List of multiplayer gametypes in Halo 2
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The structure of Halo 2s multiplayer mode is divided into several gametypes, each with its own set of game mechanics. These game mechanics are determined by the selection of variables that govern several aspects of gameplay. Match options allow individual games to be split up into a number of rounds, they also allow for the imposition of time limits. Player options determine the respawn rates and availability of power-ups. Team options, if team play is allowed by gametype, determine the effects of friendly fire and collective scoring. If team play is available, up to sixteen players are grouped in two to eight color-designated teams. Vehicle and equipment options allow for the customization of weapon and vehicle sets. Options that dictate gametype-specific features, such as the number of territories or flags, are offered when applicable.
Gametype variants
Slayer
In the Halo lexicon, Slayer is a term for deathmatch, a gameplay mode that deals with the accumulation of frags (kills). A player wins a Slayer match after accrediting enough points to meet a predetermined score. This score is tallied by the number of kills and, optionally, the number of special achievements and suicides incurred during the match. This gametype is referred to as "Team Slayer" if team play is enabled in the options menu.Some built-in Slayer variants include:
- Rockets - Rocket Launchers are the only weapons. There are no motion sensors. 25 points to win.
- Swords - Energy Swords are the only weapons. 25 points to win.
- Snipers - Sniper Rifles and Beam Rifles are the only weapons. There are no motion sensors. 25 points to win.
- Phantoms - All players are wearing Active Camouflage. 15 points to win.
- Elimination - The solitary survivor wins the battle.
- MLG Team Slayer - battle rifle start, no radar. Used in competitive play by professional gamers.
- S.W.A.T. - all weapons replaced with Battle Rifles and Magnum pistols, shields and radar turned off.
- Fiesta Slayer - randomized weapon set and/or starting weapons.
- Plasma Punchout - all weapons replaced with Plasma Pistols.
Juggernaut
Only one player, the "Juggernaut", may score in this offshoot of Slayer. The Juggernaut may optionally be endowed with special characteristics, such as increased speed or invisibility. To gain this status, a player must first kill the current Juggernaut, making for a bizarre twist on the predator and prey relationship.Some built-in Juggernaut variants include:
- Ninjanaut - The Juggernaut has constant Active Camo and a Motion Sensor. 10 points to win.
- Phantom Fodder - The Juggernaut has Active Camo but no Motion Sensor. 3 rounds to win, 5 points to win a round.
- Dreadnaut - The Dreadnaut is faster, has damage resistance, extra damage and an Overshield. 20 points to win.
Capture the Flag
An implementation of the classic first-person shooter mode, Capture the Flag is a gametype in which teams of players attempt to secure a flag and bring it back to their base to score. This variant is usually played with two teams, Red and Blue, each with a flag located in their base. Gameplay may involve only one flag, then the match is split into several rounds as each team takes turns defending their flag and attempting to capture the opponent's.Some built-in Capture the Flag variants include:
- Multi-Flag CTF - Defend your flag while trying to capture your enemy's flag. 3 captures to win.
- CTF Classic - Defend your flag while trying to capture your enemy's flag. Flag must be at home to score, flag may be returned. 3 captures to win.
- 1 Flag CTF - Take turns on offense and defense. A capture wins a round. Flag may not be returned. Rounds last 3 minutes. 3 captures to win.
- 1 Flag CTF Fast - Take turns on offense and defense. A capture wins a round. Flag may not be returned. Rounds last 2 minutes. 3 captures to win.
Assault
The gametype of assault is based around the idea of planting a bomb in an enemy's base (not to be confused with Counter-Strike's bomb defusal gametype). The opposing team starts off at a map specific spawn point, along with a ball shaped bomb, in which one player picks up and places in the enemy's base (which has a certain spot to be placed). He or she who possesses the bomb is unable to use any weapons (other than the basic melee) while holding it. Although two melee attacks with the bomb will usually kill an enemy. A few maps played under this gametype have two bomb sites.Some built-in Assault variants include:
- Multi bomb - Defend your base while trying to deliver your bomb to the enemy base. 3 successful bombings to win.
- Single Bomb - Takes turns on offense and defense. A successful bombing wins the round. No bomb return. Rounds last 3 minutes. 3 successful bombings to win.
- Single Bomb Fast - Takes turns on offense and defense. A successful bombing wins the round. No bomb return. Rounds last 2 minutes. 3 successful bombings to win.
- Neutral Bomb - 1 bomb in the middle of the map. Use it to bomb the enemy base. 3 successful bombings to win.
- Blast Resort - 1 bomb. 1 life and no Motion Sensor. 10 seconds to arm. Rounds last 3 minutes. 3 successful bombings to win.
Oddball
This gametype includes one or several skulls that are designated as "balls". Players seek to take possession of these skulls, and hold on to them for a predetermined amount of time. The skull is considered to be a melee weapon and so it replaces whatever armament was previously equipped; if the player desires to use any other weapon, they must first drop the skull. (Note: Two melee attacks with the ball will usually kill an enemy, making it a great close combat weapon)Some built-in Oddball variants include:
- Rocketball - Rocket Launchers are the only weapons. Hold the ball for 1 minutes to win.
- Swordball - Energy Swords are the only weapons. No Motion Sensor. Hold the ball for 30 seconds to win the round. 3 rounds to win.
- Low Ball - Team game. Everyone in the team must hold the ball for at least 30 seconds to win.
- Fiesta - You respawn with random weapons. Hold the ball for 2 minutes to win.
King of the Hill
A derivative of the popular children's game, this gametype is scored by the amount of time accumulated by a player or team in the occupation of a designated area. In "Crazy King" there is an alternating arrangement of such areas.Some built-in King of the Hill variants include:
- Phantom King - All players have Active Camouflage. Hold the hill for 1 minute to win.
- Crazy King - The hill changes location from time to time.
Territories
Territories is a gametype in which teams vie for the control of a predetermined number of areas. Control is gained through capturing designated areas by remaining near them for a set amount of time. Scoring is determined by the time areas are controlled.Some built-in Territories variants include:
- 3 Plots - There are just three Territories. Earn 3 minutes to win.
- Land Grab - Earn 5 minutes to win.
- Gold Rush - Pistols and Shotguns are the only weapons. Earn 2 minutes to win a round. Rounds last 3 minutes. Win 3 rounds to win.
- Control Issues - Everyone has Overshields. 2 Territories only. Earn 5 minutes to win.
- Contention - Team game. 1 Territory only. Earn 2 minutes to win.
External links
Custom gametype variants:- [Another list of custom gametype variants]
- [A list of custom gametype variants]
- [An Excel spreadsheet of all possible gametype options]
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