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Trouble in Terrorist Town is a gamemode for Garry's Mod 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 Clue, 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. It's up 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.
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- Ascended Game Mod: Was originally just a mod before Garry made it an official game mode.
- Always Murder: Duh.
- Blatant Lies: Played for Laughs with the end quote: "The Lovable, Innocent Terrorists have won the round."
- Beneath Suspicion: Skilled traitors are usually able to pull this off.
- Connect the Deaths
- Death by Falling Over: The crowbar has a 'nudge' attack, allowing Traitors to push unsuspecting innocents off ledges.
- Demonic Possession: Objects can be possessed by players who died in the round.
- 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.
- 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.
- Eye Remember: Detectives are able to do this.
- 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.
- Grievous Harm with a Body
- Hollywood Silencer: Traitors can purchase silenced pistols. Even better, when they land the final blow on someone, they die silently.
- Incredibly Obvious Bomb: The C4 gives off a very distinctiveness beeping noise, signaling anybody who can hear it to get the hell out of wherever they are.
- Interrogating the Dead: A lot of it.
- Karma Meter: Serves as a punishment for team-killers. The lower your meter, the less damage you do.
- Kill It with Fire: The only way to get rid of a corpse, aside from putting it somewhere unreachable, is to burn it.
- Make It Look Like an Accident: Well, you can certainly try.
- Murder by Mistake: Often the result of assuming people to be traitors when they aren't.
- Sniper Pistol: Lampshaded in an Honorable Mention Achievement being called "It's Like a Tiny Rifle", Given to a player who killed many other players with the Desert Eagle.
- Suicide Attack: There's a common server mod that allow traitors buy suicide bombs.
- Red Herring: The Decoy, which Terrorists 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
- 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.
- Time Bomb: The C4.
- Wire Dilemma: Anybody trying to diffuse a C4 without a diffuse kit a 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.
- Depending on how long the C4 was originally set for. For every 45-second increment, another wire turns lethal, with the max of 10 minutes being certain death.