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How TTT works
At the start of a round, roles are assigned secretly: most players are innocent, a few are traitors, plus a detective with special tools. The traitors have to kill unnoticed, the innocents have to expose them - and everyone only knows what they have seen themselves.
The appeal comes from this simple setup: each round lasts a few minutes, and the most interesting moments happen in conversation. That is exactly why TTT works best with a fixed group - anonymous public rounds lose a lot of it.
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- Set the gamemode. TTT comes with Garry's Mod - so you do not have to install it. Enter the gamemode in the startup parameters, see change gamemode and map.
- Provide maps. That is the real effort. TTT maps come via your Workshop collection.
- Set the start map and restart the server.
- Set up FastDL. Practically mandatory with several maps, see set up FastDL.
To start with, five to eight well-chosen maps are enough. A huge rotation sounds appealing, but above all it means long downloads for new players.
Round settings
TTT brings its own settings, which live in a configuration file of their own independently of the server.cfg. The values with the greatest influence:
- Round length. Too short and nobody gets to investigate, too long and it drags.
- Preparation time. The phase before the round starts, in which everyone spreads out.
- Share of traitors and detectives. Depends on the player count - in small rounds, too many traitors quickly get boring.
- Number of rounds per map. Determines how often a map is played before switching.
- Handling damage among innocents. Punishment or leniency - a question of group culture.
Start with the default values and only change what the group actually notices. TTT is well balanced; most complaints come from too many changes, not too few.
Moderation - the most important part
TTT depends on everyone sticking to a few rules: do not shoot without reason, stay on topic in voice chat, do not reveal the murderer after you die. Technically, this can hardly be enforced - it takes people who step in.
That is why an admin system belongs with it, with which your team can warn, kick and ban. The usual way leads via ULX, described in admin rights with ULX. For tasks without an in-game connection - restarts, adding maps - there are also subusers in our web interface.
What TTT needs in performance
Compared with DarkRP, TTT is frugal: the rounds are short, there is hardly any permanent building, and the world is reset between rounds.
The requirement comes almost entirely from the maps and addons. Anyone who runs a large rotation with weapon packs and models needs correspondingly more - the classification is in how much RAM do I need?. For a fixed group with a manageable map list, a small to medium package is enough.
Typical pitfalls
- The server starts in Sandbox. The gamemode name in the startup parameters is wrong.
- The round does not start. Too few players are connected - TTT needs a minimum number.
- The map does not load. The map name has to be exactly right, including the prefix.
- Error models instead of weapons. Content is missing on the client - a case for FastDL.
Frequently asked questions
Garry's Mod server for TTT
Any gamemode, Workshop collection by ID, FastDL via your own web hosting - prepaid, made in Germany.
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from €4.99 / month
Prepaid without a contract, DDoS protection up to 250 Gbit/s, hosted in Frankfurt am Main.
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- Garry's Mod server - overview
- Change gamemode & map
- Add a Workshop collection
- Set up FastDL
- Admin rights with ULX
- server.cfg explained
- Set up DarkRP
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