OpenArena
(→‎Overview table: possess=>possession edited Domination description to be easier to read.)
Tag: Visual edit
(11 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
'''''See also: [[Gametype]]'''''
 
'''''See also: [[Gametype]]'''''
   
  +
Gamemodes (also known as ''gametypes'') are the various different types of matches available in the game, each of which uses the game's mechanics with its own set of rules which determines what the goals are and how they must be achieved.
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.
 
   
  +
Some aspects of the game can be changed through ''[[special game options]]''.
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.
 
   
  +
The match duration usually depends from the Time Limit and/or Frag/Capture Limit. The Time Limit is the maximum match duration, in minutes, while the Frag Limit is the amount of racked kills and the Capture Limit the amount of times a goal was achieved.
<small>''Gametypes'' from 0 to 4 are there since the original ''[[Quake 3 Arena]]'' game, and are supported also in most [[ModCompat|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).</small>
 
   
  +
==Overview table==
Match duration usually depends from ''timelimit'' variable (maximum match duration, in minutes) '''and''' ''fraglimit'' '''or''' ''capturelimit'' variables (individual or team score required to win; scoring depends from ''[[frag]]s'' <small>-killing opponents-</small> or ''objectives'' <small>-e.g. destroying enemy obelisk-</small> according to the current gametype).
 
  +
These are the gametypes available in stock OpenArena 0.8.8. [[Mod]]s may have different gametypes.
  +
{|style="width:100%;border:1px outset;background-color:#000000;" cellspacing="0" border="1"
  +
!style="background-color:#400040;font-weight:bold;text-align:center;"|G_gametype
  +
!style="background-color:#400040;font-weight:bold;text-align:center;"|Name
  +
!style="background-color:#400040;font-weight:bold;text-align:center;"|Team-based
  +
!style="background-color:#400040;font-weight:bold;text-align:center;"|In short
  +
|-
  +
|0
  +
|Free For All
  +
|No
  +
|Classic "deathmatch". Kill anyone in sight.
  +
|-
  +
|1
 
|Tournament
  +
|No
  +
|1 on 1 battles. Winner stays, loser goes to queue.
  +
|-
  +
|2
  +
|Single Player
  +
|No
  +
|Special gametype used for ''[[Single Player Deathmatch]]'' mode only (no ''[[Skirmish]]'', no ''[[Multiplayer]]'').
  +
|-
  +
|3
 
|Team Deathmatch
  +
|Yes
  +
|Frag people of enemy team. Help those of your team.
  +
|-
  +
|4
  +
|Capture The Flag
  +
|Yes
  +
|Grab enemy flag and bring it to your own base. Recover your own flag if the enemy steals it.
  +
|-
  +
|5
 
|One Flag CTF
  +
|Yes
  +
|Grab white flag and bring it to enemy base.
  +
|-
  +
|6
  +
|Overload
  +
|Yes
  +
|Heavily attack enemy obelisk, in order to destroy it.
  +
|-
  +
|7
 
|Harvester
  +
|Yes
  +
|Kill enemies, then collect skulls and bring them to enemy base.
  +
|-
  +
|8
 
|Elimination
  +
|Yes
  +
|Kill enemies until only one team remains with alive players. Items are removed from the arena.
  +
|-
  +
|9
 
|CTF Elimination
  +
|Yes
  +
|Kill all enemies or capture their flag. Items are removed from the arena.
  +
|-
  +
|10
 
|Last Man Standing
  +
|No
  +
|Kill all enemies until you only remain alive. Items are removed from the arena.
  +
|-
  +
|11
 
|Double Domination
  +
|Yes
  +
|Keep possession of both checkpoints for 10 consecutive seconds.
  +
|-
  +
|12
 
|Domination
  +
|Yes
  +
|Keep possession of checkpoints to earn points for your team.
  +
|}
   
==Free For All ==
+
==Gametypes==
  +
===Free For All===
\g_gametype 0<br />
 
  +
In a ''Free For All'' (FFA for short) arena, also called ''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...).
   
 
Number of points required to win the match depends from Frag Limit.
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...).<ref name=no_negative>Since OpenArena 0.8.5, negative scores are no longer possible in ''Free For All'', ''Tournament'' and ''Single Player Deathmath'' modes <small>(g_gametype 0, 1 and 2)</small>. Furthermore, since OpenArena 0.8.5, in these modes, ''if there are only two players'' fighting (not counting spectators) and one of them commits suicide, now the opponent gets one point, instead of having the suicide victim losing one. These small rule changes do not apply when playing with [[ModCompat|old mods]].</ref>
 
   
  +
===Tournament===
Number of points required to win the match depends from ''fraglimit''.
 
 
Also referred to as ''1on1'', ''1vs1'' or ''tourney'', this game mode features a sequence of one on one battles where everybody else is [[Manual/Spectate|spectating]]. The winner of the battle will stay for the next battle to fight the next combatant, while the loser will return to the waiting list.
 
==Tournament==
 
\g_gametype 1<br />
 
Also referred to as ''1on1'', ''1vs1'' or ''tourney'', this game mode features a sequence of one on one battles where everybody else is [[Manual/Spectate|spectating]]. The winner of the battle will stay for the next battle to fight the next combatant, while the loser will return to the waiting list.<ref name=no_negative /><br />
 
[[Score table]] shows how many battles each player has won and lost (e.g. "2/1" means two battles won and one lost), on the left.<br />
 
   
 
The [[score table]] shows how many battles each player has won and lost (e.g. "2/1" means two battles won and one lost), on the left.
Number of points required to win each battle depends from ''fraglimit''.
 
   
 
The number of points required to win each battle depends from Frag Limit.
''Note'': in this mode, [[warmup]] is used before each battle, even if <tt>g_dowarmup</tt> variable is set to 0 (the default): this is meant to give the next combatant the time to realize it's his turn to fight. Warmup duration depends from <tt>g_warmup</tt> variable (default: 20 seconds).<br />
 
''Tip'': a nice twist to the gameplay could be playing Tournament mode enabling ''[[g_elimination]]'' feature and setting a low ''fraglimit'' value (even to 1).<ref>With a such low ''fraglimit'' value, it may be advisable to set ''g_warmup'' to a value lower than its default (20).</ref>
 
   
==Single Player Deathmatch==
+
===Single Player Deathmatch===
 
''See also: [[Single Player Deathmatch]]''<br />
 
''See also: [[Single Player Deathmatch]]''<br />
\g_gametype 2<br />
 
Also referred as ''Unlock tiers'' mode, this gametype 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).<ref name=no_negative /> '''It is <u>not</u> intended to be used in multiplayer mode.'''
 
   
 
Also referred as ''Unlock tiers'' mode, this gametype 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).
Number of points required to win the match depends from ''fraglimit'', and is automcatically pre-set for each map.
 
   
 
Number of points required to win the match depends from the Frag Limit, and it's automatically preset for each map.
==Team Deathmatch==
 
\g_gametype 3<br />
 
In ''Team Deathmatch'' (TDM, team) 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.
 
   
  +
===Team Deathmatch===
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.<br />
 
 
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, 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). <small>See ''[[Manual/Weapons#Pickup rules]]'' for more info.</small><br />
 
In TDM mode, ''[[machinegun]]'' weapon does a little less damage than in all other game types (5 hp per bullet instead of 7).
 
   
 
In TDM, 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). All weapons respawn after 40 seconds by default, unlike other modes where they respawn after 5 seconds.
<small>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).</small><ref>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.</ref>
 
  +
 
The ''[[machinegun]]'' weapon does a little less damage than in all other game types (5 hp per bullet instead of 7); also players spawn with only 50 ammo for it, unlike the usual 100.
  +
  +
In this mode it is advisable to turn [[friendly fire]] on, to force players to pay more attention to their teammeates than in other team-based modes (killing a member of one's own team lowers one's individual score, and thus the team's total score too).
   
 
Number of points required to win the match depends from ''fraglimit''.
 
Number of points required to win the match depends from ''fraglimit''.
   
==Capture The Flag (CTF)==
+
===Capture The Flag (CTF)===
\g_gametype 4<br />
 
 
Each player is assigned to one team - red or blue.
 
Each player is assigned to one team - red or blue.
   
Line 53: Line 119:
 
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.
 
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:
+
The match ends when the Time Limit or Capture Limit is reached. Individual scores are shown in the score table: a player can get individual points when doing some actions, please refer to ''[[/Appendix|Appendix of this page]]'' for more info.
   
 
The only way to win in this mode is by capturing flags, so CTF involves a lot of team cooperation in order to achieve the victory.
* 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.
 
   
 
Number of points required to win the match depends from the Capture Limit.
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===
Number of points required to win the match depends from ''capturelimit''.
 
 
''See also: [[One Flag Capture]]''
   
==One Flag Capture==
 
''See also: [[One Flag Capture]]''<br />
 
\g_gametype 5<br />
 
 
Each player is assigned to one team - red or blue.
 
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.
+
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.
   
Number of points required to win the match depends from ''capturelimit''.
+
Number of points required to win the match depends from Capture Limit.
   
==Overload==
+
===Overload===
 
In ''Overload'' (also known as ''Obelisk'') each player is assigned to one team - red or blue.
\g_gametype 6<br />
 
''Overload'' is also known as ''Obelisk'' mode.
 
   
  +
Each base has an obelisk. The obelisk has a lot of health (default 2500) and health regeneration.
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.<ref>Obelisks properties are customizable by tweaking some variables: g_obeliskRespawnDelay, g_obeliskRegenAmount, g_obeliskRegenPeriod, g_obeliskHealth</ref>
 
   
 
Team points are earned by destroying the enemy obelisk.
 
Team points are earned by destroying the enemy obelisk.
Line 89: Line 143:
 
Be aware that the enemy will attack your obelisk too.
 
Be aware that the enemy will attack your obelisk too.
   
Number of points required to win the match depends from ''capturelimit''.
+
Number of points required to win the match depends from Capture Limit.
   
  +
===Harvester===
<small>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.</small>
 
 
In ''Harvester'' (also known as ''Skulls''), 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.
==Harvester==
 
\g_gametype 7<br />
 
''Harvester'' is also known as ''Skulls'' mode.
 
   
 
You can collect skulls of the enemy's team color, and you can carry more skulls at once. Touching a skull of your team color will make it disappear, preventing the other team from grabbing it. Skulls disappear when the skull carrier is fragged (they are not dropped).
Each player is assigned to one team - red or blue.
 
   
  +
Your current skull load quantity is shown in your HUD; other players will see your skulls floating behind you.
Killing a blue player spawns a blue skull, and killing a red player spawns a red skull.
 
   
 
Running over the enemy skull receptacle will give your team a point for every skull you are carrying.
Skulls spawn at the skull generator, usually at the middle of the map.
 
   
 
Number of points required to win the match depends from Capture Limit.
You can collect skulls of the enemy's team color, and you can carry more skulls at once <small>(your current skull load quantity is shown in your HUD; other players will see your skulls floating behind you)</small>. Touching a skull of your team color will make it disappear, preventing the other team from grabbing it. Skulls disappear when the skull carrier is fragged (they are not dropped).
 
   
  +
===Elimination===
Running over the enemy skull receptacle will give your team a point for every skull you are carrying.
 
 
''See also: [[Elimination]]''
   
 
Two teams. You begin with all "standard" weapons and prefixed health and armor. There are 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.
Number of points required to win the match depends from ''capturelimit''.
 
   
 
Number of points required to win ''the whole match'' depends from Capture Limit (your team earns a point for each ''round'' it wins; a team will need to win by at least 2 rounds).
Harverster "skulls" are also known as "cubes" ("Red cube" or "Blue cube" text appears when you pick-up one of them).
 
   
  +
===CTF Elimination===
<small>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).</small>
 
 
''See also: [[CTF Elimination]]''
   
 
Similar to ''[[#Elimination|Elimination]]'' mode, but with ''[[#Capture The Flag (CTF)|Capture the Flag]]'' rules added to it.
==Elimination==
 
''See also: [[Elimination]]''<br />
 
\g_gametype 8<br />
 
Two teams. You begin with admin-prefixed weapons (usually all "standard" weapons) and prefixed health and armor. No items to pickup.<br />
 
When you get killed, you will have to wait the end of the round. The team which eliminates the whole other team wins.
 
   
  +
You can score by capturing enemy flag '''or''' by eliminating enemy team.
Very similar to the popular ''Clan Arena'' game mode seen in [[ModCompat/OSP|OSP]] and [[ModCompat/Rocket Arena 3|Rocket Arena 3]] [[ModCompat|mods]] for [[Quake 3 Arena]].
 
   
Number of points required to win ''the whole match'' depends from ''capturelimit'' (your team earns a point for each ''round'' it wins; a team will need to win by at least 2 rounds).
+
Number of points required to win ''the whole match'' depends from the Capture Limit.
   
 
===Last Man Standing===
''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).
 
 
''See also: [[Last Man Standing]]''
   
 
A "free for all" variant of ''[[#Elimination|Elimination]]'', with some changes and different score modes.
==CTF Elimination==
 
''See also: [[CTF Elimination]]''<br />
 
\g_gametype 9<br />
 
Similar to ''[[#Elimination|Elimination]]'' mode, but with ''[[#Capture The Flag (CTF)|Capture the Flag]]'' (capture the flag ''or'' kill all enemies to score).
 
   
 
Number of points required to win ''the whole match'' depends from the Capture Limit (a player earns a point for each ''round'' he wins).
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).
 
   
  +
===Double Domination===
Number of points required to win ''the whole match'' depends from ''capturelimit''.
 
 
''See also: [[Double Domination]]''
 
==Last Man Standing==
 
''See also: [[Last Man Standing]]''<br />
 
\g_gametype 10<br />
 
A "free for all" variant of ''[[#Elimination|Elimination]]'', with some changes and different score modes.
 
   
 
Two teams. Your team has to keep the control of both checkpoints in the map for 10 consecutive seconds in order to score.
Number of points required to win ''the whole match'' depends from ''capturelimit'' (a player earns a point for each ''round'' he wins).
 
   
 
Number of points required to win depends from the Capture Limit.
==Double Domination==
 
''See also: [[Double Domination]]''<br />
 
\g_gametype 11<br />
 
Two teams. Your team has to keep the control of both checkpoints in the map for 10 seconds in order to score.
 
   
  +
===Domination===
Number of points required to win depends from ''capturelimit''.
 
  +
''See also: [[Domination]]''
   
 
Two teams. Each team has to get and mantain control of some checkpoints in order to gain points.
==Domination==
 
''See also: [[Domination]]''<br />
 
\g_gametype 12<br />
 
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, or matches will be very short!
 
   
Number of points required to win depends from ''capturelimit''.
+
Number of points required to win depends from the Capture Limit. This should be set to a much higher value than usually used for other gametypes (e.g. 500 instead of 8).
   
 
==See also==
 
==See also==
 
* [[Gametype]]
 
* [[Gametype]]
 
* [[Special game options]]
 
* [[Special game options]]
  +
* [[Manual/Gamemodes/Appendix|Additional notes for this page]]
   
  +
{{Template:Appendix available}}
==Notes==
 
<references />
 
 
[[Category:Manual]]
 
[[Category:Manual]]

Revision as of 07:15, 16 December 2018

See also: Gametype

Gamemodes (also known as gametypes) are the various different types of matches available in the game, each of which uses the game's mechanics with its own set of rules which determines what the goals are and how they must be achieved.

Some aspects of the game can be changed through special game options.

The match duration usually depends from the Time Limit and/or Frag/Capture Limit. The Time Limit is the maximum match duration, in minutes, while the Frag Limit is the amount of racked kills and the Capture Limit the amount of times a goal was achieved.

Overview table

These are the gametypes available in stock OpenArena 0.8.8. Mods may have different gametypes.

G_gametype Name Team-based In short
0 Free For All No Classic "deathmatch". Kill anyone in sight.
1 Tournament No 1 on 1 battles. Winner stays, loser goes to queue.
2 Single Player No Special gametype used for Single Player Deathmatch mode only (no Skirmish, no Multiplayer).
3 Team Deathmatch Yes Frag people of enemy team. Help those of your team.
4 Capture The Flag Yes Grab enemy flag and bring it to your own base. Recover your own flag if the enemy steals it.
5 One Flag CTF Yes Grab white flag and bring it to enemy base.
6 Overload Yes Heavily attack enemy obelisk, in order to destroy it.
7 Harvester Yes Kill enemies, then collect skulls and bring them to enemy base.
8 Elimination Yes Kill enemies until only one team remains with alive players. Items are removed from the arena.
9 CTF Elimination Yes Kill all enemies or capture their flag. Items are removed from the arena.
10 Last Man Standing No Kill all enemies until you only remain alive. Items are removed from the arena.
11 Double Domination Yes Keep possession of both checkpoints for 10 consecutive seconds.
12 Domination Yes Keep possession of checkpoints to earn points for your team.

Gametypes

Free For All

In a Free For All (FFA for short) arena, also called 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...).

Number of points required to win the match depends from Frag Limit.

Tournament

Also referred to as 1on1, 1vs1 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, while the loser will return to the waiting list.

The score table shows how many battles each player has won and lost (e.g. "2/1" means two battles won and one lost), on the left.

The number of points required to win each battle depends from Frag Limit.

Single Player Deathmatch

See also: Single Player Deathmatch

Also referred as Unlock tiers mode, this gametype 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).

Number of points required to win the match depends from the Frag Limit, and it's automatically preset for each map.

Team Deathmatch

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 TDM, 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). All weapons respawn after 40 seconds by default, unlike other modes where they respawn after 5 seconds.

The machinegun weapon does a little less damage than in all other game types (5 hp per bullet instead of 7); also players spawn with only 50 ammo for it, unlike the usual 100.

In this mode it is advisable to turn friendly fire on, to force players to pay more attention to their teammeates than in other team-based modes (killing a member of one's own team lowers one's individual score, and thus the team's total score too).

Number of points required to win the match depends from fraglimit.

Capture The Flag (CTF)

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 ends when the Time Limit or Capture Limit is reached. Individual scores are shown in the score table: a player can get individual points when doing some actions, please refer to Appendix of this page for more info.

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

Number of points required to win the match depends from the Capture Limit.

One Flag Capture

See also: One Flag Capture

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.

Number of points required to win the match depends from Capture Limit.

Overload

In Overload (also known as Obelisk) 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.

Number of points required to win the match depends from Capture Limit.

Harvester

In Harvester (also known as Skulls), 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, and you can carry more skulls at once. Touching a skull of your team color will make it disappear, preventing the other team from grabbing it. Skulls disappear when the skull carrier is fragged (they are not dropped).

Your current skull load quantity is shown in your HUD; other players will see your skulls floating behind you.

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

Number of points required to win the match depends from Capture Limit.

Elimination

See also: Elimination

Two teams. You begin with all "standard" weapons and prefixed health and armor. There are 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.

Number of points required to win the whole match depends from Capture Limit (your team earns a point for each round it wins; a team will need to win by at least 2 rounds).

CTF Elimination

See also: CTF Elimination

Similar to Elimination mode, but with Capture the Flag rules added to it.

You can score by capturing enemy flag or by eliminating enemy team.

Number of points required to win the whole match depends from the Capture Limit.

Last Man Standing

See also: Last Man Standing

A "free for all" variant of Elimination, with some changes and different score modes.

Number of points required to win the whole match depends from the Capture Limit (a player earns a point for each round he wins).

Double Domination

See also: Double Domination

Two teams. Your team has to keep the control of both checkpoints in the map for 10 consecutive seconds in order to score.

Number of points required to win depends from the Capture Limit.

Domination

See also: Domination

Two teams. Each team has to get and mantain control of some checkpoints in order to gain points.

Number of points required to win depends from the Capture Limit. This should be set to a much higher value than usually used for other gametypes (e.g. 500 instead of 8).

See also

Appendix available

This page has got an "Appendix" sub-page, which may contain useful extra infos, such as console commands related with the features mentioned in this page, or hints for better usage. After reading this page, don't miss to give a look to its "Appendix", too:
Manual/Gamemodes/Appendix