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==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 by the time the timer runs out.  
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==
Line 22: Line 18:
*3: M4A1
*3: M4A1
*4: AK-47
*4: AK-47
*5: AUG A3
*5: HK G3
*6: FAMAS F1
*6: AUG A3
*7: P90
*7: M16
*8: UMP-45
*8: FAMAS F1
*9: PP-19 Bizon-2
*9: AR9
*10: MP5-N
*10: P90
*11: Mini-UZI
*11: UMP45
*12: Barrett M99
*12: PP-19 Bizon
*13: AWP
*13: MP5
*14: G3/SG1
*14: UZI
*15: Kar98k
*15: KRISS Vector
*16: SPAS-12
*16: Skorpion
*17: M590
*17: VSS
*18: Sawed Off Shotgun
*18: Barret M99
*19: Desert Eagle
*19: Remington 700
*20: Revolver
*20: AWP
*21: Five-Seven
*21: Scar 20s
*22: TEC-9  
*22: SPAS-12
*23: Beretta M9
*23: M590
*24: Glock 18C
*24: Sawed-Off Shotgun
*25: M1911A1
*25: Desert Eagle
*26: Knife
*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 51: 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 one bullet.  
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.  


So if you miss, you're out of ammo completely. However you have a knife as a backup, and can attempt to get a kill and another bullet. You can use the knife over and over again to gain plenty of ammunition. However, If you die, you get reset back to one bullet, so be careful.
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.


The ''Search and Destroy'' game mode consists of 2 minute rounds.  Players have one life per round, the "Terrorist" team has the objective of planting the bomb on one of several bomb locations, while the "Counter Terrorists" need to defend the bomb locations or defuse the bomb. Winning can also result if everyone on a team is eliminated. If the "Terrorists" plant the bomb before all "Terrorists" are killed, "Counter Terrorists" will still need to defuse the bomb. First team to 10 wins will win overall.
'''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.


The Bomb has an LCD screen and a number pad.  To arm the bomb, 4 digits are required to be input into the Number Pad in the correct sequence. The number required for input can be found on the upper left corner of the LCD screen.  An incorrect number will reset the sequence.  Once the bomb is armed, a green light will turn on indicating that the code has been input correctly and the bomb is now armed.  Now place it on the Bomb outline at the bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds, the Bomb will reset, requiring you to reinput the code. Defusing the bomb requires 8 numbers to be correctly input into the number pad.
'''''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.


Counter Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires atop the bomb. This allows Counter Terrorists to defuse the bomb much quicker.


'''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:
*1st Loss: $1500
*2nd Loss: $2200
*3rd Loss: $2600
*4th Loss: $3200
*5th Loss: $4200


Win:
*Win bonus: $3250


Each kill a player receives depends on the weapon used as well as attachments on the weapon.
Loss Bonus: $2200


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.
Win Bonus: $3250


Terrorists are rewarded $500 for planting the bomb.
Plant Bonus (T ONLY): $500


The kill bonuses can be found here: [[Weapons|Kill Bonuses]]


Note that proning is currently disabled for SND for balancing reasons, so your model won't be able to go prone even if you do in real life


The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]


'''Weapons'''
Each kill a player receives depends on the weapon used as well as attachments on the weapon.


Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:
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:


Rifles
{| 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
|}


* Terrorist
** AK47 $2500
** AK12 $2600
** Galil $2300
** VSS $2200
** AUG $2300
* Counter-Terrorist
** M4 $2700
** FAMAS $2300
** M16 $2300
** G3 $2500


Submachine Guns
[[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
|}


* Terroist
==Team Deathmatch==
** Bizon $1200
** Ak Shorty $1600
** Vector $1550
** Skorpion $950
* Counter-Terrorist
** UMP $1200
** AR9 $1400
** P90 $1900
** MP5 $1600


Heavy
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.


* Terrorist
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.
** PKM $3500
** SKS $2500


TODO: Finish this list
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.
 
==Team Deathmatch==


Two teams are pitted against each other with the goal of accumulating the most kills of the opposite team. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.
Getting an assist rewards <code>1 point</code> and killing an enemy rewards <code>2 points</code>.


Players start with a random weapon and $4900, each kill earning $300 and each respawn earns $4000.
==WW2 Team Deathmatch (TANKTDM)==


Any weapon purchased will disable random weapons and upon death, you'll spawn with the weapons equipped/holstered to you upon death.
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.


killing a teammate, yourself or pressing the suicide button gives -4 points(hurting but not killing them will not effect the score in any way and does NOT count as an assist for either side if they die later), dying does not effect points (however will award the opposing team 2 points), getting an assist awards 1 point and killing an enemy player awards 2 points.
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.  


==Tank Team Deathmatch==
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.


Similar to TDM, but with WW2 weapons/skins as well as tanks. You can't buy weapons in this mode, instead you are given a random "loadout" when spawning in.
Getting an assist rewards <code>1 point</code> and killing an enemy rewards <code>2 points</code>.


==King of the Hill==
==King of the Hill==


Both teams compete to take and hold one objective. When your team has the highest number of players inside the objective, you gain points and each team has to compete to a set number to win.  
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.  
 
In some KOTH maps, the objective can move to different locations after a period of time, and often times a "loot crate" will spawn in the middle of each objective containing useful weapons and items.


==TTT==
==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). It's a roll of the dice who gets what. 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.
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.
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
!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.


'''Detective roles (Allied with Innocents):'''
*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.
*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.
*Tank
In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.
'''Innocent roles (Allied with Detectives):'''
*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).
*Mercenary
You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.
*Survivalist (No longer in Shack RC, must be enabled in a custom server's config on PC)
You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.
*Glitch (No longer in Shack RC, must be enabled in a custom server's config on PC)
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.
'''Solo roles:'''
*Jester (Currently not in Shack RC, must be enabled in a custom server's config on PC)
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-antogonist, the damage you deal will be reflected back onto you.
*Psychopath (Spawns randomly on Shack, on PC, you must be killed as a Jester by an innocent to become a psycopath)
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.
*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.
'''Traitor roles:'''


*Traitor
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.
 
|-
*Assassin
|Psychopath
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.
|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
* Hypnotist
On PC, you must be killed as a Jester by an innocent to become a psychopath.
 
|-
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.
|[[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.
'''Unique roles:'''
|N/A
 
|}
* Soulmate (must be enabled in a custom server's config on PC)
{| class="wikitable"
 
|+Traitor roles:
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.
!Roles
 
!Description
* Zombie
!Notes
 
|-
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.
|[[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==
Line 228: Line 405:


'''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 252: 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)==


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.
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 Hidden (aka Hide)==
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
|}


One team consists of 1-4 powerful players who are 99% invisible, has blades attached to their arms, moves fast, can jump and grab onto ledges, can see through walls, and can heal by stabbing dead bodies. The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. 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.


This mode has a scaling number of monsters. With less than 10 players, only one monster will spawn. At 10 players, 2 monsters will spawn. At 16 players, 3 monsters will spawn. And at 22 players, 4 monsters will spawn.
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.


'''This gamemode is currently only playable on dedicated servers.'''
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.


One team defends multiple sets of objectives, and the other team has to attack these objectives. The attackers have a limited number of "Tickets", and lose one ticket for every player who dies.


Players cannot buy weapons in this mode, and instead must choose a loadout in the spawn room. Push maps can have a maximum of 7 different loadouts, each with their own number of slots per class.  
Instructions to arm and diffuse the bomb can also be found in the spawn room.


Arming the bomb requires you to spin the rod then pull down, and disarming requires you to spin the rod and pull outwards away from the bomb.


^ Directions on how to arm or disarm the bomb can be found in the spawn room for each team, with pictures to help you understand if this explanation isn't clear. ^
The bomb's default explode time is one minute.


==Prophunt==
==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.
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.
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:

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
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
Rifles
Terrorists $ Counter-Terrorists $
AK47 $2500 G3 $2500
AK12 $2600 M4 $2700
Galil SAR $2300 FAMAS $2300
AUG $2300 M16 $2300
Gear
Item $
Kevlar Vest $650
Kevlar Vest + Helmet $1000
Flashbang $200
Smoke Grenade $300
Grenade $600
Wire Cutters (CT ONLY) $800
Knife $100


Upgrades

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 -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.

Detective roles (Allied with Innocents):
Roles Description Items
T DetectiveIcon.png 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.

T SheriffIcon.png 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.

T TankIcon.png Tank In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that. N/A
Innocent roles (Allied with Detectives):
Roles Description Notes
T InnocentIcon.png 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
T MercenaryIcon.png Mercenary You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits. N/A
T SurvivalistIcon.png 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.
T GlitchIcon.png 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.
Solo roles:
Roles Description Notes
T JesterIcon.png 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.

Must be enabled in a custom server's config.
Psychopath 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.

T LonwWolfIcon.png 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
Traitor roles:
Roles Description Notes
T TraitorIcon.png 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
T AssassinIcon.png 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
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

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.