Brief Description:
F.E.A.R. Combat is the complete multiplayer component of F.E.A.R. that will be available for download for free on August 17th 2006. F.E.A.R. Combat includes all the updates, all the new official maps and the new official modes released for F.E.A.R. Multiplayer in one downloadable file. F.E.A.R. Combat users will be able to play against the owners of the retail version of F.E.A.R. as well as the other F.E.A.R. Combat users.
Multiplayer Modes:
Deathmatch (DM): Deathmatch is a free for all, where it's every man for himself.
Slowmo Deathmatch (SDM): Slowmo Deathmatch is a version of Deathmatch with the exception that there is a slowmo hypo that any player can obtain. Once the power up is fully charged, that player can slow the whole game down and utilize the speed advantage given by the power up.
Team Deathmatch (TDM): Team Deathmatch is a team based free for all, where the only goal is to kill as many of the other team as possible.
Slowmo Team Deathmatch (STDM): Slowmo Team Deathmatch is the slowmo version of Team Deathmatch, with the exception that there is a slowmo hypo that any player can obtain for their team. Once the power up is fully charged, that player can slow the whole game down and utilize the speed advantage for their whole team.
Elimination (ELM): Elimination is game of last man standing. Every player starts with one life and must fight to be the last man standing in order to win.
Team Elimination (TELM): Team Elimination is the team based version of Elimination, where one team must eliminate the other in order to win.
Capture the Flag (CTF): Capture the Flag is a team based mode, where each team's objective is to capture the other team's flags. The team with the most flag caps at the end of the round will win.
Slowmo Capture the Flag (SCTF): Slowmo Capture the Flag is a version of CTF with the exception that there is a slowmo hypo that any player can obtain for their team. Once charged and activated one team will be able to utilize the speed advantage given when the whole game is running in slowmo, giving many strategic advantages for that team.
Conquer All (CA): Is a form of Capture and Hold, where 2 teams compete to capture all the checkpoints. In order to win Conquer All, one team must gain control of all the checkpoints simultaneously.
Control (CON): Control is also a form of Capture and Hold, but the difference is that the scoring is different. Holding any checkpoint will accumulate points for your team, however capturing all the points will not end the round. The winning team is determined by the team with the most points when time expires or if one team reaches the max points.
Multiplayer Maps (Map – Available Modes):
Asylum – DM, SDM, TDM, STDM, ELM, TELM, CON
Cafeteria – DM, SDM, TDM, STDM, ELM, TELM, CON
Campus – DM, SDM, TDM, STDM, ELM, TELM, CON
Construction – DM, SDM, TDM, STDM, ELM, TELM, CON
Dead Wood – CTF, SCTF, CA
Depot – CTF, SCTF, CA
Docks – DM, SDM, TDM, STDM, ELM, TELM, CON
Evacuation – DM, SDM, TDM, STDM, ELM, TELM, CON
Facility – CTF, SCTF, CA
Factory – DM, SDM, TDM, STDM, ELM, TELM, CON
Heliport – CTF, SCTF, CA
High Tech – DM, SDM, TDM, STDM, ELM, TELM, CON
Labs – CTF, SCTF, CA
Office – DM, SDM, TDM, STDM, ELM, TELM, CON
Refinery – DM, SDM, TDM, STDM, ELM, TELM, CON
SpillKill – CTF, SCTF, CA
Stockpile – DM, SDM, TDM, STDM, ELM, TELM, CON
Streets – CTF, SCTF, CA
Waterworks – DM, SDM, TDM, STDM, ELM, TELM, CON