Gametypes

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Contents

Fortress Style

  • Fortress: Capture the enemy base. This game can be played with teams or death match style.
    • Wild Fortress (Sty): Objective is to conquer the opponents' zone while defending yours on various maps.
    • Flag Fortress (FF) (Sty): A fortress game with fortress physics with the objective being to capture the opponents flag. Players are respawned if they are dead and a player (ally or opponent) touches the base with the respective color.
    • Onslaught (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent's base, or defend yours. There is only one team defending and one team attacking at a time.
  • Sumo: The object is to stay in a zone while trying to force the opponent out.
    • Team Sumo: Sumo with teams.

Classic

  • Classic: The oldest game variation, and until recently the only game variation available. Most of the documentation found on this wiki applies to it, either directly or indirectly.
    • Free-for-all (sometimes referred to as Deathmatch): Players compete against one another as either individuals or teams, in an "every player (or team) for him- or herself" scenario. Scoring may be awarded (or deducted) based on one or any combination of core dumps (kills), general protection faults (deaths), "suicides", winzone contact, and/or round win/survival. Match completion may be decided by one or any combination of score limit, round limit, or time limit.
    • Last Man Standing: Distinguished by round win/survival accounting for the sole or predominant method of scoring.
  • Rubber Value. Many players have taken to further classifying standard FFA or LMS servers by the basic and/or general amount of rubber available (and ensuing gameplay mechanics). Simplistically, they are as follows:
    • No Rubber (NR): CYCLE_RUBBER is set to 0 or some fraction of 1.
    • Low Rubber (LR): Rubber value of 1 to 3.
    • Medium Rubber (MR): Rubber value of 3 to 5.
    • High Rubber (HR): Any value over 5, though generally 10 and above. These servers also tend to have a large arena, high speed, low CYCLE_DELAY, and strong brakes.
      • It should be noted that there are several rubber-related settings which all act in concert, and usually relative to speed and cycle delay to boot. These can all be manipulated in such a manner that the resulting gameplay may deviate from the above definitions. These should only be considered short-hand reference.
  • Variations.
    • Dog Fight (DF): Currently it is a mode that consists of slow bikes and medium rubber (around 10). In most DF servers, theres are rules to trapping your opponent that is widely accepted throughout the armagetron advanced community, but is not completely defined. You may not trap you opponent using a "seal" or "stab". [editor's note: this section should be rewritten for greater clarity and precision about Dogfight rules, irrespective of game physics--and/or link to a page specifically about "Dogfight/open/loose" gameplay and terminology.]
    • Repawns: Also known as "respawning", this game mode is similar to Classic except that players who die respawn. After respawning, they may be invulnerable and blink for a number of seconds to clear any nearby walls. Players joining the game spawn immediately, and do not need to wait for a new round. The match is usually only ended by a score or time limit-- rounds almost never end except by win zone since deaths are temporary. The hack required to do this is included with recent versions or arma, but you need to #define RESPAWN_HACK (or -DRESPAWN_HACK) when compiling the server to use it.

Note: Almost every Deathmatch server, regardless of name or amount of rubber, has degraded to the constant propagation of arbitrary rules and the enforcement of them through kick polls. "No Rubber" servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.

TronRules.gif

Racing and Maze

  • Race: Race to the win zone at the end of the map.
    • Cockpit Racing: Racing with only a cockpit view enabled.
  • Maze: Find a path to the win zone.
    • Labyrinth: See Others section on this page.
  • Roulette: Multiple players create a "maze" Then try to navigate out.

Flag Based Sty Patch

These require you to apply a Source Patch and to recompile arma.

  • Capture the Flag (CTF): Capture the opponents' flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.
    • Capture The Flag Shooting (CTFS): Capture the opponents' flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.
    • Flag Fortress (FF): A fortress game with fortress physics with the objective being to capture the opponents flag. Players are respawned if they are dead and a player (ally or opponent) touches the base with the respective color.
  • Hold The Flag (HTF): A flag is placed in the map. The object of the game is to take it and survive as long as possible without being killed.

Non-Flag Based Sty Patch

These require you to apply a Source Patch and to recompile arma.

  • Shooting: A team death match where the object is to try to shoot the other team's players with death zones.
  • StyBall (Soccer): Two teams have a goal each. A ball is bounced between players from both teams who attempt to move it into the enemy goal, which awards points and ends the round. New players and dead players respawn.
  • Wild Fortress: Objective is to conquer the opponents' zone or zones zone while defending yours' on various maps.
  • Onslaught: A fortress game in which respawning is enabled. You have three lives each to capture the opponent's base, or defend yours. There is only one team defending and one team attacking at a time.

Other

Labyrinth

Labyrinth 22.png

Labyrinth is both a type of map. We use the word 'labyrinth' in order to differentiate a specific map type from a grid game.

On a labyrinth, you ride your cycle through a big maze with winding and twisting corridors. The server can be configured in any of the regular ways, so you could be on a team trying to capture the enemies' fortresses, or you can be in a gladiatorial-style fight. There's a third type, however. In the third type, the map maker has placed a zone at a strategic place in the labyrinth and the first person to reach the zone wins the round. In this type of game, the purpose of the game is to solve the labyrinth faster than the other players. Point awards will usually be based on solving the maze rather than slaughtering the other players.

There is at least one script that generates maze maps that work in Armagetron Advanced. Check the Code_hacks page for it.

There also is a tutorial that shows how you can make your own server with random maps.

MCP Attack

This game mode is based off the final scene from the movie TRON. The goal of the red team (the MCP Warrior Elite) is to defend the MCP (slow rotating red zone) while the goal of the blue team (the Video Warriors) is to try to conquer it as a zone. The MCP Warrior Elite can not be killed by ordinary means as they can drive through walls. Upon the Video Warriors conquering the MCP zone, it turns blue and kills off the MCP Warrior Elite.

A version with the required hack is available from SVN.

Christians vs Satanists

This game mode relies on three teams: Satanists (played by humans), Christians (also human), and God (played by AI). The God team CANNOT be killed, and any attempt will result in the death of the offender. The Christian team loses points for killing. Their goal is to stay close to players from the God team such that any Satanists attempting to harm them get smitten by God. Satanists mostly play as usual, being careful not to get in God's way.

A version with the required hack is available from SVN.

PaintBall

Summary: This game mode is based on the sport we all love, Paintball. Also, it is the first first person shooter in Armagetron. To move you simply you hold your brake key down and to shoot an opponent you tap your brake key. Paintball is still in development and some bugs still occur.

Objective: The objective is to concur the other team, although soon there will be different versions of paintball we call "minigames", they will have different objectives.

Rules: The only rule is no wall-hacking (going up to a 'big' wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves. Other:

  • Game Mode Made By: Dukevin
  • Game Mode currently available in: RX PAINTBALL and DJ RICHARD PAINTBALL
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