skull receptacle will give a point for every skull you are carrying.

Revision as of 09:50, 19 June 2013

See also: Gametype

The various game modes available in the game are known as gametypes, and are controlled by the g_gametype variable. Some aspects of the game can be changed through special game options instead.

Note: g_gametype CVAR changes are effective at match (re)start, so if you change it manually, you should use \map_restart to make the change immeately effective; if you use a server configuration file, be sure g_gametype line is before the "map" command.

Gametypes from 0 to 4 are there since the original Quake 3 Arena game, and are supported also in most old mods designed for Q3. Gametypes from 5 to 7 (One flag capture, Overload, Harvester) come from Team Arena mod, and are not supported in most old mods designed for Q3, while are supported in various mods designed for OA. Gametypes from 9 to 12 have been added by OpenArena itself, hence will not available while using Q3 mods, while should be available in various OA mods. Some mods, however, have their own gametypes: in that case, a certain g_gametype value may correspond to a gametype different than the one you find in this page (you should check that specific mod documentation for more info).

Free For All

\g_gametype 0

In a Free For All arena (FFA for short) also called a deathmatch (DM), the goal is quite simple : kill the others and try not to be killed! You gain one frag each time you kill another player. You lose one frag each time you die by yourself (lava, rocket in wall, water...).

Tournament

\g_gametype 1
Also referred to as 1on1 or tourney, this game mode features a sequence of one on one battles where everybody else is spectating. The winner of the battle will stay for the next battle to fight the next combatant.

Single Player Deathmatch

See also: Single Player Deathmatch
\g_gametype 2
This mode is used when playing the series of pre-defined matches against bots that you find in the "Singleplayer" menu (not when using the "skirmish" feature). It is not intended to be used in multiplayer mode.

Team Deathmatch

\g_gametype 3
In Team Deathmatch (TDM) mode, each player is assigned to one of two teams: Blue team and Red team. The goal for each team is to kill the other team members and protect its own members. Scores of all members of each team are summed up.

In this mode, default weapon spawn time is controlled by g_weaponTeamRespawn (default is 30 seconds) instead of g_weaponRespawn (default is 5 seconds) like all other gametypes.
In this mode, picking up a weapon again adds its full "basic" ammount of ammo also if you already had it (in other modes, if you already had a weapon's basic ammount of ammo, picking up that weapon again gives you one more shot only). See Manual/Weapons#Pickup rules for more info.
In TDM mode, machinegun weapon does a little less damage than in all other game types (5 hp per bullet instead of 7).

In this mode, it can be good to turn on friendly fire, to require players to pay more attention to where they shoot, considering that killing a team-mate would make the team lose a precious point (to force more cooperation).[1]

Capture The Flag (CTF)

\g_gametype 4
Each player is assigned to one team - red or blue.

Team points are scored by capturing the enemies' flag: get hold of the enemies' flag (run over it), and then run over your own flag when it is at its home location.

When your own flag is not at home, you (or a team member) will have to get it back first. If an enemy is holding it, shoot him first. Then run over the flag he dropped. The announcer will tell you "red/blue flag returned" and you can score. Beware that the enemy will try to do the same.

The match will end when the timelimit or the capturelimit is reached. Fraglimit is not used, but individual scores are shown in the score table: a player can get individual points when doing some actions:

  • 5 points for flag capture.
  • 1 point for recovering the flag.
  • 2 points for fragging the flag carrier.
  • 2 points for fragging the last player who hurt your flag carrier.
  • 1 point for fraggin someone while either you or your target are near your flag carrier.
  • 1 point for fraggin someone while either you or your target are near your flag.
  • 1 point for returning a flag that causes a capture to happen almost immediately. (Gives also the Assist award)
  • 2 points for fragging a flag carrier if a capture happens almost immediately.

However, the only way to win is by capturing flags, so CTF involves a lot of team cooperation in order to achieve the victory.

One Flag Capture

See also: One Flag Capture
\g_gametype 5
Each player is assigned to one team - red or blue.

Team points are scored by capturing the white flag: get hold of the white flag (run over it), and then run over your _enemies'_ flag.

Overload

\g_gametype 6
Overload is also known as Obelisk mode.

Each player is assigned to one team - red or blue.

Each base has an obelisk. The obelisk has a lot of health (default 2500) and health regeneration.

Team points are earned by destroying the enemy obelisk.

Be aware that the enemy will attack your obelisk too.

Mappers: be aware that obelisk origin point has to be aligned with the ground, or bots will have problems! See Mapping information for special gametypes for more info.

Harvester

\g_gametype 7
Each player is assigned to one team - red or blue.

Killing a blue player spawns a blue skull, and killing a red player spawns a red skull.

Skulls spawn at the skull generator, usually at the middle of the map.

You can collect skulls of the enemy's team color. Touching a skull of your team color will make it disappear. Skulls disappear when the skull carrier is fragged (they are not dropped).

Running over the enemy skull receptacle will give a point for every skull you are carrying.

Haverster "skulls" are also known as "cubes" ("Red cube" or "Blue cube" text appears when you pick-up one of them). Of course, Harvester may also be referred as "Skulls" gametype.

Mappers: Entity team_neutralobelisk is the skull generator, and team_blueobelisk and team_redobelisk are the skull receptacles (see Mapping information for special gametypes for more info).

Elimination

See also: Elimination
\g_gametype 8
Two teams. You begin with admin-prefixed weapons (usually all "standard" weapons) and prefixed health and armor. No items to pickup.
When you get killed, you will have to wait the end of the round. The team which eliminates the whole other team wins.

Very similar to the popular Clan Arena game mode seen in OSP and Rocket Arena 3 mods for Quake 3 Arena.

Hint: g_elimination variable allows to use some Elimination features (prefixed weapons, no self damage, no pickups) into other gametypes, keeping their score mode (including the ability to respawn immediately after being killed).

CTF Elimination

See also: CTF Elimination
\g_gametype 9
Similar to Elimination mode, but with Capture the Flag (capture the flag or kill all enemies to score).

An optional "One way capture" mode is also available: in this case, one team will be in defense and the other will be in offense in each round; only the offensive team can capture the flag (the other team can score eliminating all the enemies or if the time runs out). It is enabled using g_gametype 9 and elimination_ctf_oneway 1 (default value is 0).

Last Man Standing

See also: Last Man Standing
\g_gametype 10
A "free for all" variant of Elimination, with some changes and different score modes.

Double Domination

See also: Double Domination
\g_gametype 11
Two teams. Your team has to keep the control of both checkpoints in the map for 10 seconds in order to score.

Domination

See also: Domination
\g_gametype 12
Two teams. Each team has to get and mantain control of some checkpoints in order to gain points. Here it is advisable to set capturelimit to 500 instead of to 8 like usual.

See also

Notes

  1. Of course, in case of vandal people that would purposely kill team-mates to ruin the match (e.g. then switching to the other team), this may be a problem... hopefully there is not so many stupid people out there.