Gamemodes: Difference between revisions
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__TOC__ | __TOC__ | ||
==Deathmatch== | ==Deathmatch== | ||
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win, you must have the most kills in the server before the timer runs out. | |||
==Gun Game== | ==Gun Game== | ||
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*3: M4A1 | *3: M4A1 | ||
*4: AK-47 | *4: AK-47 | ||
*5: AUG A3 | *5: HK G3 | ||
* | *6: AUG A3 | ||
* | *7: M16 | ||
* | *8: FAMAS F1 | ||
* | *9: AR9 | ||
* | *10: P90 | ||
* | *11: UMP45 | ||
* | *12: PP-19 Bizon | ||
* | *13: MP5 | ||
* | *14: UZI | ||
* | *15: KRISS Vector | ||
* | *16: Skorpion | ||
* | *17: VSS | ||
* | *18: Barret M99 | ||
* | *19: Remington 700 | ||
* | *20: AWP | ||
* | *21: Scar 20s | ||
* | *22: SPAS-12 | ||
* | *23: M590 | ||
* | *24: Sawed-Off Shotgun | ||
* | *25: Desert Eagle | ||
* | *26: Revolver | ||
*27: Five-seveN | |||
*28: TEC-9 | |||
*29: Beretta M9 | |||
*30: Glock 18C | |||
*31: M1911A1 | |||
*32: Knife | |||
==WW2 Gun Game== | ==WW2 Gun Game== | ||
Line 50: | Line 53: | ||
==One in the Chamber== | ==One in the Chamber== | ||
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards | A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards another. | ||
If you miss, you can use the knife on your holster and attempt to get a kill for another bullet. You can use the knife over and over again to gain plenty of ammunition, however, if you die, you'll get reset back to one bullet. | |||
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet. | You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet. | ||
==Search and Destroy== | ==Search and Destroy== | ||
'''<big>NOTE: Proning is currently disabled in SND for balancing reasons.</big>''' | |||
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The "Terrorists" have the objective of planting the bomb at one of the bombsites, while the "Counter Terrorists" need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19. | |||
'''Bomb Arming and Defusing''' | '''Bomb Arming and Defusing''' | ||
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the number pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence. Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds will cause the bomb will reset, requiring you to re-input the code. | |||
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the number pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb. | |||
'''Money''' | '''Money''' | ||
----All players start the game with $900. | |||
All players start the game with $900. | |||
Players are awarded money based on their team performance, losing streaks will increase the amount of money received: | Players are awarded money based on their team performance, losing streaks will increase the amount of money received: | ||
Loss Bonus: $2200 | |||
Win Bonus: $3250 | |||
Plant Bonus (T ONLY): $500 | |||
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]] | |||
Each kill a player receives depends on the weapon used as well as attachments on the weapon. | |||
Players | Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb. | ||
'''Weapons''' | |||
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows: | |||
{| class="wikitable" | |||
|+Heavy | |||
---- | |||
!Terrorists | |||
!$ | |||
!Counter-Terrorists | |||
!$ | |||
|- | |||
|Remington 700 | |||
|$1600 | |||
|AWP | |||
|$2200 | |||
|- | |||
|SKS | |||
|$2500 | |||
|SCAR 20s | |||
|$3500 | |||
|- | |||
|Barret M99 | |||
|$4800 | |||
|Barret M99 | |||
|$4800 | |||
|- | |||
|PKM | |||
|$3500 | |||
|FN M249 Saw | |||
|$3000 | |||
|- | |||
|Shotgun | |||
|$1500 | |||
|Shotgun | |||
|$1500 | |||
|- | |||
|Drum Shotgun | |||
|$4200 | |||
|Auto-Shotgun | |||
|$1800 | |||
|- | |||
|Sawed-Off | |||
|$1000 | |||
|Sawed-Off | |||
|$1000 | |||
|} | |||
{| class="wikitable" | |||
|+SMGs | |||
---- | |||
!Terrorists | |||
!$ | |||
!Counter-Terrorists | |||
!$ | |||
|- | |||
|PP-Bizon | |||
|$1200 | |||
|UMP | |||
|$1200 | |||
|- | |||
|AK-Shorty | |||
|$1600 | |||
|AR9 | |||
|$1400 | |||
|- | |||
|Vector | |||
|$1550 | |||
|P90 | |||
|$1700 | |||
|- | |||
|Skorpion | |||
|$950 | |||
|MP5 | |||
|$1600 | |||
|- | |||
|VSS | |||
|$2200 | |||
|UZI | |||
|$950 | |||
|} | |||
{| class="wikitable" | |||
|+Rifles | |||
---- | |||
!Terrorists | |||
!$ | |||
!Counter-Terrorists | |||
!$ | |||
|- | |||
|AK47 | |||
|$2500 | |||
|G3 | |||
|$2500 | |||
|- | |||
|AK12 | |||
|$2600 | |||
|M4 | |||
|$2700 | |||
|- | |||
|Galil SAR | |||
|$2300 | |||
|FAMAS | |||
|$2300 | |||
|- | |||
|AUG | |||
|$2300 | |||
|M16 | |||
|$2300 | |||
|} | |||
{| class="wikitable" | |||
|+Gear | |||
---- | |||
!Item | |||
!$ | |||
|- | |||
|Kevlar Vest | |||
|$650 | |||
|- | |||
|Kevlar Vest + Helmet | |||
|$1000 | |||
|- | |||
|Flashbang | |||
|$200 | |||
|- | |||
|Smoke Grenade | |||
|$300 | |||
|- | |||
|Grenade | |||
|$600 | |||
|- | |||
|Wire Cutters (CT ONLY) | |||
|$800 | |||
|- | |||
|Knife | |||
|$100 | |||
|} | |||
[[Attachments|Upgrades]] | |||
{| class="wikitable" | |||
|+Pistols | |||
---- | |||
!Terrorists | |||
!$ | |||
!Counter-Terrorists | |||
!$ | |||
|- | |||
|TEC-9 | |||
|$650 | |||
|Glock-18 | |||
|$650 | |||
|- | |||
|Five-Seven | |||
|$500 | |||
|Five-Seven | |||
|$500 | |||
|- | |||
|1911 | |||
|$200 | |||
|1911 | |||
|$200 | |||
|- | |||
|Berretta | |||
|$250 | |||
|Berretta | |||
|$250 | |||
|- | |||
|Revolver | |||
|$800 | |||
|Revolver | |||
|$800 | |||
|- | |||
|Desert Eagle | |||
|$800 | |||
|Desert Eagle | |||
|$800 | |||
|} | |||
== | ==Team Deathmatch== | ||
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned. | |||
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. | |||
Team-Killing, and committing suicide rewards <code>-4 points</code> to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points. | |||
Getting an assist rewards <code>1 point</code> and killing an enemy rewards <code>2 points</code>. | |||
==WW2 Team Deathmatch (TANKTDM)== | |||
''' | Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW<sub>2</sub> weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned. | ||
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. | |||
Team-Killing, and committing suicide rewards <code>-4 points</code> to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points. | |||
Getting an assist rewards <code>1 point</code> and killing an enemy rewards <code>2 points</code>. | |||
==King of the Hill== | |||
Two Teams (Germans & Americans) compete to gather the most points from an objective. Players fight against each other with '''WW<sub>2</sub> weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. | |||
==TTT== | |||
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate. | |||
'' | Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game. | ||
{| class="wikitable" | |||
|+Detective roles (Allied with Innocents): | |||
!Roles | |||
!Description | |||
The | !Items | ||
|- | |||
|[[File:T DetectiveIcon.png|frameless|20x20px]] Detective | |||
|A weight has been placed on your shoulders. | |||
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this. | |||
Someone is lying, maybe more. | |||
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them). | |||
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to. | |||
The pipe does nothing, but makes you look cooler. | |||
|- | |||
|[[File:T SheriffIcon.png|frameless|20x20px]] Sheriff | |||
|You're here to enact arrests, not executions. | |||
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons. | |||
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds. | |||
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma. | |||
|- | |||
|[[File:T TankIcon.png|frameless|20x20px]] Tank | |||
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that. | |||
|N/A | |||
|} | |||
{| class="wikitable" | |||
|+Innocent roles (Allied with Detectives): | |||
!Roles | |||
!Description | |||
!Notes | |||
|- | |||
|[[File:T InnocentIcon.png|frameless|20x20px]] Innocent | |||
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s). | |||
|N/A | |||
|- | |||
|[[File:T MercenaryIcon.png|frameless|20x20px]] Mercenary | |||
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits. | |||
|N/A | |||
|- | |||
|[[File:T SurvivalistIcon.png|frameless|20x20px]] Survivalist | |||
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu. | |||
|Must be enabled in a custom server's config. | |||
|- | |||
|[[File:T GlitchIcon.png|frameless|20x20px]] Glitch | |||
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out. | |||
|Must be enabled in a custom server's config. | |||
|} | |||
{| class="wikitable" | |||
|+Solo roles: | |||
!Roles | |||
!Description | |||
!Notes | |||
|- | |||
|[[File:T JesterIcon.png|frameless|20x20px]] Jester | |||
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below. | |||
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you. | |||
These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low. | |Must be enabled in a custom server's config. | ||
|- | |||
|Psychopath | |||
You | |Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus. | ||
|Spawns randomly on Shack | |||
On PC, you must be killed as a Jester by an innocent to become a psychopath. | |||
|- | |||
|[[File:T LonwWolfIcon.png|frameless|20x20px]] Lone Wolf | |||
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu. | |||
|N/A | |||
|} | |||
{| class="wikitable" | |||
|+Traitor roles: | |||
!Roles | |||
!Description | |||
!Notes | |||
|- | |||
|[[File:T TraitorIcon.png|frameless|20x20px]] Traitor | |||
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low. | |||
|N/A | |||
|- | |||
|[[File:T AssassinIcon.png|frameless|20x20px]] Assassin | |||
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team. | |||
|N/A | |||
|- | |||
|Hypnotist | |||
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor. | |||
|N/A | |||
|} | |||
{| class="wikitable" | |||
|+Unique roles: | |||
!Roles | |||
!Description | |||
!Notes | |||
|- | |||
|Soulmate | |||
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die. | |||
|Must be enabled in a custom server's config. | |||
|- | |||
|Zombie | |||
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie. | |||
|N/A | |||
|} | |||
==Zombies== | ==Zombies== | ||
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'''Shoving''' | '''Shoving''' | ||
----By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should. | |||
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should. | |||
'''Painkillers and Syringe''' | '''Painkillers and Syringe''' | ||
----To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times. | |||
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times. | |||
'''Loot Crates''' | '''Loot Crates''' | ||
----After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates. | |||
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates. | |||
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle. | *''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle. | ||
Line 192: | Line 425: | ||
'''Meta''' | '''Meta''' | ||
----There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations. | |||
==The Hidden (aka Hide)== | |||
One team consists of 1-4 powerful players who are 99% invisible, that have blades attached to their arms, moves quickly, can jump and grab onto ledges, can see through walls, and can heal by stabbing corpses. | |||
The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. | |||
= | Players to Monster Ratio | ||
{| class="wikitable" | |||
!# of Players | |||
!# of Monsters | |||
|- | |||
|< 10 | |||
|1 | |||
|- | |||
|10 | |||
|2 | |||
|- | |||
|16 | |||
|3 | |||
|- | |||
|22 | |||
|4 | |||
|} | |||
Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire. | |||
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is. | Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is. | ||
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==Infection== | ==Infection== | ||
One team consists of visible "Hiddens", the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade. | |||
One team consists of visible Hiddens, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade. | |||
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected. | The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected. | ||
==Push== | ==Push== | ||
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs. | |||
Both teams can respawn but the planters have a limited amount of "Tickets" (default set to 50) and their team will lose them for every player that picks a loadout in the spawn room. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25). When the bomb is planted, the planting team has an infinite amount of tickets until the bomb is diffused. Syringes don't contribute to tickets. | |||
Teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room. | |||
'''Planting and Diffusing''' | |||
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start. | |||
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop. | |||
Instructions to arm and diffuse the bomb can also be found in the spawn room. | |||
The bomb's default explode time is one minute. | |||
== | ==Prop Hunt== | ||
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer. | |||
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop. |
Latest revision as of 04:58, 13 June 2024
Deathmatch
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win, you must have the most kills in the server before the timer runs out.
Gun Game
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.
This is a free-for-all mode, so players are encouraged to kill anyone they see.
Players cannot buy in this game-mode.
The upgrade list goes as follows:
- 1: M249
- 2: Saiga-12
- 3: M4A1
- 4: AK-47
- 5: HK G3
- 6: AUG A3
- 7: M16
- 8: FAMAS F1
- 9: AR9
- 10: P90
- 11: UMP45
- 12: PP-19 Bizon
- 13: MP5
- 14: UZI
- 15: KRISS Vector
- 16: Skorpion
- 17: VSS
- 18: Barret M99
- 19: Remington 700
- 20: AWP
- 21: Scar 20s
- 22: SPAS-12
- 23: M590
- 24: Sawed-Off Shotgun
- 25: Desert Eagle
- 26: Revolver
- 27: Five-seveN
- 28: TEC-9
- 29: Beretta M9
- 30: Glock 18C
- 31: M1911A1
- 32: Knife
WW2 Gun Game
Same as Gun Game, but with WW2 weapons instead of modern weapons.
One in the Chamber
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards another.
If you miss, you can use the knife on your holster and attempt to get a kill for another bullet. You can use the knife over and over again to gain plenty of ammunition, however, if you die, you'll get reset back to one bullet.
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.
Search and Destroy
NOTE: Proning is currently disabled in SND for balancing reasons.
The Search and Destroy game mode consists of 2 minute rounds. Players have one life per round. The "Terrorists" have the objective of planting the bomb at one of the bombsites, while the "Counter Terrorists" need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.
Bomb Arming and Defusing
Terrorists: To arm the bomb, 4 digits are required to be input onto the number pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence. Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds will cause the bomb will reset, requiring you to re-input the code.
Counter-Terrorists: Defusing the bomb requires 8 digits to be input onto the number pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.
Money
All players start the game with $900.
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:
Loss Bonus: $2200
Win Bonus: $3250
Plant Bonus (T ONLY): $500
The Kill Bonuses can be found here: Kill Bonuses
Each kill a player receives depends on the weapon used as well as attachments on the weapon.
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.
Weapons
Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:
Terrorists | $ | Counter-Terrorists | $ |
---|---|---|---|
Remington 700 | $1600 | AWP | $2200 |
SKS | $2500 | SCAR 20s | $3500 |
Barret M99 | $4800 | Barret M99 | $4800 |
PKM | $3500 | FN M249 Saw | $3000 |
Shotgun | $1500 | Shotgun | $1500 |
Drum Shotgun | $4200 | Auto-Shotgun | $1800 |
Sawed-Off | $1000 | Sawed-Off | $1000 |
Terrorists | $ | Counter-Terrorists | $ |
---|---|---|---|
PP-Bizon | $1200 | UMP | $1200 |
AK-Shorty | $1600 | AR9 | $1400 |
Vector | $1550 | P90 | $1700 |
Skorpion | $950 | MP5 | $1600 |
VSS | $2200 | UZI | $950 |
Terrorists | $ | Counter-Terrorists | $ |
---|---|---|---|
AK47 | $2500 | G3 | $2500 |
AK12 | $2600 | M4 | $2700 |
Galil SAR | $2300 | FAMAS | $2300 |
AUG | $2300 | M16 | $2300 |
Item | $ |
---|---|
Kevlar Vest | $650 |
Kevlar Vest + Helmet | $1000 |
Flashbang | $200 |
Smoke Grenade | $300 |
Grenade | $600 |
Wire Cutters (CT ONLY) | $800 |
Knife | $100 |
Terrorists | $ | Counter-Terrorists | $ |
---|---|---|---|
TEC-9 | $650 | Glock-18 | $650 |
Five-Seven | $500 | Five-Seven | $500 |
1911 | $200 | 1911 | $200 |
Berretta | $250 | Berretta | $250 |
Revolver | $800 | Revolver | $800 |
Desert Eagle | $800 | Desert Eagle | $800 |
Team Deathmatch
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with modern weapons before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you.
Team-Killing, and committing suicide rewards -4 points
to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.
Getting an assist rewards 1 point
and killing an enemy rewards 2 points
.
WW2 Team Deathmatch (TANKTDM)
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with WW2 weapons before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you.
Team-Killing, and committing suicide rewards -4 points
to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.
Getting an assist rewards 1 point
and killing an enemy rewards 2 points
.
King of the Hill
Two Teams (Germans & Americans) compete to gather the most points from an objective. Players fight against each other with WW2 weapons. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time.
TTT
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.
Roles | Description | Notes |
---|---|---|
Soulmate | You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die. | Must be enabled in a custom server's config. |
Zombie | You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie. | N/A |
Zombies
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!
Shoving
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.
Painkillers and Syringe
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.
Loot Crates
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.
- Pistol Crates which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.
- SMG Crates which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.
- Rifle Crates can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4.
- Mixed Crates can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.
- Heavy Crates spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.
- Attachment Crates spawn with 2 Sights, 1 Suppressor, 1 Grip.
Meta
There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.
The Hidden (aka Hide)
One team consists of 1-4 powerful players who are 99% invisible, that have blades attached to their arms, moves quickly, can jump and grab onto ledges, can see through walls, and can heal by stabbing corpses.
The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out.
Players to Monster Ratio
# of Players | # of Monsters |
---|---|
< 10 | 1 |
10 | 2 |
16 | 3 |
22 | 4 |
Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.
Infection
One team consists of visible "Hiddens", the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.
Push
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.
Both teams can respawn but the planters have a limited amount of "Tickets" (default set to 50) and their team will lose them for every player that picks a loadout in the spawn room. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25). When the bomb is planted, the planting team has an infinite amount of tickets until the bomb is diffused. Syringes don't contribute to tickets.
Teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.
Planting and Diffusing
Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.
Instructions to arm and diffuse the bomb can also be found in the spawn room.
The bomb's default explode time is one minute.
Prop Hunt
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.