Soldier Front · Dragonfly, 2004 · Soldier Front Legacy by TeamVanilla, 2026

Build 1 · protocol 24

OpenSFSoldier Front Legacy
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Game types

All twelve game types of Soldier Front Legacy and how each is won, with the default goal and clock of each.

Every game type of the original's waiting room, played by the server. Their rules come from what the original's own data ships: the score tabs' columns, the loading pictures' briefings, the maps' world scripts, the HUD art. A room's master picks the type, the map, the goal and the clock in Make Room or in the waiting room.

Game typeHow it playsGoal (default)Clock (default)Maps
Team Battleteams; rounds; no respawn5 rounds to win3 min26
Team Deathmatchteams; one game; respawn100 points10 min34
Single Battleeveryone for themselves; one game; respawn30 kills10 min34
Sniper Modeteams; one game; respawn30 kills10 min6
Capture the Captainteams; rounds; respawn5 rounds to win5 min34
Captain Modeteams; rounds; respawn5 rounds to win4 min34
Horror Modeteams; rounds; no respawn5 rounds4 min3
Trainingeveryone for themselves; one game; respawnnone30 min35
Team Slayerteams; one game; respawn100 points10 min34
Occupyteams; rounds; no respawn5 rounds to win4 min1
Horror Mode 2teams; rounds; no respawn5 rounds5 min2
Pirate Modeteams; one game; respawn150 points10 min1

The Maps column counts the maps that offer each type (the maps).

Team Battle

Rounds, no respawn; the goal is rounds to win. The map gives the mission:

  • Destroy (two bomb sites): an attacker holds Use at a site for 5 seconds to set the bomb, and it goes off 35 seconds later; a defender holds Use at it for 7 seconds to make it safe. Gone off, the attackers win; made safe, the defenders. Once it is set, the round runs until one or the other, whatever the clock says.
  • Take Back: the attackers reach the item and carry it into their own zone. A carrier who falls drops it; a defender standing on a dropped item for 3 seconds sends it home, and one left 40 seconds goes home by itself.
  • Escape: an attacker who reaches the zone escapes and is out of the round, counted. Half the attackers out wins; too few left to make it, the defenders win.
  • Dual: one item, and either side may carry it to its own zone. The clock running out is a draw.

One side down ends any round. The clock running out goes to the defenders (on Dual, a draw). On Destroy, Take Back and Escape maps the sides change over once: when one round fewer than a side needs has been played (first to five: after the fourth), every soldier goes to the other side, and the rounds a side has won go with its soldiers.

Team Deathmatch

Respawn, and the first side to the point goal wins: 2 points a kill, 1 more for a head shot, a grenade, a knife or a double, and 2 more for a multi kill.

Team Slayer

Team Deathmatch's points, with what its art shows: three seconds no one can hurt you after you spawn (until you fire); the rage gauge, where three deaths without a kill make your next life deal half again as much for 20 seconds, and a kill in rage is worth 2 more; a revenge kill worth 1 more; the one who killed you last marked Killer, with your record against him; and a magazine where each soldier fell, which fills your reserve when you walk over it.

Single Battle

Everyone for themselves, to a kill count.

Sniper Mode

Sniper rifles (the PSG-1 for a soldier who has none), sidearms and knives, no grenades; respawn; the first side to the kill goal. On Base Camp, Kill House, Sentosa, Toy Tower, Tunnel and Art Center.

Sniper Mode on Base Camp, the PSG-1 in hand
Sniper Mode on Base Camp, the PSG-1 in hand

Capture the Captain

A captain for each side each round, the side's soldiers in turn: 1,000 HP, a big head, the captain's mark over it. The first side to bring the other's captain down wins the round. Soldiers come back in 3 seconds; the clock running out is a draw.

Captain Mode

A captain for every three soldiers or part of three. A side's pool of health, 500 a soldier, is shared out at random between its captains (300 at least), and every enemy is shown where the captains are. The rest come back in 5 seconds. Bring all the other side's captains down to win the round; if the clock runs out, the side whose captains have more health left wins.

Horror Mode

On Nerve Gas Horror, Plasma Horror and Shanghai Horror. Twenty seconds into the round, one human in four turns host zombie where he stands, with 1,500 HP. Whoever a zombie kills rises as one 2 seconds later, with 200 HP; humans have 250. Zombies have claws (50 a swing) and five skills: Super Speed, Super Jump, Black Fog, Search (every human on their radar and sent to them for 6 seconds) and Self Bomb. The undead win when every human is down; the humans when every zombie is, or when the clock runs out. Sides change every round, so a soldier's game counts as won when he finished half the rounds or more on the side that won them.

Horror Mode 2

On Village Horror and S.Center. A quarter of the room starts undead and picks a class in ten seconds (or is a Boss):

ClassHPClawsRunSkills
Boss1,800481.08Super Speed, Search
Driller1,584681.00Drilling, Black Fog (from rank 2)
Heavy1,584681.00Crush, Throw
Hunter1,176511.00Super Jump, Snatch

The undead come back in 6 seconds and may pick again; humans have 100 HP and do not come back. An undead who turns two humans is rank 2, five rank 3, with a quarter more health a rank and harder claws. Humans have supply boxes on the map (first aid, team heal, power x2, power x3, ammunition) and the girl: held Use by her for 2 seconds rescues her, every human is made whole, and she is gone for 45 seconds. Every human down or turned, the undead win; the clock run out with a human standing, the humans.

Horror Mode 2: an undead picks its class, here the Hunter
Horror Mode 2: an undead picks its class, here the Hunter

Occupy

On the Silo. The attackers take both missile consoles (10 seconds in one with only attackers in it; taken stays taken) or bring the sample to either console. The sample sits on a rack 2.45 m up and is taken from below. The defenders hold until the clock runs out.

Pirate Mode

On the Pirate Ship: pirates (red) against marines (blue), with respawn. Three strongholds 3 m across: 8 seconds alone in a neutral one takes it, and an enemy's must first be brought back to no one's. Each one held is a point every 3 seconds, and a kill is a point. A treasure box washes up every minute; held Use for 3 seconds opens it. Your own grade (S to F) counts a kill 1, a capture 3, a kill inside a stronghold your side holds 2 (a Save) and the treasure 5. The ship's cannons can be manned and fired.

Training

Targets that stand and walk, on most maps. Nothing counts.

Bots

A room can be filled with bots. They play the objective three times in four (to a site to plant or the bomb to defuse, the item and home, the way out, the consoles, the strongholds, the treasure, the girl) and hunt the rest of the time. The undead run at what they see, swing, and use their skills.