TGMC:Gamemode Guide

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Версия от 11:52, 12 августа 2023; imported>Ivanmixo (Updated the gamemode page and fixed up the grammar)
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TGMC is a project based on the CM-SS13 codebase.


Choosing a gamemode[править | править код]

Gamemode voting happens at the end of each round. It is a process of players voting on how the next round will play out. Voting has the following components

  • Gamemode
  • Ship Map
  • Ground map

Every step is 1 minute. If you did not vote for map or ship, your vote doesn't count. Generally casting your vote is heavily recommended. Those who don't shouldn't feel justified in speaking up against what the people who did vote chose at the start of next round.

Nuclear War[править | править код]

Nuclear war is the default gamemode of TGMC. It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Xenomorph menace.

There are several distinct locations which the Marines and Xenomorphs contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Solaris Ridge, a Prison Station, or the desolated lands of Icy Caves and others.

Nuclear war centers around marines running disk generators and using generated disks to eventually activate the nuke, much like the Crash gamemode.

Unlike crash, silos are used to generate larva at a steady rate, and the rate adjusts based on how many marines there are compared to xenomorphs. The marines can also win by killing every xenomorph.

The xenomorph structure pinpointers can be used to track down said silos, although marines are heavily encouraged to try to run the disk generators instead.

If the FOB falls, the xenomorphs can summon the alamo groundside and the current hive ruler is tasked with choosing to capture or hijack. Capturing ends the round immediately, resulting a xenomorph minor victory, whereas hijacking sends the alamo shipside and it crashes into the ship. This can have various outcomes, which can be read below in the round ending conditions.

You can play as one of the following:

  • As a Marine, you will wake up from cryo-sleep after the marine ship received a Distress Signal from a groundside colony. Grab something to eat and equip yourself before deploying down to shipside. Your goal is to run the nuclear disk generators to eventually detonate the nuke (or eliminate all of the Xenomorphs the brute force way).
  • Acquire three nuclear authentication disks (blue, green and red) by defending the respective disk generators for them and to detonate a nuke on the planet. The locations for the nuclear disk generators may vary depending on map. Disk computers must be powered, then there are 5 times you need to restart the program for it to complete (20% each). After, you need to print the actual disk. A good idea would be to make 2 or 3 copies and distribute them among command, like the Squad Leaders and Field Commander.
  • Destroying silos in this gamemode is another way to win, but it can be far more difficult and risky compared to disks.
  • As a Xenomorph, you want to expand the Hive and make sure the Marines will have a hard time after arriving. Should the Xenomorphs manage to push back the Marines, then they can Hijack the marines' dropship called the Alamo in order to attack the ship directly or capture the dropship to end the round. If xenomorphs hijack the Alamo, the marines can send out a distress signal, calling an emergency response team (controlled by ghosts), evacuate and/or initiate the onboard self-destruct.

For the round to end, one of the following conditions must be reached.

  • All Xenomorphs on the planet are killed. (major marine victory)
  • If the hive rulers, Queen and Shrike are killed and no replacement rises to take their place the hivemind will collapse. (major marine victory)
  • The nuke is successfully detonated. (minor marine victory)
  • All of the Xenomorphs are killed on the ship after they've boarded. (minor marine victory)
  • Marines successfully evacuate more than half of the ship's population. (minor marine victory)
  • Alamo is captured (minor xenomorph victory)
  • All marines are killed/evacuated. (major xenomorph victory)
  • The self destruct is activated, blowing up the ship. (Draw)

Crash[править | править код]

Crash is a gamemode of TGMC. It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Xenomorph menace.

There are several distinct locations which the Marines and Xenomorphs contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Big Red, a Prison Station, the desolated lands of Icy Caves and others.

You can play as one of the following:

  • As a Marine, you will wake up from cryo-sleep on a ship, the Canterbury, on collision course with one of the above-mentioned maps. Gear up and fortify the Canterbury in preparation for the crash. Your goal is to acquire three nuclear authentication disks (blue, green and red) by defending the respective disk generators for them and to detonate a nuke on the planet. The locations for the nuclear disk generators may vary depending on map. Disk computers must be powered, then there are 5 times you need to restart the program for it to complete (20% each). After, you need to print the actual disk. A good idea would be to make 2 or 3 copies and distribute them among command, like the Squad Leaders and Field Commander. You cannot win by simply killing all the xenomorphs on this mode.
  • As a Xenomorph, you want to make sure the Marines will have a hard time after arriving, and ideally forcing them off the planet or killing all of them before they manage to detonate the nuke. During crash, the xenomorphs will perpetually receive burrowed larva depending on the number of of living marines, essentially meaning that they have "unlimited" respawns, albeit the number of maximum active xenomorphs does decrease as they kill marines.

For the round to end, one of the following conditions must be reached.

  • The nuke is successfully detonated. (major marine victory)
  • Deactivating the nuke after the marines leave as a marine will result in a xenomorph minor victory
  • The nuke is detonated, but no marines escape (minor marine victory)
  • The Canterbury leaves the planet without the nuke active (minor xenomorph victory)
  • All marines are killed. (major xenomorph victory)

Tips[править | править код]

  • As a marine, consider making several disk copies and distributing them among more experienced players.
  • As a marine, you have access to weapons vendors and what is essentially shipside medbay groundside. Use this to its full advantage.
  • Xenos are not required to have hive leader (Shrike or Queen), but having one will considerably increase the rates at which the xenos can heal due to pheromones.
  • Xenos do not have access to psi structures in this mode.
  • Xenos should use the pheromone towers near the silos to heal up faster.

Combat Patrol[править | править код]

Combat Patrol is a gamemode of TGMC that is still under development! It is a PvP (Player versus Player) gamemode that centers around the TerraGov Marine Corps and its struggles against the Sons of Mars (SOM).

There are several distinct locations which the Marines and SOM contest over such as the humid jungle of LV-624, the frosted regions of Ice Colony, the barren wasteland of Big Red, a Prison Station, and the desolated lands of Icy Caves, among others.

Unlike the Distress Signal and Nuclear War gamemodes, teams will not spawn on their flagship, nor have access to it for the duration of the game. Instead, teams will awaken in a Patrol Outpost, and deploy to the battlefield by loading into one of the two available transports before rappelling down to the groundmap. Note that deployment is a one-way trip; once you're in the fight, there's no turning back.

The dropships used by the SOM.

Note that a substantial amount of standard gameplay elements are absent from Combat Patrol. Namely, there are no Medevacs, Fire Support, or Vehicles, as well as decreased loadout customization.

Loadouts must be selected from the Quick-E-Quip vendors, which have predetermined loadouts available based on your role and team.

While most loadouts are freely selectable, some are only available in a limited quantity per game. Whatever loadout you choose however, you can only make one choice, so choose wisely!

The SOM Quik-E-Quip vendor.


Medical treatment is limited to what squad medics, or any medbay(s) on the ground map, can provide. Be prepared to deal with broken bones.

Respawning will occur in waves, which occur every 5 minutes. Because points are scored for permanently killing enemies, it's better to revive allies rather than have them respawn where you can.


You can play as one of the following:

  • As a Marine, you will wake up in your patrol outpost on of the above-mentioned maps. Grab something to eat and equip yourself before deploying down to groundside. Your goal is to eliminate all SOM presence.
  • As a SOM soldier that will engage in arms against TerraGov. Your goal is to eliminate all of the marines.

The round will end automatically after 35 minutes. The victor is chosen by:

  • Major victory for fully eliminating the enemy.
  • Minor victory for scoring more kills than the other team at round end.
  • Draw for equal kills, or mutual elimination. Somehow.