-- Gamemodes
At the end of each round, three gamemode candidates will be randomly chosen by the server.
The players will have a choice between those three gamemodes, and the one with the most votes will be
the next round's gamemode. If there is a tie, the first gamemode with a tie'd amount will be chosen.
When the gamemode is chosen, a dice will roll for up to 100x monetary gain.
A roll of 10000:
1x (0 - 5500)
2x (5501 - 9000)
5x (9001 - 9900)
10x (9901 - 9999)
100x (10000)
-- List
Timed Deathmatch (4 teams)
The team with the most kills at the end of the time limit wins*.
* If there is a tie between any of the teams, then the round goes into
instant win mode, which means the first member of each team to die causes
a forfeit for the team. The last team standing wins.
Deathmatch (4 teams) IMPLEMENTED
The first team to reach a certain number of kills wins.
Super Deathmatch (4 teams) IMPLEMENTED
Deathmatch, with a very small (25) amount of kills.
Deathmatch Mod (2 teams)
Deathmatch, but kind of like "tug-o-war": Every time a team makes a kill, the opposing team loses a point.
The first one to 10 wins.
Medic Match (4 teams)
Deathmatch with a moderate number of kills. Everyone is a medic.
Noob Match (4 teams)
Deathmatch - everyone is forced to their level 1 selves.
Tank Match (4 teams)
Deathmatch with a low number of kills. Everyone is a level 1 tanker.
Reverse Deathmatch (2 teams)
Deathmatch... kinda. To get a point, you must die. Killing someone on the opposite team gives them a point.
Killing yourself in a more extreme way may give you extra points (max 3)
Cops and Robbers (2 teams)
Deathmatch. One team is fully assassins, the other snipers. Assassins are given triple the health and unlimited knives.
Survival Level 1 (1 team)
Level 1 survival. Everyone is on one team, against headcrabs, fast headcrabs, and poison headcrabs. There are 500 headcrabs total,
with a max of 20 at any one time. Each time one dies, another is spawned. Everyone is forced to level 1.
Survival Level 2 (1 team)
Level 2 survival. Everyone is on one team, against zombies, zombie torsos, fast zombies, fast zombie torsos, and poison zombies. There are 1000 zombies total, with a max
of 15 at any one time. Everyone is forced/upgraded to level 5.
Survival Level 3 (1 team)
Level 3 survival. Everyone is on one team, against Prison Guards, Combine Soldiers, Combine Elites, and Metro Police. There are 1500 combines/guards
total, up to 15 at any one time. Everyone is forced/upgraded to level 10.
Survival Level 4 (1 team)
Level 4 survival. Everyone is on one team, against Antlions and Antlion guards. There are 300 antlions and 50 antlion guards. There will be a max of 10
antlions at once and a max of 2 antlion guards at once. Everyone is forced/upgraded to level 20.
Survival Spectrum (Level 5) (1 team)
Spectrum survival. This is quite possibly the rarest of modes and alters the monetary gain.
Chances become: 5x (1-90) and 100x (91-100)
Spectrum forces players to go through every NPC, including striders near the end:
1000 Headcrabs (max 30)
750 Fast Headcrabs (max 30)
700 Poison Headcrabs (max 30)
300 Zombie Torsos / 300 Zombies (max 25)
300 Fast Zombie Torsos / 300 Fast Zombies (max 25)
550 Poison Headcrabs / 200 Poison Zombies (max 25)
300 Prison Guards / 300 Combine Soldiers / 300 Combine Elites (max 20)
400 Metro Police (max 20)
100 Antlions (max 10)
40 Antlion Guards (max 5)
6 Striders (max 2)
Everyone is upgraded to level 50. Players are never forced down.
Strider-Match (4 teams)
Each team is given a strider (the striders are colored/tinted). The first team to kill their strider wins the match.
Teams can kill other teams to slow down the process of killing the strider.
Last Man Standing (1 team [neutral])
Everyone is spawned at random positions and are given 20 seconds to find a place to camp/hide.
The last person standing wins. There are 5 rounds.
Rounds (4 teams)
Deathmatch with 4 teams, only when you die you spectate until the next round.
There are 10 rounds.
Rounds (3 teams)
Rounds with 3 teams.
Rounds (2 teams)
Rounds with 2 teams.
Freeze Tag (2 teams)
Each team tries to freeze the entire opposing team before time runs out. Team-mates can go and unfreeze other team mates.
Once the time runs out, whichever team with the most freezes wins*.
See * on Timed Deathmatch.
Capture the Flag (2 Teams)
Classic CTF - Each team has a flag, and each team tries to capture the other team's flag. The team to bring the opposing
team's flag back to base, so long as their own flag is still uncaptured, wins the round.
There are 7 rounds.
Tyrant (4 teams)
Similar to capture the flag, however, one team has to possess every team's flag.
Every player is taken down to 20% health as well.
Only one player can carry one flag. For instance, if a team has 3/4 flags, the team with the remaining flag must utilize
three players to recover the other three flags (or one player recovering each flag in succession).
TTT (1 team [neutral])
Pretty much TTT in a gamemode. Not going to beat around the bush with this one, this is flat out stealing TTT.
King of the Hill (4 teams)
One team tries to completely take over a hill (located in the center of the map).
In total, a single player must stand on the hill, without any interference from another team member, for 2 minutes.
For each extra team-mate standing on the hill, the time needed is divided for that many team members.
If there are two or more colors standing on the hill at once, no time is added. Time isn't reset during the match, either.
The first team to reach a total of 2 minutes wins.
Night Games (2 teams)
Deathmatch, but without any lights on (flashlights are used). A medium number of kills are used.
There will also be flckering lights in the map which repeatedly, but randomly, strobe lights. The time between strobes should be long.
Quick Draw (Snipers) (2 teams)
Snipers are given 10 times the ammo and speed of shots (faster shooting times)