Table of Contents
This chapter details the three main multiplayer gametypes currently available in AudioQuake. At this time, three popular gametypes are on offer. More gametypes will be made available as AudioQuake develops.
The classic multiplayer game mode. No monsters to get in the way. No exit. An arena designed solely for combat between players.
In a deathmatch game, you have to move around the deathmatch arena (a special map designed to make this type of play more enjoyable through being easy to navigate) and find other players. You must frag (blow to bits) any players you do find along the way.
In deathmatch games, the ESR can detect your nearest enemy instead of the nearest monster (this behaviour is enabled by default).
There are a few different variations on how items behave in deathmatch games. These variants on the basic deathmatch rules are described below:
Weapons disappear after being picked up but will respawn (come back) after a short delay. Items (powerups and ammo) will respawn. This is one of the most popular types of deathmatch and allows for more tactical gameplay because areas of the map that contain important weapons and/or items can be guarded.
Weapons will not disappear after being picked up. Items (powerups and ammo) will disappear. This variation is hardly ever played; it's a throwback to the old days of multiplayer Doom games.
Weapons don't disappear after being picked up. Items (powerups and ammo) will respawn. This is also one of the most popular types of deathmatch, especially with new players.
All multiplayer games go on for as long as it takes for one of the preset game limits to be reached. There are two main limits; the fraglimit and the timelimit.
The fraglimit is the target score for the match. The first player to get this many frags is the winner.
The above may take some time, so a timelimit is usually set. This ends the match after a specific number of minutes has gone past. The winner is the player with the highest number of frags at the end of this time.
This mode is similar to the last one but has one main difference: You are not on your own – you can have an epic battle in which all the players on your team are against all the players/bots on the enemy team!
Team Deathmatch games are started in the same way as regular deathmatches and can have frag and time limits, except that the fraglimit is the number of frags that a team must score to win.
In team games, the ESR detects enemy players or bots, as it does in deathmatch. It can also detect your team mates. To help you distinguish between the two, it makes a different sound to represent team mates than it makes when it detects enemies.
To actively participate in team deathmatches, you must set your “teamname” the same as a group of other players on the map. You can do this using the following console command:
team red
The above example would put you on the “red” team.
Team deathmatch games are based on deathmatch games. Consequently, they can use any of the deathmatch variations discussed in the section on that gametype above. There are also a number of teamplay-specific variations which can be coupled with the deathmatch ones. They're described below.
You can't hurt yourself and you can't hurt your teammates.
You can hurt yourself and your teammates. You'll lose one frag for killing a teammate. This is pretty much the most popular teamplay mode.
You can hurt yourself but not your teammates. This mode is quite popular with new players.
This is probably the most interesting game mode and has been the focus of many a LAN party. In this mode, you play the singleplayer campaign with the help of other players or bots. You can all work together against the monsters. Coupled with eh chat facilities on offer, this gametype can be very enjoyable.
As with deathmatch and team games, the ESR can help you out in co-op mode too. It will identify the nearest monster, enemy and team mate and will use a different type of sound for each.