Duel (1v1)
Map Items: PowerUps Off
Timelimit: 10 mins (CPM), 15 mins (VQ3)
In this highly traditional gametype, two players go head-to-head. The objective is to have more points than your opponent when the timelimit is hit and the game ends. One point is awarded for fragging your opponent, and one point is deducted for self-kills and for being killed by the map (e.g. lava). One of the key aspects to this gametype is controlling the item pickups that each map contains, especially the two strongest items: the Red Armour and MegaHealth. This involves timing the items' respawn times, and using strategically advantageous positions to defend important locations from your opponent. In many cases aiming ability is secondary.
Team DeathMatch (TDM)
Map Items: All
Timelimit: 20 mins
TDM is an extension of Duel to multiple players per side. The objective is to have more team points than the opposing team when the timelimit is hit and the game ends. A team's points is simply the sum of the team's indiviudal player's points. One point is awarded to a player for fragging a member of the opposing team. One point is deducted for self-kills, team-kills and map-kills. In contrast to Duel, the maps are generally much larger, and contain PowerUps. The weapon respawn times are also much longer. Control of item pickups is a key aspect, with the strongest items being the PowerUps and the Red Armour.
Capture The Flag (CTF)
Map Items: All
Timelimit: 20 mins
A CTF map contains both a red and blue flag, typically located at opposite ends of the map. A team's objective is to have more flag captures than the opposing team when the game ends. A flag capture is where a player picks up the opposing team's flag and runs it back across the map to their own flag. When a flag carrier is fragged, the flag drops to the floor and can be picked up by a teammate. A player can return his team's flag instantly by running over the dropped flag. Players earn personal points for fragging opposing team-members, defending their flag, assisting in a flag capture, and fragging an enemy flag carrier, but only flag captures contribute to the team's score.
Not Team Fortress (NTF)
Map Items: Ammo boxes and PowerUps only
Timelimit: 20 mins
NTF is a class-based incarnation of CTF. Players choose from one of four classes: Scout, Fighter, Sniper or Tank. Each class has different weapon and armour loadouts, and different movement capabilities, meaning each class is best suited to a particular role within the team. Players spawn with given weapons, ammo and armour specific to their class. When a player is fragged, a backpack is dropped (rather than their current weapon) which anyone can pick up, containing health, armour and ammo. A player's health and armour also slowly regenerates over time, as there are no health or armour map items to pick up.
Free For All (FFA)
Map Items: All
Timelimit: Any
FFA is simply where every player is an opponent to every other player. All map items are enabled, including PowerUps. The objective is to have the most points when the timelimit or fraglimit is hit. Players are awarded 1 point for fragging another player, and -1 point for self-kills and map-kills.
Clan Arena (CA)
Map Items: None
Timelimit: 20 mins
In contrast to the gametypes above, Clan Arena is a round-based team gametype. At the beginning of each round, players spawn at random locations around the map, with a full loadout of weapons, ammo and armour. All map items are disabled. There is typically a 5 second countdown, where players cannot fire their weapons, but can move around to try to obtain an advantageous position. In each round a team's objective is to eliminate all members of the opposing team. When a player is fragged, they do not respawn - they remain out of play until the next round. The team that successfully eliminates all of the opposing team's players wins the round and gains a point. Although players earn personal points for frags, the most useful personal stats in CA are damage per time, and kills per death, as indications of individual achievement within the team. Both self-damage and team-damage are typically disabled, allowing players to use an effectively unlimited number of rocket-jumps to travel around the map.
Duel Arena (DA)
Map Items: None
Timelimit: Any
Duel Arena is just Clan Arena played with 1v1 players, rather than a whole team. These games usually take place in small arenas.
Freeze Tag (FT)
Map Items: All
Timelimit: 20 mins
Freeze Tag is team game, where a team's objective is to 'freeze' all of the opposing team's players simultaneously. When a player is fragged they can not respawn - instead they remain static, or frozen, in the place where they were fragged. A player can defrost a teammate by staying within a small radius of the frozen teammate for a short amount of time. Upon being defrosted, the player is respawned back into play. When a team successfully freezes all of the opposing team's players simultaneously, they are awarded a team point. The frozen team is respawned, and the winning team has their acquired weapons and armour stripped. A player can also be defrosted by the map via lava, slime or a void. Players may are able to move frozen players around by shooting their frozen bodies.
CaptureStrike (CTFS)
Map Items: None
Timelimit: 20 mins
CaptureStrike is a round-based incarnation of CTF. In each round one team is on offence, and the opposing team is on defence. The offending team's objective is to capture the enemy flag (as in CTF) or to eliminate the defending team (as in CA) - achieving either of these will result in a win for the offending team. The defending team's objective is to stop the offending team from capturing their flag until the round time expires, or to eliminate the offending team. As in CA, when a player is fragged, they remain out of play until the next round. In contrast to CTF, when a flag carrier is fragged, the flag can not be returned by the defending team - instead they must defend the dropped flag from the remaining offending players. The defending team are also unable to pick up the offending team's flag. At the end of a round, the teams swap from offence to defence and vice versa for the next round. The offending team can earn 3 points for a capture, 2 points for eliminating the defending team, or 1 point for just a touch. The defending team do not earn points for successfully defending their round.