The fucker modes

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[edit] Introduction

In theory there is only one game mode, C&C Mode, but many others have been implemented by fan maps and server side mods. This article will list them plus the original planned game modes.

[edit] C&C Mode (CCM)/All Out War(AOW)

This is the game mode that makes Renegade special. The goal is to either: Destroy all enemy buildings, get the most points before the times runs out, or put a beacon on the enemy's Pedestal (can be enabled/disabled by the host). This can be done with soldiers, tanks, helicopters, or with Superweapon Beacons.

[edit] Marathon

This is the C&C without a time limit, although it's the same it will give an interesting change in tactic and game play.

[edit] Infantry Only

Same basic objective as C&C Mode, only the vehicles and base defenses are disabled. SSGM implements this game mode server side.

[edit] Capture the Mobius

This is a special game mode, vehicles are disabled to balance the game. The goal is to find Mobius on the map and press the E button in front of him to make him follow you back to your Pedestal, whoever gets Mobius X times first wins. The host is able to set how many times each team needs to capture him. This game mode was implemented by but proved to be buggy and unpopular.

[edit] Capture the Flag

In Capture the Flag your team's goal is to get in the enemies base and steal their flag from their Pedestal, stealing the flag X times will bring your team victory. The host sets how many times you need to capture the enemy flag to win. SSGM implements this game mode server side.

[edit] Snipers Only

Name says it all. All vehicles and all non-sniping weapons and characters are disabled, leaving Havoc, Sakura, Deadeye, and the Black Hand Sniper. There is also another version of this game mode where only the $500 snipers, Deadeye and the Black Hand Sniper, are enabled. SSGM implements both of these game modes server side.

[edit] Co-Op

You play on a map from Singeplayer with other humans in your team, the enemy consists of bots. It's the goal to kill the bots and accomplish the special mission objective(s).

[edit] Crazy Capture the Flag

This game mode is a modification of the normal CTF game mode, there are different versions. They can give you vehicles, special characters, no falling damage, higher jump range etc...

[edit] Siege

Game mode created by BC, never released. One team is the attacker and the other the Defender, you need to kill an object called the Satellite Uplink if you're an Attacker. If you're a Defender you need to defend this Satellite Uplink. Every 12 minuts the Satellite Uplink targets an enemy building and uses an Ion Strike or a Nuclear Missile. This game mode did not play well and proved to be unpopular.

[edit] Death Match

Name says it all, Death Match! Kill anything that moves! This game mode was created by but was not released.

[edit] King of the Hill

Special game mode, this is only done in some fan maps. Two teams need to take and hold special zones("hills"), the longer they hold these zones, the more points they get.

[edit] Mutation

Game starts with one "Mutant", and the rest of the players are "Regulars". Regulars have a limited number of lives. When a Regular loses his last life, he joins the Mutants. The last Regular alive is the winner. When the game restarts, a player is randomly selected to be the new Mutant.

[edit] GameModes.txt

GameModes.txt is a file that shipped with Renegade inside always.dat. It is an internal design specification of the different game modes Westwood planned to include in the game. Sadly, only C&C Mode was included in the final game.

gamemodes.txt - Tom Spencer-Smith, Oct 2000

This is a brief outline of the 10 different multiplayer game modes. This document is for development purposes and should not be shipped. Refer to this when you are unsure about a particular game mode.


Kill the other players!


There are 2 teams. Kill the players on the opposing team. Highest scoring team wins.


Game starts with one "Mutant", and the rest of the players are "Regulars". Regulars have a limited number of lives. When a Regular loses his last life, he joins the Mutants. The last Regular alive is the winner. When the game restarts, a player is randomly selected to be the new Mutant.


Collect the opposing team's flag and bring it back into your pedestal. You pick up a flag by running over it. You can drop it by pressing "B". A captured flag is worth a lot of points to your team. When you capture a flag it is returned to the owner team's pedestal. [Note: designer requests for gameplay modifications not yet implemented]

Options: - Flag_Cap_Team_Points How many points a team gets for capping another team's flag. - Flag_Loss_Team_Points How many points a team loses when it's own flag is capped. - Flag_Cap_Carrier_Points How many points the guy who carries the flag into the pedestal gets. - Flag_Carrier_Max_Speed Limits the speed of anyone carrying a flag. Expressed as a percentage of normal maximum speed. - Is_Team_Able_To_Move_Own_Flag Can a team pick up and move their own flag? - Is_Flag_Carrier_Able_To_Use_Weapons Can a guy carrying a flag use weapons?


Dr. Mobius stands around pondering idly until somebody runs up and nudges him. He will then follow. Lead him back into your team's pedestal for a points reward. He will then teleport back to neutral territory. [Note: DrMobius.cpp script is available for designers to modify]

Options: - Mobius_Cap_Team_Points How many points a team gets for capping Dr. Mobius. - Mobius_Is_Invulnerable Whether or not Dr. Mobius can take damage. - Mobius_Max_Speed Limits the speed of Dr. Mobius. Expressed as a percentage of normal maximum speed.


One player, the KOTH, is tinted green, and has increased damaging power. The one who kills this player takes his place as KOTH. However, as with all game modes, winning is determined by score. Being KOTH merely conveys an advantage during play. KOTH is essentially deathmatch with one advantaged player.

Options: - Only_King_Can_Score Whether or not only the KOTH can score points. - Koth_Determination There are two methods for deciding who gets to be KOTH. If "Score leader" is selected, the person with the highest score is always the KOTH. This mode is not compatible with the Only_King_Can_Score option. The other method is for any person who kills the KOTH to become the new KOTH. - Koth_Damage_Multiplier A factor > 1 that scales all damage done by the KOTH.


Used for playing the single-player missions cooperatively. You can use this with saved games too. Co-op mode is limited to 2 players. When the second player joins he is placed near the first player. [Note: This mode will require some design and code adjustments to work well]


Only two players are active at any time: the reigning "Champion", and a contender. The champion is distinguished visually, with a cyan color tint. Other players are queued up to fight, and spectate while waiting. The long-term goal is to set a record for consecutive wins as Champion. [Note: spectating camera needs some fixing as it presently does not track the star properly]


This is a non-team game in which you have limited lives. When you lose your last life you become a spectator and are crossed out in the player list. The last guy alive wins. If somebody joins the game late, they will join as a spectator. [Note: spectating camera needs some fixing as it presently does not track the star properly]

Options: - Reaper Timer (seconds) If non-zero, the player with the lowest kills has a life "reaped" each time this time counts down to zero. Prevents players from running off and hiding.


Not yet implemented.

Options: - Starting Credits Number of credits (>= 0) given to each team at the beginning of the game. - Target Credits If either team reaches this number of credits, they win. If set to zero then there is no credits target.

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