Game Type
A Game Type is the match ruleset in Zentrix. It defines player limits, team structure, match pacing, and what players see on-screen as the match moves through its states.
What a Game Type is
Game Types define how a match is structured.
They are not tied to any specific map.
Common examples are Solo, Duo, Trio, and Squad.
An arena uses a Game Type.
That means the same arena can run different modes.
Think of it as: Arena = map template. Game Type = rules + pacing + UI flow.
What a Game Type controls
A Game Type controls four major areas:
Player limits: how many players can join.
Team formation: how players are grouped.
Countdown pacing: how long players wait before the match starts.
Visual flow: what the scoreboard shows per match state.
Game Types do not change terrain, loot, or world generation. Those come from your arena template and other systems.
Custom Game Types (important)
You are not limited to the built-in modes.
You can create fully custom Game Types with your own pacing and structure.
Use this to ship unique formats like:
high-speed Solos
large Squads
“practice” modes with low minimum player counts
experimental team sizes for events
For configuration and creation of custom modes, see game-types.yml.
Player limits & match readiness
Every Game Type defines two different player thresholds:
Maximum players: the hard cap. Nobody joins past this limit.
Minimum players: the match population required before starting is allowed.
Minimum players exist to prevent empty, unbalanced, or boring matches.
Different modes can have different population requirements.
If a mode feels “dead”, raise its minimum. If a mode never starts, lower its minimum.
Countdown behavior (pacing)
Game Types control the pre-game countdown length.
This is a pacing tool.
Fast-filling modes can start quickly.
Slow-filling modes can wait longer to form healthier lobbies.
Don’t treat countdown time as purely cosmetic. It controls how often matches actually launch.
Team size logic (very important)
Team size defines the entire mode.
Examples:
Team size 1 → Solo (every player is their own team)
Team size 2 → Duo
Team size 3 → Trio
Team size 4 → Squad
Team size affects:
Team creation: how many players are grouped together.
Elimination rules: when a team is considered “out”.
Win conditions: winning is based on the last team alive.
Scoreboard tracking: team-based stats and “teams alive” style displays.
Changing team size changes how the whole match behaves. It’s not just a label.
Match states & visual flow
Every Game Type defines visuals for four match states:
Waiting: players are in the pre-game lobby for that match.
Starting: countdown is running.
Playing: the match is active.
Win: end screen and winner presentation.
The scoreboard switches automatically as the match progresses.
Each state exists to keep players oriented.
This is why two modes can “feel” different even on the same map. Their timing and on-screen feedback can be tuned per state.
Arenas vs Game Types (how they connect)
Arenas are linked to a Game Type for matchmaking.
Game Types are reusable.
One arena can support Solo, Duo, and Squad without duplicating the map.
This keeps your content clean:
fewer worlds to maintain
fewer arena files to manage
easier balancing through modes instead of maps
Why multiple Game Types matter
Multiple Game Types let you run multiple queues on one server.
That gives you:
different pacing and difficulty options
better retention (players can pick a format they like)
easier balancing without touching arenas
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