Blockstorm

Blockstorm

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Official Game Modes Guide
By peevishdave
This guide describes the game modes available in Blockstorm and gives some basic informations regarding
which specifications should be fulfilled by any map creator to add support for a specific game mode.
   
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Deathmatch [DM]
Deathmatch is the simplest form of game mode in Blockstorm.

The player's objective is to score more points than any other player,
which could be obtained:
  • by killing an opponent player (+100);
  • by hitting an opponent player, which is killed by another player in a small time window ("assist", +50);
  • by hitting a Non-Playable Character (NPC, like a Turret or a Zombie); score will be proportional to the amount of damage.

Score could be decreased when:
  • The player commits suicide. (-100)

In a Deathmatch every player is opponent to any other.
When killed, you could respawn in the map after 5 seconds.

Editing

The prerequisites for a map to support Deathmatch are:
  • There should be at least 2 spawn points marked as "no team" (white); to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category.

All spawn points should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. in the Environment panel (the "cloud" button in the top menu), then "Edit boundaries", then Add or modify a boundary using the menu on the right side of the screen, the walkable area is what is INSIDE the green area.
Team Deathmatch [TDM]
Team Deathmatch is the simplest form of team-based game mode in Blockstorm.

The player has two main objectives:
  • as a team-member, the player must help his/her team to score more points than the opponent team;
  • within the team, the player must score more points than his/her team-mates.

The team score will increases
  • when you (or a team-mate) kill a player belonging to the opponent team.

The player personal score increases
  • when killing an opponent player (+100);
  • when hitting an opponent player, which is killed by another player in a small time window ("assist", +50);
  • when hitting a Non-Playable Character (NPC, like a Turret or a Zombie); score will be proportional to the amount of damage.

The player personal score decreases
  • when the player commits suicide or kills any from his/her same team (-100);
  • when an opponent player kills you (-100);

When killed, you could respawn in the map after 5 seconds.

If your team wins the match, your score will obtain a x3 factor as a bonus.

Editing

The prerequisites for a map to support Team Deathmatch are:
  • There should be at least one spawn point for the Red Team and 1 spawn point for the Blue Team; to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category; The team of the spawn point could be changed from the drop-down menu in the Spawn Point Panel in the right side of the screen.

All spawn points should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. by clicking on "Edit boundaries" in the Environment panel (the "cloud" button in the top menu), then Adding or modify a boundary using the menu on the right side of the screen, spawn points should be placed INSIDE the green area.

Usually, all the spawn points of the same team are positioned togheter in the same area,
far from the spawn points of the opponent team.
Assault [AST]
Assault is a team-based game mode.

This game mode is asymmetric, since the player's objective is different according to
which team he/she joined.

There are two teams:
  • Assault Team, which should storm into a target area and stay within its boundaries for a certain amount of time;
  • Defense Team, which should prevent the opponent team to stay in the target area.

When the assault is being initiated, a completion bar will appear on the screen.
This completion speed increases or decreases according to the number of players inside the target area.

When the number of players of the assault team in the target area is more than the number of players of the defense team, the assault percentage will increase;
when the number of players of the assault team in the target area equals the number of players of the defense team, the assault will be paused;
When the number of players of the assault team in the target area is less than the number of players of the defense team, the assault percentage will decrease;

If the assault is completed, the match ends immediately.

The score is updated in the same way it does in Team Deathmatch
but, of course, it has some additional rules:
  • if the Assault Team completes the assault, it will receive a bonus of 10000;
  • if the Assault Team does not complete the assault in the given time, the Defense Team will receive a bonus of 10000;
  • any player from the assault team that is in the assault area will receive +10 per second, if the assault completion percentage is increasing;
  • any player from the defense team that is in the assault area will receive +10 per second, if the assault completion percentage is decreasing;

The respawn time is
  • 5 seconds for the Assault Team;
  • 20 seconds for the Defense Team;

Editing

The prerequisites for a map to support Assault are:
  • There should be at least one spawn point for the Assault Team and 1 spawn point for the Defense Team; to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category; The team of the spawn point could be changed from the drop-down menu in the Spawn Point Panel in the right side of the screen.
  • There should be at least a target area of type "Assault"; the target area prefab is inside the General category in the prefabs panel; the type of the assault area could be selected in the target area panel in the right side of the screen.

All spawn points should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. in the Environment panel (the "cloud" button in the top menu), then "Edit boundaries", then Add or modify a boundary using the menu on the right side of the screen, the walkable area is what is INSIDE the green area.

Usually, all the spawn points of the same team are positioned together in the same area,
far from the spawn points of the opponent team. The defense team is usually near the
Target Area, but not enough to exploit the 5 seconds of invulnerability after the respawn
to reach the target area without being killed.
Capture The Flag [CTF]
Capture The Flag is a team-based game mode.

To win, a team should capture the largest number of opponent flags.
To capture an opponent flag, a player should find it in the map, take it (just walking over it)
and bring it to the flag stand of his/her own base (walking over it).
The opponent flag can be captured only if the team flag is on its flag stand.
If the team flag was, meanwhile, taken by the opponent team, such flag should be
returned to base. To return a flag you should kill the opponent that is carrying it
and walk over it.
When a player takes a flag for its stand, a countdown of 60 seconds starts; if the flag is not captured within this time, the flag will automatically return to the flag stand.
In the overlay you'll see the position of the opponent flag (i.e. the one that you should capture).


The overlay will show you also the position of the flag stand of your team.
If the icon shown on the screen is that on the right (thus, it is empty in its center), then the flag belonging to your team was taken by an opponent player, therefore you cannot capture the opponent flag until your flag is returned to its flag stand.


While the team score updates only when a flag is captured (1 point per flag),
the personal score is updated in the same way it does in Team Deathmatch.
Also in this case, of course, there are some additional rules:
  • a player which capture a flag scores 500;
  • a player which return a flag scores 100;

The respawn time is 10 seconds.

Editing

The prerequisites for a map to support Capture The Flag are:
  • There should be at least one spawn point for the Red Team and 1 spawn point for the Blue Team; to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category; The team of the spawn point could be changed from the drop-down menu in the Spawn Point Panel in the right side of the screen.
  • The map should contain two flag stands, one for each team."Blue Base" and "Red Base" are in the prefab panel inside the General category.

All spawn points and flag stands should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. in the Environment panel (the "cloud" button in the top menu), then "Edit boundaries", then Add or modify a boundary using the menu on the right side of the screen, the walkable area is what is INSIDE the green area.

Usually, all the spawn points of the same team are positioned together in the same area,
far from the spawn points of the opponent team. Each group of spawn points is usually positioned near its flag stand, but not enough to let players exploit the 5 seconds of invulnerability to reach and defend their flag stand.
Castle Battle [CB]
Castle Battle is a team-based game mode.

This game mode takes place in two phases:
  • Build Phase, in which each team should fortify its base and build up defenses around its treasures;
  • Attack Phase, in which each team attacks the opponent base in order to destroy the opponent treasures.

A treasure is either:
  • A chest, which worths 1 point;
  • A throne, which worths 3 points; the throne has 3x the resistance of the chests.

To win, a team should score more points than the opponent team.
If a team destroys every opponent treasure, the match ends immediately.

Chests and Thrones are shown on the mini-map using the "treasure chest" icon on the left: The minimap will show only thrones and chests which are not yet destroyed.

The same icon is shown on the overlay to describe the original position of the opponent throne.
In this way, you'll always know in which direction is the opponent base.

While the team score updates only when a treasure is destroyed,
the personal score is updated in the same way it does in Team Deathmatch.
The only exception is that when an opponent kills you, you do not get the -100 penalty.

Also in this case, of course, there are some additional rules:
  • each time the player tries to destroy a treasure, a certain amout of score is assigned based on the damage he/she has inflicted to it.

The respawn time is 10 seconds.

Editing

The prerequisites for a map to support Capture The Flag are:
  • The map should contain two thrones, one for each team."Blue Throne" and "Red Throne" can be selected in the General category of the Prefabs panel.
  • There should be at least one spawn point for the Red Team and 1 spawn point for the Blue Team; to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category; The team of the spawn point could be changed from the drop-down menu in the Spawn Point Panel in the right side of the screen. Spawn points should be positioned inside the throne area of his team.
  • Within each throne area, at least one chest should be present; the number of chests in the red area and in the blue area should be the same.

All spawn points and flag stands should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. in the Environment panel (the "cloud" button in the top menu), then "Edit boundaries", then Add or modify a boundary using the menu on the right side of the screen, the walkable area is what is INSIDE the green area.
As already specified, Spawn points should be positioned inside the throne area of his team.
Hunt [HU]
Hunt is a team-based game mode.

To win, a team should collect the largest amount of Blocktanium atoms.
Blocktanium atoms can be found inside Blocktanium Pods, which are positioned through the whole map.

Small blocktanium pods can be destroyed with a single shot and contain 1 atom.
Large blocktanium pods need more damage to be destroyed and contain 10 atoms.

If the map contains NPCs (but this is optional), like Turrets or Zombies, they will drop, once killed, some Blocktanium atoms. The amount of dropped atoms is proportional to the maximum health of such NPCs.

Once a player has collected a satisfactory number of Blocktanium atoms, he/she should go back to his/her team base and enter the team's collect area. By doing this, atoms will be converted to team score.
The player should wisely choose how much Blocktanium to carry before returning to the collect area, since if he/she is killed by any other player or NPC he/she will drop all of his Blocktanium.
Moreover, this dropped Blocktanium could be looted by the opponent team and taken to the oppoent collect area.

The overlay will show you where is the collect area of your team.
The game mode provides also a target threshold, which equals to half the amount of
Blocktanium in the map (+1 if even), that should be collected by a team to immediately win the match.

While the team score updates only when an amount of Blocktanium is collected (1 point per atom), the personal score is updated in the same way it does in Team Deathmatch.
Also in this case, of course, there are some additional rules:
  • each Blocktanium atom worths 25 points;

The respawn time is 10 seconds.

Editing

The prerequisites for a map to support Hunt are:
  • There should be at least one spawn point for the Red Team and 1 spawn point for the Blue Team; to select a spawn point inside the level editor you should click on any of the three prefabs button (such prefab palette is positioned on the left), then click on "Change" button in the prefab panel (top-right corner of the screen); you'll find the "Spawn point" prefab inside the General category; The team of the spawn point could be changed from the drop-down menu in the Spawn Point Panel in the right side of the screen.
  • The map should contain at least one Blocktanium pod, which is selectable in the General category of the prefab panel.
  • The map should contain two target areas of type "Collect area", one for each team. Such target area could be selected in the General category inside the Prefabs panel. To change the type of target area, click on the drop-down menu in the Target Area panel in the right side of the screen.

All spawn points should be placed in a walkable area.
This is achieved in two alternative ways:
  • Without setting any boundary to the map;
  • When setting a boundary, e.g. in the Environment panel (the "cloud" button in the top menu), then "Edit boundaries", then Add or modify a boundary using the menu on the right side of the screen, the walkable are is what is INSIDE the green area.

Usually, all the spawn points of the same team are positioned together in the same area,
far from the spawn points of the opponent team.
6 Comments
Morticia Addams 1 Dec, 2015 @ 2:32pm 
Very nice guide! This is one of the only video games I play, the first one I ever really got into on the PC, and I only knew rules for DM, and TDM from common sense...picked up quickly on Assault and CTF, but never even bothered trying to figure out how to play Hunt or CB. Thanks man!
Zatchel 10 Jun, 2015 @ 6:48am 
Good jab :postcardf:
Supermattia 25 May, 2015 @ 12:00pm 
wow
Cloudfall 24 May, 2015 @ 6:22am 
wow
Momo 14 May, 2015 @ 2:32pm 
wow
Avantaria 8 May, 2015 @ 8:01pm 
Great Guide!