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	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Armagetron_Advanced&amp;diff=34504</id>
		<title>Armagetron Advanced</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Armagetron_Advanced&amp;diff=34504"/>
		<updated>2011-07-22T09:28:54Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Game Modes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Source: [http://en.wikipedia.org/wiki/Armagetron_Advanced Wikipedia article], which is apparently nominated for deletion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armagetron Advanced&#039;&#039;&#039;&#039;&#039; is a 3D online multiplayer game modeled after the light cycle sequences from the film Tron (film).&lt;br /&gt;
Armagetron Advanced is licensed under version 2 of the GNU GPL.&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
=== Game Types ===&lt;br /&gt;
One may play:&lt;br /&gt;
* Local Game: Play against the AI bots or split-screen against an opponent (see below)&lt;br /&gt;
* Internet Game: Play versus people from all over the globe.&lt;br /&gt;
* LAN Game: Play against people on the Local Area Network.&lt;br /&gt;
&lt;br /&gt;
The game also allows split-screen play — more than one human-player on a computer. There can be up to four players on split screen mode.&lt;br /&gt;
&lt;br /&gt;
=== Game Settings ===&lt;br /&gt;
Armagetron Advanced is a very configurable game, however you will find these settings to be most common:&lt;br /&gt;
* You get points for core dumping an opponent (make him hit your trail).&lt;br /&gt;
* Your cycle will accelerate if you drive closer to the trails.&lt;br /&gt;
* A player wins the match when he surpasses a set score limit, the maximum number of rounds is surpassed, or has the most points when a set time limit is reached.&lt;br /&gt;
&lt;br /&gt;
=== Game Modes ===&lt;br /&gt;
Several game modes exist:&lt;br /&gt;
* Death Match, or Free-for-all: You versus everyone else.&lt;br /&gt;
* Team Death Match: Cooperate with your teammates to win the match.&lt;br /&gt;
* Fortress: Capture the enemy base. This game may be played with teams or death match style.&lt;br /&gt;
* Pig Sty: A team death match where you try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* Sumo: Stay in a zone while trying to force your opponent out.&lt;br /&gt;
* Capture the Flag: Capture the opponents&#039; flag and try to bring it back to your own zone.&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
* Low/High Rubber: &lt;br /&gt;
** Low: Try to destroy other cycles in your traps. You can face the wall for a little bit. You don&#039;t have much rubber. You have on average 1-3 rubber. &lt;br /&gt;
** High: Try to destroy other cycles in your traps. You can face the wall for a longer time. You have on average 15 rubber.&lt;br /&gt;
&lt;br /&gt;
== A Short History ==&lt;br /&gt;
* 2000: &#039;&#039;Walls&#039;&#039;, a prototype for Armagetron is released for GNU/Linux and Microsoft Windows.&lt;br /&gt;
* 2001-2003: Armagetron is released and actively developed.&lt;br /&gt;
* 2003: A Mac OS X port created by Ben Hines is released.&lt;br /&gt;
* 2003: The author, Z-man, halts development and breaks communication channels. The Master Server Browser, used to connect to internet games, continues to run.&lt;br /&gt;
* 2004: A group of developers Fork Armagetron and create Armagetron Advanced.&lt;br /&gt;
* 2005: Z-man returns, and joins the Armagetron Advanced development team. He declares it to be the official successor to Armagetron. [http://forums.armagetronad.net/viewtopic.php?t=1497]&lt;br /&gt;
* Present Day: Development continues.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://armagetronad.net Official Website]&lt;br /&gt;
* [http://forums.armagetronad.net Community Forums]&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=The_Basics&amp;diff=34503</id>
		<title>The Basics</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=The_Basics&amp;diff=34503"/>
		<updated>2011-07-22T09:09:00Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Some Jargon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide written for players new to the game.  Nothing is assumed, it&#039;s not even assumed that you&#039;ve downloaded the game.  So consider this a tutorial for first-time players.  Players with some experience may benefit from it, but players with a lot of experience will likely not benefit at all.  You should have already read the [[Object of the Game]] and be familiar somewhat with the concept of a light cycle, walls, and so forth.&lt;br /&gt;
&lt;br /&gt;
== Some Jargon ==&lt;br /&gt;
&lt;br /&gt;
To understand what other players are talking about, and to understand the rest of this tutorial, some definitions are in order.&lt;br /&gt;
&lt;br /&gt;
;Grinding&lt;br /&gt;
:Grinding is what happens when you rub your cycle against a wall.  If you are running parallel to a wall and you are very close to it, you will be grinding.  A sound effect and sparks will normally accompany a grind.&lt;br /&gt;
;Doublebind&lt;br /&gt;
:Doublebinding is what is referred to when more than one key is bound to the same action.  A detailed discussion is provided on the [[Double Binding]] page.&lt;br /&gt;
;Rubber&lt;br /&gt;
:Rubber is a mechanism that helps to account for lag.  An understanding of rubber is only of arguable use, a detailed discussion is available on the [[Rubber]] page.&lt;br /&gt;
;Boxing&lt;br /&gt;
:Boxing is creating a wall around another player so he can&#039;t escape and will eventually run into it&lt;br /&gt;
;Lag&lt;br /&gt;
:Lag is the difference between what you see on your computer screen and what is computed on the server which centralises all the different players info.&lt;br /&gt;
;Digging&lt;br /&gt;
:Digging is getting as close as possible to a wall without dying. This is done before grinding. This has also historically been referred to as a &amp;quot;pure grind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
More jargon can be found in the [[Glossary]].&lt;br /&gt;
&lt;br /&gt;
== Introduction to Movement ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced works on the unique concept that a cycle can only accelerate by riding on another player&#039;s wall.  The closer you are to a player&#039;s wall, the faster your cycle will accelerate.  Brakes are provided, but they are disabled on many servers.  Your cycle turns in right angles, typically, and leaves a long wall behind it wherever it goes.  With this in mind, let&#039;s talk about movement.&lt;br /&gt;
&lt;br /&gt;
By default, movement keys are z and x, where z turns left and x turns right.  v is your brake control.  This stuff is fairly self-explanatory, but there are a few things to keep in mind.&lt;br /&gt;
&lt;br /&gt;
Turning slows your cycle down.  This is a useful fact on servers that disable braking because you can use a series of rapid turns to slow your cycle down if needed.  As already mentioned, you make your cycle go faster by getting close to another player&#039;s wall, or your own wall.  The closer you can grind the wall, the more speed you will gain.&lt;br /&gt;
&lt;br /&gt;
== Basic Tactical Discussion ==&lt;br /&gt;
&lt;br /&gt;
The tactical options available are numerous and new tactics are being developed all the time.  The fundamental goal is to cause other players to crash, gaining points for each player you can cause to crash.  In this way, Armagetron Advanced is a passively aggressive game.  There are no guns, no shields, no fists, nothing.  There is no way to physically assault another player.  All you can do is get the other player to crash into your wall, if you can do that.&lt;br /&gt;
&lt;br /&gt;
[[Image:favoritekill.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Speedkill.png|right|thumbnail|A common &amp;quot;speed kill&amp;quot;]] One of the first ways players learn to cause other players to crash is also a very direct way of attacking somebody.  Simply put, you place a wall in their path by driving across their path.  This is a very basic move and is generally considered to be a stupid way to die.  You can imagine how entertaining it can be to get older, more experienced players with it. &lt;br /&gt;
&lt;br /&gt;
Probably the most direct way you can attack somebody is to put a box around them.  It&#039;s simple, grind enough walls in succession that when you approach another player, you can drive a square around the player, leaving him in a small box from which he can&#039;t escape.  This is generally called a [[speed kill]], for what are obvious reasons. &lt;br /&gt;
&lt;br /&gt;
Many strategies are just variations on the box attack described above.  Through a combination of trickery and smart moves you can convince many players to enter an area closed on 3 sides, and then quickly close the fourth side.  The larger the box, the longer it will take for that player to ultimately crash.  Even larger boxes will fail because many players are skilled at getting out of them.  In order to close a player into a box, an important skill called &amp;quot;sealing&amp;quot; is required.  Sealing is just a matter of grinding closely enough to the walls you&#039;re trying to seal that another player can&#039;t get out with a closer grind.&lt;br /&gt;
&lt;br /&gt;
The speed kill and the box attack are fairly simple and easy to master.  Unfortunately, you&#039;ll find that many players aren&#039;t susceptible to them.  The speed kill has the advantage that it is possible on some servers to gain so much speed that no player, no matter how skilled, will be able to counter the attack.  But the more skilled a player is, the higher your speed must be to succeed.  It&#039;s the same with the box tactic.  The more skilled a player is, the smaller the box that is required to ensure a point for you.  The smaller the box, the closer you have to be to the other cycle, and the closer you are to the other cycle, the higher the likelihood that they will attack you successfully.  Nevertheless, these two tactics are the two from which all other tactics are derived, and it&#039;s important that you work with them and learn the underlying tricks to use them successfully.&lt;br /&gt;
&lt;br /&gt;
There are more [[Advanced Tactics]] relating to grinding and feints...&lt;br /&gt;
&lt;br /&gt;
==Customizing==&lt;br /&gt;
&lt;br /&gt;
Not happy with with the color of your trail, or your bike? Want to change the color of your chat-text? How about the floor grid, or the walls even? You can customize nearly anything you see, and here&#039;s [[Customizing the game|how]].&lt;br /&gt;
&lt;br /&gt;
Don&#039;t go overboard, however, since all renditions will use up valuable CPU processing-time and reduce your [[Frames Per Second|fps]]. Check out [[Effects and Display]] to increase your screen refresh rate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting Started]]&lt;br /&gt;
[[Category:Getting Started (tactics)]]&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=34502</id>
		<title>Player Tricks</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=34502"/>
		<updated>2011-07-22T09:06:29Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Pure grind, aka Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of things you can do, as a player, to make the game easier, more fun, or to totally thrash yourself.  Here are some of them:&lt;br /&gt;
&lt;br /&gt;
== [[Double Binding]] ==&lt;br /&gt;
&lt;br /&gt;
Double Binding is a common technique in which two keys are pressed to turn around quickly.&lt;br /&gt;
&lt;br /&gt;
== [[Custom Camera]] ==&lt;br /&gt;
&lt;br /&gt;
Are you tired of smart cam?  Don&#039;t like in-cam?  Wouldn&#039;t you like to have your own cam?&lt;br /&gt;
&lt;br /&gt;
== [[Camera Glance Keys]] ==&lt;br /&gt;
&lt;br /&gt;
Use them! By default they are bound to the arrow keys.&lt;br /&gt;
&lt;br /&gt;
== [[Effects and Display]] ==&lt;br /&gt;
&lt;br /&gt;
A Guide to video display and effects.&lt;br /&gt;
&lt;br /&gt;
== [[Digging|Pure grind, aka Digging]] ==&lt;br /&gt;
&lt;br /&gt;
Prevent others from getting behind your wall and out of your box!&lt;br /&gt;
&lt;br /&gt;
== [[Cutting]] ==&lt;br /&gt;
The most straight forward way to take the enemies zone from a circling defender.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=34501</id>
		<title>Player Tricks</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Player_Tricks&amp;diff=34501"/>
		<updated>2011-07-22T09:05:47Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Digging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a number of things you can do, as a player, to make the game easier, more fun, or to totally thrash yourself.  Here are some of them:&lt;br /&gt;
&lt;br /&gt;
== [[Double Binding]] ==&lt;br /&gt;
&lt;br /&gt;
Double Binding is a common technique in which two keys are pressed to turn around quickly.&lt;br /&gt;
&lt;br /&gt;
== [[Custom Camera]] ==&lt;br /&gt;
&lt;br /&gt;
Are you tired of smart cam?  Don&#039;t like in-cam?  Wouldn&#039;t you like to have your own cam?&lt;br /&gt;
&lt;br /&gt;
== [[Camera Glance Keys]] ==&lt;br /&gt;
&lt;br /&gt;
Use them! By default they are bound to the arrow keys.&lt;br /&gt;
&lt;br /&gt;
== [[Effects and Display]] ==&lt;br /&gt;
&lt;br /&gt;
A Guide to video display and effects.&lt;br /&gt;
&lt;br /&gt;
== [[Pure grind, aka Digging]] ==&lt;br /&gt;
&lt;br /&gt;
Prevent others from getting behind your wall and out of your box!&lt;br /&gt;
&lt;br /&gt;
== [[Cutting]] ==&lt;br /&gt;
The most straight forward way to take the enemies zone from a circling defender.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Digging&amp;diff=34500</id>
		<title>Digging</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Digging&amp;diff=34500"/>
		<updated>2011-07-22T09:03:38Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Digging&#039;&#039;, or a &#039;&#039;Pure Grind&#039;&#039; is a skill in which a player goes directly into another players tail or a wall of the arena, goes just until they are almost out of rubber, then they turn. This makes it harder for other players to get get behind that wall—to &amp;quot;beat your grind.&amp;quot; When you get experienced at it, you can come up with variations that can make it nearly impossible for someone to get through.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: Until recently, this was known exclusively as a &amp;quot;pure grind&amp;quot;--and is still known as such by older players--but newer generations of players have felt compelled to come up with all new terms.&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34497</id>
		<title>Gametypes</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34497"/>
		<updated>2011-07-22T00:31:17Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlayerTbl}}&lt;br /&gt;
= Fortress Style =&lt;br /&gt;
* [[Fortress]]: Capture the enemy base. This game can be played with teams or death match style.&lt;br /&gt;
** Wild Fortress (Sty): Objective is to conquer the opponents&#039; zone while defending yours on various maps.&lt;br /&gt;
** 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.&lt;br /&gt;
** [[Onslaught]] (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
* Sumo: The object is to stay in a zone while trying to force the opponent out.&lt;br /&gt;
** Team Sumo: Sumo with teams.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* [[The Object of the Game|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.&lt;br /&gt;
** &#039;&#039;Free-for-all (sometimes referred to as Deathmatch)&#039;&#039;: Players compete against one another as either individuals or teams, in an &amp;quot;every player (or team) for him- or herself&amp;quot; scenario. Scoring may be awarded (or deducted) based on one or any combination of core dumps (kills), general protection faults (deaths), &amp;quot;suicides,&amp;quot; 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.&lt;br /&gt;
** &#039;&#039;Last Man Standing&#039;&#039;: Distinguished by round win/survival accounting for the sole or predominant method of scoring.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rubber Value&#039;&#039;&#039;. 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:&lt;br /&gt;
** &#039;&#039;No Rubber (NR)&#039;&#039;: &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; is set to 0 or some fraction of 1.&lt;br /&gt;
** &#039;&#039;Low Rubber (LR)&#039;&#039;: Rubber value of 1 to 3.&lt;br /&gt;
** &#039;&#039;Medium Rubber (MR)&#039;&#039;: Rubber value of 3 to 5.&lt;br /&gt;
** &#039;&#039;High Rubber (HR)&#039;&#039;: Any value over 5, though generally 10 and above. These servers also tend to have a large arena, high speed, low &amp;lt;code&amp;gt;CYCLE_DELAY&amp;lt;/code&amp;gt;, and strong brakes.&lt;br /&gt;
*** It should be noted that there are several [[Rubber|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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variations&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;Dog Fight (DF)&#039;&#039;: 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 &amp;quot;seal&amp;quot; or &amp;quot;stab&amp;quot;. &#039;&#039;[editor&#039;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 &amp;quot;Dogfight/open/loose&amp;quot; gameplay and terminology.]&#039;&#039;&lt;br /&gt;
** &#039;&#039;Repawns&#039;&#039;: Also known as &amp;quot;respawning&amp;quot;, 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 &amp;lt;code&amp;gt;#define RESPAWN_HACK&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;-DRESPAWN_HACK&amp;lt;/code&amp;gt;) when compiling the server to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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. &amp;quot;No Rubber&amp;quot; servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:TronRules.gif|center]]&lt;br /&gt;
&lt;br /&gt;
= Racing and Maze =&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
** Cockpit Racing: Racing with only a cockpit view enabled.&lt;br /&gt;
* Maze: Find a path to the win zone.&lt;br /&gt;
** [[Labyrinth]]: See Others section on this page.&lt;br /&gt;
* [[Roulette]]: Multiple players create a &amp;quot;maze&amp;quot; Then try to navigate out.&lt;br /&gt;
&lt;br /&gt;
= Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Capture the Flag (CTF): Capture the opponents&#039; flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** Capture The Flag Shooting (CTFS): Capture the opponents&#039; flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
= Non-Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Shooting: A team death match where the object is to try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* 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.&lt;br /&gt;
* Wild Fortress: Objective is to conquer the opponents&#039; zone or zones zone while defending yours&#039; on various maps.&lt;br /&gt;
* [[Onslaught]]: A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== [[Labyrinth]]==&lt;br /&gt;
[[Image:Labyrinth_22.png|right|thumb]]&lt;br /&gt;
Labyrinth is both a type of map.  We use the word &#039;labyrinth&#039; in order to differentiate a specific map type from a [[Grid Games|grid game]].&lt;br /&gt;
&lt;br /&gt;
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&#039; fortresses, or you can be in a gladiatorial-style fight.  There&#039;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.&lt;br /&gt;
&lt;br /&gt;
There is at least one script that generates maze maps that work in Armagetron Advanced.  Check the [[Code_hacks]] page for it.&lt;br /&gt;
&lt;br /&gt;
There also is a [[Making Maps Switch Randomly|tutorial]] that shows how you can make your own server with random maps.&lt;br /&gt;
&lt;br /&gt;
== MCP Attack == &lt;br /&gt;
This game mode is based off the final scene from the [[TRON Movie|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.&lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/MCPAttack/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== Christians vs Satanists ==&lt;br /&gt;
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&#039;s way. &lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/Christians-vs-Satanists/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== PaintBall ==&lt;br /&gt;
&#039;&#039;Summary:&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective:&#039;&#039;&lt;br /&gt;
The objective is to concur the other team, although soon there will be different versions of paintball we call &amp;quot;minigames&amp;quot;, they will have different objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rules:&#039;&#039;&lt;br /&gt;
The only rule is no wall-hacking (going up to a &#039;big&#039; wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves.&lt;br /&gt;
&#039;&#039;Other:&#039;&#039;&lt;br /&gt;
*Game Mode Made By: &#039;&#039;&#039;Dukevin&#039;&#039;&#039;&lt;br /&gt;
*Game Mode currently available in: &#039;&#039;&#039;RX PAINTBALL&#039;&#039;&#039; and &#039;&#039;&#039;DJ RICHARD PAINTBALL&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34496</id>
		<title>Gametypes</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34496"/>
		<updated>2011-07-22T00:27:35Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlayerTbl}}&lt;br /&gt;
= Fortress Style =&lt;br /&gt;
* [[Fortress]]: Capture the enemy base. This game can be played with teams or death match style.&lt;br /&gt;
** Wild Fortress (Sty): Objective is to conquer the opponents&#039; zone while defending yours on various maps.&lt;br /&gt;
** 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.&lt;br /&gt;
** [[Onslaught]] (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
* Sumo: The object is to stay in a zone while trying to force the opponent out.&lt;br /&gt;
** Team Sumo: Sumo with teams.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* [[The Object of the Game|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.&lt;br /&gt;
** &#039;&#039;Free-for-all (sometimes referred to as Deathmatch)&#039;&#039;: Players compete against one another as either individuals or teams, in an &amp;quot;every player (or team) for him- or herself&amp;quot; scenario. Scoring may be awarded based on one or any combination of core dumps (kills), general protection faults (deaths), &amp;quot;suicides,&amp;quot; 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.&lt;br /&gt;
** &#039;&#039;Last Man Standing&#039;&#039;: Distinguished by round win/survival accounting for the sole or predominant method of scoring.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rubber Value&#039;&#039;&#039;. 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:&lt;br /&gt;
** &#039;&#039;No Rubber (NR)&#039;&#039;: &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; is set to 0 or some fraction of 1.&lt;br /&gt;
** &#039;&#039;Low Rubber (LR)&#039;&#039;: Rubber value of 1 to 3.&lt;br /&gt;
** &#039;&#039;Medium Rubber (MR)&#039;&#039;: Rubber value of 3 to 5.&lt;br /&gt;
** &#039;&#039;High Rubber (HR)&#039;&#039;: Any value over 5, though generally 10 and above. These servers also tend to have a large arena, high speed, low &amp;lt;code&amp;gt;CYCLE_DELAY&amp;lt;/code&amp;gt;, and strong brakes.&lt;br /&gt;
*** It should be noted that there are several [[Rubber|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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variations&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;Dog Fight (DF)&#039;&#039;: 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 &amp;quot;seal&amp;quot; or &amp;quot;stab&amp;quot;. &#039;&#039;[editor&#039;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 &amp;quot;Dogfight/open/loose&amp;quot; gameplay and terminology.]&#039;&#039;&lt;br /&gt;
** &#039;&#039;Repawns&#039;&#039;: Also known as &amp;quot;respawning&amp;quot;, 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 &amp;lt;code&amp;gt;#define RESPAWN_HACK&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;-DRESPAWN_HACK&amp;lt;/code&amp;gt;) when compiling the server to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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. &amp;quot;No Rubber&amp;quot; servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:TronRules.gif|center]]&lt;br /&gt;
&lt;br /&gt;
= Racing and Maze =&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
** Cockpit Racing: Racing with only a cockpit view enabled.&lt;br /&gt;
* Maze: Find a path to the win zone.&lt;br /&gt;
** [[Labyrinth]]: See Others section on this page.&lt;br /&gt;
* [[Roulette]]: Multiple players create a &amp;quot;maze&amp;quot; Then try to navigate out.&lt;br /&gt;
&lt;br /&gt;
= Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Capture the Flag (CTF): Capture the opponents&#039; flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** Capture The Flag Shooting (CTFS): Capture the opponents&#039; flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
= Non-Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Shooting: A team death match where the object is to try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* 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.&lt;br /&gt;
* Wild Fortress: Objective is to conquer the opponents&#039; zone or zones zone while defending yours&#039; on various maps.&lt;br /&gt;
* [[Onslaught]]: A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== [[Labyrinth]]==&lt;br /&gt;
[[Image:Labyrinth_22.png|right|thumb]]&lt;br /&gt;
Labyrinth is both a type of map.  We use the word &#039;labyrinth&#039; in order to differentiate a specific map type from a [[Grid Games|grid game]].&lt;br /&gt;
&lt;br /&gt;
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&#039; fortresses, or you can be in a gladiatorial-style fight.  There&#039;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.&lt;br /&gt;
&lt;br /&gt;
There is at least one script that generates maze maps that work in Armagetron Advanced.  Check the [[Code_hacks]] page for it.&lt;br /&gt;
&lt;br /&gt;
There also is a [[Making Maps Switch Randomly|tutorial]] that shows how you can make your own server with random maps.&lt;br /&gt;
&lt;br /&gt;
== MCP Attack == &lt;br /&gt;
This game mode is based off the final scene from the [[TRON Movie|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.&lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/MCPAttack/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== Christians vs Satanists ==&lt;br /&gt;
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&#039;s way. &lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/Christians-vs-Satanists/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== PaintBall ==&lt;br /&gt;
&#039;&#039;Summary:&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective:&#039;&#039;&lt;br /&gt;
The objective is to concur the other team, although soon there will be different versions of paintball we call &amp;quot;minigames&amp;quot;, they will have different objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rules:&#039;&#039;&lt;br /&gt;
The only rule is no wall-hacking (going up to a &#039;big&#039; wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves.&lt;br /&gt;
&#039;&#039;Other:&#039;&#039;&lt;br /&gt;
*Game Mode Made By: &#039;&#039;&#039;Dukevin&#039;&#039;&#039;&lt;br /&gt;
*Game Mode currently available in: &#039;&#039;&#039;RX PAINTBALL&#039;&#039;&#039; and &#039;&#039;&#039;DJ RICHARD PAINTBALL&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34495</id>
		<title>Gametypes</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34495"/>
		<updated>2011-07-22T00:23:20Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlayerTbl}}&lt;br /&gt;
= Fortress Style =&lt;br /&gt;
* [[Fortress]]: Capture the enemy base. This game can be played with teams or death match style.&lt;br /&gt;
** Wild Fortress (Sty): Objective is to conquer the opponents&#039; zone while defending yours on various maps.&lt;br /&gt;
** 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.&lt;br /&gt;
** [[Onslaught]] (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
* Sumo: The object is to stay in a zone while trying to force the opponent out.&lt;br /&gt;
** Team Sumo: Sumo with teams.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* [[The Object of the Game|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.&lt;br /&gt;
** &#039;&#039;Free-for-all (sometimes referred to as Deathmatch)&#039;&#039;: Players compete against one another as either individuals or teams, in an &amp;quot;every player (or team) for him- or herself&amp;quot; scenario. Scoring may be awarded based on one or any combination of core dumps (kills), general protection faults (deaths), &amp;quot;suicides,&amp;quot; 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.&lt;br /&gt;
** &#039;&#039;Last Man Standing&#039;&#039;: Distinguished by round win/survival accounting for the sole or predominant method of scoring.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rubber Value&#039;&#039;&#039;. 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:&lt;br /&gt;
** &#039;&#039;No Rubber (NR)&#039;&#039;: &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; is set to 0 or some fraction of 1.&lt;br /&gt;
** &#039;&#039;Low Rubber (LR)&#039;&#039;: Rubber value of 1 to 3.&lt;br /&gt;
** &#039;&#039;Medium Rubber (MR)&#039;&#039;: Rubber value of 3 to 5.&lt;br /&gt;
** &#039;&#039;High Rubber (HR)&#039;&#039;: Any value over 5, though generally 10 or above.&lt;br /&gt;
*** It should be noted that there are several [[Rubber|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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variations&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;Dog Fight (DF)&#039;&#039;: 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 &amp;quot;seal&amp;quot; or &amp;quot;stab&amp;quot;. &#039;&#039;[editor&#039;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 &amp;quot;Dogfight/open/loose&amp;quot; gameplay and terminology]&#039;&#039;&lt;br /&gt;
** &#039;&#039;Repawns&#039;&#039;: Also known as &amp;quot;respawning&amp;quot;, 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 &amp;lt;code&amp;gt;#define RESPAWN_HACK&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;-DRESPAWN_HACK&amp;lt;/code&amp;gt;) when compiling the server to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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. &amp;quot;No Rubber&amp;quot; servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:TronRules.gif|center]]&lt;br /&gt;
&lt;br /&gt;
= Racing and Maze =&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
** Cockpit Racing: Racing with only a cockpit view enabled.&lt;br /&gt;
* Maze: Find a path to the win zone.&lt;br /&gt;
** [[Labyrinth]]: See Others section on this page.&lt;br /&gt;
* [[Roulette]]: Multiple players create a &amp;quot;maze&amp;quot; Then try to navigate out.&lt;br /&gt;
&lt;br /&gt;
= Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Capture the Flag (CTF): Capture the opponents&#039; flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** Capture The Flag Shooting (CTFS): Capture the opponents&#039; flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
= Non-Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Shooting: A team death match where the object is to try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* 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.&lt;br /&gt;
* Wild Fortress: Objective is to conquer the opponents&#039; zone or zones zone while defending yours&#039; on various maps.&lt;br /&gt;
* [[Onslaught]]: A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== [[Labyrinth]]==&lt;br /&gt;
[[Image:Labyrinth_22.png|right|thumb]]&lt;br /&gt;
Labyrinth is both a type of map.  We use the word &#039;labyrinth&#039; in order to differentiate a specific map type from a [[Grid Games|grid game]].&lt;br /&gt;
&lt;br /&gt;
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&#039; fortresses, or you can be in a gladiatorial-style fight.  There&#039;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.&lt;br /&gt;
&lt;br /&gt;
There is at least one script that generates maze maps that work in Armagetron Advanced.  Check the [[Code_hacks]] page for it.&lt;br /&gt;
&lt;br /&gt;
There also is a [[Making Maps Switch Randomly|tutorial]] that shows how you can make your own server with random maps.&lt;br /&gt;
&lt;br /&gt;
== MCP Attack == &lt;br /&gt;
This game mode is based off the final scene from the [[TRON Movie|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.&lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/MCPAttack/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== Christians vs Satanists ==&lt;br /&gt;
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&#039;s way. &lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/Christians-vs-Satanists/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== PaintBall ==&lt;br /&gt;
&#039;&#039;Summary:&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective:&#039;&#039;&lt;br /&gt;
The objective is to concur the other team, although soon there will be different versions of paintball we call &amp;quot;minigames&amp;quot;, they will have different objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rules:&#039;&#039;&lt;br /&gt;
The only rule is no wall-hacking (going up to a &#039;big&#039; wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves.&lt;br /&gt;
&#039;&#039;Other:&#039;&#039;&lt;br /&gt;
*Game Mode Made By: &#039;&#039;&#039;Dukevin&#039;&#039;&#039;&lt;br /&gt;
*Game Mode currently available in: &#039;&#039;&#039;RX PAINTBALL&#039;&#039;&#039; and &#039;&#039;&#039;DJ RICHARD PAINTBALL&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34475</id>
		<title>Gametypes</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34475"/>
		<updated>2011-07-21T08:37:26Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Classic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlayerTbl}}&lt;br /&gt;
= Fortress Style =&lt;br /&gt;
* [[Fortress]]: Capture the enemy base. This game can be played with teams or death match style.&lt;br /&gt;
** Wild Fortress (Sty): Objective is to conquer the opponents&#039; zone while defending yours on various maps.&lt;br /&gt;
** 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.&lt;br /&gt;
** [[Onslaught]] (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
* Sumo: The object is to stay in a zone while trying to force the opponent out.&lt;br /&gt;
** Team Sumo: Sumo with teams.&lt;br /&gt;
&lt;br /&gt;
= Classic =&lt;br /&gt;
* [[The Object of the Game|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.&lt;br /&gt;
** &#039;&#039;Free-for-all&#039;&#039; (sometimes referred to as Deathmatch): Players compete against one another as either individuals or teams, in an &amp;quot;every player (or team) for him- or herself&amp;quot; scenario. Scoring may be awarded based on one or any combination of core dumps (kills), general protection faults (deaths), &amp;quot;suicides,&amp;quot; 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.&lt;br /&gt;
** &#039;&#039;Last Man Standing&#039;&#039;: Distinguished by round win/survival accounting for the sole or predominant method of scoring.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rubber Value&#039;&#039;&#039;. 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:&lt;br /&gt;
** &#039;&#039;No Rubber (NR)&#039;&#039;: &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; is set to 0 or some fraction of 1.&lt;br /&gt;
** &#039;&#039;Low Rubber (LR)&#039;&#039;: Rubber value of 1 to 3.&lt;br /&gt;
** &#039;&#039;Medium Rubber (MR)&#039;&#039;: Rubber value of 3 to 5.&lt;br /&gt;
** &#039;&#039;High Rubber (HR)&#039;&#039;: Any value over 5, though generally 10 or above.&lt;br /&gt;
*** It should be noted that there are several [[Rubber|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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variations&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;Dog Fight (DF)&#039;&#039;: 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 &amp;quot;seal&amp;quot; or &amp;quot;stab&amp;quot;.&lt;br /&gt;
** &#039;&#039;Repawns&#039;&#039;: Also known as &amp;quot;respawning&amp;quot;, 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 &amp;lt;code&amp;gt;#define RESPAWN_HACK&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;-DRESPAWN_HACK&amp;lt;/code&amp;gt;) when compiling the server to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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. &amp;quot;No Rubber&amp;quot; servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:TronRules.gif|center]]&lt;br /&gt;
&lt;br /&gt;
= Racing and Maze =&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
** Cockpit Racing: Racing with only a cockpit view enabled.&lt;br /&gt;
* Maze: Find a path to the win zone.&lt;br /&gt;
** [[Labyrinth]]: See Others section on this page.&lt;br /&gt;
* [[Roulette]]: Multiple players create a &amp;quot;maze&amp;quot; Then try to navigate out.&lt;br /&gt;
&lt;br /&gt;
= Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Capture the Flag (CTF): Capture the opponents&#039; flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** Capture The Flag Shooting (CTFS): Capture the opponents&#039; flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
= Non-Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Shooting: A team death match where the object is to try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* 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.&lt;br /&gt;
* Wild Fortress: Objective is to conquer the opponents&#039; zone or zones zone while defending yours&#039; on various maps.&lt;br /&gt;
* [[Onslaught]]: A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== [[Labyrinth]]==&lt;br /&gt;
[[Image:Labyrinth_22.png|right|thumb]]&lt;br /&gt;
Labyrinth is both a type of map.  We use the word &#039;labyrinth&#039; in order to differentiate a specific map type from a [[Grid Games|grid game]].&lt;br /&gt;
&lt;br /&gt;
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&#039; fortresses, or you can be in a gladiatorial-style fight.  There&#039;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.&lt;br /&gt;
&lt;br /&gt;
There is at least one script that generates maze maps that work in Armagetron Advanced.  Check the [[Code_hacks]] page for it.&lt;br /&gt;
&lt;br /&gt;
There also is a [[Making Maps Switch Randomly|tutorial]] that shows how you can make your own server with random maps.&lt;br /&gt;
&lt;br /&gt;
== MCP Attack == &lt;br /&gt;
This game mode is based off the final scene from the [[TRON Movie|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.&lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/MCPAttack/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== Christians vs Satanists ==&lt;br /&gt;
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&#039;s way. &lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/Christians-vs-Satanists/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== PaintBall ==&lt;br /&gt;
&#039;&#039;Summary:&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective:&#039;&#039;&lt;br /&gt;
The objective is to concur the other team, although soon there will be different versions of paintball we call &amp;quot;minigames&amp;quot;, they will have different objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rules:&#039;&#039;&lt;br /&gt;
The only rule is no wall-hacking (going up to a &#039;big&#039; wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves.&lt;br /&gt;
&#039;&#039;Other:&#039;&#039;&lt;br /&gt;
*Game Mode Made By: &#039;&#039;&#039;Dukevin&#039;&#039;&#039;&lt;br /&gt;
*Game Mode currently available in: &#039;&#039;&#039;RX PAINTBALL&#039;&#039;&#039; and &#039;&#039;&#039;DJ RICHARD PAINTBALL&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34474</id>
		<title>Gametypes</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Gametypes&amp;diff=34474"/>
		<updated>2011-07-21T08:36:39Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: /* Classic (FFA, LMS, DF) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PlayerTbl}}&lt;br /&gt;
= Fortress Style =&lt;br /&gt;
* [[Fortress]]: Capture the enemy base. This game can be played with teams or death match style.&lt;br /&gt;
** Wild Fortress (Sty): Objective is to conquer the opponents&#039; zone while defending yours on various maps.&lt;br /&gt;
** 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.&lt;br /&gt;
** [[Onslaught]] (Sty): A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
* Sumo: The object is to stay in a zone while trying to force the opponent out.&lt;br /&gt;
** Team Sumo: Sumo with teams.&lt;br /&gt;
&lt;br /&gt;
= [[The Object of the Game|Classic]] =&lt;br /&gt;
* &#039;&#039;&#039;Classic&#039;&#039;&#039;: 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.&lt;br /&gt;
** &#039;&#039;Free-for-all&#039;&#039; (sometimes referred to as Deathmatch): Players compete against one another as either individuals or teams, in an &amp;quot;every player (or team) for him- or herself&amp;quot; scenario. Scoring may be awarded based on one or any combination of core dumps (kills), general protection faults (deaths), &amp;quot;suicides,&amp;quot; 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.&lt;br /&gt;
** &#039;&#039;Last Man Standing&#039;&#039;: Distinguished by round win/survival accounting for the sole or predominant method of scoring.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rubber Value&#039;&#039;&#039;. 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:&lt;br /&gt;
** &#039;&#039;No Rubber (NR)&#039;&#039;: &amp;lt;code&amp;gt;CYCLE_RUBBER&amp;lt;/code&amp;gt; is set to 0 or some fraction of 1.&lt;br /&gt;
** &#039;&#039;Low Rubber (LR)&#039;&#039;: Rubber value of 1 to 3.&lt;br /&gt;
** &#039;&#039;Medium Rubber (MR)&#039;&#039;: Rubber value of 3 to 5.&lt;br /&gt;
** &#039;&#039;High Rubber (HR)&#039;&#039;: Any value over 5, though generally 10 or above.&lt;br /&gt;
*** It should be noted that there are several [[Rubber|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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Variations&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;Dog Fight (DF)&#039;&#039;: 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 &amp;quot;seal&amp;quot; or &amp;quot;stab&amp;quot;.&lt;br /&gt;
** &#039;&#039;Repawns&#039;&#039;: Also known as &amp;quot;respawning&amp;quot;, 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 &amp;lt;code&amp;gt;#define RESPAWN_HACK&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;-DRESPAWN_HACK&amp;lt;/code&amp;gt;) when compiling the server to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; 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. &amp;quot;No Rubber&amp;quot; servers seem to be the safest place for those who actually like to core dump their opponents instead of mashing buttons and typing expletives.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:TronRules.gif|center]]&lt;br /&gt;
&lt;br /&gt;
= Racing and Maze =&lt;br /&gt;
* Race: Race to the win zone at the end of the map.&lt;br /&gt;
** Cockpit Racing: Racing with only a cockpit view enabled.&lt;br /&gt;
* Maze: Find a path to the win zone.&lt;br /&gt;
** [[Labyrinth]]: See Others section on this page.&lt;br /&gt;
* [[Roulette]]: Multiple players create a &amp;quot;maze&amp;quot; Then try to navigate out.&lt;br /&gt;
&lt;br /&gt;
= Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Capture the Flag (CTF): Capture the opponents&#039; flag. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** Capture The Flag Shooting (CTFS): Capture the opponents&#039; flag while shooting. Players are respawned if they are dead and a player (ally or opponent) touches the base on the respective side.&lt;br /&gt;
** 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
= Non-Flag Based [[Sty]] Patch =&lt;br /&gt;
These require you to apply a [http://forums.armagetronad.net/viewtopic.php?p=77331 Source Patch] and to recompile arma.&lt;br /&gt;
&lt;br /&gt;
* Shooting: A team death match where the object is to try to shoot the other team&#039;s players with death zones.&lt;br /&gt;
* 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.&lt;br /&gt;
* Wild Fortress: Objective is to conquer the opponents&#039; zone or zones zone while defending yours&#039; on various maps.&lt;br /&gt;
* [[Onslaught]]: A fortress game in which respawning is enabled. You have three lives each to capture the opponent&#039;s base, or defend yours. There is only one team defending and one team attacking at a time.&lt;br /&gt;
&lt;br /&gt;
= Other =&lt;br /&gt;
== [[Labyrinth]]==&lt;br /&gt;
[[Image:Labyrinth_22.png|right|thumb]]&lt;br /&gt;
Labyrinth is both a type of map.  We use the word &#039;labyrinth&#039; in order to differentiate a specific map type from a [[Grid Games|grid game]].&lt;br /&gt;
&lt;br /&gt;
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&#039; fortresses, or you can be in a gladiatorial-style fight.  There&#039;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.&lt;br /&gt;
&lt;br /&gt;
There is at least one script that generates maze maps that work in Armagetron Advanced.  Check the [[Code_hacks]] page for it.&lt;br /&gt;
&lt;br /&gt;
There also is a [[Making Maps Switch Randomly|tutorial]] that shows how you can make your own server with random maps.&lt;br /&gt;
&lt;br /&gt;
== MCP Attack == &lt;br /&gt;
This game mode is based off the final scene from the [[TRON Movie|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.&lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/MCPAttack/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== Christians vs Satanists ==&lt;br /&gt;
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&#039;s way. &lt;br /&gt;
&lt;br /&gt;
A version with the required hack is available from [http://svn.sourceforge.net/viewvc/armagetronad/private/luke-jr/Christians-vs-Satanists/armagetronad/ SVN].&lt;br /&gt;
&lt;br /&gt;
== PaintBall ==&lt;br /&gt;
&#039;&#039;Summary:&#039;&#039;&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Objective:&#039;&#039;&lt;br /&gt;
The objective is to concur the other team, although soon there will be different versions of paintball we call &amp;quot;minigames&amp;quot;, they will have different objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rules:&#039;&#039;&lt;br /&gt;
The only rule is no wall-hacking (going up to a &#039;big&#039; wall [unlike a sniper ship] and shooting other players, because they cannot defend themselves.&lt;br /&gt;
&#039;&#039;Other:&#039;&#039;&lt;br /&gt;
*Game Mode Made By: &#039;&#039;&#039;Dukevin&#039;&#039;&#039;&lt;br /&gt;
*Game Mode currently available in: &#039;&#039;&#039;RX PAINTBALL&#039;&#039;&#039; and &#039;&#039;&#039;DJ RICHARD PAINTBALL&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=FUN_--_all_in_one_day&amp;diff=34392</id>
		<title>FUN -- all in one day</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=FUN_--_all_in_one_day&amp;diff=34392"/>
		<updated>2011-07-15T23:36:05Z</updated>

		<summary type="html">&lt;p&gt;Oscillotron: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This fallback option is provided: to play all the games in one night... It is not a round-robin, but a straight knock-out competition. If the event was to occur all in one day, how could this happen?&lt;br /&gt;
&lt;br /&gt;
First, everyone has to agree to meet at a certain time globally. Let&#039;s say 9PM sat 15th GMT. They intend to play for the next couple of hours, with a final sometime about 11pm GMT. How could this happen on the day?&lt;br /&gt;
&lt;br /&gt;
* 1. Players nominate one of their teams to meet with other nominated team-players, lets call them Exemplars since team-captain is a little too closely tied up with traditional ways of organising a team.&lt;br /&gt;
* 2. The exemplars meet in some kind of chat room at a specified time. They have 5 mins to find another team to play against and which server. Perhaps they have arranged this before the day, perhaps not... With teams matched, and servers allocated, the Exemplars return to their teams and mobilise them.&lt;br /&gt;
* 3. The match is played. A winner is determined.&lt;br /&gt;
* 4. The winners send their Exemplars to the same chatroom to notify results, and to organise to play against another winning team.&lt;br /&gt;
* repeat step 3 and 4 until there is one winning team.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instead of this, we can use the results of the seeding round, determine who is playing who and on what servers... see [Oscilloscope&#039;s] display for an example:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[Dead image link deleted; image no longer exists. For reference, it was just a typical single-elimination seeded bracket, with the lowest surviving seed always playing the highest in the subsequent round.]&lt;br /&gt;
&lt;br /&gt;
As it stands, it is just a simple little experiment, to see if we can organise ANYTHING in a couple of hours with minimal fuss. With let&#039;s say 8 teams, that means a first round of 4 servers, a second round of 2 servers, and a final server round. Three rounds, each taking about 1/2 hour: the winner to be determined after less than two hours.&lt;br /&gt;
&lt;br /&gt;
Of course, losing teams can either follow how the competition is going, watch as spectators, but will probably want to play against other losing teams to regain some confidence, and while away the hours, or whatever takes their fancy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the central points, is to glean enough from the experience to make the next competition, [[THE LADLE]] a little more efficient, avoid some problems encountered, improve team-play potentially, and so on. At the heart of it, it has to be easy, which is the best way pf approaching FUN.&lt;br /&gt;
&lt;br /&gt;
===time-zones===&lt;br /&gt;
By starting at 9pm GMT sat, this gives a reasonable spread across most timezones, with the darkspot across asia. 1pm to 4pm in the US, 9pm to 11pm Europe, and 8am Sunday Australia. If someone comes up with a different spread.&lt;br /&gt;
&lt;br /&gt;
===player turn-out===&lt;br /&gt;
Everyone knows how tricky it is to organise games on the net, with poor player turn-out common. Traditional thinking is that you should give players time to determine games when convenient to themselves. With up to 16 players to accommodate... each game is going to be tricky to organise. Hence this alternative solution...&amp;lt;br&amp;gt;&lt;br /&gt;
The event is exciting enough for all the players to accommodate the same time-start, after all, it is an unusual event. Nearly all the players who play together on the net at the same time competing for the same prize! Players will go out of their way to make sure they can make it. A singular special event. Like a party!&amp;lt;br&amp;gt;&lt;br /&gt;
Also, if this is part of the [[Tronic]] progression, imagine 1,000 players all in one night -- that&#039;s something to tell the girlfriend... and a 1,000,000... tell your grandchildren...&amp;lt;br&amp;gt;&lt;br /&gt;
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===player organisation on the day===&lt;br /&gt;
The other problem is: can we trust players to organise themselves if they do turn up? Instead of seeding, and a predetermined play-off tree, keep it free and self-organised. Kind of like how proteins combine to form amino acids... self-sorting... If it is simple enough... I don&#039;t see why not... And since we are not playing for money, and it is all a laugh... it should be a matter of organising a couple of games, doing the best you can... win or lose... doesn&#039;t really matter... if we have a good time... it&#039;s fair... I just don&#039;t see the problem... Someone please correct me...&lt;br /&gt;
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===the chatroom===&lt;br /&gt;
I like the idea of using something like Second Life. Otherwise, we need a simple place where all captain-organisers can collect after each match. I can always use my computer as a server to host a game, with the primary purpose of hosting the chat required. It will nominally be called 2020&#039;s T-room.&amp;lt;br&amp;gt;&lt;br /&gt;
If we are following the seeding play-offs, then this should all be determined before the night in question... here presumably on this wiki page, or through the forum...&lt;/div&gt;</summary>
		<author><name>Oscillotron</name></author>
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