List of multiplayer gametypes in Halo 2
The structure of HaLo 2{{'}}s 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 accreting enough points to meet a predetermined score, however it can be tweaked to incorporate lives meaning the last person with remaining lives wins. 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.
There are some popular user-created variants that are commonly played on Xbox Live:
- MLG Team Slayer - Battle Rifle start, no motion tracker, no dual wieldable weapons on map. Used in competitive play by professional gamers at MLG tournaments.
- MLG FFA (Free For All) - Battle Rifle start, Human weapons on map, motion tracker on. Played on Midship.
- S.W.A.T. - All weapons replaced with Battle Rifles and Magnum pistols, shields and motion tracker turned off. A variation of this is SHWAT which is shotguns only.
- Fiesta Slayer - Randomized weapons on map and random starting weapons.
- Zombies/Resident Evil/Dawn of The Dead - Magnum and Sword start, Shotguns on map, No shields. One player starts as a zombie (green team) and all the rest start as humans (red team). Zombies have to kill humans using only their swords but humans can use pistols or shotguns. When a zombie kills a human the dead player switches teams and becomes a zombie until all humans but one are dead, this is the winning player.
- Plasma Punchout - All weapons replaced with Plasma Pistols. Fights almost always result in an overcharge (fully removing shields) followed by a melee attack (which for the Plasma Pistol is a punch).
- Counter-Strike - Team elimination, start with nothing but Magnum. One life per player per round, the team with the last man standing wins similar to the popular PC game Counter-Strike.
- Tower of Power - Teams try to capture a tower with a turret placed on it only using shotguns and no shields or motion tracker. Variations include selecting swords or magnums as default weapons instead of shotguns.
- Team Snipers - Two human controlled teams only use sniper rifles or Particle Beam Rifles. These games are usually played on Lockout or Midship.
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, in which case the match is split into several rounds and teams alternate between defending the flag and attempting to capture it. In "Classic" Capture the Flag, each team must have their flag at the base in order to score, and in "Neutral Flag" each team aims to capture a single flag that is located in the center of the level.
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 if touched by its team. 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
Assault is a gametype loosely based on Counter-Strike's "Bomb Defusal" mode. However, this gametype was featured in Halo as a variant of CTF, so it is not a blatant cover of the Counter-Strike game mode. Each match is divided into several rounds during which the attacking team must plant a bomb in the other team's base in order to score. The bomb carrier is unable to use any equipped weapon, however the bomb itself may be used for powerful melee attacks. This bomb must be "planted" within the bounds of a predefined plant site, that is X shaped, in the opposing team's base. Before a player may plant the bomb they must first arm it, meaning that the bomb must remain within the circular armring territory for a predetermined amount of time.
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 minute 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.
- Dodgeball - Brute Shots are only weapons.
- 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.
Homemade gametypes-
- Shotgun Don - No Shields shotguns only(no secondary, or weapons on map) 2 minutes to win, active camo, no oversheilds
Lockout, Foundation, Warlock
Territories
Territories is a gametype in which teams vie for the control of a predetermined number of areas. Control is gained through the uncontested occupation of these areas for a small period of time, and maintained as long as opposing players do not contest this occupation with their presence.
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.
Matchmaking playlists
Bungie Studios maintains a number of thematic playlists used in Halo 2 matchmaking when playing over Xbox Live. These are comprised of custom gametype variants, and include a core subset of playlists that have been available since November 2004. A listing of all current playlists, and the gametype variants they use, is available at Bungie.net.
External links
Custom gametype variants: