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Regular
- Last man standing wins.
- You can camp when half of the humans are eliminated. If you're camping before half you can/will be shot (stopping to type doesn't count as camping).
- Game starts as soon as map loads even if admin doesn't say 'Gamestart'.
- We won't do this on big maps.
Panic
- The humans are trapped in a specific area that the zombie chooses.
- Last man standing in the panic wins (we're not going to go out and look for you).
- Zombies can't 'stalk' humans while they are going to panic before the game starts.
- If you leave the panic then zombies can shoot at you. Leave at your own risk (and bear in mind that you will not win).
- If you are killed because you were shot and you were inside panic you get a free pass. (For more info about free passes see Section 4 in Classic Server Rules)
- If you want health you have to adventure (i.e. go outside panic) for it.
- If you are in the game at gamestart or join the game before half are blue: if you leave/never go to panic (called adventuring) and you spend more than 50% of the game outside panic then you can not win. If you choose to adventure you must be in panic for more than 50% of last half of the game in order to win.
Ascension
- The humans are trapped on the ground floor of the map chosen.
- When a human gets 5 kills (small maps) or 10 kills (large maps) they ascend to the floor immediately above their current floor. This continues until they reach the top level (where they stay until LMS is killed).
- To ascend the human must have 5/10 kills, not 5/10 score. Disregard team score/kills.
- Only the human with the required amount of kills ascends, not the whole team.
- Any human caught on a floor that they do not have the required kill count for can be shot.
- If the last man standing reaches a kill count of 50, they may choose one person on blue team to revive and bring back to life as a human.
- Choices of melee only or plasma (covenant) weapons are not permitted when playing this gametype.
(Credit: Giants/Dancer/Sunset & Luna)
Army of Two (Humans)
- There are only two humans; the rest are zombies.
- When game starts the humans go to the middle of the map.
- Zombies, do not stalk them before the game starts.
- Since not everyone likes being a zombie people will probably get bored so this gametype is only recommended for a few times in a row.
- When choosing this game type, please specify that you are choosing HUMANS - if you say just "ao2," that means there are two starting zombies.
Army of Two (Zombies)
- Instead of one zombie in the beginning, there's two. There is no other difference and standard zombie rules apply.
- This can only be done on regular or panic.
Alpha Zombie
- This game starts with one zombie known as the 'Alpha Zombie'. At the beginning of the game the Alpha Zombie may take the weakest weapon on the map at the time (on normal it would be the plasma pistol) and kill only one human by shooting. After killing that human the Alpha Zombie must mêlée until he kills two more humans. After those two kills he can kill one human by shooting again. Then he needs to go back and mêlée two humans to death again. This cycle repeats until end of game.
- The ability to shoot is only applicable to the Alpha Zombie. All other zombies must mêlée.
- All other basic zombie rules apply; this gametype can be used with panic.
- {FC}SlimJim is an exception; he can only kill once then it's back to perm melee xD
Basefight
- Rules: Split players into even teams.
- One team will be attacking, the other team will be defending. (red team attacks first round)
- Both teams go to their respective bases.
- The defending team(blue) will be given time to scavenge for ammo and vehicles if applicable to fortify their base
- The goal of the defending team is to prevent the attacking team from either killing all of them, or capturing their flag.
- The defending team is NOT permitted to leave their base and may NOT kill while walking back to base if they spawn outside.
- If the attacking team successfully captures the defending teams flag; OR kills the entire opposing team, the attacking team gets a point.
- If you die as a defender and spawn outside your base, go back inside as quickly as possible
- If the defending team manages to protect their flag and kill the attacking team, the defending team gets a point.
- After a point is scored, an admin resets the map and the teams switch sides (blue attacks, red defends)
- Another round is played in the same manner, but the attacking team is on defense now.
- Attackers must ALWAYS be attempting to breach the base, they cant sit back and wait all game.
- In the event of a tie where both teams score a point: An admin resets the map and first team to eliminate the other team or capture the flag wins. (like normal ctf)
- Admins use "basefight" game type.
(Credit: Giants/Sunset/Dancer)
Classic Time Freeze
- Normal zombie rules apply.
- The zombie gives an amount of time (minimum 15 seconds) to the humans to find a spot. After the zombie calls 'Freeze' the humans must stop exactly where they are and not move.
- It is effectively panic; each human has their own panic where they stand. If you move you can be shot by a zombie. Even if you stop moving again you may still be shot.
Duckhunt
- Foot race on Gephy, 1 person on blue team, the rest on red
- Objective: be the first red player to reach the opposite platform by racing across the top ledge while being sniped at.
- Rules: Reds can be shot if they are standing or moving. They are only safe if they are crouched and NOT MOVING. Blue's objective is to snipe reds as they race across the opposite ledge.
- If a red is killed they report back to the starting platform and start over. Unlimited lives.
- Blue sniper has as much ammo as they can find.
- Admins use "duckhunt" game type.
(Credit: Allie & Star)
Fortification
- This can only be done in an outside panic area, e.g. in the middle of Blood Gulch. It can not be done in places where entrances can be blocked.
- Humans have to use the warthogs to create a barricade around the panic area.
- The 'fortification' must be within limits of the panic.
- Humans can't use vehicle guns.
- After gamestart humans can not get into vehicles to move them; that includes to fix the barricade.
- Humans aren't to be on top of the vehicles - if a human is on a vehicle they can be shot.
- Admins: use "fort" game type.
(Credit: Realmhunter)
Hide and Seek
- Humans have a set time to hide themselves, after which they may not move.
- The zombie must find the humans, reach them and melée them.
- Humans are allowed to jetpack themselves to better spots using their rocket launcher.
- The first zombie must face the wall during the humans' hiding time (and no peeking).
- At game start, the seeker should look at the ground and not move.
- Reds are not allowed to fight back or change spots after game start.
- Admins use "hidenseek" game type.
- Alternative version: no radar. Admins use "hns" game type.
Hog Dodge
- Zombies can only use warthogs. Zombies should be in a warthog at all times and cannot kill humans if they are out of the hog.
- Once a zombie runs you over, go blue, grab a hog and join them in their attempt to run over humans.
- All deaths count (except guardians), so if "killed by a vehicle", go blue.
- Humans are not allowed to shoot, nade or flip the hogs in any way.
- Humans may not get on bases, climb on tall rocks, trees or hills or go places where it is impossible or extremely difficult for the zombies to kill you.
- If the gametype is being played on a map such as Danger Canyon or Infinity humans must remain on ground level. Humans may also not prevent zombies from getting into warthogs, nor may they get into warthogs themselves.
- N.B. Hog Dodge is best played in an icy area such as the ice in the centre of Sidewinder, or Icefields.
- Admins: use "fort" gametype.
- There is also a variation that is a cross between hide n seek and hogdodge in which the players are invisible. It is not required that red team hides, they are free to move about the map. Admins use "hogdodgecamo" game type.
(Credit: Another Guy, Volcom, and Grïm. Camo version by Vulture.)
Hostage
- 2 red players: 1 hostage (must be crouched whole game, does not shoot or melee) and 1 Agent (must rescue the hostage, is allowed to shoot and melee, no nades or pups, during fast games - the agent is allowed only 10 lives, during long games - the agent may have unlimited lives). Whoever chose the game type is Agent and they pick their own hostage.
- Blue team must protect the hostage as blue base or other designated area, melee only, no nades.
- At game start, the Agent infiltrates the blue base and tries to rescue the hostage by killing the blue team. The hostage, when tapped by the Agent (melee), proceedes to crouch walk towards red base flag. Once the agent dies, the hostage stops walking. Repeat.
- When the hostage reaches the red flag or when the agent has died 10 times, game is over. The blue with the most kills and least deaths, wins.
- Admins use "hostage" game type.
(Credit: Vulture)
Last Reaction
- The game starts with one blue and the rest of the players red. The red players line up against a wall with the blue standing in front of them, making sure that the blue has a clear shot at all reds. (The needler ledge on Hang 'Em High and the walkway above it works well for this.)
- When all players are ready the blue issues a command, e.g. 'Last reaction: jump off the ledge.' In this case, the last person to jump off will get shot in the foot by the blue with a pistol.
- This continues until all players have been killed and only one, the winner, remains.
- The blue may also call out commands such as 'First reaction: crouch.' In this case, the first person to crouch will be the one shot.
- The blue's decision as to who was last/first is final.
- Once you are killed, go blue, go to an area of the map out of the way and do not interfere with the game.
- Admins use "pistols" game type.
(Credit: Zidane)
Sneak
- One zombie sits on the ledge by sniper on the fifth floor of blue ship on boardingaction.
- The humans all start out on the first floor of red ship. The humans attempt to make it to the top floor and port over to the opposite ship.
- The zombies goal is to snipe the reds as they move towards the teleports.
- Once a human manages to get onto blue ship via floor 5 teleporter, they are allowed to shoot the zombie.
- The winner is the human that ports to blue ship via fifth floor and shoots the zombie first.
- Note: once humans port out, zombies cannot kill them anymore.
- Admins use "camo_snipers" game type.
(Credit: Giants/Sunset/Dancer)
Tag
- The player who chose the game type is "it" first and must "tag" (melee to death) one player, who then becomes "it." Game proceeds until each player has been "tagged" at least once. The last player to be "tagged" wins.
- There may only be one player that is "it" at a time, and that is the only player allowed to kill.
- Players that enter game after half have been tagged cannot win, though they do have to be "tagged" for game to end.
- Players may not block or prevent other players from moving about the map. Standard server rules apply: no blocking, laddering, glitching or nading allowed.
- Admins use "starguns" game type.
Tremors
- The humans attempt to capture the flag before the time limit (45 mins) runs out. They must make their way to blue base without being run over by the zombie.
- The zombie's objective is to counter the humans' attack by splattering them in a ghost.
- Humans may not shoot or nade the zombie out of their ghost.
- Humans have several safe zones where the zombie is not allowed to kill them, including:
- the top of vehicles
- trees and bushes
- caves
- bases
- rocks
- the red (sunny) cliff on Blood Gulch
- If you die as a human you are out of the game so use your life wisely.
- If the humans succeed, the person with the highest score will choose the Alpha zombie. If it is a tie, the human who has the least deaths will choose. If that is a tie the zombie chooses. If the humans do not succeed, the current zombie will choose the next Alpha. Please be fair with this rule.
- Admins use "tremors" game type.
(Credit: Kyprofreak and Sim)
Zombie Hunt
- Objective: Be the highest scoring red player
- Rules: 1 player is red and is allowed to shoot 1 full pistol clip during their turn, trying to kill as many blues as possible. Once their turn is over, they go blue and the next player in line goes red and has their turn to score the highest kills. The winner of the game has the most kills once everyone has had a turn to be red.
- Setup: Hang 'em High, red reports to cental bridge, blues report to wall catwalk. Blues must stay in visible area and use crouch, jump, and strafing to dodge bullets. Once dead, they rush back to the catwalk again. Red is allowed only 1 clip to get as many kills as possible. No killing is allowed unless you are the active red player.
- Admins use "pistols" game type, though any weapons can be used if specified by the person who chose game type.
(Credit: Macca)
Melee Assault
- You can melee only. NO SHOOTING OR GRENADES!
- Your objective is to defend when on defense and take the flag from your base and then push to the enemy base whenever you're on offense.
- Both teams will be on offense and defense for 10 minutes within the 20 minute time limit.
- Friendly fire is off so you don't have to worry betraying your teammates.
- If an admin didn't put the sv_single_flag_force_reset 1 command to the server, then please drop/do not pick up the flag when your offense time is at 20 seconds.
- Power ups are allowed for both teams.
- The smaller maps version: (melee_assault2)
- 50% health (1 to 2 melees)
- 5 Caps To Win
- 8 second respawn time
- Flag can be returned when walked over
- The larger version maps: (melee_assault)
- 50% health (1 to 2 melees)
- 3 Caps To Win
- 3 second respawn time
- Flag cannot be returned when walked over
(Credit: Vulture)
A special thanks to Zombies with Dyna for allowing ZA to adpot their game types.
Credits are listed below games. |
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