Trouble in terrorist town

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TROUBLE IN TERRORIST TOWN - TTT FUN

Step 1

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Once in the Fortnite Lobby, head to the Discovery game selection screen.

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Step 2

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Step 3

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If your Island Code is valid, then we will display the Island. Press Play to confirm the map, once you are back in the lobby, press play to load the Island.

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Load Islands In-Game

Alternatively, you can walk up to any featured island in the Welcome Hub and enter the code there. After a brief load time, the game you’re looking for should display.

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Sours: https://www.epicgames.com/fortnite/en-US/creative/island-codes/trouble-in-terrorist-town-ttt-fun

Video Game / Trouble in Terrorist Town

https://static.tvtropes.org/pmwiki/pub/images/trouble_in_terrorist_town.jpg
I cause all of the trouble in terrorist town/But I've never been found out/Never been found
Cause all of the trouble in terrorist T/I could fill up Facebook/With the friends I've deceived.

Trouble in Terrorist Town is a game mode for Garry's Mod created by Bad King Urgrain in which there are a group of ragtag terrorists who happen to have trouble among them. That trouble, as it happens to be, is that some of their group are not as loyal as one might first think. 1 out of every 4 terrorists in the town have turned on the cause, and have united together for a single, simple mission: Let none live.

Gameplay is essentially a cross between the Social Deduction GameWerewolf, Counter-Strike, and the often-forgotten crossover between Die Hard and And Then There Were None. As mentioned earlier, one out of every four terrorists is a traitor. The traitors' goal to is kill off all the remaining players before time runs out. Traitors can buy equipment such as body armor or a C4 with credits, but most importantly, they have the element of surprise. Even though the traitors are the minority of players, the innocents do not know who's a traitor and who isn't. To make up for this, they have a detective for every one in eight players, who is capable of buying equipment and must try to weed out the traitors. It's up to the innocent players to find out who's a traitor using information from corpses and suspicious players to find out who the traitors are and kill them before they're killed themselves.

For more information, you can visit the site here.

There are also numerous modifications and permutations of the game, which include extra weapons, extra roles, and other mechanics. Generally if roles other than Innocent, Detective and Traitor are mentioned on this page, they are optional extra roles, same applies to a lot of Detective/Traitor weapons.

Compare with Among Us, a game with a near-identical premise that is set on a space station.


This game provides examples of:

  • Action Bomb: Some servers have the suicide bomb equipment for traitors, which turns you into one.
  • Alliterative Title: Trouble in Terrorist Town, or "TTT" for short. There's also Trouble in Traitor Town, a Bowdlerised version of the original title that arose from YouTube's stricter content policies in recent years.
  • Always Murder: Duh.
  • And Now for Someone Completely Different: Certain maps have the players using different models. For example, ttt_whitehouse has everyone playing as a counter-terrorist, even though the flavor text still refers to them as terrorists.
  • Artistic License &#; Biology: Shooting someone doesn't leave DNA on their corpse; this is a case of Acceptable Breaks from Reality in order to make things fairer.
  • Ascended Fan Fic: Was originally just a mod before Garry made it an official game mode.
  • Ascended Glitch: The Yogscast had a game where an innocent and a traitor died simultaneously when they were the last ones alive due to completely different causes of death, but the game glitched out and didn't end (normally a game where all remaining players die is a traitor win). As a result, they declared that "the bees win", as there were a lot of bees (a traitor weapon) hanging around the map, due to being them being the last entities standing. A condition was later added to their variant of the game mode where "THE BEES WIN" if at least two remaining players die simultaneously but the traitor dies to non-weapon damage (such as environmental damage or, well, bees).
  • Assassination Sidequest: The Assassin role, which sometimes spawns in place of an ordinary traitor. They are assigned a specific target among the innocents, whom they will deal double damage to while dealing only half damage to everyone else. When their target dies (regardless of how or who killed them), they get a new one, right down to the last Innocent player. If they kill anyone who isn't their current target, they break their contract and are stuck doing half damage to everyone for the rest of the round.
  • Awesome, but Impractical: Many weapons.
    • The Jetpack. On the one hand: it's a jetpack. On the other, it's hard enough to maneuver that you could get yourself killed before you put it to any practical use.
    • The Evolve Traitor weapon. It enhances your speed, doubles your health, and gives you nifty Wolverine claws for melee. But you need to kill three people first to get it. Considering the size of a typical TTT party, it's pretty hard to use this one to full effect.
  • Batman Gambit:
    • Part of the game is predicting other players' actions &#; for example, moving an unidentified body into a conspicuous position so another traitor can light up the innocents that flock to the corpse. Of course, there are always the wild cards that are nearly impossible to predict.
    • The Jester role (a role deliberately aimed at discouraging "RDMing" by either ending the match with a Jester victory or, in the case of the "Swapper" variant, the Jester gets the role of the person who killed them if they're not a traitor) runs entirely on this, as while they can't damage anyone directly, they have to fool an innocent into killing them by convincing them they're a traitor. A bad Jester will give themselves away and end up being ignored for the rest of the match by innocents and have to resort to running into crossfire, while a good Jester will try to be subtle and make themselves look like a traitor without firing a shot, such as deliberately making it look like they're using the traitor item shop menu in a discreet location when an innocent turns up, or trying to "sneak off" with a traitor's body to make it look like they're attempting to revive them.
  • Beneath Suspicion: Skilled traitors are usually able to pull this off.
  • Berserk Button: Killing someone for no reason, also known as Random Death Match ("RDMing" for short), will get you slain for a few rounds or banned from servers.
  • Black Comedy Rape: A particular Traitor weapon known as the Snuggle Struggle locks the attacker and the victim in a brief animation that's rather unapologetic. The victim is then instantly killed, and any damage the attacker had taken prior is healed. The downside is it's a dead giveaway, and it takes at least thirty seconds to finish. Some folks like to introduce a house rule where the victim must only communicate in muffled speech like a hand is covering their mouth.
  • Blatant Lies: Played for Laughs with the end quote: "The Lovable, Innocent Terrorists have won the round."
  • Boom, Headshot!: Headshots will stop the murder victim from screaming. Sometimes, a headshot is even accompanied by the Unreal Tournament announcer's "HEADSHOT!" for added effect.
  • Boring, but Practical: For all the fancy gadgets available to the Traitors, sometimes all you need is one of the normal guns laying all over the map.
  • Bowdlerise: As a result of YouTube's stricter policies and enforcement against 'questionable' media, some servers have taken to renaming the game mode as Trouble in Traitor Town to make things easier on YouTubers who still want to make videos of the mode, with the terrorists renamed/referred to as 'traitors' instead of terrorist.
  • Brainwashing: The Hypnotist role starts play with a single "Brainwashing Device" which they can use to resurrect a dead player as a Traitor.
  • Cassandra Truth: You can see a guy knife eight others in the back, watch him turn his attention to you, and then scream out his name over the mic multiple times as you're being murdered, and people still may not believe you. Then again, they might just not hear you because you were cut off by dying. Or they didn't understand whose name you said. Or they did hear you, but aren't alerting the traitor to the fact that they know. Or they might have muted you. Or just don't care at all.
  • Combat Pragmatist: The traitors are highly encouraged to be this. Fighting "fair" is a good way to get themselves either killed or called out and risk having a whole swarm of innocents hunting them down.
  • Cowboy Cop: This often happens if a detective or an innocent begins gunning down their colleagues without good reason to be suspicious. This typically leads to the shooter being slain (as in forced to spectate and killed for a round or two) or banned.
  • Crowbar Combatant: All terrorists are given a crowbar with which they can melee people or push them off ledges.
  • Cut Himself Shaving: "I fell." Although, given the Source Engine's touchy relationship with Ladder Physics, the above excuse is often completely true.
  • Death by Falling Over: The crowbar has a 'nudge' attack, allowing Traitors to push unsuspecting innocents off ledges. This can be impractical due to some turning around almost immediately after they're pushed off a ledge and seeing their killer's name, then blurting it out to their fellow innocents. Against AFK players, however, this becomes a fantastic way to eliminate them before they get back without attaching DNA to the body.
  • Demonic Possession:
    • Objects can be possessed by players who died in the round. Certain props can even be manipulated to kill (or at least cripple) people. Some maps even have prop obstacle courses to give spectators something to do while waiting for a new round.
    • There is also a weapon called the 'Poltergeist' which attaches an invisible thruster to any physics prop and sends it flying at other terrorists. If that weren't enough, it also explodes.
  • Difficult, but Awesome: Many of the traitor weapons fall into this:
    • The C4 is incredibly loud, and if defused, it will give you away. However, if planted properly, it is possible to kill everyone that can hear it.
    • The silenced AWP only has two shots and high recoil, but is surprisingly useful in the hands of a skilled marksman as it's a one-shot kill.
    • The Newton Launcher deals no direct damage, but where it hits, it functions as a silent Discombobulator grenade, sending anyone unfortunate enough to be near it flying. On maps with hazards such as lava, long drops, or pitfalls, a good Newton Launcher can be more effective than C4.
  • Disposing of a Body:
    • One particularly useful aspect of the Magneto Stick is allowing traitors to move bodies to more out-of-the-way areas, or where they're entirely unreachable. Like, say, dropping them into death pits.
    • The Flare Gun equipment will burn and completely remove a body, leaving no trace of it, but it makes a distinct sound as it's fired, and it leaves a giant burn mark on the ground. If you try to identify a body while it's burning, the body will be too hot to inspect anyway.
    • Some custom maps include a way to dispose of bodies, such as meat grinders or furnaces, although there is usually some drawback.
  • Eagle-Eye Detection: Detectives can gather more information from inspecting corpses than regular innocents, such as who they last saw or their last words before they died. This isn't always something that works in their favour, since a skilled traitor will shoot someone from behind while they're staring at someone else, make their escape, and let the detective make the wrong conclusion.
  • Eye Remember: Detectives are able to do this.
  • Falling Chandelier of Doom: The Clue map has an activatable chandelier trap that instakills anyone unfortunate enough to be below at the chandelier's location.
  • Fiery Coverup: The flare gun allows traitors to dispose of corpses, which contain a lot of evidence, by burning them. The only flaws of burning a body is that the flare gun has a loud, recognizable 'fwip' noise, and the burnt body leaves a large burn mark on the ground.
  • Final Girl: Happens often towards the end of each round as the traitor kills every innocent player except for one.
  • Griefer: Many players will just start indiscriminately killing everyone, even if they're not traitors. This is a ban-worthy offense (termed "RDM" or "random deathmatch") since this undermines the whole point of the game.
  • The Gadfly: The reason the Jester exists is to trick or provoke people into killing him/her. Depending on which version you play, this either ends the game as a Jester win, kills you and lets the Jester take over your job, or (if you're a traitor) blows your cover with a big confetti cloud. They're simultaneously highly annoying and incredibly amusing.
  • Grievous Harm with a Body:
    • If you attach a Poltergeist to a body. Or use it to break something that causes death when broken (such as a panel that causes an airlock to open on a spaceship map). Taken even further with a traitor item that drops an unidentified body, but explodes upon someone trying to search it.
    • On maps with a destructible environment, since dead bodies being flung around generates physics damage (however small), one can use them to break props or otherwise cause mayhem.
  • Hollywood Silencer: Traitors can purchase silenced pistols. Even better, when they land the final blow on someone, they die silently.
  • Implausible Deniability: It's not unheard of for traitors to claim they're innocent, even if they're shooting at others or their DNA has been found on the body of someone who genuinely wasn't a traitor.
  • Incredibly Obvious Bomb:
    • The C4 gives off a very distinctive beeping noise, signaling anybody who can hear it to get the hell out of wherever they are. Failure to do so will get you killed.
    • Even better, on some servers, right before a C4 or Jihad goes off, the last thing you hear is: "LALALALALALALALALALALA".
    • Sometimes it's LEEEEEEEEEEROOOOOOOY JEEEEENKIIINS, which can be quite fitting considering the traitor has probably just rushed into a field of enemies, potentially getting your traitor buddies killed in the process.
    • The SLAM, a mine with either Remote or Motion-Detect settings, is a large black box that can be attached to the floor or walls. If placed out in the open, it is easy to see and can be destroyed with a couple of gunshots or an incendiary grenade. But clever Traitors tend to hide MD SLAMs around corners where you could not conceivably see them until it is too late, or drop Remote SLAMs behind them if they know they're being chased, so that their victim has no time to react.
    • The Homing Pigeon is a bomb that homes into enemies when thrown. However, it is also very blatant - any Traitor that has it active has a giant pigeon in their hands.
  • I Know You Know I Know: Many discussions quickly degrade into accusations of lying and mind-games. A common rebuttal to some assertion or statement is "That's what you want us to think!" or something similar.
  • Interrogating the Dead: A lot of it.
  • It's Quiet&#; Too Quiet: A good sign you're the last innocent alive is when no one is talking or using public chat anymore.
  • Joke Weapon: Some maps have a Bubble Gun that fires bubbles. It either spawns normally or can be purchased by anyone through a credit store. This usually results in everyone treating the wielder as a "Traitor" by jokingly proclaiming that they have the strongest weapon in the game.
  • Karma Meter:
    • Serves as a punishment for team-killers. The lower your meter, the less damage you do. Some servers automatically kick or kill players whose karma drops too low. Many people don't care, though, and due to the above-mentioned "element of surprise" factor and trolling, it can be rather hard not to engage in some team-killing by mistake.
    • In practice, the Karma Meter serves to punish the would-be victims of RDM more than it does the person trying to RDM, since in killing the rule-breaker they lose more karma for killing them than their attacker does for wounding them.
  • Kill It with Fire: The only way to get rid of a corpse, aside from putting it somewhere unreachable, is to burn it. (Unless the map happens to contain another disposal method.)
  • Ladder Physics: Many a terrorist has died by trying to go down a ladder and instead plummeting to the ground.
  • Lethal Joke Item: Some servers have these as possible terrorist weapons. Two in particular stand out: a watermelon cannon, and a simple molotov cocktail. The melon cannon is capable of reducing anyone hit with it to Ludicrous Gibsin one hit, and the molotov, while expected to be dangerous, is usually not expected to detonate when thrown with an effect similar to a tactical nuke.
  • Look Both Ways: A certain popular mapnote ttt_67thway has cars endlessly zooming across a road, and many a terrorist has been mercilessly ran over by them. It doesn't help that the cars in question are completely silent and appear out of nowhere.
  • Make It Look Like an Accident: Well, you can certainly try.
  • Massive Multiplayer Crossover: As TTT is part of Garry's Mod, players and server admins can download a myriad of characters and items from all sorts of different things, ranging from franchises to internet memes to real life objects for players to use in-game, although this can become unfair to play against (See: Broken Base entry on this page).
  • The Mole: Some servers also occasionally assign a player the "Spy" or "Glitch" role, which functions identically to a regular Innocent but is seen by the Traitors as one of them. They still have no idea who the real Traitors are. Their job is essentially to pretend to be pretending to be innocent, so the real Traitors will lower their guard and do something incriminating in front of them. For added paranoia, the Traitors are usually alerted that someone is a Glitch.
  • Murder by Mistake: Often the result of assuming people to be traitors when they aren't.
  • Nice Hat: Other than the fact that they're clearly labeled DETECTIVE, Detectives can usually be identified by the stereotypical deerstalker hat they're given. If they are shot in the head, it falls off.
  • Noodle Implements: Since there is almost no plot to the game, the map itself, sometimes. What does a Macro Zone have to do with terrorist organizations?
  • Poltergeist:
    • Objects can be possessed by players who died in the round. Certain props can even be manipulated to kill (or at least cripple) people. Some maps even have prop obstacle courses to give spectators something to do while waiting for a new round.
    • There is also a weapon called the 'Poltergeist' which attaches an invisible thruster to any physics prop and sends it flying at other terrorists. If that weren't enough, it also explodes.
  • Red Herring: The Decoy, which Traitors can buy, is meant to provide innocents and detectives with useless, incorrect information.
  • Red Herring Mole: Happens a lot; most of the time, it's unintentional, but there are exceptions.
  • Right Under Their Noses: How traitors should try to play.
  • Serial Killer: One possible role for a player to be assigned. If you get it, your job is to kill everyone regardless of allegiance, and you win only when you're the last one standing.
  • Short-Range Shotgun: To an extent.
  • Sniper Pistol: Lampshaded in an Honorable Mention Achievement being called "It's Like a Tiny Rifle", given to a player who has killed many other players with the Desert Eagle. You can actually do this, but you have to use ironsights, and it's tricky.
  • Social Deduction Game: It features a terrorist faction in which some members have turned on the cause and aim to kill everyone else. Traitors know who their teammates are, but the terrorist cell at large does not. Meanwhile, innocent players must piece together who the traitors are from corpses left behind and their interactions with other players, with the Detective role &#; designed to help weed out traitors &#; randomly assigned to a single player.
  • Somebody Set Up Us the Bomb: The Traitor(s) did. Should the innocents risk their lives to find and defuse it for Detectives to gather the DNA, run, or doeseverybody fail to know it's there at all?
  • Spotting the Thread: The worst possible way for a Traitor to give themselves away is to kill the Jester when other people are present. Because the Traitor doesn't die when they kill the Jester and the Jester's death is highly conspicuous (potentially alerting the entire server to who killed the Jester), those who understand how the Jester works will immediately figure out who one of the Traitors are.
  • Suicide Attack: There's a common server mod that allow traitors to buy suicide bombs.
  • Suspect Existence Failure: It can have this happen as a traitor kills a suspect or even more likely the innocents killing off a suspect who was actually a innocent.
  • Suspiciously Specific Denial: Some people really like to insist that they aren't a traitor, and sometimes non-traitors really like to act like they are one
  • Ten Little Murder Victims: The premise, though some traitors unwisely choose to ditch this for an excuse to turn the round into a blast-out.
  • This Banana is Armed: One Traitor-exclusive weapon is an AK that is disguised in such a way that Innocents and Detectives view it as the person wielding a crowbar. This can backfire for the Traitor if other players get suspicious of the one person using their "crowbar" when there would be no reason to.note While legitimately fighting against people with the crowbar in a gamemode focusing on gunplay and traps is pointless, many maps designed for the gamemode do have justification to use the crowbar due to destructable props and obstacles found throughout.
  • Time Bomb: The C4.
  • Villains Act, Heroes React: This is how the game is supposed to be played; however, Grieferssubvert this mentality For the Evulz. Another possible subversion is the process of elimination during the endgame when all the deaths have been confirmed and the number of possible suspects is equal to the number of traitors remaining.
  • Villain Protagonist: The Innocents, aka what you are most likely going to be, are the terrorists.
  • We ARE Struggling Together: Teamwork between innocents is regularly undermined since nobody knows who the real innocents are. A sufficiently paranoid and trigger-happy group can often wipe themselves out while the traitors just watch and Pass the Popcorn.
  • Wire Dilemma:
    • Anybody trying to defuse a C4 without a defuse kit has to pick from 1 out of 6 random wires. Killing the traitor that planted the bomb and inspecting the corpse will reveal the correct wire, but Cutting the Wrong Wire will cause the bomb to instantly explode.
    • This depends on how long the C4 was originally set for. For every second increment, another wire turns lethal, with the max of 10 minutes making 5 out of 6 of the wires lethal.
  • Zombie Apocalypse: The Infected role, seperate from innocents and traitors. They can make other players Infected by using their Claws weapon. Some players have a house rule where Infected (aside from maybe the original Infected player) must act like a zombie in chat.

Sours: https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/TroubleInTerroristTown
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Trouble in Terrorist Town (abbreviated to TTT) is a psychological action game mode in Garry's Mod. It is built in to the game.

How To Play

General

The game first starts with all players in one area. There is a (depending on the server) second preparation period, where the players can roam around the map, searching for ammo and hiding spots. During this time, players cannot harm each other. The players, however, can die from environmental damage, like fire and falling. Players who have been hurt/killed will be healed/respawned once the prep period is over. When the Prep period is over, the game begins and all effects of the game will be active. These include player-versus-player damage, players that die will not respawn until the next round, and players can buy equipment.

The Three Groups

Players playing TTT are divided up into three different groups. The groups are Innocent, Detective, and Traitor. All groups can kill other players. Detectives and Traitors can buy equipment from an equipment menu accessed by hitting the (for default) "C" key.

Innocent

The Innocent are the majority (% of the game's population by default.) Their group color is green. A traitor is shown as an innocent to everyone, except for other traitors. As an innocent player, you are the most vulnerable. Innocent players risk being killed by Traitors and being wrongly accused of being a Traitor. They also cannot buy equipment. The player can pick up weapons and use them against would-be killers, but normally, players will be killed, due to the surprise nature of the attack.

Detective

The Detectives are the smallest group in TTT (% of the population or one Detective for every eight players.) They are special Innocents given equipment. Their group color is blue. Their job and the purpose of the equipment is to find out who the Traitors are. A Detective is generally a high profile target to Traitors, due to the Detective's ability to use their DNA scanners to scan bodies which yields evidence. Detectives, when searching bodies, can find extra information, like who he last saw. The Detectives can retrieve unspent equipment credits from dead Detectives and Traitors. Also, all Detectives get a credit when a Traitor is confirmed to be dead.

Detectives are able to buy equipment such as:

  • Body armor - Passively gives a 30% resistance to damage. Has no effect on the player's appearance.
  • Radar - Scans every 30 seconds, showing the location of every living player.
  • Health station - When placed, any player (including Traitors!) can use this to heal. Has a limited charge, but slowly recharges over time. Can be destroyed. A DNA sample is left when used.
  • Binoculars - Identifies bodies from a distance. Takes a few seconds of standing still to activate, rendering the Detective a sitting duck for a Traitor.
  • Defusal kit - Can be used to more safely defuse a Traitor's C4 than attempting to do so without one.
  • UMP prototype - A special UMP that fires special rounds which, on impact, mess up the recipient's aim.
  • DNA Scanner - Scans DNA on a body, showing the current location of the killer. You must reach a body within a couple minutes of death, or the DNA will expire.
  • Visualizer - When placed near a body, it will visualize how the player died, showing blue "Ghosts" where the killer and the victim were standing at the time of death.

Traitor

The Traitors are the medium sized group in TTT (25% of the population or one Traitor for every four players.) Their group color is red, but this is not displayed to anyone other than Traitors, or when a Traitor has been confirmed to be dead. Their job is to kill all of the Innocent players. Traitors have the toughest job because of how the Innocent normally group together. This disadvantage, however, can be their greatest strength, as when two or more Traitors team up, they can take down the entire group. Of course, other players will grow suspicious when players start disappearing. Be prepared to get scanned, killed, or have to do some killing. Traitors, like Detectives, can buy equipment, mostly weapons. Like Detectives, Traitors can retrieve unspent equipment credits from dead Detectives and Traitors, and will be rewarded with a credit when a Detective is confirmed to be dead.

Traitors can buy the following equipment:

  • Body Armor - Passively gives a 60% resistance to damage. Has no effect on the player's appearance.
  • Disguiser - Once purchased, the player may open the shop menu with C and click the Disguiser tab at the top. Then he may click the check box - this will disguise him. A disguised player has no name. This makes them an obvious Traitor, but since nobody can see their name, if the Traitor retreats, they can blend back in and nobody will know who was shooting. You can also bind a key to easily toggle the disguise.
  • Radar - Scans every 30 seconds, showing the location of every living player.
  • Silenced Pistol - A silenced pistol allowing for medium range silent kills. Victims do not scream when killed. Does low damage and has mediocre accuracy.
  • Knife - Can be used to silently stab an unsuspecting victim, and can be thrown with right click. It deals about 50 damage and will tell you when you can get an instant kill when holding it. Like the silenced pistol, victims do not scream when killed.
  • C4 - A destructive timed bomb. The Bomb can be programmed to explode after any time between 45 seconds and 10 minutes. When it expires, it causes multiple deadly explosions that will kill anyone within a fairly long radius. Has a distinctive beep to alert the Innocents. Any Innocent can try to defuse it by cutting 1 of 6 wires at random, but the longer the timer is set for, the more likely they will cut a bad wire and cause it to explode instantly. Detectives can use Defusal Kits to more safely defuse C4.
  • Flare Gun - Shoots a flare to burn a dead body; can be used as a weapon, dealing about 50 damage over a short period of time. You only have four bullets in this gun so use wisely.
  • Newton Launcher - When fired at a physics prop or player, it will push that prop or player. Can be used to push people standing on a ledge over. Works at a long distance, but has a long recharge. Uses the physgun model, so if you hold it out you will be an obvious traitor.
  • Poltergeist - A special weapon that can be fired at any physics prop, attaching a thruster. The thruster will begin to thrust in short bursts, throwing the prop around violently and potentially killing anyone in its way. As the thruster expires, the bursts will get faster until the thruster explodes, dealing damage to anything nearby. The Poltergeist has a long recharge and has no effect when fired on players.
  • Decoy - Can be used on a body to falsify evidence, causing the location revealed by a DNA test to be incorrect.
  • Radio - Can be activated by opening the shop with C and clicking the Radio tab. From there, you can play a number of sounds from the radio, from gunfire to death screams to C4 beeping, which may lure players to or scare them away from the radio.

Ending

The round will end under one of four conditions. The conditions are:

  • All Innocent Eliminated (Traitors win)
  • All Traitors Eliminated (Innocents win)
  • Time Ran Out (Innocents win)
  • Completing a map objective, if present.

The "All Innocent Eliminated" outcome is when there is at least one Traitor left and no Innocent or Detectives are alive. The "All Traitors Eliminated" outcome is when at least one Innocent player is left and there are no Traitors are alive. The "Time Ran Out" outcome is when there are still Traitors and Innocent players left. This outcome is highly uncommon, with most round times being high by default. No matter what the outcome of the match is, the records for the round will be displayed for about 30 seconds. These include accomplishments such as how many kills a player got with a certain weapon, who got the first kill, etc. If the server is configured for it, the game goes in to Overtime. Rules for overtime behavior vary from server to server.

Random Deathmatch

Main article: Random Deathmatch

Karma

Karma is a measure of how much damage a player can deal in a round. Karma is lost when an Innocent kills another innocent, a Traitor kills another Traitor, a Detective kills an innocent, a Detective kills another Detective, or an Innocent kills a Detective. The highest karma can go to is by default. If a player's karma is low, they will not do as much damage as a player who has high or full karma. Karma can be increased through killing Traitors if you're an Innocent/Detective and vice versa. An Innocent player with high karma will not lose as much karma for killing another Innocent with low karma as would be lost for killing another Innocent with higher karma. Certain servers also have a "Karma ban," used when someone's karma gets too low. (Some servers disable karma)

Traitor Tips

A majority of new players introduced to TTT may find great difficulty assuming the role as traitor. The following is a list of recommended suggestions for players striving to perform better as the traitor role:

  • Utilize the Microphone - If you find yourself in a situation where your identity is at risk, lie to the best of your ability. Be as convincing as possible. Players are generally more easily influenced by those who verbally explain their dilemma rather than through text chat.
  • Eliminate the Suspicious - Players who may be suspicious of your actions should be silenced whenever possible and discretely. Servers consist anywhere from 16 - 24 players. A majority of these players are more concerned about their safety. Neutralizing those suspicious of you would prevent their reasoning to distrust you from surfacing to other players. Be careful however to dispose of their corpses as other players may be able to link the possibility of their death to you.
  • C4 - A Last Option - As tempting as it may be, C4 is never a good option unless properly hidden. Innocents can easily notify a detective of its existence and have it disarmed. Already your DNA is obtained leaving you an open target. Secondly, if you plan on ever using a C4, of the 5 different wires, only 1 if cut will detonate the C4 assuming it was planted between 30 - 45 seconds. Planting a C4 for more than 90 seconds will increase your odds for detonation should a player attempt to disarm it.
  • Knife Throwing, a Valuable Asset - A number of revisions ago, TTT's knife was nerfed to the point where it was no longer possible to instantly kill another by close contact. Although various communities still preserve the original knife's attributes, a majority of the ttt servers are continuously updated. Throwing the knife at a player from a distance of at least units guarantees an instant kill. Holding the "jump" key and "right-clicking" with the knife in hand will project the knife further. If you happen to miss and a player notices your knife, do not worry, DNA cannot be obtained from a knife unless it was used to murder another player.
  • Disguise Toggling - Upon purchasing the "Disguise" item from the traitor menu, have a key pre-bound to toggle between the disguise states (i.e. bind "key" ttt_toggle_disguise). Murdering multiple innocents in close quarters or sniping from a distance are both excellent applications of the disguise kit. Take care to disable your disguise when around groups of innocents.
  • Detective Targeting - Innocents seek refuge by staying close with the detectives. Not only do they provide refilling health stations, but will provide valuable information regarding possible traitor suspects. Executing them in a timely fashion is preferred. Only execute them if they are alone or among a small number of innocents. Take care to note that obtaining the detectives "DNA scanner" will provide you with an increased advantage when killing innocents. No longer is your DNA an issue.
  • Silenced Pistol - Heavily disregarded but very effective once perfected. If your accuracy is good enough, utilize the silenced pistol. Very quiet and extremely deadly. One head shot and body shot (putt putt), dead. Especially if your victim is facing away from you, use the pistol. Take care not to miss as you will immediately be identified as a traitor. Note: Use with disguise as a covert-tactic.
  • Never Identify Those You've Killed - Upon killing your victim, identifying their body afterwards might get you killed fast. Players keep track of those they were with. As soon as they see that individual come up as killed, they may have enough reason to kill you. Only identify innocents as a last option. For example, suppose you execute an innocent and you notice someone entering the room. Make up a bogus scenario explaining how the player you found died (e.g. sniped, crowbarred) At this point, no one knows how he died unless they have examined the corpse as well. As soon as the innocent who may be suspicious of you looks at the corpse, kill him as well.
  • Try And Get Rid Of The Body - DNA will easily get you caught. Get rid of the bodies. This may sound easy, but throwing bodies off an edge, hiding them behind doors, or similar actions will probably get you killed if someone see's you. If you don't like taking risks, buy a Flare Gun, and burn the body.

Innocent Tips

As the most fragile group, it is also most difficult to identify who to trust and who not to. Here are a few ways of making sure you will not die.

  • Traitor-Testers - These are your number one option for confirming. However, traitors love to disable these or use them to their advantage. If the room is filled with people, for skilled traitors this might be easy prey. It's suggested to prove yourself or not to, depending on the map. Maps which have secret ways, or any sort of secured, uncheckable, traitor only or hardly-accessible rooms near the T-Tester will make it dangerous to enter this room and use it. Most maps lock you away while doing this. If you are the Innocent team's trump card, this may be a problem. A machine gun is a very good weapon for traitors to use, and beware Deagles. Someone who masters the Deagle can win in a 5 to 1 Innocent VS traitors. There are two ways traitors will try to attack the room: Stealthy using C4 (the conditions mentioned above apply for this to work good) and a full out, where one or more heavily armed traitor try to take everyone out. However, if you gain others' trust, this gives you the position to ask for help with an answer. Always be cautious, especially if traitors have a way to falsify the testers.
  • Following - Following someone paranoid (usually innocents) is a good way to test if they might be a traitor. If traitors get the chance for prey to come to them, they'll use it. If the person you are following does not mind against you, does not give any type of signal that they do not want people near and they don't trust anyone (using the +zoom menu), suspect them. Traitors are concentrated on finding targets more than their innocence. A skilled traitor, however, knows this and will utilize it. For one, if they don't use the +zoom menu at all, it could mean two things: They are a traitor OR they don't care if they are alive or dead. To test the second option is quite easy; if they are doing something irrelevant (Moving props, doing things that don't make sense, jumping around randomly, etc.), meaning if they don't seem to care much about if they are alive or dead, they're probably innocent. Traitors are always excited and don't want to miss their chance - Becoming a traitor is too rare to miss.
  • Enough To Kill - both of the categories above do not contain enough reason to kill someone. This is quite basic: follow them around, wait for their move. Suggested is however to keep your distance from them and stay with a trusted or half trusted group. Keep in mind: if you're in a group of people, there's always a chance that someone of them is a traitor, or this is a planned attack: 3 Traitors are enough to take 6 innocents out, if they get the time right. Tactics are important, when it comes to traitors.
  • Travel In Threes- Where possible, you should always attempt to travel in groups of at least 3 people. This way, if one of them turns out to be a Traitor, then either you or the other person can gun him/her down, preventing his escape (unless you're unlucky enough to pair up with two Traitors). As well as this, a group of 3 Innocents traveling together can eliminate any Traitor that might be wandering around. Furthermore, if you are accused of being a Traitor, the other two players can confirm your innocence.
  • Don't Get Too Paranoid- After roaming for a while, you are going to get more and more paranoid. People are going to start dying, the game will fall silent, until there are about 6 people left. By this time, you are probably going to think "Come by me, and I will kill you". You will start shooting and throwing grenades all around the place until you get yourself killed. To avoid this you NEED to be patient. If someone follows you, change direction, warn them to stay away. If someone is aiming a Deagle at your head, don't thing "I'm screwed, BETTER SHOOT HIM BEFORE HE SHOOTS ME", Just walk away, and stay away. And if your one out of around 6 people, try and stay parted, unless you KNOW they are innocent (Tested/Killed a T etc)
  • Pay Attention to What Others Say - By listening out to fellow players, it can help with finding out who is a Traitor and who is suspected to be a Traitor. If someone yells out but is cut out halfway, then they may have been killed, check to see what the person said before and see if he said he was with anyone, this will give you the upper hand on knowing who the killer might be. Another case of them being cut out is when they say the killers name but gets cut off. Try to hear this out because even the first letter of a name can give away the Traitor (presuming that they're the only person alive with the letter). Also listen out to whoever is proven, this can prevent misunderstandings and RDM and will allow you to team up with someone, however, this may make them suspect you of being a Traitor for following them, which then can prove you are not if you have done nothing to them.
Sours: https://gmod.fandom.com/wiki/Trouble_in_Terrorist_Town
AIRSOFT TTT - Liars and Criminals

Lie to survive in Trouble in Terrorist Town

The round begins and I'm designated “Traitor”. This is it: from now on, it's my job to act naturally, gain confidence, kill everyone and hide the evidence. Oh god, this must be how those Russian Spies felt. The pressure is enormous.

Trouble in Terrorist Town is a brutal Garry's Mod gamemode. When a round starts, a few Traitors are selected from the group of players. Aside from the pair of Detectives the game assigns, anyone could be a killer in disguise. The Traitors know who everyone is, and need to play on the trust and mistrust of the group to their advantage: human nature in this sort of situation, backed up with firepower, tends to make things end badly. You almost don't need to do anything, but it's more fun when you do.

Betraying people isn't as easy as you think. You need to not be seen, which means following people while looking innocent. How do you look innocent in Gmod? You don't look at people too much, you holster your gun, you give up prime opportunities to kill an innocent in the hope that they'll back you up when the accusations start flying.

And after the first body is discovered, if you haven't set it on fire to hide the evidence, the accusations fly: “Who was last with him?” “Buck's the traitor!” “No I'm not, stop trying to get me killed. Why would you do that? You're the traitor”. And on and on it goes. Bodies are discovered, people get twitchy, instead of accusing, they shoot first, killing the person they suspected. If someone sees that happen, well they might think he's the Traitor.

When a player dies, you can inspect the body. It tells you how long ago they died, useful for finding a body in a room and hunting down the person nearest to them. It also tells you what gun was used to kill them. Swap guns? Yeah, as long as the other Traitor isn't using the replacement weapon to take the targets down.

Detectives are the only Innocents you can trust to not be Traitors. They're able glean more info from the body than the regular players: if they get to it quickly enough, they can scan the DNA and will get the name of the player. They're also able to discover the last person the victim saw. Important? What if they were shot in the back, and happened to be looking at someone else. As a Traitor, if they're not in the game, it gets a whole lot easier to mess with people.

All the while the Innocents are going nuts. They don't want to be left alone, for fear of being picked off, but if you meet up with someone, do you know they're not the killer? Tactically, people tend to gather in group, but there can be as many as four Traitors. I've giggled as one player vocally thanked God that he'd found a group, only for us all to bicker over who gets to kill him first. It's that cruel

Deceitful deathmatch? Brilliant.

All you need to get it working is right here: http://ttt.badking.net/ , but Garry's Mod is also set-up to download everything you need. You can search for the game mode on theserver browser, or just order the maps. Trouble in Terrorist Town maps start with the 'ttt' prefix. Get lying!

Sours: https://www.pcgamer.com/lie-to-survive-in-trouble-in-terrorist-town/

In town trouble terrorist

What is Trouble in Terrorist Town?

Trouble in Terrorist Town (TTT) is a multiplayer gamemode included with Garry’s Mod. Set in a parody of the Counter-Strike universe, the game is about a group of “terrorists” who have traitors among them, out to kill everyone who’s not a traitor.

When the game starts, a small number of players is selected as Traitors, who have to kill all the Innocent players (ie. the rest of the players). The Innocent players know they are in the majority, but they do not know who is a Traitor and who is not.

The Traitors must use the element of surprise and their special equipment to their advantage in order to succeed. The Innocent just have to survive, which means finding out who the Traitors are and eliminating them first. This is complicated by the fact that everyone is wielding lethal weaponry, and everyone looks suspicious…

If you’ve heard of non-digital party games like Werewolf or Mafia, it’s a bit like that but on a computer and with guns.

How can I play?

You need to own Garry’s Mod and Counter-Strike: Source on Steam and have them installed. You can then simply start Garry’s Mod and join a TTT multiplayer server.

More information on how and where to play can be found here.

What else?

Sours: https://www.troubleinterroristtown.com/
Terrible Traitors - Trouble in Terrorist Town

What is Trouble in Terrorist Town?

Ttt.png

Trouble in Terrorist Town (TTT) is a gamemode for&#;Garry's Mod. The game is about a group of terrorists who have Traitors among them, out to kill every other 'Innocent' terrorist.

At the start of the round, one in four players is randomly selected to be a Traitor, unknown to other players who aren't Traitors themselves.

Because the Traitors are in the minority they can acquire specialized equipment to dispatch Innocents discretely. A secondary Innocent group known as the Detectives are picked once in every eight players. These players are armed with a DNA scanner, the ability to see who the player last saw and their own menu to acquire specialized equipment to find out who the Traitors are.

For the Innocent, knowledge is power: who is acting strangely? Who can be linked to evidence found on corpses? Who is still alive, even? The round ends if either group is wiped out or if the timer ends. In which case, the Innocents win.

Tutorial

Guidebook (unformatted)

Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

The Discord

The administrators have an official discord in partnership with the administrators of r/TTT (Link: https://discord.gg/knGxTqH).

Update as of 3 Oct , I (the creator of this wikia and the discord) have a new account due to complications. Same name, Gary King of the Humans#).

Sours: https://trouble-in-terrorist-town.fandom.com/wiki/Trouble_in_Terrorist_Town_Wiki

Now discussing:

I understood that such a strong, domineering, intelligent Gennady had figured everything out a long time ago. And, therefore, I am right that I allowed myself to embark on this long-awaited world of debauchery. My fantasies, my dreams are coming true right now on these wonderful days.



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