game-board-simpleGame 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.

circle-info

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.

circle-exclamation

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.

circle-info

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.

circle-exclamation

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.

circle-exclamation

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.

circle-info

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

Last updated