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Teams

Jump games are usually solo. Teams make them social without changing the physics. Players never collide with each other, so a team mode is about how times combine and **what one player's run does for the other**.

Modes#

Relay#

  • A route split into legs. Player 1 runs leg 1, and passing the handover gate starts player 2's leg.
  • Team time = the sum of the legs (or the wall-clock time if legs are run live).
  • Async relays work too: each player runs their leg any time, and the best legs combine.

Team time (average or sum)#

  • Everyone runs the same route. The team score is the sum or average of the members' best times (or the best N of M).
  • Good for clans and for "map of the week" team events.

Co-op maps#

  • The map needs two players: one presses a button or stands on a plate so a door opens for the other, and they swap roles at the next section.
  • Both finish = the team time. Buttons, plates and doors react to other players.
  • The replay holds both players' inputs, so a co-op run replays exactly.

Tag / chase (fun mode)#

  • One player is "it" and the others run. A tag is touching a player's box (only in this mode). Movement physics unchanged.

Team race#

  • Two teams on the same route at the same time. The first team with all members at the finish wins, or the team with the most players at the finish when time runs out.

How teams work#

  • Teams in rooms: names and colours, and a team scoreboard.
  • Team boards: per map and per mode, with links to every member's replay.
  • Map pieces for relays (handover gates) and co-op (per-player gates, per-team doors).
  • No collisions: players pass through each other, as in Urban Terror's jump mode. Tag is the only exception.
  • Live or async: team events run live (everyone at once) or over a week (each member runs any time, the best runs combine).