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Game Modes

ArenaPvP includes five distinct game modes. Each mode has its own win condition, team structure, and flow. You can configure multiple arena templates for the same mode with different maps, player counts, or time limits.

Free For All (FFA)

Everyone for themselves — last player standing wins.

  • Type code: FFA
  • Teams: None — every player fights independently.
  • Win condition: Be the last player alive.
  • Typical categories: 2-FFA (1v1), 3-FFA, 4-FFA
  • Best for: Classic duels and small skirmishes.

When a player dies, they become a spectator. The match continues until only one player remains.


Team (T)

Two teams — last team standing wins.

  • Type code: T
  • Teams: Players are automatically divided into two equal teams.
  • Win condition: Eliminate all members of the opposing team.
  • Typical categories: 2-T (1v1 teams), 4-T (2v2)
  • Best for: Cooperative PvP with friends.

Friendly fire is disabled — you cannot damage your teammates. When one team is fully eliminated, the other team wins.


FFA Deathmatch (FFADM)

Free-for-all with a kill goal — first to reach the target wins.

  • Type code: FFADM
  • Teams: None — every player fights independently.
  • Win condition: Be the first player to reach the kill Goal (configured per template), or have the most kills when time runs out.
  • Typical categories: 4-FFADM, 6-FFADM
  • Best for: Fast-paced action with respawns.

Players who die respawn instantly at a random spawn point. The match ends when someone reaches the kill goal or the time limit expires. A HUD counter displays each player's current kill count.


Team Deathmatch (TDM)

Two teams racing to reach the kill goal.

  • Type code: TDM
  • Teams: Players are divided into two teams.
  • Win condition: First team to reach the kill Goal, or the team with more kills when time runs out.
  • Typical categories: 4-TDM (2v2)
  • Best for: Team coordination under pressure.

Like FFADM, players respawn instantly. Friendly fire is disabled. A HUD shows each team's total kill count progress toward the goal.


Team Capture the Orb (TCTO)

Two teams — capture the enemy orb and bring it to your base.

  • Type code: TCTO
  • Teams: Two teams, each with a base and an orb spawn point.
  • Win condition: First team to reach the capture Goal (number of successful orb captures), or the team with more captures when time runs out.
  • Typical categories: 4-TCTO (2v2)
  • Best for: Strategic team play with objectives.

How TCTO Works

  1. Each team has an orb that spawns at their base.
  2. Run to the enemy base and walk over their orb to pick it up.
  3. Carry the orb back to your base to score a capture.
  4. If you die while carrying the orb, it drops and respawns at the enemy base after a short delay.
  5. Players respawn instantly, so defense is key.

A capture HUD tracks the score for both teams throughout the match.


Category Codes

Each arena template is identified by a category code in the format {maxPlayers}-{typeCode}:

CodePlayersMode
2-FFA2Free For All
3-FFA3Free For All
4-FFA4Free For All
2-T2Team
4-T4Team
4-FFADM4FFA Deathmatch
6-FFADM6FFA Deathmatch
4-TDM4Team Deathmatch
4-TCTO4Capture the Orb

You can create custom categories by adding arena templates with any combination of player count and type.


Time Limits

Every arena template has a TimeLimit (in seconds). When time runs out:

  • FFA / Team: The match ends in a draw if multiple players/teams are alive.
  • FFADM / TDM: The player or team with the most kills wins.
  • TCTO: The team with the most captures wins.

A timer HUD is displayed throughout the match.